Postby josh_manga » Thu Oct 07, 2010 2:46 pm
Heyya all!
Just thought i'd pop in and update this.
Last weekend was eventful, we had two games going using the same system i'd been working on. Both went well.
A friend of mine ran a campaign he had designed based off my rules, and i ran a game i had been developing since '05, based off a wierd dream i had.
Both games took over 6 hours, but i'm fuzzy on the actual time it took.
First, my three players made their characters. There was Dragonborn, a Saurian Paladin, The Nameless Wonder (i named him that because his player couldn't think of a name) a Saurian Mage, and Merlin the Revenant Wizard. They all started out at Level 3 because i had calculated this adventure to be done with characters these players had already made, but they opted to make new ones instead.
The three of them started out on the third day of their journey with a family caravan travelling to a large city for a halloween style festival. That evening when they made camp, just one more day off from their destination, they got attacked by a band of thieves. The combat was harrowing, they were outnumbered 2 to 1, and the bandit lord was a Lvl 8. After killing 2 brigands, and wounding one, the rest retreated and the party was able to rest and regen.
The following day they reached their destination by evening, spent some time in the market until they noticed a certain unease; reward posters were hung on every corner for missing persons, and some people in the crowd were whispering about a haunted house attraction that was actually haunted.
After beating the players over the head with my plot stick for a minute or so, they finally decided to explore the house themselves (the 150 gold reward helped). Once in however, they found themselves locked in the basement, with their powers nullified, they were reduced to using melee attacks and their wits to survive. (difficult undertaking since 2/3 of the party were mages, and the Paladin had the only magic healing. No one bought potions or cotton gauze for first aid at CharGen or the marketplace).
The basement had only one exit, a doorway hid behind a moldy tapestry of a white rabbit hunt (a subtle hint to the kind of adventure this was going to be). Once passing beyond that, they found themselves locked in another room with no exit. After spending some time there, a wall opened up and some Shadow Stalkers came out and attacked them. They managed to fend off their assailants and found some healing herbs, then a door opened up and led them to a room with a healing fountain and glowing mushrooms. The players mentioned wanting to eat the mushrooms so many times i'm surprised no one actually did it, which was good because they were poisonous.
After finding a hidden button, the door in the room swung open and the next room they found had a large pit, and on the other side was a red and golden door. They found a loose beam and used it to cross the gap, but another Shadow monster appeared. The Nameless Wonder used a spell (i somehow forgot they couldn't do that yet) and knocked the beast into the wall, which set off the ceiling to start collapsing. They made it out alive though, and found themselves in a round room, the door behind them shut and locked.
In the round room there was a window and a bookshelf. Dragonborn stuck his hand out the window which was too small for the rest of him to fit through, and felt something slimy so he jumped back. Then the three of them each picked a book off the shelf and read them. The first book, a green one, summoned some of those Shadow creatures, which they then defeated with some ease. The second book, a red one, was a diary explaining the plot which involved a magic school and a potion of immortality. The third book, a blue one, summoned a staircase which came down from the ceiling.
Going up, they found yet another round room with a window, a locked chest, and a mirror that cast only a reflection of the room. At this point the Nameless Wonder tried to break his way out through the window, but instead dislodged a key, which they used to open the chest. Inside was a key, a bag of gold, and an oil lamp. After some trial and error, they chose the key and the lamp, and the bag of gold dissappeared from the chest. Merlin then went over to the mirror and saw his own reflection holding the key. He touched the mirror with the key and the stairway that went down now spiraled upward.
Going up to the next floor, they found a room with double high walls, a staircase that went up to the floor above them but only came down half way, and a burning cauldron surrounded by six figures dressed in crimson. They tried to grab and interrogate the wizards but found that they could not touch them, so they were forced to sit back and watch as events of the past replayed before their eyes.
These six wizards had betrayed their classmate, turning him into an undead, and now were trying to finish their immortality spell for themselves before he caught up with them. They failed however when a gigantic hand crashed through the room, sweeping the six of them up in its clutch, and passing through the adventurers as if they weren't there. The walls now also fell down so they could access the stairway up.
In the next room they found a spinning blue crystal, which they spun till it shattered, releasing the hold on their magic, then a Shadow Master appeared and they killed it.
Suddenly waking in an unknown room, they found a crazed man huddled in the corner, and a note addressed to them. Reading the note they found they had been in a trance the whole time and had actually been in this room since they were nocked unconscious in the basement. Scattered in the floor however were shards from the crystal that blocked their magic, later they found another note suggesting that they use the crystal to defeat the immortal wizard. They found out that the crazy dude was one of the missing persons (50 gold reward!), and encountered a mesmerized vampiric maid who was the other missing person (100 gold reward). Dragonborn managed to use part of the Null Crystal to bring the maid back to her senses, but Merlin then brought her unconscious body to a safe room and tried to convince her that he had saved her. Seeing his undead form however, she of course rejected him. Dragonborn also appeared on the scene to convince her that it was actually him, but since he was a Saurian (scaly skin) she rejected him as well and spent the rest of the adventure hiding under the bed.
They then found a note from the badguy inviting them to see him in the attic, which they were able to unlock once they found the key. In the attic they found the corpses of the six wizards who had betrayed the young wizard, and his father, all chained. The wizard (named Tollbert) then explained that it was one of the adventurer's blood that enabled him to make his potion of immortality and that none of their spells or weapons could harm him. He also mentioned some plan about taking over the world or some such nonsense, like all villains are prone to do.
Merlin (or Nameless Wonder, i forget which) then hit Tollbert with the shard of Null Crystal, wich went into his blood stream and purged the immortality potion from his system, so Tollbert took a step back and summoned a Shadow Master into the room. By now each member of the party was Lvl 5, and made short work of the Shadow Master, but Tollbert (Lv 10) hit all three of them with a Lightning Bolt, which killed both mages and left the Paladin with 3 Health. (correction, the Mages were not dead, they were on the brink of death, unconscious).
Now left with a narrow descision, Dragonborn could either heal himself, heal one of the Mages, or attack Tollbert. In the end he banked on his narrow chances of success and managed to take out Tollbert in one final blow (something like 86 Damage, and Tollbert had only 80 to begin with) and saved the day. (Hooray for fighter classes!!!)
The two fallen comerades then revived, the six crimson mages were released from their undeath and met their final resting place, and the vampiric staff were returned to normal human beings. The players then released Tollbert's father from his shackles and earned another 100 gold.
Their characters are all Lvl 6 now, and i hope they will continue to use them in our next adventure as my next plot takes place in the same city, with many more surprises and secrets to uncover.
The combat went fairly well, but i think they party would have done better with a straight up fighter in the mix, and only one Mage and one Healer. There were many times i fudged the rolls i was getting (behind a DM screen) so that the players could succeed and progress (doesn't make for a fun game when the party members die from a minor encounter) but i stuck to my rolls more in the boss type encounters, which made for more tense situations. The final encounter with Tollbert who was twice their level was cinematic to say the least, it was everything i could have hoped for.
Dragonborn got to use his Healing Touch once or twice, but was right next to a dining hall where they could have just as easily regenerated health without spells, but it was still fun to use it i'm sure. The only Mage who was useful as a Mage was Nameless Wonder because he had his Jolt spell. Merlin had more personal effect spells and weapon enchantments, which he didn't get to use but maybe once. It's that player's fault for picking the less useful spells, but i feel the encounter might be a little better if i could have included them.
There was a lot of guesswork going on, and with very little prompting from me the players figured each of the puzzles out, but i don't feel they were too easy, which makes me feel good as the writer. I think the trickiest part of the game is still character creation, which seriously needs a walkthrough guide. Something for me to work on later, but until then i'm the resident expert on Chargen.