Hello, everyone! I'm still alive and I got lots of writing to do, just not for the blog. Have a great little home campaign cooking and people seem to enjoy it enough to put some more energy into it, I started writing some more fiction, which will get published through other outlets (if you want a taste, check out my little cyberpunk story here) and I still aim to publish a couple of projects I started the last couple of months ... it's been busy. Anyway, so much for the update. I this post I'll talk a bit more about our D&D campaign and share some of the world building we've been doing. Enjoy!
Here's Part 1, for those interested in the whole bit.
Where we left
I need to write this down or I'll forget it ... Alright, the characters arrived in Deverrin, a nice town in a nice valley with a nice apple festival going. They got involved in a heist of some very expensive apple cider, or at least everyone thinks they are involved and the party of adventurers becomes a party of interest for at least 3 factions involved.
In best noir-tradition, they go with the flow and see where they can benefit form the situation. First in line was a priestess of the Goddess of Boredom and after some unfortunate business about unpaid bills in a tavern, the characters are on their way to the temple for room and board (or should I say "bored" ...).
This is where we get back into the story.
The Temple of Boredom
The challenge here was to present the players with something that obviously bored their characters, but still was entertaining to behold. Not an easy task, beyond the obvious jokes that come to mind immediately: highly bureaucratic, boring architecture, boring people ... and yet, you'd have burned your way through that pretty fast and they came to stay, so it'll need a little bit more than that.
I started out lucky, as the Narrative Generator suggested that the characters encounter some rivals. Having the group encounter another adventuring group is something I do very rarely in my D&D games and this gave me a great little opportunity to change that. So as they enter the temple, looking forward to some free food and a bed, and they see a group of eccentric strangers that could only be adventurers: a pixie, a veteran, some shady looking guy and a halfling.
Obviously the Forum Romanum, but it'll serve as temple district ... [source] |
The group's very own shady looking character sneaked in and heard that their jig was threatened (is that how you say it?): those guys offered their services for finding the missing bottle of Goldspritz and their offer was good. The players wouldn't have it. However, instead of confronting their competition, they "sleep-spelled" them (which totally should be a word ...).
It was a gamble, of course, as they had no idea how tough those NPCs were and plan B seemed to be of the bloody variant, with the thief hoping he got a surprise attack if the wizard failed ... Well knowing that if he failed, they wouldn't get out of this alive (at least it would get bloody).
Anyway, the spell dropped 3 of the four, leaving the Pixie awake and they managed to handle that one. Took a little bit of intimidation and pointing out that cutting some throats would be the easiest solution right now, and the competition was no more. They sure made an enemy that day, though.
Having their place secured, they claimed the offer they got. The next problem seemed to be that they couldn't agree how to pair for the rooms they got, so they had to share a room with some (very boring) strangers.
Here's the thing: there is beauty in boredom. If you are bored, nothing dangerous is happening, and that's a good thing. That's why the Goddess of Boredom has a strong following and people come from all over the place to experience true boredom at the temple. Mostly office types, probably. But there is nothing wrong with embracing a boring life. Or so they told the characters.
Of course they tested the limits of that by trying to disturb the divine boredom of the place. It's just that the reaction was never as spectacular as they thought it'd be. Hence, that first night in the temple was quite unspectacular.
Breakfast was when the characters realized that this place might not be healthy. They'd been led to a room without windows, with two rows of tables where the seating always faced a blank wall. The food was gray porridge. Nourishing, for sure, but not very appealing. To make things worse, they had a little machine in there that made a constant ticking sound, like you'd know from a loud clock.
It was too much for the characters and they'd have to make a save versus death rays to avoid the boredom affecting them (which two characters failed, of course). Still, a free meal it has been. They gathered some more information in the temple, then they went back into town to gather some more ...
Deverrin with details (or rather, that's what I use) [source] |
Rumors and the Redcape Militia
Another rainy day in the city. But still, the festival was in full swing and apple-themed gimmicks and pastries where all over the place. The (fat) wizard and the (fat) cat woman where happy to explore a variety of apple extravaganzas, while the rest of the group headed to the next guard post.
The city guard is a militia called the "redcapes", obviously for their choice in clothing. From what the characters know, they are mainly financed by powerful political entities in the area and thus, let's say, a bit biased towards certain cash cows. The baron keeps out of town, mostly, so the city guard is who's having the say. And who controls them, controls what's happening.
Chief among those powerful is the Godmother of apple cider in town, Gertrude Oldinges. Now, guess who was target of that heist ... Right. So the city guard had a vested interest in solving that particular case.
In come the characters. It's a busy little guard station, right in the center of town. No obvious leaders, but the characters wanted to mingle first anyway. The barbarian offered an arm wrestling competition and those redcapes just hanging around happily accepted the challenge. Anything to get some entertainment, right?
So the barbarian fails, which is good for morale, then the pretty boy of the group (our very own Prince Charming) joins the fray and devastates the strongest guy the guard could offer. Now people started paying attention. The thief made some good winnings on the side (which he had to share, because people with axes persisted).
Our prince charming wished he looked like that, but it's close enough ... [source] |
Having played the crowd like that, the group starts asking questions, especially asking who's in charge. Turns out, the guy in charge is called Irmin and he's quite the hero material, all muscles and charm.
He's open to exchange information, but wants the group to do him a favor first (again the narrative generator throwing a curve ball): his young cousin has fallen in with a bad crowd. A band of misfits that hang out in the slums that grew outside the walls of Deverrin. Irmin wants the group to go in there and get the boy back to his family. If they manage to do that, they get the information they want.
Meanwhile the cat and the wizard eat and drink their way through the festival and gather some more rumors while they are at it: something about an explosion in the north-east of town that seemed somehow drug related and there is some underground fighting somewhere in the sewers.
The group unites and head towards the residence where Irmin's aunt lives to gain some more knowledge on the boy.
A tragic story?
Irmin's extended family lives in the artisan quarter of town. Houses with several stories, where the business is on the ground level and the living quarters are above. Usually several generations lived in those houses, as well as the apprentices and the helps. The characters are met with suspicion first, but as soon as they explained that Irmin sent them and what their quest is, the family warms up to them and they are allowed inside.
The family seems to prepare for supper as the characters arrive. Women and children in the kitchen, the mother of the boy in trouble among them. She sends the rest of the family outside and tells the characters the story as far as she knows it. Her son, Tlaus, had a childhood sweetheart called Yvi. They'd do everything together, but it was a strange and silent girl most of the time and they'd soon find out why.
She was the daughter of a famous artisan living close by. Seemed to be a perfectly happy family, too, but something went on there that wasn't supposed to be public. A secret, until the day the family residence burned down and revealed some ugly truths. Or at least some rumors about went on when no one was looking.
Not many of the family survived that fire, but among the dead had been Yvi's father and the surviving family members where unanimous that Yvi had set that fire in a fit of rage about something her father did to her. Most of it was left to the imagination, but Yvi definitely went into hiding after the fire and was searched for as the culprit behind the fire.
Tlaus had secretly kept in touch with her, very much aware that it wouldn't find approval with his family to help the firestarter (the reasons didn't matter that much). It was a situation that had to escalate at some point, and it did. When his family found out that he'd helped Yvi, they tried to intervene and (of course) he ran away because of it.
Last thing they heard was that they started a gang and mugged unwary johns in the outskirts of town. Their main residence seemed to be (as far as the family knew) an establishment called "The Burning Kobold" They'd love to welcome Tlaus back to the family.
Meanwhile the cat made some friends aḿong the children living there and in the end the group got offered some stew in the kitchen. However, the had to be gone before supper started.
The weather had cleared up a bit when they headed towards the wooden shacks that grew like a tumor between Deverrin and the river Wolter. It was an impressive sight, mostly because of its height, and it looked like a proper labyrinth. However, there'd be enough freelancers at the entrances offering their services as guides into the filthy underbelly of town.
That's pretty close to what I described ... [source] |
They threw a little boy some copper to get them there and then headed towards the Burning Kobold. What happened there, will be told in Part 3.
Still no fights ...
The group was very careful to avoid conflicts so far. That might be because they realized that all kinds of NPCs with varying power levels populate the area (as should obviously be the case in a D&D sandbox game, right?) or they wanted to avoid forcing their hand with the very brutal and unforgiving combat system we where testing for the game.
Hard to say, but they seemed to have fun nonetheless and that's all I need to know (I really wanted to test that combat system, though).
Still super happy with the Narrative Generator (the only part of Lost Songs that sees some testing right now, I'm afraid). It forces me to develop the narrative in directions I wouldn't have thought about. That's a good thing.
It also helps to imagine this to be an anime story. D&D is great for this kind of game (as I keep saying). All the tropes are either in there or easily implemented. Not really serious gaming, but lots of fun to play.
All the other house rules we agreed upon work as they should, although no character had been challenged really hard at that point. They still get xp for good roleplaying and ideas (as you'd get when playing the D&D RC), so people will level up eventually.
I know many people will tell you that you need to have some sort of mini-dungeon or similar challenge for a low level group to get them some treasure and monster xp, but I found it is very much worthwhile to take the time and built a strong narrative instead. I mean, who's to know, it's a sandbox game and anything goes. I sure enough gave them the hints for some proper dungeon crawling.
However, this is where the game went and it worked just as well, if not better.
Next time we'll learn how things went down with Tlaus and Yvi and what the guard had to tell about that heist. Stay tuned.