Dateline – Storm Point

***SPOILER ALERT***

I’m running Tomb of Horrors for this leg of the Storm Point campaign. You may not want to read on if you’re playing the game yourself.

***SPOILER ALERT***

Yeah, I broke down and told the group what adventure we were playing. The combat this past session was extremely frustrating, with dazing auras and devastating attacks from the monsters, and one of the players commented that the punishment for failing to solve the puzzle on the first try – the monsters appearing – was really kind of out of proportion.

So I told them that they were playing the new Tomb of Horrors, and suddenly they understood. Punishment in this adventure is always going to be out of proportion to the infraction.

We picked up the game after an extended rest, and the party investigated the sundial and brazier. They had no idea what it was for, and eventually decided to move on. The way led outside, and across a bridge, into another large, strangely shaped building. This one, in addition to the runes, had a number of tapestries hanging on the walls.

Now, one of these tapestries was important, and described in detail, and had an illustration. The others were sort of glossed over. I didn’t like the idea of zeroing the players in on this one tapestry right off the hop, so I didn’t show them the illustration right away, and I made up a descriptions of each of the other tapestries that they looked at. This had mixed results; it made them have to work a little more to find the tapestry that was actually important, but it also made them pay a lot of extra attention to the other tapestries.

They discovered the important tapestry by going around the walls, ripping down tapestries, and the enchanted one wouldn’t come down. That’s when they got the illustration, and they pretty quickly figured out that puzzle, using the platinum key they had discovered earlier. They also discovered the two secret doors in the room, but were unable to open them.

Then it was into the other half of the room, with a tall torch and numbers arranged on the walls. They figured out that they needed to cast a shadow on a number, but got distracted by the tapestries, and picked a number that seemed to indicate a time represented in the tapestries. This got them a heaping helping of mad wraiths and a rather brutal combat.

I have a sort of love/hate relationship with puzzles like this in games. When they’re fun, they can be a lot of fun, but eventually, they stop being fun and just become frustrating. As a GM, I find myself having to watch the players carefully, and judge when the puzzle is starting to shift from interesting to annoying. At that point, it’s best to give little clues and nudge the characters in the right direction. I mis-timed this one, and wound up having to be much more explicit than I would have liked in order to head off the frustration and annoyance.

Still, the fact that they party had to go back and play with the sundial to find the right number to cast the shadow on should – I hope – illustrate the fact that the solution to a given puzzle is not always immediately present in the room where the puzzle is. We’ll see.

That’s where we left it that evening, after the revelation about the adventure’s identity. There was more exploration and problem-solving this game than combat, which is certainly something I want to encourage, but the combat was pretty long and brutal. The fact that we were down two players also slowed things somewhat.

But it was fun, and we’re looking forward to the next one.

From the Armitage Files: Burning Curiosity

**Potential Spoilers**

The Armitage Files is an improvised campaign structure. It uses a number of stock pieces, such as NPCs, organizations, and locations, that are strung together by individual GMs to fit player action. The adventures I create with it may or may not match any other GM’s version of the campaign. That means that reading these posts may or may not offer spoilers for other game groups.

**You Have Been Warned**

In between the last session and this session, my players discussed what they were going to investigate next. They decided to go looking into the Society for Syncretic Inquiry, and its possible connection to the Fuschack-Donlands gang of bank robbers. Some initial research led them to discover that Wilfrid Wakeling ((No relation to Wilbur Whately at all. Promise.)), the previous head of the society had died about a year and a half previously, six months or so after a stroke caused him to turn over leadership of the society to Edwin Carsdale. They decided to see if they could get someone inside the society to investigate.

They started their investigation into Carsdale and the society by climbing back up on one of their favourite hobby-horses: trying to use it as an excuse to get into the rare book collection at the MU library. The document mentioned that Wakeling had visited the collection from time to time, and they wanted to see a record of what books he had examined. Llanfer informed him that such information could not be released without permission of the collection’s curator – Dr. Armitage.

Now, there’s been a bit of friction developing between Armitage’s group and the investigators ((Except for Dyer, really. Dyer is going out of his way to be as helpful as he feels he can, because of the way they did the right thing way back in the beginning.)). This is mainly because the investigators keep coming to them for information, but not sharing any in return, and then looking affronted when the Armitage group is less-than-forthcoming. To be fair to the investigators, the initial set-up with the group was that they were supposed to investigate the things in the documents independently. This has morphed, in their memories, into them not being allowed to tell the Armitage group – especially Armitage himself – anything about what they’re doing.

Now, this is not necessarily a bad thing; I’ve always hated games where, to solve a mystery, all you needed to do was get the info-dump from the right NPC contact. But the fact that the investigators keep going to them for help ((Maybe having Dyer help them was a mistake, sending mixed messages, so they think that they just need the right approach. Which is kind-of true, but probably not in the way they think.)) means that they keep running into that friction, and are beginning to disdain the members of the Armitage group.

When they wouldn’t give Armitage any idea of who they were investigating, or what they hoped to find, Armitage (again) turned down their request to see the records of who had access to the special collection, and what they looked at. This led to more conversation amongst the investigators about the possibility of breaking into the library to get access to this information. I’m pretty sure they’re just looking for an excuse to break in, so that Moon – and possibly Solis – can get their hands on some of the nastier tomes. This desire twists all avenues of investigation around to involving the library. Maybe I should just break down and give them access ((This does open up all sorts of possible avenues for bringing in other threads, and tying them together. Hmmm…)).

Roxy did manage to get some information from Freeborn (and convert him into a contact for future use) in return for helping to finance his studies, including patronizing another expedition to Australia ((Ah, the flexibility of a Credit Rating of 7…)). Unfortunately, he didn’t know much, but he was able to give the basics of the Society: academics who meet to discuss cross-disciplinary pursuit of knowledge, breaking free of the silos of their own specialties.

Meantime, Moon did some research on Carsdale, finding out that he was a young Physics professor at Harvard ((Okay, I had a total brain-freeze on this one. I had decided he was from Harvard, but during the game, I could not remember the name of the place! I kept saying, “Oooh, you know, that big one, in Boston.” “Boston College?” “Nope.” “MIT?” “Nope. Damn. What is the name of that place?” And, of course, when I remembered, everyone stared at me incredulously. “You mean you couldn’t remember Harvard? Dude, what’s wrong with your brain?”)), and found one of his more controversial papers on non-linear time. This obviously caught his attention, what with his strange temporal experiences. And Solis took a trip to Boston, hoping to find out information on Wakeling (who was a professor at Boston College) and Carsdale. He found that Wakeling returned home to Suffolk, England, after his stroke, and died there less than a year later. The only new information he got on Carsdale was overheard on the train – two Harvard faculty members discussing him in none-too-flattering terms, referring to him as an ambitious young Turk with radical ideas. Again, this caught the group’s attention.

After a little more discussion, they decided on a two-prong attack. Roxy called Carsdale, and arranged an interview to be considered for joining the Society. She didn’t have the skills listed in the campaign book to gain entry (aside from a high Credit Rating), but she had a few other academic skills, and some Flattery, that she spent instead, while dropping hints about the weird things she’s seen over the past few months. I liked this approach, and it was played well, so decided it would be enough to get her membership.

Moon, meanwhile, had pitched me an idea to use Art History to uncover some way to intersect with the ideas in Carsdale’s papers. I thought for a bit, and said sure, if he wanted to make a spend, he could put together some stuff on Bach’s reversible fugues ((This is totally made up. At least, as far as I know.)) and some of the abstract painters that could be presented as musical and visual expressions of non-linear time. He used his Antiquarian special ability to have some of these examples in his bookshop, and went to the restaurant where Roxy was being interviewed by the Society and “happened to run in to” Carsdale there. Moon pitched his idea, which intrigued Carsdale enough to want to speak to him privately the next day.

Roxy’s interview with the Society went fairly well – she got invited to join. She also noticed that there seemed to be an inner circle; certainly, Carsdale and two others perked their ears up at some of the more blatant hints of mythos stuff. I don’t think she’s quite decided what that means, though.

Next day, Carsdale came to visit Moon. He was impressed by the pieces Moon showed him and played for him, and asked Moon to look over the next paper on the subject of non-linear time he was preparing to publish. He didn’t want to tell Moon what it was about, preferring to see if Moon could figure out his thesis, despite the advanced math. Moon promised to read it and provide feedback, and Carsdale took his leave. As he did so, the room seemed to shift and flatten strangely to Moon, and Carsdale seemed to grow into a tall, angular humanoid with strangely-articulated limbs, covered in an array of fine, waving tendrils almost like fur.

This was the same kind of thing Moon had seen a couple of times before, including when the visitors in Rot Tal had moved him outside of the normal spatial dimensions. The vision only lasted a second or two, but it made Moon suspect that Carsdale was somehow capable of manipulating his perception of time. After Carsdale left – “coincidentally” running into Dr. Solis coming to pick up some obscure and suggestive books – Moon skimmed over the paper, which seemed to suggest that, by acting in dimensions higher than the standard three spatial on single temporal, one could produce effects that looked miraculous. In short, acting in higher dimensions could produce magic.

Roxy had joined the boys by this time, and they spent some time talking about what they should do next. And that’s when I had a trio of Tch-Tchos show up and throw a Molotov cocktail through the front window of the bookstore downstairs.

There resulted a mad scramble – Solis and Roxy trying to put the fire out and Moon, with a better ((I just mistyped “better” as “bitter.” Both work in this context.)) understanding of how fast old, dry books will burn, worked on salvaging the most valuable and portable of items and then hightailing it out the back way. Solis and Roxy got the point and followed. Right into the Tcho-Tcho ambush.

Kris knives and blow guns proved to be no match for three pistols, though at the end of the fight, both Roxy and Solis were poisoned and fast on the way to losing consciousness. They dumped the Tcho-Tcho bodies in the trash cans behind the store, and Moon drove them to the hospital while I kept calling for Health checks as their muscles cramped, they started vomiting, and rapidly approached death. Samples of the darts allowed the doctors at the hospital to find an antivenin that saved their lives.

Before I go on with the story, I want to make a little aside about what I did here. I – very heavy-handedly, and without consulting the player – trashed something that was very important to the player. I took away the bookseller’s bookshop. This is an incredibly risky thing to do in the game, and I wasn’t sure that I should. On the one hand, it was the appropriate thing to happen, given what I know about the plot that the players don’t, and it provides a nice personal hook for Moon in all this. On the other hand, it’s kind of a dick move. I wouldn’t do it in many situations, and even when I thought I could, I would tend to avoid it.

But I did it here. I hit both the character and the player hard with this one. Why did I choose to do that? Well, mainly because I knew this player. I know that Michael likes the downward spiral for his characters, and I know he trusts me to not completely screw him over ((Well, he does now. There was a time in the early days of our gaming when we’d really pick on each others’ characters, so much so that others in the groups commented on it. The weird thing is that neither of us did it deliberately, and neither of us noticed we were doing it to the other, only that the other was doing it to us. We’ve worked past that, now. Mostly. 😉 )). I also made it pretty clear during the game that he had insurance, and enough of a base stock, to get another shop up and running in pretty short order, so that it was a temporary thing that had happened. If he wanted it to be, that is.

Anyway, I just wanted to note that I understand how this tactic could have blown up in my face. I judged it wouldn’t – this time – and I think I was right.

So. Back at the hospital, things calmed down. Solis made an attempt to examine the bodies of the Tcho-Tchos the next day, but some of his comments roused the suspicions of the police officer investigating the case, and he didn’t get the chance. Instead, he got to do some fancy back-pedaling and duck out the door.

Everyone was pretty beat up, by then – this had been a really hard session on Stability, what with one thing ((Lots of tests.)) and another ((Some bad, bad rolls.)). The group decided to get out of town for a few days and, because it was around a month since they left the visitors at Rot Tal, they went back to see if they left as promised.

They did. Around noon on the appointed day ((I had toyed with the idea of having them miss the whole thing because of the difference in the way the two races understand time, but then figured that would be pointless. Why set it up if I don’t have it pay off? And I wanted it to pay off in a specific way, this time.)), the inhabitants of Rot Tal gathered together in the village square, and… something happened.

Now, at this stage in the game, each of the characters has something strange going on, mentally speaking. Moon has strange time-jumps in perception, Roxy has visions of undersea cities populated by nameless things, and Solis is starting to have recurring visions of a puzzlebox that makes him very uneasy. The agitation of the higher dimensions caused by the rescue of the visitors sent each of the investigators into their personal visions:

  • Moon was back at home, eating breakfast in his kitchen, when he looked up to see himself standing in the doorway, pointing a gun at him. He drew his own gun and fired just as the other Moon also fired, and was hit in the arm. He came to on the grassy hill above Rot Tal with a bullet in his arm ((No one has yet asked how this could happen now that the bookshop has burned down, and I think that’s interesting.)).
  • Roxy had the vision of leading a procession of things up to an altar stone before a huge building. On the altar were many sacrifices – men, women, and children. The things Roxy was leading lifted her up onto the stone and slaughtered the sacrifices, and all the blood flowed to Roxy’s feet and up her legs. She raised her arms, and the colossal doors in the building before her started to open. Then she, too woke up on the grassy hillside.
  • Solis found himself once again in the strange temple with the puzzlebox on a plinth in front of him. This time, his curiosity got the better of him, and he started to play with it, trying to solve it. It changed shape as he worked it, from a rectangular box to a cube, and also changed colour from dark blue to a deep blue-green. Then he awoke on the hillside.

When the investigators looked down into the town below them, they saw that everyone had collapsed in the street. They went down and managed to revive Fred Jahraus, who took some time to figure out how to speak again. It was fun to play up Fred learning again how to use his body for a little while, but I got tired of doing it long before the players got tired of watching my contortions, so I jumped to a summary of how the visitors were now gone, having taken some few willing human minds with them. These included Jahraus’s mother. In return for the hospitality of the human bodies, the folks of Rot Tal were apparently left with a town that they owned and a large amount of money.

The investigators helped get everyone into shelter and fed while they relearned to be in charge of their own bodies and minds, and I gave them a Stability award for seeing that some things keep their promises, and that people can be good to each other ((I needed an excuse to give them some Stability back, or they would be useless in the next part of the investigation.)).

That’s when one of the players mentioned that the visitors were more like rats leaving a sinking ship: “Bye bye, now! Thanks for the hospitality! Good luck with the forthcoming apocalypse!” I’m pleased with the way some themes – like non-linear time and higher dimensions – are recurring in interesting ways through the game. It’s helping me solidify some of my thoughts about the endgame for the campaign, and giving me useful threads to weave into the ongoing narrative.

So, next time, the group is – I think – back to pursuing the Society of Syncretic Inquiry, to see if and how Carsdale is connected to the firebombing of the book shop and the mythos in general. I wonder what they’ll find.

 

Ireland 2011

This has nothing to do with gaming, but I’m planning a trip to Ireland this fall. Tonight, I launched the blog where I’ve posted my itinerary. I will be posting entries leading up to the trip, and hope to get a post up each day of the trip, with a few pictures.

If you’re at all interested in that sort of thing, you can see it here.

If you’re not, carry on.

New Centurions, Issue #10: Urban Paleontology

We just finished playing our latest Armitage Files game, but I need to talk about the last New Centurions game, which we played last Saturday, so I don’t fall too far behind on these things.

So, we picked up the storyline a few days after fighting off the dimensional invaders, in the aftermath of what they had done to the city. Before play actually began, Clint talked with us about how he wanted to handle gaining new abilities using the experience system he rolled out last session. I still don’t have a real handle on how I want to advance S.P.E.C.-T.E.R., so I haven’t spent the experience yet. We also talked a bit about the Hero Point economy of the game, and whether we needed to tweak it for our purposes ((The answer to this is that we’re looking at trying one or two slightly different tweaks: during the game, Clint decided to hand out two Hero Points at a time instead of one, and after the game, he sent out some e-mail suggesting that spending a single Hero Point provided a bonus d6 result modifier, rather than a single point result modifier. Other suggestions included making Hero Points worth a two-point result modifier, and other options to get more points in the hands of the players, so that they get used for more cool stuff. Our experiment is ongoing.)).

And then we jumped into the actual game. Paladin was out of the city ((Which is to say, the player couldn’t make it that night, on account of having a life or something.)), on assignment with the new government agency that had taken command of the new problem of superhumans, called Aegis. While he was out of the picture, Aegis made the New Centurions a real sweetheart deal – substantial funding and material, in return for being able to call on us from time to time to deal with supervillains.

Given the climate of corruption and lack of government response in the city, we were somewhat skeptical ((Okay, we were too skeptical, really. But there’s a real trend in the groups I game with to distrust any sort of patron, because it’s kind of assumed they are going to turn on you eventually. That’s a standard trope in comic books, too, but it’s also rich story territory, so when I realized what I was doing in looking for traps and loopholes in the agreement, I stopped doing it and jumped on board.)) at first, but they value they were offering was such that we would have been insane to turn it down. So, we agreed, and the New Centurions are now associated with Aegis.

And that’s when the dinosaurs showed up at the NYU campus.

Little bit of background is required here. Clint, who runs the game, is married, and has two kids. His wife and his daughter both play in the New Centurions game, but his son, who is younger, doesn’t. But Clint runs another BASH game for his wife and kids, and wanted to give his son a chance to play with the rest of the crew. In the last session of the family game, which is set in the 1940s, Dr. Tempus used a time machine to escape from the heroes, but Thunderbolt (Clint’s son’s character) and Monkeydude (his sidekick) followed him into the timestream, ending in a nice cliffhanger.

Thus we had our first guest-star in the New Centurions: Thunderbolt and Monkeydude, who had followed Dr. Tempus through time. The megaraptors that appeared in our present were a side-effect of the time travel ((At least, that’s what Dr. Tempus said when S.P.E.C.-T.E.R. asked if the dinosaurs belonged to him and threatened to cite him for having let unlicensed sauropods loose in the city.)). The battle was fun – everyone kept throwing dinosaurs onto Dr. Tempus, until Widowmaker managed to corral them all with her forcefield. We turned Dr. Tempus over to Thunderbolt, who was sucked back to his own time when the time machine in the NYU lab activated.

That was pretty much where we left the game, with some thought about the next session, when we hope to finally interrogate the man who (we think) freed Dr. Methuselah from the weird time-trap/hologram/somethingorother we found when we discovered our headquarters.

We may finally learn what was up with that. And maybe even be able to free the original Centurions. Unless they’re just images. Or something.

But it’ll be fun, anyway!

Feints & Gambits: Easter Morning

Friday night, we wrapped up the necromancer storyline in the Feints & Gambits game. This is, in part, what prompted my last post about being taken out; I wanted to lay the groundwork to be able to explain – both to my players and to other readers of this blog – some of the decisions I made during play ((When I was studying Education at University, this was referred to as a “teachable moment.”)). Which is not to say I feel the need to defend these decisions; quite the contrary, my players seemed to really like the way the game went. But the decisions made, and the reasons behind them, can help to reinforce tone and style of play, and I want to make sure everyone is on the same page when it comes to that.

We had a full roster of players, and hence characters, this session, and I have to thank the folks who were missing last time for the easy way they brought themselves back into play. I appreciate the co-operation.

The gang was still at Kate’s place, with the necromancer cultist that they had taken from the ceremony at Trinity College Chapel. He seemed to be essentially catatonic, and Nate’s use of The Sight had shown that he was severely damaged in the soul, with his self shrinking away to nothing.  Mark and Kate decided that they were going to try and create a ritual to bring him back.  I warned them that the difficulty was going to be very high for this, citing as an example the fact that the base Complexity of a death spell is up over 20, and they were essentially trying to heal someone from one of those. They were not dissuaded, which pleased me ((Heroes are people who risk everything when it’s important enough.)), and pretty much everyone in the group got into preparing the spell ((I outline my thinking on this way back here.)), which they decided to set at Complexity 25. Which is big. Very big.

While the group was working together to come up with all the various Aspects to make up the Lore deficit, I was doing some scrambling. See, Mark and Kate wanted to cast the spell together, figuring that should give them some sort of advantage. I agreed, and then spent a frantic few minutes leafing through the rulebook to find out how co-operative casting works in the system.

I didn’t find any rules for it ((Wait for it…)).

So, rather than slow the game down, or say no to what I thought was a reasonable request, I ruled that they could each gather power to cast the spell, and it would all go into the pot to power it. But if either of them failed their control roll, all the power gathered by both of them would become uncontrolled. They thought this was reasonable, and went ahead with casting the spell.

Of course, after the game, I checked the rules when I had a little more leisure, and found the rules for co-operative thaumaturgy on page 272 of Your Story. ((Told you to wait for it.)) The upshot is that they’re pretty much what I came up with at the moment, which is good for two reasons: first, it means I don’t have to change the way I did it this time if the characters try it again, and second, it means I’ve internalized the mindset behind the rules well enough to be able to trust my instincts with them.

So, anyway, they managed the spell ((And I resisted the urge to try and compel a failure once the gathered power topped 20 shifts. It was tough to resist, but it would have been such a dick move.)), and pulled the poor little necromancer cultist’s soul back up into the light. It was at this point that I did the actual math for how many shifts they would have needed, and saw that 26 would have been a complete success. I decided that they offset all the damage done to his soul, except for the extreme Mental consequence he had taken. I thought this was a good way to reflect the impact on his mind and soul of the trauma he had gone through in this little ordeal.

The characters were able to talk to him, but he was extremely distrustful – hell, he’d just woken up in a room full of strangers, wearing nothing but a cheap rayon robe, and the people he was with looked suspiciously like the folks who he remembered shooting at his friends. Add to this the extreme Mental consequence I had decided on, which was that he had basically become a sociopath due to the damage done to his soul, and he played up the victim angle, begged to be let free, and said he didn’t remember anything. He also swore he had no involvement with paganism, satanism, new age, or magic of any sort. Eventually, they dropped him off in downtown Dublin, with Aleister urging him to go to a church and pray for his soul ((He didn’t. He went out the back way. Sorry, Aleister.)).

Meanwhile, the rest of the crew was back at Trinity, breaking into the guy’s dorm room. They cracked the ward on the door, and the door itself was child’s play. Inside, they found that their poor little cultist might not have been totally honest with them: the walls were black, and had a poster of Aleister Crowley on one, and a day-glo qabbalistic tree of life painted on another. There was even a little shrine with black candles and a fake skull on it. A search turned up a small stash of ecstasy and a journal written in Enochian script, which none of the characters could read.

When they tried the redial on his room phone, they heard the ringing in a nearby room, and went to investigate, finding another warded door. Instead of disabling this ward, Mark decided to see if the ward was designed to warn the caster when it was broken. It was, so he worked up a little ritual to let his toy compass point him back to the caster. This worked, though I mentioned that small drops of peaty water were starting to form under the plastic of the compass. Off they hurried to track down the necromancer and see what should be done.

At this point, there was some lively discussion about what they were going to do with the necromancer when they finally caught up to him. Or her ((But it turned out to be him.)). After seeing what he had done to his cultists when they were in danger of being caught, the gang were rightfully wary of him. They knew he needed to be eliminated, but also knew that, if he saw them coming, they didn’t stand a chance. They settled on the idea of finding him for reconnaissance, then setting up an ambush where they would be able to put him down with minimal risk ((To that end, Aleister picked stopped by his place to pick up a sniper rifle.)).

Here’s where I got to drag the plot back around to the Easter Uprising ghost battle storyline I had originally envisioned for this scenario. The compass led them to the street in front of the GPO ((Quite near the scarred paving where Nate had made his wall of fire back around Christmas time.)), where a crowd had gathered around a taped-off crime scene. Under cover of Firinne’s glamour, Aleister and Mark made their way into the crowd, trying to home in on the necromancer.

They found him. The description I gave started with, “Y’know, the guy might as well have a sign around his neck that says ‘I’m an evil necromancer.'” From there, I went on to describe his slicked-back dark hair, his pointy beard, his silver jewelry, his walking stick, and all the other trappings ((This was because I had forgotten the description I had come up with for the man in the setting document, which was very non-necromancery. But that’s okay; nobody called me on it, so I win.)) that screamed bad guy.

They retreated back to the group by the car, and Kate decided that she wanted to look at the scene with The Sight. I pulled the player aside and gave her a rundown on seeing the necromancer in all his dark power, drawing up some sort of energy from the screaming ghostly form lying within the bloodstain inside the crime scene tape. I also told her about the intricate silver and bronze chain that lay broken around the GPO, and the massed ranks of angry ghosts within, led by Padraig Pearse. Then I kicked her in the brain with a Superb attack, because I figured that was a pretty intense scene to have viewed with her third eye. She, of course, beat that difficulty handily ((So I don’t want to hear any more about your crappy dice luck, you hear me?)).

And then Kate was off, charging into the crowd to stop the necromancer from doing whatever it was he was doing. The rest of the gang, who were still planning on doing this quietly and out of sight, tried to stop her. Nate flattened her with some gravity evocation, but she yelled at Aleister that they had to stop the necromancer right now! Aleister and Rogan took her at her word, and charged into the crowd, while Firinne distracted the cops and Mark and Nate and Kate all tried spinning magic against the necromancer.

The fight ended with Rogan savaging the necromancer in her smilodon form, but that didn’t quite kill him. He had taken a lot of consequences – offset by his magical preparations, to a degree, but not completely – and had done some damage of his own, but it was time for him to concede ((And this is where it ties into that last post on being taken out.)).

Looking at the logic of the situation, the only way I could have had him escape would have been to let him magic himself away, but I didn’t think that would work very well – breaching the Nevernever is thaumaturgy, which takes some time, and Mark specializes in transport magic, so it wouldn’t be a guarantee that he could get away. Besides, the group had worked hard to track this guy down, and were responding heroically – albeit out of desperation – so I didn’t want to take away a victory so cheaply.

That left the death curse.

The necromancer, choking on his own blood, laughed up into Rogan’s tiger face, and said, “I free them all!” Then he died. The ghosts in the GPO began solidifying, and some hasty Lore checks showed that the pulse of power from the dying necromancer had broken any and all bindings on ghosts within Dublin. With the coming of the Easter Week fey game of pitting the ghosts of the Easter Uprising against each other for their sport, the ghosts within the GPO were already pretty solid, and angry, and started setting up defensive positions. Nate didn’t like the look of that, so he used spiritual fire to burn them all out of the building ((An evocation up around 9 shifts of power, as I recall.)). Only Padraig Pearse, fortified by his midwinter bottle of True Guinness, survived, and he did not look pleased.

So, that’s where we left things. The necromancer cult at Trinity is no more. All the ghosts in Dublin are free to do as they will. And the Easter Week fey games are spoiled. I imagine that there will be some repercussions from each of these things. And I also figured the efforts were worth a Major Milestone.

Next, I think, I will throw something easier and more direct at them. I’ve got a lot of ghosts suddenly loose to haunt things and cause trouble, after all.

Oh, and for those who are interested in what was actually going on with the necromancer and his plots, check the spoiler tag below. My players are free to do so, as well, but keep in mind that your characters will not know the stuff you read there. But the plot is done, and the plotter is dead, so it’s not going to have a lot of effect on the rest of the game. I’ll leave that to the consequences of your actions.

Spoiler

Dr. Aidan Blackwood was the head necromancer. He had a cult of followers, drawn mainly from the students at the university, devoted to unlocking the ancient dark magics neglected by the modern new age practitioners. He wanted, specifically, to chain the angry ghosts of Dublin to his will, granting him enough power and influence in the mystical world to expand his influence over the rest of the island, and maybe even beyond. Ghosts bound to your will, aside from being power sources, are just useful.

To join his little cult, each member had to undergo a lengthy initiation ritual, which was also a thaumaturgic ritual that tagged them with a death spell that could be triggered quickly. This was how Blackwood managed to transform his cultists from living students into bog mummies so quickly – the preliminary work had been done, and he needed only to trigger it.

Anyway, he didn’t want to risk himself being front-and-centre in this little plot, because if things went badly, the ghosts would tear him apart. So he got the senior member of his cult, grad student Grania Maguire, to take the lead in the whole thing. She would be at the GPO, enacting the main ritual, while the little coven of thirteen (down to ten, after the interference of the PCs) did a supporting ritual in the Trinity College Chapel to gather energy and funnel it to her.

Oh. And part of the ritual was having a prime number of cultists in the power-generation, so once they lost three members, three more had to sit out, leaving seven to conduct the ritual, and three to stand guard. That’s why there were seven at the altar in robes and three hiding in the pews with guns.

And, of course, when our heroes disrupted the (very powerful) ritual at the chapel, the main ritual at the GPO collapsed, but not before Grania had managed to shatter the fey chains binding the GPO ghosts. The power slapped her down, and the ghosts tore her apart. Hence, the crime scene. Blackwood was doing his best to suck up the death-residue of the ritual – along with what was left of Grania’s power – when he met with a toothy end.

And that’s the background story. Not a lot of it came out explicitly during play, but I thought some folks might be interested in how things fit together.

Losing It: Being Taken Out in The Dresden Files RPG

So, here’s a quote from Your Story:

If the damage exceeds the character’s stress track, or occupied boxes “push” the stress off the right side of the stress track, the character is taken out, meaning the character has decisively lost the conflict. His fate is in the hands of the opponent, who may decide how the character loses.

I found this really interesting, from a GM point of view, and I’ve been looking at it in play for some time now. I even played with the idea in Night Fears, where I set the default condition for the characters being taken out by Mental Stress to be that they flee the haunted house.

It was this last thing that prompted me to start thinking about this post – I saw some comments somewhere online ((I don’t remember where, and I wouldn’t point to it if I did. My objective here is not to argue. The comment just helped crystallize some thoughts about the system and the way I was using it that I want to write about. Honestly, the fact that I saw those comments almost made me not want to post this; authors of any sort, but especially game authors, really have no call telling people how they’re supposed engage with what they write. But it gave me the basics of my premise here, and it highlighted an outlook I’ve seen – and shared – in play, so I figure I should disclose that. There. I think that’s enough whining about that.)) talking about how Mental consequences represent deep psychological trauma, and that using to represent scared kids was out of scope. And that is, indeed, how the rulebook describes Mental Stress and consequences, on page 217 of Your Story. Based on the logic applied there, getting taken out by Mental Stress means your mind is broken. And, further, that getting taken out by Physical Stress means you’re dead. And getting taken out by Social Stress means you get ostracized.

But I look back at that quote, and I think about all the other things it could mean.

Now, in most RPGs, losing all your hit points ((Or filling up your wound levels, or whatever that game equivalent is.)) means you’re dead. Games with Sanity systems have you go insane if you lose all your Sanity points. This makes it very easy to view being taken out in DFRPG in the same way, but really, that’s pretty limiting. Sure, the game has a pretty deadly conflict system, but it’s also cinematic. It’s designed to represent the kinds of things you see in the books – conflicts that have real consequences, and the threat of terrible things happening, but don’t always lead to death. Sometimes, it’s more interesting for the character to get taken hostage, or stuck with the cheque at the restaurant, or – for example – scared out of the haunted house.

I find it tough to remember this in play, though. It is a very different outlook from most other games ((Except maybe Toon, where you fall down if you lose all your hit points.)), and one that takes some getting used to. As GM, I have to make sure that I show the broad range options inherent in the idea of being taken out, so that the players will absorb the idea that Stress is not the same as hit points, and that losing a fight doesn’t necessarily mean dying.

What it comes down to is that the Stress tracks and consequences and being taken out mean whatever you want them to mean in the current situation. That’s right. They’re situational. Want a drinking contest? Physical, with consequences representing greater degrees of drunkenness and when you’re taken out, you pass out. Want to steal the crowd from a rival busker? Social, with the consequences representing lost tips, and when you’re taken out, your guitar strings break. Want to try and stay the night in the haunted house ((Yeah, I keep coming back to that. What can I say? I think it shows off how to model these things pretty well, if I do say so myself.))? Mental, with consequences showing how scared you are, and when you’re taken out, you bolt.

So, how do we get the players contributing their own creativity to it? We all know that players hate losing conflicts. It makes them feel that the whole game has gone to hell, and that’s a valid sentiment in a lot of RPGs. But if they don’t lose some conflicts in DFRPG, they won’t learn how to do so in interesting and creative ways. I think that, to make it work, you can do a few things:

  • Talk to them about it. This is always the best first step in helping to change attitudes and behaviours in a game. Use a little communication to lay out expectations and options, and make sure that everyone knows what’s available.
  • Throw them into some low-stakes conflicts. So often, conflicts in games are life and death situations. Toss in some contests that are interesting, but without much on the line. That way, win or lose, you can show alternate results for being taken out. And, if they happen to lose, they don’t mind so much.
  • Bigfoot them. Throw some opposition at them that they just can’t overcome. Yeah, in other games, that’s a big no-no, but in a game like this, where losing a fight doesn’t always mean dying, it’s not as big a dick move ((Note that it is still something of a dick move – there’s no getting away from that. But if you make the outcome cool enough, no one will mind. So, that’s what you need to do.)).
  • Teach them to concede by having NPCs concede. Show them what it looks like, and how it can be cool, and how it can earn them some extra Fate Points. Teach by example.
  • Teach them to concede by having NPCs prey mercilessly on their consequences. This is the stick to point 4’s carrot. Let the characters know that consequences can be a big deal, and they’ll be more apt to concede – and snag any extra Fate Points – than to risk having everyone for the next two sessions punching them in their cracked ribs.
  • Compel them. Compel them to concede a contest if that works with their Aspects. If they’ve already sucked up a consequence, point out how they get more Fate Points for that.
  • Reward the behaviour you want to see more of. Positive reinforcement works. This means you really need to be sure that you have a cool idea of what failure looks like in the situation, where losing is as interesting – or even more interesting – than winning.
  • Never, ever, ever screw them over. Sure, when a character is taken out or concedes, he or she loses the conflict. But they own the defeat scene. Even if the opponent gets to determine how they’re taken out, get the player’s input and buy-in. Negotiate a scene that will make everyone else jealous they didn’t take a blast of fire to the face. Because if you screw over a character with this, even once, you can lose the trust of the whole group for the rest of the campaign, and you can write this little bit of the system off. It’s too big a risk. Don’t do it ((And if you do it unintentionally, own up, apologize, and explain what you were trying to do. You’re human, and your players will understand if you screw up. But once you’ve apologized and explained, make it right, preferably with input from your players. That should earn you a pass on the mistake.)).

The key to it all, of course, is using both success and failure to advance the story you’re telling in the game. When you set up a conflict, think about what the consequences mean in context – a footrace is a Physical conflict, for example, but it’s unlike to result in a broken arm or pierced lung, and taken out probably just means losing the race or collapsing in exhaustion. You can even scale the severity of the consequences – maybe even a severe consequence from a drinking contest is erased after a day of rest. Make the consequences fit the conflict, and that includes adjusting recovery times if appropriate.

Also think about interesting ways to fail, both for the PCs and the NPCs. Maybe look at little subplots that can give a character the spotlight for a little bit if they lose, or that kick off new B storylines in the background. If someone goes to the hospital, maybe they encounter something strange there, or if someone is outmaneuvered socially and lose their job, they might get an interesting – and dangerous – offer of new employment. Make some of your ideas specific to the current scene, but try and keep a few more generic ideas in your back pocket for when the players surprise you.

Just remember that the cool of the failure must at least equal the direness of the situation it puts the character (or party) in. With enough cool layered on it, the players will go along with pretty much anything. Because they’re looking for cool in the game – that’s why we all play.

Help them find it somewhere they didn’t expect – on the losing side.

Dateline – Storm Point

***SPOILER ALERT***

Two things.

First, I’m using a published adventure for this leg of the campaign, but the group doesn’t know what that adventure is. Please don’t tell them if you recognize it.

Second, because this is a published adventure, my accounts are going to have spoilers in them. If you start to recognize this as the adventure you’re playing – or going to play – you may want to avoid reading on.

***SPOILER ALERT***

Last night was the latest installment of the Storm Point campaign. Once again, I had a full house of players ((I’m starting to get spoiled, having everyone show up to every game! This makes all three of the restarted campaign.)), and once again, I’m pretty happy with the progress we made through the adventure. We did, however, wind up going later than we normally do.

We rejoined our valiant heroes as they were standing on a rickety rope bridge. The crossing was somewhat challenging, and a couple of them failed their checks and began to fall. I was rolling falling damage when Milo, the swordmage, decided to use Lightning Lure to snag his plummeting team mate and pull him back to the bridge, figuring a little lightning scorch is better than falling sixty feet. They all looked at me as if they expected me to say no to this idea, but I said, “Hell, yeah! That’s cool!”

Because it was, y’see.

And that kind of thinking is what I want to encourage in the game – using powers outside of combat, going for the cinematic approach. I always want to say yes to those kinds of ideas, as long as they’re not stupid ((Sometimes even if they are. Enough cool will outweigh stupid on the scales of GM Judgment.)). If it would look cool in a movie action scene, odds are I’ll say yes.

He managed to catch everyone that fell ((Though he almost missed Thrun; that dwarf has an extremely high Fortitude.)), doing around 10 points of damage to each of them, rather than the 33 points that an average 60-foot fall will do. Everyone was singed but grateful.

Once across the bridge, they entered an oddly-shaped building that contained a diorama of the site. They were able to identify the building they were currently in, and the little garden area below the cliffs where they first entered, but the rest of the structures were completely changed. Galvanys recognized the layout of the diorama as a graveyard for the high eladrin ((“So, we’re in a desecrated graveyard in the Feywild. Great. Is there anywhere worse we could be?” “Dude, shut up! The DM can hear you!”)), being eladrin himself.

Finding nothing else of interest here, they went out the other doorway of the building, across another rope bridge ((Couple more falls, couple more Lightning Lures)), and into the oddly-shaped structure on the other side. This building was more obviously constructed of several smaller buildings that had been cannibalized for building materials, and the inside was covered in deeply-carved runes. Investigation showed them similar to the ones that the group had found on the bodies of the harpies and dryads who had attacked them. Again, they seemed to be catching the energy of death, and channeling it somewhere nearby. Milo and Faran realized that this was definitely something bad, as the death energy should be flowing to the Raven Queen, the goddess of death, but was instead being siphoned off for other purposes.

The next room they entered had an overflowing pool with a key in the bottom ((“Does 4E have water weirds?” “I don’t think so.”)). Reaching into the pool for the key caused the water to rear up in the form of a serpent and strike at Galvanys, who had tried to take the key ((“See? Water weird!” “Actually, no. It’s just a magical effect.”)), teleporting him out into the nearby river right near the top of the falls. He managed to swim to shore, and made it back into the room inside a couple of minutes.

After some trial and error (and a few more dips in the river), the group teamed up to distract the trap while Ssudai, the dragonborn monk, snatched the key and ran for the door. Once he was past the doorway, the serpent collapsed back into the pool, and everyone cheered.

In the next chamber, they found a brazier hanging above a sundial, more of the strange runes, and a captive eladrin woman, who turned out to be a lamia.

This was a tough fight, made tougher by two things: first of all, the group didn’t have a controller, so very few close and area attacks. Second, I didn’t read the encounter closely enough, and dropped in both scarab swarms at the start of combat, instead of waiting until the lamia was bloodied to bring the second one in. The first point meant that, by and large, the group was doing half-damage to the lamia and the swarms, and the second point meant that they had more fronts to fight on, splitting attacks and damage more.

Still, though the fight was long and grueling ((And the first part pretty boring for Thrun, who spent the first three or four rounds alternately dazed and stunned.)), they managed to survive and triumph. Ssudai dumped burning coals from the brazier on some of the scarabs, and Faran dropped his blade barrier in a narrow point so that everyone could just keep hitting the lamia and pushing her back into the zone for more damage.

At that point, it was ten o’clock, which is about an hour later than we usually game on a Sunday evening, so I wrapped it up before letting them explore the room. That’s where we’ll pick it up next time. No one minded, because I told them they’d each get enough experience points to go up to tenth level.

But we got through two combat-ish encounters, and a total of five encounter areas, so I think we did pretty good for one evening. I like this quicker pace.

We’ll see if we can keep it up.

Ashen Stars

I finally had a chance to finish reading the Ashen Stars pdf that I got with the Stellar Nursery preorder.

I have to admit, going in, I was hesitant. It’s another GUMSHOE game, which was originally billed very much as a system for mystery games, like police procedurals. And Esoterrorists and Mutant City Blues both lean heavily on that sort of idea. I didn’t know if playing space cops was going to be different enough to be interesting.

But Trail of Cthulhu works so well, that I figured  was worth looking at. I mean, Pelgrane Press and Robin Laws turn out good books, so I had little to lose.

Ashen Stars goes so far beyond cops in space that I’m almost embarrassed that that’s what I thought at first. See, Robin Laws made a realization that had escaped me: most space opera stories, as shown in shows like Star Trek and Firefly and their ilk, are about mysteries. Not necessarily in the traditional whodunit sense, but in the sense that the stories start with a problem that requires the characters to acquire and interpret information to solve.

It’s this realization that makes Ashen Stars really work. The default setup, where the characters play freelance police ((Thank you, Sam & Max!)), gives it the cops in space premise, but the sample missions and discussion of setting, episodes, themes, and genre show off the range and breadth of the source material. The setting provided is interesting, gameable material, but the game could be used to replicate pretty much any space opera setting: Star Trek, Firefly, Andromeda, Mass Effect, the Vorkosigan books, all of that is doable with minor tweaks. Pretty much any story from those sources can be reproduced easily using Ashen Stars.

Aside from the setting material, the game provides some nice tweaks to the basic ruleset. Space opera needs aliens ((You may wish to point out that Firefly had no aliens in it. I would like to remind you about the Reapers, and ask you if you really think that’s true. Just because they’re human doesn’t mean they aren’t alien.)), so there are rules for different alien species, with different benefits and drawbacks for them. The skill set has been adjusted in keeping with the setting, adding Investigative skills like Energy Signatures. And there are, of course, spaceships.

The ships are interesting. There are several different classes of ship, with different strengths and weaknesses, and the group gets to pick one for their crew to use at the start play. To support the ships, there’s a set of space combat rules that look amazing.

One of the problems with spaceship combat in RPGs is that, while the situation tends to involve everyone, often there isn’t something for everyone to do. Those without shipboard skills ted to wait around for the spacey guys to save the day. Ashen Stars avoids this through a combination of almost-classes that make sure everyone has something to do both groundside and warpside ((This is the term the game uses for “in space.”)), and the tactical rules of space combat.

I haven’t played through it, yet, so I can’t vouch for how they work in play, but there is an extensive example in an appendix of the book ((This is something that I wish more games would do – explanatory examples are extremely helpful, especially for games with new ideas. This is why I played Fiasco and haven’t tried How We Came To Live Here.)) that is quite illuminating.

In case you can’t tell, I love this game. I wish I had time in the schedule to start a new campaign, or even just for a playtest ((I also want to find time for a playtest of Smallville, a Leverage campaign, a new D&D campaign, and a few others. What can I say? I’m a gamewhore.)), but that’s not gonna happen until one of the current games wraps up. But this is going on a short list for the next campaign.

I do have two quibbles with the game, and those are very much personal preferences as to tone. First, the name for the freelance police teams in the game are called Lazers – Licensed Autonomous Zone Effectuators. There’s nothing really wrong with that, but the name and the acronym are just a little too cute for my taste ((This from a man who has a superhero character named S.P.E.C.-T.E.R. Obviously, my house is pretty glassy for me to be throwing stones.)). Second, a lot of the examples deal with mind-controlling viruses, artificial intelligences run amok, and god-like intelligences acting like six-year-olds. These things, to my mind, should be used more sparingly than they seem to be in the rules. But the beautiful thing about an RPG is that they can be in the game you run.

So, neither of those are anything but personal preference, and they’re not big issues. They certainly don’t come close to outweighing the very cool things in the game. Aside from the things I mentioned above, some of the best bits in the game include:

  • The Bogey Conundrum – the strange effect that prevents people from remembering too much about the enemy aliens that almost wiped out the utopian galactic government five years ago.
  • The nice addition of genetic engineering and cybernetics to the more vanilla space opera setting.
  • The vas mal, who used to be gods, and are now a player character alien race.
  • The ex-enemy alien durugh, who switched sides to help win the last war, but no one remembers how.
  • The ideas of personal arcs for each character, which gives the GM a great way to build in subplots and spotlight scenes for the characters.

The part I like best, though, has got to be the discussion of genre and intended feel of the game. I’m going to quote here from the book:

The Ashen Stars setting is designed to feel like a contemporary space opera property. In other words, it feels like a reboot of something older.

Today’s popular shows and TV series tend to be remakes of classic properties from the 60s, 70s, and 80s. Reboots tend to bend the original material they’re teeing off from in one of two directions. They either:

  • shoot for campy nostalgia, referencing the tropes of the original in a winking, yet loving, manner
  • adopt an edgy, revisionist take on the source material, making it gritty, tough, and more adult-themed

Ashen Stars focuses on the second approach. Think of its post-war malaise as the new grim plot device that justifies the reboot’s darker tone. The earlier Ashen Stars that never was would have been optimistic, and in retrospect maybe a little campy by comparison. Yet at the heart of the dark version is the affection the audience feels for this artifact of a quainter time.

That, to me, is an amazing focus for the tone of a game.

Look. Just go buy it, okay? It’s worth it, and then some.

From the Armitage Files: Five Points and Beyond

**Potential Spoilers**

The Armitage Files is an improvised campaign structure. It uses a number of stock pieces, such as NPCs, organizations, and locations, that are strung together by individual GMs to fit player action. The adventures I create with it may or may not match any other GM’s version of the campaign. That means that reading these posts may or may not offer spoilers for other game groups.

**You Have Been Warned**

**Extra-Special Spoiler Warning**

The basic spine for this investigation is outlined in The Armitage Files book. The adventure below doesn’t follow it exactly – with the improvised structure of the game, there’s really no way it can – but the report below can be pretty spoilerific as to the broad strokes. So, think carefully before reading this one.

**Seriously, Dude, You Have Been Warned**

Last Friday night was the latest session of my Armitage Files campaign. A previous session had got bumped ((Thanks to my inability to read a calendar. Sorry, gang.)), so it had been longer than I liked between sessions – especially in the middle of an investigation. It was also a short session ((I was in the middle of a work crunch that required me to work through the long weekend. That meant an early end to the evening, as I needed sleep before going back in to the office on Saturday.)), but we managed to wrap up this particular line of inquiry.

I’ve left the Extra-Special Spoiler Warning at the start of this post, but frankly, the investigation went in a pretty different direction than the original spine. There may still be a few little spoilers, but the overall events nicely avoid the scenes as spelled out in the book. What I’m saying is that this post is pretty safe from that kind of spoiler. but I like to err on the side of non-spoilage.

So, we picked up the game with the players doing a recap of the last session ((Here’s a little trick I like to pull with doing a recap: I ask, “Who needs a recap?” This generally leads to one or more of the players saying, “I do!” I then get the group to provide the recap via Socratic method: “Do you remember where you are?” “Why did you go talk to him?” “And what happened then?” I jump in with little hints here and there, and correct any significant errors of fact (but not those of perception or interpretation), but generally let the group – including those who needed the recap – generate the recap themselves. This has a few advantages: I don’t have to start the game giving the group an info-dump, the resulting recap is based on the group’s perception rather than GM viewpoint, and it gets the players’ heads into the game in an easy, immersive way.)), and then talked about what they were going to do. The consensus seemed to be that they wanted to head out to Five Points and track down the pedlar who had sold Gudzun the Buer coin bank, but first they wanted to check out the other two files taken from Gudzun’s office to see if the people they pointed at were still alive.

A little creative investigation, shadowing, and impersonation revealed that they were alive. Roxy, in her Mary Matthews persona, managed to speak with one of them, who was somewhat reticent to discuss his financial affairs with a stranger, but who did not seem to be in any real danger. Along the way, I had Solis, the keeper of the Buer coin bank, make a few 0-point Stability checks without telling him the results. Whenever he failed, he put a coin into the bank without noticing. When he succeeded, he resisted putting a coin into the coin bank. When he rolled a six, he caught himself about to put a coin into the bank. Sense Trouble checks for the others gave them a chance notice this.

Well, he managed to put a few coins into the bank before he finally caught himself. He then stuck the bank in the trunk of the car they had rented, but I had him make another Stability check, which he failed, so he absent-mindedly put the bank back into his coat pocket, and the fun continued. When Moon finally caught him at this, they again locked the statue in the trunk – cue another 0-point Stability test and Sense Trouble test.

That sorted out ((So they thought, anyway.)), they headed downtown to Five Points.

Man. Talk about babes in the woods.

Okay, Roxy, though wealthy, is very acquainted with the dark underside of society. She knows how to behave, how to blend, and so on. Moon, on the other hand, was waving around money, and Solis sounded like Prince Phillip talking to coal miners. Soon enough, they track down the bar ((Well, essentially a bar. It’s a dirty basement room with a door laid on saw horses that sells what amounts to turpentine with a lemon dipped in it.))  where the pedlar in question drinks, and Roxy manages to flirt the location of the man – right upstairs in the flop-house, as it turns out – they’re looking for. And then it’s time to pay for drinks, and Moon finds that his wallet has been lifted. Solis pays the barman a dollar – about ten times the cost of the drinks – from a wallet suspiciously short of cash that is tucked into the same pocket as the Buer coin bank.

Anyway, they cornered Old Joe, the pedlar, in his little room, but guns got drawn, and coin banks got brandished, and then Moon punched Solis, and Roxy pistol whipped Solis ((To be fair, they were trying to get him to stop feeding the coin bank and to put it down.)), and Old Joe done a runner, but he left his pedlar’s pack behind.

In the aftermath, Moon wrapped his jacket around the coin bank, emptied the pedlar’s pack ((Just junk in it.)), and stuffed the bundle inside. They hadn’t got any real information from Old Joe, beyond the fact that he seemed frightened of the bank, but they had decided the thing was too dangerous to just leave lying around. So, they decided to find a foundry and melt it down.

On their way out of Five Points, however, they were accosted by a gang of thugs who didn’t take kindly to these swells coming onto their turf and stealing from one of their own. They demanded that Moon return Old Joe’s pack, which he did, and the investigators were allowed to leave.

And then it was out to a foundry in New Jersey, where a bit of a bribe and a cover story got Roxy and Moon inside to toss the bank into the crucible and see it melted down. Solis, deemed to be unreliable around the bank, was left with the car. While the others were inside, Old Joe showed up, looking less like Old Joe and more like the man who had offered Solis a box in his dreams. This man offered to make amends for harming Solis unintentionally, offering him The Tears of Azathoth in payment of his debt.

Solis didn’t trust him, so declined, and said that there was no debt. Old Joe told him he was very generous, then had his nightgaunts tear the roof of the car open and carry Solis off into the night.

I was torn, here; on the one hand, I want to make things risky and scary in the game, but on the other hand, I didn’t want to just arbitrarily kill Solis. So, I decided they were taking him off to Five Points to tear him apart at that famous intersection and thus gain magical power for Old Joe. That gave them several minutes’ flying time, which incidentally gave Solis a few attempts to escape. He managed to kick free over the river, and swim safely to shore.

He made it back to the hotel about the same time as Roxy and Moon, who had to walk out to the highway and hitch a ride in, because their car was mysteriously shredded. They got a little more sleep, wherein Solis once again dreamed of Old Joe. This time, Old Joe offered a simple bargain – they would agree not to pursue each other, and that would be it. Solis wheedled and tried for more information about Tears, but was unwilling to offer anything in exchange, so he got nothing. Until he agreed to the bargain, that is. Then, Old Joe told him, as a gift, “It was written here.”

Now if Solis only knew what that meant.

That’s where we left it. This line of investigation is closed, and I’m waiting to see where the game goes next.

Now that we’re four documents in, I’m also starting to keep a Win/Lose/Wash score for the party, with an eye to having it inform the overarching development of the story, and feed into the endgame. I don’t know what the endgame is going to look like, yet, but this will help me shape it.

What’s the score? Well, I’m not going to say. It might give away more of the backstory than I’m comfortable with to get into this in public. If my players start thinking about it in those terms, it could change the dynamic of the game in a way that I don’t want. I’d prefer to keep the objective investigation into the documents, not trying to rack up Wins. Racking up Wins is part of the investigation, but I only count things as a Win if the party both defeats the threat and understands what was happening. Losses are when they fail to stop the threat, even if they mitigate it and understand what was going on. Washes occur when they stop the threat but really have no idea what was going on.

Really, it’s just a tool for me to judge how dark things become, and to keep track of loose ends that can come back to haunt the investigators. Winning more investigations doesn’t mean the characters will “Win” the campaign – it just means that conditions during the endgame will be different, with different pieces on the board.

Anyway, that’s for further down the road. We’ll see how it goes.

Dateline – Storm Point

***SPOILER ALERT***

Two things.

First, I’m using a published adventure for this leg of the campaign, but the group doesn’t know what that adventure is. Please don’t tell them if you recognize it.

Second, because this is a published adventure, my accounts are going to have spoilers in them. If you start to recognize this as the adventure you’re playing – or going to play – you may want to avoid reading on.

***SPOILER ALERT***

Last Sunday ((Yes, a full week ago – I’m almost caught up now.)) was the latest session of the Storm Point campaign. Two sessions in a row with a full roster of players – I’m going to get spoiled if this keeps up ((Not a bad problem to have.)).

I’m continuing to run the published adventure for the group, and I have to say, I’m kinda liking the freedom it gives me and the players. That may seem like a kind of counter-intuitive sentiment, but it’s true. Normally, I only have time to prep a couple of encounters per session, and I then funnel the party towards them. I try to keep a pool of three or four generic encounters on hand for when the party goes completely off my map, but those often don’t fit the story as well as I might like, and prove distractions. With the published adventure, if the party goes somewhere I wasn’t ready for ((As they did this session.)), it’s still right there in the book, and I just ask for a couple of minutes to read it over and refresh my memory.

That means that, not only am I ready to game with minimal prep time, but also that I don’t have to funnel the party towards the adventure in the same way. They get to go where they want, and find the adventure waiting there for them. This may not be news to anyone else, but it’s been a long time since I’ve run a published D&D adventure that works this well ((Most of the published ones I’ve run in the past three or four years that have required almost as much prep and herding as a home-built adventure.)), so it’s a pleasant surprise.

Anyway, when we left our heroes, they had just crossed over into the Feywild. That’s where we picked up this time, and they followed the trail they found through the strange, dark woods to a ridge of dark rock. On top of the ridge was a jumble of buildings, and a cave cut into the base of the ridge. Beside the cave was a strange, taunting poem carved into the stone.

After deciphering the poem, and talking things over – all the while keeping watch for the monsters they were sure were going to pop up at any moment – they went into the cave, where they found three statues – Maiden, Mother, and Crone – blocking the route through. Each statue had a hand extended.

This prompted some more discussion – statues in dungeons almost inevitably come to life and hit you, after all – and Milo finally decided to put a silver piece in the hand of the Crone statue. Sure enough, the statues came to life, but only to step aside and allow the party to pass. The cave opened out into an overgrown garden in at the bottom of the cliffs that supported the buildings high above them.

Instead of pushing on through the garden and discovering the main way into the building complex, they scouted around and found a tunnel into the cliff face that I had overlooked when prepping for the session. It led them up to a building that I hadn’t read over since the first time I had read the whole adventure, but I asked for a bit of a pause while I quickly looked over the description of the area, and then on we went ((This is what I mean by the freedom. No extra prep for me, no false restrictions on player action.)).

The room they found themselves in was an irregular cave-like structure with walls made of the jumbled bones of thousands of creatures. There was a statue in the middle of the room ((This one didn’t come to life. Just sayin’.)), and a grey angel ((I couldn’t remember what these are supposed to look like, so I described it as looking like the death creature from Hellboy II.)). Well, the angel got the drop on the party, and then his buddy showed up. The necrotic attacks, coupled with the life-draining magic of the room, made the fight somewhat tougher than I think either side was anticipating, but they managed to defeat the evil creatures and make it out of the room to a rope bridge where they could rest a little.

And that’s where we left it.

I’ve been trying to boost the pace of these games a little, so that we get more, and more varied, things done in a single session. In that respect, I’m pretty happy with this session. There was exploration, puzzle-solving, and a combat, and we got it all in in about three and a half hours. Ideally, I’d like to speed up the pace of combat, but that would require everyone actually paying attention to the game when it’s not their turn, so I don’t think that’s terribly realistic in this group.

Still, a GM can dream…