The Beauty of Character Death, and a Shameful Confession

In the many years I’ve been a devotee of role playing games, I’ve very rarely had a chance to be a player. For the most part that’s fine by me. What initially drew me to the game was the mystique of the GM. He or she is master of the entire world, knows what’s behind every door, understands the desires of every NPC. I like playing that role, which is why I’ve spent almost a year of my life writing about it. None the less there’s something to be said for being a player. GMs never get to experience the game’s most exciting moments in the same way the players do, largely because the GM never faces any real struggle within the game. The player characters might live or die, but the world that the GM embodies is eternal.

I’ve played in perhaps a half dozen campaigns, the majority of which have used D&D 3.5. The most notable among these is the Zalekios game, which has lasted for the better part of a decade, and which I’ve written about several times. Until recently, only one person had ever GMed for me. We’re old friends, and after all these years we’ve got a rhythm going which is always a lot of fun when we get a chance to play together. Much as I enjoy my friend’s games, though, I’m excited to finally have an opportunity to broaden my horizons in my fellow blogger Brendan‘s Vaults of Pahvelorn game. He’s a fantastic game master, and I’ve already learned a lot after seeing his GM style from a player’s perspective.

The other night was our second game session. We had a new member in our group, and returned to the vault to continue our dungeon delving. It was a damned lot of fun, but I won’t bore you with the details. If you’re interested our fighter has already taken care of the session recap, but I’ll skip straight to the important part. The party encountered a number of undead, and eventually came upon a necromancer controlling them. There was a lot of scary stuff on the battlefield, so I didn’t think it was right for me to stay completely out of danger. My party needed me. My character, Margo, hefted a sledgehammer he’d brought along with him. I thought it would be particularly effective against the skeletons. He took a swing, and missed. In retaliation, the skeleton punched Margo in the face.

And that’s how Margo Waggletongue, first level Magic User, met his untimely end. The skeleton’s mighty punch was just too much for Margo’s measly 3HP. And after I failed my saving throw against death, it was all over. The party mourned, and I was already rolling stats to promote Margo’s squire, Higgins. The game went on. And here’s the part I hinted at in the title of this post; my shameful confession:

This is the first time any character of mine has ever died.

How did I feel? I was disappointed and sad! Margo Waggletongue was an awesome character, and I had a lot of plans for him. Like my serious in-game goals of building a tower someday, filling it with books, and being the most educated wizard in all of Pahvelorn. If this setting ended up with any kind of longevity, I wanted future players to encounter Margo the Archmage, and learn spells like “Margo’s Black Disk,” Margo’s Floating Tentacle,” or “Margo’s Flinging Roof Tiles!” I had a lot of fun character traits I wanted to work into the character as well, such as the fact that his robe was literally just a blanket, or that he was a virgin. But none of that will ever happen, because he was punched in the face by a skeleton, and died. God damn, it was awesome.

Honestly, it was. I’m sad that all of my plans were foiled before they could ever get off the ground, but more than that, I’m exhilarated to know from personal experience just how dangerous this game world is. True, no young magic user will ever shout “Margo’s Floating Tentacle!” in the heat of battle, but if my next character does achieve success on that scale, then that success will be all the more meaningful because I will know I was always just a skeleton punch away from complete failure. And as it turns out, my new character, Higgins Dreadgrin, has an even higher intelligence score than his former master did, so I may not need to scrapall of my plans just yet.

I’ve written before about the importance, and the fun, of character death. But when I did so, I wrote it as a GM. I was drawing on what I’ve read, and what I’ve observed, and what non-tabletop experiences I could draw conclusions from. And now I reaffirm that statement with player experience to back it up: character death is fun. The game would be diminished without it.

By the way: welcome to all my new readers from the Penny Arcade Report. There has been quite an influx of you, and I hope you like what you’ve seen and choose to stick around for awhile.

Dungeon Crawling at a Crawl

During my recent Google+ game of OD&D with Brendan, one of my biggest surprises was how little the system surprised me. Prior to that game, the oldest form of Dungeons and Dragons I’d ever played was 3rd edition. So when I logged in to Google+, I thought I was about to encounter something unlike anything I’d ever played before. Maybe it’s because I’ve spent the last year reading OSR blogs, but the truth is, the game worked pretty much how I suspected it would. The mechanics were simpler than Pathfinder’s, but in exchange the game got off of the ground quickly and still had a lot of depth and action.

None the less, I have some things to consider. I’ve already mentioned how I was taken aback by the elegance of the initiative system we were using (which, as it turns out, is actually from Chainmail, not the OD&D booklets themselves). Today I’d like to briefly discuss something else which surprised me: how entertaining it can be to move at a snail’s pace.

If someone had told me a month ago that they’d played a 3-hour game where the party only investigated 5-ish rooms of a dungeon, I would have assumed the game was very boring. Unless those 5 rooms had an immense amount of things to do in them, I couldn’t have imagined enjoying an average of 36 minutes in each room. I was familiar with Game Masters who expected their players to treat every little thing as potentially lethal, and in fact I have a lot of respect for some of those game masters, I just didn’t think it was something I could enjoy myself.

Yet that’s exactly what we did, and I loved every minute of it. I not only prodded things that looked dangerous with my 10ft pole, I also detailed how I prodded them. When I opened the door, I didn’t say “I open the door with my 10ft pole.” I said “The door opens into this room, right? Alright, I stand 10ft away from the door, against the wall on the side with the hinges. Then I use the hook on my 10ft pole to latch onto the door handle and pull the door open.” I played that way because I was easy to hit, had 1hp, and didn’t want to die. And when I didn’t die, it felt like a god damned accomplishment.

I’ve been puzzling over why something which sounds so boring was so much fun, and I think the serious lethality of the game was a major factor. Most of the party had more survivability than I did*, but for my own part, any damage whatsoever would cause my death.** Finding ways to participate while still keeping myself relatively safe was a real challenge, and one I enjoyed. And as I said above, when the adventure was over and I had actually survived it, I felt special.

Another reason I think this style of play worked is that there were very few die rolls to speak of. The last time I ran a dungeon for my Pathfinder group, the rogue commented that he found checking for traps to be tedious. Rolling a D20, adding his modifier, comparing it to a number, over and over again. I talked about this and the problems with it way back in my skills overview. However, the other day was the first time I really saw the alternative in action, and it was beautiful. We only encountered a single trap—a pressure plate which activated a hidden crossbow—but we didn’t find it by rolling any dice. We found it because we said we walked around the room carefully, testing the ground with our 10ft poles as we went. Had I not done that, and found the body on the floor, I fully suspect Brendan would have shot me dead right there.

I also wonder if the simple process of character creation has anything to do with it. The characters were created almost entirely by rolling on tables, and my character sheet was literally written on an index card. Perhaps we were able to enjoy the lethality which necessitated our slow movement because we knew that even if we failed, and died, we could have our next character ready to go within minuets. In a game of Pathfinder, players have already invested so much in even level 1 characters, that a dungeon lethal enough to kill them in a single blow seems like an insane place to enter until much higher level.

It’s funny how something can sound extremely unpleasant until you actually give it a try. I don’t think this is something I could implement in a Pathfinder game. Player characters are too durable for a spike trap to terrify a Pathfinder Wizard anywhere near as much as it would terrify my OD&D Magic User. Still, I wonder if my players would enjoy this as much as I have. I may need to run an OD&D session or two sometime in the future!

*By ‘more survivability,’ I don’t mean much. Everybody started out by rolling 1d6 for their HP, with no bonuses to it based on constitution. On top of that, all weapons dealt 1d6 damage. So yes, any damage at all would kill me for sure. But any damage they took still had a potential to kill them as well. It’s not as though the fighter could be confident that he would be able to survive a few hits.

**I should note that my constitution is high enough that I am allowed to roll a saving throw to be unconscious, rather than dead. But that’s not exactly a safety net I want to rely on.

I Love Creative Players

When you’re GMing a game, what really makes you smile? What is it that your players do which makes you feel like as though the game is going perfectly? For myself, I love it when my players approach a problem from a direction I never considered. Or, even better, when they decide to tackle a problem I haven’t considered at all. I’m of the opinion that if they’re thinking that creatively, then it is because I was able to foster an environment where they felt like thinking creatively was beneficial. They recognize that the world around them has a certain kind of logic to it, and that logic is consistent enough that they’re able to think about problems diegetically.

I’d like to share three stories which I think encapsulate this idea really well.

Skeleton Feet: Different areas of my game world are keyed to different encounter tables. Everything which can be rolled on those tables has been carefully selected for that area. For unintelligent creatures, my reason for putting them there might be as simple as ‘this is where they live.’ For more intelligent beings, there will often be a small backstory, perhaps a couple sentences in length. If the players encounter 1d4 orcs, it might be because there’s a hidden orc village in the area, which was founded when a group of orcs was driven from the northern mountains by humans. Simple as it may be, it already solves a lot of problems. The orcs will react violently to humans, there is a village nearby for the players to find if they want to find out where the orcs came from, and I’ve added to the history of my world by saying orcs used to live in the mountains to the North, even if my players don’t find that out.

In my game world, 3 or 4 adjacent ‘zones’ all share a small possibility that the players will encounter a handful of goblin skeletons. The backstory on these skeletons is that many many decades ago, a necromancer passed through the area. He was still relatively inexperienced, and he experimented with his necromatic powers by raising a lot of dead goblins from a mass grave he found. The necromancer has since moved on, and is now a powerful lich in a tower in the far south. Given that you can’t really interrogate skeletons, I figured that if my players encountered them, they’d wonder why they were there, but not pursue the idea too far. To be honest, when I wrote that, I was really just looking for a way to make the encounter table more varied in those areas.

It took my players a few sessions of adventuring before they encountered the skeletons. They managed to defeat them handily. Here’s what happened, (roughly transcribed from a recording I made of the game):

Phoenix The Sorceress: Do any of our characters know about undead? What can we learn about these?
Me: Knowledge(Religion) is used for undead. Gibbous?
Gibbous The Cleric: Sweet, I’m useful! *roll* I got a 17.
Me: Alright! You’re able to notice two things about these goblin skeletons. First, they seem to have been animated for a very long time, and second, it doesn’t seem like they were being guided by any set of instructions.
Gibbous: [Sarcastic] That is super helpful.

At this point, the party very nearly moved on, figuring that there was nothing interesting about the encounter. But after a bit of chatter, some of the other players started to get curious.

Rosco the Ranger: Maybe they came from a nearby crypt?
Poker the Rogue: How old are the swords they were using? Can we tell?
Pumofe the Barbarian: I just woke up from a 200 year sleep. Do their swords look like something I would recognize from when I was around.
Me: Interesting! No, they don’t conform to any style you would have been familiar with 200 years ago. They are probably of more recent stock.
Pumofe: Can we see on the bottom of their feet how much bone is worn away?
Poker: [Joking] Check how worn their teeth are, check them for parasites…
Me: Wow. Um…well, you’re not CSI, but the feet seem to be worn down pretty thin. They’ve been walking around for maybe twenty to fifty years.
Pumofe: Do they have anything stuck to them which might tell us where they’ve been?
Me: Lots of little tree branches, leaves. A few tiny scraps of cloth, but its so deteriorated that it’s impossible to identify.
Gibbous: Is there someone we could ask about this maybe? Someone who would know the history of the area? I have Knowledge(History).
Me: Well, knowing anything about this would probably be too specific for your character to know about, since you’re not from around here. But make the check, and we’ll see if you know of anyone more familiar with the area’s history than you are.
Gibbous: I rolled a 16, so that comes up to 20!
Me: That’s plenty. Do you remember the town down South between the two rivers? The high priest of Obad-Hai is elderly and learned. He would know a great deal of the area’s history.
Pumofe: Is that on the way?
Poker: Yeah, we need to follow the rivers to get back to the Wizard’s tower anyway.
Gibbous: And we can still kill orcs along the way!

From there the players continued on to the town of Overton, spoke with the high priest, and learned of the necromancer who had passed through the area some 30 years prior on his way south. They added the Lich to their “list of things to take care of,” about 10 levels before I had planned on them doing so.

I love this story in particular because it demonstrates that my players don’t view the world as random anymore. I honestly don’t think I would have considered how worn down the skeletons feet were if I was a player.

Razorgrass: This incident occurred in my most recent game, actually. The players traveled to the Abyss to hunt for demon’s blood. Given their low level, I decided to send them to a rather innocuous corner of the Abyss. Instead of facing hordes of demons, I designed an area where the environment itself was hostile. One where divine (i.e. healing) magic would summon demons to attack them.

The players had only been there a short time when they encountered a large field of grass, which they quickly determined was razor sharp. Fortunately, most of the group is heavily armored, and those who aren’t only took a small amount of damage. None the less, the players didn’t want to squander their hit points in a place this dangerous. So Phoenix used her Gem of Fire Ray to burn a 60ft path through the field.

Shortly before this, the players had hast healing magics, and I had been tracking a band of demons as they approached the party’s location. They had only just begun walking down the path when the demons burst from the trees behind them. I described the demons as “About 5ft tall, corpulent, and naked. With a jaundiced-yellow color to them, and wicked claws on each hand.”

The barbarian wasted no time in shouting to the others: “Run into the grass!” The demons were some of the least intelligent of the Abyss, and were excited by the prospect of devouring mortal flesh on their home plane. They charged into the grass after the players, and promptly had their HP reduced by almost half as each step through the razorgrass dealt 1d4 damage to their naked bodies. The players were easily able to wipe the floor with the weakened demons.

Though they did pay a price: there was much less blood in each demon after the battle for them to harvest.

Zalekios and the Buildings: In this story, I actually wasn’t GMing. I was playing my chaotic evil Warlock/Rogue, Zalekios Gromar. None the less, this story marked a turning point for me as a GM. I felt such a sense of accomplishment and freedom after this encounter, that I decided this was the kind of feeling I wanted to enable my own players to experience.

Zalekios Gromar is, in a word, overpowered. And the GM who kindly runs games for me has often been frustrated by the difficulty of crafting encounters to challenge me. Zalekios himself is supposed to be an intelligent, but extremely overconfident character. He once leaped from the 4th floor of a tower simply because he was bored by attacking his enemy from range. And after being overpowered for so long, I the player had become pretty overconfident myself. Nothing seemed to be able to stop me. So when a Paladin appeared in a town I was resting in, and demanded I surrender myself, I charged him with eldritch blasts blazing. We battled for several rounds, each dealing a lot of damage to the other. But I quickly noticed that my HP was getting dangerously low. Zalekios was in very real danger of dying.

I was kicking myself for being so foolish as to charge a paladin head on, and frantically tried to come up with something I could do to get out of this alive. The paladin had already told me he’d tracked me for weeks, so running would only be a temporary reprieve. And since he could magically heal himself and I could not, that seemed like a bad plan. Desperate for some tactical advantage, I asked the GM what buildings were nearby. We were, after all, in a town. He said that the encounter was taking place in a largely undeveloped area of the town, but drew three houses on the map none the less. They were small, just one story high, made of cheap wood and clay.

That was all Zalekios needed.

He cast a special type of Dimensional Door which left a silent image behind, and ported up to the roof of the nearest house–just barely within his range. I attacked from range while the Paladin was distracted, and then again while he charged the house. Instead of climbing it as I suspected he would, the Paladin simply bowled himself into the supporting frames for the house, causing it to collapse just as I ported away. I tried to point out that the paladin should lose his powers for destroying someone’s home, but my GM replied that all three houses were abandoned, and that this part of town was sparse because all the buildings here were being taken down so nicer ones could be built. The pally did, however, take damage from a building falling on him.

I bounced between the remaining two houses that were within range of my Dimensional Door, trying to keep the paladin at range. He inexorably began to limit my escape options until he had me completely cornered. I was at 3 hit points, and had to make a choice. Either I could attack and be killed immediately afterwords, or I could run and be killed immediately afterwords. I decided that if this was Zalekios’ time, I’d rather see him go out with some fight left in him. I charged up an Eldritch Blast–

–and never, in all my years of gaming, have I been so ecstatic to see a natural twenty. The paladin was blasted, and Zalekios strapped the body to his horse just so he could resurrect and torture it.

The GM later admitted to me that the paladin had been specifically designed to beat me. He was a gestalt Paladin/Barbarian (which I pointed out should have been impossible) who was a good four levels higher than Zalekios himself was. The GMs plan had been to capture me and take me to trial or something. But my tactics had defied his expectations, and allowed a little bit of luck to make the difference between life and death.

That’s one of the best feelings I’ve ever had while playing a tabletop game. I was supposed to lose, the game was stacked against me. But because I made superior use of my environment and the choices available to me, I won the game.

I want my players to feel like that as often as possible.

Poker Comics: The Natural Order of Things

Today I learned that the newest player at my game table, Poker the Rogue, is an artist. Now I’ve got two of them! The comic above depicts a scene which took place early in his first adventure, when I rolled “Worg” on my random encounter table, and “Wounded” on Trollsmyth’s “Monster Motivation” table. I think the party’s reaction is documented rather well.

Two of the members of my group (both of the artists, actually) have a large interest in ecology. So when one of them mentioned that it might be an invasive species, I confirmed that Worgs (along with any “Magical Beast”) could be considered an unnatural, and thus invasive, species. It was funny to see sympathy for the creature completely dry up once the players realized it was harming the game world’s ecosystem.

The whole exchange took perhaps ten to fifteen minutes of game time, and the fact that it was memorable enough to make a comic about just goes to prove what I’ve always said: the best kind of fun is the kind which players create for themselves. The game included several well crafted NPCs, a dungeon filled with rich lore, and a few very impressive landmarks. But the #1 thing this player latched on to, and wanted to share, was a moment when a randomly-rolled encounter gave birth to some quirky party interaction.

This comic tickles me absolutely pink. I hope there are more of them forthcoming!

Goblins Redux Illustrated

Way back in November I wrote about a game session in a post which I had entitled Goblins Redux. To quickly recap, it was a Zalekios Gromar game, which is usually one-on-one with me and the GM, but since my ladyfriend had moved in with me we wanted to get her involved in the game. Rather than creating a level 12 character to join in, however, she suggested that she play the four level 1 goblins from Pathfinder’s “We Be Goblins” module. The game ended up being extremely entertaining, and she even described it as “the most fun I think I’ve ever had playing D&D.”

She recently made this drawing of the campaign’s final encounter. There were these large flying dragon-things which Zalekios was fighting. Being level 1, nobody really expected the Goblins to be much help. That is, until Mogmurch managed to throw an alchemical bomb directly into the creature’s mouth. The act was so remarkable that even though we decided against leveling the goblins up, it has been decided that Mogmurch will forever after get a +4 bonus when attempting to throw something into a small space. I thought my readers might get a kick out of the drawing. And if you do like it, you can check out more of her work on her deviantart page.

By the way, I was totally planning to do an April Fool’s Day post. It was going to be about how one of my players accidentally bought the 4th edition rulebook instead of Pathfinder, and asked if I would give it a try since they spent all that money on it. I would then extol the virtues of the system, and how I had completely misunderstood it previously. In the end I decided that I really needed to use this weekend to recuperate some of my energy and finally get around to doing my taxes–and I didn’t even do that latter part! I’ll just have to plan something really original for next year…

How Zalekios Gromar Learned Clarity

4.0.1

Today, for the first time in a few months now, I managed to get together with my friend Jeremy to play a session of our Zalekios Gromar campaign. For me, this is always a huge amount of fun. Not only is Jeremy an entertaining fellow to sit around and chat with, but he’s also the only person I know who is willing to occasionally take on the mantle of game master. Most of the time managing the game is my responsibility, and I love it. That’s why I have an entire site dedicated to running Pathfinder games. But being the game master can also be both limiting, and stressful. Taking some time to be a player rather than a GM lets me cut loose a little bit. All I really need to worry about is my own actions, and how I can survive and succeed with my own goals.

Being a player also allows me the opportunity to see the game from the opposite perspective. No matter how concerned I am with ensuring that my players are having fun, it’s always valuable to sit down, be a player, and figure out what I want. Are the things I want as a player being facilitated in the games I run as the game master? Which elements of the game am I enjoying, and which am I finding arduous? I find that my occasional jaunts to the other side of the GM screen are often more educational than a week’s worth of reading blogs and old Dragon magazines. And tonight, two lessons stood out to me.

First, some quick background on the game. Zalekios is currently working a number of angles within the game world, many of which are indirectly opposed to one another. Not only is he working for a kingdom, but he’s also working for someone else who wants to destroy all the kingdoms, whilst simultaneously attempting to establish his own kingdom. It can become a little confusing, but I’ve got 23 charisma and 10 wisdom, so what do you expect? Anyway, the kingdom Zalekios is working for (Angle #1) sent him to investigate some strange attacks which were destroying ships as they left a nearby port city. This worked to Zalekios’ advantage, since he needed to scout that same port city as part of a plot to destroy all the kingdoms (Angle #2). In the city, he booked passage on one of the ships, and sailed with it until it was attacked. He captured one of the Sahuagins, and forced it to lead the vessel to the mysterious “Wet Gnome Lord” who was behind these attacks.

So here’s a bit which will become relevant later. Having captured this creature, I began forming plans for how I might find use for it as a minion. So, when we left the ship to venture to the island home of the Wet Gnome Lord, I took the Sahuagin with me. Memory may fail me, but my conversation with the GM went something like this:

Me: I’d like to take the…Sha-hugga-mug with me.
GM: The Sahuagin?
Me: Yes. That. I’ll untie him from the mast, but leave him tied up with some loose rope for me to hang onto.
GM: Like a leash?
Me: Yeah, kinda like a leash. How long can he go without breathing water?
GM: Lets say 48 hours.
Me: Alright, well, we’ve been sailing for over 30, so I’ll let him swim to the island in the water, whilst I hold his leash from within a rowboat.

Now, what I understood to be happening was that the Sha-hugga-mug’s arms were tied to its sides, and I had a rope around its neck to serve as a leash. I figured it could swim well enough with its legs, and if it couldn’t…well, Zalekios is Chaotic Evil. Keel hauling a sea creature is far from the worst thing he’s done. Hell, earlier in that same session I’d committed a murder simply to enhance an intimidation check. Then killed the fellow I had been intimidating to keep him from pinning the murder on me!

Once we reached land, we entered the Wet Gnome Lord’s tower, and that’s about the time my ladyfriend joined the game, once again playing as Zalekios’ four faithful level 1 goblins. We encountered the wet gnome lord, and I completely ruined all my GM’s plans by negotiating with the session’s endboss. (Let that be a lesson to all GMs: players will always defy your expectations.) It ended up being well worth my while, because not only did I convince a powerful wizard to leave the ships alone (Thus fulfilling my obligation to Angle #1), but I also convinced him that we were allies, making him Angle #4. I am a devious little schemer, yes I am.

To solidify our partnership, the Wet Gnome Lord asked Zalekios to take care of a golem which had gotten a little out of control. Zalekios agreed, and climbed up into the locked attic, where he found the golem walking around in circles, paying the intruders no mind. Zalekios moved off to kill the creature, and assumed the four goblins would find some way to help (or, more likely, find a way to make things much more difficult) We rolled initiative, and I leaped into combat. It was then that the GM asked;

GM: So, wait a minute, you’re just leaving the Sahuagin there unattended?
Me: So what? It’s tied up.
GM: No, it only has a leash.
Me: …fuck, yeah, I guess that’s how you would have interpreted that. What I meant is that its arms were still tied to its sides.
GM: Then how would it have swam?
Me: It has webbed feet, I figured that would be fine.
GM: No, it would need its arms to swim effectively.

Oops.

I was already engaged with the golem, so I wasn’t going to bother with a low level creature like the Sha-hugga-mug when I was already facing something which could probably kill me. Fortunately, thanks to the marching order, my four goblin worshipers had the creature surrounded. So whilst I battled the golem, they subdued my prisoner. They even managed not to kill him! Though he will have a nasty burn on his face, and a bad limp from now on. Everything went better than expected, but this all goes to illustrate a point. I wrote recently on the point of GM clarity, but this story goes to show that player clarity is just as important. There was no clear point during play when my GM being more clear with me would have fixed the problem. Even if he had allowed me to have the creature’s arms bound due to the misconception, that would have meant changing a minor ruling from an hour’s worth of game time prior. (Namely, whether or note the creature could swim, and thus continue to survive on land). The entire problem could have been fixed had I, as the player, simply been more clear about my intentions.

On an unrelated note, a funny story from this game session: one of the four goblins, named Poog, is a cleric. He cast the spell Burning Hands on the Sha-hugga-mug during combat, and I quickly looked it up in the Pathfinder Core Rulebook, where I was surprised to learn it was a 15ft cone. My GM, also surprised, said “Well I guarantee you it wasn’t that way in 3.5.” So, I got out my 3.5 PHB, and we looked it up, and much to our surprise, it had been a 15ft cone in 3rd edition as well! Flustered, my GM added “They must have changed it from second edition!” So, I pulled out my 2nd edition PHB, and he found the spell and read the description aloud.

GM: When the wizard casts this spell, a jet of searing flame shoots from his fingertips. His hands must be held so as to send forth a fanlike sheet of flames: the wizard’s thumbs must touch each other and the fingers must be spread. The burning hands send out flame jets 5 feet long in a horizontal arc about 120 degrees in front of the wizard.”
Me: …So, it’s a cone?
GM: Shut up.

Good times.

A Personal History of Role Playing

When I was young, I liked to play pretend. When we’re young, we all do. I played “Star Wars” a lot, putting myself into the role of Luke Skywalker, waving sticks around and making “vroosh!” noises with my mouth. As I got a little older, and my friends started to be more interested in bicycles and video games, I continued to enjoy playing pretend. Which isn’t to say I didn’t love video games or bicycles. I distinctly remember being a member of a “biker gang” which wasn’t allowed to cross any streets, so we just rode around the block over and over. But while my friends stopped playing pretend, my fantasies only became more elaborate. I even started making up my own characters, drawing pictures of them, and writing notes about their various abilities and weapons. Looking back on it, these pieces of paper were proto-character sheets.

I owe it to Bill Amend, the brilliant cartoonist behind the long-running syndicated comic strip Fox Trot, for first introducing me to the concept of tabletop role playing games. You see, one of my other passions as a young child was reading the comic strips in the daily newspaper. Even after my family stopped having the paper delivered, because my parents didn’t have time to read it, I convinced my grandmother to save the comic page for me. I even kept all of the comic pages in a box under my bed. If you’re not familiar with Fox Trot, one of the primary characters is ten year old Jason Fox, a geeky kid who excels academically, and is passionate about many “nerdy” pursuits. I can’t recall precisely when, but at some point during my childhood the strip featured Jason and his friend Marcus playing Dungeons and Dragons. The game wasn’t mentioned by name, but the core elements were all on display: a dungeon master’s screen, dice, and the DM weaving a world for the player’s character to explore.

The notion intrigued me. I was too young then to remember what precisely went through my mind, but I knew that whatever they were doing looked fun, and I wanted to play too. I constructed a GM screen out of black construction paper, and glued little pieces of note paper to the inside of it. On the note paper, I wrote the rules I had made up for the game. I also recall creating small tokens–doodles on pieces of paper–to represent adventurers and monsters. I also had a bowl with numbered scraps of paper to take the place of the dice. My parents warned me that the game I was emulating was an evil one–which would prove to be a major point of contention later in my life. But, to their credit, they didn’t go so far as to forcibly stop me from pursuing the project. I spent at least a few days working on my primitive version of D&D, but never really figured out how to make all the elements come together into a cohesive game. Nor could I convince any of my siblings to play with me. Eventually I gave up and largely forgot about the project, as kids are apt to do.

Eventually I joined my friends in growing out of playing pretend–though I never did stop quietly imagining myself to be someone else. That’s something I still do to this day. But so far as role playing is concerned, I didn’t take my next step until I was about 14 years old. That’s when my family finally got an Internet connection, and an entire world outside of my orthodox catholic homeschooler existence opened up. Writing about my history with the Internet and the impact it had on my life could be a whole other post altogether. But what’s important is that it didn’t take long for me to break my parents rule about never talking to other people on the Internet. In short order I found forums, and on forums, I found people role playing.

It was awful. The role plays I participated in those days were all themed around the Legend of Zelda mythos, yet most of the players were playing Final Fantasy characters. Not ripoffs mind you, characters like Auron, Sephiroth, and Red XIII were (for some reason) determined to save Hyrule. I hesitate to even mention the character I played, because I don’t think anyone directly involved remembers, but my character was actually named “Link Skywalker.” He traveled through dimensions living through other people’s lives. After living through someone’s life, he had all of their abilities and equipment. I honestly cannot tell you how tempted I am to simply edit this paragraph out and let my readers go on blissfully unaware of how shamefully bad my early role playing was.

It was around this same time that I joined a saber fencing class, which may seem irrelevant. However, this is the class where I first met Jeremy. He was quite a bit older than me, and in the advanced class, but we connected over our shared nerdiness. It wasn’t long before we spent more time talking than we did fencing, and I eventually learned that he played Dungeons and Dragons. I had always been interested in D&D, since I realized it was what Jason and Marcus had been playing in that old Fox Trot comic. However, my parents had made it very clear to me that such games were strictly forbidden–not just by them, but by “almighty god.” I wasn’t really convinced that D&D was evil, but at that time I was scared enough of my parents that I didn’t pursue the topic further.

My forum role playing continued for several years, and the quality of it improved a great deal. I abandoned my original character almost immediately in favor of one I dubbed Beloch Shrike (partially after the villain from Raiders of the Lost Arc, and partially after the villain from The Paradise Snare by A.C. Crispin.) The rest of the group similarly matured, and we experimented with a lot of different things. Some of the most important friendships of my life were formed during these early role playing experiences. Eventually, I even attempted to start a website, titled Epic Journeys, which would serve as a nexus of tools, information, and guides to help people facilitate running their own forum role plays. The project never really got off the ground, though I did actually manage to accomplish one thing. As part of the project, I coined the term “Online Text Based Role Playing Game,” or “OTBRPG,” and added it to Wikipedia (not then fully aware that this was a serious violation of Wikipedia’s rules.) Not only was the article never removed, but I have since actually met people who use the term without knowing I invented it. Seriously, google it. The phrase has entered somewhat common usage. This never ceases to crack me up, but I digress.

Everything changed for me, quite suddenly, in the last half of 2004. I was seventeen, still heavily involved in forum role playing, and starting to develop a taste for philosophy. My continued interest in Dungeons and Dragons led me to begin looking through the Catechism of the Catholic Church (big book o’ rules) looking for any mention of role playing or D&D. After finding none, I went online and found a forum dedicated to Catholics discussing their faith. I asked them what they thought about D&D being evil, and if you want to see something hilarious, the entire thread is still online and available to read. (Though apparently it now shows up as an unsafe link in most browsers. As best I can tell it is still safe to visit.) Most of the answers from other posters seemed to agree that there was nothing inherently wrong with D&D, so I printed the thread out and proudly presented it to my parents. After reading the printout, however, they summarily denied my request to be allowed to play the game. My parents were pretty terrifying people, and I grudgingly obeyed them.

Two months later, in September, I met Stephanie, and the changes in my life accelerated. We had a lot in common, including a shared interest in Dungeons and Dragons. At that time I had still never played, and she had played only once or twice. I won’t go into the details of our relationship, as is still somewhat painful, and certainly outside this blog’s subject matter. Suffice to say that I was head over heels. By November we were dating, and the relationship lasted for six years. In those early days of our relationship, I did a lot of things in order to spend more time with her. I bought a copy of Starcraft so we could have Battle.net dates. And, more relevantly, I took my fencing buddy Jeremy up on his standing offer to borrow his copy of the Dungeons and Dragons third edition core rulebooks. I hid them under some papers in the bottom drawer of my filing cabinet. Most kids are probably hiding weed, booze, porn and sex from their parents when they’re 17. I was hiding role playing sourcebooks. Some might see it as sad, but I’m actually rather proud of that.

The first little bit of D&D I ever played was with Stephanie. It was bad. I GMed a really short adventure for her where she fought a mummy. I didn’t understand any of the rules, and I was throwing stats around left and right without any idea what they meant. Fortunately, my parents and the rest of my family were out of town the following week, so Jeremy came over to give me a proper introduction to the game. Again: most kids throw drinking parties when they’re seventeen and their parents are out of town. I threw an adventuring party, and I’m proud of that. When Jeremy arrived he brought a gift with him: my own set of dice. They were a deep red with blue flecks, and they came in a plastic cylinder. He also brought with him his brand-new 3.5 edition core rulebooks, helped me roll up my very first rogue, and ran me through a simple Colosseum adventure where I fought some green needle monster things. It was glorious.

I continued in that way for quite some time. I purchased my own copies of the 3.5 rulebooks, and Jeremy would GM for me at his home. His ladyfriend, Jacie, eventually joined me as a gnomish cleric, and the two of us had many fine adventures together. I don’t remember how long it took for my parents to find out, likely just a few months if I remember correctly. I had just returned from a game at Jeremy’s, and went to find them to let them know I was home, my laptop bag filled with D&D supplies still in hand. They looked at me funny, and asked what I did when I was over at Jeremy’s. I tried to be nonchalant, and told them that we mostly just played games. They responded;

“Do you play Dungeons and Dragons?”

“Yes,” I said.

They didn’t really react much at all to that. Merely nodded and seemed to accept that this was a thing I was doing now. I never have been able to tell what things will make my parents angry and what things they can accept. For awhile I thought that, perhaps, they had mellowed out a bit, and become more accepting. That notion was proven wrong recently, when I asked them if I could buy my younger brother the Pathfinder Beginner Box for Christmas. They denied my request, adding that they didn’t like what “those types of games” had already done to one of their children. Cest’la vie.

Never the less, I took my books out from the bottom drawer of my filing cabinet, and placed them lovingly on one of my bookshelves.

Jeremy and I continued to play together, and I tried my hand at GMing several times. I’ve always loved crafting worlds. In fact, as a young child I used to spend a lot of time drawing complex maps for a monster-filled series of caverns.* I was born to be a GM, but running games for one person can be a limiting experience. I needed a larger group, but I had been home schooled since the fourth grade, and didn’t really have the social tools to make friends. At least, that is, until I enrolled in college for the Fall 2005 semester. College is supposedly an eye opening experience even for kids who attended an actual school, so you can imagine what a change it was for me. I met so many wonderful people there, including Chris and Jeremy. They were my first gaming group. I was so happy to finally have one that I actually purchased Player’s Handbooks for both of them. We had some great games together, and they even invited some of their own friends along, giving me a nice full party to work with.

To repeat an old cliche, the rest is history. Gaming groups have come and gone, and there have often been weeks or months at a time when I don’t get to play, but my love for the game always remains. It’s been over seven years since I picked up my first sourcebook–which seems like such a short amount of time compared to the lifetime I feel I’ve lived as a gamer. Jeremy plays in most of my games, and still serves as my GM whenever we play Zalekios. And if there’s anything I’ve learned, it’s that there will always be people out there who want to play games. All they need is someone to suggest it, and be willing to show them how it’s done.

*Holy shit. I can’t believe I never thought of using these old drawings as a dungeon for my players before. I know exactly where they are.

Designing a Village in Detail

Not too long ago, Zalekios conquered a small village. It’s something I’ve wanted the character to do for some time. And, in our last game, my GM was gracious enough to include an opportunity for conquest. To be honest, I have no grand and evil scheme to further overpower my character through corrupt governance. Certainly, I have plans on how I’ll make use of my subjects, but the ways in which the town will benefit Zalekios are much less interesting to me than the challenges and opportunities ruling over a town will provide. The need to fortify it, defend it, and ensure that my subjects are unable to oust me while I’m out adventuring, all sound like interesting and entertaining challenges to me.

So once I had the town under my thumb, I asked my GM if it would be alright for me to make a detailed map of the village. He agreed, and we spent some time going over what my limitations were. Geographically, the village is located in a large area of plains, with no major shifts in elevation or terrain type for several miles around. Neither are there any significant bodies of water, or forested areas nearby. Honestly, I think he just made the environment as simple as possible because he’s afraid of my ingenuity. But that’s okay with me. I like a challenge.

I was also told that I had a total of 377 villagers, 27 of which could be level 1 experts, adepts, warriors, or aristocrats. The rest are level 1 commoners. Other than that, he left everything up to me. I’ve checked in with him periodically throughout the town creation process, but he hasn’t vetoed any of my decisions yet. Of course, I’ve kept everything in line with what one would find in a dirt-poor town, so he hasn’t had much to say “no” to. He and I have been playing games together long enough that we have a pretty good sense of what the limits are in each other’s games.

Now, even as a GM, I don’t often have the opportunity to truly build a thoroughly detailed community. Normally it’s simply not an efficient use of time. It’s much easier and faster to simply plot out the most basic outline of what the town is like: what kind of government it has, what its economy is based on, whether it has any unusual traditions or culture, and whether it has any noteworthy landmarks or NPCs. Everything else can be generated on the fly. Even with more detailed cities which my players return to often, I rarely do more than sketch out general “districts,” and identify the location of the main roads through the town. The port city of Niston, which the players in my Ascendant Crusade game have visited in between adventures for several years now, is still just a rough collection of squares marked “Affluent Area,” “Merchant Section,” “Slum,” “Docks,” and so on.

As a player preparing to govern this town, however, I find the idea of exacting detail appealing. Knowing precisely how many warriors are in the town guard will help me plan my defenses. And since the character in question is Zalekios, knowing just how many commoners I can eat before my breeding stock gets too low is important! Additionally, a large part of my plans involve modifying the town, in the form of watch towers, walls, work camps, etc, so I want to know precisely what I have to work with.

I decided to start by figuring out what kind of population I have. I broke my population into three age based groups. First would be children, defined by Pathfinder as anyone under 15 years old. Last there’s the elderly, which I defined as anyone over 55. In between those two groups are the adults. So out of my 377 total population, I needed to figure out how many people fell into the three groups. I decided to use a population pyramid to work out a basic percentage. I spent some time looking for one which applied specifically to medieval villages, but didn’t have any luck finding one. So I just stuck with the closest to average I could find. What I wound up with, using some very rough estimation, is 91 children, 260 adults, and 26 elderly. I figure that, to keep things simple, I would split the genders evenly. Since my population is an odd number, I flipped a coin, and determined that the odd person out is a woman named Old Ms. Dyterran, by far the oldest person in the village at 84 years. Her children are dead of old age, but she lives with her grandson and his family. She likes to tell scary stories to children.

Outliers such as old Ms. Dyterran aside, I find these numbers to be telling of the type of community this is. With a max population of 377, it’s a very small community. People’s lives will be interconnected. But I would estimate that the community is still too large for everyone to know everyone else. Even acquaintance level relationships are difficult to maintain when there’s several hundred of them. However, when you break things down by age, the numbers get remarkably smaller. If there are only 91 children under the age of 15, then how few must there be between the ages of 8 and 12? If there’s only ten or twenty kids your age in town, you probably know all of them. That goes doubly so for the old folks, who probably all know each other quite well by now.

Moving on, I estimated that there would be 89 households, based on the adult population. That’s assuming that every household is centered around an adult couple. Children and elderly would live with said couples, as would a number of dependent adults who are over the age of 15, but have not yet struck out on their own. This would mean that there are 2.9 adults per household, 1.02 children per household, and 0.29 elderly per household. So if you walk into one of these 89 homes at random, the odds are that there are two wedded adults there, who live with one young child and one adult child. And there is a roughly one-in-three chance that one of the couple’s parents is still alive, and also living in the house. So most homes contain 4-5 people.

Once I had some ideas on what the population numbers looked like, I moved on to economics. Fun fact, if you google “Plains People,” all you really come up with are the Plains Indians, and they were nomads, so information on them was no help in this project. However, Wikipedia has a great deal of information on plains which I found extremely useful in this endeavor. While it may not be an ideal source if you’re looking for facts you can rely on, Wikipedia more than accurate enough if you’re just looking to inject a little realism into your role playing games. Turns out “plains” is an exceptionally broad category, which covers dozens of terrain types.

I decided that my GM’s goal in providing me with an endless flatland of plains was probably closest to the American prairie. Which, I learned, is excellent for farming. However, farming there required more advanced farming equipment than was available when it was first settled. Apparently, up until that point, farmers used wooden plows, but steel plows needed to be developed to handle the tougher earth. I decided one of my experts would need to be a dedicated toolmaker. Animal husbandry is also an option for people living in an area like the American prairie. Using that information, I decided that farming would be the main source of food and income for this village, with pigs and chickens providing them with some dietary variety.

The only major landmarks of note are the homes of the mayor and wizard, both of whom Zalekios killed in his secret coup. Since Zalekios is impersonating the mayor, he’s taken up that residence, and billeted his small army of 33 goblins in the Wizard’s home. I mocked up this “Town Character Sheet” in open office writer.

From there, it was time to draw the map. As with the previous steps, I decided to do some research first. I dug through a number of sources for maps, including my own books, the Cartographer’s Guild, and just plain old google image search. I saved a few dozen samples to reference as I went to make my own map, and used elements from several of them. However, this map, from the Warhammer Fantasy RPG, was my biggest aide. It is at the same time both extremely simple, and extremely detailed. If you step back and look at the whole map, you see what appears to be a birds eye view of a large city. Each building and side street is distinct, and you get a sense of what the town is like from a street view. There are clearly affluent areas near the parks, with larger houses, etc, along with poorer areas of much smaller buildings clustered together. Yet for all its detail, the map is drawn quite simply. Each individual building is little more than a brown shape with either an “X” or an “I” drawn on top of it to indicate the slant of the roof.

To start with, I sketched out a “districts” map, like the ones I mentioned above. It looked like a series of circles, like a bulls-eye. The small, center circle was designated for important buildings, like the mayor’s residence. It’s also the location of the town square, where meetings would be held. Around that is the residential area. This was a much larger section, which would contain most of the town’s buildings, arranged around the center of town roughly evenly. The largest circle, by a significant margin, is the farmland, which surrounds the entire town.

Here’s what I’ve come up with so far:

The areas of brown within the town indicate pig pens, whilst I imagine many homes have chicken coops next to them. The small circles in the center of the two ancillary “town squares” represent wells. The two white buildings are the Mayor’s residence and the Wizard’s home. The crosshatch patterns surrounding the town represent farmland.

There are still a number of problems with this map. My scale is way off, for one thing. The more important buildings near the center of town should be much larger, while the residential buildings can be relatively small. The farmland was also truncated due to the limited size of the paper. Normally I’d remake the map before posting it, but at this point I’m not sure I’ll bother remaking this map. Even though it’s not “to scale,” it effectively demonstrates the layout of the town.

Anybody else have experience detailing small towns? Any tips on how to improve my process?

Training Groups of NPCs

Over the many many years which I’ve played my Rogue/Warlock, Zalekios, he has often run into a group called the Dragon Forged. Truth be told, I don’t even recall our first encounter. I believe they tried to accost me on the road, followed by a healthy dose of torturous murder on my part. If I recall correctly, I was so annoyed with their attempt to burgle me, that I performed the closest thing to a good deed which Zalekios has ever attempted. I rooted out their evil plan to trick the nation of Alamon into going to war with their southern neighbor, Mulgran, and foiled it simply to spite them. Alamon awarded me with a rather rare artifact, and I believe I’m still considered a minor hero in that kingdom, since I never had a second adventure in that area.

The Dragon Forged have been a pebble in my shoe ever since. And as I’ve gained higher and higher levels, my dealings with them have become ever more comical. Most recently I was awakened by one of my goblins and alerted to the fact that my tower was under siege. I look out over my balcony, and what do I see but two small warbands of Dragon Forged, impotently attempting to break down my door. So I spend a few rounds lobbing Eldritch Blasts at them before I get bored, jump off the third story balcony, and attack the low-level twats in melee.

What? Zalekios has a wisdom modifier of 0. It’s ROLE PLAYING. >.>

The rabble is dispatched quickly enough, and I’m left wondering why my GM would waste time on such a pointless little skirmish. I actually made sure I kept a few of the pests alive, just so I could torture them and hopefully discover why the GM had chosen to send them against me. But first, I resolved, I would finish my night’s rest.

Yet no sooner had I laid my evil head to my evil pillow, than I was awakened yet again. I seriously considered killing the goblin this time, but Zalekios is trying to work on conserving his resources better, and I resisted. The goblin had a good reason to awaken me anyway: there was a dragon circling the tower. Thinking my GM was sending me a somewhat more deadly challenge, I rushed to the balcony, skeletal hands glowing black with eldritch might. But the dragon didn’t attack. It alighted on my balcony, and morphed into a human shape.

This dragon, as it turned out, was the dragon in ‘Dragon Forged.’ Apparently his goal all along has been to cause all the great nations on the continent to go to war with each other, and continue warring until nothing is left but ruination. Being Chaotic Evil himself, Zalekios is fond this this notion. The dragon had also noticed that, given his follower’s repeated failures, and my repeated pwning of them, that perhaps I was just the psychopath to lead him to victory. He offered me a position as his chief lieutenant, with complete command over the forces of the Dragon Forged, to the end bringing about the catastrophe we both desired.

It took me a few days, but I came up with a rather solid plan I think. It’s not only multi-layered, but has fail-safes which kick in if some element of the plan fails. Made me feel like god-damned Xanatos. The details of that plan, however, may be written about at a later date after I’ve had an opportunity to see how the plan unfolds. However, one of the elements of the plan was that I required the Dragon Forged to not suck. To that end, my GM and I worked out some simple rules for training large groups of NPCs. I’m not sure if I’ve seen rules for anything like this in any official supplements, so they may be of use to you if you are ever in need.

  • A character can train a group of NPCs in any class that character has at least 3 levels in. For example, a 4th level rogue / 2nd level fighter can train a group how to be rogues, but not how to be fighters.
  • A group of NPCs can never be trained to a class level higher than 2 levels below the current class level attained by their teacher. For example, a 10th level rogue can train a group of NPCs to be level 8 rogues, but not level 9 rogues.
  • Each level requires [2 * The Level Being Trained To] months. For example, training a group from level 6 to level 7 requires 14 months.
  • Training costs [1000 * The Level Being Trained To] gold pieces. For example, training a group from level 6 to level 7 costs 7000 gold. This cost is for training only. Items such as training equipment etc. Any cost for food and lodging of the trainees would be extra.
  • Training more than 10 people at a time adds a 2% failure rate for each additional person. For example, if you’re training 10 people, then there is no failure rate. However, if you’re training 11 people at once, then you must roll a D%. If you roll 1-2, then the training fails and the materials and time is wasted. Training 12 people at once has a 4% failure rate, training 13 has a 6% failure rate, and so on.
  • Hirelings can be used to train groups in classes which they have.
  • New Feat: “Teacher:” Characters who have this feat only need to spend half as much money when training groups of NPCs.
  • New Feat: “Improved Teacher:” Characters who have this feat reduce their failure rate for students above 10 to 1%. (11 students has a 1% failure rate, 12 students has a 2% failure rate, and so on.)

I quite like the system. At first glance, and for our game, it balances well. Each level of training comes with a cost in both time and money which keeps the system from being abused to create massive armies. Also, note that this system says nothing about loyalty. Simply that skills are imparted from one high level character, to multiple lower level characters. If the GM is feeling particularly dickish, he or she could simply have the students turn on their teacher once they have nothing more to learn.

I’m sure the system has numerous flaws, though. It was really just slapped together by the two of us chatting back and forth one evening. I’d be interested to hear anyone’s thoughts on what flaws it has, or how it could be improved.

Goblins Redux

My friend Jeremy, his family, my ladyfriend Morrie, and I have a half-assed Thanksgiving tradition which we started three years ago. In that far off year of 2009, I was doing quite poorly financially, and Morrie (not yet having met either Jeremy or myself in person) wanted to come up and visit the both of us. So during the time off, Morrie and I both spent the Thanksgiving vacation staying with Jeremy and his family. We spent the week having all manner of fun with one another, and among other things, we spent one very enjoyable evening playing an extended session of D&D. It was the Zalekios campaign, which Morrie made a character for. Since then, we try to get together over Thanksgiving to enjoy each others’ company, and wreak some havoc with some chaotic evil role playing.

This afternoon, while Morrie and I were getting ready to head off to Jeremy’s home, we realized something annoying: neither of us had the slightest clue as to where her character sheet for “Jerry the Chaotic Evil Halfling Barbarian” was. We were already late, and had no idea where to look, so Morrie suggested something which would end up teaching me several valuable lessons before the day was done:

“Why don’t I just play the four Goblins?

I blinked. The idea was twofold odd: I’ve never been in a game where a player played more than one character, and I’ve never been in a game where a player’s character is so drastically lower in level than the other players. Truth be told I’ve been interested in trying both of those things for a long while now, and Morrie was willingly taking on the task of guinea pig. “Sure,” I finally replied. “I’m sure Jeremy won’t have any problems with that.” So we show up, pumpkin pie in hand, and I tell Jeremy about Morrie’s idea. As I suspected, he’s fine with it, and we begin play.

As play began, Zalekios was standing over the body of his good twin, and the GM gave me space to come up with a plan. Seeing that I was trying to take over the town, I decided to assume the role of my twin. After all, we were twins. The only problem was Zalekios’ rather horribly self-mutilated face. Fortunately, I had a dead twin on hand whose face I could cut off and wear temporarily. I then promptly chopped up my twin’s body, and spread his remains about town. When the townspeople became frightened, I told them that I would go off and gather a fighting force to protect us from “these vile acts.” Having a charisma of 23 comes with distinct advantages; such as being able to dupe 377 villagers into believing you’re not wearing their dead mayor’s face as a mask.

So off Zalekios went to fetch the small group of goblins which he had conquered in a previous game. A few days later he returned, no longer wearing the dead mayor’s face, and with the 33 goblins in tow. When asked about his “injuries,” he claimed that he had been cut viciously while defeating the goblin tribe’s chieftain. But now that chief was dead, and the tribe owed him their absolute loyalty. Again, 23 charisma can be damned helpful in duping level 1 commoners. Once I had everyone convinced, I began directing them in constructing better “defenses.” A phrase which I’ve placed in quotation marks because only Zalekios knows that the pits and walls won’t be used to keep anything out. The purpose of those obstacles is to keep the villagers in once Zalekios begins to establish the new order of things.

The whole thing was done in a very rules-light way, because there aren’t really any rules on the subject. Essentially, Zalekios’ role in the first half of the session was that of director. I told the GM what I wanted the villagers to do, and he told me what worked, what didn’t, and what complications presented themselves. I was really very happy with the way this played out. I tried something almost exactly like it a few months back which failed miserably, so I’m glad to see it can work if done properly. I may need to give it another try soon.

Morrie, playing the goblins, really shined during this part of the game. Building on the role playing the party (especially Poog) had done the last time these goblins were in play, she set about to cause goblin mischief, and generally make Zalekios’ life more difficult. When Poog cut off all the pig tails in town “for his collection,” Zalekios had to quickly spin some lie for the population about pig tails being a necessary reagent in a spell which would ward the town against evil. Even my 23 Charisma was strained getting them to accept that one, and I had Poog flogged for the nuisance.

The town needed lumber for its walls, so I sent Rita, Chuffy, and 3 other goblins to protect the humans who were gathering it. The GM used this as an opportunity to run an ad-hoc 1st level adventure. He sent a couple bears to terrorize the commoners, and Morrie took control of Rita & Chuffy, while I played as the three Monster Manual standard goblins. It was a genius idea, nestling a 1st level adventure within a 13th level adventure. It worked fantastically, and everyone had a great deal of fun.

Once the goblins returned with the lumber, it was starting to get late in the evening, and we still wanted some time to play Magic before Morrie had to go to work. To speed things along, we decided to put off furthering the construction for a later date, whilst Zalekios, with all four goblins in tow, answered a persistent call from Al’Kim. Al’Kim is a high level government official with the nation of Mulgran who believes Zalekios is a loyal compatriot. And while the two do share goals, Zalekios is also the second-in-command of an organization seeking to overthrow Mulgran. I hold that it is Al’Kim’s fault for making Zalekios sit in a waiting room for 30 minutes once. But I digress. Al’Kim wanted Zalekios to investigate some unusual goings-on at a port town a few days’ travel away.

On the road, the five characters were attacked by three wyverns. This is what I had been waiting for: a chance to see how well level 1 characters survived combat geared for my level 13 powerhouse. I began combat by casting Fel Flight, granting me wings, and flying up into the air. This left most of the goblins somewhat helpless, but Rita managed to hit one of them with an arrow, and Mogmurch successfully threw an alchemical explosive at one of them dealing a few damage. On the wyvern’s turn, they mostly ignored me and went straight for the goblins. Poog was reduced to -3 in a single bite attack, and none of the goblins managed to make any hits.

Zalekios, with his lowly 10 wisdom, decided to dive bomb the Wyvern laying atop Poog, and attempt to pin it to the ground with a slam attack to the neck. I rolled my Combat Maneuver roll against the wyvern’s Combat Maneuver Defense (Zalekios’ game hasn’t switched fully to Pathfinder yet, but we have house-ruled in a few of the better rules) and Zalekios succeed. The three wyverns failed to make any progress that turn, but Rita did manage to pull Poog aside and feed him a healing potion. In the following round, Zalekios channeled his Eldritch Blast ability into the Wyvern, killing it. And, as a bit of theater for my goblin minions, Zalekios used his move action to take a big bloody bite out of the dead Wyvern’s head. They cheered for their Blood God.

By then, though, a second wyvern had landed and made a bite attack against Zalekios, which fortunately missed. Still riding the high from his utter domination of the previous wyvern (and still suffering from 10 wisdom), Zalekios used his clawed hands to grapple the offending beast’s head, digging his sharp fingers deep just behind the jaw. He was again successful. I jokingly asked the GM what the DC would be to rip the dragon’s head off. Truthfully, my plan was to try snapping the creatures neck, but I never expected what happened on the goblin’s next turn.

First, Chuffy managed to make a devastating sneak attack on the wyvern’s underbelly. But even more spectacularly, Mogmurch successfully threw his last alchemical bomb of the day into the snapping maw of the grappled wyvern. The GM allowed this as an automatic crit, and Mogmurch rolled just below max damage an all his dice, blasting the mighty CR6 creature with a fiery explosion which left it reeling. This left me wondering just how plausible my earlier joke was. So when my turn rolled around, I asked the GM what the explosion’s visible damage had done. He confirmed that numerous muscles and tendons had obviously been severely damaged or even destroyed. So Zalekios looked the monster in the eyes, set his legs against it’s shoulders…

…and pulled.

I think Jeremy was a little flabbergasted. He asked me for a strength check. I rolled the twenty-sider in my hand for a long while. This was the kind of roll which could make-or-break a game session. For all my philosophical skepticism, I tried to force the die to roll high through sheer will. Finally, I threw the die, and a 19 came up. I think Jeremy had been hoping for something low so he could simply ignore the question of how to adjudicate such a ridiculous plan. He settled on making an opposed strength check for the wyvern, and I kid you not: he rolled a 19. I thought for sure I was finished. No way was Zalekios stronger than a fucking dragon.

But as it turns out, Zalekios is just strong enough that his roll was 1 higher than the wyvern’s. The bones cracked, the skin tore, and Mogmurch and I were bathed in the blood of our victory. The final wyvern fled.

We ended the session there, and I came away having learned 3 very important lessons which I will take with me into my future GMing:

  • Anyone who says ‘playing characters of vastly different levels sucks’ doesn’t know what they’re talking about. Based on how much she was smiling, I would say this ranks among Morrie’s top five gaming sessions ever. And I say that as as someone who has been gaming with her for 3.5 years. In RP, the goblins were providing a lot of the game’s entertainment and challenge. And in combat, never once did they feel useless.
  • At least in some circumstances, a single player can play multiple characters without being overwhelmed.
  • Adventures where the PCs simply direct others in performing tasks (finding lumber, digging trenches, etc.) can be a lot more fun than you might think. I’m starting to ponder a game where each party member is given a task: one to build the defenses, one to train the villagers to fight, etc.

For the record, all of Morrie’s goblins survived the game, and everyone agrees they should return. But Morrie, wisely I think, has decided that she does not want these characters to level. She thinks it’s more entertaining when they’re low-level goofballs who get on Zalekios’ nerves and sometimes manage to help despite themselves.

We have decided, though, that Mogmurch deserves something special. He has been granted the title of “Dragonboomer,” and from now on will always receive a +4 when attempting to throw objects into a small space.