Monday, July 29, 2024

Reading Gods of the North & Tower of the Elephant

Artwork from the Marvel Comic's adaptation of Tower of the Elephant. 

The first Conan story by Robert E. Howard I ever read was the Tower of the Elephant, based upon Matt Colville mentioning it in a video. That was an early influence as I first started playing RPGs, but I think that short story would be highly recognizable to any player. Reading these stories helps show the influences that resulted in our current games and media, and perhaps some themes, ideas, and atmosphere that we reinject to change up our games (what’s old is new again). Mild spoilers follow...

The set up of this scenario is certainly seen in how most D&D campaigns and quests are framed. It begins in a tavern or gathering place in an interesting city. Exposition identifying a fantastic location (in this case the mysterious tower) is provided. A hero has an initial fight, which demonstrates his cunning and strength. He even falls in with another adventurer who is doomed to an untimely death--though it could just as easily been Conan! The twists and the turns show me that you can set up a treasure of MacGuffin hunt, and still be flexible and offer some agency to player characters who may change the adventure (as when Conan mercy-kills the tower's sad prisoner, then follows its desires to destroy the tower and the evil mage who rules it).

The Gods of the North struck me with how similar it seems to some of the ideas I had long prior to reading it in the game I had with a single player (the saga of Hurkaz the mighty). Conan essentially is running through a similar land of cold and ice, and finds himself face to face with fantastic foes. I especially loved the descriptions of the frost giants. I think their description is certainly part of how our own frost giants developed.

Looking forward to chewing further through the collected stories of Conan and considering how they have impacted both our fantasy stories, and our fantasy roleplaying games.

Monday, July 22, 2024

EN5ider Reactions Issues 6-8

EN5ider Issue 6 Cover, property of EN Publishing

Issue six of EN5ider, by Jensen Toperzer, is about implementing pets for players. It's interesting to see an early and different take on this than how the various "pet" subclasses from WOTC shook out, and the design decisions made by MCDM on the Beastheart class. In this case, I think the latter implementation is better, although this one is admirable in attempting to use the available animal stat blocks. The flexibility of the companions in the Beastheart make them far more versatile and satisfyingly scalable in power for players in my opinion. However, it’s good to look at another attempt at an extremely early time in 5e’s lifecycle and recognize it as what is was: an innovative and fun goal to provide animal pet options to players beyond (at the time) only beastmaster rangers and magic users with find familiar.

Issue 7 is Nature’s Remedy by Russ Morrissey. This one again, like Morrissey’s previous article on running an archery tournament is equally interesting and easy to implement, providing a list of magical herbs with bonuses appropriate to a potion or other consumable magic item. These require a survival check to find, and either a medicine or nature check to then prepare, also providing a way to reward players who choose to use those often underutilized skills. It also includes a feat to buff these skills for interest players or that you could give out as a story reward for engaging with this content. The herbs provide a template that you could use to create your own, increasing the range of options available. This one is really good!

EN5ider Issue 8 Cover, property of EN Publishing

Issue eight is by none other than Jame Introcaso, now of MCDM fame (readers of my Arcadia reactions will recognize James as the long time editor of that publication). I’ll admit that I haven’t given the chase rules in the core 5e rule books any thought since I read them almost two years ago, but the helpful chase cheat sheet in this article and the complications tables make me want to think about opportunities to include chases in my campaigns. 

Tuesday, July 16, 2024

Kingdoms & Warfare Reaction

Take the game diplomacy, and a tactical wargame, toss in ideas of domain-level play from early D&D, wrap it in some modern mechanics with gorgeous artwork. There you have Kingdoms & Warfare. It's unlike any other 5e book. Bold. Visionary. I freaking love it.

Let's dive in.

Domains & Intrigue

It took awhile for intrigue to really click for me. By that, I think I needed to read it at least three times. The system is more simple than it appears at first glance. It abstracts by necessity the factors that might play into your domain’s strengths and defenses into your domain skills, scores, and defense levels. This provides an interesting mechanical way to resolve what would normally be narrative actions

My main critique after attempting to use the system is that it's a lot of material to attempt to introduce to your players. Perhaps I tried it a little too soon in my players' TTRPG careers, but it essentially requires a degree of 5e system mastery and understanding as a prerequisite to being able to dedicate time and energy to engage with the intrigue and warfare systems.

The Monsters

MCDM debuted what they call “action oriented monster design” in this book. These are more powerful and flavored actions than legendary actions, but allow the monster to use a power not on its turn, helping tame the action economy problem. These actions are designed to be cinematic and interesting, and essentially guarantee that these villains will actually do something cool before being cut down by the heroes.

Additional psionic manifestations are included, which as I mentioned in my Strongholds & Followers post I also noted. I may need to examine those and compare each source with the Talent sooner than later. This section also includes the massive stat block for the CR 29 Cthrion Uroniziir (whose stat block is also redone in the Talent). But my favorite monster is Relg, The Descender, The Lord in Corpulect. Relg is seen in the MCDM liveplay the Chain of Acheron. All of the monsters in this book are really cool though. While those in Strongholds & Followers offered some that weren't even bad guys at all, each of the monsters in this book provide great quest hooks and ways that they can be integrated into a campaign, and they each possess awesome abilities that keep them interesting.

The Items

There are some really cool items in this book. Some include more Codexes—artifacts that have crazy powers first introduced in Strongholds & Followers. I love these too because I like having powerful magic books. They can be dropped into pretty much any adventure at a library like Candlekeep or dungeon rewards. 

The Adventure

The adventure is really good. It's not perfect. But it's really good. Teos Abadia was the writer for the 70 page Regent of Bedegar. The adventure is a great example of how you can apply the intrigue and warfare systems to a complex sandbox environment. Honestly I would love to see other adventures that provide examples of ways to apply the system like this.

Takeaways

If anyone from MCDM happens to read this, my advice would be that in order for these amazing systems to break out further in the TTRPG community then they need the tools to be able to integrate them into their adventures without worrying about infringing on your copyrights. An idea that we're all familiar with is an SRD. It doesn't need to give away the farm, but something, either under Creative Commons, the OGL, or even ORC would enable creators to make adventures and stories leveraging these mechanics that in turn would increase Kingdoms & Warfare’s profile beyond the fan generated content in your own social media ecosystem. I think this is easier with the intrigue system, since an example player domain, NPC domain, and rough explanation of the applied system would allow creators to make their own domain's for their adventures and make references to domain actions based on what the characters do. I understand holding back the warfare rules, but perhaps putting out a document allowing creators to make and sell their own units compatible with the system, and allowing them to reference your book for the system rules in some manner would be a way forward. Until then, per the 

Saturday, July 13, 2024

My Homebrew World: Approved Feats

There are a huge number of interesting feats available in 5e from many different publishers. This list is intended to be a resource consolidating many feats that are approved for use in my Homebrew setting, along with a brief description to help players sift through which they find interesting. Please note that due to the large number of character class options available and feats that there is potential for abuse based on the unforeseen combinations of certain class and ancestry features and feats, so the GM always retains the right to deny or alter a feat at their discretion if it becomes disruptive to the game.

Feats

Most feats merely have level or attribute requirements, or no requirements at all. These feats are listed below.

  • Actor (Player’s Handbook) Boosts to Charisma and Performance skill.
  • Alert (Player’s Handbook) Boosts to initiative and surprise.
  • Artificer Initiate (Tasha's Cauldron of Everything) Grants some artificer abilities
  • Athlete (Player’s Handbook) Boosts to physical attributes and skills.
  • Augmented Force (MCDM Talent Class) Boosts abilities of characters with psionic powers from the Talent.
  • Battlemind (MCDM Talent Class) Boosts abilities of characters with psionic powers from the Talent.
  • Better Under Pressure (MCDM Talent Class) Boosts abilities of characters with psionic powers from the Talent.
  • Charger (Player’s Handbook) Expanded combat options combined with speed.
  • Chef (Player’s Handbook) The ability to prepare delicious food gives you some healing and buffing abilities.
  • Crossbow Expert (Player’s Handbook) Abilities related to using a crossbow are enhanced.
  • Crusher (Tasha’s Cauldron of Everything) 
  • Defensive Duelist (Player’s Handbook)
  • Diehard (Tome of Heroes) Makes it harder to kill you.
  • Dual Wielder (Player’s Handbook)
  • Dungeon Delver (Player’s Handbook)
  • Durable (Player’s Handbook)
  • Eldritch Adept (Tasha’s Cauldron of Everything)
  • Elemental Adept (Player’s Handbook)
  • Fey Touched (Tasha’s Cauldron of Everything)
  • Fighting Initiate (Tasha’s Cauldron of Everything)
  • Floriographer (Tome of Heroes) Allows you to send secret messages through flowers and enhances your ability to recognize secret messages and arcane runes.
  • Forest Denizen (Tome of Heroes) Provides unique survival and combat skills.
  • Friend of the Forest (Tome of Heroes) Nature focused magic.
  • Giant Foe (Tome of Heroes) Buffs size small characters against giants.
  • Gift of the Chromatic Dragon (Fizban’s Treasury of Dragons)
  • Gift of the Gem Dragon (Fizban’s Treasury of Dragons)
  • Gift of the Metallic Dragon (Fizban’s Treasury of Dragons)
  • Grappler (Player’s Handbook)
  • Great Weapons Master (Player’s Handbook)
  • Healer (Player’s Handbook)
  • Heavily Armored (Player’s Handbook)
  • Heavy Armor Master (Player’s Handbook)
  • Inspiring Leader (Player’s Handbook)
  • Keen Mind (Player’s Handbook)
  • Lightly Armored (Player’s Handbook)
  • Linguist (Player’s Handbook)
  • Lucky (Player’s Handbook)
  • Mage Slayer (Player’s Handbook)
  • Magic Initiate (Player’s Handbook)
  • Medium Armor Master (Player’s Handbook)
  • Metamagic Adept (Tasha’s Cauldron of Everything)
  • Mobile (Player’s Handbook)
  • Moderately Armored (Player’s Handbook)
  • Mounted Combatant (Player’s Handbook)
  • Observant (Player’s Handbook)
  • Piercer (Tasha’s Cauldron of Everything)
  • Poisoner (Tasha’s Cauldron of Everything)
  • Polearm Master (Player's Handbook)
  • Psionic Initiate (MCDM Talent Class) Grants characters limited psionic powers from the Talent.
  • Psionic Trick (MCDM Talent Class) Grants characters limited psionic powers from the Talent.
  • Resilient (Player's Handbook)
  • Ritual Caster (Player's Handbook)
  • Rune Shaper (Bigby’s Glory of the Giants)
  • Savage Attacker (Player's Handbook)
  • Sentinel (Player's Handbook)
  • Shadow Touched (Tasha’s Cauldron of Everything)
  • Sharpshooter (Player's Handbook)
  • Shield Master (Player's Handbook)
  • Skill Expert (Tasha’s Cauldron of Everything)
  • Skilled (Player's Handbook)
  • Skulker (Player's Handbook)
  • Slasher (Tasha’s Cauldron of Everything)
  • Spell Sniper (Player's Handbook)
  • Tactical Combatant (KibblesTasty Warlord)
  • Tavern Brawler (Player's Handbook)
  • Telekinetic (Tasha’s Cauldron of Everything)
  • Telepathic (Tasha’s Cauldron of Everything)
  • Tough (Player's Handbook)
  • War Caster (Player's Handbook)
  • Weapon Master (Player's Handbook)

Ancestry Feats

Some feats require you to be of a certain ancestry in order to take them. These are listed below.

  • Bountiful Luck (Xanathar’s Guide to Everything) Requires Halfling - Share your lucky trait with your companions.
  • Dragon Fear (Xanathar’s Guide to Everything)
  • Dragon Hide (Xanathar’s Guide to Everything)
  • Drow High Magic (Xanathar’s Guide to Everything)
  • Dwarven Fortitude (Xanathar’s Guide to Everything)
  • Elven Accuracy (Xanathar’s Guide to Everything)
  • Fade Away (Xanathar’s Guide to Everything)
  • Fey Teleportation (Xanathar’s Guide to Everything)
  • Flames of Phlegethos (Tasha’s Cauldron of Everything)
  • Infernal Constitution (Xanathar’s Guide to Everything)
  • Orcish Fury (Xanathar’s Guide to Everything)
  • Prodigy (Xanathar’s Guide to Everything)
  • Revenant Blade (Eberron: Rising from the Last War) Boosts double-bladed scimitar abilities for elf

Unique Magic Systems Feats

These feats grant access to unique magical subsystems, often based on arcane runes or hieroglyphics. Check with your GM regarding these to see if they are appropriate for the campaign. Some may also be seeded into the campaign as magical rewards.

  • Draconic Rune Casting (Tome of Heroes) Enables you to begin learning draconic rune magic.

Warfare Feats

Campaigns in which the rules from Kingdoms & Warfare are used have the following feats available from page 104-105.

  • Agile Leader
  • Lead from the Front
  • Persuasive Leader 
  • Strategic Leader
  • Tactical Leader
  • Unstoppable Leader 

Feats with Greater Prerequisite or Concurrent Feat Requirements 

Some feats require other feats or a prerequisite ability in order to obtain them. Those are listed below, along with the ones that are required to get them.

  • Agent of Order (Planescape: Sigil and the Outlands) Requires Scion of the Outer Planes - Provides a special magical ability.
  • Baleful Scion (Planescape: Sigil and the Outlands) Requires Scion of the Outer Planes - Provides a special magical ability.
  • Boundless Reserves (Tome of Heroes) Ki enhancing feature for monks.
  • Cartomancer (Book of Many Things) Provides some magic ties to magic cards
  • Cohort of Chaos (Planescape: Sigil and the Outlands) Requires Scion of the Outer Planes - Provides a special magical ability
  • Divinely Favored (Dragonlance) Provides a spell depending on your alignment
  • Ember of the Fire Giant (Bigby’s Glory of the Giants) Magical resistance and attack option
  • Fury of the Frost Giant (Bigby’s Glory of the Giants) Special ability option
  • Guile of the Cloud Giant (Bigby’s Glory of the Giants) Special ability option
  • Keenness of the Stone Giant (Bigby’s Glory of the Giants) 
  • Knight of the Crown (Dragonlance) Allows command/control for allies on bonus action
  • Knight of the Rose (Dragonlance) Allows temp hit points for allies or self
  • Knight of the Sword (Dragonlance) Allows special debuff on hit
  • Outlands Envoy (Planescape: Sigil and the Outlands) Requires Scion of the Outer Planes 
  • Planar Wanderer (Planescape: Sigil and the Outlands) Requires Scion of the Outer Planes.
  • Righteous Heritor (Planescape: Sigil and the Outlands) Requires Scion of the Outer Planes.
  • Soul of the Storm Giant (Bigby’s Glory of the Giants) Special ability option.
  • Strike of the Giants (Bigby’s Glory of the Giants) Special ability option.
  • Synchronized Combatant (KibblesTasty Warlord) Requires 4th level warlord.
  • Vigor of the Hill Giant (Bigby’s Glory of the Giants) Special ability option.

Thursday, July 11, 2024

Strongholds & Followers Reaction

The product that started it all for MCDM in 2018. This product spawned as a personal project by popular D&D YouTuber Matt Colville. The project blew up on Kickstarter bigger than even he could imagine, amassing over one million in funding from 28,918 backers (according to Colville’s videos and the dedication in the book).

The book’s titular content makes up the first 90-odd pages of its 272 page count (I'm referencing the pdf as I write. The hardcover may be a few pages shorter). Pages eight to 67 detail a system of strongholds that is tantalizingly teased by some opaque references and cost tables in the 5e Dungeon Master's Guide, but not fully fleshed out.

Thoughts

You can certainly see the differences between S&F and later MCDM products, but I don't mean that as a criticism, merely an observation. The design and writing styles changed as Colville brought on more outsider writers and designers for later projects. It still had some significant play testing (by 3,114 testers, again according to the dedication). 

This book also seems more grounded in the legacy and content of earlier editions of D&D. The influence of Matt’s studying the rules of prior editions, along with his own play experiences, particularly in AD&D and 2e are pretty evident. In a video that I don't recall the title of, he makes reference to the 2e Birthright setting, which you can see as a conceptual influence in both this and the sequel book Kingdoms & Warfare. Certainly, the idea of roleplaying a character from being a dirt-under-the-nails, torch-gripped-with-white-knuckles adventure all the way through their career which accrues them riches, titles, and land with strongholds (which might eventually become dungeons that future adventurers will pick through) seems deeply rooted in the history of a game whose initially premise was to zoom in on an individual soldier in a wargame and allow the player to experience that person's journey. 

It's certainly interesting to see this take on the subject matter. In the future I'd like to do an in depth comparison of S&F style of managing strongholds and compare it to the Bastion system that WOTC plans to include in the 2024 edition of D&D. There may be elements of each that a GM can cherry-pick and combine to create more simple or more complex systems for abstracting or managing strongholds. 

The stronghold mechanics in this title helpfully focus on providing cool new limited use abilities to player characters. Some of these are quite powerful. But I think if the GM is doing their job and drawing the players out of their strongholds in order to continue adventuring then these abilities will not be game breaking (they mostly only function within the geographic area of their stronghold, and their class-tied abilities require an extended rest (one week at their stronghold).

In addition to the core stronghold mechanics, the book contains 28 pages of followers, including NPCs that can be attracted to grow your stronghold and provide income, and retainers to act as lieutenants for your domain. While the MCDM design for retainers has changed (I think for the better), overall it’s not hard to covert these early stats for the later rules, and they still function well as simple stat blocks for followers. The sidekick rules from WOTC came out a couple years after this rule set, which are much more complex and similar to an actual character class. I think those are perhaps better for a one-on-one game where you want a more powerful partner for your player to keep them alive. The retainers are actually the most transferable rules from this book into the entirely new domain system created in Kingdoms & Warfare.

Next is the Siege of Castle Rend adventure, which provides the opportunity to implement the stronghold mechanics for a group of fifth level characters. I think it works as a good drop in adventure that features a village, and a ruined castle filled with a tribe of orcs. The artwork and maps for this adventure are beautiful.

There is an additional 75ish pages of new monsters, many of which are designed to provide fiends and celestial that fill in the gaps in CR that exist based on those available in vanilla 5e. These are also intended to support concordance rules (essentially an added way to include divine intervention for characters). There's also the interesting inclusion of gemstone dragons long prior to WOTC's own exploration of these monsters in Fizban's Treasury of Dragons, and a rudimentary psionics system for them (at some point perhaps I'll take a side-by-side look at this system and compare it to where the psionics system went in the Talent supplement from MCDM). Of the creatures, my personal favorite groups are the Celestial Court, the Court of All Flesh, the Court of the Elements, and the Inexorables. The stat blocks are quite boring in most respects though (ironic considering MCDM's later kickstarter campaign for Flee Mortals! promising to "unboring" 5e monsters--spoiler; they succeeded with that later book, but hadn't quite cracked the code yet in this initial offering).

Finally the warfare system makes up the last portion of the book. Interestingly, I think this section is the only OGL content that I've found in any MCDM product. So if you want to make a Warfare supplement do it with this book, not Kingdoms & Warfare, which is most definitely not open game content. This time through the book marks the very first time I've sat down to focus and really read this section--previously I knew Kingdoms & Warfare was already out, so I've just ignored this earlier warfare system.

I will say, this system is much more replicable and easy to build units yourself than Kingdoms & Warfare, which needed to release the resource document (which still isn't open game content) to provide directions on how to build your own units. The basic system, other than positioning and the additional traits (of which there are many) is very similar to the one created in the later book. This book offers actual upkeep and recruitment costs, which is helpful, and the ability to abstract positioning isn't bad. Finally, the simple resolution capability is a quick way to take care of any warfare scenarios. Having looked at both systems, and considering how my players seem to interact with the additional complexity of intrigue and warfare, I think a blending of the two systems player focused things like organization titles, and simple warfare might be a good way to go for many tables (although I really like the idea of intrigue, it's difficult to explain, and simply resolving organization actions narratively seems more simple than making Operations and Lore tests. I'll need to think more about all of this.

Finally, there is an appendix section on new magic items, including the codices. I love theses books--they are flavorful magic items that provide narrative inspiration. And they're books, which I love personally. They each provide campaign altering powers. At some point I need to drop one of these or one of the additional codices detailed in Kingdoms & Warfare into my campaign.

There's lots of goodness in Strongholds & Followers. My Lost Mine of Phandelver players will complete construction on their establishment soon, so I'll actually get to see some of the stronghold powers, and attempt to implement one of the warfare systems. While the age of this title does show, especially compared to later MCDM products, I would still recommend the book for the creative influence and material it provides, along with the gorgeous artwork.

Monday, July 8, 2024

EN5ider Reaction Issue 5

The Business of Emotion Cover by EN Publishing

Issue 5 of EN5ider is a longer adventure (eleven pages) called The Business of Emotion. It is billed on the cover as an adventure for characters of second to third level, by Paul Oklesh. There will be spoilers.

Personally, I don't love the adventure concept of a town drunk on a love potion that has devolved into debauchery, but that's mostly because I keep my games at a "safe for work" level, and I could see this spiraling quickly. Setting that aside, the adventure generally makes sense. I would have liked a few more locations in town as vignettes of the on-going crisis, and to provide more nodes for the mystery piece of the adventure. The call out boxes on the NPCs are helpful, but the information could be laid out better. In fact overall, the main problem I would have running this adventure is the amount of important information and details buried in block paragraphs, which makes it much more difficult to quickly parse and draw from. 

There's also some inconsistencies in formatting, including not bolding the names of relevant stat blocks with the notable exception of the owlbear at he end of the adventure. This too makes it harder to quickly know which stats to use for a GM. The stat block is unremarkable for the witch who is truly behind the negative effects on the town, but the exposure table to track player character exposure to the love potion through the river isn't bad.

All in all though, not my favorite adventure. Perhaps with some modifications I could run it, but otherwise I'd mostly mine it for parts and pieces.

Saturday, July 6, 2024

Lost Mine of Phandelver Campaign

More than a year ago I started a Lost Mine of Phandelver campaign. Time constraints and other conflicts have made it difficult to play consistently, but we are finally nearing the last part of the adventure. Below are accounts of these last sessions.

Wave Echo Cave (Part I)
Wave Echo Cave (Part II)
Conclusion

Thursday, July 4, 2024

Empire of the Ghouls Campaign

I've been running an Empire of the Ghouls campaign for several months now, and it's been a great experience so far. My players are invested and trying different styles of play through investigation alongside traditional combat and dungeon delving. I'll be using this page to link the various articles detailing my playthrough, along with any other thoughts I have related to the adventure below.

Wednesday, July 3, 2024

Empire of the Ghouls: Disappearances in Zobeck



Spoilers for Empire of the Ghouls and Everybody Lies from Zobeck: Clockwork City…

8 of Thunders, Zobeck Free Year 92

A winterfolk halfling with tousled hair, a sleek black minotaur, and a brown haired elf sporting a shaped goatee knocked back ales in the Blackened Fish Tavern. The people here were strong, sturdy folk. Burly longshoreman, and muscled riverboat sailors, spending an evening eating or carousing after a long days work bringing cargo up and off the river Argent into Zobeck. 

An unshaven man with unkempt brown hair joined them at their table. His clothing, though slightly disheveled like the rest of him, was of a higher quality than the other denizens of the dive bar. He ran a hand through greasy hair shakily.

"Thanks for coming. I'm Grigori.They say you all have a reputation for finding things and people that need finding. And I need some help. My girlfriend, Ilyana, has been missing for three days. I don't know what happened to her," he said.

The minotaur met and held his gaze. The halfling flipped his own touseled hair off his forehead and took another sip of his large stein. The elf appeared disinterested, instead continuing to survey the room, though a trained eye could have told that he was listening intently while looking around.

"We're gonna need some more information to go off friend. Not to mention--what's the reward? If you know us then you know work ain't free and ale ain't cheap in Zobeck," said Eirgrofan Frostbane, the halfling.

“She was last seen near this dump of a restaurant, the Rampant Roach. They say kobolds have been making people disappear, maybe the kobolds that own the Roach had something to do with it. She also worked at the Silk Scabbard.”

“Silk Scabbard? What’s that?”

The man looked uncomfortable.

“Look, Ilyana’s a good girl. Let’s just say that the establishment is a bit of a house of ill repute. If you go there, find her friends, Filipa or Iskra. If you tell them that ‘Grigori got them their jewelry’ they’ll know I sent you.”

The adventurers eyebrows raised slightly. 

“So you want us to see who took her? Do you have any enemies? Asked Korwyn Belmont, the minotaur.

“Well I may have taken something important from the Cloven Nine a few months back…allegedly. A book, fully of infernal writing.”

“And what’d you do with it? Do you think they took your girlfriend?” Asked Frostbane.

“Nah, I keep a low profile. They probably don’t know about her. I need to get going though—can’t stay in one place too long as a second story guy,” said Gregori.

They asked him a few more questions then he slipped away. After finishing their drinks they set off to find the Silk Scabbard.

The trio soon arrived at the Silk Scabbard, and after coughing up the cover charge found themselves in a large, two-story building. A crowd was gathered around a pit on the first floor, and the sound of heavy blows and grunts met their ears. Other people sat at gambling tables on the lower and upper floor, and some watchers stood on the second floor balcony to watch the pit fight below. Throughout there also moved a few women, most in gaudy makeup, serving tankards of ale and occasionally slipping discreetly through a side door by the bar with a patron. 

After exchanging a few words with the bartender and collecting their own ale, the adventurers moved closer to the pit to watch. Eirgofan looked on with interest as a thickly built hill dwarf exchanged body blows with a large, tightly muscled man. The dwarf was winning, weathering hits like the Ironcrag mountains when the wind beat upon them.

Watching from across the room, Rolan noted a group of bruisers watching the fight with tattoos up their necks and faces. The symbols twisted in a way that made one uncomfortable, but he couldn’t make any sense of their meaning.

As Eirgrofan moved around the pit he was bumped by a large man with a boxum woman on his arm. 

“Watch yourself there tiny folk!” the man slurred drunkenly.

“Oh, beg pardon my good sir. Let me buy you a drink as apology,” said Eirgrofan, gesturing to the woman and passing her a coin. The man brightened considerably and patted the halfling on the head. 

“What a good little feller. Much obliged,” he said as he stumbled off with the woman and disappeared through a door to the back rooms.

Eirgrofan then went to rejoin his comrades, who had found themselves an open booth near the fighting pit.

Korwyn called over a server. She had a slight build and dirty blonde hair. 

“We don’t get many folk like you around here sir,” said the woman in a soft voice. “Welcome and how can I help you?”

Korwyn ordered drinks and then asked the young woman, who they discovered was named Svetlana, about Illyana and her friends.

“I didn’t know her too well, but I can get Filipa when she finishes up with her client. I think you ran into them earlier,” she said, looking at Eirgrofan. “I’ll be sure to send her over.”

About fifteen minutes later the woman they now knew was Filipa walked over to their booth. "Who are you and what do you want?"

"Grigori sent us. He said that he got you your jewelry. We're trying to find Ilyana," said Korwyn. 

Filipa immediately seemed to relax slightly and her eyes glistened. "So, what do you want to know?"

"When's the last time you saw her? Where was she? Did she have any enemies?"

"Nah, Ilyana was a nice girl. Except for that loser Grigori. But he's harmless. Last I saw her was about a week ago. We were walking back to our apartments in Lower Zobeck. She left us to take a shortcut through an alleyway. The only way to tell which one it was is that the alley has some Kobold restaurant called the Rampant Roach. Haven't seen her since."

"We heard something about kobolds being behind disappearances. What do you think happened?"

"I don't know, but if you want to talk to kobolds, they live in a slum in the South of Zobeck."

After finishing their drinks, the adventurers departed.

As night fell, they arrived at the gate to the Kobold Ghetto. It was a flurry of activity, as the working kobold population of Zobeck left for their nocturnal shifts, keeping the gears of commerce literally grinding on. 

Some uniformed kobolds collected a toll and looked through bags as others entered and exited. Rolan felt someone push against him and touched his coin purse just before a scaled and clawed hand removed it from his belt. The erstwhile thief disappeared into the crowd as quickly as he appeared, but was not able to take Rolan’s money.

“Guard yourselves. They’re pickpockets in the throng,” he said.

Korwyn reached reflexively for his coin purse, and found that someone had already lifted two gold pieces off of him while he had surveyed the crowd.

“I hate this city,” grunted the minotaur.

Although most kobolds they attempted to talk to simply avoided eye contact or only spoke draconic, eventually the adventurers were able to pull aside one of the inspectors who spoke common. He had green tinged scales and seemed impatient, looking at the crowd behind and around them.

“How can I help you?”

“We were looking for a girl that may have come through here."

The kobold looked at the minotaur like he was a cow: "Only kobolds come through here on the regular. I can't help you." He turned and moved off to rap a young kobold on the head as the adolescent clumsily liberated a pocket watch from an elderly kobold shambling off to work.

"Perhaps we ought to check out the Rampant Roach," suggested Rolan.

Soon the trio found themselves in a dark alley, where they came upon a small eatery with a faded wooden sign out front depicting a cockroach. The proprietor was an enthusiastic kobold who before they could blink ushered them in and began serving them a five course meal. They discovered this kobold was named Skirtal, and he began to recount to them how his nephew, Brik, who sat in the corner flanked by two female kobolds, had been accused of involvement in the disappearance of a blacksmith's daughter. Skirtal offered them a reward if they could clear Brik's name.

Intrigued by the offer, the trio decided to also investigate this disappearance. Skirtal also asked if they could protect Brik as he went on an errand to the black market in the Cartways, under the city of Zobeck. They readily agreed, and followed the kobold on a dizzying journey through the streets and tunnels under the city (Korwyn was the only one able to keep his bearing because of his maze navigating ancestry).

In the Cartways Black Market, the adventurers discovered some bad news, and found themselves enraged at the trafficking in people they discovered. But they did not have the power to upend the slave trade--yet. They found a Darakhul ghoul slave broker named Radu, who upon checking his ledger found that a woman matching Ilyana's description had been taken to the city of Vanderkhul a day or so prior. Ilyana was gone.

9 of Thunders, Zobeck Free Year 92

The night was now well upon the city and the adventurers needed a place to rest off the streets after dropping Brik off at the Roach. Not far from Crown Square they found the Seven Bells tavern where they stayed the night and purchased breakfast and a midnight snack.

Feeling tired and discouraged but rested the next morning, the adventurers decided to continue investigating the unresolved disappearance and visited Straic’s Smelter, the blacksmith shop belonging to the victim’s father.

At Straic’s smelter they found the proprietor, a balding middle aged heavyset man with red beard and hair edging his thinning scalp. His son-in-law, Viktor Turnyr worked the bellows, and was a much younger, thinner, sandy blonde hair man. 

The conversation with Straic was tense. It was obvious that he was incensed regarding his daughter's disappearance, and he placed the blame squarely on Brik. The red haired man angerly brandished Brik's knife, which he had found near the window that Rozalyn Turnyr, his daughter, had been taken from.

Their experiences in the Cartways, and interactions with the kobolds only increased the adventurer's unease with Straic's accusations. But setting this aside for the moment, they decided to contact Grigori again and report their findings.

Grigori was struck sullen and quiet by the news, but did not doubt the truth of their findings. He paid them the promised gold and said in passing that he planned to leave town.

"This town is great, isn't it?" Quipped Frost sarcastically.

GM Reflections

This adventure has an interesting story. I had initially planned to follow the lead author on Empire of the Ghouls, Richard Green’s lead from his own play through and use Everybody Lies (available in Streets of Zobeck, and Zobeck: Clockwork City) as an intro adventure in Zobeck. Then about two days before my game as I finalized my prep I decided that I didn’t like the adventure as written, nor did I much enjoy the first section of Empire of the Ghouls. Thematically it also felt weird to run these two very different mysteries as completely distinct railroads. Also, while this session had no combat encounters I preferred this to the original story for Everybody Lies (beat the first level characters to a pulp three times and expect them to still feel like they have efficacy and choice?)

So I blew up both adventures, took the locations and NPCs from both and mixed them together. Because of the time limits on my preparation due to my procrastination and pickiness, I needed to keep my prep simple but effective. So I noted and numbered all the locations in both mysteries, along with the important NPCs there that could hold clues. Then I drew a web map showing the connections I wanted to make between nodes. Finally I generated three clues for each location that pointed towards nodes I had connected. This enabled the adventurers to explore, solving one mystery at their own pace and discovering the other organically. It also showed the darkness that exists in Midgard and the stakes of the campaign. It may also have increased their desire to leave Zobeck behind!

Altering Ilyana’s fate also allowed me to highlight the evil of the ghouls and give a glimpse of the future of the campaign. The one thing that was a bit difficult and new for me was the sheer number of NPCs I role-played as the party moved through the city. They covered ALOT of ground as you can see by the length of this write up. There were so many plot points it literally took me over three months to write all of this.

However, I’m excited for the party to get on the road, because while Zobeck is cool, it isn’t my favorite part of Midgard.

Night Cauldron's Lair

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