After a long hiatus my young players finally manage to get this campaign back on track. I come to recognize why groups and campaigns often break down as the players get into the 22-26 age group...the players have no friggen time as they get toward the later stages of university or angle to get their newly minted careers off the ground. In any case as fall turns to summer they have free time again and, after inducting a new player to replace one that has moved to Germany we are off and running again.
When I last posted some comments on my 4E conversion of Age of Worms the group had just finished off Blackwall Keep. Here they move on to Hall of Harsh Reflections.
I face a couple of interesting elements right from the get go, some of this is in that the written connections between Blackwall Keep and Hall of Harsh Reflections, as written, don't feel all that strong. I'm honestly worried that the players will be really unhappy with the main adventure hook which really just boils down to Allustan saying 'well it looks like trying to find out about your Green Worms from my mage friend in Blackwall Keep was a total waste of time, how about you go see my friend in The Free City instead'? Technically this is exactly what happened with my group but it turned out I was fretting over it for nothing. Obviously I phrased it differently then the above but really my players swallow it with no problem at all.
My next problem comes with worrying about the adventure as written being hard to justify in terms of Rankolin being the primary instigator of the attacks on the PCs. Essentially its a problem in terms of how does he know about them and how come he thinks they'll visit the Free City? For my campaign this problem pretty much solves itself because the players needed Allustan to clean up the mess for them when the Overgod Foetus in Three Faces of Evil got out of the Mine and rampaged through Diamond Lake. The result is its very believable that some one among the people that Allustan talked with to smooth over that incident tipped off Ranklin and anyone staking out Allustan's abode would have spotted the PCs, realized they where adventurer types and put it together that it was the Pcs themselves that where probably behind the attacks on the Ebon Triad and hence potentially a threat to the Kyuss Cult. Other DMs may encounter more problems in these areas however.
At this point I also had a big decision to make in terms of the Doppleganger set up. Should I go with the classic 'your group has been infiltrated by a doppleganger' set up or not? Its classic D&D and that is a point for using it on my newbs but I ultimately choose to skip this element of the adventure. I just don't think it plays out very well with a new group – they need to be working on forging interparty bonds and I think I do a disservice as a DM to drop this kind of twist into such a new group of players. Another campaign maybe – when they are not newbs anymore.
From this point the adventure proceeds fairly smoothly, though they really have begun to get into that PC mentality of treating NPCs like dirt...not sure what it is with RPG players in this regard. They did not start out this way but somewhere along the line Players really start to divide the world into PCs and NPCs and their behaviour toward NPCs goes down hill. I can only hope they mature out of it but, if I recall correctly from my formative years of gaming this took, like a decade, so I guess I may have to wait a long time to get my wish. The result is a blow up with Eligos servant and a strained RP encounter. In fact they only seem to vaguely start to behave themselves when I show them a picture of Eligo's and they decide that he is 'probably bad ass and maybe we should not piss him off'. Not really how I want to have to motivate reasonable behaviour toward NPCs at my table...though I'm not really all that clear why they think he is such a bad ass in any case – I don't really imply that he could beat them in a fight...but whatever I'll take what I can get here.
So its soon off to the Crooked House for the players and here I face yet another Roleplaying challenge from my players. After a few days of dealing with the city (because we are in the capital of my Homebrew I have a lot of written material and a wall map of the city so there is always a lot going on here) including getting through the first stages of crafting a peace treaty with the Lizard Folk I stop and ask my players what they are doing for the evening at the Inn. I need locations and such for the staged murder. They immediately twig that the question implies 'something is going to happen' and then then state that they spend the whole night in full armour with their crossbows aimed at the door.
Fortunately for me I have room to manoeuvre here and respond with 'right...OK after a night without sleep your suffering from fatigue penalties...what are you going to do now'? Chastised that they can't meta-game around the issue they sleep the next night and the adventure proceeds. My newbs probably would not know what meta-game was if I told them...but they are shameless meta-gamers, I suspect that its a case of them not yet internalizing that they are playing the role of a person in a fantasy world...they are still really playing a game where they control a fantasy character and have not yet taken that step where you will actually do something you know is a bad idea just because your sure that your character would do it.
In any case the players are up in their rooms when some of them hear a commotion coming from downstairs. Now here I'm actually in a good situation because the players are in separate rooms instead of sharing rooms (as would be probably more normal for a veteran D&D group). I go ahead and have them all roll a bunch of perception checks. The groups wizard gets the information that some one went down the stairs and then came up pretty quickly just prior to, and immediately after, all the commotion from downstairs starts up. The PCs descend the stairs after meeting up in the upstairs hall at which point the crowd in the common room start shouting 'its him...the murderer'! They then start knocking over tables and breaking off chair legs to use as clubs. The party's cleric tries to heal the dead gnome but he's stone cold dead and beyond what the clerics magic can heal. The wizard makes an insight check to see if the crowd is setting them up and I inform them that they seem to sincerely believe that a murder was committed and that the party's dashing rogue was responsible. The player of the rogue is now proclaiming his innocence and I'm fervently working to sow discord in the ranks by commenting that the parties wizard did hear some one come up the stairs. The rogue was not with the rest of the group so maybe he really did commit the murder. I don't think they buy it but its fun anyways and I heighten the whole scene because its now getting late in real life so I call the session on that note. Really one of the better cliff hangers I've managed to pull off and my players are really raring to get back to the table for the next session.
The next session is another really excellent one as the scene in the Crooked House that follows is really one of the best encounters I have ever been privileged to play in...this is why I play RPGs basically speaking – sometimes they are just the definition of awesome.
The scene starts with the players deciding to flee the scene. Not sure what there plan is after that and I kind of don't want them to do that because, if they flee the scene the whole plot thread is likely to start unravelling. Being on the lamb does not easily lead to the next part of the adventure. Thing is I've kind of lost control of the scenario at this point and am stuck pretty much playing the cards dealt me.
This was a bit of a high maintenance encounter to design in 4E as it can go a couple of ways. I needed a Skill Challenge if they tried to talk their way out, I needed some basic skill DCs if they did not really try to talk their way out but just wanted information and I needed to be able to handle a straight up fight.
The Skill elements here are the most interesting. Normally, in 4E, we think of single Skill checks as something that uses the same mechanics as Skill Challenges but are otherwise seperate things. Either you are in a Skill Challenge or you are not. We often see a scenario where a Skill Challenge gets aborted part way through but here I'm more like starting off with a state of mind that the checks could either be part of a Skill Challenge or they could just be simple skill checks depending on how the scene plays out....though I suppose I could think of this as being a Skill Challenge with an unusually high chance of being aborted – which is what actually happened. The first parts of the Skill Challenge are the players determining the mood of the crowd and checking on the dead Gnome. At the moment they technically have two successes and no failures and if they can continue along this path and eventually make at least some successful checks to appease the crowd they could win the Skill Challenge and avoid a fight. That never really happens here as there are only a few more checks but really the players leap into action instead of trying to appease the crowd. Hence I suppose its technically an aborted Skill Challenge.
In any case the players seem to have come up with a plan (during the week by email I suspect) to escape the place. So the party Defender moves forward to cover the rest of the groups retreat. They are heading for a window which they plan to leap out of, lucky for me they did not flee up the stairs or I would have been really screwed. This gives me a chance to have the real doppelganger re-enter through the front door (he went out the window of the upstairs hall and is now back to incite the crowd). The result is teh parties dashing rogue, with a high initiative roll and good acrobatics pretty much gets down to the window and handsprings through it and then starts to flee down the alley. The parties cleric gets to the window as well but does not have the skills to just leap through it and will have to spend more time climbing out. The resulting delay means that there is a chance for the defender to start knocking bar patrons out by using the back half of his hammer as an improvised weapon. The bar patrons are minions so they start going down like sacks of potatoes, but the 'fat merchant' (really the doppelganger) takes multiple hits and does not go down – also he has a dagger and is clearly getting a big bonus to hit and doing much more damage then the rest of the bar patrons . The result is the players get a chance to figure out, well more then they already have, that something funny is going on here. The wizard makes an arcane check to see if he can detect some kind of magic being used in this encounter and I give him the information that the 'Fat Merchant' definitely has magical connections. At this point the players change tactics and decide they are going to stay and get their hands on the 'Fat Merchant' so they are shouting down the alley way to the fleeing rogue to come back. I quickly change tactics and have the 'fat merchant' trying to flee the encounter while the players are trying to get to him. Patrons standing outside yelling “Watch – get the Watch!” just adds to the tension and excitement. The whole scene plays out with players going in and out of windows (they are trying to get around behind the Doppelganger who has most of the crowd to protect him. Its a great scene and one of the players comments that its like some vaudeville scene from early cinema. I actually have to look that up after the game – some of my players are film study majors. In the end they kill the doppelganger and shortly after The Watch shows up.
This part plays out easily in my campaign as I have it set up so that The Watch in my 'Free City' sub contracts actual investigations to bounty hunters, adventuring parties and their ilk. A little odd as a method of law enforcement but a good choice if one wants to be able to run fantasy murder mysteries and such, Hence the players quickly 'take the contract' to hunt down who this Doppelganger was working for and determine why he murdered the gnome. I kind of gloss over the most obvious answer – that it was a frame as the players are framing their statements so as not to include that possibility and its possible The Watch might not have clued in to it which would have opened a can of worms on why they would let a group that is being framed do the investigating. Under other circumstances I would have asked for a bluff check here but I can be flexible in this regard if its better for the plot.