The Evil DM

The Evil DM
The Evil DM

Wednesday, January 1, 2014

A Quest for Knowledge

One of the oldest spy stories is record in the book of Numbers in the Bible.

When Moses sent them to spy out the land of Canaan, he said to them, "Go up there into the Negev; then go up into the hill country. See what the land is like, and whether the people who live in it are strong or weak, whether they are few or many. How is the land in which they live, is it good or bad? And how are the cities in which they live, are they like open camps or with fortifications? How is the land, is it fat or lean? Are there trees in it or not?" Numbers 13:17-20a (NASB)
World of Warcraft is infamous for quests where you need to get some number of trophies from killing a specific creature. Skyrim has similar quests, for example, the quest to kill ten bears and gather their pelts. Video games have a difficult time asking for qualitative answers. Tabletop roleplaying games have no difficulty giving quests requiring qualitative instead of quantitative answers.

The party receives a quest to spy on an enemy installation. They need to determine if the enemy is prepared to fight off an attack. Are there guards? If there are guards, are they alert or just going through the motions? What is the best direction to attack the installation?

Quest like these provide player the opportunity to strategize and plan. Charging straight up the middle without considering the strength of the defenders is a sure strategy for defeat. The party needs to determine how strong a defense. Observing the guards provides insight on their capabilities. One of the weaknesses of Skyrim is guards are only on alert for a short time. I once tried to use a monster like Jason Voorhees from Friday the 13th. The party found a safe place to hole up and plotted how to kill the monster. None of the party would venture out alone, unlike the movies. The party was paranoid about every noise and movement. In Skyrim, you can sneak into a thieves den and kill the guards one by one. The guards will go on alert for a little while, and then settle back into their usual unobservant ways. In real life, it would take weeks, months, or even years before the guards would stop thinking how something killed one of their own in a sneak attack. That can break the morale of the guards. Snipers can effectively destroy the effectiveness of a force by killing only a few. If you killed eight of the ten guards the last two guard would probably run away or at least call for reinforcements.

Planning an attack require gathering information. The information may be only partial or incomplete. For example, you do not know the exact number of guards, but the party can count the number on duty at any time. They can deduce there are at least three times that number if the guards follow a standard rotation. The key is knowledge.

This is very similar to solving a logic problem. You have a set of facts or clues. You need to use logic to determine the best course of action. The difference is formal logic problems have one and only one solution. There may be many possible solutions to attacking an enemy installation. However, not all solutions are as effective.

Most fantasy roleplaying adventures focus on the hack-and-slash. Consider giving your party a quest where they need to obtain information instead of killing.

Tuesday, December 31, 2013

A Year of Gaming on Google+ Hangouts

I started gaming using Google+ Hangouts a year ago. I started playing Dungeon’s and Dragons in 1975. My first rulebooks says they were the third printing. I played the Original Dungeon’s and Dragons, then first, second, and third edition. I then took a long sabbatical away from tabletop gaming. A year ago, I decided to buy the fourth edition and start playing online.

Previously, I only used pencil and paper while gaming. I have notebooks full of adventures and ideas. Previously, when running a game, I had to improvise. I have always used my own world and rarely used pre-created modules. I outlined possible quests but I never knew which direction the party would take.

Gaming using Dungeon’s and Dragons Fourth Edition on Google+ Hangout was a massive change. I could comfortably sit at my computer. I have two monitors. One monitor is dedicated to the hangout the other is my Dungeon Master only screen. I can screen share and show the party maps, notes, and other information.

One weakness of Google+ Hangouts is screen sharing. I used ReadyTalk, GoToMeeting, Lync, and Skype for meetings with people around the world. None make screen sharing particularly easy. The recent changes to Google+ Hangouts make it much harder to turn screen sharing off. Occasionally the group gets to see some things I had not intended to share. I have to learn be more diligent when using screen sharing.

One significant difference between tabletop gaming and gaming online is the commitment of the players. With weekly tabletop gaming sessions, players usually show up for the game. Online gaming is different. Over the past year, almost fifty people joined the game. The dropout rate is high.

When I started my online campaign, I introduced the history of the world and campaign. With the high turnover rate, I have to give a quick introduction almost every game. This takes away from my initial goal of setting a particular mood and style for the game.

The games I run have mature elements. I have a difficult time separating slaughtering intelligent creatures from other themes like sex, lies, crime, and drugs. Where do the young monsters come from? In my world, you do not get baby kobolds unless a male and female kobold mate. I rarely gamed with minors in the past. With online games, I often do not realize the player is “under age”. Google+ Hangouts do not allow minors to join a session set up to automatically record to YouTube.

Overall, it has been a fun year. I enjoyed the comfort of not packing up all my books and notes. Online gaming allows the luxury of providing my own refreshments. I encourage gamers to try Google+ Hangouts for gaming.

Monday, December 30, 2013

Logic Puzzles as Plots

Dell Magazines publishes Original Logic Problems. I occasionally pick up a copy. I enjoy logic problems. Logic problems can form the basis of a set of quests in a role-playing game. Will the players solve the problem? The players could just walk away and follow other quests. Which path will the players follow?
I am about to find out. I created a logic problem for the party to solve. This should take several sessions. The party learns the basic setup of the problem, but not all of the clues. In order to learn the remaining clues the party needs to contact other non-player characters. The NPCs will not give up their clues without the party completing some quests. The side quests provide the hack-and-slash to sate the party’s bloodlust.
Assembling all the clues does not automatically solve the quest. The party must determine the solution using inductive and deductive reasoning skills.
The party is looking for the Hut of Iroine. Solving the logic problem is a way to obtain a map leading them to the Hut of Iroine. Below are the initial clues the party receives.
  • Chinyere is the Apothecary in Appary. She inherited the shop from Siminas.
  • Unfortunately, Siminas did not give Chinyere all his recipes before he died.
  • Siminas previously treated four of the villagers: Nani, Akil, Wilkes, and Thorsten.
  • Each villager had a different affliction.
  • Chinyere will provide a detailed map to the Hut of Iroine if the party specified the affliction Siminas cured for each villager, what herb Siminas used, and where to find the herb.
  • The cure for each affliction is a different rare herb.
  • Each herb grows in a different location.
  • Strox is the name of one of the afflictions.
  • Hissing Barley is the name of one of the herbs.
  • One of the locations is the Western Crag.
  • Do not treat Blue Eye Chills with Blood Radish.
  • Blood Radish does not grow in Crone’s Bog.
  • Crone’s Bog is where the herb to treat Scarlet Flue grows.

Saturday, November 30, 2013

An Encounter with a Crime Scene Investigator

Pilar pondered the missive concerning the two bodies found missing their heads. The details matched the current situation. The body without a head. No blood. No signs of struggle. Nothing out of place or missing, except for the head.

Amron, a local merchant, found the body. He was visiting Lotorga to buy some herbs. Pilar thought to himself, “Herbs, I bet I know what kind of herbs he wanted.” Lotorga was a local druid specializing in providing the locals with their herbs of choice. The questioning of Amron provided nothing.

Someone or something took Lotorga’s head. Pilar knew the odds pointed to someone outside the community. The community would not have put up with a headhunter or worse. Now it was Pilar’s problem.
Pilar knew there were around a dozen small farms between here and Lotorga’s tent. There were another dozen farms between Lotorga’s tent and the crossroads. It was going to be a long day.

Questioning each farmer provided no new clues. Lotorga’s head did not just up and walk away, unless something weird was at work. Pilar was tired and cold. It was dark. Up ahead he could see a campfire. He told the troops to wait while he approached the fire.

Pilar asked, “Mind if I warm myself by your fire?” He looked over the group. A rather odd collection. The dwarf stood out. He was wearing full plate armor and carrying a large axe. An axe like that could easily cut off a head. Pilar asked, “Ever cut off any heads with that axe?”

The response shocked Pilar. A normal person would say, “Of course not, the axe is for defense only.” Only a fool would boast to a constable about the number of heads they cut off. Well the dwarf appeared to be a fool, telling how he had cut many heads off. “Why did you cut Lotorga’s head off?” Instead of saying, he did not, the dwarf replied, “I didn’t know their names.”


Fortunately, Seglia arrived. He sent the group off to the Sanctuary of Innocence. Pilar thought, innocent my eye. They are about as innocent as a fox in a hen house. 

Tuesday, August 13, 2013

Cursed Sword of Zahair

Zahair rode his mighty steed into the small town. Why would a master sword smith live in a dump like this? He was about to turn around and go back to civilization when he saw her. Her flaxen hair sparkled in the light as the gathered cuttings from the herb garden. Zahair thought maybe this dump was not so bad after all as the young vixen headed into the inn.

Zahair tied his horse up and entered the inn his quest for a new sword almost forgotten. The beer was sour and the food mediocre but flavor full due to the fresh herbs. Zahair rented a room for a week. The inn keeper was grateful for the business, but wary of the way the tall, handsome warrior eyed his young daughter, Alicia.

Zahair learned from the inn keeper that Nelo, a master sword smith, lived a few houses south of the inn. As Alicia cleared his dishes he whispered, "Meet me in my room tonight." Flattered but frightened the young maiden whispered, "No!" Almost running she fled into the kitchen with the dishes.

The next morning, Zahair walked into the sword smith’s shop. Zahair explained to the master he wanted a new magical sword. He wanted an elaborate long sword with gold filigree encrusted with jewels engraved with runes of power. The negotiation between Zahair and Nelo extended throughout the day. As the sun set, the two came to an agreement. Nelo said it would take two weeks to complete the sword. Zahair paid Nelo and provided the gold and jewels for the sword.

Drinking the sour beer Zahair plotted his seduction of the young maid, Alicia. The small town had little to hold the interest of the worldly Zahair except for prospect of seducing a young maiden. Over the days that followed Zahair used his days romancing Alicia. Zahair became the town entertainer as he told exorbitant stories of his exploits. Zahair watched Alicia fascination with his tales of adventure. Each night he whispered to Alicia, "Meet me tonight." Each time Alicia whispered back "No". But her protests became less and less emphatic. Finally Alicia gave in to the hansom warrior.

Nelo noticed the attention Zahair was giving Alicia. He naively thought Zahair would make a good husband for Alicia though he was worried about the tall tales Zahair was spinning. As Nelo finished casting the sword a crying Alicia entered his shop. She told her friend after spending several nights in Zahair’s bed, he was now bored with her and looking forward to the day when he would get his sword and leave this boring town.

Nelo comforted the distraught young woman. He assured her that Zahair would pay for his sins. Nelo used his skills to add filigree using a combination of copper and silver instead of gold. He encrusted the sword with semi-precious stones and glass. Using all his powers he engraved powerful runes the sword. The runes said, "Liars believe their own lies". The cursed sword made anyone who wielded it become obsessed with keeping the sword. The sword empowered the owner to spin fanciful tales of high adventure which the owner completely believed. The person wielding the sword becomes oblivious to their wounds until they are almost dead but the person will do everything in their power to keep the sword.

With great fanfare Nelo presented the cursed sword to Zahair who graciously accepted it. The spells enthralled the handsome warrior. Zahair loved his new sword. As Zahair sheathed the cursed sword Nelo asked, "Do you love Alicia?" Zahair replied, "She was fun for a couple of days. Love? She is just a stupid small town girl. What is there to love?" Zahair smiled and said, "I hope you enjoy your new sword. By the way, did you know there is a nearby ruin recently overrun by goblins?" Zahair’s smiled, "The perfect place to try out my new sword." Zahair smiled as the handsome young warrior rode off to his doom.

Thursday, July 18, 2013

Palace of Th’ Shoiz Shai Zhai

Palace of Th’ Shoiz Shai Zhai

The palace is a massive fortress built on the side of rock outcropping. The outer walls are in ruins and are now overgrown rubble. There are many dead trees in the area. The few trees that are not dead are sickly looking with twisted limbs and few leaves. Th' Shoiz Shai Zhai is the name of the elven bride of the great Paladin, Suakim. Kheyl is the dwarven name of the rock.


Dwarven Ancient History

The great dwarven lord Thirrim knew the mountain held vast fortunes in gold and gems. He built a vast fortress to guard the entrance to the mines below. In his arrogance, lord Thirrim thought he could avoid the ancient evil trapped in the rocks below. As the mine progressed and the fortress grew lord Thirrim became enamored of looking at the powerful evil force to prove his might and power over it.

Over the decades that followed the evil power slowly exerted more and more influence over the dwarven lord Thirrim. The lord did everything in his power to protect his young daughter Tola from the evil buried deep underground. Lord Thirrim did not know the ancient evil had already corrupted his daughter.

The daughter grew. Day by day, Tola become more and more evil. Lord Thirrim continually made excuses for his daughter saying she was young and foolish and did not know what she was doing. Lord Thirrim convinced himself that his daughter was just a misunderstood youth, and not the evil witch she had become.

The daughter married a young dwarven noble, Jalair. Five days after the marriage the young husband pleads with the lord to annul the marriage. When Thirrim asked Jalair why, the young man’s only reply is, “she is evil.” Lord Thirrim refuses the young man’s plea.

A week later, Jalair dies suddenly. Some say it was suicide. Others say it was murder. Still others say he died of a broken heart. However, the short marriage is fruitful. The young bride is pregnant. Months later, she brings forth a son. Lord Thirrim is overjoyed. The lord spends much of his time paying with his new grandson named after his grandfather, Thirrim son of Jalair.

The mother sacrifices the child on his first birthday by cutting off his head in a ceremony to empower the ancient evil. Lord Thirrim walks into the ceremony just as the knife slices though the young boy’s throat. Lord Thirrim finally realizes that his daughter is a monster. Taking his massive battle-axe, he hacks his daughter to pieces.

Grief stricken with the loss of his grandson and covered in the blood of his daughter he has slain, the lord realizes his arrogance in allowing the evil forces to grow. Lord Thirrim turns his attention to the ancient evil. With all his might, Thirrim tries to destroy this ancient evil. He fails. However, he strikes a grievous blow. In retaliation, the ancient evil causes a massive earthquake, which causes the mighty fortress to crack and crumble. Lord Thirrim dies in the earthquake. The entrances to the mines collapse, trapping the dwarves below. The sacrifice of the infant empowers the ancient evil to turn the trapped dwarves into undead creatures.

Ages pass.

Humans take the lands surrounding Kheyl from the dwarves during the battle of Prant.

Ages pass.

Monday, May 13, 2013

Luriumer, the Seventh


He handed his bloody dagger to Skahn knowing the lieutenant would have someone else clean and sharpen the blade. With the screams of the boy he just skinned ringing in his head the general sat down in his chair. He drank deeply from the mug of dark, bitter ale. The taste of the ale matched the general’s mood. Boys! The only opponent with the courage to face him are young, stupid boys.

He wiped the blood off his hands and took another drink. He wondered how his grandchildren were doing. The boy tonight was younger than his namesake grandson, Luriumer, IX, the ninth in a long line of soldiers of the Khan. He longed to be back lying in the sun on the shores of Lake Suppopri with his long-suffering wife, Maeve. He missed the comfort of her body next to his.

The Plains of Lethe were the crowning achievement of his career. The forces of Greth were men, at least. He was proud to dance the dance of death with Inanna that day on the Plains of Lethe. The army of Greth deserved to die. The soldiers of the Khan were soldiers for life. The forces of Greth were only men in armor holding weapons, not soldiers. But at least they were not boys!

The tanner would soon add another skin to his collection. He remembered the first man to feel his blade. They caught that bastard in the act of raping a young girl who could not have been more than five years old. He was proud when the lieutenant gave him the honor of skinning the rapist. He wanted that sick bastard to suffer. He managed to get most of the skin off before the rapist died. It was hard to remember, but it was not until his fourth or fifth time before he could remove all the skin and keep them alive, at least for a while. He remembered his pride of skinning the rapist lasted only a few short minutes. Then the lieutenant told him what he had to do next. They had no healers or healing potions. The poor girl was in agony from the abuse from the rapist. She would live her last few hours in terrible pain. His efforts to comfort the poor young girl increased her terror. The touch of a man terrified the girl. He managed to calm her. He remembered her sobs as he held her. He was quick. The blade slipped between her ribs and up through her heart in one quick motion. His action was merciful. The accusing look from the girl’s eyes as she died in his arms haunted him for days. Killing the boys was another act of mercy that would haunt him. He wanted to kill the parents of the boys. The boys should have been home in bed not out trying to assassinate someone. He hated the cloak-and-dagger attacks. He was a soldier, not a baby sitter. He longed for a good sword fight. Now he needed to look under every rock for an assassin. Boys! What next? Does he need someone to search the bottom of the latrine before he can take a shit?

He took another drink of ale. The death of a few boys was better than slaughtering another small town full of cowardly civilians.

He hoped the rumors were false and there was nothing here. The commanders of the Greth army were not just incompetent, they were amazingly stupid and naive. Broficult held the proof the commanders of the Greth army tried to use the Gimp’s staff during the battle on the Plains of Lethe. He knew they were desperate. But using an artifact from one of the Assimilated Ones was insane. The signs were there for everyone to see. It was obvious Bryce the Wizard lost his mind because of the staff. Only an artifact from one of the Assimilated causes that type of madness. Someone took all of Bryce’s notes and library. That was another thing to worry about. Bryce mumbled something about using the power of the Blind Seer to make an Eye to find the staff.

He took another deep drink of the bitter ale. Greth used powers from two of the Assimilated Ones: the Blind Seer and the Gimp. What next? Where they stupid enough to try and raise and free the Assimilator himself? Every child in the Khanate learn the story of the Assimilator. The Assimilator viewed the Khanate as beasts, so he created beasts to destroy the Khanate. The Assimilator created and unleased the Tronlth to destroy the tribes of the Khanate. The Tronlth nearly succeeded. The binding of the Assimilator and the Assimilated Ones allowed the Khanate to domesticate the Tronlth. Tronlth now provide milk, cheese, meat, and leather. The Assimilator made the Tronlth almost immune to magic. Few spells affect a Tronlth. Now the Tronlth are the symbol of the power of the Khanate.

Luriumer emptied the mug. It was going to be a long day. Getting rid of Thapent can wait. He needed to warn the Rabshaka (Commander of the Marazzar army) that Greth dug up the Gimps staff. Retrieving the staff had to weaken the spells binding the Assimilated Ones. He shuddered at the thought of the Gimp getting free.