The Evil DM

The Evil DM
The Evil DM

Saturday, January 4, 2014

The Queen of Poisons

According to Wikipedia, Wolf's Bane or Aconitum, is also known as "the queen of poisons". Wikipedia goes on to say, "with large doses death is almost instantaneous." In the last adventure, the party used the Queen of Poisons to take out the forces of Marazzer encamped near Appary.

The party is looking for a way to the Hut of Iroine. They heard Iroine is leading a resistance against the Marazzer. The Marazzer in Appary were slowly disappearing in the middle of the night. The Marazzer suspected some sort of large cat. The party suspected a werewolf was responsible.

The party determined it was not a werewolf but some other form of lycanthrope, probably a weretiger. The party purchased a large quantity of catnip from the Little Shop of Flowers run by Chinyere. Chinyere was out of wolf's bane. The Marazzer had purchased all she had. Chinyere offered the party three gold pieces for each bunch of wolf's bane they could gather. Chinyere warned the party of the danger of wolf's bane.

Erskin, a sixteen-year-old native of Appary, approached the part asking if they knew a way to get rid of the Marazzer. He told the party about a meeting at Green Door Woodworking to discuss getting rid of the Marazzer.

The party headed off to gather wolf's bane. They found a body near the grove of wolf's bane. The person was dead from some sort of insect or spider bite. They party started gathering wolf's bane. A group of spiders the size of dinner plates attached the party. The battle with the spiders turned out to be difficult. In part because the microphone of the person with the highest-level character was muted. Again, a small band of first level monsters nearly killed the party. The party recovered and collected a large number of bunches of wolf's bane.

The party came up with a plan to use the wolf's bane to kill the Marazzer. They purchased two barrels of ale from Mansur, also known as Dead Eye because of the damage to one of his eyes by a weretiger.

Sapphire, the Inn Keeper, expressed her doubts about the plan. The party convinced Sapphire they would protect her. Sapphire warned the party Erskin may not be telling the truth about the meeting to get rid of the Marazzer. Sapphire led the party to Osmin, who she suspected was the weretiger killing the Marazzer. After some negotiation, Osmin agreed to attack the Marazzer camp later that night when he received a signal from the party.

The party spiked one of the barrels of ale with wolf's bane. While the bard entertained the Marazzer troops, the party plied them with ale. After the second serving of ale, the party switched the barrel to the poisoned one. Of the seventeen Marazzer troops watching the entertainment, fourteen did not notice the poison until they fell over dead. The Queen of Death caused almost instantaneous death. Three noticed the poison and attacked. The party dispatched them. Osmin, the weretiger, dispatched the other guards.

Thursday, January 2, 2014

Did the Dragon Breath on Us or Not?

Did the Dragon Breath on Us or Not?

Years ago, one of the players in the campaign was a bit of a rule lawyer. I am sure you have run into the type of player that knows all the rules backwards and forwards. In the first edition of Dungeons and Dragons, a dragon could only use their breath weapon three times a day.

A dragon was terrorizing a small town. Each night the dragon would come stomping up to the walls protecting the town and roar loudly. The town knew it was a dragon from the huge footprints and claw marks on the walls. The town left piles of gold outside the walls hoping the dragon would go away.

The group of adventurers heard of the plight of the town and set off to kill the dragon. They planned an elaborate ruse. They set up a three wagons filled with a variety of goods. The party separated the wagons so that a dragon’s breath would only affect one wagon at a time. The party dug a pit with a trap door to hide in. The plan was to use ventriloquism to make it appear the party was in the first wagons and let the dragon burn that up, then use ventriloquism to make it appear the party was in second wagon, and so on. That way the party could force the dragon to use up its daily quota of breath weapons. The plan was the party would then spring out of the pit and attach the dragon.

The plan appeared to work like clockwork. The party heard the roars and stomping of the dragon. They party used ventriloquism to plead for mercy from the first wagon. The first wagon went up in flame. The party repeated the process with the second and third wagon. Confident they were safe from the breath weapon the party sprung from their pit. I asked the party to roll a saving throw. The rule lawyer objected, "Dragons can only use their breath weapon three times a day."

My reply was, "You need to save verses a fireball."

"But, but, dragons don’t cast fireballs."

Two ambitious trolls found a staff of fireballs and came up with a plan to shakedown the town. The trolls carved two tree stumps into the shape of a dragon’s footprint. They used a spear to carve claw marks into the walls of the town. The staff of fireballs provided the flames.

The party of adventurers were disappointed in the rather small horde of gold the trolls accumulated. The party used the staff of fireballs to level the town, killing everyone in the town, and taking everything of value.

It was an interesting adventure to run. I did not expect the party to level the town.

Just because it leaves tracks like a dragon, claw marks like a dragon, and sets fire to things like a dragon; it does not always mean it is a dragon. It could be two trolls with a staff of fireballs.

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.