The Lonely Coast Campagin – Wolverton At Last (Session 7)

Wolverton at last! When we last left our heroes, they had survived their adventures in Brea’s Garden and had returned from the Feywild, with Danu’s help. Along with the two surviving sailors, they were in the Nydam’s landing boat with Stansig Point in sight and the sounds of Wolverton’s docks coming from beyond the point. Unfortunately, there were no oars in the boat and Danu and their new faerie friend, Olive, were nowhere in sight. Relief at having survived was mixed with concern for what their actions in the Feywild might lead to. Things certainly did not seem to have ended well.

We pick up with this session with the party in the landing boat after the break.

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The Lonely Coast Campaign – Brea’s Garden Part 3 (Session 6)

When we last left our heroes, they had learned quite a bit more about Brea’s Garden and had collected some of the items that would necessary to gain entry into the palace. They also had just attracted the attention of a some sort of very large and green humanoid at the edge of some trees. Said giant had just started moving towards the heroes and that is where we’ll pick up after the break.

We had a full table of regular players plus we were joined by Bridgett. I don’t know if it was just because RJ’s mom was in town to babysit or if my Korean BBQ tacos played a part in luring her out as well (we did a potluck for dinner). Regardless, she joined us and took on the role of Olive Cattree. Olive is a sprite; one who only recently arrived in Brea’s Garden and has found the whole situation to be entirely too much of a damper on having some fun…which is pretty much what she wants to do. Olive had just finished chasing some bees in the meadow when she also had her attention drawn to the heroes and the green giant approaching them.

Spoiler Alert: This session is heavily influenced and based on the adventure Beyond the Crystal Cave, both the original (UK1) for AD&D and the 4e version which was part of the D&D Encounters series.

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The Lonely Coast Campaign – Brea’s Garden Part 2 (Session 5)

When we last left our heroes, they had been “rescued” by the Fey Queen, Danu, who put them ashore on an island that they soon realized was Brea’s Garden from old Cesvani legend. Their early exploration of the island showed that something strange was going on. A hag had somehow interrupted the “proper” transfer of power from the island’s sleeping Lord and Lady to their mortal avatars and had gained much of that power herself. She had corrupted some of the island’s fey and the party had been attacked twice already. Some of the fey, however, were only bound to their particular areas of the island and not yet corrupted. These fey had provided bits information and had asked favors in exchange. The party was deciding if they should take on another task to gain the favor of another faction of the island’s fey as we ended the last session.

Spoiler Alert: This session is heavily influenced and based on the adventure Beyond the Crystal Cave, both the original (UK1) for AD&D and the 4e version which was part of the D&D Encounters series. I’m going to depart from my normal format to say a few things about this before diving into the session recap.

Once I had hit upon this as one potential “out” for the party from being stranded way out at sea (yes, there were other options that would have happened if they had declined Danu’s offer…who’s to say if they would have been better or not), I decided to use the 4e version as the primary inspiration. So far, with 5e, I have used modules from all prior editions of D&D in this and our Side Quest campaigns except for 4e. So far, all of the “conversions” have pretty much been on the fly and have been relatively painless for me. So I was curious about 4e’s convertibility.

Mechanically, I don’t think the conversion is a big deal. Instead, what has really jumped out at me is the structure of the adventure particularly in comparison to the original UK1 version. The structure of the 4e version is, essentially, a series of scripted encounters while the original was much more open. There is, for example, no overall map of the area covered in the adventure for the 4e version; instead, only encounter maps. The original is pretty much the opposite with an overall map but not many encounter maps.

This, of course, isn’t an indictment of 4e…there are LOTS of published D&D adventures that are highly scripted (adventure paths anyone?). The difference is just how blatantly scripted the 4e version of Beyond the Crystal Cave is in comparison to its predecessor and I’m finding that to be rather jarring. Perhaps it is a result of it being a D&D Encounters adventure and I probably should have considered that before I started using it. Regardless, I’ve found it difficult to run because it is largely a scripted plot rather than a situation. I’m sure I’d have just as much difficulty with an Adventure Path.

It has been so long that I had kind of forgotten how much the adventures I ran back with 3.5 and 4e both needed to be prepared or strongly scripted…at least for me…to run relatively effectively. Despite running 4e for a year and 3.5 for a number of years, I never ever really got comfortable running things on the fly in those games. I’ve largely lost interest in overly scripted games. 5e, and I guess this is the point of all this, has been really easy to run in a non-scripted fashion. I probably should have given the 4e version of Beyond the Crystal Cave a closer look before committed to using it (even if it was just a committment to myself).

Oh well…in for a penny in for a pound, right? We pick up with our heroes, particularly Isenthorne, deciding if it is worth engaging in carnal activity with a satyr to gain favor with his lord, take on a different task offered by the satyr to gain his lord’s favor, or to simply carry on with other tasks on their to do list. So, obviously, I’ve departed from the script a bit…the encounter with the satyr in the adventure certainly doesn’t include one of the PCs being pimped out by the rest of the group. 😉

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The Lonely Coast Campaign – Brea’s Garden (Session 4)

When we last left our heroes, they had barely survived a near mutiny by the crew of the Nydam and an attack by a ghost ship. The heroes plus two of the sailors and a prisoner, Wineric, who was being transported to Wolverton had launched a landing boat and piled in before the Nydam and the Sea Maiden, both hopelessly entangled, were sucked down into some whirlpool vortex. The sea was calm, a cool breeze was blowing, and the sun was shining…all very pleasant except they were probably days from land and had no water and little food in an overloaded boat taking on water. That’s where we pick up after the break.

Thomas had to miss this session and so Muse played Thalimor in his absence. Spoiler Alert: This session was inspired and partially taken from both the original classic UK1 Beyond the Crystal Cave and the more recent 4e version plus, of course, my modifications and additions. It was also Valentine’s Day and so it seemed appropriate to have a bit of a love story element as well.

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The Lonely Coast Campaign – Intro Session 3

At the end of our last session, our heroes were in somewhat desperate straights. The ship they had been taking passage upon, the Nydam, had become becalmed in a thick fog and its captain, Frithgar, had died. Various accusations had been flung back and forth between various members of the crew and the Frithgar’s other guest, Selewulf his lover and fiancée. The crew’s mood was pretty gloomy and dark with many wanting to throw Selewulf overboard. Hereric the First Mate had taken command of the ship but others were planning mutiny and were looking to get the heroes to side with them. All of this was interrupted by the sight of another ship drifting nearby the Nydam; a ship that looked abandoned. The heroes were “ordered” to go over and investigate and they just had finished some of their preliminary investigations and that is where we pick up this session below the break.

Muse had to miss this session and so RJ played Osric for her. Muse had randomly picked who would play Osric at the end of the last session. I wonder if she’ll do that again after she learns what happened this session.

Spoiler Alert: A good portion of this session (as well as the prior) was based on and inspired by Atlas Games’ adventure, Maiden Voyage.

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The Lonely Coast Campaign – Intro Sesssion 2

In our last session, we began our new Lonely Coast campaign. The player characters had come together and all found employment upon the Nydam, a ship bound for Wolverton. They settled into their cabin and started their duties as guards aboard the ship with the crew obviously not being happy with their presence. In addition to the crew and captain, two other “passengers” were aboard as well. One was the captain’s lover and the other a prisoner being transported to Wolverton where she had killed six people…at least that was the accusation. As the ship departed Hamwic’s harbor, a crazy person that Magnus had encountered the day before apparently committed suicide by deeply slicing a spiral symbol into his abdomen and then following into the bay.

This session we had a full table with all five players in attendance. Just as a reminder, the PC lineup is: Bay (RJ), Isenthorne (Rachel), Magnus (Miles), Osric (Muse), and Thalimor (Thomas). We pickup with the session below the break.

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The Lonely Coast Campaign – Intro Sesssion 1

As I mentioned in the last post, we’ve started our new campaign, The Lonely Coast. Our first session was taken up with character creation and then the actual start of the campaign. As we borrowed a bit from FATE, character creation took a bit longer than it would have otherwise but it gave a nice foundation for the characters as well as ties between the PCs.

Based on those ties, Thalimor and Osric had arrived in the port town of Hamwic together with both hoping to find passage on a ship bound for Wolverton, the largest town in the Barony of Stansig (aka The Lonely Coast). They had both heard that Frithgar, the captain of the Nydam, was looking for some hired swords to accompany his ship to Wolverton…how fortuitous! Thalimor had decided that they could go early to the tavern, The First and the Last, where Frithgar was planning on meeting the hopefuls later that night and the bard could practice his trade.

As the duo was heading to the dockside tavern, they were passing through something of a market area and their attention was caught by the sound of a crashing cart. Turning to look, they spotted a young woman dashing towards them, having just overturned a fish cart. Two fairly burly men were obviously in pursuit of her. The woman made a beeline straight for Osric and pleaded for his help.

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The Lonely Coast Campaign Character Creation

We started our new 5th Edition D&D campaign at our last session. For this campaign, we are using a modified version of The Lonely Coast campaign setting published by Raging Swan Press. The published material is, essentially, the raw material from which I’ve constructed something that is pretty much our own…I’ve always found that’s what published settings are best for and this one is quite good for it. Unlike our Side Quest campaign, we did not limit classes and races to those in the free Basic D&D pdf. Pretty much any class or race was open for selection this time around with one main caveat…alignment must rhyme with wood. This campaign is one in which the player characters are expected to be the good guys.

We’re also using a few house rules in this campaign. We are not using Inspiration. Instead, at the start of each session, each player gets one “Benny” that can be used to give Advantage to any other player’s character as long as the Advantage is granted before the roll is made and as long as the receiving player receiving the benefit has not asked for it. We also are not using the Personality Traits, Ideals, etc. Those can be roleplayed and, as you’ll see in a moment, we have something of an alternative. We’ll also be using the Slow Natural Healing option and the More Difficult Identification variant for identifying magic items, both from the DMG.

Most of our first session was taken up with character creation. This wasn’t because character creation takes so long in 5e; rather, it was because we borrowed a page (or two) from FATE for creating characters. We borrowed the idea of high concept, trouble, phases, and aspects to flesh out the characters in terms of, well, characters rather than just mechanics. In a sense, this took the place of the traits, bonds, ideals, etc. of core 5e. High concept, essentially, sums up the character. Trouble is something that complicates the character’s life. The three phases and aspects provide three additional elements of the character’s personality AND (just as importantly) provides the PCs a couple of chances to have crossed paths before the campaign actually begins.

We ended up with the following characters.

  • Bay (played by RJ): A half-elf Warlock and ex-sailor. He is a reluctant servant to his patron, a Fey Lady, and often defies her especially if it means he does the right thing. Given the predicament he is in as a result of his pact, he is unwilling to go into debt to anyone and see it as a loser’s game. Despite that, his chivalrous nature often gets the better of him and he looks to aid women even if they neither want nor need his assistance.
  • Isenthorne (played by Rachel): A half-elf ranger who has spent much time traveling the wilds with her elven father, Isenthorne finds it very difficult to stay in one place for a long time. Both her wanderlust and curiosity more often than not gets the better of her and puts her in a tough position. Regardless, she is an independent woman who makes her own luck, thinks it is important to take responsibility for one’s actions, and defends and protects the common people.
  • Magnus (played by Miles): The only non half-elf in the party, Magnus is a devoted follower of Fyra, the Thaeden goddess of fire, hearth, and flames and has spent much of his time traveling the world spreading the gospel. His dreams, however, are plagued by what he considers visions sent by Fyra and he believes that he needs to understand and act upon them. A do gooder by nature, he looks to help and protect those in need.
  • Osric (played by Muse): A half-elf fighter, Osric is heroic and gallantly comes to the aid of those in need. He is, however, more than just a little naïve and trusting (even of those whose motives are not quite pure) and is quite susceptible to fanciful tales of the mythical and magical. No matter how bad things get, a good home cooked meal–especially one with his mother’s mashed potato recipe–will help.
  • Thalimor (played by Thomas): A half-elf bard from a noble family, Thalimor is a whimsical satirist who has a bit of a problem with doing as he is told. He has a bounty on his head as a result of a run in with a corrupt trade consortium. Thalimor has a tendency to help out those who are a bit down on their luck but often finds that his art, even when it is intende to help, is misinterpreted by those around him.

Each of the PCs had crossed paths with one or more of the others prior to our actually starting the first session but I’ll save some of that for a latter post so we can get to what actually happened in the first session. To sum it up, the following already knew (or knew of) the others.

  • Bay: Osric & Isenthorne
  • Isenthorne: Thalimor & Bay
  • Magnus: Bay & Thalimor
  • Osric: Isenthorne & Magnus
  • Thalimor: Magnus, Osric & Isenthorne

That’s enough for now. I’ll post the actual play of the session later. Hopefully some of the details of the prior meetings will come out more organically during play and end up in a future journal.

The Side Quest Session 17

Fan. That’s where we left things in our last session as in the you know what was about to hit the fan. Morgraen and Callie had just had the floor fall out from under them. Some nasty undead creature had begun to break the ropes holding it inside its sarcophagus and, if that wasn’t enough, Grim had spotted something skulking in the dark down one of the unexplored corridors. It was a pretty classic “Oh crap!” moment and a perfect spot to end a session.

This week we had a pretty full house with Muse, Rachel, RJ, and Thomas (so Callie, Grim, Morgraen, Riordan, Rurik, Bronn, and Lilly) and we were joined by a new player, Miles. Miles created Luther, a human fighter. Luther had been traveling and got caught in a bad storm. Seeking shelter, he spotted some ruins not too far from the trail he was traveling. Heading in to find shelter, he passed through an archway just as lightning struck it! Blacking out, assuming it was the end of both his travels and his life, Luther was a bit surprised to wake up to find a small halfling administering aid to him. It was Lilly! She and Bronn had just returned from chasing after Katerine who had run off unexpectedly (as both Thomas and Bridgett weren’t at the last session). Perhaps still dazed from the lightning strike, Luther followed the diminutive duo down some stairs and through some passageways and chambers until they found the rest of the party hitting that fan.

Spoilers: There are spoilers for the Dungeon Magazine adventure, Fiendish Footprints, below the break.

My GM comments, as usual, are in [italics and brackets].

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The Side Quest Session 16

Alarm. That’s where we ended things in our last session. An alarm being sounded from deeper within the complex in which the party had found themselves. Found themselves here by first passing through a perhaps malfunctioning magical portal, joining a quest to save some elderly folk, becoming the minions? pawns? or simply in the “employ” of the green dragon, Midoritosh, then “guests” of some elves hunting down the same hobgoblin, Kurobosh, that the party were, fleeing through the forest from needle blights, and finally finding themselves in a ruined cellar–with dead hobgoblins that they had just slain–with an alarm being sounded. That’s where we picked up in this session.

This week we had Muse, Rachel, RJ, and Theo so Callie, Grim, Morgraen, Riordan, Rurik, and Aelwulf were present.

Spoilers: There are spoilers for the Dungeon Magazine adventure, Fiendish Footprints, below the break.

My GM comments, as usual, are in [italics and brackets].

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