The Side Quest Session 6

Wow…I never really expected we’d have six sessions of this campaign under our belts by this time. This was supposed to have been the alternate campaign but it has become (and will remain) our primary campaign through at least the end of the year. I also never would have dreamed that we’d have four PC deaths by the sixth session. Yep, we had another one in this session.

When we last left our heroes, their numbers had been cut in half by the predations of a vampire! The survivors–Callie, Grim, and Lavinia–had fled to the temple below the Silvery Eel Inn, hoping that the wolves chasing them on behalf of the vampire could not open the flagstone trapdoor. After briefly mourning their fallen companions–Ander, Aramil, and Gurdis–they collapsed, physically and emotionally exhausted, and succumbed to the peaceful embrace of sleep.

Muse had to miss this session and so Callie and Grim were missing. Rachel was back and so that meant that Morgraen and Riordan would also be back. RJ created Rurik, a mountain dwarf wizard, to replace Ander and Theo brought in the “viking” cousins Aelwulf, a human fighter, and Bulwein, a human cleric, to replace his fallen characters. This meant that Lavinia was the only PC that had been played in the prior session and I pick up with what happened below the break. My GM comments, as always, are in [brackets and italics].

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The Side Quest: Popcorn Initiative

I admit it. I’m a lazy GM. I don’t enjoy tracking things like hit points or initiative or the like. It is probably one of the reasons why I like Savage Worlds so much. It is also why we adapted the Savage Worlds card initiative system for our 5e D&D games. However, we have been trying out something new in the last couple of sessions of our Side Quest campaign. We have been using the Popcorn Initiative system from the Angry DM.

In a nutshell, everyone rolls initiative at the start of a combat. Whoever gets the highest result goes first. They then pick who goes next who then picks who goes after them and so on. Whoever goes last in the round then picks who goes first in the following round.  It has been well received by the players in the game and I like it as well for a few reasons.

First, it appeals to my lazy nature. Like the Savage Worlds card system, it eliminates having to track and manage the initiative order from round to round. Yes, we have to keep track of who has and hasn’t gone but, as you’ll see, we have an easy fix for that. To be honest, with the changes that 5e has made to initiative and actions (e.g., eliminating changes in initiative order due to delaying and readying), this alone really wouldn’t be enough of a reason for me to switch.

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The Side Quest Session 5

This session was quite a doozy but I’m getting ahead of myself

In our last session, the party had traveled through the “Moon Door” and had discovered the small town of Tepes in, presumably, a different plane of existence. They took shelter for the night in the only building that appeared inhabited, the Silvery Eel Inn. Here, they encountered a night of horror and rats that culminated in a harrowing battle against a pony-sized rat. They defeated this monstrosity just as a massive way of regular-size rats was about to wash over half of the party. The death of the “queen” rat also resulted in the death of all of the other rats in (and below) the inn. This is where we pick up things below the break.

Rachel missed this session and so Riordan and Morgraen were missing. Theo joined us again after having missed the last couple of sessions and so Aramil and Gurdis rejoined the group. Because of the various comings and goings of the players, we are just “hand-waving” all of this. Characters simply will or will not be involved based on player availability. It will be the responsibility of each player to keep up with the happenings of sessions that they miss…plus we recap our prior session at the start of each session anyways.

As usual, any GM comments are in [italics and brackets].

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The Side Quest Session 4

Due to scheduling issues where we’ll be missing at least one player for the next few sessions, it looks like The Side Quest is going to be our regular game for a bit. We picked up with it again in our last session after taking a couple of weeks off. When we last left our heroes, they had gained employment with Rowena Greyraven, a mysterious woman seeking a topaz that was beyond one of the valley’s magical doors. She had provided a key to the “Moon Door” and the party had found the door. Passed through it, they found themselves in a whole new place (presumably a different plane) and discovered a town, albeit with no one on the streets. At the Silvery Eel Inn, they learned a little about this town and new place and acquired rooms for the night. As we ended the last session, they were settling down for the night.

For this session, we had all but one of the same players from the last session. Unfortunately, Jeremy’s schedule is going to keep him from playing anymore. So Muse, Rachel, and RJ picked up where they had left off with Callie and Grim, Morgraen and Riordan, and Ander and Lavinia respectively. There are potential spoilers for the adventure, “Rats in the Walls,” from Knockspell #4 but, to be honest, it was more inspirational for this session than run by the book so to speak. Of course, not having really looked at the adventure in almost a month was a big contributor to that. My GM comments, as usual, are in [italics and brackets].

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The Side Quest Session 3 (Part 2)

When we last left our, um, heroes, they had spent a fine evening at Hell’s Haven and had gained something of a patron in Rowena Greyraven. With something of a little quest to perform, they had set off to visit Chumley in the hopes of learning more about the valley’s special doors and thus getting a step closer to recovering the topaz, behind the Moon Door, that Rowena was seeking.

As they strolled through the valley towards the ogre’s cave, those who had already met Chumley and promised to keep the secret of his alter ego. Entering the cave, the noise of their interactions got the ogre’s attention and he came out as Crunch. However, upon seeing who was visiting, he invited everyone in for tea but refused to serve scones as Callie, Riordan, and company had led to more learning of his secret life.

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The Side Quest Session 3 (Part 1)

Because of scheduling in the prior week and upcoming weeks, we played The Side Quest campaign in our last session even though we had a nearly full table. Jeremy played his first session with us and had a nice little backstory for his character, Ulfgar, that fit well with the game. Essentially, Ulfgar was seeking a book about his clan’s genealogy that had been stolen by some adventures and had, or so it was rumored, ended up in a secret library at Hell’s Haven. It is so nice to have players who work a new character right into the ongoing story and premise! As has been the pattern with our other sessions with The Side Quest (all two of them), the first half of the session was dominated by interaction and roleplaying while the second half was dominated by combat and dungeon-crawling.

This was also our first session with The Side Quest where I had to deal with the coming and going of the characters. In our first session, RJ, Theo, and Todd played. In our second session, Muse, Rachel, and Theo played. In our third session, Jeremy, Muse, Rachel, and RJ played. In the future, we’ll probably just handwave a lot of this but I tried to have it all make sense in this session.

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House Rules for 5th Edition and Some Changes

We had a break from gaming last week as too many people had other plans for the long holiday weekend (Labor Day in the US). So no session recap. Instead, here’s the house rules that we’ve been using for our 5e game…all subject to change of course. But first…a bit of news.

We won’t be playing next week so tonight, even though we’ll have almost a full table, we’re going to play the Side Quest again. We also will have a new player, Jeremy, joining us. He’ll be playing Ulfgar Ironfist, a dwarven fighter. It also sounds like Todd may have to bow out from playing on a regular basis. We might have another person interested in joining as well.

We’re also going to be dropping the Starter Set campaign and the Lost Mines of Phandelver adventure. To be honest, if we don’t play a campaign for awhile, I start to lose interest in it…especially if it is one that I’m not heavily invested in in terms of time and effort. Lost Mines kind of falls into that category as–other than the beginning at Crellar’s Trading Post–I really hadn’t done much to change or flesh it out yet.

Instead, we’ll continue with The Side Quest when we don’t have a “quorum” of players (the minimum number to be determined later) and we’ll be starting a new campaign soon. It’ll will be based on the excellent little mini-setting, The Lonely Coast, from Raging Swan Press. I’ll, of course, be changing, adding, and subtracting to make it my own. After a little “poll” on our forums this week, it looks like the campaign will be a heroic fantasy campaign with multiple locales to explore and intrigue to get caught up in with a pinch of ancient civilizations, a dash of swaggering-mercenary attitude, a splash of humor, and a subtle hint of good old-fashioned swords and sorcery.

Damn…I started to ramble. Better get back on topic. Our house rules are below the break.

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The Side Quest: Session 2 (Part 2)

When we last left our heroes, Riordan had been grabbed and taken into a cave by an ogre, apparently, for lunch. The elf had shouted that the others should save themselves. For various motivations ranging from heroic streak to the possibility of recovering an ogre’s treasure, the other PCs did not take Riordan’s final exhortation to heart. Instead, the gathered together and cautiously approached the cave into which the ogre and Riordan had disappeared.

Peering into the relatively large cave mouth, they could see that a short corridor of worked stone led to a t-intersection with corridors leading off in two opposite directions. No sound could be heard coming from either direction. Gurdis offered up that they had been in some caves earlier, full of goblins, and that the corridor leading to the east might link up with those caves. Peering down that way, the party could see that the corridor led to another small passageway turning to the south. Reasoning that the ogre wouldn’t have gone that way given the corridor’s small size, they turned to the west.

The western corridor ended in a door. Opening it, the party found a small room that was largely filled with a small pool from, upon further investigation, a natural spring. With no sign of the ogre or Riordan, the party headed down the eastern corridor but before they could get very far, the ogre squeezed through the narrow turn at the end and he was carrying a…

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The Side Quest: Session 2 (Part 1)

Our regular campaign was put on hold again this past session because both RJ and Todd were missing. So, as is now our backup plan, we played The Side Quest again with only one player, Theo, who played in the prior Side Quest session joined by Muse and Rachel, both playing The Side Quest for the first time. Two random characters were created for both of them:

  • Callie Greenbottle: A halfling fighter (duelist) who is a former highway robber and is played by Muse. Callie wants to be rich and famous and will take great risks to achieve both.
  • Grim Tallstag: A less than aptly named human wizard who was an urchin and is played by Muse. Grim is looking to expand his magical repertoire and does not like to have the mismatch between his small stature and his name to be pointed out.
  • Morgraen Brawnanvil: A dwarven rogue and former military scout played by Rachel. Preferring the direct and simple approach to solving problems, Morgraen has difficulty admitting that she’s wrong.
  • Riordan Oakenheel: An elven cleric of Oghma and discredited academic played by Rachel. Riordan has some rather unorthodox theories and seems to be torn between sharing his thoughts and keeping them secret.

Riordan, who has something of an obsession with books and knowledge (and some less than commonly accepted theories on many of the topics of said books), had been discredited from his academic post. In his studies or discussions, he had heard of a fabled library that contained many rare books that was said to be hidden in a valley up in the Nether Mountains, near the settlement of Hawk’s Nest. This library is guarded and cared for by a most unusual ogre.

Not wanting to travel alone in the wilds and having had something of a sheltered life, Riordan sought out a guide who could assist him in his search. This help initially took the form of a dwarven woman, Morgraen Brawnanvil, who claimed to have served as a scout for one of the southern dwarven clans before she had come north to seek out fame and adventure. This pair was joined by a scrawny and short young man who had overheard the deal struck by the pair in one of Neverwinter’s many taverns. With his small stature, wild orange hair, and freckles, not only was Grim Tallstag inappropriately named but he looked nothing like a typical “adventurer” type. He did, however, want to seek his fortune and, hopefully, magical knowledge. Why study under some bossy mentor when you can go out and find the knowledge yourself?

The trio set out together for Hawk’s Nest and Hell’s Haven. As they camped one night, they were not alone. A small halfling, Callie Greenbottle, eyed the group from her hiding spot a short distance away. It became quite apparent that the elf must have something valuable in his pack given how he protectively held it and even used it as a pillow when he settled down to sleep. Although her preferred “prey” were the rich, this person did look to have lived a rather comfortable and pampered life and could easily be one of her favored prey.

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The Side Quest: Session 1 (Part 2)

In my last post, I laid out the first half of our first session of our alternate campaign that we’ll be playing when regular players are missing. RJ, Theo, and Todd each are playing two characters and spent a good portion of the session interacting in the Three Leaves to the Wind Inn in Hawk’s Nest. After a relatively quiet night (only Geth was arrested and caused any real semblance of trouble), the party headed out for Hell’s Haven, a “wall” that cuts off a valley of adventure some six miles from Hawk’s Nest. Yes, the valley is essentially an homage to the Caves of Chaos. However, I’d probably be hard pressed to say that there are really any spoilers for the classic Keep on the Borderlands below the break. For one, I’m using an alternate map and I also pretty much just made it all up as we went. 😉

The “misadventures” of nearly getting their butts handed to them by a handful of goblins are below the break.
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