Repost- first session of Dark Sun campaign

pemerton

Legend
Up until recently my group had three campaigns active or semi-active: a core 4e campaign that is at 30th level and is close to its resolution (but always seems to manage to hold on a bit longer than I anticipated); a Burning Wheel campaign; and a Marvel Heroic RP campaign.

A few weeks ago we added a fourth campaign: we had the first session of 4e Dark Sun.

The first half or more of the session was spent on PC building (despite my admonition to the players that they could only have 1 hour). With three players, we got 3 PCs: an eladrin bard with the virtue of cunning (with the Veiled Alliance theme); a mul battlemind gladiator (with the gladiator theme and wielding a battle axe); and a half-giant barbarian gladiator (with the wilder theme and wielding a glaive).

I came up with a list of background options - the standard stuff like a +2 bonus or a bonus language or adding a skill to the class list, plus some other stuff I took from somewhere or other (maybe some FR backgrounds from some book or article? I made this list a long time ago), plus some Dark Sun specific stuff like one wild power or the ability to cast Arcane magic as a preserver. (Otherwise, I had said that Arcane defiles by default.)

The bard's background choices were Preserver (I am treating bards as psionic - and avengers likewise - but he is a multi-class wizard with Beguiling Strands) and Sensing Eye as a wild power. The mul's background choices were Perception as a class skill and +2 to initiative. The barbarian chose Body Equilibrium, and a +2 bonus to saving throws vs Charm and Fear effects.

As the final part of PC building, and trying to channel a bit of indie spirit, I asked the players to come up with "kickers" for their PCs.

From The Forge, here is one person's definition of a kicker:


A Kicker is a term used in Sorcerer for the "event or realization that your character has experienced just before play begins."

For the player, the Kicker is what propels the character into the game, as well as the thing that hooks the player and makes him or her say, "Damn! I can't wait to play this character!"

It's also the thing that the player hopes to resolve at the end of the game. At the start of the next game with the same character, the resolution of the Kicker alters the character in some way, allowing the player to re-write the character to reflect changes.​

In my case, I was mostly focused on the first of those things: an event or realisation that the character has experienced just before play begins, which thereby propels the character into the game. The main constraint I imposed was: your kicker somehow has to locate you within Tyr in the context of the Sorcerer-King having been overthrown. The reason for this constraint was (i) I want to be able to use the 4e campaign books, and (ii) D&D relies pretty heavily on group play, and so I didn't want the PCs to be too separated spatially or temporally.

The player of the barbarian came up with something first. Paraphrasing slightly, it went like this:

I was about to cut his head of in the arena, to the adulation of the crowd, when the announcement came that the Sorcerer-King was dead, and they all looked away.​

So that answered the question that another player had asked, namely, how long since the Sorcerer-King's overthrow: it's just happened.

The other gladiator - whose name is "Twenty-nine", that being his number on the inventory of slaves owned by his master - had been mulling over (no pun intended) something about his master having been killed, and so we settled on the following:

I came back from the slave's privies, ready to receive my master's admonition to do a good job before I went out into the arena. But when I got back to the pen my master was dead. So I took the purse with 14 gp from his belt.​

(The 14 gp was the character's change after spending his starting money on gear.)

Discussion of PC backgrounds and the like had already established that the eladrin was an envoy from The Lands Within The Wind, aiming to link up with the Veiled Alliance and thereby to take steps to save his homeland from the consequences of defiling. So his kicker was

My veiled alliance contact is killed in front of me as we are about to meet.​

(A lot of death accompanying the revolution!)

With all that in place, we started the session proper. I started with the barbarian, describing him standing over his defeated foe in the arena as the cry comes through the crowd "The tyrant is dead!" - taking all attention away from his victory and the pending kill.

I then cut to the mul slave in the pens. I told him he could hear someone moving off in the corridors and cells under the stadium; and also that the sound of the crowd sounded more worked up than normal. He decided that, with his master's unexplained death in front of him, he would head to the arena gate rather than back into the warrens. The gatekeeper recognised him, and at first told him that his time hadn't yet come to enter the arena. Twenty-nine tried to talk him around - and succeeded on a Diplomacy check - and I narrated a blast of psionic energy coming from somewhere above in the stands and exploding near the gate. The gatekeeper released that the insurrection was on in a serious way, and left his post - so Twenty-nine was able to open the gate himself and enter the arena, where he could see the wild barbarian (whom he knew by reputation if not as a personal friend) standing over his defeated enemy.

The barbarian, meanwhile, followed through on his exultation in victory and killed his defeated enemy despite the lack of crowd attention. (No roll was required for this.) Members of the crowd objected, however, calling out "No more murder!" - and some jumped over the low wall down into the arena, to try and remonstrate with the gladiator. I rolled some dice and decided on 10 people. Either another roll or an arbitrary decision - I can't remember which - told me that two fell into hidden pits in the sand before they could close, but that still left the gladiator facing 8 angry people (mechanically 2nd level Human Goon minions from the MV).

Twenty-nine saw this and ran across the arena to close the 17 squares. (And at this point I think got a slight speed boost, as we hadn't yet remembered to factor in the speed penalty for scaled armour.) He used the flat of his bone axe to knock down one of the commoners (ie non-lethal reduction to zero hit points); when the barbarian then got a hit in, after taking a bit of damage himself from the NPCs, I asked him if he was using the flat of his obsidian-tipped glaive, to which the reply was "It has a flat?" One dead NPC.

Up in the stands, meanwhile, the eladrin envoy - a student of the ancient tactics of the eladrin, and visiting the arena (i) to see how the people of this land fight, and (ii) to meet up with the Veiled Alliance - saw his contact approach, giving the secret signal of recognition that the eladrin had been told to expect. Then the contact feel down dead. The eladrin used his Sensing Eye to try to inspect the body and identify an assailant, but even with a +2 bonus (for clairvoyance) the Perception check failed, and so instead he attracted the attention of a Templar who noticed his psionic sensor. He succeeded in persuading the Templar that he didn't know the dead Veiled Alliance member, but not that his interest in the matter was innocent (there was a successful check in there somewhere - Diplomacy, I think, which is +4 CHA +5 training +5 Words of Friendship and so hard for him to fail - but also a failure, maybe on another Perception attempt). So when the Templar insisted that he come with him he teleported down into the arena itself, just as the events described above were unfolding.

The Templar (I was using a MM 4th level human wizard re-specced as a 2nd level elite) unleashed a psionic area attack that took down 4 of the NPCs (no good killing them when they make useful slaves later!) and dazed all of the PCs. The two warriors charged across the arena and scaled the wall - Twenty-nine making it only with the help of some people in the stands (which was my narration of his failure - ending up prone with no movement left at the top of the climb). As they took the fight to the Templar two of his bodyguards (MM 3rd level human guards reduced to 1st level) were approaching from higher up in the stands.

The last two commoners in the arena ran off rather than be embroiled in this, inviting the bard to come with them - but he declined.

The bard's player rolled poorly over the next few rounds, but the two warriors were able to take down the templar and then the two guards, the barbarian shining in the damage department but the mul showing off a defender's AC and hit points. At the end of the fight some quick maths showed that it was a Level 5 encounter for three PCs, so everyone earned an action point for the milestone, we spent some surges for a short rest, and ended the session there.

Two of three kickers are still unresolved, and eventually there will be two more PCs to integrate (one will be an eladrin artful dodger, who should fit in nicely into the eladrin contingent). But I felt that, for the opening of the campaign, it was suitably Dark Sun-ish: gladiators, slaves, templars, insurrection, and brutal death. The only thing missing was desert.
 

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pemerton

Legend
And here, in spoiler blocks, is the background/kicker for a fourth PC, an eladrin artful dodger Athasian Minstrel. Though it's mostly in 2nd person, it was actually written by the player except for some tidying at the beginning and end to make it fit the other PC backstory (Mindartis, the eladrin bard) and the events so far (and when I did that tidying, and had to send it back to the player, I changed all the "I"s to "you"s).

[sblock]Awan welcomed Mindartis upon his arrival from the Lands Within the Wind. The two of you were friendly, as you got on well. Both of you are good entertainers, Mindartis as a flautist and story teller, you as an Athasian Minstrel who performs acrobatics, plays the kank-horn pipes, and has learned local tales in your time on Athas.

You parted ways about a week or so ago, when the time came for Mindartis to enter the city of Tyr. You knew his mission - defiling not only destroys the land of Athas, but also unmakes the Lands Within the Wind, and so Mindartis had come here to make contact with the Veiled Alliance, a secret society of preservers dedicated to ending defiling and restoring Athas to health.

However… what Mindartis did not know was that you are a shadow templar, who performs eliminations for the Sorcerer-King of Tyr… Well, who knows really, but that’s what you’re told! - they got you many, many years ago, when you were young, and never really gave you a choice.

And your mission was to follow Mindartis, and kill whomever he contacted, and then kill him (which is a real shame because he seems a nice guy). As you say to yourself, “It’s not like I enjoy this, but it’s what I do.”

(It’s ironic that Mindartis was correct to believe that you were making contact as a fellow Eladrin wanting to help him make contact with the Veiled Alliance, …)

You entered Tyr and (in disguise) followed Mindartis to the stadium, melded into the crowd and then spotted and killed his contact (right in front of him no less - crowds are good for that!) and slipped away… just as the word spread that the Tyrant is dead… Why couldn’t you have heard this one minute earlier? It would have been one less body for that bastard the Sorcerer King and there have been so many.…

With Kalak dead you consider your contract void. Awan thinks, “This is the furthest I have been from the organisation, and I want nothing more to do with them. Let the templars chase me if they want….”

But they do tend always to finish what they start. Mindartis could still be a target despite Kalak’s death. As he stands in the arena with a pair of gladiators, on the “winning” side of an altercation with a templar and his bodyguards, you “bump” into him.

“I know a safehouse we can go to - but we have to hurry!” Trying to protect Mindartis seems the least that you can do.[/sblock]

I'll post a report of our second session - played last Sunday - when I get a chance.
 

Scrivener of Doom

Adventurer
I'm glad you saved these posts so you re-post them. After vicariously enjoying your other 4E campaign for so long, I think I am also going to enjoy this new 4E fix (and not least because I may follow up our current 4E FR game with a 4E excursion to Dark Sun).
 


pemerton

Legend
Mate, did you ever return to this game?
Yep. We're another two sessions in, but have been on hiatus with this once since some time in Oct/Nov last year, as it's been hard to get people together - since then we had at least one MHRP session, and an AD&D session that I posted about here.

In Dark Sun, they took shelter in the eladrin assassin's safe house and then snuck out at night, hoping to make contact with someone who might offer them work. While at the safe house there was some transition scene stuff - most of it is now forgotten by me, but some of the incipient tensions between the two eladrin, and possible different relationships to the Veiled Alliance, came to light.

I'm not sure I remember all the details now without my players to jog my memory, but here's some of what I remember: they were attacked by a team of templars crossing the dry river bed in the rough quarter of Tyr (I can't remember it's proper name without books in front of me, but that was where the safe house was), and in the course of that met up with another renegade personage, a thri-keen monk (played by the fifth player in the group).

They hid the bodies under a bridge over the "river" and then made their way to an inn (in the Caravan (?) quarter, the one you come into through the main gates of Tyr). On the way, I think - or maybe while they were still at the safe house? - I remember they explored another building, a merchant's warehouse, and found bales of feathers (erdlu feathers, I think) - there was a reason for this at the time, and also a reason why they got out (maybe they found a trapped/alarmed cellar?) but it's all gone now!

At the tavern the party split into two groups, because the barbarian (who between sessions rebuilt as a barbarian/warden hybrid) had enough money to stay in his own room and have his food brought to him (like the Hobbits staying at the Prancing Pony), whereas the rest had to bunk in a common room. Those in the common room did a bit of pick-pocketing and schmoozing to avoid paying for their drinks, and met up with someone who did want to hire some thuggish-types: to guard a warehouse overnight, and then deliver a parcel from it to the Tlaxlu (sp? the NPC is in the creature book) compound.

The guarding was mostly uneventful, and then in the morning they hooked up with their patron (who had been staying at the tavern) and the barbarian and went off to make the delivery. This was disturbed by more templar forces - not unexpected, as the assassin PC had spotted a halfling pscyhic "hound" (the concept was inspired by the Rachel/Phoenix character from X-Men/Excalibur) following their trail from river bed to tavern; and so they weren't caught by surprise.

The templar leader of this group was the eladrin assassin's handler, with the hound and some half-ogre muscle. It turned out to be a fairly challenging encounter (set in an open courtyard but with buildings around most of the perimeter, which provided cover to various participants at various points). The truth about the assassin came out, but he was able to pitch his situation as one of being a victim on the path to redemption, rather than a villain, and so the party didn't rupture over this. The delivery also got made - a bit informally - as the barbarian hurled the bundle of whatever-it-was (the PCs don't know, and if I ever had a thought as to what it was I don't know anymore!) over the walls into the Tlaxlu compound.

The PCs are still hoping someone might take them on as muscle, so they can either have the protection of working for someone who's hard to touch, or be able to leave the city without having to head out into the desert confined to their own resources.

I suspect our next full-complement session won't be til Feb, at which point we will either come back to this game or try to resolve the fight on Carceri that is ongoing in our epic 4e game.
 

Scrivener of Doom

Adventurer
Great stuff.

And I am going to steal that halfling psychic hound! I'm also looking forward to reading further reports of your Epic game. I still have all your session reports saved and compiled as a PDF which I have read through a couple of times now. It's all good stuff.
 

pemerton

Legend
Great stuff.
Thanks!

I am going to steal that halfling psychic hound!
The non-combat tracking stuff I just did by way of narrative fiat. Here are the combat stats I used (a mix of some thief-y stuff, some halfling-type stuff and some psychic/precog stuff):

Level 1 skirmisher, AC 15 (17 vs OAs; leather armour) Fort 12 Ref 14 Will 14, hp 28 (14 bloodied), Init +2

Str 10 (+0) DEX 17 (+3) WIS 12 (+2)
CON 12 (+1) INT 10 (+0) CHA 12 (+1)

Acro, Thievery +5, Stealth +8 and can hide with concealment or cover, Insight +4, Perception +9

Standard: shortsword (melee 1 vs 1 target), +6 vs AC for 1d6+3, 2d6+3 with cbt adv
shuriken (ranged 6/12 vs 1 or 2 targets), +5 vs AC for 1d4+3 and shift 1 sq afer attack

Minor: aura reading (vs 1 enemy in cl burst 5): + 4 vs Will, gains cbt adv vs enemy until E its NT

Triggered (R5,6): if hit by attack, as an interrupt reroll attack roll and use new result​
 

darkbard

Legend
[MENTION=42582]pemerton[/MENTION], as I wrote elsewhere, your posts have been an inspiration and a revelation to me, especially as one who, though I have 30+ years of experience with the game in its various iterations, has infrequent actual sustained gameplay opportunities these days.

I wonder if you might say a few words about your preparation prior to game sessions. How much do you plan out? Do you have a selection of skill challenges and creatures/terrain features you hold in reserve? How much notation do you make for SCs?

It seems like yours is a very freeflow sort of game, wherein the players may take the adventure in unexpected directions. Is this an accurate portrayal, or does it simply come off this way in your reports? If so, how does this affect your preparation process?
 
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pemerton

Legend
[MENTION=42582]pemerton[/MENTION], as I wrote elsewhere, your posts have been an inspiration and a revelation to me
Thank you - that's a very generous thing to say!

I wonder if you might say a few words about your preparation prior to game sessions. How much do you plan out? Do you have a selection of skill challenges and creatures/terrain features you hold in reserve? How much notation do you make for SCs?

It seems like yours is a very freeflow sort of game, wherein the players may take the adventure in unexpected directions. Is this an accurate portrayal, or does it simply come off this way in your reports? If so, how does this affect your preparation process?
My preparation can be quite variable, based more probably on my time available than my "theory" of GM prep.

Mostly, I write up stats for monsters/NPCs that I think might be interesting in the context of the current ingame situation. If there are places that either (i) I think the PCs might visit, or (ii) that I am going to frame the PCs into, I will draw maps. Following on from (ii), if I have ideas about what I am going to do in the session - eg confront the PCs with a certain NPC, I might make brief notes about the history/motivations of that NPC. And if I think there is going to be a skill challenge of some sort, I might make notes about that -eg what sorts of circumstances it might involve, some ideas on what should come next if the players have their PCs do some thing in the context of the challenge that seems fairly likely to happen.

A view that I've often stated on these forums is that I don't want there to be failure off-screen. A related idea is that I don't like the GM's "secret backstory" being a determiner of whether the PCs succeed or fail. This means that if I am noting motivations, or thinking about how a skill challenge might unfold, I am expecting that this is stuff that will come out as part of my framing - and if the situation in play unfolds in ways that require changing the framing, I will do that. This quote from Paul Czege expresses the idea well:

I frame the character into the middle of conflicts I think will push and pull in ways that are interesting to me and to the player. I keep NPC personalities somewhat unfixed in my mind, allowing me to retroactively justify their behaviors in support of this.​

For the first Dark Sun session, I had no notes except the campaign book. After the players had worked out their kickers it was clear that the action was in the arena - and I introduced the templars, the spectators etc as I needed them and they made sense (using stats from the MM, MV etc - a mage becomes a psionicist, etc) and just sketched up a map for the fight with the templars.

For the most recent one, I had statted up the templars, their hound, etc - but all the action unfolded in game, the contact at the inn was created in response to the players action declarations for their PCs (of going there looking for a job), the idea of the hound scouting to the inn and that being part of the unfolding scene was spontaneous (although obviously fit the idea of the hound), etc.

For this session in my high level 4e game, I had drawn up a big map of the mausoleum (4 or 5 A4 sheets cut up and taped together to fit the geography I had come up with) and had stats for the naga, the sphinx and the hazards. (I also had stats for Jenna Osterneth from a previous session). And I had made up the riddle in advance. Otherwise it unfolded as the write-up specifies, including coming up with ideas for the details of the interior of the Mausoluem, the 5 statues in the final room indicating her destiny as sole god of the cosmos, etc. Also the erasure of her name from the walls, and the availability of a Chariot of Sustarre among her grave goods.

I hope that gives you some idea of the approach - I'd summarise it as prep of basic elements/participants (eg an NPC, or a place) but letting the details, and especially the story/motivational details, emerge as makes sense in play. To be blunt (but I hope not too rude), if the unfolding of events is settled in advance of play then what is it but a railroad?
 

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