(Cydra) The Year 271 Campaign (Low Magic experiment)

“What do we do now?” wonders Dahlia.

“We have to tell Sir Harth what we found,” opines Goer. “Sir Galadon must be the traitor.”

Our heroes are on a dark street in the middle of the night some blocks away from Sir Galadon’s house. They are walking in the general direction of the “I was so sure it was Harth,” laments the hermit woman. She sighs.

“I don’t know,” says Kyle. “It seemed almost too easy. Sir Harth’s place was guarded...”

“I found nothing within Sir Harth’s domicile,” Otis reminds him.

“Crush traitor!” suggests Me.

“I just don’t know if I buy it,” Kyle says. “It seems too easy somehow.”

“Easy!” Goer is bemused.

Filled with misgivings, our heroes decide to head to the citadel immediately. Due to the party, there are still people up, including the baron, Sir Galadon and Sir Harth. Jorgen declares that the party is very close to an answer as to who the traitor is. As they converse, Dahlia (who is staring intently at Sir Harth) tugs her right earlobe.

Worse yet, a ransom note has come:

Cedric,

I believe that I have something (or someone, ha ha) that you want, and I know that you have something (well, someone again- imagine that!) that I want. I suggest an exchange before I am forced to remove her pretty little tongue from her sweet mouth and still that lovely voice forever.

I am afraid that my schedule precludes my meeting with you for the next few days, but I trust that you will keep your schedule free for me three days hence. In the early part of the morning, just after the sun rises, you will come to meet me where we tried to make the exchange before. Do not attempt anything foolish or your beautiful wife will suffer for your arrogance. Bring the elf and his book. If you attempt treachery, Cara will pay for it.


Sir Cedric looks grim. He passes the note around. “Three dayth henth ith altho when we ekthpect the Tydonian thcum to reach uth, ith it not?”

“Clearly, this is an attempt to divide our forces.” Jorgen looks unhappy.

“We mutht theek out the mithcreantth before then,” Sir Cedric commands. “We mutht not play into their handth.”

Sir Harth shortly excuses himself and then hurries to escort the party out onto a balcony where they can talk. Dahlia relates what they have found so far and Sir Harth nods gravely.

“We will send men to investigate this evidence at once,” he declares. “He is politically very powerful, so we will have to be careful.”

“I guess we’ll talk again in the morning.” The party departs, wondering whether they have found their traitor.

“Could the evidence have been planted?” wonders Kyle.

“Sir Harth didn’t know when we were going to be coming to the party,” Jorgen points out. “How could he have gotten the evidence planted in the time it took us to get over there?”

“The basement did look like a lot of stuff had just been shoved out of the way,” Dahlia recalls.

It is very late. Our heroes retire, sleeping until early morning, whence they all rise and go to court in the citadel. To their surprise, Sir Galadon is still behind the baron, but Sir Harth gives the party a smile and a pleasant nod.

“We think we have found our traitor,” says Sir Galadon without preamble. “I regret to say that it is Colder.”

“Colder!” exclaims Dahlia.

“Colder traitor?” asks Me.

“I’m afraid so,” Sir Galadon replies. “I found him, last night, planting evidence at my home. I think he may have committed a terrible crime there.”

“My goodness!” Dahlia groans. That fool! He should have come with us!

“We shall judge the evidence against him in time,” Sir Harth says smoothly.

“May we see him?”

“Certainly.”

Sir Harth summons a jailer and the party is escorted to Colder’s cell. Their erstwhile companion almost collapses with joy when he sees them. “Mangle dangle, get me out of here!”* he implores them.

“You’re going to have to stay tough for a little while longer,” Kyle tells him.

“What!”

“You’re doing fine. We’re working on it. Don’t worry!”

“Oh man, mangle dangle!”

When they come out, there is a commotion in court. They hurry back- and find that Sir Galadon has been arrested. “It must have been a nest of traitors!” declares the baron resonantly. Sir Harth’s face is neutral.

Our heroes depart the citadel. The sun is now high in the sky. There are soldiers throughout the town, men-at-arms called in from the entire barony to defend Kamenda City. Knights ride through the streets in groups, waiting for the moment in which they will ride against the Tydonians.

“We could try bloodhoundth,” suggests Sir Cedric. The party returns to the citadel to see if they can borrow some from the baron. He graciously accedes to their request. Unfortunately, when they reach the cemetery, the bloodhounds seem unable to follow the scent more than a short distance.

”Remember, she could sprout wings,” Jorgen says. “Maybe she flew out of here.”

“With Cara?”

Jorgen shrugs. “Who can say?” he asks rhetorically. “It’s possible.”

“She could also move instantly across a distance,” Otis reminds him.

“Do you think it’s possible that she could have planted the evidence?” the sheriff wonders.

“The blood was fresh,” Kyle remembers. “I’m telling you, it was too easy. His house wasn’t even guarded- the front door was locked, but that was it. And he’s got some evil altar in his basement? Don’t you think he’d have at least kept a guard up or something?”

“We thould thearch around the graveyard. There are cryptth nearby that we could invethtigate.” Sir Cedric leads our heroes in a search.

Almost immediately they find their enemy.

Next Time: The rescue of Cara!


*“Mangle dangle” is my best interpretation of a certain speech element that comes out of Colder in times of stress. Like Boomhauer.
 

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In one of the crypts near where the party lost Cara, our heroes find the succubus’ lair. For the first few moments they don’t even know it. Awkwardly shouldering the bag holding the crippled elf, Kyle opens a door in the crypt they are investigating. Something shuffles forward and bites him, and he collapses with a cry. Then the smell rolls over the party, a miasma of death and rot. A pair of ghouls rushes out from the lower level of the crypt to engage them in melee. Then, an instant later, the demoness appears from nowhere and smiles at Jorgen.

“Kill her, behind you,” the succubus suggests, and Jorgen immediately whirls and begins attacking Dahlia. The hermit cries out in fear and pain, and releases the baron’s bloodhounds. Meanwhile, Me roars and rushes the succubus, slicing her with his sword, and the strength of his blow manages to penetrate the succubus’ damage reduction. She grunts in pain and vanishes, reappearing near Kyle’s paralyzed form.

Immediately she begins to grab at the elf-bag.

Me roars again, charging at the demon and swinging with all his might.

There is a splash of blood and her head flies free. The look of shock and surprise on her face is quite fulfilling for our heroes, really.

Meanwhile, Cedric and Goer, working together, make short work of the ghouls. Their blows finish the ghouls in quick succession, and they then rush to check on Kyle. Jorgen seems to come out of the stupor or whatever force has him attacking Dahlia. He shakes his head. “What- why did I do that?”

Dahlia eyes him wearily. “Yeah! Why did you do that?” she demands.

“I don’t know, it’s almost as if I wasn’t in control of my actions,” he muses aloud.

“Well, don’t do it again!” she insists. The sheriff nods sheepishly; if he can help it, he won’t.

Sir Cedric bounds to his feet, finding Kyle still breathing but just unmoving. Goer continues to look him over while the knight cries, “Cara!” The room that the ghouls were in leads to what appears to be a small bed chamber. “Cara, my thweet!” Sir Cedric yells again, heading immediately to the room’s only exit.

Behind him, Kyle stiffly begins to move again. “What happened?” he groans. “The filthy bugger bit me, and then... I couldn’t move! I could hear the battle, but...” The others fill him in as Goer hurries forward to back up Sir Cedric, in case more trouble awaits within the crypt.

“You stay out here,” Dahlia admonishes Jorgen. Then she hurries after the Goer. Still feeling sheepish, Jorgen obeys.

Through the last door, our heroes find a row of cells. From within one, a wavering, female voice calls out, “Cedric, is that you?”

“Cara!”

Sir Cedric rushes to the cell door and smashes it in. His wife, five months pregnant, is within! With a joyous cry they are reunited. “Oh, Cedric!” Cara cries from the depths of their embrace.

“Are you all right, my thweet?” Sir Cedric asks. “Did the thuccubuth hurt you?”

“No- not yet. But... but she wanted to sacrifice me- and our unborn child!

“Agh!” cries Sir Cedric, aghast.

“But that’s not all,” Cara continues. She squeezes his hands. “Cedric- where is Jorgen?”

“He is thtanding guard back by our entranthe. It theemth ath though the demoneth had influenthed hith mind in thome fathion.”

“Cedric-” Cara hesitates for a moment, but then takes a deep breath and plunges on. “In one of the other cells,” she says breathlessly, “is Jorgen’s sister.”

Next Time: Sir Galadon is in jail, Cara has been rescued- perhaps everything is okay now... except our heroes are still doubting whether they caught the real traitor, and the battle is coming in a few days!
 

So, Jester, how is the experiment coming along? It certainly seems from the story hour that your players are enjoying themselves. Any ramifications to your standard campaigns yet?
 

Baron Opal said:
So, Jester, how is the experiment coming along? It certainly seems from the story hour that your players are enjoying themselves. Any ramifications to your standard campaigns yet?

Well, we'll see... we're going to start playing the epic game again after the next session of this one (which will be the climax of either the first arc of the Y272 game, or of the whole thing).

I like certain elements of it a lot, some less so; some things have worked out better than I could have hoped, some worse than I'd anticipated. :) We'll see what a big fat group discussion brings when the time comes, but I don't think much of the alternate rule set will be 'ported over' into the main campaigns- although when next I advance the campaign's timeline, there may be more bleedover. We'll see.

The experiment has revealed what my biggest two frustrations with 3e are, though- the extreme level of wealth dependence and the speed of advancement. As one example of something that hasn't worked out how I want it, my training rules (in Y272) have proven successful at slowing advancement (since it takes weeks of training to actually gain all your level dependent benefits) but frustrating for allowing the pcs to keep up with their own xp (if that makes any sense). Meh.
 

the Jester said:
The experiment has revealed what my biggest two frustrations with 3e are, though- the extreme level of wealth dependence and the speed of advancement. As one example of something that hasn't worked out how I want it, my training rules (in Y272) have proven successful at slowing advancement (since it takes weeks of training to actually gain all your level dependent benefits) but frustrating for allowing the pcs to keep up with their own xp (if that makes any sense). Meh.
Yep, those are annoying aspects of the game, and hard to compensate for. You could just change the exp chart, from needing your current level *1000 to advance, to needing twice what you did last time or something. It'd be nice to actually settle into a level once in a while. In the game I'm in now, we've gained two levels in a single dungeon over the course of three days! It's nuts.

Wealth dependency is a lot more intractible, because it's truer of some classes than others - the classes are more or less balanced at the normal wealth level. A little less and non-casters suffer a bit, a lot less, and wizards do, too - while, monks, for the most extreme case, hardly notice the difference. Conversely, go over the wealth limit and wizards (again) can really go nuts with item creation and learning every spell under the sun, and, freakishly, with the right items, high-wealth monks can also over perform.
 

Speed of Advancement

So Jester,

Are you saying that 3E advances too quickly? Being a power hungry gamer, I would have to say that its still too slow! :p

However, if I took a more balanced view, I would say its just right. In 2E, it took forever!!! to go up levels once you got past 10th or so, and even longer if you were multi-classed. While D&D was still fun, it sometimes seemed that you really weren't going anywhere with your character.

What is the general thrust of the arguement regarding advancing too quick? Is it a DM issue, meaning that the DM has to adapt more quickly to PCs power level? Or is that pervasive need to insert "reality" into a fantasy game? (i.e.: no one could ever learn those skills in such a short time-frame.) Or is it a PC issue, in that its harder to play your character right if they go up too quick?

Just curious. :confused:

Later,

AoA

P.S.: Congratulations on a successful experiment!
 

Angel of Adventure said:
What is the general thrust of the arguement regarding advancing too quick? Is it a DM issue, meaning that the DM has to adapt more quickly to PCs power level? Or is that pervasive need to insert "reality" into a fantasy game? (i.e.: no one could ever learn those skills in such a short time-frame.) Or is it a PC issue, in that its harder to play your character right if they go up too quick?

Basically I don't like the idea of pcs going from 1st to 10th level in one game month, which can easily happen in 3e.

I feel that a wizard casting wish ought not be a teenager; it should take time and effort to get that powerful. Likewise, I have a hard time with the idea of a grizzled, seasoned warrior who can single-handedly take on an army... who just learned to fight a few weeks or months ago. That sort of thing should take real time.

I think the game needs some kind of mechanism to allow more in-game time to pass. I don't have a major problem with the "every 3 games you gain a level" paradigm, but I think that every level ought to at least take a month or a season or something to achieve.

The current rate of advancement pokes my suspension of disbelief in the eye. :uhoh: :lol:
 

Ah, I see. That's not as hard to deal with, really, you just need more non-adventuring (or, at least, non-exp-generating) time. Downtime. Enforcing downtime is easy, just don't throw any challenge at the players for a while. Long periods of downtime can be a problem if the party has plenty of access to wealth and resources (because item creation can run wild), but, in a relatively low-wealth, low-magic game, that really shouldn't be a problem. In fact, characters with mundane craft and profession skills would have the chance to get a little use out of them.

I think in this campaign, part of the problem will start taking care of itself. Right now, anytime the players travel anywhere, the random encounters on the road are significant challenges. Assuming those encounters are 'status quo,' they won't be much longer - giving the players more freedom of movement, but less experience.
 


Yes, that is an "in-game" problem with D&D, no set downtime. In my current game the PCs went from first to third level in about 5 days game time. Between adventures I fast-forwarded the campaign a year and gave everyone +2 in an appropriate skill to reflect what they did. I'm running the Age of Worms (and having a great time with it) but it is too easy to have grand powers in young adventurers.
 

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