Monday, February 26, 2024

Keep on the Borderlands, a Reviewcap

Having run my Hill Cantons campaign for several months in person by this point, there are always those who for some reason cannot commit to meeting in person that regularly. For some of those friends of mine that would normally not be able to join in person I have been running a mini-campaign playing through the titular module. 

The campaign is set concurrently with the regular Hill Cantons campaign, being set in the more northerly borderlands province of Hoimatbuch (I decided to base it loosely on Austria). With continual squabbling between the various petty fiefdoms the area has been left without a strong central power to protect the people of the province. 

Aside from the recap itself some GM thoughts as well as a mini-review of module have also been included below, happy reading! 

Characters

  • Bear Stormpissed - Level 4 Fighter
  • Jarno Ironbraid - Level 4 Dwarf
  • Pearl the Reckless - Level 4 Magic-User
  • Huldovic Klyvballe - Level 3 Fighter

Followers

  • Dromat - Level 1 Fighter 
  • Pavel - Level 1 Thief
  • Argo - Loyal Dog

Graveyard

  • Jutta Longbeard - Level 2 Dwarf
  • Belnar Longbeard - Level 1 Dwarf
  • Etti Fogcrest - Level 1 Elf
  • Men-at-arms - x11
  • Torchbearers - x3

Note: Character levels are taken from the end of the adventure. 


A certified classic? by Dave Trampier


Action Report

Meeting up at a fort near the southern border towards the Hill Cantons our dramatis personae are as follows; Bear Stormpissed, a former mercenary and self described "power twink"; Belnar Longbeard, a dwarvish scoundrel and all-round asshole; and Etti Fogcrest, a plump elf who has distanced herself from her fae heritage. 

The characters find themselves contacted by a local noble named Hermann von Hyggvald. The man explains his brother was traveling to meet him in the local capital of Dregendorf when he and his entourage was ambushed and captured by goblinoids from a local series of Caves. Hermann offers the party a rich sum of 3000 gold suns for the retrieval of his brother and his sister in law, giving the party 500 suns up front with which to outfit themselves and hire additional help. 

After a series of short delves into the caves fighting everything from kobolds to goblins, Belnar is killed by a local Ogre whilst Etti is speared to death by a goblin (not to mention the many hirelings who perish during these delves). The two are replaced by; Pearl the Reckless, a mage who lives up to her name both in the dungeon and the alehouse; and Jutta Longbeard, the daughter of Belnar whom had come to track down her deadbeat dad. The party eventually manage to fight and trick their way to the hobgoblin prisons and rescue the prisoners therein. The brother of von Hyggvald and his wife are are rescued from near death and the party return triumphantly to the keep. 

The party spends their next series of adventures exploring the lands around the keep itself, and hearing rumours of treasure in the dens of a nearby group of Lizardmen they decide to investigate. In this the party is joined by Huldovic Klyvballe; a warrior on a quest to cleave as many schlongs in twain as she possibly can. The party also enlist aid from Pearl's continual hookup Pavel, whom had been the one to originally tell the party of the treasure. Though the party defeat the lizardmen in a desperate battle, Jutta is sadly slain in the process. Pavel claims a magic sword as his share and subsequently heads off to the capital to meet with a supposed buyer. The rest of the group divide the treasure amongst themselves with Pearl taking one of the eggs to raise as her own. 

The group spends the next expedition exploring the so-called "cave of the unknown" and find it to be overrun by ghouls. They slay many of the undead, rescuing the cave's resident oracle and her dog Argo from the creatures and leaving them behind as they head back to the keep. 

As the characters are preparing their next delve, they are surprised to once again encounter Pavel only for the man to remember none of them. All attempts to reconnect with Pavel are met with failure, and eventually he goes back the way he came. The only explanations the party find are vague rumours of a strange town up north where folks seem to be loosing their memories. 

Before the party can investigate further Argo arrives at the keep seeming worried. Following Argo the party find a raided campsite and signs of a struggle. The characters come to the conclusion that the Oracle has been kidnapped and use Argo to follow her track. Eventually the tracks end up leading them back to the Caves of Chaos, specifically a cave which the party had been told was inhabited by humans. 

After encountering strange acolytes as well as various undead creatures and a gelatinous cube, the party eventually manage to find the tracks of the oracle. Sneaking past perfumed pleasure dens the group make their way to the main chapel of what they now figure to be a strange snake cult. 

As they burst into the chapel the group are shocked to discover the oracle captured and about to be sacrificed in what is clearly a demonic ritual. The party valiantly charges the assembled cultists, making short work of most of them. This is still not enough to stop the head priest from performing the sacrifice and ushering forth a giant frog demon from the depths of the hot hells. As the situation seems the most hopeless Huldovic throws herself against the frog demon whilst tossing a heap of burning oil against the now jubilant high priest. The oil miraculously burns the priest to death, whilst with a single desperate stroke Huldovic slashes the crotch of the demon sending it back to whichever dank place it came from. 

With her last breath the oracle grants her last bit of power onto Pearl. Finally the party loot the priests chambers before retreating back to the keep to celebrate their victory. All the characters spend some time carousing, with Pearl hooking up with Dromat - a Brazonian exile and the groups last surviving hireling. The party finally decide to take their leave of the caves and further investigate the strange reports of people loosing their memories, trekking north to the village which they by now have learnt the name of: Orlane


by Jim Roslof


GM Thoughts

This game has so far been a blast to run with a lot of the sessions being played whenever me and the players have the time (which has so far been multiple times a week). The first session of this campaign was in fact the longest I have ever played, totaling around eight hours. In total the adventures took place over a total of seven sessions. 

What I initially found interesting was the high amount of character deaths at first and second level. This was largely skipped during the Hill Cantons campaign due to the speed at which the characters leveled up, but here it was really apparent how vulnerable low level characters really are. I'm also sure that the greenness of some of the players in this campaign also was a contributing factor as it has either been a long time since some last played D&D or they have never played before at all. 

At this point the party has survived the grinder of lower levels and are now beginning to become the types of characters that can both take and deal out a hit. Bear especially has by this point acquired both a set a magical platemail and a magic sword, alongside having rolled incredibly high on his hit point rolls. The fighter class is one which I don't see nearly as much as the other "basic" class types and I'm happy to have it nicely represented in this campaign. 

I have tried to interlink this adventure with the next one (can you guess which one?) as best as possible, which in hindsight has worked quite well. The way I've directed the players has been very natural so far, even though this is not a sandbox the players have very willingly bought into the "adventure path" (or railroad if I'm being unkind to myself). In this way I think starting with a more sandboxy module and getting more linear from there is a good idea, since it gives the players time to buy into their characters and the setting as well. 

One thing I regret about setting this adventure in the world of the Hill Cantons is the lack of setting specific monsters and treasures. Aside from the frog demon and parts of the snake cult it has all been very vanilla fantasy stuff, which is something I would have liked to change. Perhaps this is not as bad as I think though, as since a couple players are very new it might be good to have a more vanilla introduction before things get truly strange. 


Lovely cover art by Jim Roslof


The Module

Does this adventure deserve its status as a classic? I certainly think so. The content to page count ratio is quite high, the amount of mileage you get from its 30 or so pages is really quite a lot. I'm sure the characters could have stayed in the caves for many sessions more if they had wanted to. 

The fact that the tentpole dungeon - the Caves of Chaos - is made from many separate small caves is also great since it allows a GM to simply drop in one of the caves somewhere on its own should they be in need of a quick dungeon. 

The keep itself is fine enough, very utilitarian as a home base and not very intricately detailed. I am not the first to notice, but a lot of the NPCs described therein are perhaps more villainous than the various humanoid groups in the caves. Having run this module twice now I'd like to run it one final time "in reverse" with the players being part of one of the various humanoid groups making raids against the keep. 

Much has been written in regards to the largely problematic nature of this module, something to which I readily agree. In the two times I've run this adventure I've generally played it very straight ("what are you going to do about those orc babies?"). I think this adventure generally works when your style of play is more "beer and pretzels", as has been the case both times I've run this adventure. 

I really do think the adventure kind of falls apart when you really do take it seriously. It makes very little sense to be rooting for the characters when they invade the homes of and kill sentient humanoids without provocation. Framing the initial delve as a hostage rescue did make the initial delve somewhat more justified, which was also helped by the players being happy to negotiate with and ignore those humanoid groups that were not involved in the kidnapping. Each time the players came across humanoid civilians they either scared them away or circumvented them. 

Framing the human cultists as the real threat is also something which I would consider an idea. Perhaps the humanoids would normally live in the valley peacefully if it were not for the influence of the real bad guys. This also opens up for the potential for the players to take a more diplomatic stance. A campaign centered around social conflict and by diplomatic means turning the humanoids against the cultists sounds like a fun time! 

I would still recommend the adventure, with the caveat that GMs should take care to consider if their players are the type to stop and think "are we the baddies?". If so perhaps this is not the adventure for you. At least I think the GM needs to add additional reasons for why the players should charge headfirst into the home of some kobold. 

Monday, February 12, 2024

Hill Cantons - Session 08

Hello again! This session was mostly focused on exploring the area and getting to the Glittering Tower, as the characters find their footing in the Slumbering Ursine Dunes. Many hijinks were had and all in all I thought this was really quite a fun session! In any case I hope it is at least half as fun to read after the fact 

Characters

  • Asim "Ace" Bakir - Level 4 Mountebank
  • Lasryn Thunderhammer - Level 4 Cleric
  • Luka Winograd - Level 3 White Wizard
  • Petar "Duckboy" Mihailovic (New) - Level 1 Druid

Followers

  • Mojo & Mavi - Baboons
  • Sir Duke - Squirrel Monkey
  • Tom - Trained Badger
  • Strawberry (New) - Donkey

Graveyard

  • Paula Puddlelob - Level 2 Gnome
  • Fifi - Chihuahua Familiar

Action Report

Picking up from last session, the party are alerted by Paula to the danger approaching her in the cave. After leveling up and developing a fear of boogeymen, Frankopan flees as Paula screams for help against a quickly approaching wall of darkness. Acting quickly the party successfully yank Paula out of the hole, though not before she takes a nasty hit from whatever creature is attacking her. 

As the party recuperate they are joined by Petar "Duckboy" Mihailovic; a druidic acolyte seeking the glittering tower for news of his supposed masters, joined by his donkey Strawberry. 

After introductions are made the party once again take a look down into the cave only to find it pitch black. Hoping to maybe blind whatever creature they are facing, Luka throws a light spell into the hole which seemingly dispels the darkness. Luka and Ace just manage catch a glimpse of the strange creature as it flees further into the cave. After a quick vote the party decide to take their leave of the current clearing to backtrack and try to find their way to the Glittering Tower instead. 

Going past some of the centaur toll-collectors, Paula decides to make a rude hand sign which enrages the four centaurs present. Paula and one of the Centaurs challenge each other to a one-on-one which is interrupted halfway through before the centaur can pummel Paula to death with its hooves. Petar pretends to be a centaur which serves as a much needed distraction, allowing the party to intervene and apologize for the situation. Paula eventually gives the centaur twenty gold pieces which ends the altercation. 

After passing by an ironwood grove and slaying a wayward giant snake, the characters proceed to go south eventually arriving at a large four-way intersection with a wind chime of human bones hanging from a nearby ironwood tree. 

The party debate their next move but eventually vote to go east to explore more of the dunes. To their surprise they end up at a large field of rye with several paths going out of it. As the party discuss their next move, Strawberry wanders into the field only to come back running in pain. The party investigate the donkey to find a strange black spot on her stomach. Lasryn tosses a torch into the dry field in an attempt to set it alight in retribution. This has no effect however as there is a rustling in the rye from where the torch lands. Luka attempts the same and starts lighting a fire at the edge of the field. 

As Luka hunches down with his tinderbox several figures spring from the field. They are short and bearded with wild eyes and wielding sickles, recognized as poleviks. Even though they make several attacks against Luka, the party manages to calm the situation and are told to leave immediately. Petar gives one of the poleviks a potion of unknown liquid which gives him the ability to fly. The party make a break for a southern path on the far side of the field as the other poleviks look on as their comrade flies circles around the clearing. The party manage to get though without taking any damage as Ace causes a distraction by making an illusory fire on the far side of the field using phantasmal forces. 

Going south, the party arrive at a large amphitheatre guarded by several war bears bearing polearms. After speaking a bit with the guards the characters decide to take a night and rest whilst they are surrounded by friendlies. 

After venturing west in the morning the party arrive at the remains of a giant statue inhabited by a religious hermit named Oldrich. The party stay to chat and listen to an impromptu sermon, after which Oldrich heals up Paula after her tussle with the centaurs. 

As they head south the party finally arrive at what can only be recognized as the sandstone walls and marble foundations of the Glittering Tower. After a quick chat with the guards outside they are let in to talk to the tower's elderly war bear majordomo Pan Orso. After a quick chat the majordomo falls asleep in the corner of the hallway as the group await an audience with the master. After waiting for more than half an hour the party simply enter the masters chamber. 

Inside they find the naked and reclined form of Medved, master of the dunes, alongside his lover Yavo. The party quickly realize that Medved is unaware of Glamdalf and their supposed quest, yet they still put themselves at the service of the seemingly uninterested godling. At his behest the party decide to attempt to retake the upper levels of the tower which the master says has been occupied the eld, a group of elves hailing from the dimension of the cold hell. 

As the master seems magically unable to enter the upper levels the party send Luka up invisible to scout out the upper floor. Luka sneaks past several sentries and explores the entire floor, finding a common room with several eld playing dice, a room with several large energy beams, and a room with an altar with different liquids put into two bowl like impressions. 

By use of a sleep spell Luka put all the sentries to sleep, allowing the party to safely head up the stairs and silently kill them off. Lasryn recognizes one of the liquids in the "bowls" as a potion of gaseous form and the party fill up their empty vials. 

Charging into their surprised enemies, many of the eld in the common room are slaughtered before they can draw their weapons. Paula decides to bodyblock a trapdoor leading up to the next floor, though is charged and slain by one of the eld attempting to fetch reinforcements (this also leads to the death of Fifi). The party mop up the remaining eld and grieve for their former comrade...




GM Thoughts

It seems my fears at the end of last session were realized after all, though not at the point at which I thought they would. Paulas player really has a penchant for throwing themselves into the fray of quite dangerous situations which they have now repeatedly paid for with their life. In my ongoing against the giants game, the player has excelled as a fighter so perhaps a martial class would suit their playstyle here. Although the player was really quite attached to Paula they still took her passing like a champ, even though her death came quite unceremoniously at the very end of the session. 

The party has also finally made it to the Glittering Tower! I expect this place to be the focus of play for many of the upcoming weeks (do prove me wrong players), after which we'll see where the campaign will end up afterwards. Perhaps the characters will try to mount an expedition to the misty isles, maybe delving more into the dunes trying to find the golden barge, or maybe the glittering tower will serve as a nice end to the campaign. Regardless of how many sessions are left the characters still need to square off against Lady Szara (and maybe the potential TPK resulting from that will be what ends this off). Fighting the eld is something I have tried to gently nudge the characters into since character creation however. Whilst avoiding spoilers for those of my players who read this, all I can say is that there is perhaps a lot of potential for some character focused beats should they pursue that path. 

I'll finish off by saying that this might perhaps have been once of the funniest sessions so far. Petar was played by a guest player and alongside Paula the two brought a very chaotic energy to the session with a lot of zany plans and hijinks. Not only is that just fun in and of itself, but is is also something that fits with and really plays into the actual setting. All I can say is thanks to Petar's player for joining us, let's hope they join at some point again!