Monday, March 12, 2018

Blurring the Lines

            Last week showed gave me one of the greatest experiences I‘ve had to date while playing Dungeons & Dragons – and, believe me, I’ve had a lot of great things come out of that game. Those who’ve played D&D know that, every now and then, there are moments that are... indescribable. But that doesn’t mean I won’t try to describe them anyway. These moments happen when the players are so invested in what’s happening in the game that they almost forget that they’re playing a game. It almost seems like reality blends over into the game world.

            Most often, these times come in situations that bring up strong emotions for the characters – sometimes it’s when the characters are bonding; sharing tales of their past and feeling vulnerable. Sometimes it’s when they are discussing what they want to do next and they have very hard decisions to make. Sometimes it’s when one of the characters has died – and it feels like an actual friend has been lost.

            This week, I presented the players in my game with a decision that would shape the future of the world they’re playing in – and I was careful to make the decision as challenging as possible. You can read a more detailed account of the game over here, but for the purposes of this blog I’m just going to outline the scenario.

            The players have helped found a settlement in a new land that seems to be bereft of civilization. They have been working hard to establish the place and keep it safe. In this game session, they woke up one morning to discover that the settlement’s first baby was being born, to someone they had known for a long time and was very close friends with one of the characters. The child was born, but he was a tiefling (a demonic form of humanoid that is generally mistrusted by society) – which might not have been a problem if his mother hadn’t been a human. A mob arose, crying “demon worship” and “witch” and wanting to slay the mother and child.

            The player characters were on hand to diffuse the situation, but it was a bit much for them alone. They had to get the help of a known racist (racism in D&D tends towards species, rather than skin color) who had a great deal of influence. He managed to disperse the crowd with a promise that the council (which the players are part of) would solve the problem. Then, at the council, he proposed the idea of segregating the settlement into districts based on race.

            As you can guess, the players (most of which have characters of minority races) were not too happy about this, but the council put it to a vote, with each council member voicing their opinion. Now, as the Dungeon Master of the game, I had to put a lot of work into this situation. I wanted the players to have a direct influence on the outcome of this vote, so the majority of the rest of the council had to vote in favor of the segregation – which meant I had to come up with a lot of very convincing reasons for it; a challenge for someone who is actually opposed.

            In the end, the scenario was designed so that, in order to avoid segregation, the players had to all vote against it – plus, on top of that, they had to convince the final voter, who would break the tie. Now, here’s what happened:

            After hearing the arguments of the rest of the council, one of the players was actually swinging towards voting for segregation (a very rewarding situation for me, on its own, because it meant that the arguments I came up with were believable and convincing). The other five wouldn’t even consider it. One by one, they each gave an impassioned speech against racial segregation; about why this plan would fail and backfire. They didn’t just say “my character gives a speech”, they actually made the speeches themselves. Each and every one of them was incredible – so much so that I wish I’d recorded the session so I could share their words. They were so well thought-out and convincing that they convinced they brought the final member of their party back to their side of the argument.

            And they easily convinced the swing vote (and even some of opposing votes) that they were correct, successfully preventing the entire settlement from going down a very dark path.

            The amazing part is how connected they were to the whole scenario, and that even I – the man behind the curtain who knows how everything works and pulls all the strings – was drawn into that psudo-reality where the story we were telling became something more than just a story. That’s very hard to achieve from the DM’s omnipotent position.

            Those are the rare and glorious moments that make D&D more than just a game – it briefly transforms into something magical shared by a group of people. I wish they happened more frequently, but then, I suppose they wouldn’t be as special then.


            Still, if you ever wondered why people play something like D&D, this is partially why. It’s also why you should try it out, too.




Check out my YouTube channel where I tell the stories of my D&D campaigns.

Click here to find the charity anthology containing a couple of my short stories.




Also, make sure you check out my wife's blog and her website.


If there's any subject you'd like to see me ramble on about, feel free to leave a comment asking me to do so.

Friday, March 09, 2018

Lark's Landing, Episode 17

Colonial Caerdia: Lark's Landing is a story being told through a 5th edition Dungeons & Dragons campaign I'm running at a local hobby shop called the Devil's Bench. If you aren't familiar with this ongoing story, you can follow this link to Once Upon a Tabletop on YouTube to hear the start of it or read the brief summary I wrote when I switched from video to blog.

You can find the previous episode here.


35th - 38th of Waning Spring, 0AL

The adventurers have decided it's time to spend some time at the settlement. The 35th of Waning Spring starts with a bit of a surprise for Gilligan, who wakes up to find Akta looming over him with a blank expression. She doesn't say anything when he asks what's going on - just continues to stare. He threatens to hit her if she doesn't move, but she stays where she is until just as he swings at her, then turns and walks away. She leaves the house and spends the day walking on the beach.

Confused, but only a little shaken, Gilligan goes out and spends the day talking to various people and researching to discover what it would take to turn the displacer beast hide into a cloak without it losing its magical properties. He comes to the determination that it will take a lot of magical materials mixed into tanning chemicals, while magical energy is funnelled into it and it will need to be crafted into its cloak form while still in this mixture. The entire process will take about fifty days to complete.

As part of his research, he visits Feryon, who also gives Gilligan a scroll of the Identify spell written an a brittle paper made of pressed leaves. Stor had requested this in exchange for the bottle of displacer beast blood, knowing that Gilligan was quite distraught about the previous one which he had broken. Gilligan is so touched by this kindness form Stor that he rushes home to hug and thank the goblin - then promptly stashes the scroll somewhere very safe.

Stor has been at home this whole time with Kordak, starting the brewing process for their next concoction: rum. Their mead needs more time to age, so they're eager to make something that will be ready to drink much sooner.

Balasar also spends the day at home, relaxing, but also looking inwards - striving to find some hint of what his life had been like before he woke up with no memory of his past. He can't seem to get past that earliest memory from less than six months ago. He begins to reconsider Gilligan's offer to assist by joining their minds.

Shend spends his day learning fletching from Orfo, who doesn't seem to notice he was gone for a long time. He is also more than happy to attach Shend's magical arrowhead to a new arrow.

That night, as they're going to sleep, Gilligan discovers that his bed is in the wrong place. This is confusing and is a bit concerning because there were people home all day and no one saw it move. He decides to ask Akta about it, since she seems a viable culprit. She doesn't confirm or deny anything, but does say that he doesn't understand - but he will.

Everyone goes to sleep, with Gilligan setting Pablo to keep an eye on Akta. His familiar wakes him in the morning as Akta comes over to loom over him. He does his best to ignore her and heads out, seeking to talk with Feryon again. Balasar, wanting to talk to both Gilligan and the wizard, accompanies him. He asks Gilligan about the mind-meld he'd offered, wondering what it's like and if it'll help unlock his lost memories. Gilligan explains that it's simply the sharing of a memory and that they can certainly try. He says that a relaxing environment will be best, so he suggests Balasar's shrine to Epesta - saying that they can go after talking to Feryon.

As usual, something inside breaks when they knock on the door of the swaying bamboo tower. The wizard answers and Gilligan speaks with him about helping to enchant the cloak. Feryon refuses, saying he's much too busy - admitting, when Gilligan presses him for reasons, that he's needing to pour magic into his tower every day to keep it standing, as he made mistakes while enchanting it. Gilligan accepts this and suggests leaving the displacer beast hide with Feryon for safekeeping until the adventurers can deal with it, but decides not to when Feryon seems a bit too eager to have it.

Balasar then asks about how to determine if some kind of magic is affecting a someone's mind - the wizard suggests a simple identify spell. Thanking him, the two head off to the shrine.

Meanwhile, Kordak has gone out to help with the construction of Wyatt's tavern. The process is going very slowly because there are few workers and it's a very large building. Stor stays at home, fashioning a tiger pelt into a cloak, and Shend goes out to speak with Ardona, who is on a patrol duty around the wall. He asks she can train him to be more observant if he walks along with her - she agrees, and he spends his day training.

Akta goes out for one of her usual walks, but remembers that Angro had asked to speak with her many days ago and decides to find him. The big tiefling is working with Gorbosh on building a forge. He's happy to see Akta, and asks her to sit beside him on the stone wall of the furnace. He then apologises if he was too harsh on her the other night when he'd caught her troubling Naldor. He explains that a lot of people give tieflings a hard time, so it's important not to encourage that reputation. Akta thanks him from his apology, and explains that, because of her upbringing, she's still learning the nuances of right and wrong.

Angro ends the conversation by letting her know that there's nothing wrong with the pranks she likes to pull - they can be great fun - she just has to be careful to prank the people who will appreciate the humor. As Akta stands, there's a squelching sound caused by the mortar she'd been sitting in. She hears a chuckle from the tiefling behind her.

Next she has a conversation with the nearby Gorbosh, who she knows fairly well from the ship and her time in the militia. She tells him that she's struggling with getting along with her companions - and that she wants to tell them something, but she doesn't know how to. She wants his advice. The half-orc thinks for a moment before saying that the group has always seemed friendly and fair to him. He says that his own policy is to be straightforward and honest, and that it's mostly worked for him so far.

Akta thanks him and, before leaving, uses a spell to clean off the mortar and pauses to thank Angro for his prank. She then returns to her walk on the beach before going home. Once Shend and Kordak get home, she tells them and Stor that she has something she wants to tell them - she wants to tell Balasar, too, but since he's still away and she doesn't trust Gilligan enough to tell him, she settles for these three. She explains that she grew up in the Somvidian Empire and was meant to be part of their army. Her father was an officer, but her mother managed to sneak her out - and is now in prison because of it. She says she really doesn't like talking about it, and would appreciate it if they no longer ask her about it all the time. Her friends are very understanding of this.

Out at the shrine to Epesta, Gilligan talks Balasar through a meditation, taking a great deal of time to get him relaxed. He then connects their minds and they wander into Balasar's memories. They start off in his earliest memory, of waking up alone in a room with all of his belongings. Next, they press on, looking further back, but come across some form of barrier. They push against it, trying to get through. Suddenly it snaps! They get a brief glimpse of Balasar, feeling very frightened, lying down and looking up at a hooded figure, then they're ejected from the memory. They come back to reality with severe pain arcing through their minds.

They try to examine what they saw more closely, but don't recall anything beyond what they saw - except for Gilligan noticing that the figure held a staff. But, as he's concentrating, Gilligan finds his eyes drawn to the back of Balasar's hand - where one of his blue scales has turned black.

Panicking, they examine it. There isn't anything wrong with it as far as they can tell - no disease of anything magical about it. It's a natural, healthy scale - except that it's the wrong color. Balasar says he'll need gloves now, so Gilligan gives him his. The dragonborn pulls it on over his hand - the glove is significantly too small; the fingers tear out and the seams stretch, giving it a rough, post-apocalyptic fingerless glove look. He hands the other glove back to Gilligan - who has given himself a once-over and is relieved to find he hasn't developed any black patches.

They decide to try again, to see if they can find out more. They have the same experience, not managing to get any farther - and getting booted out of Balasar's mind with further damage done to their minds. Gilligan, used to the rigours of psychic energy, recovers quickly, but Balasar is left with a headache that will last for the rest of the day. Luckily, there are no more black scales. They believe that they need to give Balasar's mind some time to recover before exploring further.

They head home, where they tell the others - who are very interested in the experience. The conversation gets Gilligan thinking about the possibility of linking the whole group into Balasar's mind so they can all explore his past. However, it is late and it must wait for another day.

Remembering Feryon's advice, Balasar casts the identify spell on himself, trying to determine if this strange memory blockage is being caused by a spell. He finds magics inside himself, but he can't determine if any of it is specifically causing his memory block - but it doesn't seem to be. Kordak suggests the spell be cast on him, for a basis of comparison - Balasar finds no magic, and says, "There's nothing special about you." which Kordak doesn't take very well. Now Stor and Akta want the spell cast on them as well - Balasar obliges, revealing that Stro's body is amazingly generating radiant energy inside, and Akta has magic being funnelled into her from an outside source. Grumpy about seeming to be the only non-magical person about, not to mention there being "nothing special" about him, Kordak stomps out into the night, where he sleeps on the beach.

The others start going to sleep, but before he can, Gilligan discovers that his bed is soaking wet. And there's a fish in it - dead, but fairly fresh. He assumes Akta is responsible and cooks the fish to eat it, but Stor is more concerned. He was at home all day, and he didn't see anyone putting a fish in Gilligan's bed. As Gilligan's about to eat the fish, Stor reminds him of the bear traps that had been set - albeit upside-down - in their house. He suggests eating the fish might not be such a good idea. Gilligan puts the fish aside and pulls out his bedroll to sleep on.

In the morning, Akta is, of course, looming over Gilligan. He ignores her and sets Pablo to guarding his bed. As everyone is heads out for the day, they notice a strange, excited energy in the settlement. People keep pulling each other aside, whispering excitedly. Gilligan decides that the best way to find out what's going on is to ask Triena, so he heads straight to the temple - which he finds a strange sail-cloth tent outside of. His jaw drops and he rushes into the tent - guessing what's going on, but needing to know for certain. The moment he pushes through the tent flap, he's shooed back outside, but his suspicions are confirmed.

The others use more conventional means to gather information - they ask whoever is closest to them and discover that Triena has done into labor - the settlement's fist baby is being born! Akta rushes over and joins Gilligan, where he's pacing and chewing his nails outside the tent. She's never seen a baby before, and is very excited.

The others are happy about the news, but continue about their days. Shend and Stor go off to train with Ardona. Balasar goes to find Kordak, who is helping with the tavern again. He apologises for what he said last night, but only gets a grunt in reply. So he stays and helps with building.

Gilligan and Akta wait outside the birthing tent all day, except for a brief span when Gilligan rushes off to Feryon's tower - he'd left his tea set there some time ago and wants it back. To his dismay, it is no longer there - Feryon had traded it to the crazy people on the herb farm, saying that he didn't know Gilligan wanted it back and, quite frankly, he'd forgotten it was his. Frustrated, Gilligan demands that Feryon get it back for him, then returns to waiting outside the tent, even more anxious than before.

The sun is setting when the child's first cries are heard from within the tent. But there's also the sounds of some alarm. One of the women in the tent comes out, looking around anxiously, then runs off. A few moments later, another woman sticks her head out of the tent, saying that they need a healer. Akta volunteers her medicinal skills while Gilligan rushes off to find Balasar.

In the tent, Akta finds three women watching over Triena, who'd on a cot, looking very pale, and covered in a bloodstained sheet. It clearly was a very difficult birth. Akta tries to help, fumbling with her small collection of herbs, but in her panic she can't seem to remember anything or figure out how to help. Luckily, Gilligan soon returns with Balasar in tow. The dragonborn hurries to Triena's side and pours his healing magic into her.

Outside, Kordak, Shend, and Stor are heading home when they notice a different mood in the settlement - a much fouler one. There seem to be groups of people forming, many with torches, and heading towards the temple. Kordak and Shend find such groups and tag along to find out what's happening. Sensing trouble, Stor runs as fast as he can to the temple and the tent beside it.

In the tent, Triena asks to see her child. One of the midwives says, with a bit of a nervousness in her voice, that it's a boy. She holds the baby out to her and Balasar, Akta, and Gilligan see that he has florescent pink skin and the tiny start of horns - a tiefling. Triena looks at her child with a great deal of love, but also a trace of uncertainty. She looks up at Gilligan and says, "I was going to call him Gilligan, after the hero who helped us on the ship - without you, he may never have been born - but now, I'm not sure that's a good idea...."

Stor slides into the tent just in time to hear this. A quick glance around gives him a good idea of what's going on - a human has just given birth to a tiefling, a race whose origins come from dealing with fiends. He's dealt with enough prejudices to make an educated guess.

"That can wait until later!" He says, drawing everyone's attention. "There's a mob coming!"

Everyone jumps into action, trying to figure out the situation. A quick question reveals that the child's father was human - not a tiefling. Akta doesn't understand what the fuss is all about and is enamoured of the baby, but starts thinking of ways to get the child and the mother out of there.

Balasar, Gilligan, and Stor leave the tent and see a mob of more than 150 people approaching with torches. Luckily, Hargrom, who had picked up on the trouble, also shows up with a number of militia members who set up defensively in front of the tent and temple. Balasar and Stor start yelling at the mob - which is continuing to grow, but has at least stopped at the sight of the armed militia in their way - trying to reason with them. They have very little success, getting responses about demon worshipping and burning the witch.

In the midst of the mob, Kordak also tries some reason, but he loses his temper when he hears some horrible things being said by an off-duty member of the militia. Kordak decks him, laying him out, but in response the mob around him turns on him - punching him and beating him with torches. His armor is only of a little help. Luckily, Hargrom and his milita, seeing the fighting start from outside and knowing it could spell disaster, forces their way into the mob ad drags him out. When Hargrom recognises that Kordak was the start of the fight, he says, "It would be you."

The attempts to reason with the mob continue to go poorly, but amid the shouts, the defenders of the tent recognise a voice yelling deliberately ridiculous things - something about newts. Balasar uses his magic to amplify his voice, telling Shend to get out of the crowd. Having had his fun, the dwarf pushes his way out of the mob and joins his friends.

But the mob is building itself up into a frenzy. From inside the tent, Akta proposes a plan, and the others accept. She and Shend slip out the back of the tent with Triena and the baby. Akta summons up a pair of horses and the four ride off into the jungle, heading for the ruins where they found the tombstones - the closest relatively safe place they could think of.

Meanwhile, the others try to figure out how to calm the mob. They realise that Naldor, who they would have thought was running the show, doesn't even seem to be there. They aren't certain if Naldor will help or make the problem worse, but he's the only one they can think of that the mob might actually listen to. With his psionic powers, Gilligan launches Stor into the air and over the crowd. The goblin's belt of featherfalling allows him to drift safely to the ground, where he takes of running at full speed.

Stor bursts into Naldor's shop to find the man calmly working, unaware that anything strange is happening. Stor quickly explains about the mob and - hesitantly - Triena's tiefling child. Naldor's eyes blaze with fury and he says, "We can't have people doing that!" and joins Stor in rushing back to the temple. Stor fills him in a bit more, and Naldor mutters angrily the whole time about lynch mobs and stupid people.

They arrive to find the mob - thankfully still building it's frenzy. Naldor and Stor make their way through, with the crowd opening up before them when they recognise Naldor. Stor smirks to himself when he notices a number of them excited to have Naldor here, certain he's on their side.

When they get to the front, Naldor asks about getting his voice amplified, but, as that's not available for him, he requests light instead. Balasar casts a light spell on a shovel volunteered by Gilligan to hold above Naldor's head, then Stor and Gilligan send blasts of light into the night sky until the mob notices Naldor and quiets down.

Naldor then succinctly orders them to disperse. The mob protests, but he insists that what they're doing is wrong. He shares their concerns, but this is not the way to deal with the problem. When the crowd seems unlikely to agree with him, he calls out several people by name, reminding them of how he's helped them. He manages to send them off with a promise that this is the council's responsibility and the council will deal with it.

The crowd disperses, and the adventurers are relieved - not to mention astounded that Naldor actually helped them out of this mess. Stor runs off to catch Shend, Akta, Triena, and the baby, while the others tell Naldor about the escape, then head home with Naldor's promise that he'll summon the council tomorrow. Hargrom leaves some guards behind at the temple, partially for show and partially for safety.

Akta's horses only existed for an hour, so Stor is eventually able to catch up. He tells them the good news and brings them back home. They decide that Triena and the baby should stay with them for the night, while the rest of the group takes watches.

Relatively early in the morning, the messenger summoning them to the council arrives. Triena is in no condition for participating, but they bring her and the baby along for safety. Upon seeing the tiefling child, some of the council members are surprised to see that the rumors are true.

Naldor delivers an impassioned speech, about how everyone came here to escape the Somvidian Empire and feel safe, but now - with goblins killing people, imps being summoned, and now tieflings being born to humans - people aren't sure they escaped - and they certainly aren't feeling safe. It's the council's job to make people feel safe, otherwise the people will take matters into their own hands, and there will be blood. And it will be the council's fault for not doing anything to stop it. He proposes separating the settlement into districts, divided by races.

The adventurers' good feelings towards Naldor immediately vanish as an argument breaks out between the whole council. It is eventually calmed down by Duchess Kelenia, an elven woman who frequently serves the role of moderator for the council. She says that this is an extremely important decision, so they must take a vote and every voice must be heard. She then gets each council member to state their opinions and cast their vote on the segregation.

The adventurers listen and watch in horror as many of the council members - some of whom they trust and know to be good people throw in with Naldor, agreeing to racial segregation for a variety of reasons: protecting family from disputants on either side; keeping people apart so they won't fight; people are stupid and will believe what they hear, so there's no other way; there were no problems on the ship, where people were separated.

The vote stands 9 to 3 in favor of segregation when Kelenia turns to the adventurers for their votes. One by one, Gilligan, Shend, Stor, Akta, and Balasar step forward, each making extraordinarily passionate and unique speeches about why they should not split up the races: unity; separation breeding fear; temporary solution; making hateful people believe they are right; weakening the settlement.

9 to 8. Kordak pauses for a long time, considering. He had been swaying to vote for segregation - seeing the logic in keeping people apart to keep them safe from their own stupidity. But it was his companions speeches that make up his mind. He steps forward, making his own grand speech, and stepping over to join his friends.

Kelenia looks to both sides. She expresses that each of them have many fair and valid points. Everything that was said is true, but she agrees that segregation is a temporary solution that will only cause more problems in the future - and she breaks the tie, ending the talk of racial segregation.

Even some of the people who voted in favor of the segregation are relieved by the decision. Naldor says that he won't argue with the decision, but that another solution must be found. The people must feel that they are safe; that the council is doing it's job.

So the conversation turns to the matter of figuring out how to convince an entire settlement that Triena and her child are not evil and that the settlement isn't being threatened from the inside.


And that's where this game session came to an end. What solution will our heroes find to this problem? Find out next week in Episode 18.

Monday, March 05, 2018

Built in Obsolescence

            Today I shall say a few word on built in obsolescence. This is something in our current world that is both very important, and extremely horrendous. It is the idea of making products with the express intent that they will only last for a certain amount of time before needing to be replaced.

            A first look at this process (which is used in a great many industries) at first glance looks like a money grab – and it is, to a certain extent. If you build something that lasts forever and sell it to them, you sell one item. On the other hand, if you build something that lasts for 5 years and sell it to someone, they keep coming back every 5 years for a new one.

            It’s a type of job security, for everyone from retail to manufacturing to design. It fuels the economy by ensuring that within our materialistic society people just keep buying more and more things. It sounds horrible – and it is – but there’s a flip side to it: progress.

            Putting an expiry date on items that otherwise need not expire allows for constant work towards improving products. If there wasn’t such a constant turnover of people buying more smart phones, how fast would improvements to them be developed? Not very fast, because there would be far less demand and there wouldn’t be money to pay the researchers.

            So, it’s not all bad, from a certain point of view. In fact, it’s necessary for how our society functions. It makes more jobs, and keeps people with the latest technology. On the other hand, it is extremely inefficient and wasteful. It’s a bit of a conundrum, and not one that’s easy to fix.

            Where is the balance between continuing to improve products and keeping people in jobs, and less waste accompanied by people not needing to spend so much money? There must be a way, but whatever it is will be hard for us to find. The way things work right now are so ingrained in our society that it’s hard to imagine another way.


            We need to view the problem from the outside – and probably completely restructure our society.





Check out my YouTube channel where I tell the stories of my D&D campaigns.

Click here to find the charity anthology containing a couple of my short stories.



Also, make sure you check out my wife's blog and her website.


If there's any subject you'd like to see me ramble on about, feel free to leave a comment asking me to do so.

Saturday, March 03, 2018

Lark's Landing, Episode: 16

Colonial Caerdia: Lark's Landing is a story being told through a 5th edition Dungeons & Dragons campaign I'm running at a local hobby shop called the Devil's Bench. If you aren't familiar with this ongoing story, you can follow this link to Once Upon a Tabletop on YouTube to hear the start of it or read the brief summary I wrote when I switched from video to blog.


32nd - 34th of Waning Spring, 0AL


Having just killed a giant boar and s strange, tentacled black cat, Shend (with some assistance) skins the creatures. Believing it to be something special and magical, the adventurers wrap up the cat-pelt with great care, thinking of taking it the wizard, Feryon. Stor, remembering that the wizard said something about blood from magical creatures being good for writing magical scrolls, gets an empty wine bottle from Gilligan and fills it.

They take a short break to take care of the wounds received in the battle. During this, Shend tries to replicate the strange rawhide vial his potion from Naldor came in - Akta has been asking about vials for some reason and he wants to help. Stor sees what he's doing and also tries. They manage to get the shape right, but they don't seem like they'll hold liquid. Even after drying out, they believe that filling them with liquid would just cause them to soak it up and become soft again. That's when Stor realises that the insides of the vials they have are coated with wax.

After their rest, the adventurers  begin the trek home, hauling the giant boar with them. They know they won't get home today, but they should be able to make it by tomorrow.

As evening draws closer, Shend, who's leading them, pushes aside some brush and sees a giant spider wrapping something in webs. He turns to the others and suggests going around, but accidentally catches the spider's attention in the process. Hoping to end the battle quickly, Shend shoots the spider using the magical arrowhead Akta had won at the Spring Festival. This is the first time he's used the arrow, and he's delighted by the blast of fire it releases upon hitting his enemy - although it's a bit concerning when the arrowshaft is burned to cinders.

The spider is soon finished off by the others, but no sooner does it collapse than six more drop out of the trees. In the ensuing battle, many of them are injured by the spiders and their insidious poison, though everyone manages to stay out of the webs. Balasar goes down, paralysed but kept alive by the poison. Seeing their fallen friend, the others fight all the fiercer, bringing down the last of the spiders.

Akta rushes to Balasar's, examining him. Unfortunately, in her hurry, she manages to forget everything she knows about dragonborn anatomy - and most of what she knows about medicine, too. She pronounces him dead, to the dismay of the rest of her companions - especially Balasar, who is able to hear every word but has no way to communicate. Stor and Gilligan also check, but, in light of Akta's pronouncement, they find nothing to refute her.

Akta proceeds to perform a powerful eulogy, so moving that it brings some of the others to tears - including Balasar, though no one notices. Shend and Stor then spend some time retrieving the magical arrowhead and attempting to harvest some poison from the spiders. Gilligan gathers some spiderwebs on sticks.

After about half-an-hour, they head off, with Kordak carrying Balasar back to the settlement so they can bury him by his shine. When, after another half hour, the poison wears off, Balasar scares everyone half to death by shouting that he isn't dead. Night falls and they make camp for the night, chuckling over the mishap.

They arrive back at the settlement around midday. Kordak suggests a beach barbecue with the giant boar and goes off to arrange it. Shend stops by Gorbosh's forge with his arrowhead and asks about a metal arrowshaft for the arrow. The half-orc says that he'll give it some thought and, once the metal is flowing from the mine, he'll give it a try. Shend then goes to help Kordak with getting the giant boar cooked.

Akta goes out to the mine by the Singing Stone to ask Deltria about if the settlement needs more people with medicinal skills. The dwarf says such skills are always needed, and the best person to talk to about it is Triena. Akta thanks her and goes to join Kordak on the beach.

Stor takes the bottle of blood from the cat-like creature to Feryon, who recognises the creature from its description as a displacer beast. He accepts the blood and agrees to make a replacement identify scroll for Gilligan in exchange. Stor then visits the gnome Natat down by the farms where he asks her about the blue grass sample he'd given her. She tells him that they were able to make flour and bread out of it and wishes they had more - so Stor hands over a bundle of the grass he'd collected on his previous trip to the area. He then joins the others on the beach.

Balasar stops by his shrine, praying to Epesta. He speaks of his uncertainty, both of who he is, what he's doing, and if his goddess is with him. He asks for some kind of sign. He waits for over ten minutes before a beam of sunlight pierces the jungle's canopy and shines directly on his shrine. He takes that as his sign and also goes to the beach.

While the food is preparing, Siha shyly approaches Kordak. The young half-orc woman tells him that she heard about the caravan his family was in from Gorbosh and had brought some items that had been scavenged from it that she and her mother hadn't been able to sell. Kordak immediately recognises his uncle Kendrik's secret brewing journal, though it has some kind of acid damage around the edges. He gratefully takes it, and flips through - finding, alongside brewing recopies, various short notes in the margins about his own childhood; some kind, others not so much. In the back, he finds a brief, point-form account of his aunt, uncle, and mother's journey on the caravan - which comes to an end suggesting that the caravan was attacked just a couple short days from the next village.

Gilligan goes to Feryon's tower not long after Stor. He brings with him the hide from the displacer beast. He asks the wizard about enchanting it and crafting it into a magical item. The wizard says he doesn't know exactly how to enchant it, but he'll do some research. He believes it will take a great deal of time and magical material. Gilligan, who has been gathering such materials, starts to suggest plans for gathering such materials, but Feryon says that a great wizard like himself has others to get such materials for him. He tells Gilligan about a small herb farm, but warns him that the owners are crazy and he shouldn't spend much time around them.

Gilligan then takes the displacer beast hide to the tanner for advice, but the tanner has never worked with magical materials before. He does say the hide, as long as its clean, should keep for a while.

The mystic then heads off to find the herb farm. It takes him some time, but he finds it behind some trees being tended by a small creature of indeterminate gender. He inquires about acquiring magical materials, learning that Feryon already has all of what is currently available. He suggests a trade system, involving trading a pound of food for a pound of magical materials, at which the small creature baulks - saying that a pound of food is worth about one leaf. When Gilligan protests, trying to say that's ridiculous, the small creature tells him to leave. When he refuses - still trying to negotiate a deal, the creature calls a almost indistinguishable companion named Fonofo who chases him off with a very large axe.

Gilligan goes to join the barbecue on the beach - which has most of the settlement coming and going - where his companions are all expressing what they want to happen to them when they die. Distacted, Gilligan offhandedly answers before looking to see if Feryon is around. Not seeing him, he grabs some food and takes it to the wizard's tower.

Though he'd been to the barbecue earlier, the wizard is happy to accept more food and answer Gilligan's questions. He assures Gilligan that the crazy herb farmer is correct about the value of the magical components. Gilligan expresses that he's worried about the farmers being dangerous, and Feryon immediately guessed that he tried to haggle with them. He warns him that they don't like haggling, but says they probably won't even remember him the next time he goes back. Gilligan asks what Feryon traded for the magical components, and gets an answer of "baubles and odds and ends" before getting distracted by a comment Feryon made about his tower. It makes Gilligan remember to ask about the fact that the tower has no stairs. Feryon invited him in to demonstrate, and starts pulling a pull-cord. As he does so, the room fades from view while the next one fades into view. Gilligan is very impressed, and happy to have that mystery solved.

He heads back to the beach, planning how to deal with the irritating herb farmers. He goes to speak with Akta, who has gone off alone to sit at the edge of the ocean. He asks her if she'd be willing to prank the farm to make it seem haunted. Akta agrees to help in exchange for his blood - she needs human blood for the list of items her patron wants, and she's feeling a bit hurried because the dwarf blood - which Shend surely would have given her without question - was already scratched off the list; retrieved by someone else. Gilligan dislikes the idea and negotiates that, since she's only his plan C, he will give her his blood if and when he needs her services.

At this point, Akta suggests that she could always take his blood by force. Gilligan responds with a threat to tell the settlement that Akta was the one who summoned the imps - pointing out that, even though it isn't true, the people will believe it because she's a tiefling. This sparks an argument that draws the rest of the group over. They break it up and listen to both sides - both of whom lie a bit to cover themselves, but when it comes out that Akta wanted Gilligan's blood it sets off some alarm - particularly from Stor, who points out that blood can be used to control people its drawn from.

They begin to question Akta about why she wants the blood, saying they want to help her but they need to know why she needs the blood, but she's unwilling to talk about it. This re-sparks an argument about trust within the group. Shend calms it down by proposing a trust exercise - suggesting that they all share some dark secret from their past that they haven't shared with the group yet. He starts off by revealing that his mother dies giving birth to him, so he grew up with only one parent. Since everyone already knows that Balasar doesn't remember his past, they skip by him. Kordak reveals that he got the half-circle scar on his eye during a fight in a bar that went a bit too far, landing him in jail - and it cost his family a lot to get him out. Gilligan tells the story of his childhood with his gifted best friend, solving murder mysteries to put ghosts to their rest. It's pointed out to him that this doesn't seem like a dark secret, so he pulls a bundle out of his pack and reveals that it's his best friend's skull.

Stor reveals that his adoptive mother was an assassin - a blade for hire. This last story brings it around to Akta, who still isn't ready to talk about the blood - but, to show willing, she tells them that her horn was broken by a half-orc when she was a kid. It's not the answer the others were looking for, but they accept it.

Having talked into the night, they head home to sleep. The next day, Gilligan talks to Natat about the herb farmers. She says Nofono and Fonofo are strange, but harmless as long as they aren't aggravated. So Gilligan goes to speak with them again - he isn't recognised and, this time, he's careful to leave before causing a fuss, though he's still not happy with what he's hearing.

Akta spends the day preparing some of the sparse land outside their house for an herb garden of her own while, inside, Stor and Kordak distil their batch of mead into a barrel to age. Shend and Balasar stop by the tanner for the tiger pelts they'd left there, then spend most of the day trying to find a leather-worker. Eventually they do, and Shend trades some tiger teeth to get one of the pelts made into a belt-and-sash type garment for Kordak.

And that brings the day, and the game session to an end. Find out what happens next week in Episode 17.

Tuesday, February 27, 2018

Lark's Landing Summary

Colonial Caerdia: Lark's Landing is a story being told through a 5th edition Dungeons & Dragons campaign I'm running at a local hobby shop called the Devil's Bench. I started recounting the story with videos on YouTube but the videos were taking 10 hours per week to make and there wasn't enough interest to make it worthwhile. If interest somehow spikes, I may give it another shot, but until then I'll be continuing the story here. And this the summary of what's happened so far (for a more detailed account, pop over to Once Upon a Tabletop on YouTube):

Lark's Landing: Summary of episodes 0 through 15

The continent where the characters started was being overrun by the evil Somvidian Empire, leaving people with two choices: stay to become a slave or die, or flee. The trouble was that, after reaching the western coast, the only place left to flee was across the Endless Ocean. There were rumours of a land called Caerdia across the ocean, but no one had ever been there or proven it existed. It may have been nothing more than a fairy tale. Yet, the possibility offered a hope for life and freedom, so people took it - taking any boat they could find out to sea.

One such boat was the Noble's Lark, departing from the southern port city of Krorheart. The Noble's Lark was one of the largest ships ever built, painted in garish colours with images of animals - because it used to be a zoo. However, the people being loaded onto the ship found that all that remained of the animals (apart from a few farm animals) were a few bloodstains in the pens where the people would spend their journey.

One mismatched group of people travelling alone were put given a small room that had once been used to store food for the animals. These were Shend (a dwarven ranger), Stor (a goblin monk), Kordak (a half-orc fighter), Balasar (a dragonborn cleric), Gilligan (a human mystic), and Kalon (an elven druid). In the room with them was a dwarf named Deltria, who was excited to get to the new world where she hoped to start a mine.

The journey wasn't easy. First it was discovered that the ship was being controlled by pirates who, instead of taking them across the ocean, were taking the shipload of people so sell to the Somvidian Empire as slaves. With the help of some sailors and some of the other passengers, the adventurers had a successful mutiny, took over the ship, and set her back on the proper course. The troubles didn't end there, though. The pirates had planned on a much shorter journey, so they hadn't packed enough food - a situation the adventurers helped remedy with weaving fishing nets and hanging half-barrels over the side of the ship to grow potatoes.

After more than 3 months at sea, everyone's spirits were flagging - food was still in short supply and people were beginning to doubt they'd ever see land again. Overnight, a huge storm blew in, taking the ship by surprise first thing in the morning. They had no chance to escape it. The adventurers stayed on deck, helping wherever they could to keep the ship afloat. When the storm cleared, the Noble's Lark was heavily damaged and taking on water, but it hadn't sunk yet. It limped along for the rest of the day and, in the night, the ship shuddered as its bottom was torn out by a coral reef. Luckily the lookout called out that there was land ahead - they were just a short trip from solid ground!

They landed and the adventurers put together an impromptu militia in case there were dangers in the area. A bit of exploration revealed that they were on a sandy beach along the edge of a dense jungle. They also found a limestone outcropping with a deep pool of fresh water.

The Noble's Lark had left port on the 34th of Waxing Fall with 2130 people on board. On the night of the 3rd of Waxing Spring (135 days, or 3 months and 15 days later) there were 1570 people left to go ashore. In the morning, those people set about building their new life.

The adventurers, now missing Kalon from their number, started exploring the local region - searching for resources and dangers. They found some of each, the most notable being old footprints from some massive beast and a large stone in a clearing from which music was emitting. They nicknames the rock the Singing Stone but, though they experimented with it, they couldn't figure out exactly what it was or why it existed. They did, however, determine that this might be a good location to start a mine.

Over the next few tendays, the settlement grew. An impromptu council, made of the most influential members of the society, formed to guide the work as best they could.
Shend had his 71st birthday and received a magical coin that appeared to have come his god, Rotar - something even the most religious of them had never heard of. The same day, the adventurers took Deltria out to the Singing Stone to decide if it was where she would start her mine. On their way they ran into some trouble with some giant boars, but came out victorious with plenty of food to bring home, as well as a small herd of piglets - but they'd also seen a giant reptile - the same one whose tracks they'd seen before - carry off one of the adult boars. Deltria agreed that the stone would be a suitable location for a mine, but not until the settlement was more established.

The adventurers continued their scouting (determining that there didn't seem to be any other civilisation around) until an overnight rainstorm that made them decide to build a house. They did so on the top of a hill that the militia had been clearing and building a palisade around.

Not long after building their house, they received a message from a mysterious stranger that drew them out into the jungle, where the found a cliff with a ton of rubble at the bottom - it looked like something had, long ago, destroyed the entire side of the hill. In amongst the rubble they found two gravestones, guarded by a pair of ghostly humanoids. They brought these back home as proof that there had once been other civilisation here, but they only shared the news with Deltria for fear that the news might cause problems if it was widely known.

However, this sparked a new interest in the group. They recruited Akta, a tiefling warlock, and set out on a longer expedition to the north-east to see if they could find more civilisation. They didn't, but they did break free of the jungle to find savanna grasslands and, later (after almost being killed by cockatrices) a desert. They followed the edge of this for a while, turning off to head for the coast when they came to some hilly lands.

They followed the coast back home, arriving just in time for the Spring Festival, where they won every game (even acquiring some magical prizes). Akta was permanently accepted into their group and invited to live with them.

Kordak and Stor, having made a deal with Wyatt (a young half-elf on the council who was building a tavern), began brewing a batch of mead. Akta and Balasar planted some rats in the shop of Naldor, a racist man whose success was bothering them. The group decided to settle in for a while, but that plan got disrupted when Stor was accused of murder.

In the night, a goblin had murdered a militia member, and Stor was the only goblin around. Using the tombstones as proof that there might be other civilisations around, the adventurers got permission from the council to head out and find evidence of Stor's innocence. They headed out (except for Gilligan, who was out hunting when this occurred), found goblin tracks, and tracked the three creatures. However, by the time they find them, they were already dead - one killed by some strange living plants, one killed by one of the other goblins, and the third killed and dragged off to a large pride of lions living in a field of long blue grass. Kordak claimed the heads of the first two as their proof of Stor's innocence.

However, before heading back home, they explored something remarkable that they noticed on the far side of the blue grass - a white stone building. After killing the ogre that lived there (and her two pet bears) they discovered that it seemed to be an old, desecrated monument to the founder of something called the Empire of Drovinaar. No one had heard of this empire before, but they did recall that there was a city-state on the continent they came from called New Drovinaar. They wanted to stay and explore some more, but they knew they had to get home to clear Stor's name.

On their way out, they caught two goblins spying on them - Ilk and Darg. They were from a nearby tribe of goblins, so the adventurers arranged a meeting with their leader to take place on the full moon, in about a tenday. At last, they went home.

Upon arriving, they discovered a food shortage being caused by rats that seemingly came out of nowhere. They cleared officially cleared Stor's name - though he continued to receive some mistrust from some people - and helped where they could before they had to leave for their meeting.

While waiting for the goblins, they cleaned up the monument building. Rather than the goblin leader coming, Ilk was sent to bring the adventurers to the goblin camp, where they were ushered into an enormous tent filled with goblins surrounding Grubfrub, the bugbear that was leading them. The goblin Darg was suspended above the fire as an example to Grubfrub's other scouts about what happened to scouts who were seen.

Kordak negotiated a vague alliance with Grubfrub, to which the bugbear agreed on the condition that the adventurers help him claim a hobgoblin city to the south. He then sent the adventurers on a scouting mission, dropping Darg into the fire as a not-so-subtle threat to remind them that they shouldn't be seen.

The adventurers grudgingly went, following the edge of a low mountain range into some jungle until they heard some marching feet. They spotted a hobgoblin patrol, and ambushed them, killing them and stealing their gear, but keeping the leader alive. Just as they were ready to start questioning the leader, they noticed heard another patrol that had noticed something out of place. The adventurers fled into the jungle with their prisoner, passing a strange upright stone loop on their way.

The next day Kordak and Akta tortured their prisoner while the rest - unable to stomach it - head back to investigate the stone loop. The hobgoblin didn't give up any information and was dead by the time the rest of the party got back. That night, they discussed plans and insecurities. They decided that they were in over their heads and that they needed to go home to warn the council about the goblins, hobgoblins, and something Grubfrub mentioned called the Soggy Alliance that apparently claimed all the lands within two or three days of the coast.

That's what they did - returning home to find the rats taken care of thanks to someone summoning imps, which had gone wild and been taken care of by the militia. They delivered their report to the council, then began settling in to spend some time around the settlement - they even went to the first ever service at the recently completed Temple to the Four, where Gilligan was recognised for his help in constructing it.

Of course, with the farms not yet ready for harvest and the food shortage caused by the rats, they decided they needed to go out hunting. That's where this summary end - on the 32nd of Waning Spring, after the adventurers just killed another giant boar and a strange, black cat with long spikey tentacles extending from its shoulders.


Where will the story go next? Find out in Episode: 16

Monday, February 26, 2018

Spoiler Free Black Panther Review

            So, I just got back from watching Black Panther and I’ve got to say I was blown away – and I don’t say that much. While I do enjoy the Marvel series, they often lack the deeper meanings and plots I most enjoy – not so this time.

            Since not everyone has seen it yet, I’ll keep this as spoiler free as possible. The plot, for the story lovers out there, was very enjoyable – the movie did a good job of keeping the audience guessing, with the perfect balance of foreshadowing. The jokes came at the right time, and none of them were overplayed.

            The characters were fantastic, with each and every one given a complex personality that drove their actions. I feel like I should say more than one sentence, but, honestly, that covers everything.

            However, what is truly great about this movie is the underlying messages – these are there throughout the story, yet they remain firmly in the subtext without preaching, exactly as they should. There was social commentary on sensitive subjects, yet they were presented so flawlessly that they came across as just another part of the entertainment. They even showed various perspectives, in a manner that made them all relatable.

            On the whole, the Marvel movies are action movies. While Black Panther did have that aspect to it, it didn’t take up nearly as much screen time as we’ve come to expect. Instead we were treated to a journey through myriad cultures, political struggles, and character growths that, while fictional, also have their roots in reality.


            If you haven’t seen this movie yet, you really should. Not only is it excellent entertainment; it’s a mind-opening experience.





Check out my YouTube channel where I tell the stories of my D&D campaigns.

Click here to find the charity anthology containing a couple of my short stories.



Also, make sure you check out my wife's blog and her website.


If there's any subject you'd like to see me ramble on about, feel free to leave a comment asking me to do so.

Monday, February 19, 2018

Kenku

            After staying up too late playing a D&D game my wife is running, I’m quite tired and having trouble coming up with something to blog about, so I’m gonna tell you a bit about the character I’m playing in this game. I apparently have a knack for making fairly unique characters, so you may hear about some others in the future.

            I try to build characters suited to the game I’m playing, and the unique situation surrounding this game forced me to be more creative than usual. You see, I originally wasn’t going to be playing in this game due to a scheduling conflict, and so I started off helping Colleen brainstorm and flesh out her ideas for the story. That meant that when the situation changed and I was invited to be a player, I already knew far too much.

            Now, this in and of itself isn’t too much of a problem. I could simply pretend that I had no idea what was going on – but that makes it complicated when it comes to having my character help figure out mysteries and such. If a situation arrived where I knew what was happening, I’d have to carefully navigate around the treacherous waters of guessing what I would figure out without my prior knowledge. It would be better, I thought, to have a character that was generally unable to help with such matter. And so I set to work.

            At first, I considered simply having a stupid character, but instead I landed upon the idea of playing a kenku. A kenku is a race of humanoid crows that were cursed long ago, having their wings removed, the “spark of creativity torn from their souls”, and, most importantly, their ability to speak removed – they can mimic sounds they hear, like a bird, but they have no ability to actually speak. For someone who knew too much about the plot of the game, it was perfect.

            And so I put together my kenku rogue whose name was the sound of a bird’s wings fluttering. He was a strange creature raised in a life of crime, situated perfectly for being dragged into any adventurous situation. And then the fun began.

            Because of the kenku’s ability to mimic sounds he heard, I began listening to the other players very carefully. Any time they said a sentence I felt might be useful in the future, I wrote it down in a way that would indicate the inflection – with a note of who said it. With these carefully selected phrases, I began my rudimentary form of communication.

            At first the other characters were somewhat confused at hearing their own words mimicked back to them, and a little annoyed, but the strange bird-man proved useful in battle (even if he did have a tendency to steal eyeballs) and he kept following them around. Eventually they were able to figure out that he could actually understand them and think for himself, and even that the strange fluttering-wings sound was the name he was calling himself.


            However, lacking the ability to mimic the sound, the more “normal” characters decided to give him a name they could pronounce. Thus he was fully accepted into the group with his new name: Rustle Crow.





Check out my YouTube channel where I tell the stories of my D&D campaigns.

Click here to find the charity anthology containing a couple of my short stories.



Also, make sure you check out my wife's blog and her website.


If there's any subject you'd like to see me ramble on about, feel free to leave a comment asking me to do so.