Aiding Farmers’ of Red Larch – One Shot

Red Larch

Welcome Readers,

In this one shot session I guide 5 adventurers to the town of Red Larch and have them encounter the town as well as the game of Dungeons and Dragons 5th edition.

For the sake of player name, I will refer to them as the classes of their characters. I placed them in the starting point in hopes they would join the rest of the crew. But that wasn’t the case. I had a plan to do this as well but with the group somewhat mixed in terms of levels of experience as well as knowledge of the game it was not really probable. So I needed to make a decision of either starting again with the whole team back in Red Larch or just run them at the same time. I ran them at the same time. It was crazy. But by the end of this session, one of my players decided it was best to just run a different session altogether. With him as a DM of that group.

This group was mostly full of young teens that wanted nothing more than to destroy and cause chaos for the world of d&d. Starting with Red Larch. But unbeknowst to them I was experienced enough as a DM to react to their crazy requests like robbing townsfolk or killing other player characters, just to act some pented up frustration they had with them for the course of the day or trying to act like adults in a world of fantasy. As weird as their requests were I was more shocked that they were so tame. Maybe I’m just that messed up.

The other players was an older player returning to the game and all of his action were somewhat bland but appropriate, like heading to a tavern and casually taking his time like it was real life. The last player was still very new to this game and she was very engaged with acting her character and learning about the world.

Player Characters

  • Level 1 Gnome Ranger – Beginner level
  • Level 1 Wood Elf Druid – Beginner level
  • Level 1 Human Rogue – Beginner level
  • Level 1 Half-Orc Figher – Beginner level
  • Level 1 Human Fighter – Advanced level

 

Here is what happened to them in this session:

1- Entering Red Larch

2- The Rogue is searched & stolen from & zapped

3- The Druid is shunned by the stablemaster

4- Druids can indeed heal

5- Fighter enters the tavern + casual ale + having a chat

6- Fighter gets a quest = Help the farmers

7- Ranger enters the Three Brothers shop

8- Half-Orc joins the Druid and Rogue

9- Ranger recruits allies

10 – Adventurer’s arrive at the farm

11- Scaring those poor farmers

12- An Ambush!!

 

[Insert Full Story Here]

Princes of the Apocolypse Part 12

PotAcover

Welcome back readers, in this session the crew was missing Gevuaden, Lothram and Grizilla. Gevuaden’s player had Uni exams. While Lothram and Grizilla were still sick. But in terms of the story, the remaining team managed to cross the secret tunnel avoid the traps and hunt down some retreating bandits through the cavern.

Also, this session was hectic for me as I was running 2 different games of D&D at the same time. I will write that story in a different post. So the table had 8 players.

3 players were from the regular session (Adran, Randal and Rock). They were experienced players so waiting wasn’t a problem.

The other 5 were very new to the game. One of them had played other roleplaying games and had hosted his own sessions but from my experience with playing in his session it was combat oriented regardless of edition or game format. 3 of them were young teens so that was different. The name of the Session will be called [Aiding Farmers’ of Red Larch?]

Anyway, in this session of Princes of the Apocalypses. The crew struggled to understand that none of them were equiped with dealing with traps as none of them were rogues or had a set of Thieves’ tools. Magic could be used but Adran was very mindful of the DM? as he thought I would be trying to kill the party. Or TPK (Total Party Kill). I never liked the idea of killing the players just for the sake of killing. I wanted them to journey through the story and struggle… I mean overcome the trials I placed in front of them. So that it would be a memoriable time.

Instead of the standard, Talk to NPC = Fight monsters, then fight boss scenerio. I have played far too many times. If you’d survive you would get a reward but if you failed you died. Failing shouldn’t kill your character (maybe in a fight).

Team

  • Randal Level 5 Ranger
  • Rock Level 5 Fighter
  • Adran Level 4 Wizard

Here is the short summary of the session:

1- Randal leaves notes

2- Rock leaves notes on valley stones and walls

3- All characters enter the tunnel

4- Traps?

5- Avoiding and Dodging

6- Checking for traps!!!

7- Eavesdropping on bandits

8- Get ’em (The chase)

9- Passages + Rock = Blocked

 

[Insert Full Story Here]

Princes of the Apocolypse Part 11

PotAcover

Welcome back my readers, I know the readers of this campaign blog have all probably stopped coming back when I stopped writing them but that’s ok. This part of the story was run on the 28/8/2016 and I have had many unfortunate events happen to me during that time to this day (of 23/6/2017).

But enough of that, in this part of the story the crew have just returned to camp and dealt with the manticore they had been plaguing. Here I had to run the session in 1 hour turns as one of the characters wanted to rest after his ordeal in the bandit camp (or Stronghold due to the size of it). The reason for that was to attune a near legendary item he had acquired. It was Very Rare of rarity in terms of items in the Dungeon Masters guide. So I had the player meditate for 8 hours straight, without interruptions or would have to start again. It seems easy right? But since the rest of his team were raring to go and dispatch the bandits thinking there would be only about 50 or so, were very impatient.

After 4 hours though the crew head over to the bandit camp with Adran and Gevuaden as a guide. But misfortune follows them with every turn as it seems they are lost in the valley. The cause? Well that was the work of Handee the sneaky halfling. After they get themselves out of Handee’s maze. The crew must defeat him to proceed. But that wasn’t the only explosion waiting for the crew.

At this point of the adventure, I only had 4 of my regular players as the two playing Lothram and Grizilla were sick. I needed to at least stall the session as these players did not have enough information about the mission to proceed. I gave them 4 hours (turns) to get that information while Adran was resting but none of them even tried. Gevuaden just waited with Adran and ignored the potential of getting to know the NPCs or at least milk them for information. But that didn’t happen. Randal was more interested in action. And Rock was well Rock. So I made all of them have encounters with Handee (who had cast a Mass Suggestion spell on all of them) and Kriv to sort of use subtle hints to talk to the NPCs but that didn’t work. So I made them get lost in the valley. Only Adran voiced his concerns after the 3rd hour of meeting the halfling on the boulder. That something was up. I had them get lost as an obstacle instead of yet another fight. But it was very hard for them to overcome for some reason. It was a Suggestion spell combined with Hallucinatory Terrain and I would have thought the first reaction would be to attack the annoying halfling but I guessed not.

 

Team

  • Randal Level 5 Ranger
  • Rock Level 5 Fighter
  • Adran level 4 Wizard
  • Gevuaden Level 4 Witch Hunter

 

NPCs

  • Handee, the halfing
  • Kriv, the goblin Scout

 

So here is the short summary of what happened:

During the 4 hours of meditation

1st Hour

  • Adran being harrassed by Kriv and Handee (curious to what the wizard was doing) but Adran ignores them
  • Randal starts to learn Draconic with Lothram through studying
  • Rock gets bored and prays to a random god. Fire stack + War dance.
  • Gevuaden removes the two harrassing NPCs and ties them to a burnt out tree stump.

2nd Hour

  • Randal continues to study draconic
  • Adran continues to meditate
  • Kriv escapes from the tree
  • Rock continues his war dance
  • Gevuaden chases Kriv as a result, Kriv crashes into Adran and distrupts his meditation

3rd Hour

  • Randal continues to study draconic
  • Adran sighs… tries to rest for the remainder of the 2 hours
  • Kriv releases Handee
  • Gevuaden observes Rock
  • Rock riles the gods by building another Fire stack and more dancing

4th Hour

  • Randal continues to study draconic
  • Adran gets frustrated and blasts Gevuaden with a Firebolt spell
  • Rock’s prayer is answered by Talos god of storms with a Longsword of storms (Legendary rarity)
  • Rock fails to impress Talos and loses his right picky finger. In his frustration kicks the halfling wandering about into the valley

Journey to the bandit camp

1- Randal tells Lothram where he is going

2- Preparations semi-complete?

3- Following Adran and Gevuaden

4- Meeting Handee sitting on a boulder

5- Ignore Handee

6- 1 Hour later > Meeting Handee again?

7- Rock charges to attack = Hole (600ft drop) + underwater spring?

8- Avoid the Halfling

9- Later in 1 hour > Meeting Handee once more !!!!!!!

10- Adran breaks out

11- Adran leads the team = fighting Handee + 3 chests? (They were bombs)

12- Secret entrance + treasure chest [=p]

 

Full story

  • [insert here]

Princes of the Apocolypse Part 10

PotAcover

In this session the crew joins up with each other after a while being prone to being soloists. Adran and Gevuaden finally make it out of the bandit camp with information rather than completing the quest. Since 2 vs 1000 did not have a good success rate. The team battling the manticore had succeeded in capturing their quarry were at first salvaging eggs of the beasts then running for their lives towards the camp.

By the way, in terms of time in game last session was a new day and by the end of that session it had only been 1 hour. By the time they had finished with their hunt of manticore only 20 minutes had past. So it was still breakfast time. When Adran and Gevuaden arrived only 3 minutes after Rock’s team returned.

Team A

  • Rock level 4 fighter
  • Randal level 4 ranger
  • Lothram level 3 ranger
  • Grizilla level 3 cleric

Team B

  • Gevuaden level 4 witch hunter
  • Adran level 4 wizard

NPCs

  • Handee, halfling forester
  • Daemon, tiefling wizard, Ship’s Captain
  • Lillianna, wood elf alchemist, Navigator
  • Flint, mountain dwarf bard, Cook
  • Kriv, goblin scout, Engineer
  • Fredrick, human rogue, Lookout

Pets/Animal Companions

  • Scratches, bear companion of Lothram
  • Wolfy, dire wolf – purchased by Gevuaden but follows Rock
  • Daramar, Saber toothed tiger
  • Aggie, horse of Grizilla

 

Here is the short summary:

Team A

1- The small one captured

2- Meet you back in camp ~ Fredrick

3- Maybe we can get scrambled eggs?

4- More Manticore

5- The chase

6- Returning to camp

 

Team B

1- Find the exit/entrance?

2- Halfling will guide us

3- Back to the Valley

4- Handee is Handy

5- Meeting with the crew

 

The whole crew (this is the fight with the remaining manticore after the chase as well as the return of Team B)

1- Fighting 1 more manticore

2- Caging complete

3- Breakfast time + reward time

4- Information is important

5- Time to start the Mission

6- Just 4 hours… Please!!?

 

Full story is being written…

Princes of the Apocolypse Part 9

PotAcover

In this session the crew were still somewhat split up. Team A were with the members of the tiefling called Daemon. While Team B were being guided by halfling they had “acquired” towards the bandit camp. In my opinion, this part of the session took way too long. But then again when it comes to asking the “right” questions rather than the “appropriate” questions the crew tend to go with what their character wants. Like Lothram for instance, Lillianna was the first elf he had meet from his “kingdom” and rather then using subtle questions to ask her about what has happened to his land he just attacks her with scorn. I had assumed that even if I made some of my NPCs relate to the player’s background, I had thought that the questions about their current quest be more important then petty squabbles. Randal is another good example but I know the player well enough that he will not engage in talk and he prefers action. Rock was the strange one since he had explored the notation of gathering more information. Even thought the player playing it had made the character for brute strength.

Grizilla on the other hand used her skills to her advantage and gather more information on the surrounding area. Though her rolls were bad I had to relinquish some of the information I had written as clues for the party to gather.

Gevuaden and Adran were still journeying towards their goal and were trying to manipulate practically everything to avoid death.

Team A

  • Lothram level 3 ranger
  • Randal level 3 ranger
  • Rock level 4 fighter
  • Grizilla level 3 cleric

Team B

  • Adran level 3 wizard
  • Gevuaden level 3 witch hunter
  • Handee the halfling NPC guide

 

Team A

  1. Avoid the elf
  2. Grizilla talks to Greenboot
  3. Randal hunts with the dire wolf
  4. Rock helps Fredrick with manticore
  5. Lothram + Lillianna = Falling
  6. Where did Rock go?
  7. Quick breakfast
  8. Following Rock
  9. The small one is fine.
  10. It’s not just one in there!?

Team B

  1. Attunement?
  2. Safe path but 2 hours
  3. Manticore on the left
  4. Bandit ambush detected
  5. The bandit camp at last
  6. In cages
  7. The arena
  8. Information about the dragon
  9. Information about the shepherd
  10. Recon successful
  11. Need to inform others

 

Full story coming soon

Street Fighter – If you are playing this right you should be shouting at your friends

StreetFighter.jpg

This game is a Deck Building game with the spirit of Street Fighter the Video game. Its theme is Capcom’s Street Fighter. The game itself is still in the spirit of building your deck and gains points. Anyway, I have played this game so many times since the time I first bought it as an impulse buy.

It said Street Fighter, I like Street Fighter. It said Deck Building on the box, and I like Deck Building games. My friend Caps was the one who showed me the game and I said is it any good? He didn’t know but I decided to buy it anyway. That was (at the time) their first copy of three in the store and also in the warehouse. After we skimmed the rules, and played it. It was all and all, fun. I got to play classic characters like Guile and Ryu but not Blanka who is my favourite when spamming the lightning attack.

But this was a Deck Builder just like all the others that had come out that year. So the mechanics of the game is everyone starts off with the same basic deck and builds up their decks with cards they purchase with the money (it’s called Power) they have that turn from either the common cards i.e. Kick and the Field area. The field area has 5 cards available each turn that are mostly different.

The types of cards that may appear in the field area are Super Powers, Villains, Heroes, and Equipment. They all have many different effects and are used in many different situations. Near the field area, there are location cards that give you special ongoing effects each turn once acquired. But of course, these locations have a much higher cost. Locations are very powerful cards as they enhance your deck farther by the effect it provides you. But to acquire one of them you will need to face the boss (an unused character’s attack) it will either penalise you or will do nothing, this attack can be defended as well so you get a sense of timing your cards.

Here are some examples of cards.

Villains:

  • Juri = +2 Power, choose a foe. Attack: that foe discards a card. And it cost 2 power to buy.
  • Gill: +3 Power, choose a foe. Attack: that foe puts a Weakness (card) on top of his deck. Cost of 5.
  • Balrog: +2 Power, choose a foe. Attack: that foe discards a Punch (card) or gains a Weakness (card). Cost of 3.
  • Master of the Fist: +2 Power, choose a foe. Attack: That foe discards a card at random, and you have +Power equal to its cost. Cost of 6.
  • M. Bison: +3 Power and you may choose a foe. If you do, Attack: Put a card from your hand of discard pile into that foe’s discard pile. If they avoid this Attack, destroy that card instead. Cost of 7.
  • Sodom: +2 Power, you may put the top card of the main deck under your Super Hero. If it’s an Equipment, gain it instead. Cost of 5.
  • Sagat: +2 Power, you may destroy a card in your hand. If you do, +Power equal to its cost. Cost of 6.
  • Seth: Play the top two cards of the main deck, then return them in any order. Cost of 8.
  • Hugo: +2 Power, choose a foe. That foe cannot use a Defence card during your next Attack this turn. Cost of 3.

Super Powers:

  • Hundred hand slap: Reveal the top two cards of your deck and draw one of them. You may discard the other or leave it on top. Cost of 3.
  • Sonic Boom: You may destroy a card in your hand or discard pile. If you choose not to, +2 Power. Cost of 3.
  • Shinku Hadoken: +2 Power, when you are attacked, you may reveal this card from your hand. If you do, put a Weakness (card) on top of the attacker’s deck. Cost of 4.
  • Flying Barcelona: +5 Power if you have played two or more Villains this turn. Otherwise, +2 Power. Cost of 3.
  • Gohadoken: You may destroy a card in your hand or discard pile, and then draw a card. Cost of 4.
  • Galactic Tornado: +3 Power, when you are attacked, you may reveal this card. If you do, the attacker gains a Weakness (card). Cost of 6.
  • Psycho Crusher: +2 Power for each different non-Starter card type you play or have played this turn. Cost of 8.
  • Tiger Shot: +1 Power and draw a card. You may destroy a card in your hand. If you do, additional +3 Power. Cost of 6.
  • Hadoken: +4 Power. Cost of 6.

Heroes:

  • Cammy, Delta Red: +2 Power, if you defeat or have defeated a Super-Villain this turn, you may put a Location from your discard pile into play. Cost of 2.
  • Hot Blooded Sumo: +4 Power if you have drawn one or more cards this turn. Otherwise, +2 Power. Cost of 3.
  • Sakura: Draw a card. Defence: you may discard this card to avoid an Attack. If you do, draw a card. Cost of 3.
  • Mystic Yogi: Draw a card and play it twice. Cost of 4.
  • Ken Masters: +1 Power, you may destroy a card in your hand or discard pile for each other Hero you play or have played this turn. Cost of 4.
  • Red Cyclone: +2 Power, You may put a card in the Line-Up under your Super Hero, and then replace it. Cost of 5.
  • Fei Long, Hong Kong Action Hero: Draw a card for each different cost among even-costed cards you have already played this turn, including this one. (0 is even.) Cost of 6.
  • Jungle Warrior: +2 Power, at end of game, this card is worth 5 VPs if you have 5 or more different Super Powers in your deck. Cost of 5.
  • Soldier of Justice: Put two cards of the same card type and cost 7 or less from your discard pile into your hand. Cost of 6.
  • Tireless Wanderer: +4 Power, put all Punch cards from your discard pile into your hand. Cost of 8.

Equipment:

  • Balrog’s Gloves: +1 Power and choose a foe. Attack: that foe puts a Weakness (card) on top of his deck. Cost of 2.
  • Ryu’s Headband: If this is the first card you play this turn, discard your hand and draw four cards. Otherwise, put your deck into your discard pile. Cost of 2.
  • Sagat’s Eyepatch: +1 Power, you may destroy another card you have played this turn [its effects remain.]. Cost of 3.

Game 1 = Me Vs Caps (Fei Long Vs M. Bison)

In this game, the start was quite punishing. With all the cards costing a minimum of 6. But as soon as a removal card, it was a Gohadoken. Since we were both trying to get some of the 6 drops, we had plenty of Kicks and I was able to get the Gohadoken. But what came out was a Juri. Since I’m a very greedy player, I tended to go for more power card like Hadoken or anything with +3 power on it. My hero was Fei Long and when you play him you choose a number and your opponent discards all of that cost from their hand. Since it was a bad start and I knew Caps very well and that he would only goad me into thinking that he only had 3 drop cards. So instead of buying my Ultra card I just kept buying cards from the centre stack.

That was my biggest mistake. As caps started to buy his Ultra two turns after. And he only needs to call out a colour (card type). Blue (Hero), red (villain), orange (super), and grey (equipment ~ but no one ever picks it). Man I had so many red cards in my deck and hardly any defence cards to block his attacks. Also either I’m very unlucky or the game just hates me, but I never ever get to buy the cheaper cards. Juris or Cammys. But whenever I open the board Juris and Cammys always come out. (It’s so annoying…) Anyway, we finally had enough to start buying locations, but since I didn’t have any defence cards I would always get the Super Villain’s attack, like weakness cards or needing to re-buy a card.

Here is the most annoying part of this game though, whenever Caps would attack me I would have no defence cards. But whenever I had my defence cards in hand he would never attack me. Although when it was my turn to attack him he manages to defend every attack. With some occasions, the attack not really affecting him in the slightest. But there was a turn where he used 2x Juri to lure out my defences and then use his Ultra to reduce my hand to zero cards. Man that sucked ~ We also call that Time-walked or Time-stopped. It’s a magic term. I had perhaps skipped my turn 4 times because I had 4x Weakness cards in hand or because I had not enough power to buy one of the available cards.

But every time we passed our turns it was a good laugh. I may have lost a lung or two laughing so much from this game. We always warn each other not to drink anything when playing this game, because in this game in particular one of us laughed so much that the other was sprayed with whatever the other was drinking. And I have to say it was sticky. Not gonna say who got sprayed though.

So by the end of the game I won by 4 points. It was a close game too. But during the game I was frowning and laughing at the same time. It was weird. When I won I screamed it out, “YAAAAAAASSSSSSSS” main reason is Fei Fei is shit. His attack never triggers and I had to rely on his counter-attack which is ok =L.

In the next game with the three of us playing I did not win but the game was still very funny.

Game 2 = 3 player free for all. Caps Vs Me Vs Evil (Sagat Vs E. Honda Vs Zangief)

This game was very punishing, especially to me. I started the game and there was a lot of removal cards. Sonic boom, Sagat’s eye patch and even Gohadoken. I had a 3 power start so I got the Sonic boom. And since Evil got the worst start which was the 2 power start I also got the eye patch. Caps got the Gohadoken. But Evil still bought a Juri on the first turn.

I managed to remove 5 basic cards but turn 5. It was amazing, my deck was very streamlined. I got my Ultra somewhere in midgame. Like I said before I like to buy the really expensive cards first then buy the locations which have more points overall but the first location was the worst one in my opinion, Hong Kong. This location gets you equipment cards from the main deck for free but it never triggers.

Strangely enough this game it trigger 3x. Evil was the one who got the location and both me and Caps were perplexed. I got only one location in the entire game, Japan. You get hero cards for free from the main deck. There are 8 locations and Caps got 4 of them and Evil had two during the game and he was also the one who ended the game. (It should have been me *3*).

In this game we all had a lot of back and forth attacks. Most of the Balrogs were hitting me since I no longer had any punch cards. I had removed 15 basic cards from my deck. Yes, you might be thinking “Wait you only start with 10 basic cards 7x punch and 3x vulnerable” well my friend Evil, kept giving me his. With his Ultra. So I had to keep removing cards during the game.

Here is the worst memory of this game, it was Caps’ turn and he had his Ultra in hand with 2 removal cards ready to active. He used his gohadoken to remove 1 basic from his bin (discard pile) and drew a mystic yogi card. This now meant he could pull some BS by removing a lot of cards then attacking with his Ultra. I did not have a defence card since I used it the previous turn to block Evil’s attack. Caps managed to remove 6x cards some of which weren’t basics then attacked. Evil blocked it and I got 13x weakness cards. So we all laughed (I raged X~X) at the result of the attack.

So for most of the game I had to pass my turn, due the fact I had 3 – 5 weakness cards in hand. At times I would be attacked and gain more weakness cards. This was the game of many that we actually ran out of weakness cards. Most were in my deck and hand T_T.

The score was 69 vs 34 vs 93, Caps vs me vs Evil respectively. [sigh~~~] I was raped so to speak.

Princes of the Apocolypse Part 8

PotAcover

Welcome back readers, I know I’ve been posting more than before but here’s the thing. I have just gotten more time lately and now is the time to spam some short posts. I won’t be able to do this all the time and there is about 3 months’ worth of stuff I should have posted but problems keep me away from doing so.

Anyway in this session, Randal had just shot down something from the sky and strange objects started to fall down. Statues, furniture and crates. The rest of the crew needed to evade the debris while using their spare time arguing about who was evil or not. The teams were still split in two but most of the team were now with the rangers. While the witch hunter and wizard were still in the centre of the valley.

Now here’s the thing. Many DMs structure their encounters via the roll table. I set up my encounters present. I choose what they encounter beforehand. Now that might be the same as others but I have my player use their checks to see if they see the enemy/creature. If they do see it, it is their decision whether they fight, talk or run away from them. Sometimes I would design an encounter where they would meet dangerous creatures and just talk about a deal.

A good example of this is their encounter with the hill giants on the plains where there was very think mists. I had designed this encounter to be one to gather information. I know it’s insane but to be thematic of the terrain and of the party, this was a challenge for Rock to talk to them about the land or challenge them to another strength contest to get the same information. Or have the rangers’ investigate the reason for why the hill giants were so far from their home. I was trying to set up grounds for the players to explore. But of course a few failed critical rolls had them start a fight.

Team A

  • Randal level 4 ranger
  • Lothram level 3 ranger
  • Grizilla level 3 cleric
  • Rock level 4 fighter
  • Apollo level 4 warlock

Team B

  • Gevauden level 3 witch hunter
  • Adran level 3 wizard

So here is the short version of the story.

Team A

  1. A box?
  2. Stone pillars?
  3. Please aid me in finding my crew
  4. Daemon is polite
  5. Kriv is annoying
  6. We hate Lillianna
  7. Dwarven chef
  8. Where is Fredrick?
  9. The TUB?

Team B

  1. Time to heal
  2. Hey come back with ma stuff!!
  3. Halfling!
  4. A store in a cave?
  5. Worthy information
  6. Bird tribe for safety
  7. A guide?
  8. Returning to the bandit camp

 

I’m almost done with the Full version of Princes of the Apocalypse Part 3. So it might be a long while before you see the Full story of this. Sorry, my readers. I can only type as fast as my computer can process.

Full Story coming later…