Thursday, March 14, 2024

March 2024 Campaign update

First, the news: in March 2024 the Phoenix Tome family is welcoming baby #3, and the bi-weekly Novalia game is going on a temporary hiatus. It will return when I (the DM) and my wife (player of Swanhild/Arvellas/Fennick) have time for it again.

Since it’s taking a break, it seemed like a good time to have a quick look back on the campaign, and what’s going to happen on this blog.

Novalia timekeeping

It has been a slow-moving one with many breaks, disruptions and missed weeks. The campaign started on May 20, AD 2022 in the real world, and Miriam 20, 1181 EC. This means that in 21 months of real time, we had 28 sessions with the main group. Not quite bi-weekly, but this does include some time before the main group started. I’m not sure exactly how long that was.

In those 28 sessions, the in-game clock has advanced to Panem 29, 1181 EC. This means a little over 3 months have passed in-game, in 21 months of real-time. An average of 1 game-time day per real-time week. I can hear the 1:1 time crowd lecturing me already.

Obviously, this doesn’t match up well with my goal of a campaign that spans centuries of in-game time, which is one of my prime objections to 1:1 time. But I think it’s a temporary situation with a few causes that can be addressed.

Of course there are the aforementioned breaks - largely unavoidable in this season of life. God forbid that a game should ever come before God or family.

There are also some growing pains adjusting to open-world, long-term play. Players coming from 5e are often very hesitant to use downtime or do anything that takes a long time in-game, and I didn’t really know how to run these things as a DM either. D&D 5e campaigns are a breakneck sprint where you often go from nobody to superhero and save the world with only a few days or weeks going by. The idea of taking a month to travel to another city and find high-level spellcasters to heal your permanent injuries, or taking months to train a new skill, or taking weeks to hire henchmen or months to build buildings is something new to us 5e refugees - again, both players and DM. I expect we’ll get better at this in time.

There’s also the fact that things take longer as the scope of play expands at higher levels. With characters reaching levels 3-4, wilderness exploration and the conqueror tier of play get more viable, and gameplay on the scale of months at a time is normal at King tier.

Worldbuilding and ACKS II

This campaign was started in ACKS, and has slowly transitioned to ACKS II playtest rules as they’ve become available. The changes to core gameplay are very minor, but welcome refinements.

But the improvement in DM tools and procedures in ACKS II is off the charts game-changing. With these rules came many realizations about how I could improve the campaign. Luckily, the upcoming hiatus gives time to implement them. With a story-web and setting updated to these guidelines, the revived campaign should run a lot more smoothly, with more interesting content and less need for time-consuming prep between sessions.

New Campaign: Lumar

Wifey and I have played one-on-one D&D for a long time (one player, one DM), and during baby time it’s probably all we’ll have time for. I’m also in the process of switching an Eberron D&D 5e campaign over to ACKS II and a homebrew world, temporarily named Lumar. So I figure it’s also a good time to start covering this campaign on the blog.

Yes, the working name Lumar is borrowed from Brandon Sanderson’s Tress of the Emerald Sea. I also borrowed a couple of concepts from that book: liquidized particulate oceans, and giant sandfalls from the sky with magical properties.

The core concept of this world was to take Eberron and make it more gameable, and shift it to a darker tone. Using the ACKS II worldbuilding system, but adapting it to the crumbling ruins of a megacity.

Wednesday, March 13, 2024

Novalia Campaign Session 28

The Body Builders:

Matt

  • Huzn Erste, Dwarven Fury 4

    • Denis, Crusader of Phanriel 3

    • Meinard, Fighter 2

    • Gustav, Mage 1

Brooke

  • Swanhild of Eldeskhur, Barbarian 3

    • Hilda Zorig, Barbarian 1

Andrzej

  • Olivier Dufresne, Venturer 2


Panem 21, 1181 EC, 9:30 PM


Last session Huzn had entered a room with three “armoires,” which animated and marched toward him. This session, the armoires turned out to be animated suits of armor. I’m not sure how that happened, but it definitely wasn’t because the DM was an idiot and forgot what an armoire was. No, I’ll probably never live that down.


Anyway, given the sudden change in foe, we re-arranged a bit and didn’t roll surprise for the party, then the battle was on. After a couple of lucky shots, the party charged in, but found the armor suits quite difficult to put down. As the melee dragged on, the party started taking some serious blows, and switched tactics to withdrawing and shooting where possible. Swanhild and Hilda were trapped in the statue room during the withdrawal, and Hilda went down, but Swanhild managed to slip by and escape after some lucky misses.


Finally, after peppering the slow-moving animated armors with arrows, crossbow bolts and javelins, the party managed to finish them off and get through to Hilda. She’d taken a terrible blow to the face and lost several teeth, but was still alive.


The party found themselves at a heavy, locked door which had been guarded by those animated armors for untold years, but they were tired (having been in the dungeon almost 8 hours), badly beaten up and completely out of spells, with a giant ant hill at their back and hours from safety. Not to mention lacking anyone with lockpicks or an axe. So, they turned back toward the library. Huzn grabbed the helmet and gauntlets of one of the armor suits.


Olivier briefly snuck up the stairs to check what was on the next level, and saw a high-ceilinged room with black stone pillars and a strange sigil painted on the floor. He backed up immediately.


As the party went through the library, they heard pursuing footsteps coming down the stairs. Immediately, they spiked the library door and ran. Whatever it was never caught up.


The long, dark journey through the goblin tunnel and shrieking hollow was mercifully uneventful, and the company returned to Priorsford intact, well after midnight.


Panem 22


The next day was spent resting, since the entire party needed to recover from fatigue after the long delve. Denis’ healing magic treated Hilda enough that she would recover.


Panem 23-28


The party took downtime actions while Hilda recovered from her injuries.

  • Informed Steward Valdemar of their deeds

  • Identified the Potion of Hallucination (growth) and the books

  • Sold all the treasure except the Secret Techniques of the Dayeen Assassins


Panem 29


After recovering enough to get back on her feet, Hilda came to Swanhild over mashed potatoes at the Bent Wheel and thanked her for teaching her the ways of an Eldeskhur warrior. She said that she feels ready to strike out and find her own way in the world. She took her pay and left Swanhild’s service.


Treasure:

Secret Techniques of the Dayeen Assassins, a massive 750 page codex written in Classical Auran. (Trainable Skill: Disguise 3. Scope 3, Complexity 4) Value 1775 gp

5 smaller books of Rythan history, 300 gp

Painting of a Rythan nobleman, 80 gp

Head of an animated iron statue, 135 gp

Iron gauntlets, 2 gp

Potion of Hallucination (growth), 500 gp


Enemies defeated:

3 animated iron statues: 135 each


XP total: 3197

640 per PC

320 per henchman


Current XP totals:

Huzn: 10,790 / 19,600 (level 4)

Swanhild: 7,070 / 9,000 (level 3)

Snak: 3,895 / 4,500 (level 2)

Olivier: 3,796 / 6,000 (level 3)


Denis: 5,295 / 6,000 (level 3)

Meinard: 3,367 / 4,000 (level 2)

Gerrit: 1,748 / 2,000 (level 1)

Gustav: 497 / 2,500 (level 1)

Hilda: 1,894 / 2,000 (level 1) (leaves Swanhild’s service)

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