Translate

2014-05-08

NWN, VTT, and the Future

Many years ago, a little PC game came out called Neverwinter Nights. While I wasn't a big fan of D&D, I loved that this game allowed user created content and a sort of GM-ing within that game. This was the first time I saw a computer RPG move closer toward the table top experience. My hope was that this would just be the first attempt of a new genre of CRPGs that blurred the line between the Tabletop and Computer. Games with easier to use tools, more GM options, creating of custom rule sets, etc.

But no others came. Sure there are other games that had mod tools, and allowed the creating of custom levels, quests, etc., but they didn't allow for GMing. [I never played with the NWN2 editor, so I can't speak to that.]

Later I found a new tool for gaming, the Virtual Table Top. The early VTTs I tried were often buggy and very limited. These were usually passion projects from gamers who knew how to code, but not what you would call a professional project.

As time when on they got better and better. New VTTs came out that offered more features, better support, and fewer bugs. They were no longer just chat programs with built in dice rollers. They had maps, tokens, HEX GRIDS!

But now I am seeing something even more exciting happening. My dream of a Video Game that can function like the table top may come from a Virtual Table Top that works like a video game!

I currently use Roll20 for my weekly GURPS game, and while this is simply the best VTT I've ever used, there is still a lot of features that I want that it doesn't deliver ... yet. Still, it works well, and has some neat features (subs get the dynamic lighting which is very cool).

Even more exciting for me is Tabletop Connect, which I supported the Kickstarter for. Actual 3d models in a 3d environment, dynamic lighting, physics based dice, easy to create fill-able character sheets, and more! It is still early in development, but getting better all the time. Unfortunately, it isn't usable for me right now (even though as a backer I have access to the dev build), due to it not having support for hex grid, but that is coming.



And then there is Tabletop Simulator, which is basically a physics sandbox for paying board games, but also has support for RPGs. I haven't had a chance to check this one out, but it looks promising.

My hope is that these sorts of projects will just continue to get better and better. None are perfect, but they are moving in the right direction. I also hope that some of the RPG publishers out there are taking notice of these and maybe looking at creating their own or supporting what is out there.

Let's face it, tabletop RPGs are not a great way to make money (that's a whole other post about how lucky we are that anyone bothers to support this hobby at all). But VTT would be a great way for companies to expand their revenue streams. Selling adventure packs with maps, minis, etc. Selling character and monster figures/tokens. GM and player game aides, character sheet imports, etc. I would happily invest in this sort of thing. It is also a great way to allow the community to contribute. Let others build levels and models then sell them through the VTT (and everyone taking their cut).

And it doesn't have to just be for the on-line gamers such as myself. Tools to manage virtual avatars, options to 3d print your custom character. GM and player tablet apps that interact and integrate rules (and upgrade packs that add new supplemental options).

This is where I want to see TTRPGs going, embracing technology and offering new ways to play. Maybe it is just a dream... but it is one that is getting closer every day.

2014-05-07

GURPS Magic: A Mixed Bag

Many years ago, when I first picked up GURPS, one of the things that sold me on it was the magic system. I had been used to other games where even if they tried to have a "unified mechanic," magic was always a special case. Not so in GURPS! Spells were skills, and to cast you just needed to roll under the level just like any other skill. Granted there were a few other additions like FP cost and cast time, but it wasn't really a whole other system. I remember thinking, "This is genius! Why don't other games do this?"

Other aspects of the magic system also followed a logic that I could understand: Advanced spells required understanding of basic spells (to make a Fireball, you need to know how to create a fire, then shape it). Spells tire out the caster. And so on. It felt... un-arbitrary.

Today I still like the magic system... mostly. Over the years there have been a few issues that have caused problems for me as a GM and for my players.

One issue is that there are SO MANY spells. I don't retain the knowledge of what each spell does, how it can be used, etc. As a GM I don't want to consult books to look up things in the middle of a game, but I don't have a better resource for spells other than the Magic book. This effects PC and NPCs.

Players (especially those coming from other games where they needed to know far fewer spells) have a hard time knowing the details of a very large spell list. I've often had a player forget they have spell X, but then something comes up where they feel that spell could be put to some use. Then, I need to look up the details to make sure the spell works as we think it does.

For my part, I dread making NPC casters. I don't want to use the same spell list every time, but creating a new list of spells and trying to figure out what each do and what is a good strategy can be a huge pain. I've tried just creating the 5-6 combat spells I think that they will need, but often find that if they had the prerequisite spells, the encounter would have played out very differently.

Even when I know what a spell is "supposed" to do, players are going to find new and creative ways to abuse utilize them. This is usually a good thing, but does require a lot of off the cuff rulings. I tend to try to keep with the intent of the spell more than anything else. Many times, I find after doing some research and further thinking that I would have ruled a different way, and have to make sure I convey that to my players so that they are not angry when things don't work as they did last time.

None of this makes me hate the default GURPS magic system, but it does make it a pain some times. I've been tempted to use something other than the default system, but since my current game is DF I've decided to stick to the RAW as much as I can. If I had more time, I'd probably make a (digital) "spell card" for each spell that a PC has with full details of the spell, which would probably address my biggest issues.

I'd love to hear other issues, concerns, and solutions others have.

2014-05-05

Recap: DF Session 4 & 5, Caverns of Chaos 4

January 30th, 2014 (part 1)
February 1st, 2014 (part 2)

Characters:

Drog, human barbarian
Farthing, faun wizard
Noide, celestial cleric
Phelix, cat-folk swashbuckler

and introducing...
Calahn, human martial artist

Recap:

Things are starting to change in Turnwall. The local jeweler has taken on a second apprentice due to the increase in gems. Prices for semi-precious gems has fallen somewhat, and the more well to do townsfolk are wearing a lot more jewelry.

Some merchants are feeling better about traveling to/from Turnwall now that the Orc raiders have been dispatched, but the threat from the Lizard men marauders remains.

The adventurers are starting to get recognized by more of the town (especially the merchants). Though this hasn't necessarily translated into a favorable reaction, yet.

---

After some rest the the party wanted to check on some rumors and then head back out. Drog was curious about the Mechalor and while socializing at the pub, was told by several that he was just some old crazy hermit living in the woods north of town and not a powerful wizard.

Farthing decided to do some research on the Lizard men, but was somewhat hampered by the lack of a Mages' Guild or public library. Still, in the town records, he found out that there are many lizard men living in the swamps to the southeast, but that he marauders broke off from them some time ago. He also learned that the Lizard men are located in the back of the caverns and used the gecklings as lookouts if anyone approached that might be coming for them.

With this information in hand, the set off to the Caverns of Chaos once again. During the night a lone Dire Wolf came upon the camp, but the party were alerted before it could descend on them. They made quick work of the lone creature and the remainder of the night was uneventful.

Once to the caves, the group decided to speak with the old Ogre and see what they could learn. The found him cooking again. The talking skull bobbing up and down in his stew (to help with the flavor). The group learned of the exact cave the lizard men lived in. They also got descriptions of the "Pool cave" and "Cattle cave". Then they turned their questions to the abandoned tomb. Still wanting to destroy the Alter of Unspeakable Evil, the group decided to head to the tomb and check it out.

The Abandoned Tomb

As soon as the party entered the cave they all felt a sense of unease. Something was gnawing at the back of their minds giving them all slight headaches. Once they entered the first large chamber this feeling subsided.

In the first room a small stream flowed from the northeast into a pool of water. Bones lay scattered around the room. After probing one of the piles, skeletons rose up from the piles and attacked.

The group made pretty quick work of the skeletons, even the commander who Drog smashed to pieces. Afterwards, a martial artist (Calahn) came crashing through the wall. He too had been out exploring the caves and after a short (and awkward) introductions, the group decided to continue on.

Searching to pool they found a sort of water wheel embedded into the stone. The gentle stream turned the wheel. Above it was some sort of rotating disk with a hourglass like indent.

To the northeast was a small room with another pool. The water seemed to come up through cracks in the floor of the pool and draining out in the same fashion in the larger pool.

North of skeleton's room the cave split, and the delvers took the left path, but as soon as Drog went a few yards down, he felt a terrible pain in his head and began to take damage. There was no way around this psychic attack, to the group when back to the other path.

Here they found a room with four old corpses and a door. As soon as they entered the Corpses attacked. These were Draugr and hit hard. Drog took a blow. Then a few turns later Calahn was hit with a skillful shot (crit), and appeared to die.

The rest of the battle was a long fight. The Draugr's shields game them excellent defense. The group was able to bottleneck them into a small spot and then Farthing cast a spark storm that assisted in damaging the Draugr. Eventually the party destroyed the monsters and were happy to find that through some miracle Calahn was live and not even harmed anymore.

The door was locked, but Phelix was able to pick this and the party found a tomb beyond. At the center of this large room a larger sarcophagus lay on a raised portion of the floor. Four Flaming Skulls were positioned around this and flew at the party as soon as they entered.

The Skulls bites were annoying, but not really threatening. The party tried a variety of things to hurt the skulls after learning that their standard attacks were fairly weak against the semi-corporeal monsters.

Once they destroyed the skulls, they examined the sarcophagus and saw carvings on it that showed the disk near the water wheel has some sort of key that went to it.

Beyond this room there was as chamber with more skulls, but these seemed to be "dormant" and were quickly smashed.

With other options exhausted, the group decided to check back down the hall where the physic attack came from. Calahn being the fastest ran down the hall and found a chamber filled with skulls. One looked different from the rest, and he quickly smashed it ending the constant damage.

Under the skulls he found the "key" to the turning disk, returned to the group, and they all went back to the pool. After using the key, the waters direction changed, and as the waterwheel started to turn the other way, sounds of stone and metal moving came echoing out of the tomb room.

Entering the room, the players saw the sarcophagus opening. Phelix approached then a green cloud of gas escaped. Philix jumped back and the others stayed clear of the gas till a large Wraith emerged.

The Wraith mocked the group then attack Phelix. A purify air spell managed to clear out some of the gas and the party began to wail on the wraith who had to maneuver around to some to keep his enemies in view.

Noide was able to get behind the monster and get a good shot in, Cal kept at Kiai, Farthing added fire to the swords, and Drog and Phelix kept the pressure on.

Eventually the Wraith attempted to negotiate (though he was bluffing), but Drog would not have any of it. And eventually the wraith collapsed. This broke a Death Potion that he had placed just for this sort of occasion, but Noide cleared out the gas. Phelix began to examine the body (which he failed to notice was subtly casting a spell and just paying at "dead". Drog found a switch in the sarcophagus and after flicking it and opening up a wall in the room, decided to cleave the head off the wraith.

The wraith had just finished casting his spell... and failed. His head rolled across the floor. The party found some decorative weaponry and a chest of coins in the secret nook. They took the wraith's sword and shield also.

Since it was still early, the party decided to check out a few other caves. The cattle cave had an old cattle fence with some celestial writing in magic glowing letters that read, "Breaking this seal will release the unseen horror.”

So they broke the seal and fought a Hellcat. They bottled necked the exit, but the creature ran straight at Phelix, knocking him down. Another pounce on Farthing didn't go as well and the creature was quickly dispatched with a some crippling blows from Drog (who had the amulet of see invisible on). Inside they found a holy symbol of Lys and some stones fixed into the wall with continual light on them.

In the pool cave, Noide decided to jump into the water. Catching a glimpse of the lights below, he began to swim to the bottom. Cal dove in after him and was able to pull him out. After this the party decided that there was nothing worth risking drowning themselves for in the cave.

---
Notes:
XP: (base 5, +1 full exploration, +2 Wraith, +1 Hellcat, +2 other): 11

I liked this run (though wish it didn't take two nights). There was a few new types of enemies tried out and a few other ideas (puzzles/traps).

Prep, GMing Style, and DF (or DF is a lot of work)

I've referred to my GMing style before as "simulationist." What I mean by that is, I tend to not have a plan for what the PCs are going to do in my games. Instead I plan on what the NPCs are going to do. I try to create a handful of interesting NPCs who have their own plans for the world. I ask myself what do they want? How are they going to get it? How does this conflict with other NPC plans?

Then I drop the PCs in the middle of that and let them start mucking everything up. I don't plan out what side is going to win, or how things will progress much, because that is what the PCs are for! I want to be as surprised by the outcome as the players are when we reach the end.

GMing this way has worked out with relative success. There is a problem of the PCs choosing different sides (which is a whole other post on it's own). But more or less this has been a success as far as GMing goes. It saves me a ton of time in prep, I just have some major NPCs, their relations to others, and their goals. I might add in a few interesting locations, and I tend to have random "events" that can be dropped in anywhere to add action or something.

This set up also works very well in games where there is little combat, or if there is players are going mostly against other humans, and I can use simple enemy stats like "Mr. 12": ST,DX,HT,Will,Per=12; Weapon skills=DX+2. Or some variation of him (Strong Mr12 is ST+2...).

But then, I decided to run Dungeon Fantasy. And so far I've been loving it, but have found that I need to do a lot more prep than in previous games. I'm worried about combat balance, having a variety of monsters and traps, having loot that makes this all worth while, getting maps made that tie this all together, and having some sort of small plot that gives the PCs a motivation other than loot (yes, some players want that).

Even using published adventures or maps requires conversion to the terms/scale/stats for GURPS. While I am getting better at this, it is still way more work and has left me poorly prepared for for a few games already.

The good news is that as I use more monsters and become familiar with them, they go into my own every growing "Enemy Index". Traps have been a bit more work, but "It's a Trap" from Pyramid 3/60 has helped there. Loot also has been a bit easier for me to figure out, but is probably my weakest point at the moment.

Pyramid's got my (GM) back.

Assuming that I do get to the point where I have plenty of ready to use Monsters, Traps, and Loot to throw down, I still have to get it all organized into a dungeon that makes at least some sense (at least in a Dungeon Fantasy way). Pre-made maps and random generators only get me so far, and I think I just have to find the time and start building my own dungeons...

I actually really like designing "dungeons" (and not just in TTRPGs). I like to get into the head of the dungeon's designer, figure out what he/she/it was thinking and what the use each part of the dungeon has. In a way this is just an extension of my "simulations" GM style. I've just dreaded the time that is needed for this.

Still, I don't think it can be avoided, so I'll just have to start diving in. I'm leaning toward a mega-dungeon where I can have various caves, sewers, tunnels, sunken ruins, etc. all running into each other. Hopefully this will let me work on little bits at a time, but also allow for "cleared" areas to be reused as "friendlies" move in... or as new hostiles fight to take over. (I've considered running a full "wilderness" game, where there is just the regional map, and combat maps of trees, shrubs, etc, can be used over and over. I'm just not sure how long that will remain interesting.)

It has had plenty of rough spots, but I am still really enjoying my DF game (which is nice since I tend to tire of most of my games by the 8th session... and I'm past 14 now!) I guess I'll just see how it goes, and keep adapting. That's the GM's job, anyway!

2014-05-03

Recap: DF 03 - Caverns of Chaos 03

January 23, 2014

Characters:

Drog, human barbarian
Farthing, faun wizard
Noide, celestial cleric
Phelix, cat-folk swashbuckler

Recap:

During the week the adventurers rested, sold off the swords, staff and other loot. Noide was able to remove the ring from Phelix and after a discussion it was decided to destroy the ring. The party still needed to find the Crimson Star for Silva, and Noide revived a message from his order to speak to Tommar, a cleric of Lys the god of light, in town.

Drog also decided to hit up some rumors in the local pub. There he learned that the town's sheriff was offering a rewards for the leader of a local band of Lizard men that has been raiding local farmers and travelers.

The party headed to the Church of the Unyielding Light, to speak to Tommar. Here the older cleric told them of a "Shrine of Unspeakable Evil" that lies within an old tomb, that is said to be somewhere in the caverns. Its exact location is unknown, however.

With new and old quests alike, the party set off for the caverns. Their first stop was to speak with Ogre to see if he knew anything about a tomb or where the cave that where the snake creature was. He was able to inform the group where to find the Stalactite Cave (where the snake monster was), and that there was a tomb filled with undead above the Geckling and Orc caves. They also learned that the goblins nearby, The Cracked Skull Goblins, are very pleased with the adventures actions dealing with the Orcs who they had problems with.

The Stalactite Cave

The party stuck to single file as they entered this cave. The first few chambers held little of interest, but a little further in they found the decaying bodies of various humanoids. On one they found a silver necklace and amulet carved in the shape of an eye. It was clearly magical, but after the incident with the ring, it was thought best to just put the item in a pack and check it out later. [Due to the GM misunderstanding how Analyze Magic worked.]

Deeper still, the players encountered a group of giant rats. These proved little work for the adventures, and after killing a half dozen or so, the others decided to stay away. In the chambers with the rats, the party noticed the sparkle of gemstones inside of the stalactites. Drog started to mine them when something sent the rats fleeing from the area. They decided to finish exploring now and mine later (a wise choice).

In another chamber they found the remains of what might have been an old desk, and a scroll tube. The scroll contained within was written in the Infernal language and couldn't be read by anyone in the party.

In the next room they found a pile of bones and a talking skull. The skull peaked the curiosity of Phelix and Farthing, but scared Drog and Noide. The skull knew of the snake creature that lived in the cave, but was having difficulty recalling any specific details. He couldn't even remember who he was or where he had come from. Phelix decided to take the skull along.

In the last chamber the party saw a sharp rise in the floor and several dead rats. As they entered, Noide heard something from above and looked up just in time to avoid a large snake-like demon fall from above.

The Peshkali Proved to be a very dangerous foe. It had six arms holding scimitars, each able to attack every turn, and a demonic drive to kill the celestial Noide.

Noide did his best to try and break free from the melee, but the Peshkali persisted. The rest of the group kept attacking the monster, eventually weakening it but it wouldn't die.

After one assault, it ended up dropping one of its swords. The following turn, Drog went all out and attacked two of its arms, crippling both. This got the Peshkali's attention and it returned the favor attacking Drog 4 times, slicing deep wounds into him.

Phelix took a queue from Drog and was able to cripple two more arms. The next round another arm was lost. In a desperate last effort, the demon jumped onto Drog, wrapping its body around his. Before it had the chance to squeeze the life out of him though, the final arm was cut and the demon exploded into a thick black ooze.

At the top of the chamber Phelix found a stalactite had grown over a pedestal. While Noide treated Drog, Phelix mined out an orb of black and red stone. It was magical, and the spell on it was somehow related to the other gem they found.

The group spent the next several hours mining out gems from other other chambers, then decided to drop off the skull with Ogre. There they found out that the skull could read the scroll which contained information on the Peshkali including that it cannot be killed except by removing all of its arms.

They returned to town, sold the gems, swords, and found Silva. They asked a bunch of questions about the gem before finally handing it over. She told them that she only wanted the gem because she and her deiced adventuring partners were commissioned to get it. A powerful wizard named Mechalor.

Notes:

XP: (base 5, +1 clearing the dungeon, +2 for defeating the Peshkali, +1 for quest item): 9

Loot:

  • Silver Amulet of shaped like an Eye.
    • See Invisible / Power 20 (Noide)
  • Leather Tube, sealed.
    • Scroll in Infernal Language.
  • 6 Scimitars (sold 1200c)
  • Big Pile of Uncut Gems (sold 1440c)
  • Gem: Black Marble, Red Lines and Swirl (turned in, 400c)


Some Observations:

  • This cave was the first one I set up. It was a simple fodder then boss and not really that interesting combat wise.
  • I need to find a better way to access my notes, combat options, GM control sheet, etc. This is causing me to waste a ton of time trying to figure things out. I should also print out a full grimore for the casters so I have time, cost, skill, etc., info at hand.
  • Group is starting to coordinate a bit better. I feel like we are getting to know what other PCs are going to do.

2014-05-02

DF Race/Monster: Goblins

It seems that everyone has their own version of the Goblin for DF. I knew that I needed to adjust the template somewhat, but decided to ask my players what they expected from a goblin. Based on their answers I created a standard racial template, and from that a base "monster" for my goblin caves.

So here they are:

Goblin [10]

  • ST-1; DX+1; HT+1
  • HP+1; Will+1; Per+1
  • Infravision; Rapid Healing; Teeth (sharp)
  • Appearance (ugly); Cowardice; Social Stigma (Savage)
I removed the "Resistant to Metabolic Hazards" but will allow that as a racial power-up up to 3 levels.

And here is a Goblin Warrior (fodder):


--------------------------------------
| ST: 11   | HP:    12 | Speed: 5.75 |
| DX: 12   | Will:  11 | Move:  5    |
| IQ: 10   | Per:   11 |             |
| HT: 11   | FP:    11 | SM:   +0    |
| Dodge: 8 | Parry:  9 | DR:    2    |
--------------------------------------
Goblin Blade (13): 1d+1 cut
Traits: Infravision, Rapid Healing, Sharp teeth, Ugly, Cowardice, Social Stigma (Savage)
Skills: Stealth-13, Shortsword-13
Class: Mundane.
Notes: Goblin Blade, Leather Armor



2014-05-01

Recap: DF 02 - Caverns of Chaos 02

January 16th, 2014

Characters:
Drog, human barbarian
Farthing, faun wizard
Noide, celestial cleric
Phelix, cat-folk swashbuckler


A week has past, and the prepaid stay at the inn is over. Time to get out and do some more adventuring!

After a bit of shopping and getting things sorted from the last adventure (and many technical issues). Drog and Phelix hit the local pub scene to see what work they can drum up. Silva, a woman with a patch over her right eye offered the group 100 silver if they could deliver a special gem that is said to be in one of the lower caves. She also warned them that a snake-like creature lives in the cave and had killed her whole adventuring party when they had gone looking for the gem years ago.

Later, a woman burst into the tavern pleading for help. Her name is Morrelle and her husband, Darrow, has been kidnapped by the One-eyed clan, I group of Orcs that base in the Caverns.

After getting the others around the group set out to the caves. During the night a sound was heard near the camp, but it wasn't until the next morning that the group found an arrow shot into a tree nearby. A scroll tied to the arrow said that they Orcs were waiting for the party. It was signed with a symbol of a cracked skull.

When the party arrived at the caves they didn't notice that some of sounds of nature were in fact the orcs signaling that the party approached. Still, they had decided to take the hidden tunnel that they found in the Geckling Den to approach the Orcs.

In the Geckling den they noticed a lot of tracks and marks like things had been moved around. There were also secret doors that were left open. The party moved through the area without meeting any Gecks and took their passage into the orc hideout.

The room on the other side of the hidden tunnel was some sort of mess hall. A solitary orc sat in there eating. Drog decided to sneak in and made quick work of the unaware orc. There wasn't much else in the room so Phelix decided to move out through the double doors and scout ahead.

After moving down the hall a bit, he spotted 3 orcs ahead. Soon after, one of them caught sight of Phelix and began to move towards him. Once he recognized that one of the adventurers that he and several other orcs were waiting to ambush had some how make it in behind him, he called out and a fight ensued.

The two of the orcs in that room were wielding spears, the other was a cleric/shaman. Just beyond the character's vision were 2 more orcs with spears and two with swords and shields. These four were waiting behind a set of doors near the front entrance, and another identical set of four were across the hall. Once melee started, three of the orcs came to join, while one went through the door to get the others.

Yeah, this about sums it up.

Being somewhat smarter and better trained in combat than the gecks, the Orcs held back and waited to form up before engaging the enemy. This (I think) caught the party a bit off guard and resulted in several turns of waiting and positioning. This tactic was somewhat successful for the orcs, but after an explosive lightning attack stunned a group of orcs, things started to turn. This is about when the others started to show up.

Eventually though the party finished off all 11 orcs (even the ones that tried to retreat or surrender). They checked the rest of the area finding mostly just cooking supplies and what the orcs had on them.

Across the hall they entered the shrine to the one-eyed god that these orcs worship. Noide felt the presence of a dark power as soon as he entered. At the shrine they found the bodies of several goblins and a geckling laying at the feet of the One-Eyed god's statue. In one hand the statue held a note, evidently from the geckling telling the orcs about the adventurers.

Drog decided that this foul thing needed to be destroyed and knocked over the statue. This shattered the statue's head, and a dark cut gem fell out. The party took the gem and continued on.

Steps leading up ended in a pit trap that Drog spotted. Phelix jumped the pit then put down boards for the others to cross. They checked the next couple of rooms which were empty, then opened up a door (not listening this time!) into another orc barracks.

This group of five orcs had heard the sound of combat, but assumed that their side had won. They were surprised to see the adventurers casually walk in and it took them a second to react. By then most of the party was in the room and attacking. And again the party left no survivors.

After the sounds of combat ended the players heard a thud from beyond the next door. They followed it into an alchemy lab where they found some potions, then into the next room which was the orc leader's bed room. Here the met a pair of non-warrior, female orcs cowering in the corner.

Searching the room they found a chest, and Drog mistakenly thought it was trapped (natural 18 buddy). So after several turns trying to disarm the non-trap, it was discovered that it was not trapped and Phelix unlocked it. Here they found a sizable treasure, some tomes of magic, and a golden key.

After also checking the bookshelf, Noide cast Find Secrets and discovered a hidden door.

Beyond the door the party found the leaders sacrifice chamber. They also saw the body of Darrow and the appearance of a Demon. Drog ran to confront the demon while Phelix sprinted to the leader. The casters were both a bit drained by this point and had to use several vials of paut.

Phelix made quick work of the leader while the Demon and Drog exchanged very powerful blows. Farthing had let everyone know that this type of demon (Demon of Old) could only reliability be killed by an attack to the heart.


Attacking from behind Phelix hit the monster's heart and destroyed it. Afterwards they took the wizards staff, potions, and a small silver ring he wore. Phelix decided to slip on the ring, then found he could not take it off. Moments later the two orc women ran at him asking if he was hurt and if there was anything that they could do to help him.

The party searched the remaining rooms, found a bit more storage and the orc armorer's workshop.

That's were we called it. A follow up to this will detail the return trip, the selling of loot, etc.

---
Notes:
XP: (base 5, +1 clearing the dungeon, +2 for defeating the demon, +1 for finding plot item): 9

This game still had some rough spots. The first combat was slower paced than I wanted, but I think the group was still adjusting. All worthy enemies (even weak-ish ones) can be a slog (especially 11). Magic is still an issue on both sides. I need to make sure my casters have their spells on a cheat sheet.

Anyway, it was fun... and I think I might see some plot on the horizon.