Charon's DM Diary

One rule: don't be an ass!
Post Reply
User avatar
Charon
Level 17
Posts: 1383
Joined: Sat May 16, 2020 1:40 pm
Location: Grimsby - UK
Contact:

Charon's DM Diary

Post by Charon »

I figured it would be fun to keep some info on the kind of shenanigans I get up to while DMing and who knows, maybe it will help other DMs with little tips and tricks or general ideas to steal as they go.

Some context to start. This is an ongoing 3.5e campaign with a loosely Stargate kinda vibe. The players have access to a mysterious keep buried in the plane of Earth, that has a magical portal. This is a magitech style setting with an emphasis on planar travel and high magic. The group initially began using the random portal function to go on some wacky adventures but soon realised they were in the footsteps of another group that had died fighting an enemy they came to know as the World Enders. The whole thing is very tropey (I mean that bit is practically Power Rangers) but also allows for intense wackiness, especially when the players discovered that, with caveats, the portal can also take them through time. They also quickly found out that Mystra is quite disapproving of any meddling with time and that should they overdo it, they risk drawing her attention and with it, her ire. At the moment, the only protection they have is their secrecy, protected it seems, to some degree, by Tymora, who has a vested interest in the project, having provided the luck that allows it to function.

Our party consists of Ori, a dragonwrought kobold warlock who has already caused a bootstrap paradox, being responsible for his own existence. With him is Hugo, a Zenythri Shadow Hand Monk. We also have a recently arrived druid in the form of Illia, an elf and worshipper of Silvanus. Fleshing out the group is an NPC, Cabot the halfling street fighter, a member of the original group who survived but was held captive and eventually rescued by the party.

The group have recently discovered that the World Enders are actually a cult seeking to free Tharizdun from his chains. They seek to hasten his release by increasing the amount of entropy in the world by destroying planets and their inhabitants. The party have met a couple of the World Enders, including B'hecki, daughter of the erratic wizard B'hin Bhaag and, if the crazy old man is to be believed, the result of a brief fling between himself and Mystra. They know B'hecki went to Carceri to seek knowledge from a prisoner there and have made an effort to follow in her footsteps. They made their way to Candlekeep and, curious to explore the basement, went back in time to its construction to build themselves a secret passage. This allowed them to meet (and free) the ghost of a dragon, Miiryum, trapped beneath.

There's been a lot more, including a delve through the Tomb of Horrors, but this is simply a summary. The last session was their first visit to Carceri, at a mere level 9. Well looted and armed with knowledge, I knew they could take a few beats in this trip, but didn't want to overdo it. Demodands are pretty high CR after all.

The actual place they're going is Skullrot Prison, lifted largely wholesale from Chris Perkins' adventure in the tail end of the Shackled City, with my prisoner simply inserted into the mix. Information on Carceri is fairly sparse and so this was the easiest way of doing things as I had already squeezed what info I could out of 2e Planescape. This module was designed for much higher level characters so I had my nerfing hat on, ready to bring things down to a more manageable level.

First up, I made it so they would have options on how to get where they need to be, meaning they could essentially teleport straight into Porphatys, the fourth layer, in the general vicinity of the Bastion of Last Hope. I didn't want this section to take forever, so rather than rolling 5d100 for the Plane Shift variance, I rolled 1d100 and plonked them 40 miles from the Bastion. This allowed for some good description as I painted a bleak and eerie landscape of Porphatys, based on an image I found online.
Spoiler
Image
I had also planned a bunch of morale sapping sentences to feed to the party's warlock, via his eldritch whispers which he keeps permanently turned on. Unfortunately, he turned them off the moment the first one hit. There'll be more on that in a later post.
Initially I had hoped they might trek through the ankle deep ocean but Illia decided to rely on an eagle wildshape and so they took to the skies. This was fine as it gave me a good moment to unleash the acidic snow upon them. Described in Planescape as bitterly cold, I figured it would be more unnerving if it wasn't cold at all. They soon realised this was not only causing skin issues (for which they drank their prepared potions of energy resistance) but also eating away at the rope harness the eagle was carrying. Attempts were made to clamber onto the eagle's legs, but the monk took a tumble. A mere 40ft drop, not too much of an issue for a level 9. He was snatched back up with minor wounds and the journey continued.
I also didn't want to drag out the Bastion too long. The module makes it clear the items there are insanely overpriced so I described the place as essentially a black market of sorts, stuffed full of stalls selling all sorts of illegal and nefarious goods. Because it makes sense and would speed things up, I included an information broker, run by a group of demodands. A steep price of 2k was set in order to find the way to Skullrot which the group paid without any attempt to bargain. Social skills are not their strong point (both the party and the players, lol). A further 500gp was parted with to find out if anyone else had sought such information, which they hadn't, much to the amusement of the demodand. The party had been warned not to trust anyone. Still, as the broker pointed out, even that information could be considered valuable. Finally, as a cheeky way of hurrying things along (The players are notorious stallers) the broker advised they could follow two others who were just leaving. The players took the hint and scurried off to Skullrot.
The module has a random encounter table but the encounters are tough and nerfing them just makes them lacklustre. I didn't want this section to be too combat heavy as there's already 2-4 planned encounters and the ongoing adventure promises a lot of dungeon crawling coming up, so I ignored the random encounters and led with the thunderbeast, swapping out the behemoth in the module for one of the lesser beasts. It wasn't going to be a long fight, but the beast can dish out a bit of damage and has an interesting debuff to throw a wrench in the works. Cue one deafening roar and now Illia and Cabot are deaf for hours on end. Heh heh. That's gonna be fun. Anyways, some damage was dealt, Cabot spent most of the fight vomiting having failed his fort save against the beast's stench, healing resources were used and we left on a description of Skullrot Prison from the outside. Somewhere inside is the mad priest Venedict.
"No one is useless in this world who lightens the burden of it to anyone else." - Charles Dickens.

“Choose not to be harmed and you won’t feel harmed. Don’t feel harmed and you haven’t been.” - Marcus Aurelius
User avatar
Charon
Level 17
Posts: 1383
Joined: Sat May 16, 2020 1:40 pm
Location: Grimsby - UK
Contact:

Re: Charon's DM Diary

Post by Charon »

Ah Carceri. It's certainly going to be memorable for my players.
We pick up outside Skullrot prison in the wake of the fight with the thunderbeast. Healing is performed and much japes are had between Cabot (the NPC played by me) and Illia, the druid played by Pell (aka Cmdr Maxwell).
Lots of "What? I can't hear you!" as we slowly drive our other two friends nuts. Heh heh.
Eventually we get back on track and the group assesses how best to see the inside of the prison. Illia is sent to scout the roof, in eagle form, and this turns out to be a good idea.
Unknown to the players at the time, going in through the front is a bad idea. There are guards, unsurprisingly, and they ain't so keen on letting people wander into the prison. The roof however, has a central shaft that runs through the whole fortress, itself being a prison for an angelic looking creature, imprisoned in a sealed cage hanging from a winch and suspended 40 ft down this central shaft. We'll find out who that is a little later.
More importantly, we get our first glimpse of the maddening layout of this place. It's complicated, but basically it has four spiral staircases that run down the interior of the building like DNA helices. Inside, this means each staircase only gives access to a quarter of the cells, in alternating quadrants by floor. When Illia eventually ferried the party up and they explored this it soon became apparent that finding Venedict in this place is gonna be like finding a needle in a haystack. The 150ish cells have no windows or way to see inside and even if they could, they have no idea what Venedict looks like. It's almost like there must be some other method. Perhaps something thematically tied into the whole concept and the overarching narrative of the entire campaign. Hmmm.
The party spot an annis hag with two flesh golems that appears to be feeding some of the prisoners and they quickly figure out how to avoid her by slipping down another staircase. However, with no immediate ideas on how to proceed, they undo all the stealth they've achieved so far by proceeding directly down to the main chamber on the bottom floor to confront the demodand warden, Hexavog, hoping they can bribe him for information. Naturally, this doesn't work. Not just because this is a prison but because, like pretty much everyone else in this place, Hexavog is completely insane.
He sings, thanks Chris Perkins, so I had to break out my goddawful singing voice and deliver his melodic diatribe. I think I did a passable job as he bursts into song that quickly makes it clear he's mad and hostile and about to attack.
Now, this is a high level adventure, so I nerfed this CR 19 demodand down to a respectable CR9 for the group but he still has some nasty surprises. First up, the stench! Yeah it's back. Cabot immediately nat 1'd his fort save and began puking again. This time, Illia followed him with another natural 1.
2 out of 4 party members now unable to do anything but take a single move action. I was already panicking at this point as this has TPK written all over it. What's more, unbeknown to the players there's reinforcements coming in 8 rounds. On top of that, two more demodands arrive from the adjoining room at the start of round 2 (to act in round 3). For his first turn, Hexavog uses Summon Demodands to summon 1d4 more demodands. Luckily he has only a 60% success chance and I rolled a 78 so that's one bullet dodged. Still, it ain't looking great.
Thankfully, it didn't get that far. With the two tankiest party members out of action and two more demodands slithering into the room, Ori decides it's time to bail. Realising the two pukers are gonna struggle he runs over to them and touches them both and attempts to use his return bracelet to return to the Timeless Keep. Now, the party know they can take a person with them when they port back but have never tried with multiple. It turns out, it isn't possible. Only Illia is teleported back with Ori. Thankfully, Hugo beat Hexavog's initiative by 1 point and is going first. He attempts to manoeuvre around Hexavog to get Cabot outta there, drawing an AOO as he goes, but luckily his shadow stance concealment causes the AOO to fail. He activates his bracelet and arrives back with Cabot in tow.
Cabot and Illia spend the next minute puking their guts up until the stench of the demodand fades. Ori quickly pulls the return co-ordinates from the central computer, allowing him to calculate temporal co-ordinates for a portal so they party can return there (or potentially a little outside it) and they settle into a debate of whether to go there earlier in time. Hugo suggests they could cut out the middle man and simply go back in time and prevent B'hecki stealing the book in the first place but this plan has many flaws that are easily apparent. First up, directly interfering with B'hecki's timeline is bound to draw the ire of her mother, Mystra.
Second, preventing her stealing the book doesn't stop her finding some other way to get what she wants.
Thirdly, they don't know where B'hin Bhaag's tower was at the time she stole the book. They also don't know when it was, as B'hin Bhaag's tower teleports through time and space as well, much like a TARDIS.
Simply put, it's not simple at all. Finding Venedict and learning what B'hecki learned is still the best plan. It seems the party will be returning to Carceri next week... or maybe last week, from their perspective. XD
Time travel is wacky huh.
"No one is useless in this world who lightens the burden of it to anyone else." - Charles Dickens.

“Choose not to be harmed and you won’t feel harmed. Don’t feel harmed and you haven’t been.” - Marcus Aurelius
Post Reply