Showing posts with label gaming. Show all posts
Showing posts with label gaming. Show all posts

Thursday, May 2, 2019

Dungeons and Dragons: The End of Our Tal Dorei Campaign, and My Thoughts About It

I started our year-long Tal Dorei campaign last May as Large Silent Friend, a Firbolg Druid who had been banished from his village as an adolescent for unwittingly smothering a miraculous creature he was bringing back to his village to show everyone. He followed the Blood Hunters Banlys and Trogg into the city of Tal Dorei having no idea what would happen next. My reasoning with this character was that he could be a fish out of water, sort of like a Crocodile Dundee, and present a counterpoint to everyone else's reaction to the city. This never manifested in our campaign at all. 


Large Silent Friend

Our campaign ended this Tuesday after I took the Dungeon Master seat three months ago and drove it home with a fairly cliched storyline where Asmodeus used the vacuum of power inherent in the Tal Dorei system to reunite with his son Graz'zt, and manipulate the party into destroying anyone who could have stopped him, culminating in a final battle where the party decimated Vox Machina.

They made it fairly easy by snagging the Hand and Eye of Vecna, then all separately agreeing to deals that would have them killing off Asmodeus' only real competitor, the Mother of Ravens. The player who portrayed Pliz'skin, who was the one who took the Hand of Vecna at a black mass, then bargained with Iggwilv for the Eye, was a real joy to watch play, because he just bulled forward at every opportunity, and never asked or cared if anyone was going to follow. It was a damn lot of fun to watch someone play it that way, and really fit in perfectly to how I wanted to finish this campaign.

Which dovetails into my review of Tal Dorei. I start by saying I didn't read the sourcebook. It just wasn't very interesting, but I did assimilate the part about how the gods of Exandria had been banished. This story point led to what seems like the obvious end to any Tal Dorei campaign. Once any godlike entity anywhere in the Multiverse gets wind that there are no gods in Exandria, they are naturally going to want to fill that vacuum and seize power. When our original DM, the magnificent Travis Legge, allowed the campaign to veer into Waterdeep: Dragon Heist, then The Dungeon of the Mad Mage, the die was really cast. The gate to the Forgotten Realms was opened, and the party actually moved Trollskull Alley into The Cloudtop District of Tal Dorei, and opened Trollskull Manor, renaming it Trogskull Sporksbar, after two characters who had died in battle. For the second half of our campaign it could be said we were always in the Forgotten Realms. 

And if you're in the Forgotten Realms, the gods, devils, and demons are NOT banished. Halaster Blackcloak found a way to open a portal and invite Graz'zt and Iggwilv through, and from that point on it was a ll a matter of corrupting the players for three months into doing their dirty work until they brought through the Lords of Hell, a convoy of Hellfire Engines, and legions of lower devils to take over the entirety of Exandria.

It is natural the final battle would be with Vox Machina, the previous heroes of Tal Dorei, who remained Chaotic Good for the most part, and played a prominent role early in the campaign, even lending the party their vestments. I haven't watched the Critical Role podcasts, but the Vox Machina had several tactical weaknesses in the composition of their party, not the least of which was some confusing multi-classing, and they after four rounds of combat really presented no resistance to our Planescape Tuesday's party. 

I think they may have been more composed for entertainment than actual D and D playing. 

One of my interesting takeaways is that even after having killed Vox Machina, a group of celestials playing a Stryper song in their bar at a battle of the bands, and having plunged the city into the iron fist of Asmodeus, the party didn't consider themselves evil at all.

I'll admit after one character foisted the Hand and Eye of Vecna there really wasn't any going back, and all they could have really done was confront and overwhelm him. Otherwise, they just had to go along and get along, which they did. It presented some real difficulties for me as a DM because I had four characters who were either leaning Neutral Good, or at most Neutral, and one character who was now literally the Hands of the Devil. 

I also broke one of the cardinal rules of being a Game Manager and asked if I could play my own character, Large Silent Friend, as I really just wanted to join in the fun. They agreed. It wasn't as much of a burden as I would have thought. Mostly he just hung out and wild shaped so he could absorb tons of damage. 

On a personal level, getting to sit in the Dungeon Master's seat right as I turned fifty was a bucket list item. The first week I was so overwhelmed and nervous all I could think to do was have have Halaster compel the party into an auditorium where they fought an identical party composed of simulacrums of  themselves created by the lich Trobriand. This was a fun battle and allowed me to play them against them, so I learned a good deal about their abilities and weaknesses. The next week they went to Trobriand's Graveyard and tracked down Trobriand, played by Doobie Brothers singer, Michael McDonald, and almost managed to kill him aboard his prime creation, The Shockerstomper. I say almost because Trobriand cast a Meteor Storm at the end of the battle and killed everyone but Pliz'skin and Zox Clammersham, who brought them back with a Wish spell. 


Shockerstomper, helmed by the Lich Michael McDonald, er, Trobriand, designed by Jack Mathews

I remember my first foray into Dungeons and Dragons took place at the height of the Satanic Panic, and we were banned from playing at school, then one by one, in the basements of our friend's houses. In the end all I had was the books, and no one to play with, until I came home one day and mother had burned the books. 

I'd have to say waiting over thirty years to play again, then getting to Dungeon Master a campaign, was damn sweet. 

Tal Dorei is fine. I'm not looking to bash it. The city is a totally solid place to base a campaign. But you'll probably end up somewhere else before it ends. Of course, that's almost always true in the Multiverse that is Dungeons and Dragons. Can't wait to sit in the DM seat again.


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Thursday, August 24, 2017

The Death of Strahd

It seems like two months have slipped by since I last wrote. Two months, coincidentally, since I joined a Dungeons and Dragons campaign with my friend Andrew. We walked into a campaign that had been going on several months, and clashed with the old characters immediately. Cast into the Astral Plane we were able to latch on to a structure floating through space. The only problem was they were also holding onto that apparatus, and attacked us immediately. 

In the two months and eight nights since that we have played, I have been attacked four times now by my own party, but nothing has caused more tension than my accomplishment of one of the great feats in all of Dungeons and Dragons... killing the vampire Strahd.

For weeks the hostility rose as one of my fellow characters became angrier and angrier that he could not dissuade me from my goal to kill Strahd. Apparently he was possessed by the soul of Strahd's brother and swore a blood oath to kill me if I interfered in the resurrecting of Strahd's love Tatyana, and their eventual marriage.

Being Chaotic Good I of course was opposed to all of this. Strahd is a terrible and merciless tyrant who has been feeding on the people of Borovia for centuries, and my only goal was to destroy him. Forever.


The Death of Strahd

What it was like to be a D and D player during the Satanic Panic

My partner in adventure, Arg, a dragonborn, shared this goal, and we did what we have always done... began scheming.

Our master stroke in this caper was to enlist the aid of the arch wizard Mordenkainen, who I had to choke into unconsciousness to get his attention. Once I apologized for disrespecting his station as the most revered wizard in the multiverse we laid our nefarious plan upon him, and because he had a deep-seeded hatred of Strahd he went along with it.

We went along with the marriage, knowing as soon as it was finished Strahd would become mortal when the curse was lifted. The moment this happened I sprung into action, grappling Strahd into submission, then decapitating him.

But our Dungeon Master had a surprise in store for us. The skies darkened, and something descended upon us. Had Strahd smelled out our double cross and sent a body double to stand in at the wedding?

No. The reality was far darker than even this. The demon lord Graz'zt descended from the dark skies to the roof of Ravenloft castle and demanded to know which mortal had taken the head of Strahd. Realizing demons and vampires are of different alignments, and often at odds, I confessed to the slaying, thinking Graz'zt may be pleased with my deed and reward me. This was not the case. He was incensed I had denied him the pleasure of disposing of his enemy himself, and immediately attacked me with the Wave of Sorrow. We're playing a Legendary campaign (obviously), so my armor class is a ridiculous 28 dur to having +3 Plate Mail and a +3 Defender sword. Graz'z't was only able to hit me once, dealing some significant damage, but not nearly enough to incapacitate me.

Our party is laden with legendary magical items, ridiculously powerful NPC's, and a lenient DM who likes to let players succeed, so out Mystic was able to really get under Graz'zt's skin and out Barbariab doled out almost triple digit damage. I even managed to get in a lick with my Defender before Graz'zt decided to grab Strahd's head and bug out.

Leaving me with my enraged fellow party member Dench, who immediately attacked me with his Oath Bow. He did strike me twice, lowering me to single digit hit points, before my fellow party members talked him back into his senses.

He swore after we accomplished our mission of finding Strahd's head he would kill me. I said have fun trying, and we moved on, but Arg and Peterberator had accomplished one of the greatest coups in D and D... killing Strahd. Mordenkainen immediately vanished, and has not been heard from since. The people of Boravia were free of their curse. Now they only had Strahd's brother to deal with. 

But would he stay dead? More later. 

August 10, 2026 update: Still not sorry I killed Strahd. 


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