Cutest Session Ever

The DDC continued their adventures on Sunday night, continuing with a cautious approach verging on paranoia. Every monastic cell in the abandoned temple was empty, but the kitchen/refectory brought a new surprise: the zombified remains of ancient goblins going through the motions of preparing meals, serving them and clearing them away – unheeding of the fact that there was nobody there, and all the supplies and foodstuffs had long spoiled or rotted away.

With many groups you’d be forgiven for expecting urgent battlecries, but instead the group watched for the moment as Caeluma hugged one and helped it set the table. They recorded what runes and artifacts they could see, and then carefully retreated, closing the door behind them.

And then, because they’re not stupid, they barricaded the door and wrote Dead Inside, Don’t Open – or was it Dead Don’t Inside Open?

Then they took a short rest before trying one of the bigger doors that looked like a grand entrance – that instead led to a corridor and the looming shapes of mansized and roughly man-shaped mushrooms lurching towards them with hands outstretched. With lightning reflexes the group downed one of the figures before sprayed spores stunned the ferocious dwarf fighter and one of the creatures pummelled him lightly in retaliation.

And then another set of spores sprayed out and got a voice speaking in their heads, wondering who they were and what had the myconids ever done to them? Some hasty de-escalation later, including some druidcrafted repairs and healing, and hostilities were called off. The myconids had been trapped in the temple space below while investigating what they called a wound in the world on behalf of the Gatekeeper Druidic faction. A group of humans wearing the symbology of The Mockery had invaded the buried temple on their own quest for The Egg, and been driven off by the mushroom men.

Despite the plethora of fungal and mycelial puns and jokes, an alliance was agreed to deal with what they called The Wound, with one of the myconids leading the group back to a room they had previously barricaded due to the red light shining from under it. The rest of the myconids stayed to contain “the wandering flame” – whatever that is…

There was a lot of laughter and soppiness this session – along with calls for Caeluma to put the zombie goblin back down and to knit the mushroom men some scarves. A fun evening.

A Cracking Session

We got back into the swing of things last night in D&D – with a mix of derring-do and investigation, but also tears and laughter in moments of heartfelt roleplay where these new adventurers began to come to terms with the harshness of the life that they had chosen.

Chief among the causes of their introspection was that the stories and songs they had been raised on didn’t talk often about what it felt like to have to make life and death decisions over their friends. The fighting had been sudden and unexpected and nearly seen two of their number cut down in the first moments of their career. Briar, as a child of retired adventurers in particular, was shocked at the realisation that these feelings must have been felt by their parents.

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There was also concern about who or what the undead had been before becoming what they were. What lives had they lived? Had they had friends and family? What had led them to die and then be so darkly reborn?

Others in the group took to singing and drinking and dancing to cope – celebrating their lives and raising the spirits of all around them. For some there was study, or the quiet discipline of knitting quietly and watching everyone else.

The former introspection was roleplayed beautifully and brought tears to people’s eyes, the latter celebration turned into a celebration that had everyone in stitches with laughter. An overnight recovery for the adventurers and players – but with the knowledge that a dark mystery remained to be explored with the discovery of an overgrown staircase leading deeper into the hill.

Session Two – Or Ticket To Ride

So we had our second game night yesterday – and despite some tech issues on the voice side for a couple of people we had another successful go at it. My aim as GM this time round is to use this initial simple adventure to get everyone, including myself, used to the rules. I have two people (Lady M and myr s) who haven’t really played much D&D at all, while Mre B, Lady B, and Lord S have played but not in a group with any one else around our virtual table. There’s a lot of adjusting and settling in to do – not least of which is finding the right balance between roleplay and rollplay.

Rollplay is what I’ve started calling those parts of the game that rely more on dice results – things like combat for example – rather than the interaction between characters that allows people to inhabit the fantasy. My aim with this group is to allow it to have as much a say in the direction of the story as possible, with the aim of finding a happy middle ground that satisfies and still challenges each person around the table.

Last night saw the DDC using the tickets bought by the university to travel to Fort Light on the borders of Thrane. Even travelling in relative luxury it was still the best part of the week, and I would have been happy to have the whole session be just them talking nonsense and getting up to hijinx. Unfortunately we had enough voice disruptions due to network bandwidth somewhere that the flow didn’t really get started – so I moved the action along.

As they were travelling through civilised lands there wasn’t any form of banditry or disruption to the service on this occasion – indeed the biggest issues was that of characters who had never had gold before not being sure what the trade up values from copper and silver were for working out their change for bar drinks and meals. The journey across the border from Aundair did at least give me a chance to depict some of the lasting scars of magical conflict on the land, and set the stage for the cultural change as they moved into a theocratic nation.

Some quick bargaining by Alfonso got them a cheap ride to the village described by their patron, and they were soon able to locate one of the shepherds who had found the opening in the hill. With his fresh impressions and extra details in their minds, they had no difficulty finding the way in the morning – “past the blasted oak, through the gate, follow the path and sheep droppings to the top of the ridge and the opening will be below you on the other side where the landslip has left it bare.”

They were expecting a cave, but instead found an enormous hall, wet and cold with fungus and mould. A ramp led down to the floor below, and bodies could be seen between two enormous pillars. A forest of man-tall mushrooms was clustered near a hole in the ground below nearer the back but there was no sign of anything immediately dangerous.

The first body proved to be that of the missing shepherd, with his dog nearby, but as the DDC moved to investigate the second, they grew near enough the mushrooms to trigger a wailing shriek from them that roused skeletal human warriors in archaic armour to move to attack them. Nearer the back of the room, a fungal-covered orc zombie warrior in similarly outdated armour pulled itself out of the soil and began to advance as well.

The fight initially did not go well as the party was scattered, and Kerne the dragonborn sorceror and Caeluma the tiefling cleric were nearly pulled down straight away. It was only Briar’s quick thinking as a druid that turned the tide with a healing word and an entangle spell to buy them some time. Valenia and Alfonso managed to damage some of the skeletons, but Kerne was able to melt one and badly cripple another with an acidic dragonbreath exhalation.

At which point, as a cliffhanger, we paused the game.

So – we’re off to a start, and we’ll see where it takes us from here. I seem so far to be getting the balance right – in as much as there is terror and uncertainty but barring anything outrageous the DDC should be able to pull through without major harm.