Another tale from the Exploration of Isenwald campaign!
Not long after arriving in the northern land of Isenwald, the party had made an enemy of the selfish knight Banneret. They had defeated his band of knights and custrels in a barrier combat during a spring festival in Arianport. Unhappy with the loss, Sir Andreas Fuchs and his men later ambushed the party to steal the winnings. The party defeated them, and Diego was merciful. However, Andreas Fuchs took this for weakness. After attracting a few more swords to his band, he followed the party northwards to the Cloister Mine and witnessed the Battle of the Muddy Fields. His men then laid a careful ambush for the weary party.
FROM THE DM:
This session was the closest we came to a TPK (editor’s note: that’s “Total Party Kill” for those unfamiliar with roleplaying parlance), at least to this point. The PCs were already at half-strength when I hit them with a fresh band of armored knights. I pushed them to their limits, but the players responded well. Ironically, the PCs won the battle when all the main fighters were down or dying. The peace-loving thief (he would say spymaster) of the party turned the tide with a magical whip! This encounter gave the PCs tremendous satisfaction because they killed a worthy foe that they hated. Read more
Michael Garcia returns with another tale from his Exploration of Isenwald campaign.
Having defeated the Eaters-of-the-Dead after an extended campaign, the party then won control of the Cloister Mine by legal means, namely by out-producing their rival Varyag claimants (envision Russians) in the span of one month. During that time, a third party of claimants attacked, but the party defeated them too. Finally, now in control of the mine, the party learned that the leader of the Varyag claimants was none other than the corrupt Orthodox Bishop of the nearby town of Arianport. Unwilling to yield the mine, but always eager to keep his hands clean, this bishop, or Yepiskop, dispatched a group of mounted thugs, the Oprichniki, to take the mine by force.
FROM THE DM:
This was our largest battle to date in this campaign (roughly 60 to 30). It was also the first time that the party saw specific spells that they often used cast against them. The PCs had to develop larger-scale battle tactics while contending with rain and challenging terrain (a muddy field surrounded by hills, plus the mine entrance). I also learned that a carefully crafted NPC might perish with a single roll of the dice. Creating that NPC was an hour of my life that I’ll never get back, but it made the player feel like a demigod. Lastly, the fate of the party’s spell caster at the end gave us a good laugh (the player role-played it perfectly too). The following write-up also gave one character (Sir Tomo) his nickname for the rest of the campaign. Don’t underestimate the effect of a decent write-up.
Role playing games take us to other worlds, other times and places, some which were, some which might have been, some which yet might be, and even some that could not, as far as we understand, be. Because of this, they also challenge us at times to wrestle with answers to questions of morality that are not our own. In an age in which it was common, was polygamy wrong in the eyes of God? Would it be wrong for a human to eat an intelligent creature who is not human, given that it was as intelligent as a human but truly not related in any way that would make that cannibalism? Issues are raised in our games at times that don’t come up in our lives, because we don’t live in those worlds; yet we manage to find answers to these questions, and so come better to understand our own moral values.
Slavery is one of the more difficult and more common issues that arise in our games. Read more
We’ve heard all the pithy sayings, aphorisms, witticisms, and proverbs that have been expounded on this subject. You can’t win them all. If anything can go wrong, it will. You can’t win for losing. There’s no sense worrying about it, nothing’s going to turn out all right. These are bits of the wisdom of this age. They have a certain appeal in them, reaching to that side of us that is tired of the struggle. As someone has written, the three rules of the game of life are one, you can’t win; two, you can’t even break even; and three, you can’t get out of the game.
Yet I, at least, hesitate at these. It’s not that they don’t strike a chord somewhere within me. It’s that I think the pessimism they reflect is not Read more
This is the debut article in a series of memorable and entertaining roleplaying sessions from the CGG membership. Michael Garcia kicks things off with a session from his Exploration of Isenwald campaign.
The party members are southerners that have traveled north for many weeks to foster a business relationship with their employer’s good friend. As a favor to the local baron, they went by horseback to inspect a silver mine. On the road, they stumbled upon a battle in the fog. Mysterious beast-men, whom locals called Eaters-of-the-Dead, were attacking dozens of pilgrims. The party rode to their rescue, and in the process made allies of the soldier-monks of Moragiel, who patrol the roads to protect pilgrims. After the battle, the party and the knights were escorting the pilgrims north to the royal fortress of Grenzenburg.
FROM THE DM:
This turned out to be an interesting session because it was different. The PCs were racing against time to rescue a wounded kidnapping victim. With daylight dying, they had to track the Eaters-of-the-Dead, catch up to them, and somehow save the victim. I designed the trail to end up high up in the hills, on a narrow rocky road that winds along a cliff face. After many dangerous skill checks, the Eaters-of-the-Dead had a small ambush for the would-be heroes. The rescue party was small because speed was important for the PCs. Thus, the dangers seemed greater than normal. Read more
I thought to myself, sure, let’s go for it. I love modern ops, sci-fi, and D&D. Why not run D&D in space? So, first, I start with how firearms and modern weapons are covered in the DMG pages 267-268 and these two articles from WOTCs website:
Then I added my own flare for what you need in your personal setting, going with the D&D 5th Edition rule of “specific trumps general”. I also created two commonly used “paths” for the Rogue class, extrapolating from the long out-of-print “DragonStar” d20 setting. Read more
I am often confronted in games by what I can only describe as foolishness on the part of the characters. Players often state that their characters are doing things that no sane person would even consider doing; and they, the players, have the nerve to get upset when their foolishness reaps its rewards.
Recently someone I know only as a screen name on an Internet communications program was bemoaning the disaster that had occurred at his most recent game. One of the players was running a Barbarian under current Dungeons & Dragons™ rules, and had stated the character alignment as Chaotic Neutral. Read more
Last month as we explored ways to express our faith in our gaming, we suggested that it could be done by playing the Good Guys. But we also insisted that this was not the only way it could be done. In fact, quite unexpectedly, we can often bring our faith to bear on a game by playing the villains. This is done, most commonly, by revealing what evil truly is. C. S. Lewis once wrote that good could easily understand evil, but that evil not only did not understand good, it did not as fully understand itself. Many gamers play evil characters thinking it is the easy and rewarding path. By showing what evil is really about, the Christian gamer can point people to the truth. Read more
A short time ago someone writing to thank the Christian Gamers Guild for this Faith and Gaming series asked a question which had not been addressed, and which perhaps should have been recognized and addressed long before this, given the thoughts in our Preliminaries: how, in practical terms, do we integrate our faith into our gaming? That is, when we are in the middle of playing a game, how do we bring our faith to bear? I have addressed the question briefly elsewhere before, but if we’re speaking of integrating faith and gaming, this would seem to be close to the heart of the matter. So we will consider some ideas of how to bring faith into games. Read more
Not too long ago, I was asked whether there were any games which I thought were Satanic, which Christians should avoid. If you’ve read this series to date, you know my answer; but perhaps this time I have a different answer, a surprising answer. For from my personal experience, I can suggest that there is a game which Satan uses against me, to tear me down and pull me away from God. And so from my own experience I would be justified in saying that this is a game which Christians should not play, or at least should give careful consideration to the dangers before doing so.
The game is Solitaire.
Before you turn away, hear me out. There are dangers to this game that you have never considered. It has nothing to do with cards or games of chance per se, but with something deeper, something which Satan can use to undermine your faith if you are not careful. Read more