The Goblins and The Pie Shop – a 1st-level D&D adventure

Following on from my posts on D&D 5e and review of Xanathar’s Guide, I present for you a light-hearted introductory adventure, showing what happens when you take the classic The Orc and The Pie encounter and try and flesh it out into an actual adventure. Rather than structure it as a dungeon, this is a loosely-structured investigation into what has gone on at Mrs Miggins’ pie shop, and it contains some pre-setup questions that are designed to embed the PCs in the situation and involve them in creating some of the setting and background. The structure of the adventure uses Justin Alexander’s Adventure Nodes.

If you’re looking for a more traditional dungeon-crawling 1st level module, I have to recommend Matt Colville’s The Delian Tomb (the link is a youtube video of him explaining how to design it).

If you want it as a .pdf, you can download it from here. Otherwise, read on!

The Goblins and the Pie Shop

A 1st-level introductory adventure for D&D 5th Edition

Mrs Miggins’ pie shop is the first place any self-respecting adventurer would head to on their way out to seek their fortune in the world… her delicious meat and flaky crust are the talk of every frontier tavern, and many carefree ventures into the wilderness have started here. Naturally, as you venture into the Dark Forest, you’d stop here first… but when goblins have stolen her secret spice mix, you must rush to Mrs Miggins’ aid so that adventurers will be sustained.

This is an introductory adventure for 5th Edition Dungeons and Dragons. It’s designed to take around 2-3 hours to play through, although there are guidelines at the end to condense this to 1-2 hours. It’s balanced for four 1st-level adventurers generated using Adventurer’s League guidelines; again the appendix contains details to scale the encounters for smaller or larger groups.

It is designed to give a simple introduction to D&D5e and fantasy roleplaying outside of a dungeon setting, and to demonstrate how a loosely-plotted adventure can be structured.

Background – DM’s Eyes Only

Symon “The Pieman” has a pie shop in town, and he’s brutally jealous of Mrs Miggins’ success. He uses the same alchemist to ward his own shop – so once he learned how to bypass the magical wardings, he sent his goons in to steal her secret spice recipe. He then paid Holg the Orc to break in and kick about the shop the following day to cover up the theft and make it look like a random goblin raid.

Scene 0: Pre-Set Up

Allow the players to choose characters and introduce them briefly. Explain the starting situation to the players. In brief:

  • They have decided to seek their fortune in the Dark Forest, for the reasons determined previously
  • They are rookie adventurers, having just banded together as like-minded young heroes
  • It is traditional amongst new adventurers to call at Mrs Miggins’ Pie Shop, on the edge of the forest, for some fortifying snacks to take with them on the way to the Forest
  • The forest is dangerous in the centre, but at its boundaries is less dangerous. There are goblins, orcs, and brigands wandering around it though, as well threats the players will now define

They have some background already, but spend a few minutes asking each of them one of the questions from the list below.

  • Why are you venturing into the Dark Forest? What great riches await you there?
  • What is said to guard these riches?
  • What has made you leave your comfortable home to take up a life of adventure?
  • (insert name), you have a mentor, a veteran adventurer. Who is he and what has he told you of Mrs Miggins pie shop?
  • (insert name), a friend of yours growing up was Mrs Miggins’ grandson. What pie filling did he recommend that you just had to try?
  • (insert name), you’re not sure you even like pies. You had one of Symon the Pieman’s pies back in the village and it made you sick. What have the others done to convince you to stop at Mrs Miggins’?

As the players answer these questions, make brief notes of them – if you can, on a big piece of paper in the middle of the table so that all the players can see it. If you can incorporate these answers into the game as it plays, so much the better – and encourage the players to do so as well!

Scene 1: Mrs Miggins’

As they approach the Pie Shop, a tumbledown cottage from which you would normally expect the smell of delicious baking, it is mid-morning and something is clearly wrong. The door hangs ajar from its hinges and the gates to the cottage garden appear to have been torn from their hinges. There are signs of a scuffle inside, and as they approach cautiously, they discover a group of goblins engaged in ransacking the place.

Combat: there are three Goblins (MM, p166), Elg, Melg, and Thom. They wield curved knives as scimitars from the standard stat block, and are extremely cowardly – they will run as soon as they have lost a total of half their hit points – this is 12 hp for 3 PCs, 16 hp for 4 PCs, and so on. Of course, the PCs may well decide to give chase, which will allow them (if anyone speaks goblin) to work out who sent them.

Treasure: The goblins carry only loose change – they carry 15 cp each and their wretched scimitars, and are clad in rough rags.

Mrs Miggins is tied up, badly injured (DC 10 Wisdom (Medicine), or a Spare the Dying / Cure Wounds spell to stabilize, otherwise she will be groggy and uncommunicative, and unable to provide them with any pies), and says that she came down this morning to find the goblins rooting around. She has freshly paid-up magical wards from the Alchemist’s Guild in town, so she was surprised to see them, but they quickly overwhelmed her. There’s no way they could have bypassed those wards – she often finds drunken adventurers trying to sneak in and steal pies, and the wards always knock them out cold.

Any surviving goblins can be easily persuaded with a DC 10 Charisma (Intimidation or Persuasion) check to surrender what information they know. They were tipped off by Holg the Orc to raid the shop, and told there would be no magical defences. There weren’t, and the door was unlocked, which they thought was unusual. Holg oftens throws good jobs to their tribe (the Dark Forest Goblins) in return for odd jobs and help with distracting adventurers. He’s a herbalist who lives not far from here on the edge of the forest. Mrs Miggins knows him as a regular customer, and is very upset if she learns that he has had any hand in the raid. She doubts that he is skilled enough to remove her magical protections.

Mrs Miggins is in shock when it emerges that her secret spice mix has also been stolen – the goblins know nothing about it, but when she checks her cupboards it’s nowhere to be seen. She offhandedly remarks that, while she has no competitors because her product is so good, Symon “the Pie Man” in the village would dearly love to get his hands on her spice formula, and he has been visiting recently asking her about what goes into it – she never reveals anything, and has told him he will just have to devise his own formula! She of course begs the PCs to help her recover the secret spices; she can offer lifetime credit at her pie shop, 100 gp, and also a couple of potions of healing that they can take with them if they agree to help.

A really thorough search of Mrs Miggins’ spice cupboard reveals a scrap of black velvet that has been caught on the side of the wall – and which certainly doesn’t belong to any goblins.

From this point, the players may decide to investigate their leads in whatever order they choose – they can visit the Alchemist’s Guild (scene 2), or head over to Holg’s dwelling (scene 3). Either of these may lead them to scene 4 or to the final confrontation in scene 5.

Scene 2: The Alchemists’ Guild

The Alchemists Guild sits on the edge of town, and it is straightforward to get an appointment with Crawford Ellison, the wispy-bearded wizard who set up Mrs Miggins wards. If persuaded (DC 15 Charisma (Persuasion)) he will reveal that they are standard-issue wards, given to regular business customers, and a DC 10 Intelligence (Arcana) or Wisdom (Insight) check, as they check his records, that the wards only appear to be changed weekly – so that a customer who had the wards installed in the same week could in theory bypass them. If Crawford refuses to talk to them (failed persuasion roll) they can see the warding roster and invoices sat in the back office of the Guild – a DC 15 Dexterity (Stealth) or Intelligence (Investigation) should be enough to find them by stealth and discover the same information.

The customers from the same week include Rezzik the Half-Orc’s Wagon company, The White Lion public tavern, and Symon “the Pie Man” for his pie shop at the edge of town… again, if Crawford is friendly he will reveal that Symon still hasn’t paid for his wards, as he said he had a big business venture coming up which would mean he could pay them off easily. He has also asked for another job to be completed, and they are currently debating whether to ask for the money up front this time – for a small shack further into the forest (“A godforsaken place – that surely can’t be his next business venture, unless he’s setting up some sort of goblin mercenary company haha!”). A sketched map to this shack is held with the other files for the wards, which Crawford will share with the PCs if he is friendly.

Scene 3: Holg the Orc

Holg lives in a isolated, tumbledown cottage deeper into the woods. He’s a solitary herbalist, and while he has no great love for adventurers, he’s no fool. He has had a bad feeling about organising the goblins to raid Mrs Miggins ever since he was party to it, and is keen to try and make amends so he can enjoy her delicious pies again. Holg isn’t easy to persuade, ut a DC 15 Charisma (Intimidation) will be enough to make him share what he knows, or any show of force that shows him the PCs mean business. Once this happens he will reveal that Symon used him as a go-between to get the goblins to ransack the shop

Combat: Holg is a standard Orc (MM p246) with no additional abilities save his contacts and reasonable nature. He surrenders as soon as the combat turns against him – which includes having taken more damage than the PCs have at any time.

  • Symon just said that the magical protections would be down for the day, and asked that Holg go and ransack the place. Holg is quite fond of Mrs Miggins, so he didn’t go himself, but he got the Dark Forest goblins to go, on the condition they didn’t hurt her
  • He knows nothing about the secret spice mix, or even that Symon’s men had raided the shop previously
  • He can give them directions to the shack that Symon has set up in the forest, and everyone knows where the Symon “the Pie Man”’s shop is

Scene 4: The Shack in the Forest

Symon has set this up as a secret laboratory to try and duplicate the results of his theft. The shack is lined with herbs and spices, and different crust mixtures sit in an ice-box alongside packets of Mrs Miggins’ pies. Hidden away in the shelves (DC 15 Wisdom (Perception)) is Mrs Miggins’ secret mix, with the label half-peeled off.

(optional) Scene 4a: Symon’s Thugs

Depending on the time available, the confrontation may take place here (see the listing for Symon and his associates in Scene 5) or you may need an additional conflict to stretch out the adventure. If this is the case, a squad of Symon’s guards arrive to dissuade the PCs to call off their search; they are all human thugs, but one carries a swatch of black velvet on his shoulder which can be seen to be ripped.

Combat: There are 6 Guards (MM p347) and one guard dog (stats as Wolf (MM p341)) who has tracked the PCs here.

Scene 5: Symon “the Pie Man”’s Shop

Symon’s shop is freshly painted a new, but the aroma of pastry that comes from it is stale, and the meat in his pie fillings is under-seasoned. His shelves groan with unsold pies – truth be told, Symon is not a gifted baker, and unless he is able to successfully duplicate Mrs Miggins’ spice mix, it is unlikely that his business will survive.

If the PCs arrive here without solid proof that Symon is implicated in this, he will present himself as a reputable businessman and tell them that the attack on Mrs Miggins is a result of random goblin raids. Only the evidence of the secret spice mix (if they have recovered it from the shack), or compelling evidence like the torn black velvet, will force him into a confrontation, where he and his guards will attempt to silence the PCs.

Combat: Symon is a Thug (MM p350) and he is accompanied by his Guard Dog, Gnash (stats as Wolf, MM p341) and 2 Guards (MM p347).

Treasure: Symon and his men carry 40 gp and 200 sp, and Symon has a potion of greater healing (which he drinks if he has to) and a potion of climbing.

He fights to the death as he realises his entire business empire is at risk, peppering the battle with references to Mrs Miggins’ terrible pies and how she only made her fortune serving dishonest adventurers.

Once dispatched, the town guards will be certain to arrive and take Symon and his men to be imprisoned and tried by the village magistrate. Having rescued the secret spice mix, it is probably time for the PCs to return to Mrs Miggins where she will be fulsome with her praise and generous with her pies!

Appendix A: Running in Less Time

The adventure is designed to run to completion in around 2-3 hours; if you have less time, cut out some of the options for the investigations in the middle of the adventure to have just one of scenes 2-4 happen. Some options are presented below, depending on which lead the players follow:

  • The Alchemist’s Guild will implicate Symon fully in the break-in, and will give them the details of the shack in the forest that he has also asked to be warded by them. They can head over there where they interrupt Symon and his crew and can have the showdown with him.
  • If the PCs go straight to Holg the orc, have Holg spill the whole story as soon as he knows he has adventurers on his back; he has a note signed by Symon asking him to break into the shop, and was given the keys to the arcane wards as well. He is meant to be meeting Symon that afternoon, and will happily take the PCs with him to allow them to ambush him
  • If they go to The Shack, they interrupt Symon and his crew in the process of duplicating the spice mix – once they notice they have been seen they go to attack the PCs to cover up their secret.

In all cases, be prepared to guide and assist the players if they don’t quite follow the sequence of events. The goblins in Scene 1 will readily admit that the place was already broken into when they arrived – and maybe one of them is carrying a prepackaged meat pie from Symon’s place!

Appendix B: Running With More of Fewer Players

The adventure as written is designed to provide a challenge for four players. With fewer (or more) players, use the following table to adjust the number of opponents in each of the (potential) combat scenes:

Scene 2 PCs 3 PCs 5 PCs 6 PCs 7+ PCs
1 – Goblins 1 Goblin 2 Goblins 4 Goblins 5 Goblins 6 Goblins
3 – Holg Give Holg stats as a Goblin (p166) – he is old and infirm 1 Orc 1 Orc 1 Orc and Holg has a pet Wolf as well 1 Orc and Holg has a pet Wolf as well
4a – Guards 3 Guards 4 Guards 6 Guards

1 Wolf

6 Guards

2 Wolves

6 Guards

2 Wolves

5 – Symon 1 Thug

1 Guard

1 Thug

1 Wolf

1 Guard

1 Thug

1 Wolf

1 Guard

1 Thug

1 Wolf

2 Guards

1 Thug

2 Wolves

2 Guards

 

Review: Xanathar’s Guide to Everything (D&D5e)

I’ve been saying for a while that playing, and running, more 5th edition D&D is definitely something I want to do this year; and in this post, I dissected the beauty of random tables and promised a review of the product that inspired them, Wizards’ latest D&D5e supplement Xanathar’s Guide to Everything. Well, here it is. Disclaimer first: I’m hardly the most knowledgeable person to talk about D&D5; if some of the new rules are imbalanced and hazy, I probably won’t have noticed them – other reviews are available, that will no doubt have a different focus to mine. I’m not going to be analysing the mechanical balance and options of each subclass presented, for instance – as usual in my reviews, I’ll be looking in broad brush strokes at what’s useful for one-shot games in the publication.

The Fluff – Roll 1d6 for your next three adventure hooks

While at first glance Xanathar’s contains little in the way of setting information, background or explicit ‘story,’ it is filled with is implicit, flexible background. Each character option and random table populates your game’s world with NPCs, factions, and hooks – and these are yours, not some silent D&D canon. This is a map-free book, but in using the optional rules just for your PCs you’ll find setting leaping out at you fully-formed.

What and how? Well, each background has additional tables, and there are a set randomly-rolled life events for each character. Each class has them; and they’re short and simple, easily picked though and just the relevant ones used. Wizards, for instance, now have three 1d6 tables that they can optionally use to determine what their spellbook looks like, what their mystical ambitions are, and what eccentricities they have developed through their studies of the art.

There’s also a set of random encounter tables by terrain and tier that give a good inclination of what different areas are like. It’s a long time since I’ve used any sort of random encounter table (and my procedure tended to be to roll up 2-3 in advance, make them tied to the world and interesting mechanically, and throw them at players if they came up, rather than rolling directly on them while in play) but they give a good sense for the setting and just what kinds of D&D creatures inhabit each kind of terrain.

Another nice bit of fluff is rules for Common Magic Items, which are cantrip-like magic items that provide small, but useful, functions – like the candle of the deep which never goes out, even underwater. Each one suggests multiple different uses – I can imagine a city beseiged by seasonal storms to have a roaring trade in candles for when the storms come, both from the wealthy seeking to keep their houses well-lit and those wanting to do business under cover of them.

The Crunch – there is a lot of this

Let’s start with the big stuff, the stuff that most readers will go to immediately – there are tons of character options, at between 2-4 new subclasses for each class. Some are familiar (I was pleased to see the Cavalier back, as well as the Kensai , Swashbuckler, and Hexblade) – and some are funkier suggestions (there’s a drunken master monk style, and a samurai). I’d really appreciate these when rolling up pregens for one-shots, as they provide a really clear distinct concept for players to latch onto. Because they’re subclasses, they don’t really add extra complexity to play, either, as they’re a one-off option that replaces other rules options in the class.

There’s lots of new spells, too – and extended trap design rules and systems for downtime. There’s tables and rules for buying, crafting, and selling magic items – not likely to see play in a one-shot, but fills in a handwavey part of play that’s been really poorly supported in previous editions. Back in youth of playing D&D, we’d always be heading back to town trying to fence yet another longsword +1 or potion of feather fall, and it always felt we were at the DM’s mercy as to how generous he was feeling.

There’s a new reading of the encounter design system, which appears much simpler and easier-to-use than the previous one in the DMG. My own experience from building encounters for one-shots right back from 3rd Edition would be to make every encounter harder than the rules say – you’re aiming for exciting, dangerous combat rather than the gradual resource-drain of regular dungeon exploration – and on the face of it this system makes it easier to twiddle those knobs to make that work.

Also there are extended rules for using tools – which I can see being really useful in a one-shot to make non-combat skill use a bit better supported in the game. Each set of tools is also linked to which skills are used with it – and if you’ve got any kind of mystery or investigation, these are good sources of inspiration for where clues might come from.

The One-Shot

Truth be told, most of the use this will see in a one-shot is embedded in the options above, but there are 3 excellent pages in an appendix at the back that are really useful. They detail how to setup and run a shared campaign, and although they clearly are geared towards running Adventurer League games, there’s some useful estimates such as how long combat encounters should take and how you can pace experience so everyone stays on the same page. I’m a big fan of linking one-shots into episodic campaigns, and this gives you most of the tools to do so, as well as sharing GM duties.

In an ideal world, for me this would have been 30 pages, not 3, and maybe explored using D&D for one-shots, different campaign formats (the 3-session minicampaign, sandbox play with a player pool like in West Marches, etc) – ook at structuring games and giving players ownership and genuine choice while also managing your prep (stuff like The Alexadrian’s Node-Based Design) – but hey, if it had all that stuff in, there’d be less for people to blog about, I guess.

To sum up, Xanathar’s brings an awful lot of extra ‘stuff’ to the game, but in a format that makes it pretty easy to drop in bits of it at a time to add to, rather than complicate, your game. I’ve still got a lot more thinking and exploring to do about running D&D5e as a one-shot (and I’ll be posting my thoughts here), but Xanathar’s increases the range of tools available to do so. What approaches or prep have you found useful in setting up a D&D5 one-shot, and am I right in thinking that using supplements like Xanathar’s and Volo’s can add richness without complexity?

The 3-Session Campaign Part 1 – stretching the One-Shot format

I’ve blogged before about making the one-shot RPG ultra-short, and also about how a one-shot can be slightly longer form. One of the things I’m pondering as we come to the new year is how I’m going to get more online gaming done next year (via Hangouts / Skype), and I’ve come across the crux of the dilemma (for me anyway, but I suspect a lot of gamers).

Thing is, I don’t have the time to commit to a weekly (or even fortnightly) game – either face to face or over G+ – and so an ongoing campaign seem unlikely. And my own limited experience suggests that one 2/3-hour online session doesn’t quite have the hit of a regular convention one-shot. The medium means you don’t get quite as much contact, even if you’re playing with folks you know in real life, and it takes a while for characters to develop and become enjoyable to play.

So, I’m going to propose myself a solution: the 3-session Campaign. Three 2-hour online sessions, preceded by a not-necessarily-concurrent chargen and setup session. I’m hoping that this format will let me get more online gaming done, and that it might work for people with similar scheduling difficulties to me. I should note that this is advice I’ve largely gathered from my experience running face-to-face for 3-sessions, but I’ve put it in the context of online play because I think it provides a useful solution to the scheduling difficulties above.

The Pre-Session: Chargen and Links

In this session, which I’d go over a chat app like Facebook Messenger or a private G+ community, I’d get my players to generate characters (or generate them myself with their guidance / support if they aren’t familiar with the system) and build links between the PCs. I’d try in generating characters to follow good examples from one-shot play to ensure, for instance, that there are sufficient differences between characters and the group fits together with some consistency, as there won’t really be scope for this to develop during play to iron it out.

While some games have structures for this (Dungeon World’s Bonds, Apocalypse World’s Hx splits) that require some turn taking, the order of these is mostly arbitrary, so there’s no real need for everyone to be online at once – or, if they are, they can be sat doing something else with the phone/tablet at their side carrying out the process.

For games without this process, I’d try and establish connections – maybe with focused questions, which could be as basic as “how do you know X?” or, for instance, “when was the last time you brought a PC back from the brink of death?” (for a cleric PC). While this is going on, I’ll scribble it all onto a relationship map that I’ll then share so everyone has an up-front picture of the rest of the party – it especially helps in online play to know who the face at the bottom of the screen is pretending to be. In terms of sharing resources, for online play I think it’s helpful to have a precis of the setting and access to at least the basic rules so that players can engage with these and be ready to go from the off.

Session 1 – Your Regular One-Shot

The structure I tend to use for 3-session play is the movies of The Lord Of The Rings; for this first section, you’ve already done a substantial chunk of the exposition in the pre-session prep chat. I’d follow the regular introductory one-shot format for this: a task set for them to do, a practice combat/action sequence (to clear out any rusty rules), some investigation, and a final conflict that can be a little harder and reveals the extent of the problem facing them.

Pacing is key here; although in my experience, while online play does demand more focus from the players, the interface encourages it – everyone really does have to listen to every other player speaking, because if you don’t pay attention, you’ll be lost. Any rules clarifications, pass them to another player to resolve in text chat – and feel free to make notes of anything in that chat as well. My best experiences of online play have been basic in terms of technical aptitude – there’s nothing wrong with letting players roll their own dice and telling you what they get, and I’ve enjoyed having that physical connection to the game rather than using a dice roller (until I have a run of bad luck – then I usually switch to the dice roller).

I’d also recommend Session 1 being fairly obvious in terms of what the PCs should do and what the campaign is about. Chekov’s Gun applies here as it does in all one-shots; if you introduce an NPC, a location, or a faction at play in Session 1, if the players are interested in it you should make sure it re-appears in Sessions 2 and 3.

Well, that’s how to set up and run the first session of a 3-session campaign; tomorrow I’ll look at Sessions 2 and 3 and the prep between them.

Xanathar’s Guide to Random Tables – adding story to D&D5e

D&D 5th edition is a bit of a gap in my gaming experience. While it’s hardly explicitly designed for one-shots (for me D&D hews pretty closer to the zero-to-demigod progression than any other levelled game), I’ve had great experiences playing it. It captures the sweet spot of nostalgia and actually working. I’ve never actually run it, but certainly intend to set that right in the new year. And, like Starfinder, it certainly can support one-shot play – a lot of its complexity is hidden in easily-parsed references to older editions!

Storifying D&D: it can / can’t / should / shouldn’t be done!

A common thread about ten years ago on various Indie game communities used to be how to add storygaming elements to ‘trad’ games like D&D. It was met with a range of responses, from the zealous “you shouldn’t bother, just play a game that will actually support what you want to do” to more helpful suggestions, like John Aegard’s excellent piece on making D&D 4th edition a player-led sandbox.

The foundation for story-based games lies in character (or pregen) generation – if you have characters with links to the world and NPCs in it, beliefs and motivations to act beyond money and orcslaying, everything else will come, and feel natural. So after a preorder of the new Xanathar’s Guide to Everything arrived and sparked a guilt about how little attention I’d given 5th edition, I decided to give it a run through.

Xanathar’s deserves a proper review on here when I’ve fully dissected it for one-shot play, because apart from a bunch of sub-classes, encounter design guidelines, additional uses for equipment, it also contains a few pages of shared campaign guidelines (which are absolutely golden if you want to design a one-shot, brief though they are). But what initially caught my eye were the piles of random tables.

A lot has been made of the random tables that have returned for D&D5e, and I can’t get enough of them. Right there, using the ones in the PHB alongside those in Xanathar’s, you can randomly generate characters with rich, punchy backstories. I tested them out by rolling up a 1st level human fighter, Robert (oh yeah, his name was random as well – there’s 18 pages of random name tables at the back of the book as well). The tables for family backstory, combined with the backgrounds from the PHB, have made my ‘standard issue peasant fighter’ into something much more exciting, an army deserter using adventuring to find his estranged father. Don’t believe me – here’s his rough character sheet, with the table results combined with a pre-written backstory (NB: I’ve kept any links to the background and location deliberately vague, with only a dubious-evil Baron for Robert to rage against)

Robert

Race: Human (5′ 7″, 154 lbs)

Class: Fighter

Background: Folk hero

Alignment: Neutral Good

S 16, D 15, C 15, I 11, W 14, Ch 11

Languages: Common, Orc

HP 12; AC 19

Proficiencies: All armour, shields; simple weapons, martial weapons; carpenter’s tools, vehicles (land)

Saving Throws: S +5, D +2, C +4, I +0, W +2, Ch +0

Skill Proficiencies: Animal Handling, Athletics, Perception, Persuasion

Fighting Style: Defense (+1 to AC when wearing armour)

Second Wind: Use a bonus action to regain 1d10+1 hp each short/long rest

Combat: Longsword +5; 1d8+3 slashing. Light crossbow +4; 1d8+2 piercing. Dagger +5; 1d4+3 piercing.

Equipment: Chain mail, longsword, shield, light crossbow (20 bolts), explorer’s pack, carpenter’s tools, shovel, iron pot, common clothes, belt pouch with 18gp, dagger.

 

Origin: Know who your parents are; born at home; no siblings. Raised by single mother (father was imprisoned); modest lifestyle with no permanent residence – you moved around a lot; others saw you as different and strange, so you had few companions

Background decision: A mad old hermit spoke a prophecy when I was born, saying I would accomplish great things

Fighter training: I joined the army and learned how to fight as a group

Defining Event: You broke into a tyrant’s castle and stole weapons to arm the people

Personality: If someone is in trouble, I’m always ready to lend help

Ideal: Sincerity – there’s no good in pretending to be something I’m not

Bond: I have a family, but I have no idea where they are. One day, I hope to see them again

Life Events: A relative bequeathed you a simple weapon, spent time working in a job’

Flaw: I have trouble trusting my allies

 

Born to simple carpenters, the prophecy that the mad gnome Oppleby spoke when Robert was born would prove to be his downfall. His father stayed at home from the work-gang to care for Robert following the prophecy, and though they tried to evade the Baron, Robert’s father was captured and imprisoned soon after by the Baron’s men. As Robert and his mother Emma moved from town to town, earning what little they could from odd jobs and the kindness of strangers, Robert’s heartbreak at seeing his father dragged away led to steely resolve to find his captors and bring them to justice.

Knowing he would need a strong sword arm to bring the Baron to justice, he joined the army, where he quickly became successful as a carpenter in the engineering division while his martial expertise grew. But seeing the lash of his sergeant’s whip on his comrades, Robert fled the army, defecting with his squad after stealing from the company supplies. In the escape his squad-mate Manfred was fatally injured, and he gave Robert the engraved dagger his own father had given him, begging Robert to continue his quest.

Robert found himself again moving from town to town, and making use of what carpentry skills he had, until the opportunity for adventure and making good on his prophecy came to him. He knows he will only bring danger to his mother if he returns to her, but still seeks to find his father, and free him from the Baron’s oppression.

See what I mean? It’s corny, and I guess a little obvious, but the table results just determined that juicy backstory naturally. Later I’ll be blogging here about adapting published adventures, but for a party including Robert you can bet that either (i) the Baron’s men are all over town getting in his way, and/or (ii) the adventure’s big bad has links to the Baron. Have you got any examples of how random tables can develop grabby character backgrounds?

An Xmas Mixtape (a Mixtape is like a Spotify Playlist from olden times)

This blog is now 8 months old. While I’ve not maintained it with as much regularity as I’d foolishly expected, I’ve spent a bit of time reviewing my content – and taken the step to actually shell out some cash to make this ad-free (sorry, those of you who were wanting the chance to win an iPhone 10 every time you clicked the link).

I’ve got big(ish) plans for the blog next year, and am planning to get serious about writing (and editing) RPGs more widely – while it’s only a tiny one-shot, seeing Bite of the Crocodile God get art and layout has convinced me to get my act together a bit more.

My plan in the new year is to continue with a mixture of different things, all through the lens of one-shot play. In the meantime, in case you’ve missed them, here’s a mixtape of what you can expect more of:

Reviews, with a particular focus on one-shot play – I started trying to do all of the Fate Worlds series, but I got a bit distracted – this is probably my favourite, of the frankly bonkers Masters of Umdaar

Prep and play advice, such as this post which I’ll be rereading before Revelation (the Powered-by-the-Apocalypse convention in Sheffield, UK) on prepping PBTA one-shot games

Rules tweaks, like this for making Cypher system (and other games’) experience system fun

And the occasional beard-stroking bit of sentimentality, like this post about the nature of the hobby, and why you shouldn’t feel guilty about all those game books on your shelves.

I’m hoping to get some actual ready-to-play one-shots on the blog as well, and have several percolating in various stages ready for editing and uploading. I haven’t forgotten about the #1H1S thing, either – so expect more about running 1 hour RPG sessions soon too.

And, in case I haven’t said before, thanks for reading. I hope you continue to enjoy it. Anything else you’d like to see, stick it in the comments!

Review: 7th Sea, Second Edition

7th Sea, Second Edition, is a trojan horse RPG – a hippie-smoking narrative indie game disguised as a big-budget trad game. Even its pseudo-European setting and swashbuckling, piratical leanings imply it will have rules for swimming, climbing rigging, initiative even. And it doesn’t, really – it has one unified resolution system for everything. It’s beautiful, fast-playing, and very, very good.

The Fluff – “Are we doing accents?”

In the pursuit of high-stakes swashbuckly pirate action, 7th Sea sets itself in a squished up map of Europe where each nation in Theah is very easily identified as its real-world analogue. Even the map is recognisably European, so if you can’t work out that the red-haired kilt-wearing barbarians of the Highland Marches aren’t Scots, you can check an atlas. I’ve no problem with this – and it is of course just an iteration of the setting of the first edition, which was apparently a much-loved aspect of the game. I’d expect a good deal of outrageous accents in play if I’m anywhere near the table.

The setting descriptions in the rules are a bit, well, basket-weavey. I’m not sure if I really needed to know what the average Castillan peasant eats to jump into the game, and it feels rather like a potential barrier to play rather than a boon; I found myself skimming once I’d worked out it was Spain, and then coming back to find the adventure hooks hidden within the descriptions of fashions and history. And this is the first bit where it comes across as a traditional game; there feels like an expectation that you should read the 96 pages of setting chapter before you start creating your character, even though there’s probably no need at all.

It’s worth giving a shout out to the system’s alternate settings – The Crescent Empire, which is the near / middle East analogue, is out now, and offers an inventive take on Arabian Nights-style swashbuckling, and New World – Jaguar Knights and pseudo-Aztec sacrifices and Ifri – their Africa – are lined up for release. I’ve only really dived in The Crescent Empire, and it really is impressive – and probably merits a separate review which I’ll get to soon.

The Crunch – Ready you magnetic fish!

As I said in the introduction, this is the most indie you’ll find in a shiny 300-page hardback. You roll a pool of dice, count Raises (which you make by summing dice to 10), and take action in order from them. That’s how you do everything. Action Scenes see you act in order of the number of Raises you have at each turn, Dramatic Scenes use a more narrative initiative order (as in, one determined entirely by the GM as suits the fiction). There are no difficulty levels, and an implication that players might try to use whatever combination of Trait and Skill they like to accomplish their task, under some negotiation with their GM.

One wrinkle is that every challenge or scene seems to be bespoke to the specific situation, and there’s advice that the GM will pre-plan these out, which makes it seem more complex than it is. What 7th Sea really needs is some general examples of, for instance, a shipboard battle, a tavern brawl, a chase through alleyways, a high society ball – that the GM can quickly grab and pick options from to invent scenes on the fly.

At every turn, it feels like there’s more to the system – and many of the early commentators on the system I think were disappointed in this – but, brilliantly, there isn’t. PCs have various Advantages that tweak the rules in certain circumstances, but like Fate’s Stunts, they are exceptions rather than interfering with the core mechanic. Even duelling, which adds the most additional rules, really just allows you to zoom in on the action in a combat sequence. Villains have two stats and one dice pool, and  groups of mooks – Brute Squads – just have a Strength.

The sole exception to the unified-system appears to be magic, which is specific to each Nation and both game-breakingly powerful and awesomely cool. You won’t be slinging spells regularly, but you can be sure that if there’s a magic-user in the group they will have additional – and very flavourful – ways to interact with the story and bring trouble their way.

The One-Shot

In fairness, there are a couple of cool things about the system which I don’t think translate well to one-shot play. Firstly, the experience system (such as it is) is player-specific multi-step Stories that are collaboratively written and plan out what the PC needs to achieve to get his next XP boost. The villain rules have resource management stuff for the villain to try schemes to raise his strength and an economy for sending stuff after the PCs. I can see an awesome game (not a one-shot) where the players just arrive with their own stories and the GM plays his villain’s schemes and gets in the way of them – but I’m not certain how that would work for one-shot play, although setting it up in a similar way to player-led PBTA might work.

These are the pregens I’ve made up for this game, and they give a fair indication of how straightforward the system would be to grasp for players – although you want to ensure that a player who is happy to get to grips quickly with additional rules and exceptions takes any PCs with magic or dueling. The setting is certainly easy to grasp, and the unified system will certainly make sense – but, as with everything, watch out for players who are drawn to a big hardback book expecting more rules than they find!

I’m looking to tidy up my own quickstart adventure and post it on here, and I might even have a bash at some generic scenes for the game and put them out there – but in short, this game might be my new hotness for a while.