Saturday, November 16, 2019

Elder Scrolls GLOG: School of Destruction

Practitioners of Destruction control the four basic elements, fire, frost, poison and shock, to devastating effect in combat. They can also call down curses, sap power and enfeeble their opponents.

TheMinttu

School of Destruction


Cantrips:
1. Summon a flame the size of a candle by snapping your fingers. Cannot be used to deal damage directly, but can set things on fire.
2. Flash freeze up to a bucket of liquid in its current shape. May create fragile improvised weapons.
3. Poison a mug's worth of water by swirling it with you finger.

Apprentice


Destructive Touch
R: touch T: creature D: 0
Deal [sum]+[dice] damage of your choice of fire, frost, poison or shock damage.

Armor Eater
R: touch T: creature D: 0
Reduce target Defense by [dice] points. If target is wearing armor, the spell targets the armor and does not spill over onto natural Defense.

Destructive Trap
R: touch T: trapped object D: 0
Cast upon a trapped object, such as a door or chest. Choose fire, frost, poison or shock damage. When the trap is triggered, it deals [sum] damage, either in a 10' radius or a 30' line.

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Nomax
Adept

Destructive Bolt
R: 50' T: creature D: 0
Deal [sum] damage of your choice of fire, frost, poison or shock.

Drain Attribute
R: touch T: creature D: 10 minutes
Reduce a target's attribute by [sum] for the duration of the spell. The attribute returns to normal after the spell ends. Relevant stats are recalculated. Save for half.

Weakness
R: 50' T: creature D: 1 minute
A creature with [dice]x3 or fewer HD becomes weak to a chosen element or normal weapons. Immune creatures go down to resistance, resistant creatures lose their resistance, normal creatures take 50% more damage. Save negates.

Expert

Absorb Health
R: touch T: creature D: 0
You steal [sum] HP from the target and add it to your own HP total. The total may go over your normal maximum, but cannot be healed above that threshold. If this effect is reflected, you may damage your own HP. Save for half.

Damage Attribute
R: touch T: creature D: 0
If the target fails a Save, reduce the target's attribute by [sum]. The attribute can only be restored with magical healing. Relevant stats are recalculated. Save negates.

Curse
R: 50', or through focus T: creature D: until removed or satisfied
You inflict a Minor or Major Curse on the target, Save negates. You must either have a piece of them (lock of hair, beloved locket) or see them in range. For a Minor curse, you must expend 2MD, for a Major curse you must expend 4. All dice you use are automatically exhausted. You may not dispel your own curses, but may set appropriate conditions for satisfying them. (See the Many Rats curse table for inspiration).

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Nuare
Master

Destructive Blast
R: 60' T: 10' radius D: 0
Deal [sum] damage to all targets in the area, with your choice of fire, frost, poison or shock. Save for half damage.

Five Fingers of Pain
R: touch T: creature D: 0
Deal [dice]x2 points of fire, frost, poison and shock damage, and trigger a Morale check at a -[dice] penalty. Save negates.

Energy Drain
R: touch T: creature D: 0
You drain [sum]x50XP from your target. If the target has class levels, they may lose those. Otherwise, they lose [dice]HD. Save for half.

Elder Scrolls GLOG: School of Illusion

Practitioners of Illusion manipulate the senses of men and mer with light and sound. They create false sounds, block out a foe's vision, enhance their own senses, and even confuse the spells of others.

School of Illusion

Cantrips:
1. Dim or extinguish all non-magical light sources in 10'.
2. Transfer a blemish or a cosmetic feature from one creature to another. You could swap eye colors with an elf or take warts off a frog and put them on a princess. Effect is entirely illusionary and lasts for as long as you can see both creatures.
3. Create a shower of illusory sparks or a puff of illusory smoke from your hands.

Image result for elder scrolls illusion fanart

Apprentice

Chameleon
R: 0 T: creature D: 10 minutes
You blend into your surroundings for 10 minutes. You gain [dice]x2 to rolls to hide, sneak or blend into crowds.

Phantom Noise
R: 50' T: location D: 0
The caster makes a noise appear from a location within 50'. If the noise is a word, only [sum] words may be used.

Light
R: 20+[dice]x10' T: item D: 3 hours
Object illuminates like a torch for 3 hours with a radius 20+[dice]x10'. If you invest four or more MD, the light has all the properties of natural sunlight. You may choose the color of the light.

Adept

Blind
R: 50' T: [dice] creatures D: 1 minute
Up to [dice] creatures are blind for 1 minute. They take -4 to Defense and -4 to Attack, and are unable to cast targeted spells. Save negates.

Calm
R: 50' T: [dice] creatures D: 1 hour
Target creatures loses the desire to fight you for 1 hour, or until aggravated again. Save negates.

Night Eye
R: 0 T: creature D: [dice] hours
Target creature can see in the dark as if in light.

Expert

Invisibility
R: touch T: [dice] creatures D: 10 minutes
You become invisible to normal sight for 10 minutes. You become visible if you interact with your environment, such as by grabbing something, pulling a lever, attacking etc.

Charm Person
R: 50' T: humanoid D: [dice] hours
The person regards you as a good friend and ignores the obvious spell you just cast on them. If you invest 4 [dice] or more into this effect, it becomes permanent.

Silence
R: 50' T: creature D: 1 minute
The target's spells are cast with [dice] fewer dice. When they roll for a spell, the [dice] lowest dice are treated as fizzles and returned.


Master

Paralyze
R: touch T: creature D: [dice]x2 rounds
Target creature is unable to act for [dice]x2 rounds. Save for half.

Mass Silence
R: 50' T: 10' radius D: 1 minute
The spells of all creatures in the area of the spell are cast with [dice] fewer dice. When they roll for a spell, the [dice] lowest dice are treated as fizzles and returned.

Mass Charm
R: 50' T: 10' radius D: [dice] hours
All creatures in the area of the spell consider the caster to be a good friend and ignore the obvious spell just cast on them.

Elder Scrolls GLOG: School of Mysticism

Practitioners of Mysticism manipulate the little-understood energies beneath magic itself, prying back the veil of this world, seeing its true nature, and traveling great distances unimpeded.

School of Mysticism

Cantrips:
1. Meditate upon the true meaning of an object. With an hour, you may learn its name, with a day you may learn its purpose and nature. More meditation may reveal its path through time and space.
2. You can tell the size of a creature's soul at a glance.
3. Move a light object with a wave of your finger. You could cause a coin to roll along the ground or turn the pages of a book, but not open a door or lift a stone.

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Apprentice

Detect Key/Gold
R: [dice]x20' T: self D: 1 hour
You sense the location of coins, keys and similar valuables in the given area.

Telekinesis
R: [dice]x20' T: object D: concentration
Pick up and move items, open containers and doors, trigger traps etc.

Identify
R: 0 T: magic item D: 0
The magic item this is cast on is immediately identified. Names, effects, curses etc. are known by the caster.

Adept

Detect Living
R: [dice]x20' T: self D: 1 hour
You sense the location of all living things in the given area.

Reflect
R: 0 T: creature D: 1 minute
The target reflects spells cast with [dice] or fewer MD while the spell is active.

Soul Trap
R: 50' T: creature D: 1 minute
A target with [sum] or fewer HD is marked, and if it is killed while the spell is active, its soul will enter a crystal in the possession of the caster. Requires a crystal of appropriate size or larger. Creature's souls range from Petty to Grand. Humanoids have Black souls.

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Balmora Strider Scuffle
Expert

Dispel
R: 50' T: creature or object D: 0
The target is dispelled of all magic effects cast with [dice] and fewer dice. Summoned creatures or items of [dice]x3 HD or less targeted are banished to their home plane. Cannot disenchant enchanted weapons or remove curses.

Mark
R: 0 T: location D: permanent until dispelled
Place a mark at your current location. It remains there until it is dispelled or you cast another Mark elsewhere. When you cast Recall, it will transport you to the Mark. Can be dispelled at will without having to cast anew.

Recall
R: 0 T: [dice]x2 willing creatures D: 0
Transports you and a certain number of willing creatures (must be touching) to the location of your Mark. If cast without a Mark, transports you to a random location.

Master

Wizard Vision
R: touch T: self D: 1 hour
If you invest one die, you can see invisible creatures. Magical traps, scrolls, and enchanted items appear differently to you, betraying their nature, and you can tell much more about spells cast by another caster.

Investing two or more dice let you see through magical darkness and illusions, including the disguises of shapeshifters. You can only cast this on yourself. You can permanently see the invisible as a vague warping of the light. This comes at the cost of your mind, as you permanently lose 1d6 Willpower (you reject the true nature of creation) or Charisma (as you embrace it and become alien for it).

Divine Intervention
R: nearest divine temple T: [dice]x2 willing creatures D: 0
Transports you and a certain number of willing creatures (must be touching) to the nearest temple of the Nine Divines.

Daedric/Almsivi Intervention
R: nearest daedric/almsivi shrine T: [dice]x2 willing creatures D: 0
Transports you and a certain number of willing creatures (must be touching) to the nearest Daedric shrine (or Almsivi shrine if in Morrowind).

Elder Scrolls GLOG: School of Restoration

Practitioners of Restoration command curative energies, knitting flesh and bone as well as bringing the sick to health. Spiritual and magical ailments, and even curses, can be undone through their spells.

School of Restoration

Cantrips:
1. Touch a wound to stop it from bleeding. Doesn't heal any damage, but stops blood getting everywhere. Unsightly white scars form until properly healed.
2. Spend ten minutes washing your hands over your clothes to remove any stains and dirt.
3. If an attack would reduce you from full HP to 0 HP or less, you may spend all your remaining MD to survive with 1 HP. You must spend at least 1 MD.

Image result for elder scrolls restoration


Apprentice

Heal
R: touch T: creature D: 0
Target creature heals [sum] HP. It costs 2 HP to remove one negative HP. This spell cannot remove Fatal Wounds, cure diseases, or heal lost limbs.

Cure Disease
R: touch T: [dice] creatures D: 0
Creatures afflicted with a common disease or blight are cured of their ailment. Has no effect on healthy creatures.

Cure Poison
R: touch T: [dice] creatures D: 0
A creature afflicted with poison is cured of their ailment. Has no effect on healthy creatures.

Adept

Restore Attribute
R: touch T: creature D: 0
Restores a damaged attribute by [sum] points up to the original value.

Fortify Health 
R: touch T: creature D: 1 hour
The target gains [sum] temporary hit points on top of their normal maximum.

Fortify Magicka
R: touch T: creature D: 0
The caster transfers [dice] MD to another character. These are automatically depleted on the receiver's side, but the caster may get them back. The receiver may not have more than 5MD.

Expert

Regeneration
R: touch T: creature D: [dice] hours
Target creature regenerates 1 HP every 10 minutes. If a sufficiently magical object ( a daedra heart, a unicorn horn, etc.) is used in the casting, target also regrows missing limbs or damaged organs.

Resistance
R: touch T:[dice] creatures D: 1 hour
Creature gains resistance to an element (fire, frost, poison, shock, normal weapons) of your choice. They take half damage and have +4 to related Saves. If you invest 4 dice into a single creature, they are immune and automatically succeed on their Saves.

Cure Paralysis
R: touch T: [dice] creatures D: 0
A paralyzed creature is restored to full motion.

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Nick Kharati

Master

Mass Heal
R: 50' T: 10' radius D: 0
All creatures in the area heal [sum] HP. It costs 2 HP to remove one negative HP. This spell cannot remove Fatal Wounds, cure diseases, or heal lost limbs.

Remove Curse
R: touch T: creature D: 0
Curses cast with [dice] or fewer dice are removed.

Fortify Attributes
R: touch T: creature D: 1 hour
Fortify one attribute of your choice by [dice]x2.

Sunday, November 10, 2019

Session 2 Report: Between a Jelly and a Jam

After the side-delve into the Mouth of Spring, a pair of adventurers got back together for another crack at the Tomb of the Serpent Kings. While the Batman went on a carousing spree, Chance used his money from the pearls to hire a pair of hirelings. He was accompanied by Gale, the magpie-ling wizard whose contribution to the last delve was turning a pair of enemies hot pink with his cantrip.

Our victims cast:

Chance (Weasel-ling Thief)
Gale Venta (Magpie-ling Wizard)
Shaggeth (Human Archer)
Scoobeth (Hound-ling Light Infantry)

Image result for shaggy and scooby in armor


The Session


The pair of them spent the first part of the session looking over the tablets that Chance recovered from Ulthis in the Mouth of Spring, and took some downtime to remove the trap runes on them. They then learned several of the rituals, with Gale (our rather dull wizard) learning Stonecloak, and Chance learning Voidmark, Goldsong, Icepenny and Blade of Insight. They then brought forward their hirelings - a pair of soldiers with a reputation for success in spite of cowardice, Shaggeth and Scoobeth.

Entering the Tomb and tracing their steps back to the octagonal room, they investigated the remaining chambers. They cleared out the debris from the north, with Scoobeth almost getting his head chopped off by the Skeleton when he peeked his head through. They cleared enough to create a small opening, at which point the Skeleton burst through with a greataxe. Only the hirelings won initiative, and while Shaggeth's aim was terrible, Scoobeth more than earned his keep, standing fast and destroying the skeleton with a critical hit. One player described as Scoobeth's Hound-ling instinct for chewing on bones kicked in, causing him to rip the skeleton's arm off and beat its skull in with it. Scoobeth took the greataxe for himself.

Investigating the southern rooms, they dared to break open one of the clay statues, only to find it contained neither poison nor treasure. They decided not to try their luck further. Then examining the southeast room, they recovered a treasure idol and a scroll with a strange name, באלתופלאת (Baltoplat) written feverishly again and again. Pocketing it, they turned to the eastern gates, painted with the image of snakes falling from the sky. They tread down the stairs carefully, avoiding the ones with scuff marks, and at the bottom, entered a large arena. Outside the reach of their light was a hulking figure, smashing some fleshy creature into paste.

 Using Stonecloak and a dagger enchanted with Blade of Insight, Gale snuck behind it and sliced its leg. This activated the ritual, pointing the dagger towards the creature's heart, as well as enraging it. The party hid their light and rolled quite well to hide, slowly sneaking past it and over to the chasm. As a farewell, Gale expended his Magic Die for the day casting Knock, causing the creature to vomit for several rounds while the party made good their escape.

 They continued down the ledge, buffeted by cold winds, careful not to slip. They came upon a recessed stone doorway, and immediately recognized the hammer trap from the beginning of the dungeon. This time they couldn't just break it down, instead having Shaggeth and Scoobeth hold the pegs down while Gale and Chance lifted the bar and opened to door. Finding no threat inside, they called Shaggeth and Scoobeth inside, managing to avoid the hammer.


Image result for skeleton jelly


Continuing along the ledge, they found another entrance, and beyond it a colony of dungeon barnacles. They left getting past them for later, but in his tradition, Gale turned a few dozen of them hot pink.

They crawled through this next section of the dungeon, turning south beyond the ceremonial room, only to find a skeleton encased in orange jelly. Trying to hit it with rocks and flaming arrows, they failed to hurt ti, but could knock it back with forceful enough blows. Seeing how slowly it moved, the party split. Shaggeth and Chance on the western end of the intersection, Gale and Scoobeth on the eastern side with the torch. They led the skeleton jelly back through the ceremonial room while Chance found the pit trap to the south, and figured out how to circumvent it. Leading the Jelly to the chasm, Gale and Scoobeth's rocks almost knocked it back, but it managed to stay up top. Running back inside and reuniting with Chance, who found out the corridor beyond led back to the chasm, they succeeded in trapping the Jelly in the pit, though they knew it would soon get back out.

 They continued to delve west, and came across a room with a pair of very lifelike snakeman statues, totally different from those seen before. Though they sensed gold inside the room to the south, they decided that clearing the barricade in front of it was for later. In the northern room they found a shrine and statue which rotated very easily. They first turned it clockwise, letting a hoard of gold coins roll out from the statue's mouth. Gale was overwhelmed, and began pocketing as much as he could in a Scrooge McDuckian fashion.

 Knowing full well that turning the statue counter-clockwise was likely a trap, Gale did anyway, releasing a cloud of poisonous smoke. Oops.

 Immediately after, Gale continued picking up the coins, some of which rolled onto the western corridor. Then a giant blade swung out from the side and slashed him, pushing him to the ground. Luckily, the rest of the party managed to pull him out before the ancient mechanism collapsed on top of him. The party decided to throw rocks down the corridor to trigger any more blades, collapsing them all at the cost of a truly incredible amount of noise.

 Taking a short rest, the party was disturbed by the omens of the dungeon, especially a chain-dragging sound to the west. Then, at the end of the rest, the party was found by a fungus goblin. A stunted, pale creature with an enlarged oval head and tiny red eyes set far too close together. It cried out, and eight more appeared from the shadows, but making no aggressive motions. They whispered among themselves 'the king, the king', and Gale, ever the egotist, accepted. The goblins jumped for joy, pulling at his clothes in supplication and placing a crown of bent forks on his head.

Incidentally, the new moon just ended and the sky is currently occupied by a waning crescent. No reason. Just thought I'd mention it.

Image result for goblin king
Look at your king, now back to me, now back to your king, now back to me.
Sadly, he isn't me, but if he lives in the warrens long enough he'll smell like me. 

And there the session ended. With the party now deep underground, with only goblins for company. Getting gonzo already.

Takeaways

I'm doing better with light. I'm making sure to ask the players who has the light regularly, and tick off torches as they explore. The Tension Pool continues to be a very effective tool.

I need to use the NPCs for information. I'm interacting with my players and clarifying things pretty frequently, and I figure after the session that some information should have been better delivered by the hirelings. Having a pair of expendable but lovable comic relief characters are a solid opportunity to describe the world from inside.

Splitting the party worked well.

Gale has basically been autofailing his Saves. As part of being a Magpie-ling, he must Save whenever he sees shiny things or else try to grab them. But he's been so committed to the art I've barely had to call for those rolls. He just goes for shiny things no matter what, even when it gets him into serious trouble. He has exactly the right attitude.

Halfway through the session, I was interrupted by a guy I've seen around a bit. We play in a cafeteria at a time when it's mostly empty, and I've seen him sitting nearby frequently. This time he introduced himself, and said that he watches us play here each weekend, and he had to run to run his own game. I had no idea my game had an audience.

During the game, my players had been curious about getting to the bottom or other side of the chasm, and getting past the dungeon barnacles. These are hooks for the dungeon master to add their own content, which I had not yet done. I told the players this, since I don't mind metagaming and don't want them to expend effort just to find nothing because I had failed to put something there. Still, it made me wonder what should be down there. And the answer became clear very quickly.

Image result for veins of the earth
THE VEINS!

Friday, November 8, 2019

Elder Scrolls GLOG: Adapting Morrowind Quests

As part of adapting my Elder Scrolls GLOG and making a campaign out of the Elder Scrolls III: Morrowind, a big draw was using existing content and putting it to new purpose. A mountain of evocative and well-thought out locations, quests, characters and items ready for modification and use. Here's how I'm adapting quests from videogame to tabletop form.

Inanius Egg Mine

I started adapting the campaign with the town of Suran, a Dunmer market city between Pelagiad and Molag Mar, just on the border between the Ashlands to the north and the Ascadian Isles to the south. There are several quests associated with the region, but I'm deliberately going to choose one of the more boring ones; Inanius Egg Mine.

Egg Mines are the hives of a local creature called a Kwama, similar to ants. Their eggs, which egg miners harvest from inside, are a dietary staple of central Morrowind. This egg mine is owned by Serjo Avon Oran, the governor of nearby Suran. It's also afflicted by the blight.

In this quest, the player is told by Nileno Dorvayn, a rival of Oran's in the same political party, to sabotage the mine for a reward. The player has several options. They can go through with the sabotage as asked. They can refuse the quest altogether. They can accept the quest then instead go to Oran, and extort double the quest reward from him. They can go to Oran and extort the funds while also sabotaging the mine anyway, getting three times the initial reward and special dialogue from Nileno. It's this level of choice, even in one of the more routine quests which makes Morrowind a special game.

Image result for kwama queen
By 'sabotage' I mean kill that thing

But the total freedom available in a tabletop roleplaying game blows Morrowind wide open. In order to adapt a quest from a videogame, necessarily containing less freedom and choice than we want, we have to clear away the detritus and get right at the meat. I conceptualize them as nodes.

Serjo Avon Oran is a node. So is Nileno Dorvayn. So is the blighted mine. Three nodes gives us a solid starting point. Then we have the entry, the method, and the consequence. In Morrowind, this quest, subplot, whatever you want to call it, has only one method of entry, and one state for the player to be in when they enter; in the service of Dorvayn. But we have more flexibility.

The players might be entering this through Dorvayn's request. Or, Dorvayn hired someone else to do it, and they are hired by Oran to figure out who did this and pay them back. Or the players are tasked by the temple to investigate and treat the blight infecting the mine, when they encounter Dorvayn's rogues in sabotage. Maybe they're pulling a Robin Hood, stealing food to give to the poor, or deliberately getting blighted eggs to poison someone discreetly.

While pursuing this quest, the party may be straightforward and just do the job. They may attempt the extortion, which they may succeed or fail. They may inform Oran to get on his good side, offering to double-cross Dorvayn. They may frame another rival for the sabotage.

And then, there must be consequence. The reward is often a part of it, but if the party is unlucky or indiscreet enough, they may get no reward. Letting slip Dorvayn's name while extorting Oran will come to bite Dorvayn later, and will likely impact the players. The loss, curing or maintenance of a blighted mine must be having some effect on the area. If the mine remains open, the health of the locals will flag, and they may starve or be forced to pay higher prices for foods if it closes down. Curing the blight will only benefit Oran, enriching him and allowing him to further entrench his own power.

All of this we get from a few nodes interacting in predictable ways, and the utter unpredictability of both players and dice. We can, with altogether little work, turn Morrowind's static and deterministic (albeit beautiful and engaging) world and make it a place the PCs can have real adventures in.

Locations and Hooks

That's a pretty detailed writeup of just one quest. Actually, it's more than I would ever write for such a small quest. The key to this approach is that events are hung on the nodes, then developed through player action and the GM's common sense. Everything written above can be spooled out from the existing possibilities, in the moment, by anybody with basic creative faculties. So, in keeping with the Law of Maximization of Conceptual Density, I should be putting this stuff down in a scannable, readable, and easy-to-run form that makes the presence of nodes obvious.

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A Quiet Night in Suran

Suran

Market Town, Dunmer, Ascadian Isles (interactive map)

Major NPCs
Serjo Avon Oran (Governor, Oran Manor)
Merchants: Apothecary, Smith, Pawnbroker, Outfitter, Clothier (Market Square)
Helviane Desele (Innkeeper, Desele's House of Earthly Delights, Market Square)
Daric Bielle (Bounty Hunter, Desele's House of Earthly Delights)
Dranas Sarathram, (Slaver, Slave Market)
Elvil Vidron (False Prophet, Market Square)
Hides-His-Eyes/Haj-Ei (Scout/escaped slave, Suran Tradehouse)
Ashumanu Eraishah (Tavern-keeper, Suran Tradehouse)
Elynu Saren (Priest, Suran Temple)
Nevena Ules (Hlaalu Councilor, Ules Manor)
Umbra (Warlord, Suran Hills)
Leles Birian (Master of Destruction, Piernette's Farmhouse)

Even if you've never played the game, looking at that list should give you plenty of ideas for drama. Preexisting quests connect some of these nodes, but keeping just a few facts about each in mind, you can go hog wild. Some of these NPCs are those you should meet quickly; the merchants are the main reason for being in Suran, and the tavern and inn keepers are the prime source for news. Others, like the governor, should be more difficult to access unless you have relevant business.

And some are outright secrets. Nobody knows that Leles Birian, a Master of the School of Destruction magic, quite possibly the most capable practitioner of combat magic in the province, listed in the game's stats as being more powerful than the current Archmage of the Mages' Guild... is living on a little farmhouse in the middle of nowhere. Nobody will tell you this, but she's the only person who can offer Master level training in Destruction. Is she related to Piernette, the other Breton who runs the farm she lives on? Is there past drama that made her leave or never join the Mages Guild? Is she deliberately in hiding?

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Ascadian Isles

If one of the players winds up being a Destruction mage and they want to find the Master trainer in order to legitimize themselves, finding her will be a task in and of itself. Or maybe the party winds up befriending Piernette and stays in her farmhouse whenever they pass by, getting to know Leles as a minor NPC with no inkling of her real importance or power.

All these options and more are at your disposal. With a few regional nodes, some common sense and a taste for drama, you can build a living world on the fly. Here are a few hooks to get you started, adapted from the in-game quests.

Desele's Debt
Helviane Desele, proprietor of Desele's House of Earthly Delights, owes a substantial amount of money to the Fighter's Guild. You may be tasked by the guild to collect, or involved in one of Desele's get-rich-quick schemes to pay it off (which may or may not involve you going into a dungeon).

False Incarnate
Elvil Vidron, local religious nut, has read the portents and decreed that the time of the Incarnate is at hand. He preaches in rags in the market square, claiming that he is the Nerevarine. Elynu from the local temple has tried to talk him down and beg mercy from her superiors. But the Temple decrees that there is no such Incarnate, and any heretics must be silenced, by force if necessary. If it is found that Elvil carries a Sixth House ash statue (which is clouding his mind and giving him visions) it will be all the worse for him.

Drunken Bounty Hunter
Daric Bielle, Bounty Hunter, is charged with finding an escaped Argonian slave, Haj-Ei. He has been helped by a local guide, the Argonian Hides-His-Eyes, and has had no success, so has been drinking in Desele's instead. A basic understanding of the Argonian language, a conversation with the slaver, or a lick of common sense will inform the players that Haj-Ei is Argonian for Hides-His-Eyes, and that the slave has disguised himself as his own hunter.

Image result for umbra morrowind art
Umbra and his wielder

Umbra
The players are celebrating. Perhaps they are in Desele's after a risky dungeon raid, or the town is throwing a festival and feast. Either way, people are partying. Then, a young Dunmer man in dented armor, ragged and emaciated, crashes in. He is Governor Oran's son. He and his companion, another young Dunmer noble, went into the hills some time ago in search of Umbra, a towering orc warlord, a barbarian whose caravan of warriors were part mercenary company, part wandering dueling school. They had gone to test their mettle, and the elder had tried to fight Umbra for the leadership of the group. He was killed, and all the worse, his soul siphoned by Umbra's soul-catching ebony blade. When Oran's son protested, Umbra beat him, pulping his armor and sending him wandering through the hills without rations for days before he stumbled back home.

Umbra is a plate-armored, ABCD Fighter carrying Umbra, a sentient +2 soul-trapping greatsword. He wears a necklace of black soul gems into which his victims are imprisoned. Five gems are filled, and three are empty. Each gem (and the soul within) can be destroyed to cast a MD of Reflect with an action. His caravan of warriors, running the gamut from experienced mercenaries, to aspiring duelists, to roguish sycophants, care for nothing but drink and plunder.

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 Using the above system will get you a long way whenever adapting content, especially content as dense as Morrowind, to tabletop. The most important thing to remember is that your campaign is its own beast, and the restrictions in the videogame don't apply here. This loose system is best when the players are taking nodes that have nothing to do with each other and let the sparks fly. What mischief will take place when the PCs seek Leles Birian's help in defeating Umbra? Can the players use Haj-Ei's help to lead the bounty hunters around and take their money to resolve Desele's debt? Can they bring down the local slave market by extorting the governor? All that is to be played out at the table, not set in stone.

So play with it already.

Sunday, November 3, 2019

Session Report: Diving into the Mouth of Spring

Following last week's rushed solo session, I brushed up on some of the Trilemma Adventures, and it paid off. I just ran the Mouth of Spring for a pair of players, and had a blast. I'm starting to set up a potential plot or quest hook which may be useful in the future.

My games, due to the issues trying to get college students together, have morphed into a sort of open table affair; I don't have a preset plot, and without knowing what classes and characters will be showing up, so I keep a few options open and choose what to run depending who shows up.

Our victims cast:

Bruce Wayne, gives his name only as 'The Batman' (Bat-ling Barbarian)
Chance (Weasel-ling Thief)


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Yoink

The Session

After a pair of delves into the Tomb of the Serpent Kings, the main party took some time to regroup and resupply. Two of our explorers, Chance and The Batman heard tell of a shrine nearby overlooking the sea cliffs. Nothing exceptional, except that wizards frequently went for no reason they would explain, and rarely came back. Not being wizards or magically sensitive, Chance and The Batman had no inkling that the shrine was built over a locus of magical power, and decided to go for the hell of it.

They journeyed to the sea cliffs, finding a slick, mossy set of stairs crudely carved into the rock, and came upon the tall stone entryway, from which the sound of rushing water emerged. Stepping inside, they found a pair of old women, huddled in blankets and heavy coats. One stood at the stone altar, cutting up a steak. The other sat by the doorway, a paralyzed arm hanging from her side, asking the pair for money 'for Spring.' The Batman tossed in a silver, and they looked about the shrine. The fountain, a human face chiseled from the wall, spat a stream of water into a basin, over which hung a metal sleeve on a counterweight.

They spoke with the old women for a moment, determining that the steak was 'for the malak.' of the caverns beneath, they said only, 'If you know, you know. If you don't, you don't'. Undaunted, the pair lowered the sleeve, causing the basin to overflow and the water to drain down into the caverns below. They examined it for a while, noting the detailed map engraved on it before jumping down into the cavern.

A slick tunnel pocked with large holed stretched out before them, the tentacles of the giant mollusks feeling about. Walking north, they avoided the tentacles, reaching a set of blocky natural stairs covered in giant mussels. The Batman sliced his pants leg on one of them, proving the sharpness of the shells. Along the way up, they also encountered tiny starfish on the floor and walls, asking them mundane personal questions in tiny, high pitched voices. The Batman expressed that he had never seen such a thing, even during his 'experiments' in college.

Reaching the top of the stairs, they came across a sandy island in a large pool, covered in giant oysters. Initially very suspicious, the pair discovered they could open them by tapping them lightly with their polearms, and ended up tapping them to the rhythm of a sea shanty The Batman had once heard.

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I never noticed the implications of that song as a kid. 

Opening the oyster, they found a gently glowing pearl which, after some attempts to keep the oyster open and avoid a trap, they removed without incident. Of the five remaining oysters, they decided to open three more, and leave two in case they angered some local spirit. They collected three more pearls, as well as three strange arrows, their heads giving off the same pearlescent sheen as the inside of the oysters.

Waiting for the water level to descend further, they came to the door of a room which, according to the engraving, had a pool inside. By the light of their torches, they noticed dancing figures within, though they were too fleeting to see closely. Extinguishing their torches to try to sneak in, they entered, the only light coming from the slight glow of the pool. They felt fabric rustling nearby, even rushing past them, but were undisturbed. Coming to the pool itself, they saw a menagerie of faces, thieves, nobles, brutes and princesses appearing in the pool and fading away. Lighting another torch then, they saw empty clothes dancing around the room, from embroidered tunics to dirty loincloths.

They experimented with the pool, at first thinking the souls of those individuals were trapped within. After trying to communicate with the clothes, which offered only gestures, Chance guided the clothing of the fox-ling thief closer, and got into the pool. His face and clothes immediately changed to those of the fox-ling, while his own face appeared in the pool and his clothes began dancing. The Batman did the same with a set of nobleman's clothes, gaining the appearance of a wealthy human.

They kept the faces for the moment, and slowly climbed down the stairs, avoiding the razor shells. They found the drop leading down into the main cavern, still filled up with water, and a pair of white seals frolicking. The party fed them some of their rations, petted them, and waited for the water level to drop, during which they encountered yet more seals. Once the water level fell sufficiently, they jumped in. They spent the nest hour wading to keep afloat, feeling the seals bump up against them and avoiding the attention of crab spiders.

Once the water drained sufficiently, they swam over to a set of stairs which led into the sanctum. A glowing pentagram in the center of the room, stone tablets scattered about and a side chamber with numerous skeletons. The party assumed the pentagram was a trap, and avoided it. They gathered the tablets, written in an arcane language. Chance was able to sound out the tablets and translate select parts, which triggered the trap glyph inscribed on one. Oil burst from Chance's eyes lighting on fire and spewing across the cave. It was only with a critically successful Constitution roll that he was able to shut his eyes and stop the flow.

Collecting the tablets, they waited for the water to drop again. By now, the water had all but drained out, leaving pools separated by stalactites. Identifying the exit, they also spied a giant crawdad on the other side of the cavern. Calling over to it, it approached them and transformed into a barnacle covered man. This was Ulthis, an irate and somewhat depressed wizard stuck down here, only able to briefly transform into a human. He had been down here for a very, very long time, and when neither of the PCs displayed magical understanding, quickly grew exasperated. His human form degrading, he demanded that the players find the Wives of Spring and get them to send a magically competent person down to fix his curse.

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Yeah, like that

The party swiftly agreed, and moved to exit the cavern. When Ulthis saw the tablets in Chance's pack, he charged them in a rage, The pair jumped though the exit, being spat out into a sea cave. There, they found the Wives of Spring, six women in boats. Speaking with them, the Wives recognized the apparent favor that the spirit of Spring had endowed them with, and asked them to join the organization as informants. The Batman and Chance agreed, and The Batman gave their leader his real name, while Chance insisted on being called Todd.

As the session wrapped up, the PCs dried up and headed back up to the shrine, recovering their faces and clothes with the help of the Wives.

Takeaways

This was a fun little side-adventure, and it let me get introduce the Wives of Spring as a faction.

The session went by without a single real combat. The players had no reason to fight Ulthis, and they sated the appetite of the seals with their rations, buying allies. The only other encounter was a single small malak, which I just narrated being eaten by the seals. It wouldn't have been a challenge.

In retrospect, I should have made it deadlier. Or at least put some more obstacles. The players expected several elements, the pentacle, the oysters and the dancers to be traps or cursed. None were, but I can definitely see why they expected it. The paranoia can be a bit frustrating, but it serves them well when there's an actual trap. In the future, I want to take that into account and set traps when the tension is right.