Tonight I'll be running The Dalish Curse...

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Tonight I'll be running The Dalish Curse...

Postby Drew D Scott » Sat Dec 12, 2009 10:51 pm

I've given the adventure a quick read-through and it seems straightforward enough, but if my long years of GMing have taught me anything it's that the devil is in the details.

So, has anyone experienced problems with the scenario in play? Any advice you care to offer about running my first DA game? My group will comprise of three players, with character generation taking place prior to play.
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Postby discuit » Sun Dec 13, 2009 3:41 am

It is very cool. Some things to note form our experience so far (we havent finished it yet)

1. If your group is experienced have the first Advanced Test with the Blacksmith have some kind of consequence, an example is might be after 5 minutes (thus 5 attempts as the the adventure states the tests are 1 minute each), the mob try to take the elf by force, thus leading to a combat situation.

2. You can afford to have a few more Blight Wolves in the first encounter, the adventure says 1 per pc, but im guessing this is in case some players are new, becuase mine tore through them using all their abilities and such. I'd say 1 for each of the pc's + 2 would be a better fight.

3. Make it clear (as in add it in) that Eshara needs to lead them to the site of her old camp as she can only remember the way to the Keep from there, or if she draws a map, have it drawn to the camp, and have her say that the tracks from there will lead them the rest of the way. Have her explain that as she ran away from the keep in a panic and in the dark that she can't recall a direct route back. This adds the camp scene into the game in a more flowing way. I didnt do this and i sort of had to shoehorn it in and my players were all like, why didn't she just take us straight to the keep? The camp scene is very cool, so missing it out would be a shame.

That's it so far, everything else was great fun for us.

Oh one thing you might consider is that if the party is walking towards Vivinter through teh farmaland that they see a murder of crows circling above one of the fields, thus leading them to investigate the farmstead. Plus you get to say mmmuurrrdddddeeerrr ooffff cccrrrooowwwss! ;)
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Postby Drew D Scott » Sun Dec 13, 2009 7:17 am

discuit wrote:It is very cool. Some things to note form our experience so far (we havent finished it yet)

1. If your group is experienced have the first Advanced Test with the Blacksmith have some kind of consequence, an example is might be after 5 minutes (thus 5 attempts as the the adventure states the tests are 1 minute each), the mob try to take the elf by force, thus leading to a combat situation.

2. You can afford to have a few more Blight Wolves in the first encounter, the adventure says 1 per pc, but im guessing this is in case some players are new, becuase mine tore through them using all their abilities and such. I'd say 1 for each of the pc's + 2 would be a better fight.

3. Make it clear (as in add it in) that Eshara needs to lead them to the site of her old camp as she can only remember the way to the Keep from there, or if she draws a map, have it drawn to the camp, and have her say that the tracks from there will lead them the rest of the way. Have her explain that as she ran away from the keep in a panic and in the dark that she can't recall a direct route back. This adds the camp scene into the game in a more flowing way. I didnt do this and i sort of had to shoehorn it in and my players were all like, why didn't she just take us straight to the keep? The camp scene is very cool, so missing it out would be a shame.

That's it so far, everything else was great fun for us.

Oh one thing you might consider is that if the party is walking towards Vivinter through teh farmaland that they see a murder of crows circling above one of the fields, thus leading them to investigate the farmstead. Plus you get to say mmmuurrrdddddeeerrr ooffff cccrrrooowwwss! ;)


Excellent advice. I'll be sure to implement it all. The crow sighting was something that occured on first reading - it's a natural hook for a group of bloodthirsty players like mine.

I'm also running a subplot where the PCs have been charged with delivering a small locked casket to Dale. I'm hoping it'll provide a more concrete incentive for reaching Vintiver and staying put until the Tarl returns -- after all, he's the one who'll show clemency if Coalan's mob manage to get hold of Eshara. I'll decide upon the contents and significance of the casket once characters have been generated. Until then it'll be the equivalent of Pulp Fiction's suitcase.
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Postby Drew D Scott » Sun Dec 13, 2009 9:48 am

After making a few minor tweaks (thanks again, discuit) I'm ready as I'll ever be. The game starts in just over an hour. I'll post an AP report tonight or tomorrow.
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Postby Iltsuger » Sun Dec 13, 2009 1:33 pm

Cool! Don't skimp on the details :)
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Postby Drew D Scott » Sun Dec 13, 2009 4:39 pm

I won't. :^)

The short version is that it went incredibly well. The long version I'll post tomorrow.
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Postby Drew D Scott » Sun Dec 13, 2009 11:30 pm

Well that was excellent! We didn’t get too far into the adventure as character generation followed by rules explanations ate the first half of the session.

The group comprised of three players: E, F and R.

E and R already had clear ideas of who and what they wanted to play, so we used the point buy formula posted elsewhere on this forum (1’s in all abilities, +1 floating bonus point, adjust scores up or down on a one-for-one basis). After experimenting with various builds the party comprised of the following:

Cynewulf (Chantry Mage. Human. Built with the Balanced Mage option): Son of a disgraced Bann recently ousted from his holdings, this fresh-faced Chantry graduate has been entrusted by his father, Godric, to deliver an elaborately sealed casket to Tarl Dale of Vintiver. Family obligation compels Cynewulf to obey his erstwhile Bann’s request, but the eighteen-year-old remains suspicious of his duplicitous sire’s motives.

Ete (Avarrian Hillwoman. Warrior): Mercenary and former member of Bann Godric’s retinue, this dangerous and imposing woman volunteered to guard her former master’s son in the hope of reviving her own fortunes. Her manner indicates (recent?) conversion to the Andrastian faith, which if sincere marks an unusual admixture of Avvar and Ferelden culture. Favours the great maul.

Nedgi (Fereldan Freeman. Rogue): The arrogant and independently minded son of a prominent freeman, Nedgi was charged by his father to accompany and aid Cynewulf in his journey to Tevinter. Mindful of the contempt his sire holds for Godric, the young rogue wonders if his true role in this unusual enterprise has yet to be revealed.

The Casket (???): A small and intricatelly carved strongbox hidden in Cynewulf's backpack. It's contents are thus far unknown.

With characters, goals and ties established the story begins in the Southron foothills as our group of intrepid adventurers approach the outlying settlement of Fuldor’s farm.

More later.
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Postby Jekias » Mon Dec 14, 2009 2:17 am

Keen to read more 8)
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Postby Riggswolfe » Mon Dec 14, 2009 9:31 am

It sounds quite interesting.
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Postby Drew D Scott » Mon Dec 14, 2009 9:59 am

PART 1: Fuldor’s Farm

Play begins on the afternoon of the twentieth day of Harvestmere. Thunder storms wrack the sky as our three travellers negotiate their way through the valleys and runnels of the Southron hills. The trail is muddy and treacherous, almost obscured in places. Tempers are short. Bad weather is not the only consideration though. The knowledge of what must be done at Vintiver wears heavily on Cynewulf, who again feels like a playing piece in the games of his father.

In the distance a murder of crows are spotted circling. Nedgi, sharp- eyed and perceptive, surmises whatever carrion attracted the birds must be large indeed for them to brave the storm. Further along the trail widens into a path leading to a fielded expanse. The stubble of the recently grown harvest, beaten down by the pouring rain, reveals an indistinct figure sprawled in the mud.

Cynewulf and Ete approach warily. Nedgi makes a stealth roll as he scouts ahead, followed by group perception rolls as they near the farmhouse. Their dice results are beaten by the rolls of stealthier, more fearsome scavengers than crows that circle the field. All three characters are unaware they are being stalked.

Carrion birds caw angrily and scatter at Nedgi's approach, revealing the body of an adult man. Gouging claw marks and spilled entrails denote his gory end. Cynewulf, unused to such sights, becomes nauseous. Once the young mage has recovered the trio press on with urgency, determined to discover the cause of such slaughter. As they reach the farmhouse door a sudden flash of lightning reveals the shape of five twisted wolf-like creatures circling about. The party is surrounded.

Shifting to combat time the PCs now suffer a round of surprised inactivity as the Blight Wolves attack. The darkspawn roll incredibly well, all scoring doubles with high stunt results. Each character is knocked to the ground as the wolves cannon into them, savaging their flesh yet further with lightning attacks. Ete and Nedgi are protected somewhat by their armour whilst Cynewulf looks like he might be in serious trouble already.

Round 2 begins with initiative. The order is established and the fight begins in earnest. The characters struggle in the mud, scrambling desperately to their feet. At first they roll poorly, either failing to connect or scoring low damage. The wolves are relentless, scoring significant hits to all. Fortunately by round four the tide starts to turn. The stunting mechanic comes to the fore as the players familiarise themselves with interpreting the dice and spending their allotted points. From here on combat flow thick and fast. Nedgi in particular makes excellent use of lightning attacks and mighty blows, harrying the wolves on him with a series of stinging stabs. Ete’s great maul delivers several mighty blows of it's own, which coupled with her prodigious strength makes short work of the slathering darkspawn. After a couple of rounds of indecisive fumbling Cynewulf finally lets rip, fast casting his arcane lance as much as the stunt dice allow.

With the wolves dispatched the PCs are left bloodied and muddied in the pouring rain. Cynewulf is down to 7 health, and makes ample use of healing magic and chirugy. Once remembered the five minute rest rule is considered a godsend. Whilst patching themselves up Nedgi hears a low moan carried on the storm wind from a nearby barn. He and Cynewulf investigate whilst Ete explores the farmhouse.

The source of the moaning is found to be a young Dalish suffering grievous wounds similar to those of the farmer. After a feeble attempt at escape she lapses into unconsciousness before the characters can ascertain what assaulted her. Nedgi notices a large, weighted pouch hanging from her belt. Opening it he finds a great broken silver link glowing with a faint pallor. Mystified somewhat by the item’s provenance the rogue tucks it into his backpack and says nothing. Cynewulf uses his healing magic to stabilise the dying elf, although she remains comatose for now. During his ministrations the mage observes her injuries were not inflicted by Blight Wolves, and with that comes the dawning realisation that something else might be abroad in the storm.

Returning to the farmhouse the pair find Ete grimly surveying a scene of outright carnage. The bodies of the remaining farmers lie strewn across the hearth room, mauled and torn by familiar wounds. Blood and gore drenches the walls, some of it smeared in a strange script that the characters do not understand. After a terse discussion the group decides to make haste to Vintiver so they might discover what happened here. Their decision is informed by the very real consideration that whatever caused this atrocity could soon return. Stout doors hanging from their hinges indicate the farmstead offers little shelter or defence against it.

With Ete hoisting the unconscious Dalish over her shoulder the trio set out into the rain again. The village is not far, and hopes are kindled at the mention of warm hospitality and answers. And there is still the matter of the casket...

Things I’ve learned:

A high defence is a valuable thing indeed. At this level of play-- where armour values are generally low -- the advantage of not being hit easily outstrips a few points of damage reduction.

Stunts occur frequently. We didn’t have a single round without them. Knowing which will suit an aggressor's fighting style and abilities confers all sorts of advantages.

Stunting is also tremendously fun. It elevates an otherwise standard combat system into something dynamic and truly exciting. We had a whale of a time assembling combinations into outcomes that were tactically engaging. Describing how different purchases hung together provided considerable narrative satisfaction, too.

Access to healing is a premium resource. No group should be without it.

Referencing a pdf during play is bloody annoying. Grr. The boxed set can’t come quickly enough.

Over all I’d rate my first experience running DA very highly: 9/10 if I were compelled to score such things. We play again next Sunday.

D.
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Postby angel_lord » Mon Dec 14, 2009 10:38 am

An excellent write up, which only strengthens my excitement for our own DA Campaign.


Thanks for posting it. I look forward to seeing the continuation.
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Postby Saisei » Mon Dec 14, 2009 10:41 am

Great write up. I can't wait to run this game. Maybe I can convince my group to push away our other RP we have going on in favour of this!

I like the touch of the storm by the way. I might use it when I run the game. Gives the characters even more incentive to get their butts to Vintiver.
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Postby Riggswolfe » Mon Dec 14, 2009 11:21 am

how many xps did you give out and how often do you expect to play? I'm curious how many groups will end up on pause for months at a time waiting for new box sets to come out. Overall, you've made me excited to try it but I might wait until I get the actual physical books.
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Postby Drew D Scott » Mon Dec 14, 2009 11:50 am

Thanks for the kind words, guys.

The storm was a last minute inclusion. Aside from it's obvious narrative potency I was puzzling over how the wolves might ambush the PCs in open fields. Darkened skies, lashing rain and ominous thunder seemed like good enough distractions.

I awarded 300xp to each character for the session. If I could go back I'd probably reduce that to 200. Whilst the fight was tough Cynewulf was the only one who was in real danger, and only for the final round when the blight wolves were on their last legs.

We haven't really ironed out a play schedule yet, but the best we can consistently hope for is twice monthly. This week just happens to be an exception.
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Postby Riggswolfe » Mon Dec 14, 2009 6:20 pm

So, at 200xps then it'd take 10 sessions to hit level 2. That is actually a concern of mine with the game, that leveling can be sloooow.
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Postby psychodrive » Mon Dec 14, 2009 8:59 pm

Riggswolfe wrote:So, at 200xps then it'd take 10 sessions to hit level 2. That is actually a concern of mine with the game, that leveling can be sloooow.


Not necessarily. The way I read it, this was only the first two encounters from the adventure.

Drew: how long did the session go for? Did it include character creation?
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Postby Drew D Scott » Mon Dec 14, 2009 10:34 pm

Roughly three and a half hours. Character generation took place sequentially over an hour and a half. Xp was awarded for one difficult encounter. I expect we'll cover more ground next week.
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Postby Warden-UK » Tue Dec 15, 2009 2:21 am

Very good write up, it oozed atmosphere. I liked it :)

How did the combats go, expecially the disarm stunt?
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Postby Saisei » Tue Dec 15, 2009 3:04 am

Oh the disarm stunt. I can see it growing to be hated by GM's lol.

And I would imagine it wasn't a factor considering the PCs were only fighting Blight Wolves. You can't really disarm without dismembering!

As far as the levelling slow thing goes I doubt it'd be an issue. Considering it being a first run through of the games it's bound to be slow but if you look at it you could probably get thrugh an Exploration encounter and an RP encounter in an hour, and that could give you 200 or more xp. Then presumably there'd be a fight or two. I'd conservatively say you're looking at 500 or so xp per game? Though it depends on how your PCs fair.
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Postby Aldaris » Tue Dec 15, 2009 3:22 am

Warden-UK wrote:How did the combats go, expecially the disarm stunt?

Hm. I bet those wolves were scrabbling in the dirt for their teeth all the time... :wink:
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Postby Drew D Scott » Tue Dec 15, 2009 4:48 am

Disarming didn't arise as the wolves weren't in a position to be disarmed. I considered inflicting it on the players ("the creature sinks its jaws into your hand and your sword slips from your fingers...") but decided to stick with favoured stunts instead.

I'll give disarm as-written a chance next time, although my strong inclination is to make it a six point stunt thereafter. Right now it looks vastly overpowered to me.
Last edited by Drew D Scott on Tue Dec 15, 2009 5:21 am, edited 1 time in total.
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Postby Aldaris » Tue Dec 15, 2009 5:17 am

After skimming over the disarm thread, I'll propably make it an opposed weapon skill roll. Easy, fast and plausible.
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Postby Riggswolfe » Tue Dec 15, 2009 7:50 am

Saisei wrote:As far as the levelling slow thing goes I doubt it'd be an issue. Considering it being a first run through of the games it's bound to be slow but if you look at it you could probably get thrugh an Exploration encounter and an RP encounter in an hour, and that could give you 200 or more xp. Then presumably there'd be a fight or two. I'd conservatively say you're looking at 500 or so xp per game? Though it depends on how your PCs fair.


Well, at 500 xp it'd take

4 sessions to hit level 2
5 sessions to hit level 3
6 sessions to hit level 4
7 sessions to hit level 5
and another 8 sessions to move to level 6

Depending on how often you play (my group is an every other week kind of group) this could take a long time! For instance, with my group it'd take 10 months(!) to be ready for level 6!
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Postby Zapp » Tue Dec 15, 2009 8:40 am

Of course, I imagine many GMs will hand out bigger and bigger XP awards as their players advance in levels.

For instance, I don't think the fact you need more and more XP to reach the next level should be interpreted as you needing to spend more time at each level myself.
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Postby Riggswolfe » Tue Dec 15, 2009 9:57 am

You could do that. That's not RAW but you could do it. I'd probably eventually houserule the numbers needed to be more like 3rd Ed D&D. Right now slow leveling works because of the release schedule so ehh...I'm not worried. Yet.

I also forgot that the GM guide mentions bonus xp for finishing adventures and story arcs so that would probably help as well.
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