It's crunch time. You expected to just drop this game, since Cameron got a new job, and one of your players had to cancel -- at Session 1, of all times! You'd really hate to disappoint Beth and Alex, they've been part of your gaming group since middle school, but you have to respect Cameron's schedule. Two players down, there's no way you'd be able to run. For a while, it looked like Domains of the Demon Horde would, once again, lose the battle against the dreaded "IRL Stuff." Much as a couple players in your group, Alex being one of them, had been against recruiting fresh meat, the idea was starting to look more appealing. Even with three people, though, you had your doubts the whole game thing was going to happen. Bye-bye campaign! Eight months of prep work would just have to go down the drain...
That is, until three days before your planned start date.
Cameron, the spontaneous shit-stirrer that he is, texted to let you know he can make it to Session 1. It's gonna be tight, trying to work around his schedule, but he's an old steady of your group. Couldn't imagine playing without him, and you certainly wouldn't drop the game if he says he'll make it. There was still a matter of the fourth player, but that would be a problem for future you. With little time to spare, you sat down with a black coffee, two Hot Pockets, and your binder full of notes...and got to work.
24 Hours before game time, you got word back from your contacts. There's a friend of yours, Dylan, who would like to try the game. He's about as new as they get, thinks CoD is the height of game design, and his most recent exposure to fantasy was...James Cameron's Avatar? You're not sure if he meant the other one, or realizes that movie is science fiction, but other than that, the most recent thing would be fairy tales read to him when he was a kid.
There's also Eden. You've played with her before. Not exactly your favorite experience. She's a big Powergamer, sees the game as something to be won, and that one time Eden tried being the DM was...well, Beth swore to never let it happen again. But these are your choices: the total Noob, or the Min-Max Legend.
While you deliberated your choice of player, you pored over the notes and spotted a critical mistake. You had drafted a few different starting points as you worked on story beats, but you never actually locked one down. Fortunately, you still had time, and the actual start didn't matter as much. Sure, it would give the players a memorable beginning to the game, but any one of them could lead into your hub town. Which one you pick would just come down to flair, and the mood you wish to instill as the players make their first moves. The easiest choice would be to just start everyone in a tavern, maybe instigate a bar-room brawl, then have a doting NPC beg them to help. Rolling each player into town on a coach or sailing vessel would also be a neat, less typical way to get things moving. If you wanted to go for a different approach, having them all be thrown in jail would help them get to know each other. Maybe just skip the prelude altogether, have them start out on a mission, and introduce the hub town when they return with the spoils!
Part of what helped assuage your fears was when you got word, that player who canceled may be able to play after all. Probably not all the time, and definitely not Session 1, but you're a lot more comfortable now. The odds of having to run with three people just dropped by a lot, and you might even get the rare session with FIVE.
Vote on How The Campaign Starts, then see the next post for an introduction to the Party, and a chance to vote on your other two players.
[] You Begin In A Tavern...
[] Each of you arrive separately, seeing the town from all angles.
[] The first time you all meet, you're being thrown into cells.
[] We begin in the heat of battle. Roll Initiative!
Let's Meet The Party
ALEX (The Storyteller)
The DM's friend since middle school, a chronic devourer of books. Alex wants all his in-game actions to have meaning, and is personally invested in what each member of the party decides to do. Alex's outside knowledge will prove to be your undoing. He sees every move you make as a challenge, one needing an answer in kind. His consumption of narratives has led to him enjoying omniscience more than his character's limits.
Alex will be playing a Human Wizard with the Acolyte background. His character's name is TANTIBUS THE VEXED.
BETH (The Actor)
Part of the DM's freshman class in high school, though they had met in middle school. Ever since Alex introduced you to this drama queen, and you introduced her to the game, she's been a permanent fixture at the table. Even when a very demanding Theater major took up her time, she always insisted on making it to every session. Once, in 10th grade, you couldn't run the game because of the flu, and Beth took over as DM. It went...strangely, and was little more than an improv comedy gig, but you heard everyone had fun.
Beth will be playing a Half-Orc Paladin with the Urchin background. Her character's name is KAZULF THE UNYIELDING.
CAMERON (The Warrior)
The DM met Cameron in college, but he's been such a big part of the games since, it feels like he's always been there. Cameron is here for the fights, mostly, but he's always here. That's the important part. He was there when your breakup, and Beth's breakup, each threatened to destroy the group. You both suspect he was largely responsible for the group staying (mostly) together after both disasters. While he's a good friend and active part of your social circle, he isn't involved much in the actual game, unless combat is underway. He's compulsively texting, taking calls, or off getting snacks. When he is at the table, he's checked out. Half the random encounters you've thrown in have been to keep the man engaged.
Cameron will be playing a Dwarf Fighter with the Soldier background. His character's name is RICHARD OF ASTLEY.
Options for the Fourth Player
DYLAN (The Explorer)
He's been to a convention, takes his brother to wargaming events, and has even played a round or two of Werewolf in high school, but Dylan's personal involvement in all of that has been pretty minimal. Dylan's more of a shooter and sports kinda guy, his taste in movies is...confusing to say the least, and he shows a confusingly minimal understanding of the relevant fantasy tropes. If you do recruit him, you can expect him to develop a love for exploring and looting, curiosity for every new corner, and a hunger for clues and rumors. If you can swing a real-world prop or two, he'd probably love that.
Dylan doesn't own a Player's Handbook, so you'd be lending him your copy. With your help, he would make a Dragonborn Monk with the Folk Hero background. Despite your counsel, Dylan would end up picking the name Wu Shaa.
EDEN (The Optimizer)
You played DoDH with Eden before, but you first met her at a tournament for Hexcards: The Shattering. She's a ruthless tactician who put hundreds of dollars into her deck, and she made a mockery of your casual playstyle. Now she'd be playing on your turf, but you're not sure that's better. She's prone to steal items she wants, even from players, and kill any NPC who's "in her way." If you're looking for a challenge, look no further.
Eden has elected to play a Warforged Warlock with the Hermit background, though she intends to start multi-classing into Sorcerer. She also has a backup character planned, though she doesn't imagine she'll need one. Name? Oh, she didn't pick one. She'll probably figure something out before game.
Options for the Occasional (5th) Player
FRITZ (The Problem Solver)
If you select this one, you're going for the old guard. Fritz has been playing DoDH since its first edition, and was instrumental to getting you into the game. He wouldn't be a major player in your home game until the year you graduated high school, but he did drop in to play a couple minor "NPCs," and helped out a lot over the years. Fritz is a keen strategic mind, seeks the intelligent solution in mechanics or roleplay, and likes villains with complex motives. He's a help to players new and old, but he can be a bit over-bearing with the rules.
If Fritz is the old friend selected, he'll be going with a Gnome Druid with the Outlander background. His character's name will be Beeble Bargleberry.
GINA (The Instigator)
If you select this one, the player who had to cancel is staying out of the game for good, but their sister, Gina, really wants to play. They intend to bring her to sessions when they can, and stay to hang out with the group, if possible. Gina has never played a real game of DoDH, except a one-shot their sibling wrote for them, but owns a copy of the Player's Handbook and has made a character in every last one of the Classes. Narrowing down which one she wanted to play was a challenge, but she managed with help. Gina lives for the Big Red Button, is a constant source of energy (and maybe annoyance), and has no value for any lives other than her fellow PCs. If you intend to DM for her, she'll thrive on having a clear effect on her surroundings in-game.
If Gina's the new blood you choose to take on, she'll end up playing one of her favorites, an Elf Barbarian with the Criminal background. Her character's name will be Clare.
Voting Time! (pick one for each slot)
4th Slot
[] Dylan the Explorer
[] Eden the Optimizer
5th Slot
[] Fritz the Problem Solver
[] Gina the Instigator
Let's Meet The Party
Tantibus the Vexed, Level 1 Male Human Wizard
Player Archetype: Storyteller. Character Background: Acolyte.
Played by the DM's childhood friend, Alex. A chronic devourer of books, Alex wants all his in-game actions to have meaning, and is personally invested in what each member of the party decides to do. Alex's outside knowledge will prove to be your undoing. He sees every move you make as a challenge, one needing an answer in kind. His consumption of narratives has led to him enjoying omniscience more than his character's limits.
Kazulf the Unyielding, Level 1 Male Half-Orc Paladin
Player Archetype: The Actor. Character Background: Urchin.
Played by Beth, a high school buddy the DM first met in middle school. Ever since Alex introduced you to this drama queen, and you introduced her to the game, she's been a permanent fixture at the table. Even when a very demanding Theater major took up her time, she always insisted on making it to every session. Once, in 10th grade, you couldn't run the game because of the flu, and Beth took over as DM. It went...strangely, and was little more than an improv comedy gig, but you heard everyone had fun.
Richard of Astley, Level 1 Male Dwarf Fighter
Player Archetype: The Warrior. Character Background: Soldier.
Played by Cameron, who the DM met in college. He's been such a big part of the games since, it feels like he's always been there. Cameron is here for the fights, mostly, but he's always here. That's the important part. He was there when your breakup, and Beth's breakup, each threatened to destroy the group. You both suspect he was largely responsible for the group staying (mostly) together after both disasters. While he's a good friend and active part of your social circle, he isn't involved much in the actual game, unless combat is underway. He's compulsively texting, taking calls, or off getting snacks. When he is at the table, he's checked out. Half the random encounters you've thrown in have been to keep the man engaged.
Wu Shaa, Level 1 Male Dragonborn Monk
Player Archetype: The Explorer. Character Background: Folk Hero.
He's been to a convention, takes his brother to wargaming events, and has even played a round or two of Werewolf in high school, but Dylan's personal involvement in all of that has been pretty minimal. Dylan's more of a shooter and sports kinda guy, his taste in movies is...confusing to say the least, and he shows a confusingly minimal understanding of the relevant fantasy tropes. You can expect him to develop a love for exploring and looting, curiosity for every new corner, and a hunger for clues and rumors. If you can swing a real-world prop or two, he'd probably love that.
Clare, Level 1 Female Elf Barbarian
Player Archetype: The Instigator. Character Background: Criminal.
Suggested by a usual player who can't play this time around; she is that player's sister. They intend to bring her to sessions when they can, and stay to hang out with the group, if possible. Gina has never played a real game of DoDH, except a one-shot their sibling wrote for them, but owns a copy of the Player's Handbook and has made a character in every last one of the Classes. Narrowing down which one she wanted to play was a challenge, but she managed with help. Gina lives for the Big Red Button, is a constant source of energy (and maybe annoyance), and has no value for any lives other than her fellow PCs. She'll thrive on having a clear effect on her surroundings in-game.
[x] The first time you all meet, you're being thrown into cells.
[x] Dylan the Explorer
[x] Gina the Instigator
With hours to spare, you've got players locked in, character sheets submitted, and a good forward direction for the first story arc. Gina gets dropped off, everyone posts up with Doritos and Mountain Dew, and you assemble your notes behind the DM screen. As you do, Alex produces a cheap, unadorned dice pouch.
From it, he produces two full sets of dice: one a swirl of cyan and lilac, with gold numbers; the other atomic orange with black numbers.
Beth places a custom dice tower on the table; it looks like it must have cost upwards of 85 dollars, and reminds you of the centerpiece of Dark Tower. There's little shrubberies around the base, and tiny figures representing a typical party -- Fighter, Rogue, Wizard, Cleric. Next to the tower, she places a little treasure chest that opens to reveal dice with a metallic gold sheen, with black numbers.
Cameron conjures a small plastic bin, the rattling sound of which belies his extensive dice collection. He selects a matte red d4 with white numbers, an orange and blue d6 with black numbers, a sandstone textured d8 with metallic gold numbers, a glow-in-the-dark d10 with black numbers, a cobalt blue glitter d10 with pink numbers, a matte purple d12 with white numbers, and a glossy black d20 with silver numbers. He closes the bin and puts it under the table.
Dylan is already prepared, equipped with a basic set of matte red dice with black numbers, which you let him borrow for the game.
Gina digs in her backpack, and produces a little baseball-sized, rhinestone Calavera, grinning at everyone as she opens the jaw, causing neon-green dice to tumble out. Instead of engraved numbers, all but the d20 have words in some wacky, Rob Zombie font instead of actual numbers. The d20 itself has all the numbers in Roman numerals instead of the standard "Arabic." She pauses, admiring the lot, then turns the radioactive d20 so "XX" is facing up. She then looks across the table at you, smugly.
The game gets underway. Tantibus the Vexed is hauled in for allegations of swindling the city's aristocrats out of their money. Kazulf arrives beaten and broken, having just been in a bar brawl, which he swears was in defense of a distraught young woman. Richard is thrown in jail for, among other things, vigilantism. The Guard do not smile on such things. Conspicuously absent are Dylan's and Gina's characters. This does not escape Alex's notice. You have precious little time, while they get to know each other and figure out a means of escape. It's time to create those allowances for characters you weren't sure would be part of this story. What's more, you need to inject some details to get this thing in gear.
How does Wu Shaa enter this story?
[] He is preparing to break into the jail and free them.
[] He is drinking away the night in a local tavern.
[] He is scouting by some homes on the outskirts.
How does Clare enter this story?
[] She is about to walk into the jail and start trouble.
[] She has just killed a monster near the edge of town.
[] She rests in a nearby inn, readying for a new day.
There is trouble afoot, which they will find if they explore the city. What is it?
[] Rats in the basements. Looks like the city could use an exterminator.
[] People are hearing chittering at night. There's talk of spiders.
[] Strange mosquito-winged creatures are harassing people at night. Folks call 'em Stirges.
And there are monsters waiting just beyond city limits, prowling for travelers...
[] Goblins have been making a mess of nearby villages, and now they've come here.
[] Kobolds have begun organizing in strangely large numbers, worrying the Guard.
[] Wolves have been attacking local flocks and herds. A few have carried off whole cows.
[X] He is scouting by some homes on the outskirts.
[X] She is about to walk into the jail and start trouble.
[X] Strange mosquito-winged creatures are harassing people at night. Folks call 'em Stirges.
[X] Kobolds have begun organizing in strangely large numbers, worrying the Guard.
The game starts off pretty lighthearted. Tantibus and Kazulf strike up conversations with fellow prisoners, which of course you come up with on the spot. Sure, you had races and personalities, mostly, but names? When that proves to be of limited value, they start talking to each other, and scheming a way out. Meanwhile, Richard has already begun scouting out guards, where the keys are kept, and other important details he can learn from his cell. Clare strides confidently into the jail, and when asked what her business there is, Gina cribs a quote from Major Payne, and her barbarian starts throwing punches. Tantibus and Kazulf fail their Perception checks to notice the brawl, and continue their conversation. Richard, on the other hand, notes the absence of guards and starts digging an escape tunnel. It proves not to be needed, as Clare walks in shortly after, twirling the key-ring on her finger. She busts the three out, and they all make a break for the river.
On the edge of town, Wu Shaa is investigating the recent outbreaks of Kobold attacks. Without a party to shape his actions, he gets a little aimless, and keeps asking to make Perception checks, when you've already told him all there is to see. Realizing the party is busy and heading the other way, you try to urge him back to town with a sudden Kobold skirmish. The guards flee in panic, but Wu Shaa decides to be a hero.
"That is the point of this game, right?" Dylan says, before rolling Initiative.
The rest of the party follows the river to the docks, and starts looking for the first ship that can get them out of town, no matter the cost. At this point, you're starting to feel like things are one step from raging out of control. Either you need to turn this clown car around, or you need to start writing notes for a nautical adventure, and fast. You buy yourself some time by saying that most ships aren't ready to depart for another few days, as most of them have arrived in the last five hours. While the party is talking to one captain, you throw in a gang of brigands looking to sell them at a distant port. Maybe this will deter them, you think, or at least stall long enough for Wu Shaa to get in.
"Let's break some heads!" Gina snarls, putting a foot up on her chair like Captain Morgan.
Back at the Kobold fight, Wu Shaa does surprisingly well, but one of the raiders gets a crit, and Wu Shaa is down to a single hit point. He starts making up Kung Fu moves with fancy names, and frowns when you tell him none of those are real things his character can do. In a stroke of brilliance, he asks if the Kobolds understand him when he talks. You reference the guide, see that their native language is Draconic, and nod. Wu Shaa makes a loud, grandiose gesture to try and call the attention of every Kobold present, and rolls a 22 on Persuasion. You blink, sit back, and witness what comes next. A hush falls over your gaming table, and Dylan stands up.
"My good Draconic dudes and dudettes, why must you be like, atrociously un-mellow? We are a most bodacious and cromulent people-"
Beth cuts in, sighing, "That's...not..."
Gina, starry-eyed, holds a Dorito in front of Beth's face, "Shhh...let him work."
He continues, "-so we should, like, sit together and let all this harshness just, go away...y'know? Me casa es su casa, Dragon bros!"
After a long silence, he turns to you and asks, "So? What do they do?"
That is...a very good question. While you take the time to think about it, you go back to the group at the docks. When it becomes clear what the brigands are trying to do, Kazulf has the most un-Paladin of ideas: let the goons take them away from the city, where the guards are already looking for all of them, and deal with their captors when they get to...wherever it is they are going. This is very bad. You weren't expecting it to go anywhere! These were low-level, disorganized goons! They should just trounce the brigands and be on their way!
You've got some decisions to make. What will you do?
Side A - What To Do With The Party?
[] Bring out an elite bandit who will take them all down, non-lethally, before they can surrender.
[] Have the Town Guard make a surprisingly fast recovery, and rush to the scene.
[] Stirge attack! Tons of them fly in at once, and everybody runs!
[] Just let it play out.
Side B - How Did Dylan's Bro-Heart Speech Turn Out?
[] Have Wu Shaa lead the Kobolds into town for a diplomatic summit.
[] The Kobolds avert their attack, for now. They leave to plan their next move.
[] Give Dylan a point of Inspiration and tell him to run. These Kobolds want him dead.
[x] Have Wu Shaa lead the Kobolds into town for a diplomatic summit
[x[ Have the Town Guard make a surprisingly fast recovery, and rush to the scene
"We will go peaceably," Kazulf says, laying down their weapons and gesturing for the party to do the same.
Beth gives you an earnest look, and asks to roll Persuasion. You consider it, remember the sheet, and have her roll Deception instead. The inspiring Half-Orc can be very persuasive, but she's not as proficient in lying. She starts to argue that she's telling the truth, because of course the honorable Kazulf would speak from the heart. Fortunately, you were privy to that meta conversation a second ago. You know that while she may be using true words, the intention behind them is not genuine. Deception, it is. Beth rolls decently on the raw result, but her bonus is pitiful.
"That's...uh...that's a 12."
Yep. The bandits don't seem to buy it, but when the rest of the party goes along with the (not-canonically spoken) plan, the bandits make with the tying of hands. A handful of strong laborers should fetch a pretty parcel of coin. But once Kazulf and Clare are tied up, their plan is disrupted when a bruised and battered Town Guard arrive, along with three conscripted volunteers. Clare may have had them in a small space, while they were off-balance, but now they're ready. And she's tied up.
"Or...am I?" Gina declares, rolling a Strength check to burst her bonds.
The bandits are not prepared to handle adventurers and guardsmen, so they try to flee, and are caught by the volunteers. Kazulf allows himself to be taken, again, but Clare manages to break the ropes with a net total of 19. She flies into a rage, tosses one guardsman into the bay, and sprints down the street. Two guards run off in pursuit. Attempting to win favor, Tantibus casts an entangling spell, preventing one of the bandits from fleeing, but the Captain of the Guard pins him to the cobbles and disrupts the spell. Not one to run around and desert the party, Richard waits to see how this shakes out.
On the other side of town, Wu Shaa leads a procession of semi-cooperative Kobolds, and very confused guardsmen. The gatewatch hold up their progress, but Wu Shaa informs them that the Kobolds are here for peace talks. Negotiations are in order. The gatewatch summon their superior, who asks the Kobolds if this is true.
"Big Dragonest Man say you give us stuff. We like stuff. Good to talk."
This earns Wu Shaa a look of ire, but the watchman sees that the Dragonborn is a thread away from unconsciousness, and recognizes a last resort when she sees one. She permits Wu Shaa to pass, but says only a small delegation of Kobolds can join. The rest will have to go home and wait for a messenger.
"It's cool, dragon bros," Wu Shaa extends a placating gesture, "Do you have, like, a leader? Someone who's good with money? A really smart guy?"
The Kobolds look amongst themselves in mild confusion, and there is some back-and-forth in Draconic. They offer up the two strongest Kobolds amongst them, and the one with the biggest hat. Said hat is a dead badger with some formerly-colorful feathers nailed to it. What passes in Kobold society, allegedly. The watchman offers to take the delegation with her, but suggests that Wu Shaa go see a Cleric. As it happens, the Temple to the God of Mercy is located directly adjacent to the jail. Wu Shaa and the party cross paths, as half the Town Guard lead a large group of prisoners back to the garrison.
"Uh, like hey, bros..." Wu Shaa says, not realizing what he's doing.
The Captain of the Guard imposes himself between the prisoners and the newcomer, "Do you know these violent criminals?" He eyes Wu Shaa's bloodied, incredibly wounded state.
"Uh, nah. Never seen 'em before."
You demand a Deception check on that. He's not being very convincing. You'll courteously avoid the disadvantage that this demands. Dylan figures out how to roll it again...and rolls another 19. With his 14 in Charisma, that comes to a net 21. The Guard rolls Insight in response, and gets a total of 4.
"Alright then, hie you to a Cleric, citizen. Steer clear of unsavory types, in the future."
The guards take the prisoners in, and Wu Shaa goes on his way. After getting healed, he decides to sneak up to the back end of the jail, and whisper into one of the windows. That cell happens to be occupied by two of the bandits, and Richard. The Fighter and Monk discuss for a bit, and work out a fairly reasonable plan. Their barbarian friend has split, but if Wu Shaa hurries, he can find her and team up to break them out. Again. Dylan/Wu Shaa shrewdly asks what they're doing when they leave, and Richard's got nothing.
[] Let this plan go through, and guide them toward escaping in-land, this time.
[] Have a Stirge attack swoop in at a key moment...
--[] While Wu Shaa and Clare are headed to the jail.
--[] During the jailbreak.
--[] After the party escapes.
[] Suggest to Dylan that he's in the town's good graces, and shouldn't mingle with criminals.