Into The Dragon’s Den #AdventureCo #DND5E
With two raiders lying unconscious in the tent, the players were on the clock. They quickly moved to secure these two bodies when — wouldn’t you know it? — a third guard poked his head into the tent to see what was keeping the other two.
Seeing the party in the process of binding the guards, the third mercenary raised the alarm. Dozens of cultists, mercenaries, and, yes, even kobolds, emerged from their tents, torches held high, and ringed the player’s tent. The party attempted to slip out through the back, but their back was literally against the wall, and the raiders were able to close in on them, disarm them, and bind them.
In the worst case of wish fulfillment ever, they were brought to the clearing outside of the camp’s largest tent. Two figured emerged: a short-haired woman dressed in purple, and the half-dragon Cyanwrath. The woman was identified as Frulam Mondath, the one the mercenary from the rear guard had identified as the camp’s leader. Cyanwrath needed no introduction; indeed, he immediately recognized the party’s dwarf who had faced off against him in Greenest. He and the dwarf continued to stare one another down as Mondath interrogated the party about their identity and the reason for their presence, but none of them provided information that satisfied the cult leader. She ordered them to be chained with the other prisoners until morning.
Circumstances notwithstanding, the players now found themselves alongside the elven monk they were looking for. Try as they might, none of the party members could escape their chains — except for the cleric, who never told the rest of the party he was double jointed. Slipping from his manacles, he…
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I knew this was going to be a difficult chapter, but it didn’t turn out bad at all. In fact, I think it’s been my favorite.
The raider camp is a kind of free-form scene. There’s some points of interest, like the division between kobold, mercenary, and cultist enclaves, the large command tent, and the mysterious cave, and of course the prisoners, but aside from that there’s no real gameplay guidance in the actual module for what’s going on here.
I think one of the reasons this session worked better than I’d anticipated was because the group is rather laid back, and without swords at anyone’s throat, and without a ticking clock, and without me feeling like checkboxes needed to be checked, the players were really in the driver’s seat. I had a whole table of conversation snippets that I used for overheard conversations, and the Charmed guard turned out to be the party’s new best friend. The bard’s impromptu performance wasn’t even out of the ordinary; with the camp operating in party mode, it made sense that no one would think it out of the ordinary.
The two problems were that the monk was recognized via an early roll when the player’s entered the camp. The module asked for all players to roll CHA to “blend in”, and unfortunately the monk failed, but it was a delayed roll, not to be used until the “worst possible time” according to the module. The second (IMO) was the overzealous beatdown that the players administered to the guards who appeared in response to the monk’s failed CHA roll. The first guard had been charmed and knocked unconscious, and the second guard was 75% of the way towards believing that his friend had just drank too much to complete his rounds. Had the players let the second guard take the first away, I was prepared to let the blow to the head give him amnesia about the whole Charm Person thing so he wouldn’t have remembered having been Charmed. Sorry guys!
But overall I think the pacing and flow went really well. It was a combat-less session, which I expected to be harder to run because most of it would have been “on the fly”, but a lot of the results were due to letting the players drive the scene and responding, and pre-loading some bystander stuff into Realm Works “for flavor”. My goal was to let the players mingle for as long as they wanted, assuming they weren’t making it obvious that they didn’t belong.
The hard part, though, is for the only free player — the cleric — to figure out how to get the other players out of prison.