Escape From Camp Crazytown
When we last left our heroes, they had been captured by the vile Dragon Cult and were chained alongside other prisoners such as Leosin the half-elf, Unnamed Character Who Will Factor In Later, Doug, Trisha, Larry and Biff the Unfortunately Slow Gnome.
The cleric had been able to free himself from his shackles and was left wondering how he, a cleric with no personal security skills what-so-ever, could hope to free his comrades. Also, should he just make a run for it. Much to his companion’s relief, he managed to assist the monk to freedom, and those two friends helped two more friends, and those friends helped more friends, and soon the Important People In This Story had been freed.
This was not without incident, however. The first attempt at freedom was to Charm Person one of the two guards that were holding occasional and distracted vigil nearby. The bard “faked” a panic about how the bloodthirsty elves were out to get her, and that she needed to be taken somewhere safe. Three times the cleric attempted his Charm Person, but he had a piece of parsley stuck in his teeth, which rendered him anything but charming. The guard merely went away with a headache and a rational hatred for gnome bards.
Once the monk was freed, however, his well-maintained dental work was able to Charm Person a guard who identified where their gear was being held. The party was able to convince their new friend that he and his other guard friend should go get their gear for them. Problem: the tent that held their stuff was guarded by Olaf The Humorless, supposedly a mountain of a man who hadn’t laughed since the year 823 (he’s also very good at ice dancing, but Olaf the Ice Dancer was already registered, oddly enough). Ned, the charmed guard, convinced Kors, the charmless guard, to distract Olaf while he rummaged through the tent. Kors apparently had a beef to settle with Olaf, and agreed without actually wondering or possibly caring about why Ned wanted the prisoner’s gear after having talked with the prisoners for a good fifteen minutes. That’s why he’s know as Kors The Isn’t Really All That Bright.
While Olaf and Kors engaged in noisy fisticuffs, the party packed up to leave, taking Unnamed Character Who Will Factor In Later, but leaving Leosin who refused to budge. He claimed that he had more to learn from the dragon cult, and asked the party to take a message to his paladin friend should he not meet up with them later in Greenest. Rather than waste time arguing (against the judgement of the bard), the party slapped Leosin on the back, bid him good luck, and made that “he’s crazy” gesture with the whirling finger at the temple when he wasn’t looking. They stealthed out, leaving Doug, Trisha, Larry and Biff the Unfortunately Slow Gnome utterly confused that their chain-mates had suddenly vanished into thin air.
On their way back to Greenest, the players stopped off in the canyon to check on the poor raider they had tied up and promised they’d return for. However, they found not trace of the guy. Good deed done for the year, the party felt liberated and ready to wreak havoc with a clean conscious from here on in.
The Governor and Escobert were eager to hear what the party had to say about the raider camp, and the young monk who asked them to find Leosin was sad that his friend hadn’t returned, but figured that he might have pulled some crap like that.
It was at this point that the party settled down for a Long Rest(tm), and enjoyed the benefit of reaching the end of the chapter which was a milestone granting them all another level.
* * *
Having looked ahead in the module, I had determined that this session would be short for a few reasons. The first was that it was the end of the chapter. The second was that because we’re using the “milestone method” for advancement (not tracking individual XP, but leveling at “checkpoints” in the story), the players needed time to examine their leveling options and discuss what would be best for them and for the party.
More importantly, however, is a lineup change. Our cleric-driver has bowed out of the game, leaving a gap in the five-person party. We were lucky to pick up @Sh4x0rZ as the party’s fifth person, Unnamed Character Who Will Factor In Later. He didn’t have a character ready, and needed to be brought up to speed on what’s transpired so far. A full party presence will be needed for the next chapter.
This was a kind of “crisis-lite” because as a DM, I’m not interested in killing the party, or in letting them get themselves killed unless it makes sense. I’m not a fan “dumb bad luck”, where an army just happened to be wandering by where the party is hiding, or necessarily that the players will become overwhelmed simply because they’re outnumbered on paper. That’s not to say that I’m interested in letting the party coast along in the interest of keeping the story going; there have already been several close calls, but they’ve been rational situations where the odds hadn’t come up in the party’s favor.
Next session, though, will be a test. Without giving away spoilers to those who don’t know the module, the players will return to the roots of D&D. This is going to require a more structured adherence to the character sheet than everyone’s been dealing with now. The players will need to be conscious of using their skills and abilities to navigate the chapter, or else they’ll end up suffering for it. The module is very specific in this regard, with DC checks in almost every other paragraph. It’ll be a bit jarring, as up to this point we’ve played this less as a “game” and more as a loosely bound RP experiment, but I’m looking forward to the next chapter to see if the players have really hit their stride and become comfortable with the 5E rules and the use thereof.