Sally Cloudworth - The magic item vendor and bookseller realigned her library's contents, focusing instead on political philosophy and histories of peoples' movement. Soon, she would be giving her books and items away in exchange for food in order to make it easier to spread the ideas. She would become a target of remaining forces from the Above and would die in a skirmish in the final weeks of the revolution.
This is a site where I publish tips for GMing and playing tabletop games, resources for GMs, original one-shots, campaign notes, creative writing, and much more. There's over 200 guides, games, and articles as well as full novels and short stories based on tabletop characters, so take a look around and get ready to step up your game!
Over the DM's Shoulder
Monday, August 23, 2021
Mystery Campaign Session Notes 20
Sally Cloudworth - The magic item vendor and bookseller realigned her library's contents, focusing instead on political philosophy and histories of peoples' movement. Soon, she would be giving her books and items away in exchange for food in order to make it easier to spread the ideas. She would become a target of remaining forces from the Above and would die in a skirmish in the final weeks of the revolution.
Wednesday, August 11, 2021
Mystery Campaign Session Notes 19
Last time in the mystery campaign, the party solved the mystery, defeating Riviel Jassimir and overturning her hold on the city of Yamseth. They developed goals for changing the city and tending to their affairs in epilogue sessions. This time, they begin work on those goals and discover that there may be opposition yet.
After leaving Jassimir Tower, the party headed to the Briscoe Inn for drinks and food. Ais explained over the meal the history of her possession by Izzunech, a tale of Ais' curiosity saddling her with a terrible curse. Beor explained that he planned to remain in the city and unite Yamseth's workers and seize the means of production from those in the Above. Looking to extend their celebrations, the party opted to leave for another bar.
They headed a ways across town to a bar called The Xenolith and ordered drinks which were very nearly but not quite Spanish coffees. There was a half-elven band playing intense music that relied on dueling lutes, heavy drums, and sharp flute; the bar was filled with people dancing. When it grew intense enough for a mosh pit to form, Beor joined in. Afterwards, the whole party tried orcish tequila, which made everyone quite drunk. [At least, it did about half an hour later when I realized that Beor's alcohol immunity from the first day of the campaign was removed when Tunder blessed him and removed his lycanthropy. We initially played it with Beor sober, but retconning it later was actually more fun in its own way.] Because everyone was so drunk (especially Ais), the bartender made a moss and nettle tea, which sobered Ais considerably.
In a more quiet moment, Montana stepped outside of the bar to seek a plant and speak to it. He spotted a tall and strong dandelion plant and spoke to it; it was Derek the Dandelion from the first investigation of the campaign. The two of them chatted and bade each other well, and Derek revealed that Jassimir had used a spell to fly towards the end of her fall and hadn't died--in fact, she had terrorized a neighborhood from the air. Montana returned to the bar and conveyed this information to the party. He also took a moment to obtain a hatchet, enchant it, and tell the bartender he had found his "next musical ax" (acts). It was high D&D: puns with elaborate setups. Still at the bar, Beor and Ais tried a spicy pepper honey gin, which Beor bought a bottle of as a gift for Ais since she had liked it so much.
It was about this point that one of the players--I won't say who--asked to fast forward through the rest of the partying. They were so eager to jump to the meaty work of finding the end of this story that the celebration had worn thin. And so we all agreed that the partying continued on in this fashion, with the drinking of exotic alcohols and having of good times, and moved on to the following morning. You should make sure that your players know that they can request to move on as long as they party agrees on it.
In the morning, Beor rose early and made coffee, then left for the market. He returned and made a grand breakfast for everyone, with bacon, eggs, potatoes, and pastries. As the others rose, they ate and drank coffee and began to plan. Once they had a sense of their day, they set out for the market. They returned to the tanner, who presented Montana with his new leather guitar case and Beor with his new hammer holster, on which she engraved "Perseverance" in dwarven. They also returned to the jewleler's, where they picked up and dispensed Beor's gifts. Ais was pleased with her ahornments and contracted the jeweler to suspend Izzunech's amulet in a block of amber.
They headed next for the guard headquarters and sought out the Chief of Police, Horace Barnes. Barnes unabashedly supported the status quo, claiming that any redistribution of wealth was strictly against the city's moral fiber and that everyone should be entitled to their own work. A debate between Barnes and Beor went on for some time, discussing the ethics and realities of government. They agreed about essentially nothing. Even with direct imploring, Barnes was unwilling to advocate for or even allow change.
The party changed tactics. They called over a collection of guards and asked them who among them supported jailing Barnes and overthrowing the city's government--the guards voted by a majority that Barnes would be detained and that the government would be restructured. With that matter aside, Barnes was placed in a cell.
One of the guards (a dwarf named Dolly Bronzebane) raised issue with the way the party was planning on dealing with Tajana. The party planned to honor their word and let her go, but Bronzebane believed that so many murders could not be forgiven. At the party's direction, she gathered the guards and arranged another vote. After the votes were in, it was decided that both Barnes and Tajana would remain in holding cells until a fitting consequence could be designed for each one.
That's where we left things due to time and because the business at the guard headquarters had largely come to a close. I'll acknowledge right off that last time I talked about Jassimir being dead, and now she's alive. I changed my mind. The party didn't get to kill Jassimir; Tunder dropped her off the ledge. I felt like the battle was anticlimactic, and I wanted to give the party another chance to actually get her themselves. Not to mention, a powerful wizard who can improvise spells can figure out plenty of ways to survive a fall, and one of Jassimir's status more than qualifies her for that. I'm much more satisfied with her alive for now, especially given the reaction it got from my players ("oh no" was the general consensus).
So with the first epilogue session done, there is a great deal of change a-brewing. If the party tries the same tactic they used with the guards on other parts of the population, things could be rapidly changing throughout the city. It's all in the players' hands to determine what happens next.
Next time in the mystery campaign, the party will consider how to create long-term solutions for Yamseth. The players will decide almost everything. Until next time, happy gaming!
Back to the homepage (where you can find everything!)
Monday, August 2, 2021
Mystery Campaign Session Notes 18
Last time on the mystery campaign, the party interrogated Tajana, killed Portia, and began an uprising against Riviel Jassimir. This time, they face off against Jassimir and decide the fate of the city. All that and more in this session of the mystery campaign.
Picking up where they left off, the party decided to capitalize on the chaos caused by their revolt gambit and met Riviel Jassimir head on. Approaching her tower, Ais cast a glyph spell which was intended to discern the way one would access Jassimir's tower's second floor, and she saw a magical vision of a mechanical button inside a locket of Heironeous around Jassimir's neck. With the knowledge of how to ascend to the tower's upper floor, the party hastened in the direction of the tower. On the way, Montana magically communicated with Dirk St. Patrick, directing the sleuth to meet the party near Jassimir Tower to talk.
The party met with Dirk at an elven restaurant within walking distance of Jassimir Tower. Montana supplied some information about Jassimir, trying to get Dirk to join the party and take down Jassimir. Before Dirk could definitively say yes or no, Izzunech overpowered Ais, controlling her and forcing her to stab Dirk in the hand with a steak knife. Dirk announced he would be only able to help in small ways given the advances already made by the party, and that he was reticent to throw in his lot with a stab-happy demon.
Just as the party broached the topic of how they would make it into Jassimir's tower, a courier arrived and delivered a large golden key, conveying Jassimir's invitation to the party to join her at her tower. Once the party had arrived, she greeted them and cut straight to the chase. She knew that they knew of her deeds, and she wanted to be done with the game of it all. She opened her locket, pressed the button, revealed a moving staircase that descended from the ceiling, and led the party into the upper floor.
Upstairs was dark and drafty. The party noticed that one side of the tower was open to the city and the open air high above it all. Jassimir took a long, sharp prodding tool from the wall and thrust it repeatedly into the darkness. But the party each had darkvision, and they were all able to see that Jassimir's strikes into the darkness were actually connecting with tender spots on the body of a dragon with multicolored and translucent scales. When she prodded the dragon, it screamed in pain and released chaos bolts down into the city.
The party jumped into action--technically the third combat of the entire campaign, but the first true fight. Beor spoke with the dragon and ascertained that the chains holding him were magical in nature and that they were enchanted to keep him imprisoned. Ais used a glyph spell to remove the magical effect from the chains on the dragon, and Montana made a grand show of turning on Ais and Beor to fight with Jassimir. Jassimir, bolstered by Montana's assistance, reapplied the magic strengthening the chains on the dragon. Ais immediately countered this, though, both removing the magic from the chains and destroying them via rust and corrosion.
Still under the banner of fighting with Jassimir rather than against her, Montana cast "Dominate Person," playing on a technicality that allowed him to deny Jassimir a bonus to her resistance to the effect. Under the effects of the spell, Jassimir was magically forced to turn over control of her finances to people around down (liquidating financial groups she formed, dividing up her business among her competitors, and attributing her other assets to the poor of the city).
With binding paperwork turning her empire into support for the city, the party turned Jassimir over the the dragon she had spent centuries torturing. The dragon introduced himself as Tunder before taking Jassimir gently in his teeth and dropping her from the open side of the tower, the highest point in the city. Tunder turned to the party, asking them if he could reward them for their help in freeing him. At their requests, Tunder healed Beor of his lycanthropy (a chaos-driven effect) and exorcised Ais of Izzunech (a chaos-defined being). Montana requested a flute for his labors, and Tunder created a flute imbued with chaos--the instrument randomly plays a note which is unexpected but still pleasing to the ear. Content with his rewards, Tunder flew off over the city in search of starting his old life over again.
With the bulk of their justice served, the party decided to rest and regroup. They headed to the Briscoe Inn to decompress, get food and drinks from their trust barkeep friend Carl, and get a taste of some normalcy after a long while of chaotic work. On the walk over, Beor admired the night sky's stars and moon for the first time in years.
This session's ending was a challenge for me. I'll admit that when the party killed Jassimir (or rather, helped Tunder kill Jassimir), I was at a loss as to what to do. I genuinely forgot that the party was still standing in a room with a chaos dragon they had just freed--I was surprised when they reminded me that they wanted to talk with him. I planned things up to the moment that the players defeated Jassimir and nothing beyond; I really wasn't sure how to tie things up.
Fortunately, my players have plenty of ideas about what to do. They've spoken of completing the revolution, restructuring the guards, and going further with their business. Now that the mystery is resolved and they're working to satisfy their own narrative concerns, almost anything is on the table for epilogues. We've agreed to spend at least one more session playing through how it all gets wrapped up, and I am pretty excited to see where it all goes. I will admit that I didn't get the reaction I was hoping for with the dragon reveal, but that's okay. It's more important that my players are blown away by each other's actions than mine.
So although the mystery is solved, the story continues. Next time, the party will pick up the pieces, build a better Yamseth, and decide the future of each character. Until next time, happy gaming!
Back to the homepage (where you can find everything!)