Warcraft Character File: Elise Dawnsinger

Decided to do something a bit different. Since I haven’t been GMing last week or this week due to scheduling issues, I’ve actually been inspired by the pre-patch of World of Warcraft Battle for Azeroth to write some Warcraft based items.

One thing I decided to do was write up character files for each of my major World of Warcraft characters. I originally was just going to keep them on my hard drive, but I figured that I may as well post them up here too. The main reason for doing this is because I never put my full background in my Total RP 3 profile (which is a fantastic RP addon for World of Warcraft) and so the finer details are often lost when I revisit the character or have something obscure come up in RP. Writing this all out will help me by having a point of reference for when this does come up and I can accurately track who knows what and how old each character is compared to the others.

The second thing I decided to do is… Well, just watch this space and you’ll find out. I will say that it’s heavily inspired by Battle for Azeroth and the pre-patch event…

Anyway, here is the character file for today. This is my primary RP character (and it’s fortunate that with the new War Mode system I have fallen in love with Outlaw Rogue, because I have never really been much of a melee dps fan).

It’s Elise Dawnsinger.


Elise Dawnsinger

<Wandering Musician and Freelance Scout for the Alliance>

Elise mog

Name: Elise Dawnsinger (previously Lisette Moreau)

Race: Human

Age: 23

Eye Colour: Blue

Height: 5’6”

Body Shape: Athletic

Languages Known: Common (native), Thalassian

Birthplace: Capital City, Kingdom of Lordaeron

Residence: Elwynn Forest

Family:

  • Charles Moreau (father, deceased)

  • Lilyne Moreau (mother, deceased)

  • Alexander Moreau (elder brother, deceased)

  • Kaylin Moreau (elder sister)

  • Jules Moreau (younger brother)

  • Arinella Dawnsinger (mother through adoption)

  • Valendris Dawnsinger (aunt through adoption)

  • Laralla Dawnsinger (elder half sister through adoption)

  • Ilareth Dawnsinger (elder half sister through adoption)

  • Anatheia Dawnsinger (elder half sister through adoption)

  • Lyra Dawnsinger (niece through adoption)

Notable Features / Items:

  • A small, intricately carved flute. The flute appears to have “for the fallen” and a decorative pattern of thorny vines wrapping around the length of the flute carved into the side.

  • A violin that simply features a short haiku carved into the side in Common:
    “Music is a light,
    A light to pierce the darkness,
    Bear your light to all.”

  • A pendant hangs on a delicate silver chain. The pendant features an arrow amidst intertwined, thorny vines that culminate into a flower near the head of the arrow. The flower is encrusted with small, green gems and the design is a flower native to Quel’Thalas.

Brief History:

Elise, born Lisette Moreau, was born into a fairly affluent family in Lordaeron. Her family made their money in high quality tailoring, creating fancy garments for the nobility of Lordaeron, which turned out to be a very lucrative market as the family prospered, enjoying a comfortable lifestyle and good education for the children. She grew up alongside two brothers and an older sister, being the younger of the two middle children. Elise found her affinity for music and the performing arts from a young age and so her parents put her through singing and violin lessons, as well as dance and theatre, which the thrived in.

However, when she was 10 years old, the Scourge came to Lordaeron. Her parents and eldest brother were massacred by the Scourge as they rampaged across Lordaeron, with Elise only surviving as her father hid her away before meeting his untimely demise. However, she was a 10 year old girl in a Scourge infested land. She hid until hunger and thirst forced her out to move. She managed to stay hidden for a time, moving and scavenging what she could to survive. It couldn’t last forever and she was eventually caught while foraging for food. She ran from the ghouls that chased her through the ruined streets of Capital City, unable to lose her pursuers for good as whenever she lost one, another would take its place.

She was fortunate. A high elven ranger was fleeing south from some political troubles in Quel’Thalas and happened upon the chase, taking down Elise’s pursuers and saving the young girl from a grisly fate. The elf, who introduced herself as Arinella Dawnsinger, took pity on the girl and took her in, promising to get her down to Stormwind. They travelled south, moving through Hillsbrad Foothills, Arathi Basin and down to the Wetlands. They kept off road, avoiding chokepoints where possible as Arinella advised that there were people after her and this was the best way to remain undetected.

However, Arinella’s pursuers caught up with her and a pair of elven assassins ambushed her and Elise. Arinella was able to fend the attackers off, but they left her terribly wounded. She disinfected and bound her wounds before pushing onwards. It was a harsh trek across the mountains to Ironforge, as they couldn’t use the roads through Loch Modan through fear of being jumped by more assassins, but the trek proved too much for Elise as she collapsed, the ten year old girl not built for treks across the frigid mountains of Dun Morogh. Arinella carried her, but combining the fatigue of the trip so far, the freezing temperatures and the wounds she sustained in her battle against the assassins, Arinella was unable to make it either, eventually falling unconscious among the peaks of Dun Morogh.

Elise woke up in Ironforge where she learned that some dwarven mountaineers had come across her and Arinella, who was still unconscious and being tended to by a dwarven priest. Aware of the dangers to Arinella, Elise took it upon herself to keep vigil over the elf who had saved her life back in Lordaeron. Fortunately, no attack came and Arinella woke up a few days later, her wounds healed by the dwarves. At this moment, it dawned on them that they would not make it through the Burning Steppes and would have to take the Deeprun Tram. They were surprised to find no one waiting to ambush them, as it would’ve been the perfect place for it. Thankful for it, they managed to make it to Stormwind.

Arinella adopted Elise officially in Stormwind, renaming her Elise Dawnsinger to deter any potential threats following her from Lordaeron; she also quickly took to training her in the skills of a ranger. She taught her survival skills first, so she would be able to live off the land, but also martial skills so she could defend herself. The pair were not rich and opted to live outside the city, taking refuge in the forests outside the city walls so these skills were key to Elise’s development as a young girl. In addition, Arinella insisted on teaching Thalassian, the language of the high elves, to Elise, knowing from her own experiences that being bilingual was a huge advantage in the world. The reasons for this training became apparent very quickly as Arinella was taken in to SI:7 and was quickly dispatched on missions away from home, leaving Elise to fend for herself.

Naturally, the pair spent a lot of time together whenever Arinella was home, with Arinella progressing Elise’s training every time she returned, however Elise started to develop her own skills during this time she was left by herself. She got in with a rough crowd in Old Town and developed into a competent young thief, learning to pick pockets and locks in addition to adapting parts of her mother’s training to urban environments. Thievery was not something she practised all the time, as Arinella quickly caught wind of this and scolded her for it. While she encouraged learning the skills, she kept Elise under control when it came to using these skills, keeping her from crossing the city guard and getting thrown in the stockades.

One way in which this thievery was kept under wraps was that Arinella taught Elise how to play a new instrument. She gave Elise a wooden, hand-crafted flute with the inscription “for the fallen” etched into the side in Thalassian. She never stopped practising her music and made something of a career from it, earning a decent living performing at taverns, considering she did not have the same level of expenses as most in the city due to her living arrangements being outside the city and totally self-sufficient; she sang, danced and played the flute until she saved enough money to commission a violin of her own design.

The real problem came as she got a bit older. When she was eighteen years old, a charming young pirate captain named Leif Stanton was spending some time in Stormwind. Elise was immediately charmed by the young pirate, who in turn was entranced by her music, and she ran off with the pirate, leaving her life in Elwynn behind. She entered a romantic relationship with the pirate and worked alongside her new lover, plundering both Alliance and Horde targets and performing music for the crew during down time. The pair, along with the pirate crew, made a large amount of money over the next two years.

This would not last, however, as the pirate ship was eventually taken down when Elise was twenty, when they attacked what looked like a trade ship, but turned out to be an Alliance naval vessel in disguise. Most of the crew were either killed by the naval troops and cannon fire or simply by execution, however Elise and her lover were spared as he was identified as the pirate captain and she was incorrectly identified as his first mate due to their relationship. The pair were put in chains and hauled back to Stormwind where they were thrown into the stockades and interrogated.

Elise fervently defended her lover and endured the Alliance’s interrogation tactics until Arinella caught wind of what was going on. Arinella got involved as a means of protecting her daughter, both from the Alliance judicial system as well as the pirate she had been involved with. Arinella walked into the interrogation and simply put a file down in front of Elise. The file showed that the pirate had already been released as while Elise was fervently defending him, he pinned everything on her and walked away a free man. When Elise asked why they were still interrogating her, Arinella simply explained that they couldn’t execute Elise without a confession. Heartbroken, Elise would have accepted the execution were it not for Arinella’s advice through the interrogations. Arinella advised that she should come clean, explain the nature of her relationship with the pirate and appeal for national service, as her skills were in high demand with the constant threat of the Horde.

Elise did just so, admitting to her relationship with the pirate and explaining that was the reason she defended him. Her plea for national service was accepted, which she suspected was due to her mother’s influence within SI:7, as she was kept on retainer for scouting jobs, espionage and military support for the Alliance. She worked for the Alliance for three years as repayment for her part in the pirate raids, earning no pay from the jobs the Alliance gave her and earning her money between jobs through performance again. During these jobs she met with one of her adoptive mother’s biological daughters, a paladin named Laralla Dawnsinger who was captured by Alliance troops and she was put in charge of interrogating due to her fluency in Thalassian. Despite the animosity the paladin showed towards their mother, Laralla still saved Elise’s life just before her escape, after an orc from the Horde rescue team almost cleaved her in two.

She suffered another heartbreak when a meeting was arranged between the Forsaken and the Alliance as an opportunity for families to see each other. Elise, who had never had much love for the undead after what they did to her family, only went to re-affirm to herself that her parents were dead. However, she met with her parents, who had become Forsaken. She was unable to chat too much, as Sylvanas ordered the massacre of every Forsaken in attendance and Elise had to watch her parents die for a second time right in front of her eyes.

These days she continues to perform at taverns in Stormwind, especially now that her national service is up and she can actually earn money from assignments she is dispatched out for.


Elise Dawnsinger features in:

 

The Adventures of a Cyberpunk 2020 GM and her players, part 4

It has been a while since I’ve written one of these, but with the move to a new job on the horizon I’ve been a bit busy. Combine that with some scheduling issues and we just haven’t had a session for a while.

Following on from the previous session’s conflict, our player character roster has changed slightly. We have:

  • Edward “Crossfire” Caine – A retired corporate security member who has found himself feeling rather useless, so has taken to edgerunning to keep his skills sharp.
  • Zheng “Hard Truth” Huo – A… paranoid conspiracy theorist vlogger who is obsessed with his job to show the real truth to the masses.
  • Yuveleva “Loader” Konstantinovna – A Russian netrunner with a day job who seeks to earn mega-money through edgerunning.

Important NPCs that came up in this session were:

  • Iron Hawk – A relatively new fixer who is interested in bringing the PCs into the edgerunning scene as new talent.
  • Corrupted_Angel – A young netrunner under Iron Hawk’s employ who has started making a name for herself after a few successful clean up operations
  • Ghost – An edgerunning driver who works for Iron Hawk. New to the area and with weak English, but has a fancy katana.
  • Doc Locke – A fully qualified doctor and medtech working for MediCare who has taken to edgerunning as a means of gaining practical experiences, as well as truckloads of cash.

We picked up the day after we last left off, with Hard Truth recovering from the wounds he suffered in his fight with Plata. He wanted to move, but couldn’t afford to pay a full month’s rent for what would have been about half a week, so he took his chances and waited for the month to be over before he moved apartment. During this time he decided to put his plans into motion and started a smear campaign against Plata, which gave mixed results. He successfully convinced one of the Jackals that Plata was a child molester and all around awful guy, hoping to get some rumours spreading within the gang that they both used to be a part of, but his attempts online were met with failure. He set up a fake profile on social media, spent a few days making “normal” posts, before making posts implicating Plata in sexual assault and pedophilia, however a netrunner by the name of n3t_sh4d0w uncovered the falsification and exposed it to the public.

Plata simply got out of hospital and was told by one of his colleagues that there was this smear campaign that someone tried to do on him, but the account was shut down shortly after being exposed as fake.

Meanwhile, Crossfire decided that he wanted to be homicidal and decided to go into the combat zone, going into Jackals territory in the middle of the night. He crit his streetwise check (hitting an almighty… average difficulty DC. He’s really not streetsmart) and managed to not get lost or stumble upon a group of angry combat zone gang members. Instead he found a pair of mildly intoxicated lovers, waited for the street to be clear, crept up behind them and shot the man in the back of the head, before grabbing the woman and choking her to death. He then put the bodies on top of each other, shot the woman in the back of the head and started to sneak away.

Now, for the record, I’m just as confused as you are, intrepid reader (unless you are Crossfire’s player, as I’m sure you had your reasons). Apparently, this was done to gauge reaction times of the Jackals, but I’m finding myself wondering if it was really necessary. Regardless, Crossfire was spotted sneaking away (as eight nearby Jackals heard the gunshot and one of them crit his awareness roll) and started trying to lose them in the alleys. Not being the most streetsmart of individuals, he got a bit lost and couldn’t seem to shake them. He eventually decided to climb up a building, rolling an impressive athletics check to start the climb, but he was seen by four of the Jackals who opened fire on him. Fortunately, they were unable to hit him before he managed to climb onto the roof of the building. He then managed to lose them while they worked out what to do about this and made his way back to the safety of the checkpoint and the moderate zone.

The PCs were then summoned to a meeting with Iron Hawk as she had a new job for them. They convened at a bar in Syndicate territory, where the PCs were introduced to Loader, a Russian netrunner who was to help them with this job. Iron Hawk’s motivations for giving the PCs this job were mixed. She has her reasons which I cannot disclose here for wanting Loader on the job (can’t say it because then the player could find out and it’s super secret right now!), but the reasons she’s giving this fairly big job to the PCs is a bit of forced development. Either the team will die on the job, or they will learn how to work together and not screw up as much. She used a bird metaphor and no one had the all-important zoology skill and I was disappointed, talking about how birds learn to fly. It seemed to go over the PCs’ heads.

The job itself was an important corporate extraction. The party were to extract an anti-AI researcher and bring him to a secure location in the combat zone. The party asked who was hiring for this job, but Iron Hawk advised that she could not divulge such information, but assured them this was not a kidnapping, as the target desired the move. Furthermore, Iron Hawk informed the party that three of her other more competent edgerunners were unavailable for hire as they were taking care of another job for her; these edgerunners were Corrupted_Angel, who had led the clean up operations following the PCs’ latest screw ups, Ghost and Doc Locke.

The PCs then spent the rest of the session planning what to do and considering purchases on the 40,000eb expense account they had been given for the job (they were told it would be a bad idea to run away with it. Spoiler alert, it would be an absolutely awful idea to run away with it). Loader demonstrated her netrunning prowess, subtly setting up a meeting between her and their target, as his email and phone contact details were undoubtedly tapped, so she hacked into a speaker at his home and made it play a message for him. As I had work the next morning and all most of what was going to happen was planning and purchasing, I decided to end the session there.


I thoroughly enjoyed this session, even though not much really happened. I’ve been waiting to spring proper jobs on the party for a while, and felt this was a good opportunity that would make sense. It’s a fairly substantial problem that the PCs have to tackle and multiple ways to go about it. It will be interesting to see how they go about it.

Furthermore, it will be interesting to compare how the PCs do it compared to the other team who are on a very similar job. The NPC crew, I will admit, were given the bigger, harder job, as Iron Hawk really needs the bigger job done right and didn’t want to risk giving it to this dysfunctional group of PCs she has; they are doing another extraction, but on an Autosoft executive. I have mapped out their plan, done the rolls and bought the gear they would need and I said I would show a comparison of the expense reports for the two teams and the two jobs, as anything bought on the expense accounts needs to be documented.

I can’t wait to see how it all pans out next week / the week after (depending on how long it takes).

The Adventures of a 5e GM and her players, part 4 + 5

Because I’ve been super duper busy this week with work (things are looking somewhat up!) I didn’t have time to write this up. However, I am here now and I am writing this up from memory of what happened, as I largely remember everything last week and definitely remember this week. Well, enough excuses, let’s get on with the juicy details.

As a reminder, the group consists of:

  • Joey “Gruzark” Smith – Half-orc barbarian (berserker)
  • Ownka Bronson – Half orc bard (college of lore)
  • Hank – Human ranger (beastmaster)
  • Andarius Rhyn – Half elf druid (circle of the moon)

Our adventurers found themselves outside a village that they had been heading towards last session. They couldn’t see much activity and saw that the village did not have any walls or farmlands. The group, conscious that most of the world outside was rather xenophobic, approached the town cautiously. However, they weren’t met with torches and pitchforks; or rather they weren’t met with anything. It was incredibly quiet. The streets had no activity and as the group continued into the village they started to notice it was strange. They headed towards the centre of the village, finding the local tavern. They knocked on the door and were greeted by a human in chainmail, wielding a greatsword.

Now this human was… a tad hostile. He didn’t attack the PCs, but also had no interest in talking to them and it was only due to one of the other citizens stepping forward that the PCs were even allowed into the tavern. This civilian told the PCs that a strange man had come into the town last week, but had left soon after. However the next day the town found themselves under siege by the undead. Most of the village population was dead (and risen into undeath) and most of the survivors were sick and injured. The armor clad human turned out to be a paladin of Ghyllis, the god of death, and was protecting the town as best he could, but was only one man.

The PCs rested, but were rudely awoken by an undead attack during the night. A flesh golem was at the head of the charge, with a pair of skeletons and a pair of zombies. Joey looked out the window and took an arrow to the shoulder immediately. He proceeded to jump out the window and go into a rage, which started the combat in full. It was not a particularly challenging fight, with the main issue really being the fact that the flesh golem seemed to absorb their attacks and took a while to go down. Well, and the fact that my players were introduced to undead fortitude when one of the zombies just refused to go down until the paladin hit it with some radiant damage.

The group rested and then tracked the undead the next day, following their tracks to a small, wooded area (where Andarius failed a nature check to notice something plot related. Oh well…). Within this area they found a tunnel that led underground that seemed to be a natural cave (though Joey was insistent they were elven. Rolling a 0 on an intelligence check will do that to you).

This is where the session really ended. It was a bit of a shorter one as I think one of the players had to go and I didn’t want to start the dungeon crawl at that time as I knew what was coming up in room number 1…

Zombies. And skeletons. A whole lot of them. The PCs got into a fight with a room full of undead as soon as they entered. Due to torchlight, the PCs were well illuminated and got shot by crit archers. I call them crit archers because the number of natural 20s I rolled with them this session was disgusting, though they were all firing from out of the PCs’ darkvision and torchlight, so they were getting advantage. The PCs took a surprising amount of damage from the sheer weight of numbers, but were able to come out on top, though Andarius triggered an explosive trap when he cast a spell over it without knowing it was there, dealing Joey a hefty blow as Joey was standing on the other side of it. Joey then proceeded to charge right over the next explosive trap, the blasts totally incinerating his pet mouse.

After a short rest, the party moved ever onwards, more cautiously since the two explosive traps almost incinerated Joey as well. Joey felt wind from one way, so they decided to take that tunnel, managing to avoid the trap that lay in wait for them there. Exiting the tunnel they found a huge underground chasm and some spider webs. Andarius decided to start burning the webs like the good(?) druid that he is, which saw the PCs get attacked by a pair of giant spiders. However, the two spiders were quickly dispatched by the players and Hank harvested enough venom for a single dose of spider poison.

The PCs walked along the chasm, which Joey discovered had water at the bottom by dropping a pebble down and hearing the (very) faint splash. As they made their way along the chasm, using a dancing lights cantrip from Ownka to light their way, they found a naturally formed bridge across. While they debated whether or not to cross, Ownka’s lights came into sight of more undead who immediately attacked the party, firing arrows at Joey. It was here that the dynamic lighting feature in Roll20 came into its own. Joey, having been shot, went into a rage. He could see a pair of zombies advancing through the tunnel and charged down to them. As he reached them he noticed there were more than just two and quickly got swamped by zombies and skeletons, while the archers continued to harass the others as they came around the corner. As they were all grouped up, Ownka used shatter on the melee, hitting the entire crowd of undead but also hitting Joey in the process.

And this is where something big happened. Joey went down in a flurry of zombie attacks. The first one didn’t drop him. The second caused his half-orc endurance to trigger, as it would’ve knocked him down but instead reduced him to 1 hit point, the third attack dropped him unconscious and the fourth caused two failed death saves. Once again, for the third time this campaign, Joey’s survival came down to a d20 roll, but this time luck was not on his side and he failed his third and final death save. Yes, we had a player character casualty this session.

The party eventually managed to fend off the remaining undead, with two zombies being particularly stubborn and causing more damage than they really should have through constant undead fortitude successes, but a fog cloud cut off the archers sight lines so they were unable to harass the back line and stopped causing the multitude of failed concentration checks that they were causing. The party retrieved Joey’s body and retreated outside the cave system to lick their wounds and plan their next move.


I enjoyed this session, though the death of a player character is never an easy thing to deal with as a GM. This particular player character went down with very much a fight, but the PCs were just unable to carve a path to him in time as he was surrounded by zombies and skeletons. I (hope) it has put some foreshadowing into the players’ minds that their three months of jail time has meant that things have definitely progressed in the world and the threats are very real.

I do like that this is a very threatening location. Necromancers in this setting are incredibly dangerous and should be approached carefully; there are reasons why the majority of the non-elven population fears magic and I feel like the PCs are encountering one of them now. I was happy to start introducing another aspect of a big bad as well, rather than just bandits and wild animals.

I believe that next session the players are diving back in, but I sincerely hope they re-evaluate their approach. There’s a lot of potential XP on offer here, as well as a very decent reward, but there’s also a large risk associated with this.

I look forward to see what next session brings.

The Adventures of a Cyberpunk 2020 GM and her players, part 3

This session was a typical “made plans, didn’t get to them” session. However, it was part of my plan that we wouldn’t get to my planned job, so I’m not disappointed. I knew that the players were going to have “things” to do this session, and was I right or was I right!

As a reminder, our PCs are:

  • Eduardo “Plata” Gayoso – A former ganger who joined the police force as he saw it as a way to gain more power (and beat people down legally).
  • Edward “Crossfire” Caine – A retired corporate security member who has found himself feeling rather useless, so has taken to edgerunning to keep his skills sharp.
  • Zheng “Hard Truth” Huo – A… paranoid conspiracy theorist vlogger who is obsessed with his job to show the real truth to the masses.

And our named NPCs who came up this session were:

  • Iron Hawk – A relatively new fixer who is interested in bringing the PCs into the edgerunning scene as new talent.
  • StR33t_Sa1Nt – An enthusiastic and fun loving netrunner who is eager to impress and has a massive crush / hero worships Archangel (a world famous netrunner)
  • Cold Snap – A more experienced fixer who doesn’t like new talent and prefers hiring more experienced edgerunners.

So I will be brief with most of what happened. There was a lot of sleeping and first aid and seeing ripperdocs as two of three party members were incredibly wounded following the previous job. I won’t bore you with the details, but this happened for a while. Hard Truth vlogged about stuff that happened in the world while he rested, however one his way to get first aid from Crossfire on one day he was mugged by some Jackals gangers, one of which got a massive crit roll for their brawling and punched him in the face, bringing him back into serious wounds.

Following on from this, Plata started his revenge-quest, trading some information that he pulled from the police archives to Iron Hawk in exchange for information on Aspect, the corporate who was a part of the opposing team from the previous job. He went for a stakeout, observing her apartment and saw her returning in the evening.

Crossfire asked Iron Hawk for the contact information of an edgerunner named StR33t_Sa1Nt, who was under her employ. Once he had this, he hired her to find a good gunsmith in the local area, but not in the Corporate Zone, and also information about the illegal street fighting ring known as the Crucible. She went to the Net to find the information, but was unable to find it there so she took to the streets, asking around for the information as she wouldn’t admit defeat in this relatively simple task. However, she was not the most streetwise of people and ended up not showing to a meeting that she and Crossfire had scheduled that evening. Crossfire dropped this altogether and continued about his business.

However, a few days later, Crossfire gets a call from a perturbed Iron Hawk. She asks him if he knows what happened with StR33t_Sa1Nt, to which Crossfire admits he does not. Turns out when she went to ask around she ended up getting kidnapped by Cold Snap (which is not a good thing for anyone involved…) and Iron Hawk hired other edgerunners to rescue the young netrunner, as following the last mission that they partially botched combined with this incident she didn’t trust the PCs to handle this.  She also implied that it was an expense that Crossfire was going to be responsible for.

She then called them to a meeting for a new job that she was going to give them, however this is where Plata and Hard Truth finally clashed. Plata had received the information as to who killed the detective and was determined to kill the cop-killer. He got to the meeting slightly before Hard Truth and tried to persuade the bouncer that he was going t beat someone up and that the bouncer shouldn’t get involved. He crit failed the roll and started an argument with the bouncer, at which point Hard Truth arrived and approached, greeting them both. Plata immediately grabbed him, put him in a hold and started to move him away from the bar. At this point, Hard Truth started calling for help, stating that the police were oppressing him in the lawless part of town, which attracted a nearby Syndicate ganger to his aid. Plata threw Hard Truth to the ground and yelled at the ganger to not get involved, trying to intimidate him, but it didn’t work. The Syndicate ganger shot Plata in the arm, rolling near max damage and causing limb loss. Plata passed his death save, but quickly surrendered. Hard Truth tried to punch him, so he dodged, but the ganger shot him again, scoring a headshot and killing Plata. The player burned luck (a houserule I’ve implemented) to avoid death and Plata was taken off to hospital again as he fell onto his healthcare card, snapping it and triggering a team to come and extract him. Hard Truth took his pistol.

Iron Hawk arrived later, arriving 15 minutes in advance of the meeting time (the other two arrived and tried to kill each other 30 mins before), and Crossfire was late as he was trying to move stealthily through the Combat Zone and was badly delayed because the Syndicate are observant (he wasn’t spotted though). In this time, Hard Truth asked how Plata might have gotten the information, to which Iron Hawk replied that she wasn’t the only information broker but he also could’ve investigated it himself, as police tend to investigate when one of their own is killed. During the meeting, Hard Truth spun his tale as to what happened between him and Plata to Crossfire, who was easily convinced, though Iron Hawk saw through his story. When Crossfire asked why Plata tried to kill Hard Truth, she gave Hard Truth the opportunity to explain, but he merely tried looking innocent, so Iron Hawk told Crossfire that Hard Truth had murdered a detective and Plata didn’t like cop-killers. Crossfire then basically called Iron Hawk incompetent which, after botching the last job she gave them (by running in guns blazing after being told that running in guns blazing likely wouldn’t work by Iron Hawk), getting one of her other runners kidnapped by hiring her for a job she wasn’t qualified to do (she was also a bit irritated that he didn’t just ask her for the information, as she is literally an information broker) and causing her expenses that could easily have been avoided… she had to roll a Cool check to see if she would keep her cool in this situation or just have them killed. At this point Hard Truth was dirty laundry, as she knows she shouldn’t have given Plata the information (but he rolled a 26), and Crossfire was showing to be a bumbling old man and not worth the trouble. She passed the check and so she didn’t order their “removal” but she was done with the meeting. Looking at Crossfire and Hard Truth (who was in critical wounds again) and considering Plata was no longer going to run with this team, she decided to give the job she had to her other team she had formed out of the NPCs that the players could hire.

Once Crossfire and Hard Truth had left Syndicate territory, Hard Truth explained that he didn’t trust Iron Hawk, but told Crossfire not to anger her because she’s a dangerous individual. The two would continue to work for her, but the implication from the conversation was that they were going to potentially oppose her in the future.

I have since rolled the dice for the B team and their job escorting a corporate around the Combat Zone to make some deals. They didn’t botch it.

Next week we return to D&D 5e, so this campaign is being put on hold for now (as with my current work hours there is no way I can run two games per week, however once I move to a new role I expect I will be able to because I hopefully won’t be working until 10pm each night)

I’m going to miss my beloved sci-fi subgenre…

The Adventures of a Cyberpunk 2020 GM and her players, part 2

What a roller coaster ride we had this week. I planned the next job for the PCs, intending it to be a thinker, one where they would really have to think about it rather than just attack it head on. Thought it would be good to send them up against some more organised opposition without throwing them against corporate security. Yet.

As a reminder, our PCs are:

  • Eduardo “Plata” Gayoso – A former ganger who joined the police force as he saw it as a way to gain more power (and beat people down legally).
  • Edward “Crossfire” Caine – A retired corporate security member who has found himself feeling rather useless, so has taken to edgerunning to keep his skills sharp.
  • Zheng “Hard Truth” Huo – A… paranoid conspiracy theorist vlogger who is obsessed with his job to show the real truth to the masses.

And our named NPCs who came up this session were:

  • Iron Hawk – A relatively new fixer who is interested in bringing the PCs into the edgerunning scene as new talent.
  • Panther – An edgerunning solo who works for Iron Hawk. Very, very good with one-handed guns
  • Ghost – An edgerunning driver who works for Iron Hawk. New to the area and with weak English, but has a fancy katana.
  • Cold Snap – A more experienced fixer who doesn’t like new talent and prefers hiring more experienced edgerunners.
  • Acid – An edgerunning solo working for Cold Snap, dangerous in hand to hand combat
  • Omen – An edgerunning driver who works for Cold Snap
  • Aspect – A corporate manager of some sort who edgeruns by night, also working for Cold Snap

We picked up where we left off last session, with the PCs resting and recuperating after taking some hits from the last job. Plata bought some items through Iron Hawk, which we had already rolled for and mechanically taken care of during the week, and Crossfire came to the Combat Zone every day to perform first aid on Hard Truth to ensure he would heal and his wounds wouldn’t get worse.

This is actually where the initial fun began. Hard Truth, being a paranoid man, took different routes to meet with Crossfire each day. I had him roll streetwise checks each day to navigate the Combat Zone safely, which he did most of the time, but he managed to fumble the third day’s roll hard, so I brought out the random encounter table. The first one I rolled was that he got too close to corporate security guarding someone and they would shoot at him as soon as he got close, but I felt that didn’t make much sense as corporates have very little reason to go into the Combat Zone unless they’re edgerunners (who generally don’t have their own corporate bodyguards…), so I re-rolled and got possibly the best result I could have hoped for. Hard Truth, eternally wary that the Man was after him, started being tailed. He took alleyways towards his location, to see if this man who was shadowing him would follow through alleyways and he did; Hard Truth was being stalked! Hard Truth hid in an alley, pulling out his gun and holding it head height. The man shadowing him fumbled his awareness check and walked straight into the barrel of Hard Truth’s handgun. Hard Truth pulled the trigger, instantly killing the man following him. As he searched the man, he found a few eurobucks, a gun with some magazines, a wallet and two badges. One was his SIN card, the other was his detective badge. Clearly, the Man had sent this one to chase Hard Truth, when in reality he was wrongly following Hard Truth and was trying to locate a drug dealer who had gotten a corporate executive’s child hooked on drugs.

After this, Hard Truth approached Iron Hawk for information about this man and, being an information broker, she found the information and sold it to Hard Truth at a discounted rate, as he is one of her edgerunners, only charging him 750eb for the information. Hard Truth took photos and then burned the documents, as Hard Truth gave the information in document form to avoid an online paper trail. However, at the same time, Plata learned of the murder of the detective from his colleagues, but didn’t know Hard Truth was the one who was responsible, so he started to look into it himself. He looked around, not finding any evidence, so he approached Iron Hawk for information as well. She was hesitant to give it, as she knew it was one of her own edgerunners who had committed the murder, but promises from Plata of an in with the city police force and a persuasion crit of 26 (the DC was 25 because she’s very hard to persuade) meant that she said she would deliver the information, but told Plata that no one could know where the information came from and that she would deliver it to his place of residence in document form.

So, after all of this, the PCs finally got their job. They were to disrupt a deal between the Jackals and Cold Snap, who was selling sex workers. They were also instructed to bring the sex workers and the Jackals’ payment (as it would be in cash) back to Iron Hawk as well, as Iron Hawk was still looking to profit from the run. Plata hung back to hire on some additional firepower, the party choosing to hire a solo named Panther and a runner named Ghost, both fairly pricey, but also fairly skilled. It was amusing to me, as they hired one of the beefiest NPCs at Iron Hawk’s disposal and the weediest, with Panther coming in with Body Type 8 (strong) and Ghost coming in with Body Type 3 (weak).

Crossfire and Hard Truth went to find some information, approaching a prostitute in the general area of the deal and asking for information while visibly counting a few hundred eurobucks. She didn’t know the answers to their question, however I gave her a cool save to see what she would do… and she failed. So she lied. She told the PCs what they wanted to know and, as a class (yes, it is a class in cp2020) that relies on empathy skills, was quite good at lying to the PCs, so they went away believing they had the correct information. The bogus arms deal the prostitute told them about was later confirmed to be bogus information by Iron Hawk, as Crossfire sent it over to her as something of interest, and eventually Plata had to go undercover as a Jackal to find the real information, being a very good cop by mugging someone in the Combat Zone to ingratiate himself to a group of Jackals.

With information in hand and scouting performed, the group felt confident in their preparation and stormed in, with the exception of Hard Truth who had to loop back around after being spotted by one of the people at the trade. They went forward, trying to shoot the driver in one of the vans and shooting the tires. Panther destroyed both front tires on the van in the alley and put a large hole in the engine block, but was then shot at by Acid, a solo hired by Cold Snap to oversee the deal, who got lucky and hit Panther in the left arm and left leg, which were the parts that were out of cover, causing him a large number of wounds. Ghost channeled her inner Assassins Creed and climbed up the building, disappearing from sight for the time being while the rest of the group pushed in. Aspect, the corporate who was there to negotiate the trade for Cold Snap, grabbed one of the sex workers and threatened the player characters that if they didn’t back off she would execute one. The player characters continued pushing in, Plata trying to intimidate her to make her give pause, however Acid intimidated her more and she kept to her threat, shooting the prostitute in the back of the head. By this point, the remaining three were loaded into the van that the Jackals had brought, Acid intimidating the Jackals to let them take the van and rolling a 29 on his skill check. The driver, Omen, then rolled a 35 on his driving check and smashed through the pseudo-blockade presented by the original, disabled minivan that Crossfire and Panther was taking cover behind. Crossfire managed to dodge out of the way, but Panther was not so lucky, taking 3d10 damage, putting him deep into mortal wounds. Crossfire tried to stabilise him, but with his low tech stat and not great first aid skill was unable to hit the rather challenging DC to stabilise Panther.

Hard Truth also slowly made his way back around to the fight, trying to shoot out the tires of the minivan as it sped past, but was unable to hit it due to its speed. Ghost dropped from the rooftop and onto the Jackal who was running away with the money, killing him with her katana before getting shot by another ganger, failing her stun save (as her body type stat was a paltry 3) which kept happening over and over, as every turn a single attack would get through her armour and cause a single wound, triggering another stun save.

In the meantime, Plata had jumped onto the back of the speeding minivan, grabbing onto the doors and trying to rip them open. However, Acid noticed this and maneuvered to the back of the van, opening the door and stabbing Plata twice with his combat knife, causing Plata to go into mortal wounds. Stun saves and death saves were rolled, but Plata failed them, causing him to be clinically dead. Crossfire heard this and ran over, activating Plata’s healthcare plan by manually snapping the card (as he didn’t have an automatic biomonitor that could trigger it and went down before he could manually do it himself, before rushing back to Panther. When he got back, he discovered that Hard Truth had taken a nasty hit to the leg, the bullet going straight through the knee and rendering the leg inoperable (limb loss is a bitch), but Hard Truth was not quite on death’s door yet, having passed the initial death save for the limb loss, but not quite being in mortal wounds. Ghost managed to have a turn where no attack got through her armour and she promptly walked up to the two gangers near her, decapitating one and severing the other one’s leg, killing both. Crossfire picked up Hard Truth and carried him on his back, before performing a feat of strength to also pick up Panther’s now dead body, calling over for Ghost to get the car. She ran back to her car, unlocking it and power sliding into the alley, allowing Crossfire to load Hard Truth and the body of Panther into the back of the pristine car. She drove them to a ripperdoc known as Bonesaw, who also worked for Iron Hawk, who tried to resuscitate Panther but to no avail; Panther was permanently dead. On the other side, a MediCare team dropped into the street and recovered Plata, successfully resuscitating him with the help of their field ambulance and driving him off.

Crossfire reported to Iron Hawk, who docked their pay for failing to retrieve the sex workers, but then used his own pay to facilitate Plata’s medical costs and Hard Truth came to an arrangement with Bonesaw to replace his leg with the new one. The last thing that happened was as Ghost gave Crossfire a ride home, she was stopped at the gate due to her katana not being a “self-defense” weapon and was therefore illegal. She got on the phone, having a brief conversation in Japanese, before handing the phone over to the policeman who was causing the issues and after a brief phone conversation he waved them through.


This session was looooooooooooooooooong. Literally 7 hours long. There were interesting shenanigans and there’s likely going to be some conflict within the group as Hard Truth killed a detective, which Plata is going to learn about once he leaves hospital as the documents will be waiting for him, telling him exactly who murdered the detective…

I enjoyed the session, though I was a little disappointed with the direct, sledgehammer approach to this job. The players were told that there would be multiple parties here and one of those parties would be a rival edgerunning team. Really what they needed to do was turn the Jackals and the rival edgerunners against each other, and then mop up the survivors, or plant seeds of doubt in the Jackals’ minds and then side with them against the edgerunners. Taking the sledgehammer approach was far from optimal and I feel like they paid for it, making no net profit from this run and losing access to the stronger hire-able solo under Iron Hawk’s influence. I’m hoping that in the future they take the threat of rival edgerunner teams a bit more seriously, as Acid, the solo in the rival team, seriously messed the PCs’ team up.

I’m unsure what I will be planning for the next session. I believe it may be the last Cyberpunk 2020 one for now, as my fourth player is back for the week after next so we will be returning to D&D 5e as that game has priority, but I will see about having this as a regular game as well, but will need to check availability with my players. I’m perfectly happy to run two games per week (as I love doing it), but I will see what my players can do too.

The Adventures of a Cyberpunk 2020 GM and her players, part 1

As promised in my last post I ran Cyberpunk 2020 last week, and will at least for the next few weeks due to player absence in my 5e game as working night shifts suck (I feel for you, my dear player). This was the first session of Cyberpunk 2020 with this group, though everyone was at least partially familiar with the system, having played it before. I will start by introducing the PCs:

  • Eduardo “Plata” Gayoso – A former ganger who joined the police force as he saw it as a way to gain more power (and beat people down legally).
  • Edward “Crossfire” Caine – A retired corporate security member who has found himself feeling rather useless, so has taken to edgerunning to keep his skills sharp.
  • Zheng “Hard Truth” Huo – A… paranoid conspiracy theorist vlogger who is obsessed with his job to show the real truth to the masses.

And the important NPCs who came up this session:

  • Iron Hawk – A relatively new fixer who is interested in bringing the PCs into the edgerunning scene as new talent.
  • Cold Snap – A more experienced fixer who doesn’t like new talent and prefers hiring more experienced edgerunners.

So the PCs were told to meet Iron Hawk in the Combat Zone at a bar within Syndicate territory (who are one of the major gangs of the Combat Zone who operate more like an organised crime outfit) where she would give them the details for their first job. Hard Truth got their first, scoping the place out to make sure The Man wasn’t watching, before making his way inside and taking a seat at a very visible table that had all the entrances and exits in sight. Iron Hawk arrived second, with Plata and Crossfire arriving in quick succession shortly afterwards. Plata immediately shouted over to Hard Truth, asking if he had any drugs and if he was still hooked, to which Hard Truth replied he was over it.

The job details were given, a relatively simple smash and grab. Iron Hawk had an arms shipment coming into the Combat Zone that got hijacked and she wanted it back. She would pay the party 3000eb (eurobucks, the currency in cp2020) to retrieve it and sent them on their way, telling them it was hijacked south of one of the gates into the Combat Zone.

Plata made his way to talk to the police at the gate, which went well as he flashed his cop badge and rolled pretty well on his Authority skill check (the cop’s special ability) to gain information that the cops at the checkpoint had. He got some details as to where it was taken, as well as the plates and information that the hit was not a gang hit, but a more professional hit, implying another group of edgerunners had taken the van. Meanwhile, Hard Truth, being tailed by Crossfire, headed to the nearest bar located near the site of the hijacking. He looked for someone drunk and fumbled his awareness roll, so he found a drunkard… an aggressive drunk. He tried to butter the drunk up while attempting to pick his pocket, trying to steal his money so he could buy the drunk a drink, as he had no money himself, but then fumbled his pick pocket roll as well. A fight broke out between Hard Truth and this aggressive ganger who punched him in the leg (he was drunk and hit locations are amusing), then pushed him over when he failed his stun save. Crossfire ran in to help and grabbed the drunkard after he managed to stomp on the prone Hard Truth, once again hitting the same leg, but another ganger entered the fight, shoving Crossfire and telling him that it was between the two others. Crossfire’s attempts to pass it off that he was Hard Truth’s grandfather failed miserably, but then Hard Truth put on an impressive performance of pretending to be a prostitute, with Crossfire as his pimp, managing to crit the roll. The fight broke up after Crossfire threw the drunkard to the ground, who failed his stun save and was stunned and the bartender told them to get the hell out of there.

Afterwards, they approached a prostitute, paying her money to tell her what she saw on the night the minivan was taken. Shortly after, the PCs met to corroborate facts and eventually called Iron Hawk with the details, who told them it was likely the work of another fixer by the name of Cold Snap. Cold Snap had hired edgerunners to hijack the cargo and had sold it on to a group of junkies in Madhouse territory. She gave them the address and they headed to the location.

Once they arrived, Hard Truth managed to pick the lock on the back door and Crossfire snuck in to stealth kill a dealer who was looking around in the pantry of the house. He then continued upstairs, where he heard music, and proceeded to stealth kill a junkie and shoot another before being found out by the screams of the junkie who survived. The group was quickly swarmed by Madhouse gangers wielding knives and some poor quality firearms. In a feat of Neo-like dodging, both Hard Truth and Plata got caught in a spray of full auto fire from a sten gun wielding ganger. They both fumbled their dodge rolls, but both used a re-roll and both spectacularly crit their rolls, avoiding all of the shots. Plata took down multiple gangers with his .45 automatic and Crossfire fended off more in melee combat, dodging a lot of attacks by a hair’s breadth a lot of the time. Hard Truth fell prey to failed stun saves again, getting shot in the same leg that he had been hit in before, which by this point was getting rather amusing, but eventually the group managed to overcome the gangers. They tried to intimidate the last one down, but he was too out of his mind on drugs to be reasoned with and stabbed Hard Truth (as he was the closest one, but was quickly brought down by Plata.

Top Floor

It got scary at times, but the PCs eventually triumphed against the crazed, drugged up gangers!

 

The group then searched the house, finding the minivan and the full arms shipment, before driving it back to Iron Hawk and getting paid. Battered, bruised and, in Hard Truth’s case, limping a bit from repeated leg abuse, the party went their separate ways to rest, recover and await their next job opportunity.


I really enjoyed running this session and I loved how… dysfunctional the group is. Plata is very aggressive and is constantly berating his team, Hard Truth is a paranoid mess and Crossfire is an old man. It’s great. 10/10, would GM for again. And that I will, as next week will be another Cyberpunk 2020 session again. Need to work out what’s going on for next time, but I’m looking forward to it a lot.

I am definitely more of a natural sci-fi GM than I am a fantasy one. Not saying I don’t enjoy 5e (as I also love that with this group), but sci-fi definitely comes more naturally to me. I think I make better plots and more interesting NPCs in sci-fi games.

I look forward to seeing what unfolds next session!

The adventures of a D&D 5e GM and her players, part 2

It has certainly been a while between part 1 and part 2. It wasn’t meant to be this way; in general we are a weekly session, but scheduling and real life commitments left us without a session for three weeks, as I will not run with half of the group missing (especially considering what the players were going into).

As a reminder, the group comprises of:

  • Joey “Gruzark” Smith – Half-orc barbarian (berserker)
  • Ownka Bronson – Half orc bard (college of lore)
  • Hank – Human ranger (beastmaster)
  • Andarius Rhyn – Half elf druid (circle of the moon)

And important NPCs that popped up this session were:

  • Hemerith Niltherin – Wood elf scout captain (rogue, scout)
  • [Name not revealed] – wood elf druid (circle of the land)
  • Izran al-Shaziin – Trade Prince of Mahraz (custom)
  • Izran’s bodyguard – Human fighter (specialisation not revealed)
  • Izran’s bodyguard – (brown haired) Wood elf (class and specialisation not revealed)
  • Izran’s bodyguard – (red haired) Imperial elf sorcerer (specialisation not revealed)

We picked up where we left off last session. The town mayor was dead, as well as his cultists. Three town guards were also dead with the last one knocked out by Joey. The flying demon’s corpse had disappeared and the other, larger demon had escaped after knocking Joey and Hank out and killing Fiona, Hank’s wolf.

With time quickly running out, the first thing that happened was the departure of the wood elves. Enemies of the state already, they knew they would be executed on the spot, as there was no immediate, solid evidence to prove that the mayor was a demon cultist. They quickly conversed in hushed tones and then darted out. The druid wild shaped into a house cat and left through a window, while the scout captain used his speed to make some distance between himself and any nearby guards, before using his skill in stealth to make his escape. With the wood elves out of the picture, I waited to see what the PCs would do. Andarius searched the mayor’s body for evidence while Ownka tried to rouse the unconscious guard. Due to the time sensitive nature (the town guard were coming!) I  made them roll skill checks; Andarius rolled investigation and Ownka rolled medicine. Andarius rolled a 6 and Ownka rolled a 3, so they were unable to both find the evidence or rouse the guard quickly, which was a shame because the mayor had a separate arcane focus to his tome, that had turned to ash upon his death, which was clearly a demonic focus.

Following this, the PCs decided the best course of action was to try to talk their way out of the situation. They made their way up the stairs, Joey carrying Fiona’s body and Andarius using one of his final spell slots to rouse the guard with a cure wounds spell. They made their way up the stairs, but their previous attempts at finding evidence and rousing the guard led to them reaching the top of the stairs as the guards made their way in. Ownka managed to talk them down from immediately trying to kill the party to merely arresting them with a persuasion roll in the twenties. With some minor resistance, the guards put the PCs in chains and led them to the prisons where they were dumped and left to their own devices.

The PCs spent their time trying to annoy the guards who wouldn’t speak to them or even acknowledge their existence. Once in the cells, the guards didn’t even care that the prisoners had slipped out of their manacles or were casting spells, at least for the first week. Essentially, the guards didn’t have the manpower to keep the PCs contained if they really wanted to leave. The sergeant was around CR 1ish and the guard NPCs themselves were CR 1/8. They had no real magical support as the town’s wizard was basically awful in combat, so if the PCs wanted to break out, they easily could have; Andarius spent his first week making frequent sorties out of his cell as a rat, as the guards didn’t seem to care about rats. However, after a week the town wizard managed to erect some anti-magic wards around the prison, disabling all magic within the perimeter. This was a strange moment in the session as I believe the PCs thought I was waiting for them to break out whereas I was actually waiting for them to just… be done with what they were doing. In the end I just asked “are you going to try and break out and is there anything notable you want to do?”

Once this was sorted, the PCs were in prison for three months, which caused universal “wait, what?” responses. The PCs were in prison for three months because the guard still believed they were demon summoners. The guards were scared out of their minds of the PCs and wanted to escalate it to the highest powers, as demon summoning is literally the worst thing to do; it’s even worse than necromancy! After about three months, the PCs were visited by a slightly rotund man, who Ownka identified as Trade Prince Izran al-Shaziin, the big boss of the Mahraz city state, as well as what appeared to be a personal bodyguard and two elves, one brunette and one redhead. They walked up to each cell to which the brown haired elf merely said “no,” or “not this one,” as she passed by each player character, before leaving. As they left, Ownka requested some more food and perhaps an opportunity to see the sun, as they had been underfed and kept in the dungeons for three whole months. He rolled well on a persuasion check, so the trade prince said he would see what he could do. Shortly after, due to a communication issue, Joey destroyed his bed. Don’t look at me, I don’t know why either!

The next day the PCs were brought out of their cells and led out to the mess hall where I was originally going to give them food, then forgot about it. Whoops. Anyway, they were led to the mess hall and sat down at a table, where the trade prince, who was revealed to be one of the chosen, proceeded to make a deal with the PCs. The PCs were not shackled or anything, and I was curious to see if the PCs would do anything stupid at this point. The reason they weren’t shackled is because the trade prince was confident that even if they were demon summoners there was nothing they could do to escape from this group, as while he wasn’t that strong in combat (built to about level 9 with no combat abilities other than “hit with sword for 1d6 damage”, the individuals accompanying him were a bit beefier (just a bit…). Regardless, the PCs were compliant and were led to the mess hall where the trade prince made a deal with the party in exchange for essentially brushing everything under the rug. The PCs asked what would stop them simply running away after they get turned loose, to which the red haired elf said that she would track them down and end their existences. Met with some skepticism, she asked the trade prince if he could afford a new bench and proceeded to disintegrate the bench next to the PCs. Now, there were two interesting things there; the lesser interesting point was that disintegrate, which the PCs failed to identify through arcana checks, is a fairly high level spell. I don’t make strong NPCs for no reason. Furthermore, after the PCs asked what would stop them from running, the trade prince, who is in charge of the entire city state, is the head of his family and one of Ahtar’s chosen champions (god of commerce), had started to speak, but the red haired elf interrupted him and cut him off.

Details were given for the assignment and the PCs learned that war had broken out between Logran and Mahraz since Khan al-Shaziin (Izran’s younger son and 2nd in line)  and his friend, a paladin who worked with the PCs in the early days named Clara Teverton, took evidence acquired by the PCs earlier in the campaign to a meeting in the continental capital and accused Logran of sabotage. The players were tasked to:

  • Kill Dennis Harding – Spymaster in Logran who was in charge of the bandit operation (so PCs wanted him dead anyway due to previous family threatening)
  • Kill Lewis Gambrill – General of one of Logran’s armies stationed near Divinity Bay, the main port town in Logran
  • Retrieve a relic of Ahtar being held in Logran’s temple district, as Logran had barred any pilgrimages to visit this holy relic, with Ahtar being the dominant religion in Mahraz.
  • Retrieve a collection of books and scrolls, which they were given a list of, from Logran’s city hall.

There is no half-way house and nothing for partial completion. Either the PCs need to complete every task, or they will be executed for the unlawful removal of a town’s government, as while the trade prince knows they didn’t summon the demons, they were still guilty of working with terrorists (the wood elves) and staging a coup.

Finally, Hank managed to revive Fiona. Since I’m using Matt Mercer’s “The Fading Spirit” resurrection mechanic, he almost failed to revive her, but used a re-roll I had granted him before to try again. Initially, a 4 was rolled, but the re-roll was an 18. Again, the PCs narrowly avoided a casualty due to the luck of the dice.


So I was conflicted on this session. I enjoyed running it, but it wasn’t quite as exciting as the last one. However, this was to be expected as last session culminated in fighting a demon cultist and the demons he summoned. It was interesting to throw in a few more subtle hints at the intrigue going on in the world, but the three month time-skip puts us closer to the central plot becoming an issue. This is a good thing as when I say issue, I more mean an issue for the PCs. Things happened in those three months while the PCs were stuck which I’m going to have to get down in detail and there are definitely big things on the horizon.

Dealing with petty bandits is now mostly behind the PCs now and I am concerned that my players don’t work as a team much. When faced by a coordinated foe, I feel like the party could be in real danger of collapsing, as shown by the CR2 encounter with the wood elf scouts on their way to the town. it scared them away when they were level 4 a few sessions back. Time will tell, but I think casualties could be coming…

Also, in terms of things that do happen, not everything is as it seems and I don’t give things away here because my players can read it (and I’m not in the habit of giving away plot for free)

The adventures of a D&D 5e GM and her players, part 1

I figured I’d try something new. Something regular. Something that I can write about each week. But what could I write about every week? Well, I run a 5e D&D game in a 100% custom setting, so let’s give that a try. I will start by introducing the player characters:

  • Andarius Rhyn – A half-elven druid from a lost noble house.
  • Ownka Bronson – A half-orc bard, performer and seeker of knowledge. Identifies more with his human side.
  • Joey “Gruzark” Smith – A half-orc barbarian who grew up as a farm boy. Identifies more with his orc side.
  • Hank – A human ranger with a slightly naive outlook on the world

So, we’re jumping into things mid campaign. Well, not in the middle as we’re still in early days, but this certainly wasn’t the first session; therefore this may be a bit of a long post. The party are level 4, pushing on level 5.

So, what happened? Essentially there has been a lot of build up to this session in the previous ones. The party came across a town that was under attack by local wood elves, which was rather uncharacteristic of them as while wood elves were usually incredibly hostile to outsiders, they never really left their forests. The wood elves retreated as the PCs arrived and the mayor asked the PCs to help him take out the wood elf leader (who had a 500gp bounty on his head for his antics). Logically, what you would imagine people would do would be to help the mayor, end the aggression, claim the bounty and ride off into the sunset. However, these are PCs; normality doesn’t apply.

Afterwards, the town blacksmith ripped off the barbarian, as most of the town worshipped the god of commerce and he identified the barbarian as an easy mark. The mayor refused to help the PCs get their money back, as he was also a worshipper of the god of commerce. This made the PCs not like him that much and so they decided to investigate the wood elves. The elves did attack again, but after the PCs killed a few, the wood elves pulled back for reasons unknown. Joey tried chasing a druid who was trying to carry the some of the wood elf dead from the town. He was peppered by covering fire from nearby wood elves, but pulled the druid back behind a wall. She turned back into her humanoid form, casting a call lightning spell to take out Joey, but not before sustaining a nasty axe wound. Joey survived by making 3 death saves and stabilising (as he was down with no one around to help him).

Hank and Andarius went to investigate at the forest’s edge and Andarius was pulled in by some sort of compulsion effect, walking into the woods somewhat blindly. They were greeted by the same wood elf druid who had dropped Joey, appearing to be an important member of her tribe, and a brief parley was had. The elves asked the PCs to help them kill the mayor and accused him of corrupting their lands and summoning demons. This meeting was interrupted by an attack by a winged demon that almost killed Hank in the ensuing combat.

The PCs went back to town, rested and proceeded to do some further investigations in the morning, but were unable to find any concrete evidence. Ownka also managed to convince a cleric in town to at least see what happens and help the party. They met again with the wood elf druid and had another discussion which was rife with hostility, but Andarius somewhat managed to keep the peace between the two sides. They still offered to help the elves, as the elves assured that were they to corner the mayor he would reveal his true colours, but they only offered their aid in the event the mayor did show his true colours. The wood elf druid and the scout captain with the 500gp bounty on his head (who turned out to be a champion of the wood elven deity) infiltrated the town and met with the PCs to confront the mayor in the town hall.

As soon as they confronted him as he was doing stock of emergency supplies in the basement of the town hall, combat immediately started as the mayor recognised the wood elves and the wood elves immediately went on the offensive. It didn’t take long for the mayor to start summoning demons, summoning the same type flying demon that had attacked and almost killed Hank the first time around, though as he summoned it he called for help from the guards, accusing the PCs of being the ones to summon the demon. The PCs made quick work of the cultists present, but the tiger that had come out of the bag of tricks as well as Fiona, Hank’s wolf, was rendered unconscious by the flying demon’s otherworldly droning. The cleric that Ownka had convinced to help was immediately killed by the demon, but the demon was made short work of when the scout captain got a heavily damaging sneak attack critical hit. As the combat became more desperate for the mayor, he enacted his final gambit and summoned a far more powerful demon which immediately went for Andarius, as Andarius was casting spells that were problematic for the mayor’s second in command.

This second demon proved too much for the party to handle, afflicting Hank with a confusion spell that rendered him useless for a large part of the fight, as well as stunning Ownka, effectively rendering him incapacitated too. It took down Joey in melee combat after focusing its attacks against the barbarian who was recklessly attacking, and forced Andarius to fall back after losing his wild shape form. However, around this time it seemed that the mayor lost control over the demon and so it turned to escape the battle, anticipating it would eventually fall if it stayed. It brought Joey down and auto-critted with its last attack as Joey went down, causing two failed death saves. It then dropped the barbarian, used a fly spell and flew for the door, bringing Hank and Fiona down on its rampage out. Hank and Fiona both failed their first death saves as the wood elf druid healed Joey to get him back in the fight (after he passed his first death save, where a fail would’ve caused Joey’s death. The druid then brought Hank back up with a healing word as she dispatched guard reinforcements one by one with her quarterstaff under effect of shillelagh.

However, it finally happened. After failing her first death save, Fiona then got a 1 for her next death save, causing two extra fails and actually killing her off. Once the demon escaped, the party managed to kill off the mayor as the scout captain had constantly hounded him with Andarius getting the final hit with an ice knife spell.

As the mayor fell, the last guard went down to Joey’s non-lethal strike and the session ended. The PCs all reached level 5 and next session we pick up where we left off, with the party battered and bruised and in the middle of a potentially very hostile town.

Aftermath of mayor battle

The aftermath of the fight. Everyone is rather worse for wear, but that’s a lot of dead things!

But what happened to the demon that escaped? As it was summoned by other means it has not disappeared with the death of the summoner, so who knows what will happen next…


I really enjoyed GMing this session for my players. I had always planned in that the mayor was a demon summoning cultist who had managed to gain a position of power within a town and I’m hoping that this causes my players to realise that their enemies can be very sneaky without making them paranoid of every mayor they meet. I was also happy to finally start incorporating the general plot of the game into the narrative and start introducing it to the PCs, as this is their first encounter with demons in this campaign. There will be more encounters with demons to come, but now the PCs know that they are out there, especially as the strong one escaped the fight to terrorise people another day.

It was a long session, going from around 8pm to 3:30am for a grand total of about 7.5 hours, but it was worth it. None of us needed to go to work the next day (at least not in the morning) and I feel like everyone enjoyed it, despite this side quest being very dangerous and actually causing the first death in the party (Fiona, Hank’s animal companion).

Also, I appreciate this was a bit of a longer post, but I basically had to condense multiple sessions into this one to recap what had happened or “the PCs did some investigating, then attacked the mayor” would’ve seemed a little bit out of place. Next week will be a shorter post as I will only have to go over the one session!