Let’s discuss the group’s adventures exploring the western district of the abandoned town of Harzgard. As I explained last time, this town is essentially a big “dungeon”, with a handful of of smaller dungeons to explore within it, as well as a number of other interesting areas for the characters to explore.
This adventure took place over the course of several play sessions and several in-story expeditions. As you can see on the map below, the town was designed for open-ended exploration. Because of that, the various areas of the town aren’t designed to tell a linear story, but rather they provide a series of distinct encounters and vignettes, all linked by the background story of a disaster that drove the residents out and destroyed parts of the town.
I’m not going to try to recount everything; just the important bits and the parts that went particularly well or poorly.
When the characters took their first expedition into Harzgard, they traveled on foot into town. One thing I’ve tried to do is make sure that all treasure in the game is not just piles of gold and jewels. A lot of the treasure they find contains valuable objects and resources: art, clothing, supplies. Of course, it’d be hard to justify the characters carrying a lot of these things out by hand (not that I’m using any strict rules for such things). So when the characters found a wagon in Harzgard, everyone instantly latched on to it.
This made me realize that wagons (or boats, if past sessions are any indications) ought to be a major part of the game. That’s not to say they need a lot of special rules. But it is worthwhile to make it clear in the rules that it is normal for travelers to have a wagon to carry supplies (even if it’s just a small one, pushed or pulled by the characters and their followers). If I were to create any sort of specific rules for different wagons, I might give each wagon a storage capacity, listed as a number of gold coins. That would be the highest total value of gold or commodities that you can store in the wagon at the start of an expedition. You wouldn’t bother to track this limit during an expedition; it’s just a limit on the amount of gold you can hang onto after the downtime between expeditions. This pushes characters to spend their gold rather than hoarding it.
The beginning of their adventures involved exploring the abandoned buildings near the front (2 on the map). By design, there was little to find in these buildings. No monsters, few valuables, just a few hints about what happened here: letters indicating that there was an evacuation because there were attacks closer and closer to the town. The conceit here is that the houses toward the front would have evacuated sooner, and thus be more thoroughly cleaned out. Of course, from a game design perspective, it also makes sense to put greater treasure deeper into the town, forcing them to venture further into danger to get it.
Their first bit of dungeoneering came about when they pushed north to 6. In this area, there was a tall tower that had partially fallen over, masonry covering the street and the top of the tower crushing a couple houses. They explored the basement of the tower and got into some weird magical hijinks in a small dungeon down below. That went fine. Afterward, they returned to the surface and searched the rubble. They found some valuables, including a satchel that carried five bottles of different magical beers. The beers are effectively just potions, but I enjoy the concept of magical beer.
In the rubble, they were also ambushed by a new monster (five of them, in fact): five boulders opened up and were revealed to be four-legged stone monsters that could roll up and bowl over enemies. This fight was sort of dull, actually. It dragged on for too long, and stoneguards are most dangerous when charging into battle. I had the stoneguards ambush them from up close, which eliminated the main threat. It turned the combat into just “roll dice until the bad guys are gone”. Not great.
Later on, the gang got into a much more interesting encounter with stoneguards up in 15. This is a small neighborhood where the houses are all tall and have no space between them (think tenement houses). The streets are very narrow, and the houses are all boarded up. The gang encountered boulders in the street in a couple spots, almost as wide as the street. The boulders were of course stoneguards in disguise. When they rolled at the characters, there was nowhere for them to go. They had to come up with quick solutions, rushing to a nearby alley in one case, and later breaking down a door into a house. They actually avoided fighting entirely, by climbing to the rooftops and traveling that way.
Avoiding fights should be a valid option, so I’m glad they took it.
Over at 7, they walked a street of abandoned blacksmith workshops. One of them had a magical forge (permanently lit) and a magical anvil (can be used to enchant weapons, but only enough charge left to do it once). This was a fun little scene, with little danger, where they worked out how to operate the magic anvil. I like bits of low stakes interaction like this, between all the fighting or trap-dodging. The reward was significant (giving a weapon +2 to all attack rolls, permanently), so they didn’t feel like they wasted time.
After that scene, the characters spent the night in a shop (closing the door using a high-quality nail they bought in the City of Sole Harbor; I was very happy to see this purchase become meaningful). In the morning, loud stomping shook the ground, and they went outside to catch their first glimpse of the Beast Ogre that caused a lot of the damage in this district of Harzgard, leveling many buildings. The ogre had gorilla-like posture, curly ram’s horns, tusks, and it was 15-feet tall to the shoulder (more like 20 feet tall if it stood upright). Ogres in this world are huge, hungry monsters (not just big, mean humans). This started the group planning to hunt the ogre.
Eventually, they went to the huge manor house at 18. They had a brief encounter with a shapeshifting fairy called a pooka in the garden. It was funny, mostly. The pooka has a horse’s head, a human torso and two horse legs. Pooka run very fast and tackle people. It used this to separate Tony from his allies in the hedge maze. Then it just ran off, cackling.
In the manor house was perhaps the best fight of the campaign so far. The house was huge, and all the curtains were drawn. As they explored, Tony (poor Tony) was attack by a lilin, a shade that is invisible in the shadows and which magically extinguishes torches and lanterns. When a lilin grabs someone, it teleports them with it to somewhere else in the darkness nearby. This lead to a bit of panicking as the gang tried to find Tony and the lilin. Eventually, they started opening the curtains to reveal the lilin in the light and chasing it room to room. Nice reversal, very fun.
In the ballroom, they encountered a sleeping ettin (a very large troll-folk; the player character Forram is also an ettin). This ettin was named Eldora, and she had been there hibernating for decades. Eldora is a wood troll, with a layer of bark on her skin. She is even taller than other ettins, but she had suffered terrible injuries to her legs, leaving her unable to walk.
The gang rescued Eldora, and she rewarded them by teaching Forram to be a Wood Troll. Eldora is a special trainer, and any troll character could learn to be a Wood Troll from her, for a significant expense. She has become a close ally to the group, who they visit in the woods for advice.
That’s not quite the end of their adventure in the Merchant District, but this has gone long. Next post will be all about ghosts, with a couple of stat blocks and some of the specific notions about ghosts present in this game. After that, we’ll talk about the hunt for the ogre, and the end of their adventure in the Merchant District (moving on to the eastern Military District).