Dhampir$: A Prologue

Author’s note: I’ve recently started a PF2 stream with a few friends on the Twitch channel Roll the Role. The premise: A bunch of dhampirs with the same ‘sire’ have banded together to make coin, a name for themselves, and sort out their complicated past and future. To get read for this, I wrote a backstory for my snobby summoner Anna… This takes place several years before the first game.

[ Next: Dhampir$: Family Reunion (session one) > ]

The Acadamae was never quiet, with students working at all hours to please patrons who were rarely satisfied. The first three years of a student’s life was never easy, balancing studies with constant work assigned by professors and older students. It wasn’t uncommon for a student to stumble, bone-tired, into a magical trap and end up eviscerated, exploded, or banished. 

So common was this, in fact, that a permanent nook had been set up in the main courtyard for remembrances: Flowers, candles, letters left sealed in wax and never to be read. The name of the student (or, in the case of a particularly good trap, several students) would be painted onto a plaque, and their likeness added beneath that. On this fair fall evening, the previous name had been washed away, and a new one left in its place. 

The last fallen student had been popular, a catfolk named Jyrre who had been quick with a smile and a joke, but not so quick with gusts of flame. The platform had overflowed with tokens, but these had been cleared away. The new name was one that the students barely recognized, and the portrait that went with it didn’t help matters much. Everett Danisoe, human, only on campus for a few months. The only tokens were from the followers of Pharasma, who leave a token for everyone, and one from a professor who was likely more annoyed that she’d have to find a new gopher. 

A woman stands in the courtyard, eyes appraising the paltry offerings. The best word to describe her is ‘pale.’ Her hair is blonde, close to white. Her skin looks as if the sun has never touched it. Even her eyes are gray. Even her dress is a dull blue. She looks as though all of the color has been wrung out of her, leaving only traces behind. The only mark of color she wears is a patch on her cloak, marking her as a student of the second year.

After a moment, she’s joined by two more second-years: A red-cheeked young man with a baby face and a mop of dark hair, and a half-elf man, his skin ruddy and eyes shining with a strange light. The apple-cheeked man curses at the tableau. “Not even a week. Pity.” 

The half-elf frowned. “Did you know him, Jace?”

“I ran into him a few times in the library. I told him to be careful around the southern perimeter.” Jace sighed and pulled a coin out of his pocket. He whispered a prayer over it and laid it on the altar. 

The woman tapped a finger against her lips, a sign of her thinking. “Did he have family?” Both of the men froze, and looked at her. She gave them a measured look. “I’m merely curious.” She looked at the half-elf. “Maizon, you have some shifts in the records office, don’t you? You could find out.”

The half-elf sighed. A sane man would tell her no, but he simply nodded. “I’m sure someone will be claiming his body, Anna. But I’ll check.”

✱✱✱

Maizon was wrong. 

When it was his time to work in the records office, he found some time to steal away and read poor dead Everett’s file. No next of kin. The only contact was a distant friend of the family’s, and he’d approved of Everett being interred in the cemetery next to the Acadamae. It was, after all, free. He didn’t even want the poor man’s paltry possessions. 

Golarion was set to forget him.

He told Anna. Of course, he told Anna. She was too good at reading people to risk lying to her, and he had a feeling if he told her no, she simply would have bribed someone else to check for her. She brightened when he told her, though as always, that never quite translated into a smile. She had the continence of a porcelain doll. Some noble thing, he assumed. 

“Excellent. Let’s meet in the lab tomorrow. Usual time.”‘

And she left to go bribe someone completely different…

✱✱✱

The ‘lab’ was actually a rented basement apartment. The owner upstairs was a pesh addict who seemed to be happy to turn a blind eye to whatever was going on under his feet in return for favors Maizon didn’t like to ask about. 

Jace and Anna were already there… as was their ‘guest.’ On a long oak table, Effron was laid out, face already puffy and discolored with decay. He was clean, though (Anna’s work, he guessed), and his modesty was covered by a cloth (probably Jace). 

Anna was inspecting a tray full of wicked tools when Maizon came through the door. She looked up. “Ah, good. He’s in remarkably good shape for having tangled with one of the traps. Normally, they’re in more pieces. Can you help me crack the chest?”

Maizon picked up one of the more severe looking tools. The trio worked quickly, the sounds of cracking bones and ripping flesh muffled by a clockwork recorder, playing the sounds of a popular bard. They each had their own interests… Jace’s practical research leaned towards making items that could be used by the common man in the field, for areas where there wasn’t a healer nearby. Maizon leaned more theoretical, fascinated by differences in the various ancestries and how they affected their internal workings, and how it lead to some being stronger, or faster, or sturdier. Anna’s interest… 

Maizon wasn’t quite sure what her interests were. She wrote her notes in a language he didn’t know, and she guarded her journal closely. Even talking to her about the natural sciences didn’t yield many clues: Her interest was so broad, she could talk about anything, but she pulled back as soon as he tried to go deeper.

Normally, Maizon wouldn’t have paired with her, but she had one thing he didn’t: Money. Money to pay graverobbers. Money to keep a pesh addict happy and silent. Money for hats of disguise to keep their movements secret. But not, apparently, enough money to skip to the upper echelons of the Acadamae, where she could study bodies without reporting to some gray beard about her findings.

She also lacked scruples, but that was something they had in common. 

Finally, Jace sat back with a sigh. “Poor sod. I’m not sure anything could have saved him besides a healer in the room. The blade went through his carotid. Maybe a special patch of some sort?”

“Healer’s gloves?” Maizon decided to take a break as well. Jace snorted.

“That’s the problem with medicine in Golarion. It’s so magic focused. The gods have died and left before. They’ve refused services. And even if they were reliable, it’s not like we can put a cleric in every town. We need more practical solutions. Practical knowledge is lacking because magic makes everything so easy.”

Anna continued her examination of the dead student’s eyeball. “You’re starting to sound populist.”

Jace glared at her. “So sorry, milady. My concern for the common man must be distressing for your delicate soul.” His tone dripped with sarcasm, but she shrugged it off. 

“Hardly. It’s just an observation.” She picked up a spoon and, as delicately as if she were retrieving a cherry from a syllabub, plucked the eye from its socket. “I agree, you know. I think it’s absurd that knowledge is hoarded.” She snipped the nerve. “The elder mages aren’t clever: They simply moved faster. They’re standing in the way of progress.”

Jace blinked. “Oh… well. Glad to hear we agree.”

“Mm.” She looked between Jace and Maizon. “I can clean up the body. My associates will be here to retrieve him soon. You two should probably head back.”

The ‘should’ wasn’t a suggestion. Anna may sometimes use conditionals, but her meaning was always in absolutes. Jace and Maizon cleaned themselves up, donned their disguises, and headed back to the university, the smell of the grave still clinging to them.

✱✱✱

It was a week later when Maizon was woken by the slamming of a fist on his dormitory door. He stumbled out of bed, and for a panicked moment, he considered throwing himself out of the window. Yes, he was three stories up, but if he were lucky, it would kill him. Surely, someone had found out. Someone had found out about all of the bodies they had stolen and dissected and even though they were all returned surely they had broken enough laws to leave the three of them disgraced, ridiculed, and hanging from a scaffold–

But then he realized the voice on the other side of the door wasn’t security. It was merely his neighbor. “Maizon! Get up! The library!”

Maizon wrenched open the door to find himself face to face with Garundi whose dark skin was strangely pale. Maizon tried to merely look annoyed rather than panicked. “What is it?”

“It’s Jace.” 

And then Maizon saw the rest of the other man. Blood splattered the front of his robes. He didn’t have to say more. 

Maizon dressed in a hurry and sprinted across the campus to the library. The crowd was still there, in the east wing, near one of the sections that was riddled with traps and alarms due to the nature of the books within. A newer student sat on the ground sobbing, rocking, covered in blood, moaning about how the ‘other boy’ had been trying to help her and how she wanted to go home…

And, in the crowd, a gray rose amid weeds, stood Anna. Of course. She looked unwell, her normally placid visage cracking as she stared at the body that had been her friend. The trap had left his body mostly whole, but had shredded his chest open, making a mess of his internal organs and bones and muscle and skin. Jace’s face was frozen in a look of surprise, tinged with resignation. 

Maizon went to Anna’s side, tempted to ask what happened, but it was obvious. Instead, he did something he’d never done before. He took her hand. It seemed natural, but he almost immediately regretted it. He was shocked at how cold her skin was, as if she’d been holding a ball of ice seconds ago. Her slim fingers locked with his, though, and he couldn’t pull back.

“I have enough for them to bring him back,” she said, a tremor in her voice. “Not in this body, but… good enough. He has work to do. This can’t be how he ends.” 

Technically, students had to pre-pay for reincarnation or resurrection, and most didn’t have the funds. But the Acadamae wasn’t above bribes. Money solves many problems. Anna had proven that over and over again… One of the permanent staff in the natural sciences wing agreed to take her gold, and with the addition of a few gems, even offered to show them the ritual. 

It was fine, Anna kept assuring Maizon. It was dealt with. She had it under control. Jace would adjust and they’d be back to work in no time. Maizon started to wonder who she was reassuring: Him, or her.

The day of the ritual, the sun was blotted out by gray heavy clouds. As they set out the oils and herbs and recited the incantations, the rain started to fall heavily against the windows. Time stretched, and the air grew heavy with the smell of incense and the storm. The final words were spoken…

And nothing happened. The staff member sighed.

Anna was still as death, holding her specially cast candle in her hands. “Well?”

“I’m sorry. Pharasma has closed this–“

Her words were cut off by dozens of bottles shattering. The light of the candles dimmed, Maizon felt his blood run cold. For a moment, no longer than a heartbeat, he swore he saw something behind Anna, shadowy and indistinct. Anna was the only one who didn’t jump. Instead, she carefully set down the candle and smoothed out her dress.

“Someone will be by to collect him. We’ll attend to his burial.” 

And she swept out of the room, glass shards crunching under her shoes. 

✱✱✱

Of course they didn’t take the body to the morgue. Maizon had hoped his cohort had found it in her, just this once, to rein in her curiosity, but no. The staff in the morgue had looked at him blankly and said they never got such a body in, and had been informed a private caretaker was dealing with Jace. The only ones he could imagine Anna going to all pointed to each other, claiming to have never seen the body of a young student.

In a rage, he stormed over to the secret lab. As he threw open the door, he realized he should have gone there first. Jace, affable, concerned, self-sacrificing Jace was laid out on the table, flayed open, his innards spread out over several tables, his eyes staring blankly to the uncaring heavens. 

Anna didn’t even look up. She was too busy examining the man’s still heart. “I was wondering if you were going to join me.”

“He was our friend.”

“Alive, he was our friend. Wherever his soul is now, he’s our friend. But this? This is a husk that we can learn from. I want to know why the ritual failed. He would have wanted us to–“

Maizon was never known for moving fast, but he found speed now. He crossed to where Anna stood and grabbed her arm. He wrenched her back, forcing her to look at him, something dark in his mind telling him to hurt her if she wouldn’t listen to reason– And then, he was across the room. His chest ached, and he realized that this was because something had hit him. Hard. Hard enough to send him flying. He looked up, and saw the shadow behind Anna once more. It blossomed out from behind her, a nightmare made real. And Anna…

For the first time, he saw fear in her eyes.

“You should go,” she said, a tremor in her voice. “Before…”

He didn’t stay long enough to find out what would come next. He scrambled to his feet and was gone, as the sounds of shattering glass filled the room behind him.

✱✱✱

Nights passed. He saw the notice that Jace had been buried. He left tokens at Jace’s portrait. He visited the grave and wondered what was under his feet. He’d forget the whole mess. He merely had to survive another year. He only had to keep his head down. After a week, he had almost convinced himself that this was possible…

And then the reports came from the graveyards: The dead rising up. 

All recent students.

All students that had been in that secret lab, under Anna’s careful knife.

Anna got word to him, and they met at the memorial. She looked unwell. Her skin was paler than usual, and there were circles under her eyes. She started, before he could say anything. “He won’t rise up like the others.”

Maizon’s fists tightened, then released. “Because the resurrection didn’t work?”

“No.” She tugged at her cuff, a rare show of anxiety. She didn’t elaborate. “I’m going home. I’ll need someone to accompany me. You could make yourself free, yes? It’s only until things calm at the school. It’s simply too difficult to focus right now, don’t you agree?” 

It wasn’t really a request. Maizon signed, nodded, and left to put in his leave of absence notice.

✱✱✱

At the very least, she traveled in style.

She had a carriage that was sturdy and comfortable. The only complaint (coming from Anna) was that it was several years out of fashion. She hired a driver who agreed to double as a porter, and he found them two sturdy horses. They packed quickly, and were on the road within a day, barely noticed by a panicking campus. No one seemed to question their rapid departure. After all, they’d been friends with Jace, and Anna, a noble, was already seen as ‘weaker’ when it came to ‘troubles.’ 

The porter, a rough half-orc, spoke no Elvish, so that’s what Maizon and Anna stuck to, when they spoke. Most of the time, they sat in silence with the books they’d borrowed for the trip, or worked on theoretical research. It wasn’t until it was clear they weren’t being pursued that Maizon felt comfortable asking about anything more than where they might stop on the way.

“Why don’t you think he’ll come back?”

Anna looked up from her book. “Because I only looked with him.”

“The others. They’re you?”

She sighed and set her book aside. “I suppose. I thought the rituals had failed, but… perhaps there was a delay. I wish I could have looked one over before we left. They burned them, though.”

“How shortsighted,” drawled Maizon, but then dropped the sarcasm. “Necromancy. That’s been your interest all along. Why? You could go to Geb and have endless research material. You could make a fortune out there.”

She rolled her eyes. “Necromancy isn’t just churning out endless undead. If I only wanted coin, I would have stayed home and gotten married. This is… personal.” She looked out of the window, raising an eyebrow at the landscape. “We’re close.”

“Changing the subject?”

“Not really. But some things, you have to see. If my guess is right, we’ll be home by dinner tomorrow.”

And she settled back in with her book. Apparently, the discussion was over.

✱✱✱

Anna was right. Before long, they were riding through a small town. It was downtrodden under gray skies. Some buildings were empty, abandoned long ago. Those that were filled blocked out the day with heavy, dark curtains. Anna frowned as they rode by, her fingers beating a nervous tattoo on her knee. 

For only the second time, Maizon dared touch her, taking up her slim fingers in his. They were ice cold. “Something’s wrong?”

She nodded, only once. “Black curtains. It’s a local tradition.”

“For what?”

“Keeping out evil spirits. Something’s happened.”

And again… Anna was right.

The LeClerche estate was large, and in better times, might have been lovely. But now, the orchard was rotting, the grass was a sickly yellow, and the colors of the building had faded into a muddy brown. The only thing fresh were black banners set to hang from the parapets. Anna’s face, normally expressionless, was suddenly fragile. She laughed. “Oh… it always had a sense of timing.” And then… she was crying. Maizon searched frantically for a handkerchief. 

“What is it?”

“My father. He’s dead.”

✱✱✱

They were greeted by staff in deep mourning and fed cold funeral meats. They seemed confused to see her, since they had just sent a notice, and hadn’t expected her for at least another two weeks. She waived off their questions, then sequestered herself with her family’s solicitor.

Maizon took the chance to freshen up. The estate was large, and if it were better maintained, would be comfortable, but as it was, every room held a draft, and the air was thick with the smell of mold and mildew, even if the room looked clean. Still, he was tired, so he found himself falling into a deep sleep before long.

He dreamed… a woman, pale of hair and skin, eyes dilated with need, dressed in a pale chemise that was mostly lace. The bed shifted to accommodate her weight as she joined him. Her cool body warmed to his touch. Her breath, strangely sweet, as they kissed. The way she nuzzled his neck, cooing for him to relax… And then a pain, sweet and sinful and dangerous– His hands went to lift her chemise, but something shot out from the dark, shaped like a person, but lost in inky tendrils. It pulled the woman away and pushed him into the abyss.

He woke up with a start, crying out and reaching for the dagger he always kept on his nightstand. It wasn’t there, because he wasn’t in his room. No, he was in a different room, larger, quieter… and there was a woman sitting at the foot of his bed. He shook off the sleep and sat up. “Anna?” He twisted his fingers and produced light.

She’d been crying. Of course she had been crying. Her father had just died. What else would she have been doing? “I’m so sorry about your loss.”

She nodded, then held out a paper to him. “A letter of introduction. Magaambya should still be taking students, and our family worked with them in the past. This should be enough to get you a seat. It would suit you better.”

He read the note. Whoever had done the wordsmithing knew their craft. Maizon sounded like a god’s gift to academia. “Will you be coming?” She shook her head. “Ah. I… suppose you have to be the Lady of the House, now.”

She gave him a thin smile. “No. My position is uncertain.”

Maizon frowned. “Are you illegitimate?” He pushed himself up, realizing he had probably overstepped. “I mean, no worries if you are. I’m a bastard, myself. Some elf bard came through town and did what elf bards do.”

She shook her head. “No… It’s more that my existence is something of a gray area.” She smiled, and it was only then that Maizon realized he never saw her smile. At best, if she laughed, her mouth was hidden behind her sleeve. He assumed it was a noble affect, or her feminie side coming out.

By the light of his magic, he saw her fangs for the first time. 

The smile vanished. “I’m still leaving, though. I have research to do. I’ll simply do it elsewhere. Good luck, Maizon.”

And with that, she left his room. Maizon’s fingers went to his neck, and came back wet, spotted with his blood.

[ Next: Dhampir$: Family Reunion (session one) > ]

Stylizing maps with Deep Dream Generator

Recently, I decided to take my players into the First World (AKA The Feywild) for a bit of a pre-wedding jaunt. I knew I wanted to do something different with the maps, but none of the maps I was finding were quite enough. Pretty, yes, but not mind-bending, which is what their opponent was going to be tossing at them.

Then I remembered that DeepDream was a thing.

What is DeepDream?

You’ve probably seen DeepDream in action. It’s a machine learning program originally created by Google to find patterns in images. There’s lots of practical reasons for software like this, but one of the impractical reasons is to add eyeballs to images of cats.

A picture of a cat that has been run through Deep Dream. There are extra eyeballs everwhere.
I apologize for nothing

You can also apply styles to images, so you can make a photo of you chilling at your desk look like Van Gogh decided to immortalize you.

A selfie of the author, but in the style of Starry Night
I’m particularly fond of how the background turned out

Tossing it at maps

I’m a patron of CzePeku’s amazing maps, and one of their maps fit the bill for the base map: The Fey Village. While CzePeku offers variants for each map at my level, none of them were quite weird enough. So what happens if you feed them into the generator?

To put it simply: MAGIC. MAGIC HAPPENS.

First is the original. Bottom three and middle top were made via Deep Style. Right top was made with Deep Dream.

While the ratios stayed the same, the style completely changed the feel of the map, making them appropriately trippy. I was able to layer them over each other, and the players never ended up being in the water the next turn because the map shifted.

How did I do this?!

The process was incredibly easy. First, I picked my map, and made sure to get a gridless version.

Then, I went to Deep Dream Generator and clicked on “Generate.” If I wanted a different style of map, I picked Deep or Thin style. If I wanted eyeballs, I picked Deep Dream.

One caveat: In order to get maps of the size I wanted, I did have to pay for a monthly fee, since larger downloads are blocked for free users. If you’re not as picky as I am, however, you can probably skip this.

Also, if you want a bunch of maps, you’ll need to time your map harvesting, since you’re limited in how many you can do at once.

In the game…

In Roll20, I ended up putting a bunch of the images in a rollable table so I could switch them during combat. This was overkill, though, so in the future, I’ll probably just layer them and keep sending them to the back as I want the maps to change.

Sometimes, I used the maps changing as an indicator that something had changed, and players should be on alert. Other times, it was to just have fun and reinforce the idea that they were somewhere strange.

In the future…

If I use this again (and, honestly, I probably will), I’ll likely come up with effects that go with every map. I almost did that, but I was already on a bit of a time crunch.

I also wouldn’t bother with a rollable token. Layering was much faster, with sending the layer to the back being super quick.

Honestly, it was a fairly low-effort way to add interest to a game. In the future, I’ll probably experiment with using the tool to unify maps, since it’s not uncommon for me to find one map several maps I really like that happen to have very different styles. It’d be an interesting way to keep structures and layout, but make it all look like they’re in the same biome.

Extra stuff…

If you want to see the whole game (which is full of in-jokes), check it out here (YouTube link incoming):

https://www.twitch.tv/videos/954502046

If you want to see me stream more PF2 games, check out my Twitch! We are extremely low-key, since the games are streamed mostly so everyone in our West Marches game can watch what’s going on without diving into voice chat.

And if you want to play with me, check out Queuetimes’s Patreon. Access to the RP server is a one-time $5 fee. You can also ready more about the server on this post.

Caves of Chaos for Pathfinder 2e

One of the challenges of being a GM for a West Marches style of campaign is coming up with content where it’s easy for a large number of players to interact with the plot, while keeping the challenge rating flexible. My husband recommended Keep on the Borderlands, a classic module published in 1979 and written by none other than Gary Gygax.

I bought it from DriveThruRPG, and I’m glad I did. Not only is it an interesting piece of gaming history, but it’s an excellent adventure, even today. Converting it to work in 2e took way less energy than I was expecting, even though the module is old enough to have grown children of its own.

What is it?

Dungeon of Signs: B2 - Keep on the Borderlands - Review

Keep on the Borderlands has two halves to it: A keep that the players liberate and then mold, and the Caves of Chaos, which serve as the main threat. The Caves of Chaos aren’t quite as dramatic as they sound. It’s basically one huge map that features a number of caves, some interconnecting, some not. I ended up not using the “Keep” part of the module (the group already has a functional town), but the Caves of Chaos were well worth the price of the module.

And yes, I recommend grabbing the module. Not only is it a short, interesting read, but it has some tips on how the denizens caves should react to a bunch of adventurers running around and causing trouble for them.

Why use it?

Some of the advantages of using the Caves of Chaos:

  1. Solid maps. The layout of all of the caves are great. There’s plenty of room for a group of PCs to move around, but they have enough corners and doors to make line of sight important.
  2. Great dynamics. While you could, in theory, just use a key you find online for the Caves, I recommend giving the module a read. It recommends actions for various NPCs, and suggests how the caves might change over time as more of them are cleared out.
  3. Diversity of creatures. It’s not just goblins! The caves feature all sorts of enemies, giving players varied challenges that still make sense.
  4. Easy to scale. This might be more PF2 than anything else, but I found the caves to be fairly easy to scale to different levels. This is super important in a West Marches campaign, where you never know what the APL is going to be (though I did cap it at APL 3)
  5. Lots of pretty resources. This module has been out for a while, so the amount of player-created content is high. I found no shortages of maps, keys, and guides. I even found maps that were redrawn to work with Roll20!

What I had to change

Keep on the Borderlands was absolutely written for wargamers. The number of expected mobs was huge, and the playing field was much larger. The squares were ten feet, and it wasn’t unusual to have a room filled 10 to 15 mobs. I ended up switching to five-foot squares, and drastically reduced the number of enemies.

There were also a few creatures I had to change, since they’re either too high level, or they don’t exist yet in Pathfinder 2e (as of this writing, only two of the Bestiaries are out). For example, the medusa was straight out, and stirges haven’t made it over to PF2 yet. I ended up swapping in new creatures, since I didn’t feel like writing my own, and it isn’t like there’s a shortage of options to choose from.

The original maps work off of 10′ squares, which I changed to 5′ squares. It wasn’t like we needed the room, after all, since I wasn’t throwing dozens of goblins at the players.

Getting converted

For each of the maps, I decided that I would keep the general theme, but set up at least three types of encounters: Trivial, Moderate, and Severe, with one Extreme tossed in one of the caves for fun. Because I didn’t know what APL I would be working with, I went ahead and created scaled versions of each encounter. That way, I didn’t have to worry running out of lower level caves, nor did I have to worry about a group of level threes tearing through a bunch of goblins.

Then, I made a table of rough conversions from the module to PF2. This way, I could go back to it as I built out the caves. Most of the creatures were a straight conversion, though it was nice to know what level range I was working with. If a family didn’t go high enough, I’d grab something from another family, or I’d toss a challenge adjustment on one of them. The only creature I had to toss out completely was the medusa, but a hag worked well as a replacement, hidden among the prisoners.

My creature page

Once that was done, I set up the encounters for each cave. I did this for three APLs (one through three), because one of the downsides of a West Marches campaign is that you never know who is going to show up. It was a little more work, but in the end, it was worth it, since it greatly reduced the amount of time it took me to set up a cave.

Setting up the maps

Remember how I said player-created content was a huge benefit to running this AP? I had no shortage of wonderful, detailed, re-imagined maps. I ended up going with the cheekily named “Caverns of Entropy” from Roll20 user Keith Reinig. Even better, right after I bought the set, he added another one with dynamic lighting.

I also grabbed the overland and player maps from Weem as a reference for players between sessions. As they explored, I added their notes and the cave layouts, which cut down on players accidentally keeping vital information to themselves (something none of the players would have done intentionally).

Finally, I added a page in Roll20 for all of my prepped creatures. I ended up using this holding pen so much that I think I’ll keep this around even after I’m done with the caves.

Running the caves!

Now that everything was set up, I was ready to let players make a wreck of my plans. I decided to play it relatively straightforward: The valley appeared near town due to some magical shenanigans and a non-combatant NPC was tasked with getting adventurers to clear it out. This gave the players a hub to work around, since it was presumed that all information was shared with him, and he shared said information with each group. Each session started with players gathering at his shop, where they were shown a map and told details that the previous adventurers had uncovered. From there, they’d decide what they wanted to do, and then set out.

I allowed players to scout one cave entrance per excursion, with a particularly good roll allowing them to also get details about neighboring caves. I’d give a hint as to the kind of creatures inside based on the trash outside the cave (or lack of it). Intelligent creatures might have broken weapons outside their cave, while unintelligent creatures might just have piles of bones. Enemies with military discipline might have neater piles, while a more chaotic group will have stuff strewn everywhere.

Players’ notes

After any scouting, they’d tell me which cave they’d decided on, and I’d put them on mute for ten minutes while I set up. Because this is a mixed level server, I never knew what the APL would be, but having the creatures and encounters set up beforehand saved a ton of time. Once I came back, they’d clear out whichever cave they’d chosen, with a soft-limit of 2.5 hours. Once time was up and they were out of combat, they had to leave, even if there were still creatures roaming around. Since I often run during the week, I can only stay up so late.

Once the players returned to town, I’d update the map with what was cleared and any notes that were made and post it to the Discord, as well as a synopsis of who went and what the players found.

After-session round-up

How’d it go?

Prepping and converting the Caves of Chaos was no joke, but it was so worth it. I’d guess that I spent around 10 hours converting and scaling encounters, setting up maps, and creating tokens, but this lead to twelve sessions where I had to do minimal prep. To be honest, if I hadn’t obsessed about scaling and instead just scaled everything to APL 2, I could have shaved quite a bit of time off of that prep.

Also, the maps? I wasn’t kidding when I said that they’re truly awesome. Modern map-making tends to focus on a beautiful backdrop to what is essentially an open playing field. The CoC caves have hallways and rooms and dead-ends and secret doors, leading to a more dynamic playing field as activity happens outside the line of sight, PCs get separated, or they get penned in between two different groupings. The maps are also interconnected, which allowed players to sneak into other dungeons and do them in reverse, taking out the boss first, then his minions, and then the scuts at the door.

The players enjoyed the whole quest line. By the time the last cave was cleared, nearly every one of the players on our roster had been to at least one cave, making it a true team effort. I had planned on making the caves disappear at the end of the quest line, but the players started making plans on what they wanted to do with them, so I guess they’ll become a feature of the town. Of course, they are magically created, so who knows what might pop up in the future…

Diving into West Marches

Ever since I saw Matt Colville’s video on running a West Marches campaign, I’d wanted to run one. For those who don’t know, a West Marches campaign turns the idea of a ‘gaming table’ upside down.

  • Instead of one GM and a set number of players, you have a huge pool of players. You may even have a pool of GMs.
  • Instead of a set group of players showing up every week, players self-organize into groups and then figure out a time that works with a GM.
  • Instead of a plot that takes a group around the world, travelling from town to town, the plot centers around a single town that has the Buffy-like habit of drawing problems to it.
  • Instead of a monolith plot, there are multiple threads going on at any time, allowing players to investigate what interests them.

I love the idea of being able to game with a larger group of players, running a plot that was less focused on telling a grand story and more a collection of interesting situations. While I do love a good epic story, it can be exhausting to plot for (especially if you’re an obsessive planner like me). And the allure of having other GMs to fall back on is especially nice. At the time, though, I was already running a campaign, so I put the idea on the back-burner.

Fast-forward to a few months ago, and an interesting opportunity fell in my lap: Becoming a GM for a RP server that hooked into the world of Court of Corvids. I pitched the idea of doing it West Marches style, and Kellandale was born.

The system

One of the biggest hurdles to having a game with handfuls of players and multiple GMs was also the most boring: Record keeping. How do you keep track of XP awarded, gold, purchases, who is playing what, what allowances have been made… After reviewing bots and a moment of madness where I considered writing up an app, we ended up going the route of simplicity.

XP is awarded monthly to everyone on the server. It’s based on the amount of server chatter that month, which we measure by using MEE6. Total server levels * 2 = Total XP for that month. This made keeping track of what level everyone is super easy, since you can find out when someone joined by searching for their username. Does this mean someone could join, say nothing, then roll in a few months later with a level three champion? Sure. But that’s balanced by…

The only way to get gold is to go on missions. When you start on the server, you get 15 gold for your starter gear. After that, if you want to buy gear, runes, potions, spells, or any other adventuring gear, you have to go on a GM-lead mission.

The only thing you get from missions is gold. Now, I love loot as much as the next GM, but I also appreciate the need for balance. Balance is easy at a table with one GM and four players: Just look at their sheets and make sure that they have a similar amount of cool stuff. Is someone behind? Drop something for them in the next encounter. But what do you do on a server where you have multiple GMs and a gaggle of players? How do you make sure everyone has the same access to cool stuff?

The town sells everything you need. The boring solution was you give everyone the same access to cool stuff. Players get a certain amount of gold for every mission. There’s no looting the bodies and selling the gear back at town. Chests don’t hold more than low-level healing potions or items for flavor. Kellandale is a town that’s “big enough” to buy any item you need, as long as you have the gold in hand.

RAW at all times. Aside from a few house-rules that had to be implemented due to the strange nature of the game, we stick to RAW, Paizo-only at all times. This does mean less flavor for players, since they can’t have a cool, GM-bespoke weapon that feeds into their character’s history. Tracking exceptions was too much of a headache, though. We balance that with…

Your rent is paid. Gold earned through missions goes towards adventuring equipment. It’s presumed that the PCs are earning spending money throughout the week using their Lore skills, so rather than roll for it, we assume that they make enough to pay for room and board. Want to go out for a nice dinner? No need to mark down that you spent 5 silver on some Cheesy Chicken at Massimo’s. It’s covered. Want to have a cool looking weapon with no mechanical benefits? Go to town. Heck, want to own a house? As long as it fits your background, go for it.

The GM decides how to run the session. We decided early on that standardizing was going to create a bigger headache than it was worth. So, if a GM is running a session, they decide how they’re going to run it. So far, we’ve run games via voice-only, text, and Roll20, but I wouldn’t be surprised to see a few other options pop up at some point. The only catch is that it has to be free for players to access.

Offer alts. One problem we realized we would have eventually is that eventually we would have wide spread of character levels. Older players might want to play with the newer players, but taking a level one along on an adventure with a crew of level fives is practically impossible to balance.

We decided to balance this by allowing alts. Once your first character hit level three, you could roll up a free level one alt. After this, monthly XP would be split between the player’s characters however they chose. Racing to get to to 20? Don’t put any XP on your alt. Want to play at the lower ranks for a while? Toss them all on there, or split them between the two characters. Get your alt to level three, and you can create a third character.

Messaging stones. Several of us came from a modern-setting server where everyone had a smart phone, so everyone could message everyone else. This was super convenient, since it allowed players to communicate without having to ‘happen’ to run into each other or having to run a scene for a quick exchange. Golarian, of course, doesn’t have a data network… but it does have magic! So we created a simple, yet powerful, mechanic: Messaging stones.

That time when my character’s brother came to town…

Every PC is given a free messaging stone when they come to Kellandale. Once they have it, they can send messages to any other PC who has a stone, as long as they’ve met them in game. Yes, they are incredibly powerful, and I would likely ban them at a regular tabletop game, but for a server filled with people in time zones around the world, it’s been the grease that keeps the gears moving.

How’s it going?

We started the server in December, though the first sign-ups didn’t happen until January. Since then, we’ve gone from barely having enough players to keep one GM busy to needing to bring on a fourth GM to make sure all players can be in a session regularly. On the way, we learned some things.

Figuring out sign-ups. One of the suggestions in Colville’s West Marches video was that players would self-organize. It became clear (at least to me) early on that players were not going to self-organize into groups and approach a GM. After all, this was a server where most players barely knew each other. The original West Marches campaign was made of friends. While we’re still feeling our way around the best way to do this, some patterns have emerged.

First, we learned to use the @everyone tag to let people know something is happening. If you’re in one Discord server, you’re probably in a dozen. We couldn’t depend on people checking in every few days.

Second, we started using reactions to figure out what time works best for interested players. For my games, a check meant you were interested and available, an O meant you were interested in being an alt, and an X meant that time absolutely didn’t work for you.

Apparently, no one was interested in fireworks this year.

After a day, I’d look over who was interested and set up the next few sessions. Turnaround time ended up being super important, since waiting too long to get on people’s calendars often lead to people getting booked elsewhere. I could almost always get everyone squeezed in, but if it came down to it, I’d have some people put down as alts with first dibs.

Embracing the meta. Everyone is in a town for the long haul. We’re never leaving, save for a short jaunt. Therefore, if you make a character, they have to have a reason to settle down. And yes, weird things are always going to happen around town, since we can’t travel far, so learn to hang a hat on it.

Building encounters properly is important. This one was a tough lesson to learn. As a GM, you never know who’s showing up to your game. Even if the sign-up was finalized a week before, players shift around, someone decides to bring their alt rather than their main, you get late adds and drops. If there was ever a game where you needed to live by the encounter building rules, it’s a PF2 West Marches campaign.

I learned to be super flexible with planned mobs. As combat got underway, I’d keep an eye on how the group was doing and delete out-of-sight trash mobs if needed. I’d also liberally apply elite or weak adjustments if I felt like the players needed a challenge or a break. I also planned when I could, making sure to calculate a few options so I wouldn’t be sent scrambling if a level 3 didn’t show, and suddenly the APL dropped by one.

Discord data! I love me some data, and since the server was on Discord, I had so much data. Discord has an API you can hit that allows you to download all of the channel data from any Discord you’re a member of. I ended up using said data to create a roster, grab who the new players were, check out which reacts were getting the most use, and see patterns for channel usage.

Future questions

Just because we’ve been doing this for half a year doesn’t mean we know everything. There’s a few issues we’ll have to wrangle with down the road.

Higher level play? The highest level characters on the server right now are level 3. We’ll likely have our first level four characters in August. While we’re not at high-tier play, we are entering into the middle-tier. Do we need to start putting together more complex plots for these higher level characters, or do we just put bigger rats in basements?

The trickiest part about introducing high level play is that there’ll still be lower-level characters running around town. How do we introduce big threats without making it improbable that a level one would stick around?

Level caps? Forced retirement? If a player never puts XP on their alt, they’ll get enough XP to level about every two months. This puts super high-level play off in the future, but mid-tier play is quickly approaching. Do we need to do anything to keep the levels of the characters flatter, or is it okay to have a small group that’s rocketing ahead? And what happens when someone reaches level 20? Do they continue to play, or do they fall into the background, allowing the player to start over again?

Scaling? Right now, we have just over 20 active players (which includes GMs), and four active GMs. This seems to work out fine, as people are able to be in sessions. But will this ratio still work if we hit 40 players? Or 100?

Want to join us?

Kellandale is tied to Queuetime’s Patreon. Anyone who donates once to the $5 tier gets access to the RP Discord and can sign up for sessions as soon as they have an approved character sheet.

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