Showing posts with label devil's acre. Show all posts
Showing posts with label devil's acre. Show all posts

Monday, 22 April 2013

One Page Dungeon Entry: The Devil's Acre

Remember the scenario I was going to write up on One Page for the contest this year? Well, here it is; click to enlarge. It fits pretty nicely.


Knowledge is a crucial resource in surviving this challenge, as is having the right anti-devil equipment (silver weapons, holy water.) Defending the penitent is job number one; there should be enough party members to surround him/her and any party members who do not fancy being in the front line. I was relatively merciful to the 4th level party that tried this, and gave them a nearby order of holy knights to get supplies and clues from.

A high level penitent is a mixed blessing; they can resist attack and saving throws better, but let more devils through the barrier.

Let me know your thoughts and comments before I submit this!

Thursday, 7 March 2013

The Final Four Sins

Continuing the account of diabolic temptation ...

4. Gluttony.
The concept: Six imp chefs, cooks and butlers throw dangerous and tasty food at the party and the penitent, trying to get everyone to succumb to gluttony, using their powers of suggestion (once per day).
The execution: Three "courses" were served.

  • The first was stew, siphoned through a hose from the imp's cauldron to the party's convenient defensive ditch. If you gave in and ate the stew, you were incapacitated for a round, then make a Body save in order to vomit or be further incapacitated while the stew was in you. 
  • This was followed by the imps hurling animated cuts of meat - serpentine sausages, geese and fowl, legs and hams, racks and roasts and livers and a nasty haggis. The meat tried to get in your mouth and choke you, or make its way past you to tempt the by now two-days-fasting penitent. 
  • The dessert was brought over the party on a huge tray by invisible imps. Breaking the fourth wall, I described just about every sweet and piece of junk food the Band of Iron's players had consumed over the past year. There was nothing sinister about the dish; the imps were just trying to upend it over the penitent for more gluttony temptation.

The verdict: This was a funny episode but I didn't feel that the party was that threatened by it. In hindsight this should have been mostly about throwing suggestions on the hungry penitent and trying to get the food past the wall of bodyguards. The imps went down quickly in combat.

5. Lust. 
The concept: This was a lone succubus. Hell didn't throw their all into this one because the penitent had pretty much had it with women.
We got gonzo here.
The execution: I worked the epicene incubus/ succubus for camp, having it deliver cruel Freudian analyses of the player characters - who had mostly been lustless in the campaign, turning down opportunities for romance - before settling on the henchwoman Lintilla, who, shall we say, had not been without lust in the campaign. The party quickly shielded her from the succubus' charm ability and engaged it with missiles and melee before it could use its suggestion spell. A mighty lightning bolt from the cleric's magic amulet sent it reeling, and swords and silver arrows did the rest. On being sent hellwards, the creature briefly showed its true form: rather than a fabulous Aubrey Beardsley androgynous fashion model, the succubus was just an ordinary, plump, bright red Coop hot rod devil girl.
The verdict: Probably, getting hit shouldn't forestall monsters' spell-like abilities. Could have been tougher.

6. Sloth.
The concept: Three wraiths attack. Instead of draining levels, they drain movement points equal to the damage caused (d6). At less than 3 move, you cannot attack and at 0 move, you fall asleep.
The execution: Pretty straightforward, slug-em-out.
The verdict: This one created some tension, with party members dropping out in rough proportion to the wraiths dispatched. I put it last - a move the players anticipated - following the setting logic that people would be more tired at the end of the last night, rather than doing what was strategically right, and putting them in the lineup at a position where they could take out party members in preparation for other sins.

7. Pride.
As drawn by Crumb.
The concept: The temptation is not over with the cock's crow. The morning comes and the Son of the Morning sends his last best hope from another dimension - a certain blues musician who sold his soul to the Devil, at the crossroads, at midnight, so he could play guitar and sing like nobody else.
The execution: A strangely dressed, dark-skinned man with an odd musical instrument comes down the road from the west, singing this song (which I actually put on in the session). He is not unholy, or magical, or a devil; just a mortal trying to pay off the mortgage on his soul, and there will surely be trouble if he is struck or killed. The musician humbly approaches and congratulates the party on their victory, asking them what kinds of rewards they expect. He is really aiming at the NPC penitent, suggesting that some kind of acclaim and sainthood are in the offing for having resisted the three nights. This is entirely a psychological challenge, and the party must show humility and encourage the penitent to do the same, or all is lost at the last moment.
The verdict: One of my players fell for it, mainly out of wanting the blues singer to be the good guy. Another nailed the challenge, and all it took was one. This wise fellow denied all credit, offering praise instead to the saints and Creator. Everyone else followed suit, and Mr. Johnson graciously took his leave, marking the true end of the ordeal.

Anyway ... wait until May and you'll hopefully see if I can pack all of this into one page.

Wednesday, 6 March 2013

The First Three Sins


Continuing the account of how I tried to tempt players, characters, and NPCs on the last two Nights of the Devil ... the tale of Night the First.

1. Wrath.
The concept: Three erinyes, each armed with seven magic arrows of Wrath (Mind save or charge out to attack them), circle and shoot at the party. They at first used their illusion to masquerade as tempting ex-lovers of the penitent Diarmuid, but this was not done to excite his Lust, but his Wrath - right now he was feeling nothing but rage at the evil fay who had charmed him for year on year and drained over half his hit points.
The execution: As it turned out, the magic of the arrows did not exactly overwhelm the characters; only a couple of party members got hit once they got behind cover, and these were easily enough restrained. But the players! One of them got really, really mad at the whole situation - just taking incoming fire, not going to do a thing about it, not knowing if the DM had just set up a certain slow death situation! After cooler heads decided to stick it out some more, the erinyes ran out of arrows, fired a final salvo of the party's own shot arrows, and departed.
The verdict: Worked great as a player temptation. Magic arrows almost not necessary.

2. Avarice.
The concept: Seven bearded devils with magic sacks throw treasure at the party trying to get them to pick it up. For each one who succumbs to avarice, a devil may enter the magic circle and attack.
The execution: In practice this temptation was pretty obvious, so I had to step it up with numerous waves of treasure. Soon enough, the devils were throwing crowns that tried to land on people's heads, and snaky gold chains that dragged away pieces of equipment if they hit you. The last trick was for the bags to call out a large portion of coins from each character's purse. Now that hit them where they live! The self-same player who had succumbed to wrath now made to stomp on a fleeing gold piece, and thereby admitted one devil into the circle. The party defeated it in more or less short order, and the "temptation" paid off as that devil's sack, containing his stolen gold, got left behind ...
The verdict: Another great way to get under the skin of the players ... they're used to steering clear of treasure that looks to good to be true, but their materialism really shows when you start to take their stuff. I made all the treasure fake, but in hindsight it should have been real.

3. Envy.
The concept: Sixteen threads of ghostly, whispering letters, two for each person in the circle, come snaking in. If they get in your ear and you fail a save, they whisper envious words and make you attack another party member you have cause to envy.
The execution: Magic and silver weapons could fray and disperse the threads, but soon enough a large number of them were in threat range. A henchman and the dwarf succumbed. Cold holy water in the face allowed a repeat save, and the henchman rallied, but the dwarf did not, and he rushed and pummeled the lower-level fighter PC to whom the holy knights had given the devil-slaying sword, that cheesy noob! The brawling rules got a workout as the two ended up in the defensive ditch they'd dug.
The verdict: The actual challenge was not the toughest, but not knowing what the threads were and seeing them come from all sides made for a frightening experience, as did the possibility of turning the party against itself. I only later thought that maybe the players could be induced to feel envy if the threads redistributed experience points from one character to the other ... but how this feeling would lead to the characters committing the sin, exactly, remains to be seen.

I was also prepared for player skill to help break the threads - anyone who tried to think of ways their character was great, all right and really okay would resist them without a save. Maybe because the encounter played out as a combat rather than psychological challenge, this didn't occur to anyone.

Next: the final night and its four sins.

Tuesday, 5 March 2013

The Devil's Acre: Temptation

How do you represent spiritual temptation in an adventure game?

Well, you could play Pendragon RPG, a system that explicitly rates each character's vulnerability to different character flaws and passions. A Pendragon knight beset by an unearthly vision of lust would roll a 20-sided die, check his character sheet, and either succeed or succumb. In service of a more picaresque story, a Dying Earth RPG character might be overcome by a persuasive flourish and be compelled sit down at the gambling table with a known master swindler.

Temptation is part of those games' moral mechanics. It's not part of most other games, though. You may have alignment, or resistance to mental influence, but nothing stops the characters from making choices like perfect Puritanical optimizers, every day of the week. Except maybe under "carousing for experience" rules, which kind of proves the point.


As I threw wave after wave of diabolical tempters at the party on the last two nights of their ordeal, defending the praying penitent in the Devil's Acre, a number of options arose:

1. Have the tempters target the NPC penitent; the PCs have to stop them from getting into range and distracting the penitent, and the tempters will fight to get close. If the blockade fails, then being an NPC, the penitent has to make some kind of save or check against the temptation.

Um, yeah, just like that.
2. Have the tempters target the PCs, trying to pull them away from the penitent or claim them as prizes in their own right. "You succumb to lust unless you save" doesn't seem quite right, but magical temptation does lie with in the rules of the traditional adventure game, as a spell-like effect. And, what do you know, quite a few devils as written come with charm and suggestion effects.

3. Note the past behavior of the PCs and their allies, and use this to direct the efforts and outcome of strategy #2. It's not a matter of rolling a die, but of having raided a merchant ship for its treasure four sessions ago, so Avarice already has its claws in you. This makes the most sense if sin pays in your campaign, at least temporarily; for example, if spending gold on carousing nets you more experience points than donating it safely to a church does.

4. Target the players. I need to explain this some.

In the past here, I've argued for drawing on the concerns and tendencies of the players themselves to stand in for such traits in their characters as alignment and morale. Obviously, this won't always work. Some of these theological sins refer to the satiation of bodily needs: lust and gluttony in particular. All right, there were some pretty delicious chocolate and banana cakes on the table at our session, and I could have worked them in somehow ... but yeah, and then lust, no, yeah, forget it.

Other of the theological sins, however, serve the needs of the ego, the little character we all build for ourselves. I don't care if you don't play D&D. You are still walking around with a "character sheet" in your head, with some idea of your skills and abilities, where you fit in the hierarchy of things (level) and what road you walk in life is (class). It's part of the undying psychological appeal of role-playing - to create a character on paper more free, more disciplined, more interesting, more dramatic, than the one in your skin. But when you role-play, the two egos become one, as you defend the interests and dignity of your character.

With these other sins, to attack the character is to attack the player, whose ego is the character's ego. Wrath? Touch upon the player's need to avenge harm done. Avarice? Throw loot at the player - or better yet, threaten to take it away. Envy? Make the player feel unfairly disadvantaged; take away some experience points and give it to the next guy. Pride? It's what makes them go "Let me tell you about my character..." Work with it.

All right. In the actual Devil's Acre session, some of these ploys worked better than other. Next post: a play-by-play of the seven-round knockout the Band of Iron dealt the Prince of Darkness.

Sunday, 3 March 2013

The Devil's Acre: Defense

This afternoon I finished up a three-session adventure that did a lot of things my players and I were not used to. I think it was a success, but it may be useful to review some of the oddities about this set-up.

They had just rescued the bard Diarmuid from his evil faerie lover, in line with the prophecy that he would sing at the religious Synod and strengthen the cause of peace in the brewing war between humanity and the Otherworld. But in order to be accepted at the Synod, Diarmuid would have to undergo a swift and efficacious, if dangerous, penance. Three nights of vigil at the Devil's Acre were prescribed.

This huge hoofprint-shaped field is the site of pacts and contracts between Heaven and Hell, under which a soul claimed by Hell can be redeemed if the person endures three nights praying in the Acre. Unfortunately, devils and other damned beings proportional to the person's importance will climb out of the caves and fissures in the Acre and try to devour the penitent's body and corrupt his or her soul. Fortunately, the rules allow you to take some bodyguards along.


Perhaps for a more jaded party I would have served up the more grotesque of Bosch's devils. But because the Band's players are largely unfamiliar with the Monster Manual, the adventure was stocked with the standard Gygaxian "products of the imagination": lemures and nupperabos herded by a pair of spined devils, hell hounds, a sarcastic barbed devil, erinyes and so forth.

For a group used to going forth and exploring, the point defense scenario was a novel challenge.  Assailed from all sides by waves of foes, and needing to stay between them and a vulnerable bard playing the rebec and singing hymns, the mood was tense even when they ended up winning with some margin of ease. On the first night, a beloved henchman was slain, and on the last night, movement-point-draining wraiths of sloth managed to sleep one PC and nearly kill another henchman. Things would have been even more hairy if the keepers of a nearby holy citadel, charged with watching over the Acre, hadn't been convinced to sell two barrels of holy water to our heroes and loan them a two-handed sword, +3 against devils.

The defense scenario, in short, was an excellent change of tone and had me thinking about the ways it could get even crazier. The terrain they were defending was minimalist - a hill, a stone cross, a bonfire, a magic circle that only let so many devils in at a time.

But what if there was more pick and choose about where to defend?  A ruined town, a mound with megaliths that could be reinforced with stakes and traps, a besieged castle with crypts to explore and rumors of tunnels leading out - safety measure or security breach? A temple where you have to decide what's scarier - breaking the sealed crypt in hope of some advantage, or getting overwhelmed by the hordes drawn to your presence there? I'll have to think about that.


At any rate, I have made up my mind. A version of the Devil's Acre will be my entry in the One Page Dungeon contest this year. Which means I'll also have to grapple with the far knottier problem I faced in designing the adventure: how to represent temptation as a challenge to the players and their characters. More on that, next post.