Return to the Isle of Dread: TotalCon Report

This past weekend marked another TotalCon in Mansfield, Massachusetts. It was a great con and as usual I had a lot of fun with old friends and new. As it relates to running games, it was my most successful convention by far.

 

Each of the six 4 hour slots I ran of the Return to the Isle of Dread was full (all 8 tickets sold). There were always folks waiting to see if they could get in, as well. Even more, the 48 total seats available were filled with somewhere on the order of 15 to 20 individual players — meaning that many players returned to the game for multiple slots. It is hard to express how gratifying this is as a GM, especially that last part: players were willing to spend a large portion of their con at my table, sometimes even dumping other games for which they had signed up.

 

This, I think, is an illustration of the strength of the format more than any measure of my game mastery. Dungeons and Dragons can be fun to play in a limited format, but it really shines when treated as an episodic or serial form of entertainment. It isn’t just accumulated treasure and experience points, but accumulated lore, allies, enemies and relationships that make long term play so powerful. I wanted to bring that experience to convention play based upon my experience cramming long hours of play into a single annual long weekend game event. (I will talk more about this in a future post.)

 

Imagine my surprise upon realizing it actually works.

 

Actual Play Report

 

On the off chance that anyone is interested in what actually went down during play at TotalCon, I have compiled a brief synopsis. Note that this was a continuation of events that had occurred at Carnage on the Mountain in November. Also note that this synopsis is neither exhaustive nor chronological, since so much happens in the midst of play that my poor beleaguered brain stands no chance against it. If you were there and want to correct me you can do so in the comments. You can even lie. I won’t know.

 

Back in November, the player characters uncovered an ancient Yuan Ti temple, if the actual definition of “uncovered” is “unsealed, thereby releasing that blight back onto the Isle after eons in torpor.” Swarms of poisonous snakes attacked Farshore in search of stolen gold, which led the PCs to head into the wilderness and track down the site from whence the stolen goods came. In doing so, they had to contend with a despoiled cairn in the swamp that created two will o’ the wisps and a shambling mound. The ranger died by a will o’ the wisp after “escaping” engulfment by the mound via the “back door.” What they found there would lead them to the source of the snake swarms — a very angry spirit naga — and result in the longest string of sub-5 rolls I as a GM have ever had. That the ranger player’s follow up wizard lived trapped alone with the naga while the rest of the party listened to him scream is a miracle of miracles. That naga’s death would also result in a vessel rechristening, but I am getting ahead of myself.

 

Pterosaurs are dangerous! Especially ones that are nested 500 feet above the sea and 150 down from the top of the cliff. This is doubly true when would be nest raiders in service to a dishonored knight of House Karameikos (aka the PCs) decide to hang right over the ledge. It’s complicated. But it did result in a bloody death as the poor high elf thief chose to plummet to her death rather than be torn to shreds in midair. It may also be of use to know that it takes 4.3 seconds to fall 660 feet. Believe it or not, that figure would come up again.

 

Somewhere in this mess of events the party hired a small sailing vessel called the Red Queen, which was captained by a lovely but less than kind woman named Lydia. During their travels on the Red Queen, the party’s valour — and Sabrina the bard’s Bossom of Charisma — had the motley crew of rejects and half wits start looking fondly upon them and less so upon Lydia. Eventually there was a tussle for control and Lydia lost her head while Sabrina gained her hat. After the aforementioned killing of the naga, the barbarian Garth took the thing’s head and hung it from the figurehead and they renamed the vessel the Black Cobra. Many “Karate Kid” jokes were made and no NPCs ever called it that because all my notes said “Red Queen.”

 

Once the PCs had their own vessel the sessions took a decidedly piratical turn, though that was never my intention. The real motivating force behind that element was not so much the acquisition of the ship, which really just served to force me to roll on a different random encounter chart as the PCs travelled, but the outcome of one of those random encounters.

 

Not the ship that was really a mimic, though. That encounter was fun and scary and ultimately very cool but did not have a huge impact. But still: a ship that was actually a huge mimic.

 

The game changing random encounter was with the Tusk. The Tusk was my go-to vessel for pirate encounters in the seas around the Isle simply because I like the idea so much: a human captain and his orc wives crew the vessel with their dozens of half orc offspring. It is gross and fun and over the top all at once. It turns out, though, that when a ship has cannon as part of its armament, it is highly susceptible to fireball slinging wizards. The Tusk did not last long and given that the captain was one of the three pirate lords of the Isle, the Red Queen/Back Cobra suddenly earned a great deal of prestige.

 

Interlude: On Emergent Story

 

I try not to go into a sandbox or open world game with a “story” idea in mind. There are little stories, of course — the ones that make up the encounters or the NPC stories so they have motivations and personalities. I like to create just enough in the way of backstory so that I can manage play as it happens, jumping on ideas that seem fun at the time and responding to players’ antics. In other words, I throw a lot of shit at the walls and see what sticks. If an open world game is working right, though, a story inevitably emerges. It is a twisted mass of a story, an organic thing like a briar all turned in on itself, but it is there. Players will choose the elements they want to explore and I will flesh out the bones with ideas that come to mind, the results of random encounters and the players’ conjectures (this last one is super top secret; don’t tell anyone). So even as I argue “against” story as it relates to RPGs and D&D, I am really arguing against a pre-determined plot, not “story” itself.

 

Back on the Isle…

 

The story that emerged in the last half of the sessions was one of escalating hostilities between the pirate king Guy Voral and the PCs. There were other events of course: the hunt for necromantic flowers used to make rease dead potions that led to a vampire’s lair guarded by an undead treant, the battle atop the 600 foot tall ancient war machine brought back to life by goblin shenanigans and others. But that growing rivalry served as the centerpiece and served well.

 

First, the Council of Farshore asked the party (as the owners of the Red Queen/Black Cobra) to sign on as privateers. They declined. Then, Captain Guy asked the PCs to fly pirate colors. He would have even offered them the Tusk’s old station as the third pirate lordship. They declined that as well, but did so with gusto: they levitated the pirate flag into the air and set it alight for Captain Guy and his whole crew to see. Understandably miffed at the rebuke, Guy later convinced a few members of the Red Queen’s crew, which were some of the lowest scum sailing the seas as it was, to release fire elementals onto the deck of the Queen. The party defeated the summoned creatures and decided on a measured response: they went to Guy’s pirate town, freed his slaves, killed his men and burned his opulent mansion to the ground. On their way out they ran into a powerful ally of the pirate king: a seas dragon that lived in the bay. The dragon did not harass them since it was paid by Guy to keep ships from coming into the bay, but it did promise to report to the pirate so that it might renegotiate its contract.

 

After this affront, guy turned to the mysterious drow Assassin’s Guild to deal with the player characters. Simultaneous attacks from the shadows, with both blade and poison, nearly did the party in but they managed to survive and capture an assassin. After some intra-party squabbling they decided to make an offer to the Guild to buy out Guy’s contract on them. Events would not allow for them to hear the answer from the Guild, but the assassin they spoke to did escape to present the offer. Finally, the party decided to seek divine aid in finding out where Guy was hiding and discovered he had fled to the headquarters of the final pirate lord: the undead captain of the ghost ship Kraken. Coming into the Kraken’s bay at sunset to hid themselves in the glare, the Red Queen was able to get close enough to unleash it’s devastating super-weapon: control water.

 

Seriously. Have you read this spell? I had not. Holy crap. It might not look like much in the context of a bunch of dungeon delving tomb robbers, but on a ship, in battle against other ships? It is a nuke.

 

It turns out Guy had upped the promised wealth to his sea dragon ally (he was double dipping on what he promised the drow assassins, assuming he would only have to pay one or the other) and the dragon was guarding his ship while Guy was on the Kraken negotiating with the last pirate lord. When the cleric tried to use control water to sink Guy’s vessel, the sea dragon responded in kind and they wrestled for control of the ocean. For many rounds the sea dragon attacked the PCs while magically protecting Guy’s ship. The party wizard also had control water and used it to sink the Kraken (after all, the sea dragon had not been retained to protect that vessel or even specifically Guy’s life — dragons can be such lawyers). The party hurled fireballs at the sea dragon while it attacked them with dragon fear and its tail (it’s main action was held up with the control water spell). Once the dragon finally lost concentration on its spell due to the damage done to it, it breathed on the wizard. By that time, though, both the wizard and the cleric were controlling water beneath Guy’s ship and with water rushing in, the Storm Whore was destroyed (but not before the water walking barbarian could loot it at least a little — priorities, people!).

 

Eventually, the party had done enough damage to the sea dragon to convince it to flee. It bore into the hull of Guy’s ship to retrieve it’s promised pay (whether it deserved it or not) and then took the better part of valor. As to the fate of the captain of the Kraken or Guy — no one knows. One would presume that powerful pirate captains might have ways to escape sinking vessels, however.

 

That is where we ran out of time. I don’t think we will see those characters on the Isle of Dread again. I like to create a new sandbox with ever convention season. But who knows? perhaps there is another story yet in the Red Queen — okay, okay.. in the Black Cobra.

 

After all, there is that little matter of the Yuan Ti and their stolen artifacts…

One thought on “Return to the Isle of Dread: TotalCon Report

  1. *sigh* Now I wish I went to TC this year.

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