#THERE'S ALSO A CHARACTER NAMED VOLLO
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"You have to stop letting your heart and your pussy pick your men" okay, what if I let the spirit of Fred Durst pick my men instead?
Going straight from being obsessed with a character named Rollo to being obsessed with a character named Rolan has been, I will admit, a bit confusing at times
#i've made a joke about this song with both of these characters before but you can't stop me lmao#rikke.txt#IT'S ALSO A PAIN BECAUSE NOT ONLY IS THERE A CHARACTER NAMED ROLAN IN BG3#THERE'S ALSO A CHARACTER NAMED VOLLO#I CANT ESCAPE#Spotify
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Part 87 Alignment May Vary: The Sea of Moving Ice
One of the biggest rules of being a good DM is letting your players take direction and control over the story. It is hard to do, sometimes, especially in D&D, where the DM is often put in the position of knowing everything the PCs are going to encounter (per a dungeon map) and in charge of directing a story that they are told by a module. It is something I have gotten better at as I’ve developed as a DM and yet this game presents a unique challenge in that it has gone on for so long and has incorporated so many story elements and plot lines that, as we draw close to a conclusion, there is an element of linearity that is being assumed (we aren’t starting any new huge unresolveable plotlines).
During this next section, which took us about six sessions to play through, and will be broken into two blog posts, I had to remind myself of that a lot and ultimately was able to let go and let the PCs steer the plot into areas I didn’t foresee at all.
Speaking of steering, this section opens with the Players traveling through a teleport in Vraath Keep to Waterdeep, and from there boarding a vessel, an Icebreaker, to take them north into the uncharted Sea of Moving Ice. This is an adventure lifted straight from Tyranny of Dragons, though changed drastically to fit our story needs. I fell in love with the idea of a dungeon embedded in an iceberg and really wanted to bring that into the campaign.
Brief note on the party’s time in Waterdeep: just to set the stage for the current political climate, while in Waterdeep the party learns that while the Alliance (a political banding together of Waterdeep, Baldur’s Gate, and five lesser cities, whose seat of power is in Waterdeep) has allowed Karina to link her teleport to their city, they are not very supportive of her war effort and feel that getting involved in a war on foreign soil in the Elsir Vale is not very worth their time or attention. They feel powerful enough to repel any invasion that happens to cross the water and seek to attack the Sword Coast; they worry that Karina’s power and influence make her a figure that people would follow and there are some that mutter that the best thing to happen would be for her and the undead to die fighting each other.
Into the White
So why are the PCs heading into the Frozen North? What are they looking for? The set up I use for this adventure is that Karina gets a vision in a dream, a message from a dragon she once gave The Rod of Storms to, in exchange for “treasure when she needed it.” The dream tells her to go to the Sea of Moving Ice and find a particular iceberg named Oyaviggaton, which is native for “Winter’s Crown.” However, Karina cannot leave Vraath Keep right now. This vision comes 80 years or so after she initially traded for it. She did not suspect she would be in the middle of running a war when it came. Karina sends the players, in her stead, telling them that her visions showed her an iceberg, and beneath the iceberg, a library. And beneath the library, something for her, waiting... encased in a massive wall of ice.
Cliff Notes: A long while ago, during the Haggemoth adventure, Karina traded the Rod of Storms away to a Bronze Dragon. It was a cool moment and at the time it let me get rid of a troublesome item and focus on the character growth that was happening with Karina. But the dragon made a promise: one day, when the time was right, it would repay her with a gift. Now that time has come! The Rod of Storms ended up coming back into the game, as well, in the hands of one of the Red Hand generals, and from there it was taken by Nysyries, and when she was killed by Harpies it.... geez, I actually don’t recall after that. I remember at some point Aldric got it and it got powered up by an elemental elder on the plane of air, and then Imoaza killed Aldric to get the Rod and then it was used to build Black Razor Alpha... I mean, this item has woven itself in and out of our story. I thank Robert Kendzie for designing it, as part of Haggemoth!
There is a mechanic in the Sea of Moving Ice adventure that determines, using simple dice rolls, how often a random encounter occurs and after how many encounters the PCs find the iceberg they are looking for. I take this table for our use, but with a twist: I come up with a bunch of new encounters and, depending on what they roll, decide to use those to build up the next part of the story. Imoaza’s player ends up getting the first encounter and it’s one I had hoped to use... three Buer Hags (from Vollo’s Guide).
Buer hags are ice Hags, and I play this encounter up, where they attack the Icebreaker while wheeling and laughing about in a storm they created. They try to lock the Icebreaker onto the side of a huge glacier and partially succeed before the party drives them off with powerful magic. But a few things come out of this encounter. First, they realize that Ruz is a changeling and they tell her something strange: “You’ve come looking for the other one, haven’t you? But you can’t have her. You can’t have our child!”
Also, during the fight, one of the Hags descends on a crewsman manning the crow’s nest and brutally devours him alive. The gory display combined with a blast of a spell from the Hags to amplify its effects overloads Milosh’s circuits and he becomes convinced that he is on a mission in his old life, chasing something infinitely important and yet completely undefinable across the fertile plains of his homeworld, Eberon. He charges out into the icy waste and disappears. After combat, Imoaza and Ruz wait for him for a while while helping to fix up the ship. But when he doesn’t return after an hour, they decide they need to go find him. What follows is definitely a side quest and was nothing I expected to happen this adventure, but it is a piece I love. All three of them become lost out in the snowy expanse of the glacier, trying to come up with ways to find their way and find each other. Like Milosh uses a scrying spell to try to find if anyone is around him. And Imoaza has a cool idea. A while back I mentioned she got a glimpse of the Weave, the magic that surrounds everything. So now she asks if she can try to find the Weave again and use it to trace Milosh’s passage. It’s such a fun idea, we run with it, and Imoaza rolls for Arcana, scoring a critical success! With this, the dice are telling the story for us: Imoaza not only taps into the Weave Sight but finds that she can see more than ever before! Around this time, Milosh casts his scrying spell, and to Imoaza it is like a siren going off in her Weave Sight. She tells Ruz and they head off towards Milosh’s location.
The crater Milosh found himself in was cut in half by a humongous Chasm. Milosh thought briefly of taking shelter there from the coming storm but almost immediately discarded the thought. Something about the chasm was uninviting. Or no, that wasn’t quite right. Uninviting means uncomfortable, the opposite of desirous. And a hole in the ground certainly fit that description. But the chasm went beyond this. Looking at it Milosh could almost see the chasm walls pulsing, like they were breathing, like he was staring down the gullet of a gigantic black beast. Milosh didn’t react without purpose to most things, yet staring into that void he shuddered involuntarily and took a step back.
The Crater does indeed hold a monster and it attacks just as Ruz and Imoaza find and reach Milosh. A mighty Remorhaz bursts free of the chasm and chases down the players, fully intending to swallow one of them to slowly digest as it returns to hibernation. Rather than fight it, Ruz casts fly on everyone and they boost out of there, Milosh firing a delayed fireball out of his gun-arm into the furnace like maw of the Remorhaz as they do... as the Remorhaz is immune to fire, it does nothing, except convince them they are making the right choice. This sets us up to run a crazy chase scene, the Remorhaz charging through the snow beneath them as they fly away, trying to not let the building storm knock them back into the awakened creature’s grasp.
They eventually lose it and make their way back to the ship, but one more thing happens before they set sail.
it looked like an abandoned battle site than a camp, Ruz could now see. She silently thanked Karina for the gift of the magical robes that seemed to keep her warm as she bent in the snow and ran a fur-gloved hand through the wreckage of bone and wood that she had found nestled into the shadow of the rock. She frowned as her hand bumped against something else, something made of leather. A bag... and inside, a journal? She picked it up. The pages had not gotten wet, thankfully, and so she teased open the frozen spine and began to read.
As they finally sail away from this glacier, the party spots an old campsite next to what looks like a fortress wall and decides to investigate. They find the remains of some kind of explorer’s party and Ruz finds a journal he does not share with the others. It belonged to a Changeling, someone who was being rescued from the Buer Hags who had stolen her. However, before the party could escape, they were found here in their final campsite and wiped out (or so Ruz can assume, for the journal ends with the words, “I can feel it in the air. My mothers are close.”)
While Ruz reads, Imoaza and Milosh examine the fortress wall. Imoaza finds strange runes all over it and before she can warn him, Milosh scales the wall and sees beyond it where a hole disappears into the earth. Imoaza’s Weave Sight shows her the runes lighting up and something awakening beyond the wall, just as Milosh hears the sobbing of babies coming from the hole and a scrabbling sound.
Terried, the three dart back to the ship and sail away.
Ready Player Two?
The players are ambushed. It starts with Kobolds, dropping boulders on their ship as it sails down a narrow avenue formed by two glaciers that will, over the course of decades, eventually touch each other. Imoaza flies up to the glacier lip to do battle and while up there, she is attacked by something far worse, a hideous long limbed humanoid which makes a cry like a wailing child as it leaps at her. Imoaza is taken.
This scenario was set up based on their action last time, which released something, or many somethings, that have been hunting them since. But it was also a necessity from a meta game perspective, as we have a session where Imoaza’s player won’t be joining us. So this removes her from the action while keeping suspension high.
I had intended this to be a quick scene, where the PCs realize they are outnumbered and have to abandon their ship to sail away on rowboats, as the boulders from the Kobolds are sinking their boat. Ruz actually does something incredibly clever: he uses a chromatic orb of cold to freeze the holes in the ship and asks if the ship can stay afloat long enough to get them out of there. I say yes... but then I also effectively cut this out as a possibility as three of the long limbed demon-like horrors drop down on the deck and start killing crew.
The result is the scene I intended: there are some nice moments of tension as Ruz and Milosh try to fight back while also freeing their rowboats (some cool uses of Telekineses to do this) and trying to save as many of the crew as possible from the horrid beasts. At the same time, it puts the players on rails more than I like to do. My general thoughts when DMing are not to overplan and not to try to force players into a specific scenario unless the story absolutely calls for it. Those times are RARE, and even then should be made as natural and organic as possible and STILL a DM should be ready for everything to change on them in an instant. Truly good games come from those unexpected changes, those twists and turns that the DM cannot anticipate and must follow to their conclusion. In this case, having the float still be a factor would not have been a detriment to the story and would have made the players feel empowered, which has always been my goal. But I miss it in the moment, and so they escape the ship and Milosh blows it up with a delayed fireball (kinda becoming his Megabuster Signature move).
Still, despite me missing this opportunity, other things arise because of it. The PCs pick up a few survivors out of the water, including the one-eyed, hook handed Captain, and set out into a lonely night broken by a sea of stars above them. And in this moment, Ruz and Milosh share a very cool, player directed, bonding moment. Ruz casts a psychic spell so they can speak without “speaking,” and maybe because of the quiet blackness, the rocking of the boat, their exhaustion, or the incredible otherworldly view of the stars, they transcend the physical plane and end up together in another space. Hear, Milosh sees Ruz’s true Changeling form and Ruz reveals what she is. She also reveals what she read in the journal and that she believes there is another Changeling out here on the ice, somewhere. The two speak of Imoaza and refuse to believe she is gone. They speak of their purpose and realize that both of them have lost a piece of their purpose. Milosh’s entire existence was devoted to the Surveyor, or in this case the next closest thing (Carrick, possessed of a piece of the Surveyor’s soul). With him gone, he now doggedly pursues the prophecy, trying to stop it from coming to fruition. But he does so without direction and without a thought to what might come after. Ruz, on the other hand, lost her entire history, displaced from a world she knew to a near eternity spent in Chaos. Now she has returned to find her city destroyed, her homeland under siege, and she has no one left to fight for except herself. Ruz says that no matter what, she will not be a sacrifice to this new Faerun she doesn’t know. She has sacrificed enough. She wants to find a family and live again. They both agree that their goals mean seeing this war through to its end, winning it, and then having the freedom to move on. Overwhelmed by Ruz’s candor, Milosh reveals his truth to her, as well: that he was taken from another world, aeons ago... so long ago he is not even sure that world exists anymore. He was placed in this cybernetic body by the Surveyor and told to pursue the prophecy. He does not know what future he would even want for himself, now.
Their discussion is interrupted by the captain, who tells them they are coming up on the iceberg they sought.
In Tyranny of Dragons, Oyaviggaton is the primary dungeon, an iceberg home to a white dragon who is dominating the Eskimo-esque villagers who reside on its floating lair. I’ve changed this scenario a little, making the Dragon a trio of witches and adding in some story-related pieces to the dungeon, as well as changing some of its challenges to match my level 16 and 17 (Milosh) characters. But the primary outline I’ve kept the same, and that ends up leading to some unexpected ire on the part of my players. See, in the original, the natives on the island are suspicious of the outsiders and stage a fight between them and their champion warrior, Orcaheart. They say it is to be a one-on-one fight with NO MAGIC... and then they cheat during the fight (the shaman, Bonecarver, heals Orcaheart). And if caught cheating, they turn this around on the players and attack them for daring to accuse their shaman. It’s a very hostile moment and it is definitely meant to conjure up the “hostile natives in a strange land” trope that is part of many pulp fiction works of yore. And despite it being anachronistic and unintentionally racist, it does touch on a style of storytelling that is so embedded in Western culture that I can’t help but be enamored with the moment. It’s problematically familiar.
That said, it also has a major design trap for the unwary DM. And tonite, I was that DM.
See, if the natives are under the thrall of an evil force, then the whole point is that the PCs should want to help them. Having the natives cheat and lie during what is supposed to be an honorable fight doesn’t enamor them to the PCs. In fact, it is liable to make players loathe them. This could potentially be circumvented by some really big clues as to what is going on behind the scenes or, even better, by making one of the natives a very obvious ally, who can then also explain what’s going on. The text even suggests this be Bonecarver... but that is hurt by the fact that they also make Bonecarver the one who cheats!
Had I thought about this ahead of time, I would have taken out the cheating entirely. It doesn’t add anything except more conflict, and this is already literally a head on brawl. You don’t need the extra bit. But I don’t think about it and the end result is a laughable amount of rage being directed at these already victimized natives. Milosh is the one to go up against the mighty Orcaheart and he almost wins... but the cheating means he gets knocked unconscious and when Ruz spots and points out the cheating by using magic of his own to strengthen his voice, the natives turn on him as an evil mage and knock him out, too.
Oh man, the players are pissed! They wake up inside the iceberg dungeon and, spotting three frog-like humanoids going through their belongings, immediately unleash hell upon one of them, smashing him to jelly against a wall. The others reveal they were sent by Bonecarver to help them proceed deeper into the iceberg and fight the witches. Then they hand them potions (a third is currently smashed against the wall) and flee for their lives.
The players make a pact to (a) stop the witches, and (b) burn the village to the ground.
Below the Berg
Now inside the Iceberg (and on a new session), it’s time to bring the party back together. Milosh and Ruze begin searching the dungeon and in the process come across a couple of trophy rooms: rooms where giant monsters and even an entire treasure galleon have been frozen by the power of the Bhuer Sisters. They also encounter more Kobolds, these ones carrying Imoaza, who has been frozen in a block of ice!
The players make quick work of the Kobolds (two turns) and go to work on freeing Imoaza with fire spells. When the block of ice is damaged enough, she comes back to her senses and breaks free with Blackrazor suddenly in her hand and a wild look in her eyes. Her two companions back away and try to talk sense into her. But Imoaza is seeing other people... Aldric is in front of her, accusing her of his murder and taunting her for getting trapped in a cold place... like the place he died. Imoaza reacts as she does to most opposition: disdainfully. And in her disdain, she finds her way back to the present. But Aldric’s voice will forever be taunting her, now. This is an indefinite madness, a leftover of her harrowing experience being ambushed by the Wendigo, the hideous creature with the cry like a child that captured her and brought her unconscious to the witches, who froze her for their keepsake. Aldric’s player (now playing Milosh) actually role plays this voice out when appropriate, basically bringing the voice of Aldric back into the game, even if Imoaza is the only one who can hear it.
The three, now reunited, set about exploring more of the iceberg. They find many interesting things here, which will be detailed in the next post: Still Frozen.
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