I'm so tired. Last night's one-shot went longer than I would have liked (slow start due to the host making the whole thing a kind of buffet dinner party, and seven players—I think I kept the game moving along pretty fast in relation to what it likely would have been like had I not.) I was already tired before it started, and only got maybe six hours of sleep last night, if I was lucky. I'm very tired.
Luckily, although work hasn't completely come to a halt, there's not much going on today. I have to present a BS presentation this morning, and call into a couple of other minor meetings in the late morning and earliest afternoon. I do have a few people who've scheduled things for mid-afternoon, but given that I feel like I'm almost the only person here (not literally, but you know what I mean) I'm almost certainly going to blow off the latest of the meetings and just go home early afternoon. I have a 12-12:30 meeting, which is my last one that I have to be in. I also have half hour meetings at 2 and at 3, but those are the ones I think I'm not going to do. Rather than eat the lunch I brought, I'll finish my lunchtime meeting and then go home, and check my work phone just in case there were any updates later. Meanwhile, I think I need a siesta muy bad.
That said, I'm pretty happy with how my one-shot went, and I felt from the room energy that it seems to have been fairly successful. Let me recap briefly.
I adapted two existing Paizo adventures, rather slapdash in a way, to create a Krampus themed adventure, with the holiday "D&D meets the old Rudolph the Red-Nosed Reindeer stop motion Christmas special" kind of feel. By request; that theme and tone is not really in my wheelhouse, but y'know. It worked. I took the first part of Paizo's "Burnt Offerings"; the goblin attack on Sandpoint at the Swallowtail Festival and combined it with their early Game Mastery module D0: Hollow's Last Hope. As it is, I thought this was kind of brief, but I wanted to have plenty of material; I did end up cutting a lot of stuff. I turned Sandpoint into Snowpoint, the Swallowtail Festival into a Christmas Festival (but I did have the church dedication) and the goblins into gremlins. Like literal gremlins from the Gremlins movie, which I recall does take place at Christmas and has some iconic Christmas theming. Of course, I also made the gremlins have greasy furs and leathers, because scaly gremlins bounding around in the snow is incongruous, to say the least. I thought the dark comedy vibe of the gremlins and their mischief was an obvious match to the Paizo version of goblins, and what the heck.
I had the first encounter, a rather easy one against a few goblins running amok, doing stupid stuff and generally being a light-hearted encounter. But then it escalated to a mounted "hobgremlin" on a mangy cross between a wolf and a giant naked mole rat and gremlins with torches who set a hay wagon on fire. This was a slightly more serious combat, but still one that the PCs were able to win handily. Only one character was seriously injured. There were other encounters, or at least one other encounter, as well as a bunch of roleplaying opportunities in town that I had in mind for the characters to engage in, but as it was now already getting later than I thought, I cut all of that, had the PCs walk down the street a few blocks to the apothecary (where they were given some healing potions, or whatever they call cure light wounds in 5e) and learned that the weird toxic coal that the gremlins were carrying is a disease vector. It seems that they were trying to introduce a plague to Snowpoint.
Holly, the Christmas elf (really a gnome, since that is the closest regular PC race to a Christmas elf) remembered some lore from her childhood of Santa's fallen brother and the elves that he took with him—who according to Christmas elf urban legend were corrupted and degenerated into spiteful little creatures; not unlike the gremlins that they just fought. The apothecary, who's name I didn't bother looking up in the moment, and so he became "Doc Brown" told them that he could create a cure for the disease but he was missing a few ingredients, which could be found in the wild. This is the pivot to "Hollow's Last Hope", but of course, that module has three ingredients, not two. I was starting to get really conscious of time.
I had a ranger, a druid, and a monk who had some wilderness background, so at least some of my characters were capable in the wild, which was good. They went to the lumber camp, failed a few diplomacy checks, or whatever exactly they're called in 5e (I think I mislabeled them several times. The skill list is significantly truncated from 3e to 5e, and many names changed for probably no good reason) and finally convinced the camp supervisor that they were on the up and up. He gave them directions to the oldest tree in the forest, where they could gather a lichen McGuffin, and then also told them how to get to the old dwarven monastery. They set off into the woods.
I'm a confirmed outdoors-o-phile, so I actually had some stuff planned for the woods, and my players (the actual players, not their characters) had just enough experience with camping and stuff to get into it too. By this time, it was nearly dark, so they had to set up camp; curiously where we found that some people didn't have any gear at all, or even rations. Luckily, between the party, they had both the skills and the gear to take care of everyone, but I think it was actually a surprisingly satisfying effort to set up an effective camp and keep everyone warm and fed. They were also able to cleverly outwit a pack of hunting wolves and escape them without any combat. It's always satisfying to solve some problems without just fighting them. The next day they went to the oldest tree in the forest, but due to some poor working together, they were not spared the encounter there. They could have been; the wizard wanted to use mage hand to pluck the lichen from a distance, but another character saw the bodies hanging up in the tree Predator style and of course had to go check them out. He even cut one of them down, where they found—among other things—a magical crossbow (important for overcoming Krampus' damage reduction later.) But curiously, they only cut down one body, not all three, so they only got one magical weapon, not three of them. And, of course, they disturbed the "tatzylwurm" that lived in the hollow trunk of the tree. However, the party all had terrible initiative rolls in the combat against the gremlins in town; they had really good rolls here, and were able to really whale on the enemy while he was waiting for his turn, so he didn't manage to do too much to them to slow them down.
Finally, as we were approaching the time I would have liked to end the session, they arrived at the dwarven monastery. After a quick encounter with some undead crows and ravens, which I allowed one PC to solve quickly and easily both in the interest of time and in the interest of letting her do something cool, I had them find that the whole thing was deserted and they could just go find the mushrooms—any real exploration or encounters that the monastery had were cut for time. Of course, by the time they finished all of this, it was nearly dark again. They were tempted to camp right there in the monastery, but the dwarf PC noticed that the dwarves had obviously fallen to some dark cult before they disappeared, so they decided that staying there overnight was probably a really bad idea. It actually would have been a good one, because since they didn't, they were just out in the open at dark when Krampus attacked them finally.
This was actually a serious fight. In the first three rounds, three different PCs went down, although not permanently. My Krampus had a few unusual abilities; damage reduction (although I wrote down hit point damage, I wasn't actually tracking it and had no idea what I thought his reasonable hit points where, so I just decided when I felt like it had been long enough that he was within about half a dozen hit points of dying, and told them that if they were lucky, the next shot could take him down. Of course, then the player rolled low damage and passed the baton to another player. I'm a fan of letting players know stuff that actually increases anticipation and engagement in combat, though. Mystery numbers can be good for immersion, but it can also lead to disconnect from what's going on, paradoxically. I tend to share more numbers than not during combat.) He could also pounce—charge forward and do a full attack, which was pretty devastating because he had a pretty high to hit bonus and pretty high damage, especially against first level characters. I also gave him a chance to reflect spells back on the caster, which ended up being kind of fun. Anyway, it wasn't really my intention to kill PCs, but I was a little surprised how 1) difficult it actually is to kill 5e PCs. I mean, I could have done it, but I'd have had to deliberately do so, like having Krampus take an action to coup de grace a downed PC. Which I thought about, but decided against. 2) the 5e action economy is kind of ridiculous. PCs can, if they're interpreting the rules correctly, do way too much, especially at first level. It may be obvious reading between the lines here, but I don't actually know the 5e rules, and I basically ran the game as if it were 3e, and let the players run their PCs, trusting that they knew what they were doing with their characters. Again; not sure that I care to learn 5e better or not. I don't like 5e, and I have enough experience with it to say that confidently now, as opposed to before where my opinion was more that I simply wasn't very interested in 5e. I will say that I don't hate it either, though. It just seems like a slightly over-powered and dumbed down 3e; 3e on training wheels, with a few admittedly clever innovations like advantage/disadvantage, a few improvements, and a whole bunch of changes that are neither improvements or detriments; just things different for its own sake. I have legitimate complaints about 3e after all the years that I played it, but I don't hate it either. But I don't think 5e fixed my problems with 3e. It's just a slightly different take on the same rules concepts, mostly. I haven't concluded that I think any of the changes are necessarily improvements, though. I'd honestly rather play 3e still.
I also played completely theatre of the mind. I didn't actually intend to do that, but the table was too far away to be easily reached and interacted with, and I'm quite certain that my theater of the mind approach made the game move much more quickly than it otherwise would have, which ended up being a significant KPI I needed to hit.
Afterwards, some of the players were really into the idea that Krampus must have a bag full of children, because that's all that they know about Krampus. That hadn't actually been my intention, but I thought what the heck; if that's what they want and expect, that's an easy thing to deliver. They did find a bag, and it had lumps of coal, but softer, less mature lumps of coal, with the images of tiny children inside, kind of like General Zod and his buddies in the Phantom Zone from the old Superman movies. So, they got to rescue 11 children; except they were stranded out in the woods, a full day away from the town, in subzero temperatures (I did point out that there was no indication that these kids were even from that town, but that's something to be solved off screen, as we were better part of an hour past my targeted end time and it was getting quite late.) Just a little twist that things weren't peachy, and they had to still be on their game. Even as the game was literally winding down.
All in all, a pretty successful evening. I kept the game rolling and moving in spite of a lot of inertia that it naturally had to slow it down, we accomplished quite a bit, really, and in spite of the fact that I don't really like or even know very well the rules, that had no appreciable impact on the game itself. I do think that I'm a little less enamored of the idea that I can run 5e for them, at least not until I figure out a few things about the rules, like the action economy (a very trendy phrase in RPG discussions these days); one character in particular always seemed to have more actions than everyone else. Either he's a consummate power gamer who builds "better" characters than everyone else, or he's fudging the rules in his favor and isn't supposed to be able to do that either. I think he may be taking the offhand attacks option and optimizing it, but whether he's doing so "legitimately" or exploitatively I'm not sure yet.








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