Something I haven’t talked about much yet is that I DM a
D&D 4th Edition campaign for some friends. Now, I’ve been DMing
for about 15 years now, on and off, so I’ve picked up a few tricks. One of the
things I always wanted to try, and didn’t get a chance to until recently, was
using physical props as a direct representation of an item in game.
If you wander over to Tobold’s blog, you’ll see that he’s
currently running the Madness at Gardmore Abbey module,
which I ran just over a year ago (maybe a year and a half?) to much success. Do
note that this post contains spoilers
for the module.
One of the fun things that came out of that is the Deck of
Many Things. Any D&D veteran remembers that campaign-destroying toy. I know
there were a couple of 2nd edition campaigns that just got utterly
trashed when that artifact showed up, and yet it was so much fun we couldn’t
resist using it!
Madness at Gardmore Abbey focuses on rebuilding a scattered
Deck of Many Things, as it’s the cause of the complete insanity that’s occurring
at the fallen Abbey. Part of the module also focuses on how the Deck became
scattered in the first place, and the fall of the empire of Nerath. Nerath
looms large in my campaign, as it was clearly an empire, but oh so much more
(which years later in real time my players are still unraveling, even today!), so Madness
at Gardmore Abbey was an excellent fit.
They managed to assemble the Deck, which now lives with one
of the good aligned characters, the Cleric, but it’s been a source of constant
fun and danger since. Partly because our Dragonborn player is a [hilarious] dick (who
professes to be unaligned, but clearly trends towards evil), and partly because
it’s an Artifact of great interest to enemy parties.
Thankfully, the version of the Deck in Gardmore Abbey is
clearly balanced around Heroic tier parties (sub-Level 10), so it’s not crazy
powerful like the ones in 2nd edition. But the party was rightfully wary of it. Rather than testing it
themselves, they opted to use it on some local townspeople. Using the Deck, they
managed to, as they put it, “rapture” a poor elf girl, Delphina Moongem, with
the Donjon card, and now she sits in a Drow fortress, awaiting rescue. They’ve
nicknamed her “Dark Secret”, because no-one shall ever talk about her directly. There were no witnesses to the event.
In another case, they managed to get an elderly farmer both rich beyond his
wildest dreams, and marked for death weeks to months later. I’m pretty sure at
that point the Cleric put the kibosh on handing out any more cards, given
that it’s a source of chaos.
Now, the whole reason they were sent to get the Deck was to
put it together to save a friend of theirs, Albert--a minion guard NPC in the
first battle they ever fought in the campaign who managed to not only be the
sole NPC survivor, but took out 3 goblins on his own. He had been kidnapped, and
this Iron Circle organization they had already beat down once wanted the Deck.
But of course, they grabbed the Deck and when the Lieutenants didn’t expect it,
they got slaughtered because Adventurer Party. Later on the party found the
head of the Iron Circle and confronted him, and he nearly escaped with the Deck
(though the fact that I had a villain legitimately escape an encounter alive
for the first time in years was noteworthy of its own, even if he didn't get the Deck).
Fast forward to a couple months back, and the party was
level 14. They’d had the Deck for half of their adventuring careers, trying to
discover why Lord Vhennyk, the head of the Iron Circle, wanted this Deck so
much, what the real story behind Nerath was, and going to save Dark Secret,
finally.
One of the characters, the half-Orc rogue, had a backstory
that involved the city they were in, and a fence he had accidentally bounty
hunted. Well, turns out of course that people you thought were dead didn’t always
stay dead, and now the players were being hunted as every mercenary group in
the city were constantly attacking the party. They uncovered that is was this
Fhaella person, who the rogue thought was dead. She had ties to the City
Council, and to get more information, the players had to attend a formal-wear
party and discover how she was getting access to the Council chambers.
I fully admit to being inspired by Spy Party when I came up
with this scenario, but a skill challenge where the players couldn’t use magic
or have their equipment with them was too glorious to pass up. Because of an
incredibly strong anti-magic field and the fact that they’d be turned away had
they brought anything with them if it was detected, no magic items could be
brought in at all. They did have a ritual, however, where they could store
their gear for up to 24 hours in an extra-dimensional space which could be
accessed by the same ritual later.
The Deck of Many Things in Deck form. |
Remember that the Cleric was carrying the Deck of Many
Things, and the player had the physical Deck on the table in front of him.
While role-playing as Merric, I walked over to his side of the table, stuffed
my hand in my pocket and proclaimed that thank Avandra that the adventurers
were going to help him with his Underdark troubles. Of course, good players never trust their DM, so both the Cleric
and the Dragonborn covered their drinks in real life, but I dug out something
from my pocket and tossed the colourful confetti in the air, shouting hip hip
hooray!
Confetti courtesy of Merric. The Dragonborn player on the left, and the Cleric player on the right. I'm in the upper right corner of the photo. Photo courtesy of our Elf Ranger. |
Unseen by them, however, I--the DM--physically pocketed the
Deck of Many Things right off the table. They were all confused and in wonder
about the confetti, but nobody noticed a thing amiss at all for the rest of the
session.
Absolutely genius of me to use the physical presence of the
Deck as a proxy for the item in game. However, those of you paying attention
will notice a hole in my plot here. They couldn’t bring magic with them and
stuffed their belongings in this extra-dimensional space, so how could the
Cleric have had the Deck on him? And he couldn’t. I had forgotten to mention
that the Deck would never stay in such a space, and should’ve popped out back
to the Cleric. But because I missed that one crucial piece of information, I
realized that I couldn’t justly keep the same plot I had.
Which sucked, because I will never be able to pull off
pick-pocketing a player of their prop in front of their noses again. At least
not with this group. So the next session I handed back the Deck and ret-conned
Merric’s motives (no longer working for Vhennyk, I’m afraid), but they were all
suitably impressed.
So take that knowledge back with you, good DMs. Physical
props? Great. Using those props as actual representations of that item in game?
Amazing! Just don't screw up the plot. And now I have to find a different way for Lord Vhennyk to divest my
players of their property.
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