Thursday, February 12, 2026

Comedy of Errors

I haven't posted any campaign updates in a while, though not for lack of playing. Indeed, I continue to referee three different campaigns, as I have for many years now. Since the end of my House of Worms Empire of the Petal Throne campaign last year, Dolmenwood is now the longest-running game of the three (the others being Fading Suns and Metamorphosis Alpha). Consequently, it's actually the campaign about which I have the most to share, but, rather than focus on the big picture of the campaign, I wanted to share some specific details from this week's session, which everyone involved found humorous and fun.

I've written before about what I've come to call the "high adventure and low comedy" aspects of roleplaying games. I actually think it's a topic worth exploring in greater depth and perhaps I'll do that at some point. For my present purposes, know only that I'm not talking about intentionally comedic roleplaying, which is a different matter entirely (and probably also worthy of discussion). No, what I mean here is the way that, no matter how serious one intends to be while playing, there's simply no way to ensure a session will cooperate.

In our most recent session, the characters were planning a jailbreak from a village called Cobton-on-the-Shiver. The village is home to little anthropomorphic animal-people raised to sentience by the whimsical and malign Nag-Lord. The Nag-Lord's favored minions, the crookhorns – bigger anthropomorphic goat-men – rule over and abuse the cobbins, which doesn't sit well with some of them, who have formed a resistance movement to oust them from their town. That's where the player characters came in: they were hired to rescue a rat cobbin named Hackle Kingsley from the jail (or gaol, since Dolmenwood is unrepentantly British in its sensibilities). Hackle's important to the resistance and needed to be freed before he was hanged in the town square.

The characters decided to use trickery, not outright violence. Marid, a grimalkin enchanter, suggested that he stride into town, pretending to be the executioner hired by the crookhorn's leader, Baron Fragglehorn, to deal with Hackle. After all, who better than a fairy cat to deal with a rat? Coming with Marid was Alvie Sapping, a teenaged human thief, who posed as his apprentice. Much fun was had as Marid attempted to convince the crookhorns at the jail about his credentials, eventually succeeding. 

The crookhorn guard, Sergeant Scrag, led the pair to the cells, where Hackle was being held. Alvie was eventually allowed into the cell with him so that he could "measure" the cobbin for his hanging tomorrow. In actuality, he was surreptitiously unlocking the leg iron that held Hackle. Meanwhile, Marid talked to Scrag about his work, which interested the crookhorn. Scrag asked if he needed another apprentice, because he thought being an executioner would be "a lot more fun" than being a guard. 

Marid saw this as a perfect opportunity to further his own ends. He told Scrag that, yes, as a matter of fact, he was in need of another apprentice. If Scrag were interested, he should enter the cell with Alvie and he would instruct him on the niceties of the job. The crookhorn was enthusiastic and did so. The young thief got Scrag to look closely at Hackle and, while he did so, he tried to stab him in the back – and failed. Needless to say, this didn't sit well with the crookhorn, who rose to attack him. 

As an enchanter, Marid has access to magic powers called glamours. One of these, forgetting, causes a mortal being to forget what they had witnessed in the previous round. Thanks to Scrag's failed saving throw, he forgot the failed backstab. Whew! Alvie then positioned Scrag a second time with his back to him – and failed his backstab a second time. Scrag turned quickly and prepared to attack him, but Marid intervened once more, explaining that Alvie was just a stupid human who didn't understand that the crookhorn wasn't stealing his job. He made use of another glamour, beguilement, to ensure Scrag believed what he had just said. Thanks to a failed saving throw, he did.

Even so, the crookhorn guard still felt Alvie deserved some retribution. Marid agreed and asked them both to leave the jail cell. The grimalkin then offered Scrag his personal scepter to beat Alvie with. When he turned to leave the cell – yes, you guessed it – Alvie tried to backstab a third time and, once again, failed. Scrag was even angrier now and reached for his weapon to attack, but Marid stopped him, asking, "Don't you want to use my scepter?" When Scrag turned to take it, Alvie made a fourth backstab attack, which also failed.

From there, things devolved into a confused melee, with Alvie nearly dying and Marid having no choice but to assume his wilder form – think the Tasmanian Devil mixed with the Cheshire Cat – to take down Scrag. However, the fight attracted the attention of yet more crookhorns, which, in turn, alerted the other characters that the jailbreak had not gone as well as anticipated. Sir Clement, astride his warhorse, lance at the ready, rushed into to save them, with Fallon and Waldra following behind. 

Alvie's player calculated that the likelihood of his failing four backstab attacks in a row was 0.16%, which is remarkable but not without precedent. After all, that's the nature of dice. It's also why I actually like and appreciate the mechanical "swinginess" of Dungeons & Dragons and its descendants, like Dolmenwood. This week's session, though not doubt frustrating for Alvie's player, was nevertheless a blast. With each improbable failure and Marid's quick-witted responses to distract from them, the session became more and more unintentionally humorous. The end result was a session I expect we'll all remember for some time.

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