Showing posts with label characters. Show all posts
Showing posts with label characters. Show all posts

Sunday, March 25, 2018

The Fall of the Temple of Gruumsh

Yes The Background
In my 1e campaign the Orcish City-States of the West spend a lot of time fighting each other, more than they do fighting Men or Dwarves. But every few generations the shamans prophecy that the time for an Overking has come and orc begin questing in the Stone Hills for the Regalia of the Orcish Overking. Any one item is said to be enough to make an orc the unrivaled leader of a city-state. All items? Every orc in the region will obey you. This has occurred 5 times in the past, and each time the lands of Men and their allies have trembled on the verge of destruction.

A little of Orc society in Seaward
The Orcs are in 5 great tribes, the Dripping Blade (with the devil-lord Ilneval as their 'patron'), the Broken Bone (under Baghtru), the Blood Moon (under Shargaas), the Pale Hand (under Yurtrus), and the Black Cave (under Luthic). The sixth 'tribe' is the Vile Rune, the shamans and witch-doctors, whose ultimate allegiance is to Gruumsh. The bearers of the vile rune travel freely among the Orcs.

Orcs brook no hereditary nepotism; the sons of a chief are just orcs. All are born level at the foot of Gruumsh's hellish throne and all positions must be won via effort. When an Overking dies his body is taken by shamans to the long-hidden temple of Gruumsh hidden deep in the Stone Hills and buried, his regalia scattered and hidden. Then those shamans are murdered to hide the locations.

But after the Fifth Overking the prophecy changed; all of the regalia was kept in Gruumsh's temple and the next Overking could find them at once.

Recently
The Baron of Wyvern Keep warned that orcs were crawling the Stone Hills during the Winter 7 years gone. Patrols and adventurers soon found that the vile tune had announced it was time for a new Overking. The players confirmed this...
...and promptly spent years assaulting Skull Mountain, dealing with the bandits of the borderlands, venturing to Banath, and wiping out foul demon cults!

But finally things were getting very bad, with organized orcish warbands cooperating between tribes to drive back patrols! The call went out the the Company of the Dark Moon sent a team.

Players and Characters
Nick played Owen (5th level magic-user human)
Sam played Konrad (4/5 fighter/cleric dwarf)
Jen played Ingrid (6th level fighter human)
Jack played Seamus (5th level druid human)
Alex played Starfalcon (6th level ranger half-elf)
Henchmen - ten total, including Octavius, the 5th level half-ogre fighter

Adventure Overview
With divination, help from a genie (long story), sage research, notes from a book found in Skull Mountain, ranger work, and some luck the party was able to get a rough location of the entrance to the temple complex. Getting there involved fighting two orcish warbands, one with a leveled half-orc commander, the other with a brace of tough ogres. A third warband, much larger than the first two, began pursuing them but they were able to find the illusion-cloaked entrance.
They were attacked by a grizzly bear (an enchanted bearskin akin to a Figurine of Wondrous Power they left behind because of its bulk). In the maze-like upper levels they found many zombies and skeletons. As they went deeper into the complex they fought a number of dretches and strange devil-dogs (based on wild hunt hounds from the old Deities and Demigods) in a series of skirmishes. At a great stair they had to answer the questions of a spectator. Realizing that they had to think like an orc, they passed the test.
Deeper still they fought two massive algoids and a ju-ju zombie who was obviously formerly a Broken Bone chief (the fate of those who fail to become Overking!) and finally were attacked by an invisible stalker guarding a door.
Exhausted, they rested and recovered spells.
The pause was also to prepare for the next cavern, a massive space larger than the Cavern of Herds -  a cyst within the earth a mile across and half a mile high filled with a fungus forest. They descended a 1/4 mile ladder after learning the mobats were only interested in flying creatures. While odd tracks were visible in the fungus forest, the trail was clear. After a half-mile they came to a chasm; at the base was a roaring river riddled with obsidian rocks a quarter of a mile below. The 50 yard long rope bridges (with no guide ropes!) stretched from the edge to 2 rock spires and finally to the massive orcish temple on another rock spire. The rope bridges were such that only one person could safely dross at a time and a slow walk - otherwise the oscillations would pitch people into the river.

The Temple
Within the gigantic temple the party was immediately attacked by 5 ju-ju zombies. Moments later the former Overkings shambled from their tombs to stop the invaders - each as a mummy! Since the last rope bridge was now only mist the party went all-out, releasing Golden Lions, a Quartz Warhorse, and using spells and items with abandon. The weaker henchmen without magic weapons all lit torches and prepared oil flasks for a last stand.
The ju-ju zombies bought enough time for the mummies to close and the fighting was fierce, lasting a total of 10 rounds. With careful battlefield maneuvering, the use of oil on closing mummies, and some hard fighting the party prevailed with no deaths (although mummy rot was had by quite a few!).

The Aftermath
The statues of the various orcish devil patrons all collapsed because non-orcs had desecrated it. The party found the five tombs of the Overkings with their symbolic burial goods (4,000 electrum pieces and 5 amethysts each), and teh regalia of the Overking, which they took with them.
The orcish warband that had been following them was within the fungus cavern, but they had found a passage to an iron boat on the rver. They cut free the last bridge and left, eventually reaching a landing (the enchanted boat returned to the temple after they left it).
The trip back to Wyvern Keep was easier than anticipated - all shamans and witch-doctors had lost their spells and the inter-tribal truce was off. The party force-marched to Wyvern Keep and met with Bishop Alturin (visiting from the Four Counties) and the Royal Magister (dispatched from the capitol) and with their aid destroyed the regalia! The kept their loot and received rewards from the king.

Thus ended a 7 year adventure arc.

The Regalia
These items are meant for orcs; if used by anyone else they slowly warp that person's will until they seek out an orc shaman and volunteer to be a slave to the orcs.

The Ring of Yurtrus- Grants Leadership.

Bands of Baghtru- Grants strength and endurance.

Shargaas' Amulet- Grants great resistance to poison and disease.

Luthic's Armor- Grants incredible protection from physical harm.

The Dripping Blade- This scimitar rivals the greatest elven and dwarven weapons of power.

The Eyepatch of the Chosen of Gruumsh- Grants resistance to magic and light.


Saturday, October 14, 2017

A Superhero Book is Coming: A Sneak Peek

  The Fun Lads and I have been working on a new superhero book for months. Here is a sneak peek at one of the characters.

Freebird
His Story- Pierre Gustav Toutant Beauregard Hazzard (or  just 'Beau') was born in rural Alabama near Bakerhill the oldest of five children born to Jeb Stuart 'Stu' Hazzard and Roberta Leeanne 'Bobbi Lee' (Macon) Hazzard. His father worked his own farm and pulled second shifts at a chicken processing plant to pay off the mortgage while his mother played organ in church and organized free meals for new mothers, the sick, and the needy throughout the county.
  He worked on the farm from as soon as he could walk and developed a knack for repairing machinery with 'make do' parts and tools. He was fiercely protective of his younger siblings and was soon known as a good fighter and for his strength.
  He did well in school and would have had better than decent grades if he hadn't preferred hunting, fishing, and working on cars to homework.
  At about age 16 he realized that puberty was a bit different for him. By 17 he knew he was superhuman and soon learned how tough and strong he was, as well as his ability to fly. He reined it in for years until, just after graduating high school a fire at the state fair threatened scores of people. He seized a 1,000 water tank and doused the flames with it while flying, an act captured on dozens of cameras.
  A bystander referred to him as 'that freebird lookin' good ole boy' and the name stuck.

What he looks like- In some ways he is so nondescript as to defy description. He is a man in his early 20's with brown hair, brown eyes, a muscular build without looking like a bodybuilder, and a perpetual smile. He never wears a mask, but is almost never recognized.
  The closest thing he has to a 'costume' is what he typically wears when expecting trouble: steel-toed work boots, jeans, a t-shirt with an American flag, and a confederate battle flag bandanna over his hair.

What he can do- He is one of the strongest and toughest superhumans in the world, maybe the strongest and toughest. He is immune to almost all diseases, all known toxins, and radiation. He can fly at speeds up to mach 12. His senses are only as good as a normal man, but he is a skilled observer with a lifetime of hunting experience.
  He is an excellent mechanic and craftsman, a decent tracker, and has a lot of experience with people. He is a skilled fighter with a lot of experience before he gained powers.
  A life-long hunter, he is a savvy opponent who will take his time to study a foe, search for traps, recon all possible exits, etc. He is much more stealthy than most assume and is quite capable of sneaking up to within arm's reach of even an alert foe.

What he's like- He was raised to be a Southern gentleman, and it shows. He is unfailingly polite,  uses 'sir' and 'ma'am' as appropriate, will never swear in public or in front of women or children, and will never lie. He will never cheat, steal, or rob anyone. He has a strong sense of honor and will keep his word. He will also defend his honor and one of the worst mistakes you can make is to lie to, cheat, rob, or betray him.
  He judges others by their words and deeds, not on appearance education, or wealth. That being said, he is wary of Northerners and urbanites.
  He loves helping people for its own sake and will never seek out attention, the press, or accolades. He is very selfless and giving of his time and attention, especially to children.
  He is aware that others sometimes mistake his dress and drawl for ignorance or stupidity and will play that to his own advantage.


Tuesday, September 12, 2017

Guest Post: The Beauty of Weapon Selection in AD&D1e by Jack



     The gameplay balance between classes in 1st Edition ADnD is very frequently misunderstood.  As has been previously observed on this blog, the most common victim of these misunderstandings is the humble fighter. To be fair to those that bash the old melee-brawling hero, a cursory reading of the rules does seem to indicate that they underperform compared to their magically-endowed teammates, and I'm not just referring to the ever-undying "linear warriors, quadratic wizards" concept. Even at levels 1-5, fighters may appear to simply be weaker than clerics and, at the last of those levels, than magic-users.

     At first blush, too, the good ol'-fashioned number-crunching math appears to back this up. Clerics have hit points that lag behind fighters by an average of just 1 point per level.  While that can certainly be the difference between life and death, especially at low levels, it is not a wide margin. This is particularly true because clerics have all the same armor proficiencies as fighters, closing the survivabilitiy gap even further. Similarly, while fighters get nicely ahead in terms of THAC0 progression at 3rd level, clerics nearly catch up with them when their combat abilities finally improve at 4th. Again, the 1 point difference here matters, but not by much. So, seeing as the only ability of the fighter is to stand there swinging his sword and taking hits, while the cleric trades mere 1 point gaps in that ability for the power to cast several heal, buff, and combat support spells each day, it stands to reason that fighters are useless, right? Heck, a properly-provisioned magic-user of 5th level can deal out average damage well in excess of 50 points in a mere 5 rounds, which is far better than the average damage of a sword in that time. So with a battle-oriented thaumaturgist blasting away and a cleric pulling double duty as a fighter to keep the bad guys off him, the poor old fighter turns out to be useless, right?

     Right?

     Wrong! Contrary to popular belief, analyzing the game carefully reveals that fighters do indeed have powers beyond being marginally better at taking and dealing hits than everyone else. The ability I'm going to focus on in this article is their remarkable ability to use any weapon.

     Fighters can be proficient in any weapon! If you don't think that's amazing, you clearly haven't read the books enough. Sure, clerics have access to the footman's mace, which has some really excellent damage, and the footman's flail, which has amazing armor type adjustments.  Heck, mere thieves can use the long sword, which is the best one-handed weapon for attacking size large targets. The thing is, though, that fighters have access to all those, plus weapons such as the two-handed sword, which as the best damage dice of any footman's weapon in the game and incredible armor type adjustments; the glaive-guisarme, which does nearly as much damage with less space required and more reach; the ranseur, with all its overpowered special attacks in the footnotes; the lance, which is literally twice as powerful as the two-handed sword on a charge; or, if they want to fight smarter, not harder, the humble spear, a one-handed weapon with reach, low required space, and the ability to set for charge or be thrown. Any one of these armaments can take a fighter from just barely edging past the cleric in combat output to leaving his priestly counterparts in the dust completely.

     You know what's scarier than that, though? Bows. Bows do a d6 of damage and fire twice a round, and, in the case of a longbow at least, can do so out to a ridiculous distance. Compare that to the best ranged weapon of non-fighter classes, the thief's sling, which does 1d4+1 once a round, or the fact that clerics have no ranged weapons whatsoever except for the thrown club or warhammer, and fighters have the entire aspect of ranged combat almost entirely to themselves. Even magic-users utterly fail to keep up with a bowman's overall damage output unless they empty all their spells at once.

     On that note, let's go back and crunch some numbers again. At 4th level, a fighter will have a THAC0 of 17, hitting an AC 10 target 70% of the time, while a cleric will have a THAC0 of 18, hitting the same target 65% of the time. Average damage with a footman's mace is 4.5 points, while average damage with a two handed sword is 5.5 points. Against a size large target, though, the gap is much more significant, at 3.5 points versus a whopping 10.5 points, respectively. This means that against an AC 10, size medium target, the cleric still isn't really too far behind, doing an average of 29.25 points of damage per turn, compared to the fighter's 36.5. Versus an AC 10, size large target, however, the cleric does a per-turn average of merely 22.75, while the fighter has a whopping 73.5 points!

     Now, let's take the fighter to 5th level, and run his numbers with a bow, instead. His THAC0 is now 16, for a 75% hit rate against AC 10, and he now fires twice a round for 3.5 points of average damage against both size medium and size large. So, over the course of a seven rounds, he will do an average of 36.75 points of damage. Why did I pick seven rounds, you ask? Because a magic-user of the same level only has seven spells a day total. Assuming he memorized magic missiles for all 4 of his first level spells, Melf's acid arrow for both his second level spells, and fireball for his third level spell, that he hits with both acid arrows, and that his target fails his saving throw against the fireball, said magic-user will do an average total damage of 76.5 points of damage, just over twice as much as the fighter did (oddly enough, the damage from magic missiles exceeded that of fireball and the acid arrows combined. Food for thought). This sounds starkly in the wizard's favor, until you realize that the magic-user has now shot his bolt and is done for the day, after preparing for nothing but combat. Meanwhile the fighter is only starting to dip into his second quiver of arrows. Plus, an ogre charging the wizard makes it almost impossible for him to survive, while an ogre charging the fighter actually increases his total damage output. And an arrow nicking the fighter merely annoys him while an arrow nicking the wizard causes between 10.5 and 17.5 of those points of average damage to disappear permanently. Note that we didn't give our hypothetical fighter any magic items (and if the fighter has no magic items, it doesn't make much sense for the wizard to have spells he didn't start with, does it?). And so on, and so forth.

     To me, the take away from this analysis is that the classes are balanced. The argument can be made that, with spells available to them such as protection from evil, bless, or cure light wounds balancing out their slight mathematical inferiority, clerics are actually better than fighters at fighting size medium targets hand-to-hand. However, fighters are clearly superior at dealing with large, dangerous targets such as ogres and giants, and at ranged combat (plus, this analysis is leaving out the mechanic for bonus attacks against creatures with less than a hit die, but that's an article for another time). Meanwhile, magic-users have an absolutely tremendous short-term damage potential, but that's all they have in combat: short-term damage potential. Fighters are leagues more survivable, and can fight indefinitely compared to characters reliant on spell memorization. So, in order to have a tactically effective party, you really need all the classes, even the ones that seem like all they're good for is taking hits and swinging their swords.

Monday, May 1, 2017

DM Report - Oriental Adventures and the Trip to the Perfume Islands

I have been doing a little bit of OA as part of the Seaward campaign. Initially based in Yashima (Japanland) the party consists of:
Jen: a Sohei
Jack: a Wu-jen
Alex: A Yakuza/Ninja
Sam: A Bushi
Nick: A Kensai (bamboo spirit folk)

After a series of adventures where they foiled the humiliation of daimyo, stopped the theft of a lightning fan, toppled a group of yakuza who were not protecting the peasants, prevented a ninja clan from assassinating an imperial functionary, and more they were up in level a bit and had earned a reputation as being trustworthy.

Tuesday, March 28, 2017

Revisiting: Aftermath! Part I

  My oldest sister and her husband are cool, like jazz musicians and rock stars. They got me the Buck Rogers collections when they were first printed; they introduced me to King Crimson, Jethro Tull, and Dave Brubeck; they got me a subscription to Dungeon magazine for Christmas. 
  And they bought me Aftermath! in the Summer of 1982.
  I was already running 2 AD&D campaigns, a Champions campaign, and was pretty active socially so I never ran it, but I remember the first rules read-through was great fun.
  A classmate of mine, Derek, ran an Aftermath! campaign called Broken Sky in '84-'85. I have described it elsewhere in this blog, but imagine if The Road Warrior was crossed with the Dark Crystal, then re-written by Monty Python and directed by Mel Brooks. Everything was lethal, everyone was insane, and it was hilarious. He was using Spell Law for the various magical/super-sciency stuff but everything else was Aftermath! mechanics, including the rolling to hit with Firebolts and the gaining of spell lists. I played 4-5 sessions as one of the 'Shinermen of the Apple-Atcha' Mountains.

Wednesday, February 22, 2017

DM Report - Adventure in the East: new 1st level AD&D 1r party in Seaward

  Since I prefer jazz band adventuring and the PCs are leveling, we all agreed to launch a new low-level party.After a bit of die rolling we ended up with:

The Wife - Trixie Redspark, 1st/1st Cleric/Thief gnome
Son #1 - Lennart von Schwabach, 1st Nobleman (custom class from my Far Realms book) human
Son #2 - Ga'Ree Byu-Zee, 1st Magic-user elf
Son #3 - Ludwig von Schwabach, 1st Nobleman human
Son #4 - Anarawd, 1st Bard (another of my customs) human

Thursday, December 22, 2016

How I Prep For Games

  I mean, naturally, 'other than write the adventure and make maps'.
  If we have a quick pickup game, I don't do all of this, but for any game scheduled in advance - I do!

  Once the players tell me which characters they are taking on the adventure I go through my notes on each character to see if there are any hints, hooks, etc. I need to drop. Will Ember recover another lost memory? Will Brigid's sword tell her some lost bit of lore? Will Thorin's bracelet give him more orders?

Monday, December 12, 2016

What Is Going On With Magic?

I clearly remember a certain moment in 1980. It was about the 12th of August. I was at the desk in my bedroom working on an encounter and going through the various 1e books. Shine A Little Love was playing on the eight track (jealous?). I was taking notes on a sage when POW!
  "What is going on with magic?"

Wednesday, October 26, 2016

Crazy Ideas - How Far Am I Willing to Go?

  I am working on Tiny Kingdom (an adventure set in the garden of a mad arch-mage where the characters are just an inch tall) and updating The Book of Seaward (my book of house rules) and prepping a 2nd edition of Far Realms (my rues supplement for the OSR). I am also talking with the kids, playtesting Rolemaster Unified, rebooting a Champions campaign, starting a new business, and dealing with 4 family birthdays in just 15 days.
  So last night I was re-reading Hackmaster 5th because I have absolutely nothing else to do with my time and remember how much I like how they did the fighter/knight/paladin thing. Son #3 was getting some NPC classes (from my book Far Realms, an excellent stocking stuffer, if you'll forgive the hint) when we started talking about NPC improvement. One of his PCs has a hireling, a mercenary spearman, who has been to Skull Mountain 3 times and lived through it all. He and I agreed that this guy has done enough that he is no longer a 0-level merc, but a level 1 Man-at-Arms and can advance to at least level 2
  Son #1 joined in, asking about his 4th level Man-at-Arms, who is fairly tough and has been through the wringer. Son #1 asked,
  "Let's say he drank a potion of super-heroism, grabbed a +2 axe, and brought down, oh, a fire elemental. Could that be enough to transform him into a 4th level fighter? A 3rd level fighter?"
  We also spoke about the DCC 'funnel'; we've only glanced at borrowed rules and never played DCC, but the idea was interesting - can the schmoes of the NPC world become PC classes through Great Deeds?
  Then Son #2 came in with some of his work on Tiny Kingdom and his suggestions for some custom classes for the mice men and bumblebee knights and Son #4 asked if we should just break down and put a mini-retroclone section in front of Tiny Kingdom so it can stand alone; after all, with a bunch of new classes....
  But I said there are not just a lot of great retroclones already, the OD&D/AD&D books can be had, now, so if I am going to make a game, it will be different and new.

  20 minutes later we had this;

 It can be hard to see, but it is an advancement tree for the fighter classes. All start as Men-at-Arms and then you can either stay a Man-at-Arms or move on to Woodsman, Warrior, or Nobleman. Warriors can go on to be Weapons Masters; Woodsmen can be Weapon masters or Rangers; Noblemen can be Cavaliers; etc. It would be similar to the old Palladium RPG but you could move up, down, or sideways, as with hackmaster 5th. Men-at-Arms fight less well and have fewer HP, but a lot more mundane skills. Others trade skills for HP or fighting or special abilities. 
  The other 'big four' classes would have similar trees:
  Allowing players to mix, match, and customize their PCs.
  
  Again, this was back of the envelope stuff from last night - thoughts?

Saturday, August 27, 2016

Leveling Up: I Do It Weird

  Thanks to my G+ feed and the great folks on it, I am going to talk about how I do things and confuse the heck out of everyone.

  The topic at hand is leveling up in AD&D 1e and the fees, mentors, etc. The DMG tells us;
"Experience points are merely an indicator of the character's progress toward greater proficiency in his or her chosen profession..."
"The gaining of sufficient experience points necessary [for] a character to be eligible to gain a level of experience but the actual award is a matter for you, the DM, to decide"
  Interesting, isn't it? Gary goes on to outline a system of rating a character and the roleplaying involved and then discusses a program where characters will be out of play for weeks and spend money, sometimes vast sums, to level up. The fun thing? Going from 2nd to 3rd level should typically cost you so much money that you technically should be 4th level already.

Wednesday, June 29, 2016

A Post Wherin I Commit Heresy

  Some time ago I read the interesting post here.

  The same writer, Lowell Francis also wrote this.

 A fair amount of both lists strike me as common issues (we all want combat to go relatively quickly with little need for a lot of book checks, etc.) and some of it is a well-stated preference (called shots, for example - in a really abstracted combat system they might not be possible in order to make combat smooth, etc.). A few of the items made me pause (why should reloading be a free action? It isn't in Real Life and can be a simple mechanic to offset the advantages of big guns). And others (describing wounds, number of opponents, etc.) are just, well, about the GM and the game and the setting and the adventure and such so....

  But a couple of them caught my eye. On the 'Player' list numbers 12
  'everyone should have someone to fight' 
  15
  'If I'm a magic user, I should be able to dish out damage relatively equivalent to a fighter. Some of those effects will probably be not measured in damage, but in my ability to debuff or disable. I accept that the flexibility of magic means a slight trade off, but I should not be significantly behind other characters. If magic costs mana, I shouldn't tap out in a fight unless I've really pushed myself'
  28
  'I should feel all players have equal opportunities'
  And from the 'GM list, number 2
  'Every player should have something to do in the combat'

Sunday, June 12, 2016

Rolemaster Unified Playtest. Character Creation is starting

As we prepare for out Rolemaster Unified personal public playtest the kids have so far created [we are starting at 4th level]:
 Names may change before sit down.

Oldest son: 'Tomorbatar KhadynKu', a nomad from the Grass Sea. Fighter. Uses Spear/Lance, Composite Short Bow, and Dagger. Focusing on Riding and Mounted Combat as his main skills.
Background - born and raised in the vast plains called the Sea of Grass that the equivalent of all of Asia, Tomorbatar [or just Tomor] is from a family of leaders amongst his people. As many young men from his people do, he left the yurts as a teen to travel with friends to the Cities and earned gold and scars guarding caravans. During a raid by the Grey Orcs he was separated and forced to ride West, eventually riding on out of curiosity. He has reached the Patchwork Lands and hopes to find more than gold - perhaps a land for his people to trade with. Or plunder.
  While he seems rather a straightforward hack and slash fighter, he is more subtle than he appears. He learned to outwit other tribes, the wily Goblins of the ravines, and the merchants trying to fleece young men from the plains. He plays a very convincing 'dim witted, uneducated barbarian' while seeing and hearing everything around him.

Third Son: 'Guarin', a thief from Ravensport. Thief. Uses daggers. Focusing on the core thief abilities and social skills. Guarin is from a family of thieves. His grandfather was a pickpocket, his grandmother an expert at sweating and clipping coins. His mother, who was run out of a decent, if poor, family for associating with his father was a con woman of the first water who specialized in rolling drunks while his dad was a second storey man. His uncle was one of the best box men in the business and his older brother branched out into smuggling. In the meantime all his paternal cousins were in protection, gambling, loansharking, and blackmail.
  Guarin started at the age of 6 helping his cousin as a beggar (he played her poor, blind son) and graduated to beggar/lookout by 8. He went on to work short and long cons, work as distraction on snatch jobs, and a touch of smuggling.
  But he wanted more than to be just another member of the family living in the same quarter of Ravensport doing the same things. So on a smuggling run he hooked up with another group of smugglers, then a greay market merchant, then just kept traveling. He is hoping to find something he can use his skills with that can fill him with pride and that other people, decent people, will admire.
  While he is very genuinely a nice, charming young man his instincts and training are always there. People that meet him tend to share this experience - he is funny, charming, and a great companion. He pours wine for all as he tells stories ranging from hilarious to gripping. He recommends the very best food and shares bites of his dish with all so they can also enjoy it. He dances a jig, teaches new drinking songs, and gives excellent advice. Then he begs off, bids everyone well, and leaves - the bill, for everyone else to pay. In the morning he is off to another town.

More to come

Monday, September 7, 2015

Second Edition Character: Marko Ziga, Halfling Rogue

Two of my sons are Co-DMing an AD&D 2e Skills and Powers campaign so I am making three characters (we are going to jazz band adventure).
  My first is Marko Zigo, a halfling rogue.

Stats
Strength/stamina: 9  /muscle: 9
Dexterity/aim: 17  /balance: 17
Constitution/health: 12  /fitness 16
Intelligence/reason: 13  /knowledge: 17
Wisdom/intuition: 8  /willpower: 8
Charisma/leadership: 16  /appearance: 12

Racial Abilities
Stealth: When not wearing metal armors and alone or well in advance of a party he surprises as an elf.
Saving Throw Bonus: He gains a Constitution/health based bonus on all saves versus poison and magic.
Detect Secret Doors: He detects secret doors as an elf.
Mining Abilities: He detects direction underground in a 3 in 6 and he detects slopes/grades on a 3 in 4

Thief Skills (totals at 1st level)
Find and Remove Traps (40%)
Open Locks (35%)
Hide in Shadows (40%)
Move Silently (45%)
Pick Pockets (40%)
Climb Walls (55%)
Detect Noise (30%)

Other Class Abilities
Backstab
Followers (at 9th level or above)
Weapons Specialization as a fighter (at 6th level and above)

Weapons Proficiencies
Short Sword
Dagger

Non-Weapon Proficiencies (using my 2nd Edition Master List of Skills with inverted check numbers)
Tumbling 10+
Throwing 9+
Juggling 10+
Singing 15+
Prestidigitation 10+

Background
  Marko was raised by humans from a clan of Travellers. His adoptive parents have told him all of his life about how he was found in a blackberry thicket not far from a burning wagon and how his halfling mother had hidden him from attacking bandits before she, herself, had died. The Ziga clan had taken him in and raised him as one of their very own.
  Marko enjoyed his childhood of travelling between various villages and towns, entertaining the locals for food, drink, and a few coins, then moving on. He became a skilled performer, himself, and he took to the other skills of the Zigas, such as opening locks and remaining unseen, with an innate talent. His keen sense were also well trained.
  After many years as a Ziga Marko was ready to join the clan as a full adult, gaining his own wagon and being given a bride by the clan elders. His adoptive sister, Jili, took him aside and told him truths that shook his understanding of the world. Jili, who had been 8 years old when he was found, told him that he had been stolen from his parents in retaliation for his father having a Ziga arrested for theft. The clan appreciated his skill but he would always be a Foreigner, an outsider, to them; he would never have his own wagon, he would never sit in council, and he would certainly never have a Traveller wife.
  Marko, who knew how much Jili loved his as a brother, accepted the truth immediately. He gathered his hidden wealth and departed immediately. Jili could not remember where his home village had been (she was very young) but she gave Marko an amulet that had been in his swaddling clothes.
  Now Marko, still in love with the footloose life, wanfers the lands searching for adventure and clues to his own family.

Personality
  Marko is a genuinely happy person, always ready to laugh, smile, make friends, sing a song, and drink an ale. While always smiling he is also always watching and listening, catching every fleeting expression and every crack in the wall.
  He is slow to trust others, but is trustworthy himself, almost to a fault. After learning his entire life was based on lie he refuses to lie. Having learned that his 'little tricks' were actually robberies of others he is now uses his skills to search for lost hoards, not to work a crowd.
  Because of his upbringing he has a very human outlook on life and tends to dress like a human (linen shirt, linsey-woolsey trousers with suspenders, a linsey-woolsey vest, leather boots, and a porkpie hat) rather than as a halfling.

Saturday, August 22, 2015

DM's Play Report: The Mice Men

  Son #3 has been asking for a quick solo adventure for some time so today we did it.

  The Good Guys:
  Godfrey, 4th level Human Scout (one of the classes from Far Realms)
    his henchman Karl, 2nd level Human Scout

  Margurlward the Magician, NPC that is paying for the mission

  The Bad Guys:
  24 Mice Men warriors
  6 Mice Men archers
  3 Mice Men thugs
  1 Mouse Man Witchdoctor
  The King of the Mice Men

  The Setup:
  I took the basic premise and setting of Ulo Leppik's great one page dungeon named Teeny Tiny Dungeon and modified it a great deal.  I took his idea for little humanoids, crossed it with some of the ideas of Tarzan and the Ant Men (a book I read 4 times as a young teen) and slapped it on the edge of the Briars.
  Margurlward has a sturdy stone cottage on the edge of a thorn spinney on the verge of the Briars. He had long noted that small objects went missing, especially if dropped on the floor. A year ago while preparing scroll ink he had spilled a pouch of gems (meant to be crushed for the ink) and most had vanished. Things escalated recently when he dropped a jewelry case, scattering a handful of magical rings and he saw a few of them dragged away by wee men who took it through a tiny door by his fireplace!
  Margurlward had done his best to block off the door and has brewed a set of Potions of Diminution and is looking for an intrepid band to recover his valuables.
  Unfortunately, everyone he speaks to think he has lost his mind!
  Luckily, he met Godfrey and Karl in a tavern in Esber, just a day from his cottage. The two men concluded that there was nothing to lose to investigate for themselves and went to the cottage.
  After arriving Margurlward removed his barriers to show the entrance, just 1 inch high. Godfrey removed a 5 g.p. gem from his pouch and tossed it near the tiny door and was amazed to see a band of tiny men rush out, grab it, and run back into the fireplace!
  The two scouts secured bandoleers of 4 diminution potions to their bodies and Godfrey drank one, telling Karl to remain behind, full size, while he scouted.
  Godfrey carefully entered the unsecured door and found a series of tunnels and caves (to him 5 inches looked like 30 feet!) within the river stone and mortar chimney and hearth. Some of the tunnels led to mouse tunnels (carefully sealed off and blocked with toothpick barricades and stout little doors). Others to a store room full of coils of stout rope (thread), mighty iron poles (fork tines), fist-sized chunks of iron (filings), etc. He also burst into a room with 8 of the creatures - they looked like broad-shouldered, muscular men dressed in mouse-hide boots, breechclouts, and cloaks armed with iron-tipped toothpick javelins and battle axes. While they appeared otherwise human their hair was more akin to mouse fur and their eyes were solid black.
  Godfrey surprised them, allowing him to slay two immediately with well-placed arrows. He killed another with arrows, but was wounded by javelins. He fled along the twisting corners, losing them long enough to set an ambush near an anti-mouse barricade.
  He was able to use his Scout ambush ability to kill 3 more of them with arrows and killed the rest in melee, but was very close to death and almost out of arrows. He dragged himself into a storeroom to catch his breath. He recognized a scent coming from a huge drum an, wrestling off the massive lid, found enough Keoghtom's Ointment for 2 doses ( in his present size). Healed up (and with a backpack full of the second dose) he left the fireplace warrens and had his henchman join him - bringing 80 more arrows!
  They re-entered the tiny tunnels and immediately faced a flurry of javelins (minor damage to both) before the band of warriors fled. They followed them very carefully, avoiding a second ambush and being ready for the mouse that was released into the tunnels behind them! After fierce fighting Godfrey and Karl used potions and continued exploring, finding a large room where another band of mice men were being rallied by a huge mouse man covered in tattoos and wearing a mouse skull helmet. There was a wizened, old mouse man leaning on a staff next to him and three doughty warriors with handlebar mustaches and whips guiding a warband at them!
  The two scouts used a bend in a tunnel to shield themselves from javelins and their bows made the cost of closing with them very high. Godfrey's broadsword held the tunnels while Karl fired at foes beyond. Over matched, the mice men fell back while Godfrey and Karl sought a place to catch their breath and use the last of their potions. Reinvigorated, they took up positions at anti-mouse barricades with good fields of fire and waited.
  Eventually the last of the mustachioed thugs led a strong band of warriors into the kill zone and, once again, the scouts achieved surprised, activating their Ambush abilities. The thugs went down in the first salvo and half the warriors lay dead before those still on their feet got into melee. Within a few rounds Karl was collecting arrows and Godfrey was using the last of the Keoghtom's to heal up.

  Penetrating deeper they encountered 4 archers firing from a platform with a gold rim - they were firing from inside a +1 Ring of Protection! As Godfrey and Karl killed the archers a group of warriors attacked them from behind and the old mouse man cast a spell that resulted in a ghostly rat biting Karl, injuring him badly. The two heros cut down the warriors as the old man fled, then began to roll the ring out of the tunnels. This led to the King of the Mice Men rushing them while their bows were away.
  The duel between the king and the heroes was hard fought and almost caused Godfrey's death, but they prevailed. Luckily the king had more salve in his possesion, so both could heal up.
  The few pitiable survivors surrendered soon after. Godfrey and Karl tied them up, then continued to explore. They found a portal to the fireplace that opened through a Ring of Fire Resistance; they found the magician's missing jewels, hidden within a Ring of Invisibility; the king's, throne was inside a large ring with a diamond; and the king's bed was within a Ring of Warmth.
  As they entered the king's bedchamber the mouse mage struck, casting a spell that caused spectral weasel jaws to snap shut on both Godrey and Karl; Karl was reduced to 1 hit point, Godfrey to 8! Godfrey leapt forward and was just able to kill the mouse mage before his next spell!
 
  The explorers spoke with their captives and founf they were exiles from a distant land where there were many men like them, mouse men who warred with the bee men. This land was deep in the Briars. Feeling pity, Godfrey made them swear an oath to never return and released them through a hidden door to the garden and watched them vanish into the spinney.

  The two removed all of the loot, grew to their normal size, and received their reward - 300 g.p., the rings, and the sole remaining Potion of Diminution. Marlgurlward negotiated and paid them 500 g.p. to also get back the diamond ring.

  33 said he had great fun!

Thursday, August 13, 2015

What I Do As A Dungeon Master: When A New Character Is Made

  I love running what I call 'jazz band adventuring'; it gives me and the players a great deal of flexibility and lets the stakes be really, really high without running the risk of derailing the campaign.
  But it also means that the players are rolling up new characters relatively often.
  I have a series of things I do for new characters joining the campaign. I make sure to sit with them and work up an outline of a backstory. They flesh it out, but I collaborate for things like home village name and location, family background, etc. I will also often work through initial gear and tell them to make sure they do or don't get certain things. For the rest I usually wait until the characters are actually about to be played (the day before a session, usually).and then give them:

1) Print out a list of what they know.
    This has three main sections; facts they know; PCs and NPCs they know; rumors they've heard. If the player's backstory needs certain details from me, I include those, too. For example, my wife's barbarian character Brigid is from a clan in the middle of a feud, so I included the name of that clan.
  2) Give them a list of any 'extra stuff' they start with.
    This can be all over the map; fighter with the secondary skill of 'farmer' might have extra rations from his mother; a thief with a backstory that he works the streets as a pickpocket for cash might have a specialized tool or two; a nobleman might have a silver-accented saddle and a valet. Once (working with the player) the half-orc fighter/thief fresh from an orphanage started with the flu!

  This isn't a lot of stuff and it doesn't take much time or effort, but it pays off a lot, especially since I know their backstory.

  Then, before the game, I also add them to my character roster. This includes the usual stuff, like name, level, hit points, stats, etc., but also a sketch of their backstory, the list of what they know and their extra stuff, and such. Last but not least I keep my own notes on major magic items, big adventures, and my behind-the-scenes stuff, as well.

  Again, all of this takes maybe 30 minutes, total, per new character but it pays big dividends! The players feel plugged in to the campaign and I can keep track of plot lines much better.

Saturday, July 11, 2015

DM's Report: Back to Skull Mountain

Background  (outside the game)
  Back in 1979 I started my first Skull Mountain maps, my early attempts at a 20 level dungeon. Those maps and notes are long, long gone. I did a reboot in 1986 when I moved and started all new people in the Seaward campaign, then I cleaned it up in 2002 when the kids got a little older. About 3 years ago I decided to change it radically below the third level, which is ongoing.

Background (in the game)
  The origins of Skull Mountain are lost in obscurity. The Old Road existed when the elves arrived and was old then. The Keshi (human barbarians that were the first people in the region) speak of it in folktales as existing when they arrived, although they tales often contradict each other. 
  What is known is that centuries ago the Black Cult, devil worshipers, moved into the upper levels and used it as a base. From Skull Mountain they effectively ruled the Briars and the forests all the way to the Freshet River. Their raiding parties took captives and victims as far away as the borders of the Four Counties. The granite dwarves set more fortresses and the forest elves set more guards because of the Black Cult.
  After the coming of the Robians and the crowning of the First King of Seaward, however, the new kingdom began to push against the cultists. After 50 years of conflict the forces of the cultists were broken at the Battle of the Plateau and a triumphant King Alaris led Archbishop Ulfrick into the mountain to shatter the foul altar.
  A garrison was left at the mountain for a generation, but then withdrawn. Over time the interior of the Briars became ever more wild even as villages crept towards the edges. Drawn by stories of hidden treasure in the 100 years since the garrison left occasional expeditions went to the mountain but encountered little more than kobolds or a lone ogre in the ruined caves. Two years ago an expedition (of PCs) went there and wiped out a small band of bandits but found access to most of the complex blocked off.

Recently
  Two different groups of PCs have noted columns of smoke coming from the area of Skull Mountain, always the morning after a Full or New moon. Ominously, those are the times the Black Cult would perform sacrifices. A few of the PCs decided to round up a team to explore Skull Mountain.

The Party
Brigid: 2nd level Barbarian (one of my custom classes). From the island of Eiru. Armed with Mor Altach, an enchanted broadsword of mysterious origins and power. Played by my wife.

The Seeker: 2/2 level Magic-user/Thief, half-elf. Has a Ring of Invisibility he took from an ogre. Played by my oldest son.

Starfalcon: 2nd level Ranger, half-elf. Excellent hit points, no magic items of note yet. Played by my second son.

"Clint": 2nd level Paladin, human. Technically, has not revealed his name. Has a Minion's Sword. Played by my third son.

Telnar: 3rd level Cleric, human. One off maximum hit points, great armor class. Played by my fourth son.

Kaspar: Henchman to the Seeker, human. 1st level Scout (another custom class).

Merle: Hireling of Clint, human. Mercenary footman with a spear, short sword, scale, and shield. 

Alferd and Gerd: Hirelings of Brigid, both human (and first cousins, too). A merchant and porter. Fiercely loyal because Brigid saved them from being sacrificed by a kobold shaman.

The Adventure
  Seeker and Clint had been on the previous expedition to Skull Mountain and still had notes and a crude map they had made. Brigid had seen the smoke and mentioned it to Clint in the town of Old Bridge. Clint knows Telnar, Telnar knows Starfalcon, and Starfalcon knows Seeker. 
  The group had to wait a long time for the weather to be a bit more steady and to prepare, finally setting out at the end of the month of Highsummer.
  The first day was very hot, so hot the warriors shed their armor and the party was slowed. Luckily they were still in patrolled lands. They made it to the village of Esber just before Noon.
  Esber was bustling with activity. The walls were freshly patched, hoardings were being constructed facing the Briars, and barrels of rain water were scattered around to fight fires. The party stopped at the Bloody Sword tavern to rest, cool off, and listen to gossip.
  Others had noted the smoke besides the players and the Baron of Old Bridge had stepped up patrols near the Briars and up the Old Road. Eventually the Count had heard of this and had sent one of his own patrols to scout all the way to Skull Mountain just a week prior.
  The patrol was never seen again.
  So Esber is getting ready for war.
  The party didn't linger, but continued toward the Old Road. They reached the entrance at twilight and camped by the entrance to the Briars without incident. 
  The next day was cooler, although still. 
  The next day was still cooler and about as uneventful until later. A black bear wandered into camp and attacked!
  That's when an evening of dice weirdness began - 
  Brigid was on watch and armored. The bear could not miss her.
  No one could hit the bear.
  After far too long the bear was dead and Brigid needed a ton of healing, but was fine. The cleric went to bed and in the morning the part moved their camp off the road 100 yards (hard in the briars!) and left their tents, horses, extra rations, and the hirelings. Then the players and henchman headed to the plateau.

  The party swept the plateau, all while under the forbidding gaze of the entrance (which resembles, of course, a massive human skull with an open mouth full of fangs) and found the remains of a massive bonfire on the center. From the bones in the ashes the party concluded the Count's patrol had been sacrificed and then burned, which is what legend said was the custom of the Black Cult.
  The party entered the entrance cave, a massive space over 120' across and 90' high. Reflected light revealed that the massive bronze doors that guarded the Long Tunnel (which leads to the ancient Cathedral of Devils) were still shut. After a brief look around the party felt they were being watched. As they were leaving they were attacked by javelins, mildly hurting Clint. It took a few rounds to locate the attackers, but eventually the party's arrows killed two kobolds, each on a separate elevated guard post.
  Searching revealed that there were concealed ancient iron ladders leading to each position. Seeker scouted and concluded neither had been on watch long and, on the higher post, found a secret door.

  More dice oddness: each and every time the half-elf came within a few feet of a secret door I rolled a 1. They discovered secret doors that evaded multiple searches on the last expedition!
  The door led to an old, but sturdy, spiral staircase of iron going up. About 40' up was a landing with a mesh separating the interior from the flock of stirges that inhabit the cave behind the eyes. The landing was obviously long untouched. In a corner was set a crystal, seemingly enchanted, that allows people to watch the opening to the plateau from the Old Road. The staircase continued, so the party followed it.
  After a very long climb they came to an iron lid secured by a locking wheel. After opening it they found themselves on the upper slopes of the mountain itself, near a concealed trail. The trail leads to the very pinnacle of the mountain which, they find, has a very large concealed hollow open to the sky. Obviously long abandoned, the oval shape has a staircase and ledge at the far end, which they walk to. Looking back over the hollow the party realizes it is a dry dock!
  On the ledge iis  a large device like a spyglass mounted on an articulated arm. The spyglass allows them to look out over vast distances. Seeker notices that the several joints have dials marked 1 through 4; by aligning the joints with the numbers the spyglass has 4 pre-set targets; 4th is the middle of Timber Lake (which is well over the horizon); 3rd is the sky almost directly above; 2nd is the city of High Morath, which is not just over the horizon, but on the other side of a mountain range; 1st is the peak of the Demon's Eye, an offshore volcano.
  After some calculations and referring to a book Telnar and Seeker agree that the place in the sky is the location of the Third Moon at midnight on Midsummer - three weeks away.
  Seeker remembers finding a long-abandoned trail to the peak from a place in the Briars on a previous expedition, but does not take the time to look for the other end.

  Returning down the ladder, the party went back to the guard post -
  and surprised a kobold inspecting his dead comrade! Seeker backstabbed it, killing it instantly, and Kaspar picked off the one on the other ledge with his bow.

  The party slipped to the North end of the cave, finding the small outbuildings were still there, around the 'side door'. Seeker heard noises on the far side, but the door was unlocked; the party squared up and kicked open the door.

  More dice weirdness! The party had 2 segments of surprise, letting Kaspar use his ambush bonuses for being a scout - and rolled under a 5 with all 4 arrow shots! Luckily Clint and Brigid made very short work of the 4 kobolds. The party then cut through a supply room and crept into a massive kitchen, surprising and killing another kobold who was guarding two human teens who were chained to the stoves, cooking.
  In another bit of oddity, the party got surprise every single time they struck at kobolds!
  The teens had a lot to say; a monster had snatched them from their beds weeks before and carried them here to cook for the kobolds; there were about 40 kobolds all together; the kobolds ate in three shifts of 15, 15, and 10; a human male was leading the group and he had a human lieutenant, a goblin thug, and 'the monster' - a great hairy creature in robes that had kidnapped them from their village weeks ago; a strange woman in a hooded robe came by every month to give the human leader orders - everyone was afraid of her; and the next meal for 15 kobolds was going to start real soon.

  The party got ready explored the vast dining hall adjacent to the kitchen. The kobolds were only using a few tables near the kitchen entrance. There was a raised dais at one end; Kaspar and Starfalcon hid behind an overturned table that had been there for years, it seemed. The rest waited in the kitchens and had the rescued slaves follow the usual routine. Before too long 15 kobolds and a goblin were seated, chanting for food.  After the teens had served, the party casually walked in, hoping to surprise them.

  The goblin noticed them, prompting Starfalcon and Kaspar to begin firing; they were very deadly with their bows! Brigid's rage kicked in, turning her into a death machine. Clint stuck close to her and was also mowing down foes. Telnar protected the mage - by also killing kobolds.
  The fight was over in a surprisingly short time. After the goblin was cut down the remaining kobolds surrendered and were trussed up, but there was still damage done to the party. Seeker checked the other door into the dining hall...
  ...and saw a large figure, in a robe, rushing toward the door with a jerky, staggering gait. He slammed the door and the party prepared for the Hairy One (obviously a bugbear) to come in at them.
  The screams of the teens, still hiding in the kitchen, alerted the party that the bugbear had circled around.
  The bugbear burst in, attacking with a staff. The party did a fair job against him and then - Seeker got off his Sleep spell, dropping the creature before it could complete it's own spell.
  The hour was late, the party was tired (the kobolds had hit much more frequently than they should have), hurt, and low on magic, and they had not just kobold captives but rescued NPCs; they left for camp. They were careful to confuse their trail, then met up with the hirelings at camp and rested. The hirelings had made camp against a spinney (an impassable ticket of briars) under a needle tree:
Like this, but with a lot of thorns

  and had put up a thorn barrier around the horses and the tents as well as a sort of briar boma around the fire. All this was because of the threat of stirges so close to the mountain. The night was quiet.

The party set out at dawn, alert for ambush. The found that a tripwire had ben set over the entrance - linked to crossbows set up in the shadows. There was also a concealed strip of poisoned needles and another tripwire connected to a hidden ballista. All were discovered (the dice!) and disabled. While searching for traps the party also found that one of the horses had been brushed, fed, watered, and was saddled up, ready to ride. This one was concealed in a corner of the cave behind a natural pillar. Seeker sabotaged the girth strap so that the saddle would fall off after just a few miles of riding, at most.

  Inside the first room all was quiet. They immediately found a trap on one of the doors they had not yet taken and, again, disarmed it. Beyond was another ballista set up to fire when the door was opened. It was in a long corridor and, about 120' along, the party saw a man carrying a lantern turn right at a junction in the corridor.

  The party went into Deliberate Mode, checking all the doors as they passed, watching for tripwires, and maintaining a 720 degree scan. They found that the ancient complex was mostly empty with the kobolds taking up just a corner of the space that once held only the entrance guards. They did, though, find a door marked with the rune of a mage of House Relleth. The party avoided the Wizard Marked door as it appeared it had been untouched by others, as well.
  The party also avoided trying to enter the obvious prison area (the locked iron grate helped deter them). But at the end of a another long corridor they spotted a man bent over a table studying something and taking note. The door to the room was open and there was a lit lantern beside him. Suspecting an ambush, the party started checking nearby doors.
  In the first room they surprised a group of kobolds and wiped out all 8 in a single round. As they returned to the hall the man in the room left through a distant door. The party continued their deliberate course and over time wiped out the rest of the the kobolds and the last lieutenant, a human. But the man they had seen had vanished.
  They quickly found a secret door (AGAIN!) and followed a passage then chased the man all the way to the entrance cave, where he leapt upon the prepared horse and ran off. The party pursued on foot as fast as they could, hoping to get to their own concealed horses before he lost them.
  On the road, however, they found their mercenary hireling holding a horse! he explained he had been watching the road (as ordered) when a man came galloping by - and his saddle fell off, dumping him! The man had simply kept running. The party mounted their own horses and pursued.
  before too long they saw him on the road ahead and called out. He turned, calmly drew his sword, and waited. Clint remained mounted, with his lance, as a backup as Starfalcon and Brigid closed in on foot. Seeker turned invisible and began creeping around and Telnar stood by, ready to assist. The fight began and it quickly became obvious that the leader was a very skilled warrior.

  For a round or two. 
  The dice kicked in again! All day the monsters had been hitting a lot. The kobolds were obviously hitting about twice as often as statistic said they should. At the same time, the party was hitting well below what they 'should' be (their rolls vs. the bear random encounter were so terrible they joked the bear was invulnerable).
  Well, that was all corrected immediately. The boss, a 6th level fighter with a magical sword, hit very seldom and did little damage. They party, though, made up for previous bad rolls in hitting and hurting the guy. After 6 rounds he was dead and the fighters, although bloodied, were all alive.

  The party returned all the way to Skull Mountain and tossed the place, bringing in quite a haul of stolen goods and a few magic items.

  More soon!

Thursday, June 18, 2015

Why Wizards Don't Suck on the Battlefield

  This is, naturally, directly related to my last post.

  A little over a quarter century ago we had a guy sit in on a game for a session or two. As I recall he was playing a 6th level magic-user with an interesting mix of magic items and spells. He joined a large party (5 players and 8 characters, I think) and we went to Lew Pulsipher's Mount Thunder, where PC skulls as common as mice.
  The party got into an altercation and the visiting player cast Mirror Image, then Shield. The he drew a dagger and closed with the front line, doing very well for himself and helping turn the tide. This led Lew to discuss the idea of Pocket Quarterbacks vs. Fran Tarkenton. Wizards who stay in the middle of the formation and lob spells over his defenders = pocket quarterback. Guys like the visitor who wander around both casting and fighting are Fran Tarkenton (look him up, kids).

  While I have certainly mentioned what I call the Four Roles a few other places, let me repeat them;

    1) Fighters are Physical Offense
    2) Magic-users are Magical Offense
    3) Clerics are Physical and Magical Defense
    4) Thieves are Intelligence and Scouting

  And the other classes make sense, too; paladins are physical offense and magical defense, etc.

  Now, while I say, many times, wizards are magical offense and have said very recently that wizards suck on the battlefield (see the link in the first sentence) that isn't quite all there is to say. See, wizards don't have to suck on the battlefield, you just need to stop thinking of them as artillery and start thinking of them as melee combatants.

  Yes, really.

  While a wizard is artillery to a party they aren't to an army. But 'not being artillery' doesn't mean 'useless in battle'. Let's talk a little about wizards on the battlefield and mention Battlesystem.
  You remember Battlesystem right?

  Anyway, let's look at the spell caster above. Good armor class from the Shield spell; the Mirror Image adds to his survivability. How about we toss in, oh, Blink? Wow! His survivability goes up farther, he's more capable in combat (lots of flanking and rear attacks), and all of his images start blinking around, too!
  If he were to engage a Battlesystem unit I might treat him and his images as a unit, not an individual (there are a lot of him) and I might make the opposing unit make a morale check for 'engaged with an enemy they cannot hurt', especially if they have low hit dice. These spells are easily accessible for a 5th level mage. Other good 3rd level spells for the battlefield are Haste and Slow (although they would only affect one unit marker in an army). Invisibility, 10' radius might allow a unit to move around the battlefield for a while.
  Another major battlefield impact available to the wizard is Wall of Fire; this spell can be used to stop arrows and protect a flank in an emergency. Wall of Ice, Stone, Iron etc. are similar.

  But the really big one at 4th level must be Hallucinatory Terrain.

  Normally I stick to the rule for 1e spells that "outdoors the range changes to tens of yards but area of effect stays tens of feet'. I make an exception for Hallucinatory Terrain simply because it can't do what it is described as doing ('open fields looking like a swamp', 'a rock strewn gulley looking like a road') so I have its range and area of effect switch to tens of yards

  The ability to hide the real terrain of a battlefield should have obvious advantages! Your reserves are bidden behind a 'steep hill'; the open field now looks like a huge thicket of scrub and boulders; the inviting open field to the left flank of your army is actually a river; etc.

  But this leads us far enough down the primrose path to discuss the true magical master of the battlefield. That is, of course,

The First Edition Illusionist!

  That's right, the 1e  illusionist is the King of the Battlefield.
  Let's look at what a 9th level 1e Illusionist can do with a selection of spells
  1st level- Wall of Fog, Hypnotism, Detect Illusion, Phantasmal Force
  2nd level- Fog Cloud, Mirror Image, Improved Phantasmal Force
  3rd level- Invisibility, 10' r., Hallucinatory Terrain, Spectral Force
  4th level- Massmorph, Shadow Monsters

  While Wall of Fog and Fog Cloud do no damage, they are good at providing concealment and perhaps making foes move if they think the Fog Cloud is a Cloudkill. Not great, but not useless.
  Mirror Image, Detect Illusion, and Hypnotism are really about self-protection.
  Invisibility, 10' r. and Massmorph are about concealing units on the battlefield. If the illusionist gets a chance they can hide an entire unit (up to 90 creatures) as a copse of trees (Massmorph) or simply make up to, oh, around 40 medium creatures invisible. The sudden appearance of 40 heavy crossbowmen in what was thought was an open field would be a bit of a shock. Having 90 heavy infantry appear on the flank you though was anchored by a thicket of oaks would be even worse!
  I mentioned Hallucinatory Terrain above. The reason it is even better for illusionists is they get it a level earlier - a 5th level illusionist can potentially hide parts of the battlefield.
  The Phantasmal and Spectral Force spells, though, have the potential to truly wreak havoc on the battlefield. The have ranges of up to 170 yards (potentially out of short bow range) and the illusion can travel anywhere within range. While magic-users get Phantasmal Force they get it as a 3rd level spell while illusionists get it as a 1st level spell (!) and illusionists have sole access to Improved Phantasmal and Spectral Force - both of which last for 2 or 3 rounds after the caster ceases concentration and include some more senses other than just sight.
  Each of these three 'pure illusion' spells can create a huge range of effects from ditches filled with flaming tar to 500 pikemen in formation. Also remember; unless foes disbelieve in their nature AND make a saving throw these illusions can injure and kill!
  The sneaky spell here is Shadow Monsters. I say sneaky because of the impact it has on the other spells. Shadow Monsters is, really, an illusion so good it is partially real, but it can only be used to make creatures - almost a summoning. A 9th level illusionist could use this spell to make a giant, 2 ogres, 10 goblins, or 18 kobolds. The latter two are, effectively, battlefield units.But the Shadow Monsters stick around after the caster is doing other things and keep existing and fighting (if diminished) even when successfully disbelieved. Shadow Monsters, with its range of only 30 yards, is a really nasty surprise to any unit that gets too close to the caster and could be a last minute way to plug a gap in the lines in an emergency.

  So - what would fighting a battle where one side had an illusionist like that look like?

  Baron Mordan was indignant. He had been for over a year, ever since the king gave a grant of land to some upstart from the city. Mordan had learned from friends that the man had begun life as the son of a scribe and had made a fortune as a vagabond and mercenary before earning the king's favor on the Orc Marches. 
  Mordan was descended from nobility and was a 5th cousin to the king! Yes, yes, he was aware that by being the 4th son of a 3rd son he was reduced to a small barony on the border. While this land had been prosperous under his father Mordan struggled to generate any real income from the lazy peasants. When he found out that the king had given the next valley West to some common scribbler he had been furious!
  Burt Mordan had begun working immediately; his men at arms were loyal before too long there had been a series of 'problems' on the border between Mordan's lands and those of the new "baron" Worrel. Mordan had complained loudly and bitterly over each incident, even after his own brothers had told him to be silent. But it had paid off - at the last moot Worrel had directly accused Mordan of deception and theft. Worrel had offered to trial by combat, but Mordan knew of the man's reputation as a swordsman. No, Mordan had insisted on the old ways, the Lord's Battle ways. No scribbler could be a commander of men like Mordan; now it was to be settled by force of arms!
  Mordan had set out with his own 50 heavy cavalry, 200 medium foot, 300 militia short bow men, and 500 militia pikemen with an additional 100 heavy foot mercenaries (whom he planned to pay with loot).
  He knew the upstart had only 100 light cavalry and 200 medium foot with perhaps 200 militia archers and 300 militia pikemen.
  After 3 full days of marching directly toward Worrel's keep Mordan had yet to face any opposition. The villagers had fled, seemingly ordered by Worrel, and there was no battle. But on the evening of the third day Mordan arrived  on the top of the last hill before Worrel's keep.
  He had to admit - waiting to fight here had been the best option for Worrel; The forest on Mordan's right flank  and the river on his left would limit his mobility. He noted that the meadows near the river were marshy, so his cavalry and heavy foot would need to avoid that area.
  On the other hand, Worrel had erected no ditches, palisades, or stakes in defense - the only thing between Mordan and the keep were the few forces of Worrel! Mordan pitched his camp between the trees and the river less than 500 yards from the outermost of Worrel's troops.
  Dawn was clear and crisp, promising a perfect day for a battle. His commander told him there had been only one incident in the night - a guard had vanished. Probably a deserter, as nothing was missing and there were no reports of trouble.
  Worrel's forces were drawn up about 400 yards away; a pikewall 100 men wide and 3 ranks deep with 50 medium foot on each flank; Another 100 medium foot were on Mordan's right, 100 light cavalry on the left, with 4 groups of 50 archers each 20-30 yards behind. Worrel's forces made a line from the swampy river on Mordan's left to the heavy trees on Mordan's right. Mordan did not see the rest of the foot and assumed they were in the keep.
  Mordan decided simple was best; his pikemen formed up as the center, 3 ranks deep and 100 men wide. The main pikes were flanked with 50 medium foot on each side. The mercenaries formed on the right flank, the cavalry on the left. The short bow men were in a group 50 men by 50 men 50 yards behind the pikes. He kept 200 pikemen, 50 bow men, and 50 medium foot in reserve with another 50 medium foot guarding the camp. While Worrel's light horse would be more maneuverable in the marshy land on the left if they did anything Mordan's heavy cavalry could charge the flank. With the light cavalry pinned Mordan would simply march up, wait for the pike crush, and have the mercenaries roll over the medium foot. His reserve would then follow on and pin Worrel's forces against the river.
  He'd own the barony by nightfall.

  Before too long Worrel's archers began to fire, mainly at the pikes. Mordan had his own archers target Worrel's archers. Mordan heard a cry from the right - a group of heavy foot were marching from the trees! In just a few moment 150 heavy footmen in Worrel's livery were formed up, blocking the advance of the mercenaries. A moment later, they began marching forward, apparently eager to attack the smaller force ahead of them!
  Mordan shifted his archers to the new threat and while they began to fall it wasn't fast enough - the larger force was going to hit his right flank hard.  With a loud battle cry the mercenaries rushed forward to engage and-
  Worrel's heavy footmen vanished, like a puff of smoke. 
  Mordan stood in his stirrups, staring at the right flank. The mercenaries were disorganized, almost a mob, as they tried to find their missing foes. Mordan sent a runner to order the mercenaries to form back up and continue their advance.
  He realized his archers didn't have orders, but before he could order them to fire on Worrel's archers there was another shout, from behind him.
  A wedge of heavy cavalry, also wearing Worrel's livery, was trotting towards his rear! The archers, completely unprotected, were scattering , most of them running for the shelter of the reserves, who were forming a square, or the treeline. Mordan ordered his cavalry to wheel as he sized up the new threat - 80 cavalry, all in plate with lances! He faced a dilemma; if he engaged them, Worrel's light cavalry would be free to move; but if the heavy cavalry engaged bypassed his reserves his main body would be forced to form squares. He decided to charge the cavalry. He quickly sent a runner to order the reserves to the left and to move the mercenaries to cover the rear of the pikewall.
  Very soon his was leading his horsemen at the trot, then a full charge at the enemy. He leaned forward, lance in hand, ready for the terrible shock of impact....
  And the enemy rode through his forces like ghosts. Several of his men slipped from their horses when there was no impact, a number of horses stumbled and went down, likewise. Some lay still, seemingly dead.
  He gathered his cavalry together, minus 10 men unhorsed, and took stock of the situation.
  His pikewall was still slowly advancing and still under constant enemy arrow fire. The mercenaries, having seen the vanishing enemy horses, were struggling to return to the right flank to oppose Worrel's footmen. His reserves remained in a square with about 1/3rd of his archers within, the rest of his archers were scattered.He and the remaining 40 heavy cavalry were out of place. And where  Worrel's light cavalry had been waiting there was now a thick wall of fog, hiding them from view. 
  Like phantoms, the light cavalry appeared out of the fog and began a charge across the battlefield between the opposing pikes towards Mordan's right flank! Realizing Worrel hoped to catch the mercenaries before they could get back into formation he ordered his tired cavalry to follow him as he raced to keep them from catching scattered infantry in the open.
  He knew his horses weren't fast enough to beat the enemy cavalry there, but they could drive them off before too much damage was done. If he was lucky he might drive them back into the medium infantry behind them and try to roll up Worrel's flank.
  Looking back he saw - Worrel's light cavalry charging out of the fog. But that was impossible! Both groups were the size of all of Worrel's cavalry! The second group was charging, at full gallop, along the river bank towards Mordan's rear. Remembering how marshy the meadows were he decided that those troops must be more phantoms, like the earlier ones, to distract him from the real troops, ahead.
  The mercenaries, realizing they were about to be caught in the open, had hastily formed into 4 small squares as Worrel's lancers approached. The light cavalry ignored them, however, and charged around them, heading along the treeline toward Mordan and the heavy cavalry.
  A great crash and shouting arose from Mordan's left flank - the 'phantom' cavalry had struck the medium infantry on the left of the pikewall and were inflicting terrible losses on them. Horrified, Mordan watched the cavalry in front of him fade away into nothingness. 
  As he drew up to try to figure out what was going on he saw a messenger riding hard towards him. When he arrived the messenger's horse was blowing as hard as any of the destrier's in the cavalry.
  "My lord! The captain asks for assistance in the camp!"
  "What?! Why?"
  "Well, my lord, some of the trees. Some of the trees..."
  "The trees? Spit it out, man!"
  "Some of the trees turned into men, my lord! A grove of trees turned into soldiers and they are attacking the camp!"
  "Ride back and tell the fool captain they are phantoms, some sort of glamor to distract him."
  "My lord, the captain ordered me hence as he lay dying from a wound."
  "Dying...?"
  Mordan looked past the messenger. A column of smoke was beginning to rise over the ridge from the location of his camp.
  Mordan turned to survey the battlefield: His left flank was broken and Worrel's lancers were slaughtering scattered infantry; his pikes, weakened by salvoes of arrows, demoralized by the loss of the left flank, and terrified by the magic, were wavering. The mercenaries were finally in formation, but were staying close to the tree line. He watched as the reserves noticed the smoke from the camp - in moments they were running towards the camp.
  As Worrel's pike wall lowered their weapons into position and gave a great shout the rest of Mordan's army broke and began to run back towards his lands. The mercenaries, more disciplined, began to slip into the forest.
  The cavalry with him were holding firm, for now, but all of them were looking at him expectantly. 
  Even he started in surprise as a voice appeared out of thin air,
  "Greetings, Baron Mordan."
  "W-Worrel? Is that you?"
  "I am Baron Worrel, yes."
  "Where are you?"
  Almost instantly a small group of horsemen appeared just a few yards away. Mordan sensed several of his men prepare to flee. Of the four Mordan recognized only Worrel, who was on the finest warhorse Mordan had ever seen. Two of the others were retainers, and obviously warriors, but the fourth was a beautiful woman on a palfrey.
  "Here I am, come to accept your surrender."
  "Surrender? This was a single battle!"
  "Indeed. But recall, when you demanded Lord's Battle I pointed out that I was granted a barony for defeating the Red Orc Chieftain on the field of battle. Besides, while your troops were busy here some of my closest friends visited your keep. Surrender and you can dine in my keep with your wife and your sons this very evening."
  Mordan sagged in the saddle. Defeat on the battlefield and the taking of hostages - Worrel had fulfilled the rules of Lord's Battle. Mordan's lands and titles were now Worrel's.
  Moments later Mordan's men were returning home, Mordan had no sword, and he was riding between the two retainers.
  "I apologize, Mordan," said Worrel, "I failed to introduce you. This lady is my wife, Lady Gwenhyfar. She is a student of magic."
  

Monday, May 11, 2015

DM's Play Report from Blackstone I: Assault on Tolmar- Last Days of a Seven Year Campaign

  The War against the Redcaps is Won!


Previous update is found here.

The Campaign
  Seven years old. AD&D 2e Skills and Powers.

The Players and Characters
  Je.: Stardust, 13th level Thief. Armed with a pair of +3 Daggers of Returning and a sneaky disposition. Party scout.
    - Deacon Samarr,  6th level cleric henchman. Rescued from a Hill Giant slave pit, he is loyal to Stardust and her friends. Focused on healing and abjurations.
    - Sir Raleigh the True, 4th level fighter henchman. Gained from a Deck of Many Things, he is perfectly loyal. A halberd specialist and armed with a +7 halberd!

Ja.: Mournglow, 11th level mage. A true generalist and the party's planner. The list of NPCs who owe him favors needs to be printed in 8 point font. Double-sided.
    - Whitestar, his Arcane Servant familiar.

A.: Doomsman the Destroyer, 12th level Fighter. A barbarian and grandmaster with the two-hander who is skilled in a number of melee combat styles. One of the deadliest men on the planet. His magical scabbard carries both Gatekeeper, the sword of that seals the planes, and Magekiller, which is just what it says on the tin. Lord of the North, Guardian of the Pass, and party leader. He thirsts for combat.

S.: Ember, 11th level Fire Elementalist mage. Wields a flaming silver short sword of shapechanger slaying. A true master of fire magic he is the hot-head of the group.
    -Flint, his Fire Spirit familiar.
    -Redfire, 5th level Fire Elementalist henchman. He has died three times, each from a giant's boulder.

N.: Darkwalk, 8th/9th Cleric/Magic-user. Also a skilled fighter, he is the voice of caution. He carries an Talisman of Ultimate Good that keeps reappearing in his backpack each time he tries to give it to the Pope.
    -Suregaze, his Elven Dragonling familiar.
    -Starwing, a 3rd/3rd/3rd fighter/cleric/magic-user henchman. Leader of the henchman, she has a calm demeanor and a knack for leadership.

Previously

  The party has spent 3 days lurking about the ruins within the city of Tolmar. In addition to the major attacks (detailed in the entry at the link near the top) they have ambushed a patrol or two. So far, all of their activity has been limited to the northern half of the city, formerly called Upper Tolmar. The party has been hiding in various bolt holes within the city while their henchmen strive to make it appear the party is camping outside and making repeated assaults over/through the walls.

  After resting and regaining spells the party decides they must strike at the heart of the enemy. The former Main Square of the city is now a hub of evil; the four corners of the square now hold the Tower of Necromancers (northwest corner) the Temple of Unlife (NE corner), the Fortress-Cathedral of the Slaughter-God (SE corner), and the High Church of the RotLord (SW corner). The party decided to assault the Temple of Unlife.

  As the party began to leave Upper Tolmar, divided from Lower Tolmar by a wall and a 20' escarpment, there was a minor fight as Whitestar, Mournglow's familiar who was scouting, was attacked by an imp. The party arrived in 3 rounds to find Whitestar wiping ichor from his miniature sword. Darkwalk healed up the Arcane Servant and the party continued.

  The party crept up to close sight of the mausoleum-like Temple of the Ghoul God to see - the low-level acolytes gather outside! The ritual of Blotting Out the Sun was about to begin. The party waited until the doors opened then struck with a Fireball. This wiped out the acolytes as the party charged inside. The party was met with mid-level priests just inside the doors, forcing them to halt their assault and fight. The High Priest of the Undead Demiurge stood by the foul altar wearing his Crown of Worms and guarded by 9 of his top priests. While the guards wielded the ceremonial bardiches of the deathpriests the High Priest wielded the infamous Staff of Death, a foul artifact carved from the thighbone of a shadow dragon.

  Doomsman hurled his Maul of Thunderbolts and struck the High Priest - but the Maul spun away instead of returning! The thunderclap revealed a shimmering aura cloaking the entire altar area and the casters decided to refrain casting attack spells on the leadership!

  As the party fought a swarm of 40 ghoul-rats poured through slots in the floor. Darkwalk turned most of them and Ember dealt with the rest as Doomsman cut down evil clerics like he was playing whack-a-mole. Stardust did her thing and threw her Daggers of Returning at the High Priest - they, too, spun away instead of returning! Stardust made her Awareness check and realized that the troops of the Temple of Slaughter were formed up and preparing to charge. She darted to the main doors, shut the massive portals, and dropped the adamantite bar into place just in time!

  The evil priests were casting nasty spells left and right, including one using a Spectral Hand from a magic item!  The party was using counter spells, Magic Missiles, and Cures at a prodigious rate.

  In the meantime Doomsman had fought his way to the steps of the altar, shrugging off a bolt of negative energy from a priest, making saves versus 4 more spells, and generally rolling 18+ on every d20 he touched, the jerk. Mournglow and Darkwalk both cast Dispel Magic on the protective aura around the altar, bringing it down in a flash of foul smoke. Doomsman was hacking his way through the evil hierarchy and now the High Priest was the target of spells. The next round the High Priest was struck down by magic!

  And the Staff of Death lashed out, striking on the the Death priests. That priest turned to ash and the High Priest laughed in delight as he was returned to full health! The High Priest then triggered the power of the Crown of Worms, blasting Doomsman and Stardust with a Mind Blast. Doomsman finally failed a save and was...
  [roll the dice]
  Enraged! Wait, what? The one save he failed made him better at fighting!
  What a jerk.

  The Staff of Death pattern - the High Priest was struck down, the Staff of Death drained the life force of another Death priest fully healing its owner - happened again before Doomsman finally faced him in melee and all the other priests were dead. Doomsman hit with a flurry of blows, the High Priest's staff lashed out and touched Doomsman!

  And, yet again, he made his save. He did, though, lose 1/2 his full hit points (really messing with him, as he had taken damage) and this was enough for the Priest to be at full health. Doomsman repeated his attacks, struck down the High Priest for the FOURTH TIME! The Staff of Death lashed out and -

  Doomsman parried it! The Death Priest fell.

  It was a great moment for the players!

  The party quickly caught his body on fire, not caring to touch any items on his body.

  Stardust searched the ground floor, quickly finding and sealing two side doors. Moments later something big tried getting into one of them. The pounding on the front door indicated the troops of the Master of Massacres had brought in a battering ram. The party gathered around and Mournglow cast Teleport.

  He made the targeting roll easily, landing them back in their hidey-hole where they could see the Tower of Flying Beasts, which they had destroyed days earlier. As everyone got healed up (and Darkwalk used scrolls of Remove Curse on everyone because Death priests). the party observed the beehive of activity around the Death temple, including the Champion of the Slaughter God flying around fearlessly directing searches.

  Acting on a hunch the party sent a Whispering Wind to the Champion, offering him something they felt he couldn't refuse - a duel of honor. As the Champion began flying, alone, toward them, Darkwalk used a long-cherished scroll to cast Regenerative Heal on Doomsman (he normally has no access to this spell).  

  The Champion landed and the terms were agreed upon: if the Champion fell his arms and gear belonged to Doomsman; if Doomsman fell his companions could keep his weapons, gear, and body but must depart Tolmar and never return. Then the battle was joined.

  Now, to repeat - Doomsman is a 12th level Fighter and Grandmaster in the two-handed sword/greatsword. He has 3 attacks per round, gets a free parry per round (from a style) and does one die larger damage. His was using the sword Gatekeeper, which is +4 normally. He is wearing a Girdle of Stone Giant Strength (+5/+10). he has a magic item that can cast an automatic Heal if he is reduced to 0 or less h.p. once per month.

  The Champion was built as a 13th level specialty Cleric using Skills & Powers/Spells & Magic/etc. He has THAC0, hit points, etc. as a fighter, is a grandmaster in the long sword, and fights with a +4 longsword and a +3 short sword of quickness, giving him 3 attacks per round with the long sword and 2 attacks per round (one in 'segment 0') from the short sword AND a free parry from a style. Essentially, he gets a 'free' attack before initiative, a parry, and 4 attacks, allowing him to theoretically parry every one of Doomsman's attacks and still strike twice, once with the short sword and once with the long sword. He wears Gauntlets of Might (+4/+7). He Regenerates 7 h.p. per round and has the innate ability to go Berserk (+4 to hit, +6 to damage for 10 rounds and +20 h.p., but no parry) 3 times a day and has a blessing of the evil War God so that once per week if he is reduced to 0 h.p. or less he is instantly Healed.

  I made this as closely matched as possible. While the Champion hits more often when Doomsman hit he does more damage. 

  The fight lasted 8 rounds, a long time at this level. Doomsman's dice deserted him for the first 5 rounds; he hit as often as math decided but his damage was low and he was getting hit a lot. Then, well, he hit. A lot. And did a lot of damage, enough to trigger the Champion's Heal. Then the Champion hit a lot and triggered Doomsman's Heal. And then the dice turned and two rounds later the Champion is dead. 

  The entire party agrees it was the toughest, closest fight of the 7 years of the campaign.

  The party immediately beheaded him and then burned him, after getting his gear. 

  After healing up Doomsman again the party was essentially out of most spells (except for Ember's "backup Fireballs". Yes, multiple). They decided to mix it up and leave the city and camp beyond the walls. As they are setting up camp they hear a horrifying roar/bellow from the city. 

  The camps under watch when - there is another  horrifying bellow/roar right by the camp and a cloud of black mist envelopes them. Everyone makes their saves but still lose some hit points. OK, for some of them a LOT of hit points. As the mist clears they see - the Horned One!

  Aside: The party has long assumed the Horned One is a hobgoblin chief with a horned helm. I have gently encouraged this. In truth, he is a hobgoblin, but one born of two survivors of whatever-it-was that destroyed the capitol of the Emerald Empire centuries before; a being born and raised in the Shadow of the City, the area of fear and darkness that festers many miles northwest of Tolmar. The thing before them, however, is 7' tall, has massive goat-like legs ending in cloven hooves, and a set of horns growing from the sides of his head. 

  Everyone but Stardust was sleeping and no one has had a chance to learn spells. Doomsman, sans armor, grabs his sword and wades in. The Horned One wields a two-hander in one fist and they start fighting. Mournglow activates his Wand of Conjuration, Darkwalk is digging into his packs for scrolls, Stardust is hurling daggers, and Ember is prepping his few spells.

  The beginning of round 2 the Horned One breathes on Doomsman and paralyzes him! Luckily the Wand of Conjuration goes off and summons a Stone Golem. Darkwalk rushes up and drags Doomsman back out of melee and begins to pour an Elixir of Health down his throat. Ember fires off a Magic Missile, Stardust is looking for an item to help out, and the golem misses.

  In round three Ember gets off his go-to max damage spell, Torrential Fireball. This is sto-, uh, borrowed from HackMaster 4th and is, essentially, just like Fireball except d8 damage per instead of d6. Under 2e rules once per day a fire elementalist may ad 1d4 to the effective level of a Fire spell they cast and my modified honor rules mean you can guarantee that this adds 4. So when the chips are down Ember can do 14d8 fire damage.
  Like now.
  He didn't mind including the golem because everyone knows stone golems are immune to fire. Unfortunately, this is how he learned that the Horned One is immune to fire.

  By the end of the round the Horned One has destroyed the stone golem! The party has done very little to the Horned One.

  Round three: Doomsman has been un-paralyzed by the Elixir and wades in again. He and the Horned One trade a lot of damage. Ember and Mournglow both toss more Magic Missiles. Stardust keeps throwing daggers. At great personal risk Darkwalk casts Stoneskin on Doomsman.

  Round four: The Horned One bellows again, this time surrounding the entire area with Solid Fog. The party is convinced they are in trouble.

  Round five: Darkwalk casts Dispel Magic; the Fog parts to show the Horned One finishing a potion.

  Round six: The Horned One charges Doomsman and hits, tossing him 30'! The Stoneskin saves him from certain death, but is used up. Another flurry of missile weapons and everyone but Ember is now out of spells.

  Round seven: Doomsman closes again and hurts the Horned One a lot, but bot enough. The Horned One's first counter attack knock Doomsman to 3 h.p. Before he can strike again Ember uses his last spell, a Magic Missile and the Horned One dies.

  The party rejoices.

  They use a lot of charges, scrolls, etc. to heal everyone at least a bit and then camp until dawn again.

  Darkwalk burns most of his Cleric spells to heal everyone and they begin to investigate. The Horned One is now - a big, tough-looking hobgoblin in armor that cloaks him with an illusion and makes him immune to scrying. He is still obviously heavily mutated by magic, though. And, luckily, still very dead. They discover that he had placed a magic item on one of the Champion's swords and used that to track the party.

  There is obvious fighting in the city and they see scattered groups of humanoids and even a few individuals slinking from the city. They grab a few for interrogation and learn a great deal;

  - After the attack on the Tower of Flying Beasts a number of goblins and hobgoblins had defected.
  -The head of the Necromancers had died suddenly the morning of the assault on the Temple of Death (they realize whose imp Mournglow's familiar had killed), throwing the necromancers into confusion and internal fighting for leadership.
  - After the Champion's body was found Alzozel ('Creepyhead') had ordered the Slaughter God troops to leave and then flew off himself.
  - During the confusion the priests of the Plauge God had simply vanished.

  The party had been working on the Horned One's power base for years; destroying the alliance with the Giant Lords; wiping out the Band; slaughtering the Pack; the capture of the northern fortress; the death of the Lord of Necromancers; the assault on the Temple of Death; the death of the Slaughter God's champion. The Horned One's only chance of maintaining his power had been to destroy the party himself, something he had almost pulled off.

  The party returned to their real base, gathered their henchmen and hippogriffs, and flew to the Horned One's fortified island. It was essentially deserted. Stardust and Darkwalk made quick work the the various physical and magical traps and the party got to the treasure vault to find quite a bit of loot. The highlights of the haul were:

  -about 350,000 g.p. value of treasure
  -a slew of minor (+1/+2) magical weapons and armor
  - A Mirror of Mental Prowess
  - A Book of Infinite Spells
  - a +7 two-hander
  - the Sceptre of Goodly Might

  The party was very happy that the in-game 15 year, real life 7 year, quest to break the power of the Redcaps was complete. They are concerned that so many villains got away, of course, but the general agreement was that the entire party will now "retire" to run their various feudal lands.

  I must admit - it was an emotional afternoon. The Blackstone 1 campaign has been running for over 7 years and was the primary campaign. When we began my oldest son was 11; he starts his first full-time job this week. Our fourth son practiced penmanship re-writing his character sheet. This campaign has covered nearly 1/3rd of my marriage! It was a big day!

  And Good Triumphed!