Prompted by a question from James Eck that boiled down to 'why do your players keep going back to Skull Mountain rather than setting up camp and staying there?'.
Here is the player-facing map of the Briars:
1 hex = 1 mile
\It is about 30 miles from the nearest town, Esber. The light yellow is the Lower Briars, the gray the High Briars, then badlands, then the plateau, then Skull Mountain. The line is the Old Road, a paved Roman-style road from the Old Times. On horseback with good weather a party can push from Esber to Skull Mountain in four and a half days.. The road is old, unmaintained, and in some placed washed out and turned to tracks (the biggest breaks are marked with yellow). The first break is called the Patrol Camp because it is the furthest any patrol will go. A wagon could potentially make it to the Patrol Camp in 3-4 days but past that nothing larger than a 2 wheel cart can go. In good weather a two-wheel cart could make it to Skull Mountain in 9 days.
BTW, in typical weather it takes six days and 20 days, respectively. In bad weather (snow on the ground and storms in Winter, say) it can take a month+.
Off the Old Road? No one has ever tried....
When parties set out to adventure in Skull Mountain they have to have enough supplies with them for the trip to and from plus 'loiter time', i.e., time in the dungeon. Sure, you could hunt along the way, but game animals shy away from the road and Skull Mountain and its massive flock of stirges has very few game animals within a 4 hour trip. This means 2 weeks of food per person and mount, minimum. For a real dungeon crawl you'll need a month of food per. With a person needing about a pound of preserved food a day, that is 30 lbs of provisions per person. Since forage along the route is effectively zero horses will need grain and some hay - about 5 lbs a day (minimum) or 150 lbs so a horse and rider really should carry 200 lbs of just food to Skull Mountain. This means the horses are moving slowly, so that gives you about 10 days in the mountain.
If you take a cart or two you can bring more, but extra travel time! Again, this leaves you 10, maybe 12, days of dungeon crawling. You can bring pack mules, for example, but they need their own food and if you have more than 1 or 2 you need teamsters and such.
In short, getting to Skull Mountain to adventure requires a supply chain.
The party has done this in the past. Almost every adventure to Skull Mountain has taken a few in-game days. Especially when they went to the Second Level they spent 10 days inside the mountain and left enough hidden provisions that the mapping expedition only needed to bring half of their estimated provisions, so it can be done. But until some way of providing food locally is found you will need to maintain routine pack trains along the Old Road at least 4 times a year at great expense just to have enough food.
As a result parties tend to plan ahead, arrive for a particular reason, spend 3-10 days inside the dungeon, and then retreat to civilization.
Guess what else is needed?
Light sources. The mapping expedition took an entire cart of just candles and lamp oil. That horse needed provisions, by the way.
This is why Skull Mountain has to be cleared out from time to time.
But that could be changing; the mapping expedition's base camp will stay at the mountain for at least 6 months and could remain as long as 2 years. The cost of the provisions is so high that any stay of more than a year means the expedition will be forced to rely upon treasure found while exploring to break even!
The players are wondering how Skull Mountain was ever permanently inhabited to begin with!
A blog for Rick Stump, gamer since 1977. Rants from my fevered brain about Old School Gaming, the state of the industry, my ongoing campaign (it began in 1979) and the supplements created by Harbinger Games
Showing posts with label henchmen. Show all posts
Showing posts with label henchmen. Show all posts
Monday, May 22, 2017
Friday, April 21, 2017
Your Party Had Better Have More Than Four People In It - Hints for Players and GMs
When I was just starting out as a wee DM of 11 years old I had to make due with the players I could find. Before too long I was good at recruiting and training players. I typically had 3-7 people at the table with me.
But I always had 6+ characters in the party. Sure, sometimes they were henchmen, but always 6 or more.
When I joined Lew Pulsipher's group he had a pretty firm rule - at least 6 'tough guys' (meaning PCs or close-to-PC-level henchmen) in the party. Eight full PCs and their henchmen is best.
But I always had 6+ characters in the party. Sure, sometimes they were henchmen, but always 6 or more.
When I joined Lew Pulsipher's group he had a pretty firm rule - at least 6 'tough guys' (meaning PCs or close-to-PC-level henchmen) in the party. Eight full PCs and their henchmen is best.
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?
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?
Tuesday, July 28, 2015
DM's Report: Midsummer at Skull Mountain
System: AD&D 1e with the Far Realms supplement.
Campaign: Seaward, which has been ongoing since 1978
After what the party learned last time when clearing out the entrance to Skull Mountain (the third time that needed doing!) they returned to Oldbridge, leveled up, re-equipped, gathered henchmen, and headed back for Midsummer. Sa. was mildly upset his druid was out (because Midsummer) and the party spent a lot of time talking, since they had three objectives;
1) Explore the third secret door they discovered last time, which they never even opened.
2) Use the magical binoculars mounted on the peak to try to look at the surface of the third moon.
3) Deal with the evil female in a robe that had been controlling the previous inhabitants.
The party assembled was;
Je. played- Brigid, a 3rd level human barbarian (custom class)
and Brigid's henchman, Byron, a 1st level cleric
Ja. played- Seeker, an elf 3rd/4th magic-user/thief
and Seeker's henchman, Kaspar, a 2nd level scout (custom class)
Al. played- Starfalcon, a half-elf 3rd level ranger
Sa. played- "Clint", a human 3rd level paladin
and his various henchmen, starting with Akio, a human 1st level monk
as well as Arthur, his 2nd level human man-at-arms (custom NPC-only class)
also Willem, a 3rd human level hedge mage (a custom NPC-only class)
Ni. played Owen, a human 3rd level magic-user
and Owen's henchman, Octavius, a 1st level half-ogre fighter
plus Owen's brownie familiar, Mortimer
The party also had their hirelings with them: Alon (merchant), Jerb (porter), and Merle (medium footman).
That is a total of 11 with character sheets! So they set out with 14 horses and 3 pack mules up the Old Road toward Skull Mountain.
The party staged out of the walled town of Esber, the town closest to the Briars. While Esber is still prepared for battle the party's report of clearing kobolds and such from the mountain has eased fears greatly. They also received a 10 gp bounty each for returning the Count's horses and reporting the fate of his patrol.
It is literally the height of Summer, so the weather was very hot, something made worse in the Briars. Since the daytime temp was usually over 100 degrees the party traveled without armor and made frequent stops, adding to the travel time. The party encountered a ragged, gaunt man along the road. Although they were fairly sure he was a fugitive from justice their time limit led them to give him some rations and warn him to mend his ways. While gathering wood Kaspar encountered a brush cat, which he killed with some well-placed arrows.
When they finally reached the plateau outside the entrance to Skull Mountain they discovered the bodies of a few of the kobolds killed on the last adventure, but now gnawed upon and then well-rotted. Starfalcon identified the tracks of 4 trolls, one of whom was 'very large'.
The party reached the entrance cave, finding the main doors still sealed. Seeker scouted what they call the North Door; the door was open and the entrance room had rotting corpses of kobolds thrown into the corners. With the party at the entrance he went into the attached storeroom to find - a troll, sleeping in its new nest.
Very quickly the party formed into 2 group - the main group at the North Door watching the other 2 entrances to the entrance room as Starfalcon, Brigid, Seeker, and Kaspar ambushed the sleeping troll.
The attack went well, but there is only so well you can do against a troll. The troll was up and fighting quickly. At the same time in the entrance area Akio sensed a troll coming down the east hall and Octavius saw a troll charging, full speed, down the north hall.
Clint, Arthur, and Akio covered the east while Octavius set spear for charge to the north and the 'flying squad' continued fighting to the west. Seeker and Kaspar did well with arrows while Brigid dealt wounding attacks and Starfalcon took advantage of the ranger bonus damage very, very well. The troll from the east engaged Clint and Arthur, a little damage flying around. Octavius did great damage with his spear - and the troll pushed down the spear and hurt Octavius badly!
Byron rushed in and healed Octavius while Akio moved to back him up; Clint and Arthur stayed engaged; Seeker and Kaspar fell back into the entrance room while Brigid and Starfalcon held the door. During the next round Brigid and Starfalcon dropped the troll to the west, Seeker and Kaspar shifted fire to the north and east, respectively, and combat continued.
But! Brigid and Starfalcon caught a glimpse of a very large troll coming into the room to the west!
The party began to retreat to the south door, under pressure. Owen dropped a Stinking Cloud just inside the west door, catching the big troll. Clint, Starfalcon, and Brigid formed a line in front of the south door against the two trolls while Byron healed Octavius further. Over two rounds they dropped the two trolls and, looking at how much magic was used (Owen's Magic Missiles were also gone and Byron was critically low on cures and all the fighters were wounded) they decided to retreat while the troll was blocked by the Stink.
Unfortunately, the troll burst out of the cave in full pursuit while they were only halfway across the plateau.
And, on spotting him, Brigid went berserk and charged right back.
Luckily, Clint has Boots of Striding and Springing so he was able to reach the big troll alongside Brigid. The two of them did a lot of damage in the first round! But, they also took plenty in return. In the second round Akio arrived, attacking from behind while Clint and Brigid kept doing well and the troll missed all but a love-tap on Brigid. In the third round Brigid and Clint both hit again, Starfalcon arrived and engaged Ranger Powers, and Octavius finally made it - and rolled maximum damage, cleaving the troll from shoulder to hip!
Before an hour was up the trolls were gathered and burnt, the guard area was swept and found empty, and the troll nest looted. An hour after that the party was setting up a hidden camp on the eastern slope of the mountain, resting.
In the morning Clint and Byron healed everyone up and the party went back into the guard complex. The found that the one secret door which they knew of but hadn't opened was trapped and decided to leave it alone. Seeker finally realized an earlier hope and had Octavius rip the lower grate from the kitchen chimney, then clambered up the long, long shaft.
Along the way he found the grate from another fireplace (about 70' higher up); he could just see the corner of a Tonildan rug and the foot of a chair or table, both covered in dust in a room lit, somehow. At about 90' he found a side shaft that smelled of old smelter smoke and fumes angling off southeast and down. And at 120 feet he came to the upper grate, where he found, on the far side, the Wizard Mark of a member of a Mage House known for mage/thieves and evidence they had been stopped by the grate long, long ago.
In the rest of the complex they found a very old cell behind double iron grates - inside were skeletons still with their hands wrapped around each other's throats.
They left this area alone, too.
Last, they went to the Wizard Locked door and had Octavius try it.
A half-ogre with an 18(00) strength: he rolled a 1. The door opened.
Beyond was the far side of the bronze doors from the main cave, sealed up and held by an adamantine bar sunk into the living rock on either side. And in the other direction was a 20' wide, 36' high corridor stretching deep into the mountain. The corridor walls were carved with bas reliefs of cultists walking into the mountain accompanied by various devils.
The party followed the corridor for 1/10th of a mile before coming to a pair of evil shrines, one to ice (to the North) and one to fire (to the South), both behind pillars. The ice altar emitted cold, the fire altar emitted heat, and both were stained with old blood.
The followed the corridor further until it opened into a massive space 150' across, 200' wide, and 180' high. The north section had bas reliefs showing a devilish sea full of spiked seaweed, sahuagin, and sharks. The south section was carved to resemble a vast volcanic plane covered in fire with orcs and devils. In the middle of the north wall was a 20' wide, 10' long raised pool of water; the middle of the south was was a 20', 10' high fireplace.
The entire area was lit from above with a eerie, ruddy light, like the reflection of a forest fire from low clouds. The party continued down the middle of the space, between two rows of mighty columns, and kept going down the main corridor.
After about another 150' they finally reached the end - another set of huge bronze doors. But these are braced from this side with mighty timbers, each the size of a tree trunk, and huge iron stakes hammered into the solid rock floor. The timbers have obviously been enchanted to resist age and, according to Clint and Byron, enchanted to cause evil beings discomfort and unease.
The party, focused on their goal of stopping the female cult leader, hurried back to camp to prepare for the next day, which was the day before Midsummer Night!
The next day the party sent Seeker and Kaspar to the peak to observe the Old Road with the magical binoculars while Brigid, Octavius, and Starfalcon concealed themselves in the entrance cavern. Akio and Byron remained near the stables/North Door area with Clint. Willem and Arthur remained at the camp with the hirelings as a reserve.
About 5 in the afternoon Seeker saw dust from the road a,d the two rushed to the Room of the Eye; by 5:30 they observed a robed woman enter the plateau follow by two huge humanoids, 7'-8' tall and also robed. Both big figures were pulling a gaol cart, both holding 4 human prisoners.
The figures left the gaol carts in the center of the plateau, by the massive bonfire pit, and approached the cavern. The party prepared for trouble as the three walked in.
At that point Kaspar opened fire; the three were surprised for a segment, meaning that Kaspar (as a scout) got a +4 to all bow attacks for the round. He feathered the brisket of the northern-most giant twice and general combat began.
The medium figure threw back the hood of her robes, revealing her to be Arlissa, an evil mage the party had encountered years before and a known devil worshiper. As the party watched a door opened on the side of her capuchon, then closed and the door vanished. This prompted Owen, who knew that she had an Imp familiar, to hit the area with Sleep spell, in hopes of catching it (the spell failed).
At the same time the party's 'trick' appeared - Clint, on horseback with lance, rode out from behind a large stalagmite and charged! He struck the southernmost figure (they were both revealed as more trolls) and continued on so as to wheel and return.
Melee began with Starfalcon once again showing why anyone facing trolls needs a ranger friend and Brigid not berserking, but doing great damage. Seeker came in invisibly and back-stabbed a troll at a key moment, dropping it, and Clint's return pass put down the other just as an arrow pierced Arlissa and she fell over-
and vanished in a puff of sulfuric smoke as her familiar Dimension Doored both of them away.
Clint immediately spurred onto the plateau and spotted both of them out toward the gaol carts, Arlissa already regenerating to consciousness. Akio used his tremendous speed to follow as Clint rode down Arlissa and hit her full on with his lance square in the chest, breaking his lance and ending her life.
The cackling imp seized her soul and vanished back to Hell.
The party freed the prisoners, who were mainly villagers but did accept a healer (custom hireling) into service. Another prisoner was a nobleman; the last survivor of the Count's patrol who was slated to die at midnight.
All were hungry, thirsty, exhausted, and sore for days to weeks of beatings. The party settled them in their camp with the various henchmen and hirelings and returned to the complex, making their way to the peak.
As Midnight approached Seeker watched as Selene, the smallest moon, moved into view. The magical device revealed - a village on the surface of the moon, built as a circle around a central area. In that are was a stone shelf around a great pool. In the pool rested what appeared to be sailing vessels, but there were vast constructions of wood, metal, and crystal on the rock shelf in the shape of dragonflies and a swan.
The party all looked and soon observed one of the dragonflies lift off and fly away!
Turning the device toward the city of High Morath they observed that's nations Midsummer Festival, which involves the Pyrotechnics spell.
Turning it toward Timber Lake they observed a dragonfly ship landing in the lake and being met by elven boats! Starfalcon explained that each year at Midsummer the royal family of the elven Kingdom of Tirgalen goes into the lake with just their personal guards for a 'special ceremony' that all others are forbidden to observe.
They then looked towards the Demon's Eye, the lip of the volcano on Black Island, out at sea. They watched a massive humanoid figure, at least 30' tall, climb to the rim, look out towards the mainland, and then climb back down into the glowing mouth of the volcano.
Last, they turned their gaze back to Selene as it slipped out of the focus of the device. seeing another sailing vessel fly toward the moon village.
The party realized that the sailing vessels would fit into the dry dock on the peak of Skull Mountain.
The party made an OK haul of cash and a good haul of magic items, including a golden llama, a familiar's hat, and a flametongue, among other things.
Before they left they took an intact door from another section of the Guard Area, used it to replace the door shattered by Octavius, then had Mortimer bar it from the far side and before using Dimension Door to come back, sealing off the long corridor from intruders.
The party returned to Esber without serious incident!
Campaign: Seaward, which has been ongoing since 1978
After what the party learned last time when clearing out the entrance to Skull Mountain (the third time that needed doing!) they returned to Oldbridge, leveled up, re-equipped, gathered henchmen, and headed back for Midsummer. Sa. was mildly upset his druid was out (because Midsummer) and the party spent a lot of time talking, since they had three objectives;
1) Explore the third secret door they discovered last time, which they never even opened.
2) Use the magical binoculars mounted on the peak to try to look at the surface of the third moon.
3) Deal with the evil female in a robe that had been controlling the previous inhabitants.
The party assembled was;
Je. played- Brigid, a 3rd level human barbarian (custom class)
and Brigid's henchman, Byron, a 1st level cleric
Ja. played- Seeker, an elf 3rd/4th magic-user/thief
and Seeker's henchman, Kaspar, a 2nd level scout (custom class)
Al. played- Starfalcon, a half-elf 3rd level ranger
Sa. played- "Clint", a human 3rd level paladin
and his various henchmen, starting with Akio, a human 1st level monk
as well as Arthur, his 2nd level human man-at-arms (custom NPC-only class)
also Willem, a 3rd human level hedge mage (a custom NPC-only class)
Ni. played Owen, a human 3rd level magic-user
and Owen's henchman, Octavius, a 1st level half-ogre fighter
plus Owen's brownie familiar, Mortimer
The party also had their hirelings with them: Alon (merchant), Jerb (porter), and Merle (medium footman).
That is a total of 11 with character sheets! So they set out with 14 horses and 3 pack mules up the Old Road toward Skull Mountain.
The party staged out of the walled town of Esber, the town closest to the Briars. While Esber is still prepared for battle the party's report of clearing kobolds and such from the mountain has eased fears greatly. They also received a 10 gp bounty each for returning the Count's horses and reporting the fate of his patrol.
It is literally the height of Summer, so the weather was very hot, something made worse in the Briars. Since the daytime temp was usually over 100 degrees the party traveled without armor and made frequent stops, adding to the travel time. The party encountered a ragged, gaunt man along the road. Although they were fairly sure he was a fugitive from justice their time limit led them to give him some rations and warn him to mend his ways. While gathering wood Kaspar encountered a brush cat, which he killed with some well-placed arrows.
When they finally reached the plateau outside the entrance to Skull Mountain they discovered the bodies of a few of the kobolds killed on the last adventure, but now gnawed upon and then well-rotted. Starfalcon identified the tracks of 4 trolls, one of whom was 'very large'.
The party reached the entrance cave, finding the main doors still sealed. Seeker scouted what they call the North Door; the door was open and the entrance room had rotting corpses of kobolds thrown into the corners. With the party at the entrance he went into the attached storeroom to find - a troll, sleeping in its new nest.
Very quickly the party formed into 2 group - the main group at the North Door watching the other 2 entrances to the entrance room as Starfalcon, Brigid, Seeker, and Kaspar ambushed the sleeping troll.
The attack went well, but there is only so well you can do against a troll. The troll was up and fighting quickly. At the same time in the entrance area Akio sensed a troll coming down the east hall and Octavius saw a troll charging, full speed, down the north hall.
Clint, Arthur, and Akio covered the east while Octavius set spear for charge to the north and the 'flying squad' continued fighting to the west. Seeker and Kaspar did well with arrows while Brigid dealt wounding attacks and Starfalcon took advantage of the ranger bonus damage very, very well. The troll from the east engaged Clint and Arthur, a little damage flying around. Octavius did great damage with his spear - and the troll pushed down the spear and hurt Octavius badly!
Byron rushed in and healed Octavius while Akio moved to back him up; Clint and Arthur stayed engaged; Seeker and Kaspar fell back into the entrance room while Brigid and Starfalcon held the door. During the next round Brigid and Starfalcon dropped the troll to the west, Seeker and Kaspar shifted fire to the north and east, respectively, and combat continued.
But! Brigid and Starfalcon caught a glimpse of a very large troll coming into the room to the west!
The party began to retreat to the south door, under pressure. Owen dropped a Stinking Cloud just inside the west door, catching the big troll. Clint, Starfalcon, and Brigid formed a line in front of the south door against the two trolls while Byron healed Octavius further. Over two rounds they dropped the two trolls and, looking at how much magic was used (Owen's Magic Missiles were also gone and Byron was critically low on cures and all the fighters were wounded) they decided to retreat while the troll was blocked by the Stink.
Unfortunately, the troll burst out of the cave in full pursuit while they were only halfway across the plateau.
And, on spotting him, Brigid went berserk and charged right back.
Luckily, Clint has Boots of Striding and Springing so he was able to reach the big troll alongside Brigid. The two of them did a lot of damage in the first round! But, they also took plenty in return. In the second round Akio arrived, attacking from behind while Clint and Brigid kept doing well and the troll missed all but a love-tap on Brigid. In the third round Brigid and Clint both hit again, Starfalcon arrived and engaged Ranger Powers, and Octavius finally made it - and rolled maximum damage, cleaving the troll from shoulder to hip!
Before an hour was up the trolls were gathered and burnt, the guard area was swept and found empty, and the troll nest looted. An hour after that the party was setting up a hidden camp on the eastern slope of the mountain, resting.
In the morning Clint and Byron healed everyone up and the party went back into the guard complex. The found that the one secret door which they knew of but hadn't opened was trapped and decided to leave it alone. Seeker finally realized an earlier hope and had Octavius rip the lower grate from the kitchen chimney, then clambered up the long, long shaft.
Along the way he found the grate from another fireplace (about 70' higher up); he could just see the corner of a Tonildan rug and the foot of a chair or table, both covered in dust in a room lit, somehow. At about 90' he found a side shaft that smelled of old smelter smoke and fumes angling off southeast and down. And at 120 feet he came to the upper grate, where he found, on the far side, the Wizard Mark of a member of a Mage House known for mage/thieves and evidence they had been stopped by the grate long, long ago.
In the rest of the complex they found a very old cell behind double iron grates - inside were skeletons still with their hands wrapped around each other's throats.
They left this area alone, too.
Last, they went to the Wizard Locked door and had Octavius try it.
A half-ogre with an 18(00) strength: he rolled a 1. The door opened.
Beyond was the far side of the bronze doors from the main cave, sealed up and held by an adamantine bar sunk into the living rock on either side. And in the other direction was a 20' wide, 36' high corridor stretching deep into the mountain. The corridor walls were carved with bas reliefs of cultists walking into the mountain accompanied by various devils.
The party followed the corridor for 1/10th of a mile before coming to a pair of evil shrines, one to ice (to the North) and one to fire (to the South), both behind pillars. The ice altar emitted cold, the fire altar emitted heat, and both were stained with old blood.
The followed the corridor further until it opened into a massive space 150' across, 200' wide, and 180' high. The north section had bas reliefs showing a devilish sea full of spiked seaweed, sahuagin, and sharks. The south section was carved to resemble a vast volcanic plane covered in fire with orcs and devils. In the middle of the north wall was a 20' wide, 10' long raised pool of water; the middle of the south was was a 20', 10' high fireplace.
The entire area was lit from above with a eerie, ruddy light, like the reflection of a forest fire from low clouds. The party continued down the middle of the space, between two rows of mighty columns, and kept going down the main corridor.
After about another 150' they finally reached the end - another set of huge bronze doors. But these are braced from this side with mighty timbers, each the size of a tree trunk, and huge iron stakes hammered into the solid rock floor. The timbers have obviously been enchanted to resist age and, according to Clint and Byron, enchanted to cause evil beings discomfort and unease.
The party, focused on their goal of stopping the female cult leader, hurried back to camp to prepare for the next day, which was the day before Midsummer Night!
The next day the party sent Seeker and Kaspar to the peak to observe the Old Road with the magical binoculars while Brigid, Octavius, and Starfalcon concealed themselves in the entrance cavern. Akio and Byron remained near the stables/North Door area with Clint. Willem and Arthur remained at the camp with the hirelings as a reserve.
About 5 in the afternoon Seeker saw dust from the road a,d the two rushed to the Room of the Eye; by 5:30 they observed a robed woman enter the plateau follow by two huge humanoids, 7'-8' tall and also robed. Both big figures were pulling a gaol cart, both holding 4 human prisoners.
The figures left the gaol carts in the center of the plateau, by the massive bonfire pit, and approached the cavern. The party prepared for trouble as the three walked in.
At that point Kaspar opened fire; the three were surprised for a segment, meaning that Kaspar (as a scout) got a +4 to all bow attacks for the round. He feathered the brisket of the northern-most giant twice and general combat began.
The medium figure threw back the hood of her robes, revealing her to be Arlissa, an evil mage the party had encountered years before and a known devil worshiper. As the party watched a door opened on the side of her capuchon, then closed and the door vanished. This prompted Owen, who knew that she had an Imp familiar, to hit the area with Sleep spell, in hopes of catching it (the spell failed).
At the same time the party's 'trick' appeared - Clint, on horseback with lance, rode out from behind a large stalagmite and charged! He struck the southernmost figure (they were both revealed as more trolls) and continued on so as to wheel and return.
Melee began with Starfalcon once again showing why anyone facing trolls needs a ranger friend and Brigid not berserking, but doing great damage. Seeker came in invisibly and back-stabbed a troll at a key moment, dropping it, and Clint's return pass put down the other just as an arrow pierced Arlissa and she fell over-
and vanished in a puff of sulfuric smoke as her familiar Dimension Doored both of them away.
Clint immediately spurred onto the plateau and spotted both of them out toward the gaol carts, Arlissa already regenerating to consciousness. Akio used his tremendous speed to follow as Clint rode down Arlissa and hit her full on with his lance square in the chest, breaking his lance and ending her life.
The cackling imp seized her soul and vanished back to Hell.
The party freed the prisoners, who were mainly villagers but did accept a healer (custom hireling) into service. Another prisoner was a nobleman; the last survivor of the Count's patrol who was slated to die at midnight.
All were hungry, thirsty, exhausted, and sore for days to weeks of beatings. The party settled them in their camp with the various henchmen and hirelings and returned to the complex, making their way to the peak.
As Midnight approached Seeker watched as Selene, the smallest moon, moved into view. The magical device revealed - a village on the surface of the moon, built as a circle around a central area. In that are was a stone shelf around a great pool. In the pool rested what appeared to be sailing vessels, but there were vast constructions of wood, metal, and crystal on the rock shelf in the shape of dragonflies and a swan.
The party all looked and soon observed one of the dragonflies lift off and fly away!
Turning the device toward the city of High Morath they observed that's nations Midsummer Festival, which involves the Pyrotechnics spell.
Turning it toward Timber Lake they observed a dragonfly ship landing in the lake and being met by elven boats! Starfalcon explained that each year at Midsummer the royal family of the elven Kingdom of Tirgalen goes into the lake with just their personal guards for a 'special ceremony' that all others are forbidden to observe.
They then looked towards the Demon's Eye, the lip of the volcano on Black Island, out at sea. They watched a massive humanoid figure, at least 30' tall, climb to the rim, look out towards the mainland, and then climb back down into the glowing mouth of the volcano.
Last, they turned their gaze back to Selene as it slipped out of the focus of the device. seeing another sailing vessel fly toward the moon village.
The party realized that the sailing vessels would fit into the dry dock on the peak of Skull Mountain.
The party made an OK haul of cash and a good haul of magic items, including a golden llama, a familiar's hat, and a flametongue, among other things.
Before they left they took an intact door from another section of the Guard Area, used it to replace the door shattered by Octavius, then had Mortimer bar it from the far side and before using Dimension Door to come back, sealing off the long corridor from intruders.
The party returned to Esber without serious incident!
Saturday, July 11, 2015
DM's Report: Back to Skull Mountain
Background (outside the game)
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.
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:
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, October 23, 2014
A Hot Meal and a Cup of Tea
When I DM and when I play I am often surprised by the simple little things: player treat horses like bicycles; they never ask about the weather, and they treat fire as nothing but a light source.
I already talked about the weather a bit and I plan to write about horses, so let's talk about fire.
We'll start by talking about encumbrance.
No matter where you fall on the matter of encumbrance (and I am a hard-ass stickler that will slow you down, give you penalties, and expects you to track every 1/10th of a pound) on a long journey it will be very hard to bring enough food and essentially impossible to bring enough water since the minimum a person needs is 10 lbs of water a day. So we must assume that adventurers are getting water from somewhere (streams, springs, and wells above ground. And you have water sources in your dungeons, right?) and that these sources aren't always (maybe never) pure water.
Have I mentioned my disease and parasite rules?
In Real Life over 3 million people die each year from water-borne diseases. Even crystal-clear water from an alpine creek can cause lethal diarrhea. Now, there are a few ways of avoiding this ranging from adding 1 part red wine to 3 parts water (which does an amazing job purifying drinking water, thus why the ancients did it) to drinking only beer to Purify Food and Drink to being a paladin.
But one of the most direct and best is - boiling the water, which also kills parasites.
There are other impacts, too. A series of studies in America and the UK show that office workers are more mentally alert and observant if they have a hot beverage (tea or coffee) in the morning. World military forces have been aware of the positive impacts on morale of plentiful hot beverages, as well, and I have very rarely seen a canteen, chow hall, etc. that didn't have hot tea or coffee available 24 hours a day.
Another thing to think about is, well, the temperature. In the modern world where we go from heated home to heated car to heated office it is easy to forget that it gets cold. Imagine being dressed in chain mail on horseback in a biting wind and cold drizzle for 8 hours on a late Autumn day. Or sleeping in the open on the ground in early Spring. The Wilderness Survival Guide had some great ideas about dealing with cold weather (or hot weather, for that matter) but I often just do something simple - at a certain point travelling in the cold without adequate shelter and heat is force marching. Eventually just being out in the elements is force marching, too, even if you aren't moving.
Dungeons are pretty chilly, I suspect. Remember, it tends to be cool underground and is often damp. According to my friends who are into caving and online caving guides one of the biggest dangers of caving, if not the biggest, is hypothermia. I assume that this is probably a problem in any deep underground place, even a worked dungeon. So PCs are going to need to warm up and/or dry off routinely.
Last is food. I have certainly lost track of the parties that blithely announce that they will supplement their rations by 'hunting along the way' when in the wilderness. If they are very far from civilization they will also state they are having a 'cold camp' without a fire. I then ask them how they are preparing the food they hunted....
I did mention my disease and parasite rules, right?
Rick's disease and parasite rules are included in his supplement Far Realms, available in print and as a PDF. Far Realms also includes new hirelings, such as the healer, new PC classes, like the barbarian, and more than 30 pages of new spells. Suitable for any old-school campaign, please consider buying Far Realms today!
Anyway, while cooking your food does greatly reduce your chances of dying horribly from disease or parasite hot meals are important to alertness and morale, too. British and American forces in combat reveal that eliminating a hot breakfast has twice the negative impact on soldier morale than doubling the amount of time they are in active combat zones. That's right, soldiers are twice as upset over no bacon and toast than they are about getting shot at more often! Just giving soldiers the ability to heat field rations has a notable positive effect on morale and performance.
So all this long rambling is to support my actual point.
Characters in fantasy RPGs should worry about being able to start and maintain a fire.
So why aren't coal and charcoal seen more often on equipment lists and in character inventories?
Yes, I am starting another 'stop thinking like a modern person and think like a medieval person' rant, why do you ask?
People have been making charcoal for thousands of years, so far back we aren't sure when it started. But since charcoal is critical to metalwork, I have always assumed it is readily available in virtually any fantasy campaign.
Now, actual charcoal looks very little like those briquettes for your grill. Lump charcoal looks like what it is - chunks of charred wood. from finger to fist size. Lump charcoal can range from low quality stuff that has a strong smell and a fair amount of smoke when it burns to expensive types that have virtually no odor and very little smoke when burning.
In any case, lighting charcoal is relatively simple - flint & steel with a good tinderbox should do it as log as the charcoal is dry. Lump charcoal gets to temperature quickly and burns hotter than briquettes and the more expensive types leave less ash behind. A handful of lump charcoal will burn long enough to bring a gallon of water to a boil and maintain a boil for a full minute; a double handful is enough for 2 gallons and a meal for four-5 people.
Coal can be more expensive or hard to find than charcoal and its quality varies from lignite to anthracite. Bituminous, which is the type usually used by smiths, is fairly easy to light (easier than charcoal), doesn't burn as hot as charcoal, and makes more smoke and ash than good charcoal. But it will light and burn when wet (although it smokes more) and the same volume of coal burns longer than charcoal. Anthracite burns with much less smoke and ash than bituminous and burns a long time but can be difficult to light. A lrge lump of bituminous coal can boil 2 gallons of water and a double handful can boil 4 plus cook a meal for 4-5 people.
I should also mention peat - a sort of 'pre-coal' from bogs and mires, when properly dried peat can burn for a long time and produce a nice amount of heat. It has a distinctive smell and a fair amount of smoke, though.
In each of these cases, charcoal, coal, and even peat, you get more heat for the same space/weight than wood. Also, since most wood needs to cure and dry for a while to make a good fire (and it might be wet, besides) these are great ideas outdoors as well as underground.
Field cooking equipment is very old. Romans had all sorts of things to make army cooking in the field better and by Medieval times field cooking gear was fairly well developed with small portable iron fireboxes (about the size of a helmet), fire stands, griddles, field cauldrons (again, about like a helmet), and such. Wooden and earthenware mugs we also pretty common back then.
The small iron fireboxes typically had a lid and such so that the airflow (and thus temperature) of the fire could be controlled. This lets them double as a heater for tents and small areas and for a small amount of fuel to last a long time. In my opinion, each party should have at least one iron fire box, a field cauldron, a small griddle, a fire stand, and some charcoal or coal.
Which brings us to another point; air. No matter how little smoke is made, fires consume oxygen. Even in AD&D you should make sure there is enough fresh air to safely make a fire.
No, this post is not a description of camping gear and a safety statement.
Well, not just those things, at least.
I concern myself with these details for a number of reasons.
First, I want verisimilitude in my campaign - I track water usage, encumbrance, weather, etc. because it makes the world I built more internally consistent, which makes the rest of my job easier.
Second, in my experience it allows the players a better chance to immerse themselves into their characters and the world and gives many opportunities for roleplaying - little bits like who is good at building a fire and who can't cook are fun and add a ton of depth, all on the cheap.
Third, it is another way to weigh down characters while vacuuming money out of their belt pouches.
Fourth, it has implications that can be plot hooks.
For example, where does the coal come from? In Real Life the easily accessible coal was gathered very early. Are there coal mines? Where? You need coal and charcoal to make things like, oh, iron, so - do the dwarves mine it/make it? If they don't they have to get it from somewhere!
Charcoal can have a huge impact on a region. Interesting fact - no forest in Finland is more than 300 years old. Why?
They cut down all the trees for charcoal over the course of about 250 years!
Mainly to get wood tar, but it was the charcoal process and it really, really changed Finland for a century+. In my Seaward campaign colliers slip into the forests between civilized lands and the orcish city-states to make charcoal to sell. Very, very risky, but very profitable. The gnomes of Gladdenstone make a lot of money mining anthracite and selling it to the dwarves. The barbarians of Eiru have to collect peat from the edges of the haunted Moorlands to heat their homes in the harsh winters of their island nation.
So think about it. Maybe have a henchman demand more pay or have a hireling quit suddenly because there is never a pot of tea at dawn, or have the party suffer a -1 to hit from fatigue after 3 days of near-hypothermia in a dungeon's depths. Gnomes increasing prices for coal might push the dwarves to the brink of war and orcish raids in Autumn could lead to suffering as the poor run out of charcoal to heat their homes in deep Winter.
Or just imagine going 3 days with no tea, coffee, or hot food yourself and build an adventure from that. Mine would have lots of murder and naps.
We'll start by talking about encumbrance.
No matter where you fall on the matter of encumbrance (and I am a hard-ass stickler that will slow you down, give you penalties, and expects you to track every 1/10th of a pound) on a long journey it will be very hard to bring enough food and essentially impossible to bring enough water since the minimum a person needs is 10 lbs of water a day. So we must assume that adventurers are getting water from somewhere (streams, springs, and wells above ground. And you have water sources in your dungeons, right?) and that these sources aren't always (maybe never) pure water.
Have I mentioned my disease and parasite rules?
In Real Life over 3 million people die each year from water-borne diseases. Even crystal-clear water from an alpine creek can cause lethal diarrhea. Now, there are a few ways of avoiding this ranging from adding 1 part red wine to 3 parts water (which does an amazing job purifying drinking water, thus why the ancients did it) to drinking only beer to Purify Food and Drink to being a paladin.
But one of the most direct and best is - boiling the water, which also kills parasites.
There are other impacts, too. A series of studies in America and the UK show that office workers are more mentally alert and observant if they have a hot beverage (tea or coffee) in the morning. World military forces have been aware of the positive impacts on morale of plentiful hot beverages, as well, and I have very rarely seen a canteen, chow hall, etc. that didn't have hot tea or coffee available 24 hours a day.
Another thing to think about is, well, the temperature. In the modern world where we go from heated home to heated car to heated office it is easy to forget that it gets cold. Imagine being dressed in chain mail on horseback in a biting wind and cold drizzle for 8 hours on a late Autumn day. Or sleeping in the open on the ground in early Spring. The Wilderness Survival Guide had some great ideas about dealing with cold weather (or hot weather, for that matter) but I often just do something simple - at a certain point travelling in the cold without adequate shelter and heat is force marching. Eventually just being out in the elements is force marching, too, even if you aren't moving.
Dungeons are pretty chilly, I suspect. Remember, it tends to be cool underground and is often damp. According to my friends who are into caving and online caving guides one of the biggest dangers of caving, if not the biggest, is hypothermia. I assume that this is probably a problem in any deep underground place, even a worked dungeon. So PCs are going to need to warm up and/or dry off routinely.
Last is food. I have certainly lost track of the parties that blithely announce that they will supplement their rations by 'hunting along the way' when in the wilderness. If they are very far from civilization they will also state they are having a 'cold camp' without a fire. I then ask them how they are preparing the food they hunted....
I did mention my disease and parasite rules, right?
Rick's disease and parasite rules are included in his supplement Far Realms, available in print and as a PDF. Far Realms also includes new hirelings, such as the healer, new PC classes, like the barbarian, and more than 30 pages of new spells. Suitable for any old-school campaign, please consider buying Far Realms today!
Anyway, while cooking your food does greatly reduce your chances of dying horribly from disease or parasite hot meals are important to alertness and morale, too. British and American forces in combat reveal that eliminating a hot breakfast has twice the negative impact on soldier morale than doubling the amount of time they are in active combat zones. That's right, soldiers are twice as upset over no bacon and toast than they are about getting shot at more often! Just giving soldiers the ability to heat field rations has a notable positive effect on morale and performance.
So all this long rambling is to support my actual point.
Characters in fantasy RPGs should worry about being able to start and maintain a fire.
So why aren't coal and charcoal seen more often on equipment lists and in character inventories?
Yes, I am starting another 'stop thinking like a modern person and think like a medieval person' rant, why do you ask?
People have been making charcoal for thousands of years, so far back we aren't sure when it started. But since charcoal is critical to metalwork, I have always assumed it is readily available in virtually any fantasy campaign.
Now, actual charcoal looks very little like those briquettes for your grill. Lump charcoal looks like what it is - chunks of charred wood. from finger to fist size. Lump charcoal can range from low quality stuff that has a strong smell and a fair amount of smoke when it burns to expensive types that have virtually no odor and very little smoke when burning.
In any case, lighting charcoal is relatively simple - flint & steel with a good tinderbox should do it as log as the charcoal is dry. Lump charcoal gets to temperature quickly and burns hotter than briquettes and the more expensive types leave less ash behind. A handful of lump charcoal will burn long enough to bring a gallon of water to a boil and maintain a boil for a full minute; a double handful is enough for 2 gallons and a meal for four-5 people.
Coal can be more expensive or hard to find than charcoal and its quality varies from lignite to anthracite. Bituminous, which is the type usually used by smiths, is fairly easy to light (easier than charcoal), doesn't burn as hot as charcoal, and makes more smoke and ash than good charcoal. But it will light and burn when wet (although it smokes more) and the same volume of coal burns longer than charcoal. Anthracite burns with much less smoke and ash than bituminous and burns a long time but can be difficult to light. A lrge lump of bituminous coal can boil 2 gallons of water and a double handful can boil 4 plus cook a meal for 4-5 people.
I should also mention peat - a sort of 'pre-coal' from bogs and mires, when properly dried peat can burn for a long time and produce a nice amount of heat. It has a distinctive smell and a fair amount of smoke, though.
In each of these cases, charcoal, coal, and even peat, you get more heat for the same space/weight than wood. Also, since most wood needs to cure and dry for a while to make a good fire (and it might be wet, besides) these are great ideas outdoors as well as underground.
Field cooking equipment is very old. Romans had all sorts of things to make army cooking in the field better and by Medieval times field cooking gear was fairly well developed with small portable iron fireboxes (about the size of a helmet), fire stands, griddles, field cauldrons (again, about like a helmet), and such. Wooden and earthenware mugs we also pretty common back then.
The small iron fireboxes typically had a lid and such so that the airflow (and thus temperature) of the fire could be controlled. This lets them double as a heater for tents and small areas and for a small amount of fuel to last a long time. In my opinion, each party should have at least one iron fire box, a field cauldron, a small griddle, a fire stand, and some charcoal or coal.
Which brings us to another point; air. No matter how little smoke is made, fires consume oxygen. Even in AD&D you should make sure there is enough fresh air to safely make a fire.
No, this post is not a description of camping gear and a safety statement.
Well, not just those things, at least.
I concern myself with these details for a number of reasons.
First, I want verisimilitude in my campaign - I track water usage, encumbrance, weather, etc. because it makes the world I built more internally consistent, which makes the rest of my job easier.
Second, in my experience it allows the players a better chance to immerse themselves into their characters and the world and gives many opportunities for roleplaying - little bits like who is good at building a fire and who can't cook are fun and add a ton of depth, all on the cheap.
Third, it is another way to weigh down characters while vacuuming money out of their belt pouches.
Fourth, it has implications that can be plot hooks.
For example, where does the coal come from? In Real Life the easily accessible coal was gathered very early. Are there coal mines? Where? You need coal and charcoal to make things like, oh, iron, so - do the dwarves mine it/make it? If they don't they have to get it from somewhere!
Charcoal can have a huge impact on a region. Interesting fact - no forest in Finland is more than 300 years old. Why?
They cut down all the trees for charcoal over the course of about 250 years!
Mainly to get wood tar, but it was the charcoal process and it really, really changed Finland for a century+. In my Seaward campaign colliers slip into the forests between civilized lands and the orcish city-states to make charcoal to sell. Very, very risky, but very profitable. The gnomes of Gladdenstone make a lot of money mining anthracite and selling it to the dwarves. The barbarians of Eiru have to collect peat from the edges of the haunted Moorlands to heat their homes in the harsh winters of their island nation.
So think about it. Maybe have a henchman demand more pay or have a hireling quit suddenly because there is never a pot of tea at dawn, or have the party suffer a -1 to hit from fatigue after 3 days of near-hypothermia in a dungeon's depths. Gnomes increasing prices for coal might push the dwarves to the brink of war and orcish raids in Autumn could lead to suffering as the poor run out of charcoal to heat their homes in deep Winter.
Or just imagine going 3 days with no tea, coffee, or hot food yourself and build an adventure from that. Mine would have lots of murder and naps.
Thursday, September 11, 2014
Smart Things, or How Many Magic Swords Are There?
As Dave of KotDT points out, warriors like 'big-ass swords'.
Let that sink in for a minute.
Another interesting fact is that about 1.2% of all swords with special abilities have a Special Purpose, so 3 out of every 1,000 magical swords have a Special Purpose.
So 1 in every 7,000 magical swords can Disintegrate at least some targets.
A bit more directly applicable is the alignment chart. Here are the odds of a sword with a special ability having a particular alignment:
Lawful Evil - 5%
Neutral Evil - 5%
Chaotic Evil - 5%
Chaotic Good - 5%
Lawful Neutral - 5%
Chaotic Neutral - 10%
Neutral - 20%
Neutral Good - 20%
Lawful Good - 25%
Specific alignment swords (Lawful Good, True neutral, Chaotic evil, etc.) only want to be used by the same specific alignment while the 'mixed neutral' swords (neutral Good, Chaotic Neutral, etc.) allow anyone who matches the non-neutral element of their alignment to use them freely.
So Neutral Evil characters can freely use 5% of all aligned swords; Lawful Evil characters can freely use 15% of all aligned swords; True Neutral characters can freely use 20% of all aligned swords; and Lawful Good characters may freely use 50% of all aligned swords.
Advantage - the good guys.
Implication - most aligned swords are made by/for good guys.
Speaking of implications, let's talk about the implications of these bits in light of other rules and see what we can deduce about campaigns.
In Appendix P: Creating a Party on the Spur of the Moment, we can deduce that both fighters and paladins have a 2.5% chance per level of having a sword with special abilities. Druids have a 1.75% chance of the same, assassins have a 1.25% chance, and thieves have a surprisingly high 2.75% chance.
So that long set of rambling essays on the number of non-placed NPCs (the last of 6-7 posts is here) comes in handy again!
Ready for some crazy speculation using a ton of assumptions?
Assuming that the per level odds of having items is correct AND
Assuming these ratios are roughly true all over the gaming world AND
Assuming a world population of the gaming world roughly equivalent to Earth in 1300 A.D.
I conclude that my campaign world has roughly 12,300 magical swords in the possession of NPCs.
As my oldest son pointed out, roughly half will be in Asialand, mostly in Chinaland. But this means that there are about 3,075 swords with special abilities and, of those, 1,230 or so can talk.
It also means about 37 swords have a special purpose and 1 or 2 of those special purpose swords can Disintegrate at least something.
Huh.
Of course, 1,530+ of the aligned swords are usable by a Lawful Good character but only a little over 150 are usable by a Lawful Evil character.
Since my campaign area is only a small portion of my campaign world, I need only actively fret about, oh, 30-32 NPC-held sword: 8 of them have special abilities and 3 can talk.
No wonder the section on followers specifically states a fighter's followers' swords do not have special abilities!
In the next section we will continue to talk about magic swords and their implications!
First, a little side note. I grew up in Muncie, Indiana and was introduced to gaming (at a young age) on the Ball State Campus. I am very pleased to have the rich gaming life of that town immortalized by Jolly Blackburn.There is just something special about a Holy Avenger, or a Giant Slayer, or a Sword of Sharpness. Naturally, the best of these also have special abilities. And the best of those have - an intelligence. Now, intelligent swords are a mixed blessing. A really powerful one can take over its owner in a number of ways and they can have a wide array of powers. Of course, there aren't many of them. If you are rolling for any magical items (some treasure types are limited to weapons and armor, etc) only 11% of magic items are magical swords. But 25% of all magical swords have some special ability!
Second little side note. This means that, statistically speaking, swords with special abilities are just as common as +1 swords. That has some serious implications!And 11% of all magical swords can speak! Holy Moley, over 1.2% of all magic items are talking swords! That means, if you use the random treasure charts, talking swords are almost exactly as common as Potions of Healing.
Let that sink in for a minute.
Another interesting fact is that about 1.2% of all swords with special abilities have a Special Purpose, so 3 out of every 1,000 magical swords have a Special Purpose.
So 1 in every 7,000 magical swords can Disintegrate at least some targets.
A bit more directly applicable is the alignment chart. Here are the odds of a sword with a special ability having a particular alignment:
Lawful Evil - 5%
Neutral Evil - 5%
Chaotic Evil - 5%
Chaotic Good - 5%
Lawful Neutral - 5%
Chaotic Neutral - 10%
Neutral - 20%
Neutral Good - 20%
Lawful Good - 25%
Specific alignment swords (Lawful Good, True neutral, Chaotic evil, etc.) only want to be used by the same specific alignment while the 'mixed neutral' swords (neutral Good, Chaotic Neutral, etc.) allow anyone who matches the non-neutral element of their alignment to use them freely.
So Neutral Evil characters can freely use 5% of all aligned swords; Lawful Evil characters can freely use 15% of all aligned swords; True Neutral characters can freely use 20% of all aligned swords; and Lawful Good characters may freely use 50% of all aligned swords.
Advantage - the good guys.
Implication - most aligned swords are made by/for good guys.
Speaking of implications, let's talk about the implications of these bits in light of other rules and see what we can deduce about campaigns.
In Appendix P: Creating a Party on the Spur of the Moment, we can deduce that both fighters and paladins have a 2.5% chance per level of having a sword with special abilities. Druids have a 1.75% chance of the same, assassins have a 1.25% chance, and thieves have a surprisingly high 2.75% chance.
So that long set of rambling essays on the number of non-placed NPCs (the last of 6-7 posts is here) comes in handy again!
Ready for some crazy speculation using a ton of assumptions?
Assuming that the per level odds of having items is correct AND
Assuming these ratios are roughly true all over the gaming world AND
Assuming a world population of the gaming world roughly equivalent to Earth in 1300 A.D.
I conclude that my campaign world has roughly 12,300 magical swords in the possession of NPCs.
As my oldest son pointed out, roughly half will be in Asialand, mostly in Chinaland. But this means that there are about 3,075 swords with special abilities and, of those, 1,230 or so can talk.
It also means about 37 swords have a special purpose and 1 or 2 of those special purpose swords can Disintegrate at least something.
Huh.
Of course, 1,530+ of the aligned swords are usable by a Lawful Good character but only a little over 150 are usable by a Lawful Evil character.
Since my campaign area is only a small portion of my campaign world, I need only actively fret about, oh, 30-32 NPC-held sword: 8 of them have special abilities and 3 can talk.
No wonder the section on followers specifically states a fighter's followers' swords do not have special abilities!
In the next section we will continue to talk about magic swords and their implications!
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Friday, July 11, 2014
Economics of Having Levels
This week I have been discussing NPCs with levels and army sizes. While fairly specific to a 1e campaign these ideas can fit anything from Chivalry & Sorcery to Traveller or novels if you squint hard enough. That said, my first love is fantasy RPGs so this is my focus here, too.
So by running with a few assumptions made by looking at the DMG we see some interesting results in the details of NPCs with levels (linked above). For example, in a fantasy kingdom of three-quarters of a million people the highest level NPC wizard who isn't specifically placed by the DM should be no higher than about, oh, 7th level, 8th on the outside. That may seem low to many and it certainly is low, especially compared with, oh, Forgotten Realms!
On the other hand the total number of magic-users and illusionists in that same kingdom is about 150! Sure, half of them are 1st level, but that is still a lot of spell casters. If you look at the numbers I crunched on armies (also linked above) it means that you might very well have more arcane spellcasters than you do heavy cavalry.
We should assume that these arcane spellcasters are overwhelmingly in larger urban centers; the need for an education, access to esoteric ingredients, proximity to everything from libraries to bookbinders, and the fact that their training doesn't lend itself to tilling the soil may start the impetus, but the fact that most wealthy clients are also in cities and large towns probably cements the deal. I would personally assume that about 80% of all arcane spellcasters are in urban centers. The rest will be retainers to nobles or researchers, eccentrics, and villains off on their own.
But what do they do? Less than 10 of these arcane spellcasters will be capable of casting a spell of 3rd level or above, so we can probably rule out 'wizards as weapons of war' as an income stream - it simply isn't an option for most of them. We read in the DMG that it is certainly possible to pay spellcasters to cast spells (but not in combat!) so that is probably what they do. So while a player character might be desperate to get a starting spell such as Magic Missile or Burning Hands an NPC is probably just as eager for Comprehend Languages or Magic Aura because the latter spells are money makers. Among those NPC arcane casters capable of 2nd level spells Illusionary Trap and Wizard's Lock are probably much better for building a non-adventuring career than Ray of Enfeeblement. After all, there are probably plenty of wealthy merchants willing to pay for the former and substantially fewer interested in paying for the latter.
Magic-users are educated and literate; they may also earn a living as relatively prestigious scribes, tutors, and copyists. Roles as translators, researchers and even just (because of a relatively high intelligence) advisor may also be seen. These low level mages will almost certainly never be rich (which is probably what separates PCs from NPCs: ambition vs. risk avoidance ratios) but they have a good shot at a comfortable life as (essentially) a skilled artisan.
If you noticed the level maximums assumed, above, none of these NPCs will be high enough level to craft permanent magic items and only a very few for them (1 to 4) will be able to make potions or scrolls. This means that unless you have a large number of existing magic items changing hands there is no place for a shop that buys and sells just magic items in such a kingdom - the volume of trade would simply be far too low to support such a business.
On the other hand, the idea of merchants that cater to arcane spellcasters might very well make sense, especially in larger urban areas. This could range from a bookbinder who makes sure to have such things as blank codexes usable as spell books and rare inks on hand all the way up to a 'magical supply shop' that stocks blank standard and travelling spell books, arcane inks, rare feather quills, the most common spell components for low level spells, specialized equipment (such as portable writing desks and black candles), and even trinkets for familiars.
On the other hand, the concentration of clerics in urban areas, while existing, will be much less extreme mainly because the role of the cleric is to be spiritual leaders of all people. Thus while the large basilicas and cathedrals of larger urban centers will have more clerics the majority will be in villages. Druids will probably be 100% rural! In the same fantasy kingdom mentioned throughout there will almost certainly be an 8th level cleric and their may be one as high as 10th level. There will be somewhere between 135 and 140 clerics (or about 1 cleric per 5,800 people). About a dozen of these clerics will be able to cast Cure Disease or Remove Curse and there may be one who can cast Raise Dead.
Clerics have much less of a need for valuable components, inks, etc. than a magic-user and their other needs (ritual clothing, even a place to live) might be provided by their church, so their impact on the economy will not be as consumers. Instead, clerics will use their skills (literacy, influence) and charity to help the poor and downtrodden. While not as money-direct as arcane casters spending hundreds of gold pennies on ink or charging similar prices to cast Illusionary Trap on a rich merchant's payroll chest a dynamic cleric can reduce crime (via charity, leadership, and such) and invigorate the economy in the poorest quarters of a city by helping others focus on positive growth (those higher wisdom scores in action!) thus increasing tax revenue, decreasing expenses (less need for town watch and jails, etc.) and even reducing the need for those Illusionary Trap spells.
[note: this might cause unscrupulous mages to oppose clerical charity].
In this same vein, let's look at fighters, rangers, and paladins largely as a group. In the same fantasy kingdom there will be about 340 total leveled righters, paladins, and rangers (with over 80% being fighters), which is a pretty serious number. Why? Because if we accept the numbers for a standing army (from that article linked to waaaaay above) then the number of NPC fighter classes with levels is equal to about 1/2 the standing armies of the kingdom. So if there is a major war and there is a full levy at least a large fraction of these leveled NPCs will be available as combat troops.
Look at it this way - assume that the standard formula for orcish forces is, oh,
But all of these professional soldiers/adventurers aren't sitting around farming or doing calligraphy [note: no jokes about knees and arrows, please]. We should assume that they are earning their living fighting, guarding, patrolling, and exploring.
Suddenly we know where at least some of those high-level patrol leaders come from!
These soldiers are going to be spending money on armor, weapons, and horses. Heck, that many leveled NPC fighter types could keep 8 or 9 armorers employed full time! Toss in the standing army and noble troops and you realize soldiers alone could support about 30 armorers, 10 blacksmiths, 12 weapon smiths, 8 bowyer-fletchers, and 6 tailors full time. Add adventurers, distance between groups, DM allocated NPCs, and the desire to make a buck and there are probably no less than 100 skilled artisans employed in the creation and maintenance of the armor and weapons of the various soldiers in the kingdom. This will cascade into the need to provide these artisans themselves with everything from processed iron ingots to bird feathers.
Paladins are a quiet bunch who aren't big consumers of luxury goods. Rangers are typically rural and also focus on their mission. Fighters, though, will be spending their pay. Leveled fighters are going to be paid more than the standing army.
Since Gary tells us that 90% of these 'excess NPCs' are happy with their existing position. While these jobs probably range from being mercenary officers to bodyguards for the rich to caravan security and private watchmen let's assume that they are making roughly what they would make as a mercenary. That is about 124 sergeants, 92 lieutenants, and 9 captains [interestingly enough, there is no place in a band of mercenaries for a 4th level fighter. Are they all trapped in Decks of Many Things?]. Now, I know that PCs are expected to pay mercenaries in hard coin but these NPCs are almost certainly getting the majority of their pay in kind - room, board, clothing, maintenance, etc. This will probably be up to 90% of their compensation with just 10% of the value in actual pay.
This means all of these NPC fighters will be spending "only" 2,000 g.p. a month on ale, gambling, ale, trinkets for pretty girls, ale, lucky charms, and ale.
Hey, I was in the army myself. I know how pay is spent.
So as we can see the NPC warriors are going to have a huge impact on the kingdom's economy being directly responsible for the livelihoods of hundreds of artisans, publicans, servants, and such. They are also a key security element for private individuals and the kingdom as a whole.
There are about 100 thieves among the 'excess' NPCs' (I count these in addition to any thief followers or guild members, remember) with one of them 7th level and maybe one as high as 10th. While many of the 1st and second level thieves are going to be 'freelance' (i.e., not in a guild) pickpockets, petty thieves, and such I personally assume a fair number are in those areas of thievery we don't see often performed by PCs - forgery, smuggling, con games, money laundering, and fencing stolen goods. Money launderers, forgers, and fences in particular can operate with a thieves guild without a) being in the guild or b) angering the guild. Smuggling happens 'in-between' where guilds control and con games are too varied to be more than a nuisance to organized crime/the guilds.
These thieves are going to have an outsize impact on any economy; smugglers often make people happy (cheaper goods) and governments angry (lower tax revenues); forgers make documents suspect; money laundering really upsets governments; fences really upset merchants. The collective impact of all this non-violent crime (more patrols, more private guards, experts to check the veracity of documents, etc.) is going to add just a bit to the costs of everything - taxes are a hair higher to cover smuggling, etc. At least some of the ale I mentioned earlier will be bought by soldiers hired to deal with crime, etc.
There are also about 20 assassins 'freelancing' in the kingdom. With their unique combination of skills they can be anywhere we see thieves or fighters and even some places we see magic-users; bodyguards, smugglers, mercenary lieutenants, even scribes and translators. With at least one 5th level assassin and a possibility of one as high as 10th level there is a surprisingly large amount of professional hit men lurking about. Their economic impact is going to mainly be from their 'day job' although the fees associated with assassination and spying will probably make them quietly rich (at least the successful ones).
The needs of thieves and assassins is going to drive a gray market in things like special equipment (small boats for smugglers, jeweler's tools for forgers, fenced goods, etc.) and a black market (thief tools, poison, stolen goods, blackmail evidence, etc.). There will also be an entire community and communications system hidden within the world of these rogues that may be able to learn things about or get message to people and places no one else can - for a fee.
As you can see, these NPCs 'floating around' in any campaign world are going to have a profound impact on the size and shape of the economy, as well as a host of other things.
I look forward to you comments.
So by running with a few assumptions made by looking at the DMG we see some interesting results in the details of NPCs with levels (linked above). For example, in a fantasy kingdom of three-quarters of a million people the highest level NPC wizard who isn't specifically placed by the DM should be no higher than about, oh, 7th level, 8th on the outside. That may seem low to many and it certainly is low, especially compared with, oh, Forgotten Realms!
On the other hand the total number of magic-users and illusionists in that same kingdom is about 150! Sure, half of them are 1st level, but that is still a lot of spell casters. If you look at the numbers I crunched on armies (also linked above) it means that you might very well have more arcane spellcasters than you do heavy cavalry.
We should assume that these arcane spellcasters are overwhelmingly in larger urban centers; the need for an education, access to esoteric ingredients, proximity to everything from libraries to bookbinders, and the fact that their training doesn't lend itself to tilling the soil may start the impetus, but the fact that most wealthy clients are also in cities and large towns probably cements the deal. I would personally assume that about 80% of all arcane spellcasters are in urban centers. The rest will be retainers to nobles or researchers, eccentrics, and villains off on their own.
But what do they do? Less than 10 of these arcane spellcasters will be capable of casting a spell of 3rd level or above, so we can probably rule out 'wizards as weapons of war' as an income stream - it simply isn't an option for most of them. We read in the DMG that it is certainly possible to pay spellcasters to cast spells (but not in combat!) so that is probably what they do. So while a player character might be desperate to get a starting spell such as Magic Missile or Burning Hands an NPC is probably just as eager for Comprehend Languages or Magic Aura because the latter spells are money makers. Among those NPC arcane casters capable of 2nd level spells Illusionary Trap and Wizard's Lock are probably much better for building a non-adventuring career than Ray of Enfeeblement. After all, there are probably plenty of wealthy merchants willing to pay for the former and substantially fewer interested in paying for the latter.
Magic-users are educated and literate; they may also earn a living as relatively prestigious scribes, tutors, and copyists. Roles as translators, researchers and even just (because of a relatively high intelligence) advisor may also be seen. These low level mages will almost certainly never be rich (which is probably what separates PCs from NPCs: ambition vs. risk avoidance ratios) but they have a good shot at a comfortable life as (essentially) a skilled artisan.
If you noticed the level maximums assumed, above, none of these NPCs will be high enough level to craft permanent magic items and only a very few for them (1 to 4) will be able to make potions or scrolls. This means that unless you have a large number of existing magic items changing hands there is no place for a shop that buys and sells just magic items in such a kingdom - the volume of trade would simply be far too low to support such a business.
On the other hand, the idea of merchants that cater to arcane spellcasters might very well make sense, especially in larger urban areas. This could range from a bookbinder who makes sure to have such things as blank codexes usable as spell books and rare inks on hand all the way up to a 'magical supply shop' that stocks blank standard and travelling spell books, arcane inks, rare feather quills, the most common spell components for low level spells, specialized equipment (such as portable writing desks and black candles), and even trinkets for familiars.
On the other hand, the concentration of clerics in urban areas, while existing, will be much less extreme mainly because the role of the cleric is to be spiritual leaders of all people. Thus while the large basilicas and cathedrals of larger urban centers will have more clerics the majority will be in villages. Druids will probably be 100% rural! In the same fantasy kingdom mentioned throughout there will almost certainly be an 8th level cleric and their may be one as high as 10th level. There will be somewhere between 135 and 140 clerics (or about 1 cleric per 5,800 people). About a dozen of these clerics will be able to cast Cure Disease or Remove Curse and there may be one who can cast Raise Dead.
Clerics have much less of a need for valuable components, inks, etc. than a magic-user and their other needs (ritual clothing, even a place to live) might be provided by their church, so their impact on the economy will not be as consumers. Instead, clerics will use their skills (literacy, influence) and charity to help the poor and downtrodden. While not as money-direct as arcane casters spending hundreds of gold pennies on ink or charging similar prices to cast Illusionary Trap on a rich merchant's payroll chest a dynamic cleric can reduce crime (via charity, leadership, and such) and invigorate the economy in the poorest quarters of a city by helping others focus on positive growth (those higher wisdom scores in action!) thus increasing tax revenue, decreasing expenses (less need for town watch and jails, etc.) and even reducing the need for those Illusionary Trap spells.
[note: this might cause unscrupulous mages to oppose clerical charity].
In this same vein, let's look at fighters, rangers, and paladins largely as a group. In the same fantasy kingdom there will be about 340 total leveled righters, paladins, and rangers (with over 80% being fighters), which is a pretty serious number. Why? Because if we accept the numbers for a standing army (from that article linked to waaaaay above) then the number of NPC fighter classes with levels is equal to about 1/2 the standing armies of the kingdom. So if there is a major war and there is a full levy at least a large fraction of these leveled NPCs will be available as combat troops.
Look at it this way - assume that the standard formula for orcish forces is, oh,
'for every 30 orcs there are 4 tougher orcs (meaner, tougher, etc.) and for every 120 orcs there is a leader of 2 HD' etc.'If were were to write up the army of this kingdom the same way it would read something like this,
'For every 14 members of the levy there is a veteran soldier (better trained, equipped, etc.) and for every 60 there is a 1st level fighter, ranger, or paladin. Additionally, there is an a fighter, paladin, or ranger of 2nd level or higher for every 120 levy troops. These are in addition to a core leadership of 8 5th to 7th level fighters.'Huh. When you look at it that way the leader ratios, combat abilities, etc. of human armies are actually not too bad, are they?
But all of these professional soldiers/adventurers aren't sitting around farming or doing calligraphy [note: no jokes about knees and arrows, please]. We should assume that they are earning their living fighting, guarding, patrolling, and exploring.
Suddenly we know where at least some of those high-level patrol leaders come from!
These soldiers are going to be spending money on armor, weapons, and horses. Heck, that many leveled NPC fighter types could keep 8 or 9 armorers employed full time! Toss in the standing army and noble troops and you realize soldiers alone could support about 30 armorers, 10 blacksmiths, 12 weapon smiths, 8 bowyer-fletchers, and 6 tailors full time. Add adventurers, distance between groups, DM allocated NPCs, and the desire to make a buck and there are probably no less than 100 skilled artisans employed in the creation and maintenance of the armor and weapons of the various soldiers in the kingdom. This will cascade into the need to provide these artisans themselves with everything from processed iron ingots to bird feathers.
Paladins are a quiet bunch who aren't big consumers of luxury goods. Rangers are typically rural and also focus on their mission. Fighters, though, will be spending their pay. Leveled fighters are going to be paid more than the standing army.
Since Gary tells us that 90% of these 'excess NPCs' are happy with their existing position. While these jobs probably range from being mercenary officers to bodyguards for the rich to caravan security and private watchmen let's assume that they are making roughly what they would make as a mercenary. That is about 124 sergeants, 92 lieutenants, and 9 captains [interestingly enough, there is no place in a band of mercenaries for a 4th level fighter. Are they all trapped in Decks of Many Things?]. Now, I know that PCs are expected to pay mercenaries in hard coin but these NPCs are almost certainly getting the majority of their pay in kind - room, board, clothing, maintenance, etc. This will probably be up to 90% of their compensation with just 10% of the value in actual pay.
This means all of these NPC fighters will be spending "only" 2,000 g.p. a month on ale, gambling, ale, trinkets for pretty girls, ale, lucky charms, and ale.
Hey, I was in the army myself. I know how pay is spent.
So as we can see the NPC warriors are going to have a huge impact on the kingdom's economy being directly responsible for the livelihoods of hundreds of artisans, publicans, servants, and such. They are also a key security element for private individuals and the kingdom as a whole.
There are about 100 thieves among the 'excess' NPCs' (I count these in addition to any thief followers or guild members, remember) with one of them 7th level and maybe one as high as 10th. While many of the 1st and second level thieves are going to be 'freelance' (i.e., not in a guild) pickpockets, petty thieves, and such I personally assume a fair number are in those areas of thievery we don't see often performed by PCs - forgery, smuggling, con games, money laundering, and fencing stolen goods. Money launderers, forgers, and fences in particular can operate with a thieves guild without a) being in the guild or b) angering the guild. Smuggling happens 'in-between' where guilds control and con games are too varied to be more than a nuisance to organized crime/the guilds.
These thieves are going to have an outsize impact on any economy; smugglers often make people happy (cheaper goods) and governments angry (lower tax revenues); forgers make documents suspect; money laundering really upsets governments; fences really upset merchants. The collective impact of all this non-violent crime (more patrols, more private guards, experts to check the veracity of documents, etc.) is going to add just a bit to the costs of everything - taxes are a hair higher to cover smuggling, etc. At least some of the ale I mentioned earlier will be bought by soldiers hired to deal with crime, etc.
There are also about 20 assassins 'freelancing' in the kingdom. With their unique combination of skills they can be anywhere we see thieves or fighters and even some places we see magic-users; bodyguards, smugglers, mercenary lieutenants, even scribes and translators. With at least one 5th level assassin and a possibility of one as high as 10th level there is a surprisingly large amount of professional hit men lurking about. Their economic impact is going to mainly be from their 'day job' although the fees associated with assassination and spying will probably make them quietly rich (at least the successful ones).
The needs of thieves and assassins is going to drive a gray market in things like special equipment (small boats for smugglers, jeweler's tools for forgers, fenced goods, etc.) and a black market (thief tools, poison, stolen goods, blackmail evidence, etc.). There will also be an entire community and communications system hidden within the world of these rogues that may be able to learn things about or get message to people and places no one else can - for a fee.
As you can see, these NPCs 'floating around' in any campaign world are going to have a profound impact on the size and shape of the economy, as well as a host of other things.
I look forward to you comments.
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Thursday, July 10, 2014
Just How Big is your Army?
As modern people we have trouble thinking like medieval people. Whether it is about family size, how far is 'far', or other things, we think differently.
Of course.
Another thing we often get wrong is army size. We think of the vast, often conscripted armies of the Napoleonic era forward and assume 'army' = 'huge numbers'. Hollywood doesn't help! But how big was a medieval army? And why do RPG players care?
Well, we care because it gives us an idea of what we can make our campaigns look like.
Before we talk about armies we have to decide - what kind of army are we talking about?
See, every nation tends to have two armies; a standing army and a war time army. The standing army is what is always there, the wartime is the maximum force you can bring to bear in an all-out war. Since you might not have your campaign in constant all-out war, let's start with a standing army.
I can't remember which historian said it, but one said that in the early medieval period the 'standing army' and the 'government' were largely the same people; knights, barons, etc. ruled and fought or, more to the point, ruled because they fought. Indeed, the medieval three types of people were those who worked, those who prayed, and those who fought. These men and their retainers are the main force of any medieval kingdom.
Historically the cornerstone of the feudal system was the fee (root of the term 'fief') defined as, roughly, 'the amount of land, peasants, etc. required to support themselves and provide at least enough excess to feed, equip, and support a knight and his personal retainers'. The most historically accurate way to figure out how large a standing army would probably be to figure out how much of the kingdom's area is settled land, divide it by the average size of a knight's fee, figure out a rough percentage of the which is already enfeoffed, and do the math.
The trouble is historians have effectively thrown up their hands and declared no one will ever know the average size of a fee because there wasn't one. The variables are too high and the documentation too scattered and partial.
Besides, its just a game, right?
So, instead, let's look at the DMG and PHB.
The average area of the holding of a high-level fighter is between 3,500 and 4,000 square miles (yes, really) or, well, Lebanon. Or 5 times the size of the Duchy of Saxe-Coburg-Gotha. I am assuming that the vast size of a 9th level fighter's holding is based on one simple fact - it is a wilderness holding and the character is much higher in rank than mere 'knight'. If the fiefdom was well inside a settled area we would need to assume it was much smaller.
[note: the smallest fighter fiefdom, 314 sq. mi., is as big as Kiribati and the largest, 7,850 sq. mi., is as big as Israel. At this point my sons point out 'Well, sure; King David was at least 9th level'].
So here are a ton of assumptions - a 9th level fighter has huge tracts of land but few citizens at first. He is beholden to another lord but has the space to give fiefdoms to several knights (and barons!), eventually - that makes him a duke. Thus, the followers of a fighter are about the same as the followers for a duke. Dukes each have their own vassals that have, aggregate, about the same number of troops as the duke. The king is, really, another duke so he gets more of the same. A Lord or Free City would be, oh, half that.
Therefore, to determine the size of the standing army in a campaign kingdom do this:
[(N+1)x2]+H = X
where N = the number of duchies (or equivalents) in the kingdom, H is the number of lesser nobles, and X is the number of times you roll for followers and leaders in the DMG.
If we do this for my campaign it looks like this:
There are 2 duchies/equivalents, 2 lordships/equivalents, and the king, so the formula would be:
[(2+1)x2]+2= X, or 8 rolls for followers and leaders.
Throwing some dice gives me a total of about 680 troops, 400 of which are heavy infantry, 4 5th level leaders, 3 6th level leaders, 1 7th level leader, and a 3rd level lieutenant.
"OK, Rick, even if I accept all your wild guesses who are these troops and what do they do?"
These are garrison troops, the guys who man the castles, towers, custom stations, border forts, etc. The king's guards, maybe even the marines on royal warships could come from these troops as well. Some of them are going to be mercenaries who are paid via the taxes collected, the rest will be professional soldiers paid via the same manner. So we can estimate that Seaward's standing army is 650 to 700 troops.
These aren't city guards, though, because city guards don't typically leave the city while armies do! Besides, troops and guards would have very different armor, weapons, and training. These forces also don't come from the NPCs that are otherwise also part of the population.
Now, in time of war the standing army is joined by levies. These troops are drawn from free men (peasants, yeomen, townmen, etc.) and are usually of lower quality in training and equipment than standing forces, but not always. In Real Life some area, especially Free Cities, had top-quality militias so their levies were solid, well-trained and excellently equipped troops!
Rather than do a ton of math myself I want to point to this work by John Savage because he does the math for me.
Bottom line - your levies will never be more than 7% of total population unless you want starvation for the next 1-3 years and even then that assumes near 100% turnout. Further, only about 1.5% - 2% of the population can be massed into an effective fighting unit at a given time and place. Applied to Seaward, this means in a 'real war' the kingdom could probably field about 10,000 levied troops BUT other levies would also free up the standing army so that they, too, could take to the field of battle. 700 is relatively small compared to 10,000 but the presence of professional soldiers with better gear and higher morale as well as the tough, experienced, and leveled leaders would make the levy troops much more effective in combat.
We also need to talk about nobles. I forget who the writer was, but someone once said,
They were called 'sergeants'.
Conrois also typically included a few squires and servants and their own focused supply train.
Remember the formula I posted above? X also equals the number of conrois that can be called up to fight. In the case of Seaward, that is a total of 50 top-notch heavy cavalry with its own support and logistics. Again, 50 isn't much compared to 10,000 but the morale boost of leadership is large and the damage even a small number of noble cavalry can do to enemy formations should never be underestimated.
There it is, a ton of assumptions which you can feel free to tinker with, blow off, etc. But it is also a set of guidelines to help you figure out how big your campaign army can be.
Historically the cornerstone of the feudal system was the fee (root of the term 'fief') defined as, roughly, 'the amount of land, peasants, etc. required to support themselves and provide at least enough excess to feed, equip, and support a knight and his personal retainers'. The most historically accurate way to figure out how large a standing army would probably be to figure out how much of the kingdom's area is settled land, divide it by the average size of a knight's fee, figure out a rough percentage of the which is already enfeoffed, and do the math.
The trouble is historians have effectively thrown up their hands and declared no one will ever know the average size of a fee because there wasn't one. The variables are too high and the documentation too scattered and partial.
Besides, its just a game, right?
So, instead, let's look at the DMG and PHB.
The average area of the holding of a high-level fighter is between 3,500 and 4,000 square miles (yes, really) or, well, Lebanon. Or 5 times the size of the Duchy of Saxe-Coburg-Gotha. I am assuming that the vast size of a 9th level fighter's holding is based on one simple fact - it is a wilderness holding and the character is much higher in rank than mere 'knight'. If the fiefdom was well inside a settled area we would need to assume it was much smaller.
[note: the smallest fighter fiefdom, 314 sq. mi., is as big as Kiribati and the largest, 7,850 sq. mi., is as big as Israel. At this point my sons point out 'Well, sure; King David was at least 9th level'].
So here are a ton of assumptions - a 9th level fighter has huge tracts of land but few citizens at first. He is beholden to another lord but has the space to give fiefdoms to several knights (and barons!), eventually - that makes him a duke. Thus, the followers of a fighter are about the same as the followers for a duke. Dukes each have their own vassals that have, aggregate, about the same number of troops as the duke. The king is, really, another duke so he gets more of the same. A Lord or Free City would be, oh, half that.
Therefore, to determine the size of the standing army in a campaign kingdom do this:
[(N+1)x2]+H = X
where N = the number of duchies (or equivalents) in the kingdom, H is the number of lesser nobles, and X is the number of times you roll for followers and leaders in the DMG.
If we do this for my campaign it looks like this:
There are 2 duchies/equivalents, 2 lordships/equivalents, and the king, so the formula would be:
[(2+1)x2]+2= X, or 8 rolls for followers and leaders.
Throwing some dice gives me a total of about 680 troops, 400 of which are heavy infantry, 4 5th level leaders, 3 6th level leaders, 1 7th level leader, and a 3rd level lieutenant.
"OK, Rick, even if I accept all your wild guesses who are these troops and what do they do?"
These are garrison troops, the guys who man the castles, towers, custom stations, border forts, etc. The king's guards, maybe even the marines on royal warships could come from these troops as well. Some of them are going to be mercenaries who are paid via the taxes collected, the rest will be professional soldiers paid via the same manner. So we can estimate that Seaward's standing army is 650 to 700 troops.
These aren't city guards, though, because city guards don't typically leave the city while armies do! Besides, troops and guards would have very different armor, weapons, and training. These forces also don't come from the NPCs that are otherwise also part of the population.
Now, in time of war the standing army is joined by levies. These troops are drawn from free men (peasants, yeomen, townmen, etc.) and are usually of lower quality in training and equipment than standing forces, but not always. In Real Life some area, especially Free Cities, had top-quality militias so their levies were solid, well-trained and excellently equipped troops!
Rather than do a ton of math myself I want to point to this work by John Savage because he does the math for me.
Bottom line - your levies will never be more than 7% of total population unless you want starvation for the next 1-3 years and even then that assumes near 100% turnout. Further, only about 1.5% - 2% of the population can be massed into an effective fighting unit at a given time and place. Applied to Seaward, this means in a 'real war' the kingdom could probably field about 10,000 levied troops BUT other levies would also free up the standing army so that they, too, could take to the field of battle. 700 is relatively small compared to 10,000 but the presence of professional soldiers with better gear and higher morale as well as the tough, experienced, and leveled leaders would make the levy troops much more effective in combat.
We also need to talk about nobles. I forget who the writer was, but someone once said,
'The "leaders of the army" and the "government" were the same people. Indeed, the government was in charge because they led the armies'.Remember the formula, above? Dukes, lords, even the king, are all either themselves skilled (probably leveled) fighters and such or such men exist as knights to fight for them. Traditionally each noble had 4-9 other cavalry with them in battle to fight in groups called 'conrois'; while a particular conroi might be all noblemen it wasn't uncommon to have common-born men who were well-trained cavalry accompany knights as personal assistants and to add to a conroi's strength. These commoners who were heavy cavalry had a fair amount of authority over non-noble troops and were often in charge of them.
They were called 'sergeants'.
Conrois also typically included a few squires and servants and their own focused supply train.
Remember the formula I posted above? X also equals the number of conrois that can be called up to fight. In the case of Seaward, that is a total of 50 top-notch heavy cavalry with its own support and logistics. Again, 50 isn't much compared to 10,000 but the morale boost of leadership is large and the damage even a small number of noble cavalry can do to enemy formations should never be underestimated.
There it is, a ton of assumptions which you can feel free to tinker with, blow off, etc. But it is also a set of guidelines to help you figure out how big your campaign army can be.
Wednesday, July 9, 2014
Peasants, Nobles, Mages, Normals, and Heroes - How Many NPCs have Levels?
A discussion my sons and I were having recently was - in 1e how many NPCs have levels and what are they? We have always assumed that player characters are 'over and above' NPC numbers, but we were curious as to what those numbers are. I'll walk you through what we did to see if you agree.
Please remember that my 1e campaign is a relatively low-level, low-magic world.
Let's see if we can figure out the assumptions made by EGG.
When you look at the DMG you see that the rules for henchmen talk about the numbers for leveled characters in "an active adventuring area" could be as high as 1 in 50 while is settled areas as low as 1 in 5,000! If we assume that those are the extremes we can guess that the total number is, oh, 1 in 1,000. This means that in a nation the size of the Kingdom of Seaward (my 1e campaign setting) my which has a population of about 780,000 there would be about 780 NPCs with levels.
It also looks like there are twice as many 1st level characters as 2nd level and twice as many 2nd level as 3rd level, etc. Yes, thuis is just an impression. It also looks like (based on notes in the Hirelings section) that most NPCs are 3rd level or below (up to third level = enlisted or NCO, 4th level+ = officer).
Since I am already waving my hands hard enough to flutter papers, let's assume 50% of all NPCs with levels are 1st level and each higher level is half as common.
So, this means that my breakdown of those NPCs in Seaward would look roughly like this
1st level - 390 NPCS
2nd - 195
3rd - 92
4th - 46
5th - 23
6th - 12
7th - 6
8th - 3
9th - 2
10th - 1
OK, while there are about 2,000 assumptions going on there, I can live with this. But what classes are they?
Once again, the henchmen section gives us a hint. According to it we should expect the NPC population to be:
35.2% Fighters
17% Clerics
17% Magic-users
12.5% Thieves
4.4% Paladins
4.4% Rangers
3% Druids
3% Illusionists
2.5% Assassins
1% Monks
Or to break down this list even further, the 1st level NPCs should look like this;
138 1st level Fighters
67 1st level Clerics
66 1st level Magic-users
50 1st level Thieves
17 1st level Paladins
17 1st level Rangers
12 1st level Druids
11 1st level Illusionists
10 1st level Assassins
3 1st level Monks
[note: I rounded up a few]
While this may look like a lot, this means that 1 in every 5,620 Seawardians is a 1st level fighter - that isn't shocking.
Let's look at 5th level and look just at the 'big four' (fighter, cleric, magic-user. thief) at first to get a rough idea. The rough numbers are;
10 5th level Fighters
5 5th level Clerics
4 5th level Magic-users
3 5th level Thieves
1 'left over' by rounding [note that I rounded Clerics up and Magic-users down].
If we use the 'expanded' percentages, it looks like this;
8 5th level Fighters
3 5th level Clerics
3 5th level Magic-users
3 5th level Thieves
1 5th level Paladin
1 5th level Ranger
1 5th level Druid
1 5th level Illusionist
1 5th level Assassin
1 5th level Monk
[by rounding up the 'marginal' classes we account for all 23 NPCs]
Well, that is interesting! Only 3 5th level magic-users in the Kingdom? Mentors might be hard to come by!
For the rarefied heights of upper levels we concluded we'd just use the table for henchmen in the DMG and let the dice roll as they may.
I really look forward to your comments about my 2,000 assumptions
Now, when we were discussing this we came to 2 main points;
1) this OBVIOUSLY can't include PCs!
2) NPCs placed by the DM probably shouldn't count, either.
Let's get back to assuming things from the DMG.
The section on henchmen says that a fair number of even 1st level guys are either not interested in the high risk life of adventuring or 'already in a situation they are satisfied with', i.e., a job that doesn't suck too hard. The percentage of those timid + happy leveled types out of the total appears to be as low as 50% in the oft-mentioned 'active adventuring area', as high as 98% in settled areas with it being about, oh, 90% as an average. So it looks like at any given time there are 13-14 1st level fighters that would be willing to become henchmen, if you can find them!
Conversely, this also points to 125 1st level fighters having employment in the kingdom.
Once long ago I was playing a 7th/7th Cleric/magic-user in Lew Pulsipher's campaign on an adventure and we rode into a town to ask questions. When my character introduced himself the headman swept off his hat, tugged his forelock, and treated my character with great deference, bordering on awe. When we were done I asked, out of character, what that was about. Lew's reply was simple and to the point,
That means your 5th level mage is probably mentioned in gossip; at 7th level he is spoken of (usually in hushed tones) in taverns, and at 9th maybe, depending, his name is used to frighten peasant children into behaving. Your 8th level cleric? The people will have certainly heard of the patriarch and he may face strangers approaching him for blessings and healing almost everywhere he travels.
On the other hand, there are also about 32 paladins, plus or minus, with a 5th level paladin in the mix and another as high as 10th (although that is unlikely); depending on how such things are arranged in the campaign there may be an abbey for just paladins in the kingdom. There is also at least one fighter of 8th or higher level and 8 5th level fighters - while the 5th level mage in the party is known, the fighter may be more obscure. At 9th level, however, he could very well stand out as being so famous and successful as to be elevated to the nobility.
There is a lot more to discuss on this topic, but I hope to get some feedback before I continue.
Please remember that my 1e campaign is a relatively low-level, low-magic world.
Let's see if we can figure out the assumptions made by EGG.
When you look at the DMG you see that the rules for henchmen talk about the numbers for leveled characters in "an active adventuring area" could be as high as 1 in 50 while is settled areas as low as 1 in 5,000! If we assume that those are the extremes we can guess that the total number is, oh, 1 in 1,000. This means that in a nation the size of the Kingdom of Seaward (my 1e campaign setting) my which has a population of about 780,000 there would be about 780 NPCs with levels.
It also looks like there are twice as many 1st level characters as 2nd level and twice as many 2nd level as 3rd level, etc. Yes, thuis is just an impression. It also looks like (based on notes in the Hirelings section) that most NPCs are 3rd level or below (up to third level = enlisted or NCO, 4th level+ = officer).
Since I am already waving my hands hard enough to flutter papers, let's assume 50% of all NPCs with levels are 1st level and each higher level is half as common.
So, this means that my breakdown of those NPCs in Seaward would look roughly like this
1st level - 390 NPCS
2nd - 195
3rd - 92
4th - 46
5th - 23
6th - 12
7th - 6
8th - 3
9th - 2
10th - 1
OK, while there are about 2,000 assumptions going on there, I can live with this. But what classes are they?
Once again, the henchmen section gives us a hint. According to it we should expect the NPC population to be:
35.2% Fighters
17% Clerics
17% Magic-users
12.5% Thieves
4.4% Paladins
4.4% Rangers
3% Druids
3% Illusionists
2.5% Assassins
1% Monks
Or to break down this list even further, the 1st level NPCs should look like this;
138 1st level Fighters
67 1st level Clerics
66 1st level Magic-users
50 1st level Thieves
17 1st level Paladins
17 1st level Rangers
12 1st level Druids
11 1st level Illusionists
10 1st level Assassins
3 1st level Monks
[note: I rounded up a few]
While this may look like a lot, this means that 1 in every 5,620 Seawardians is a 1st level fighter - that isn't shocking.
Let's look at 5th level and look just at the 'big four' (fighter, cleric, magic-user. thief) at first to get a rough idea. The rough numbers are;
10 5th level Fighters
5 5th level Clerics
4 5th level Magic-users
3 5th level Thieves
1 'left over' by rounding [note that I rounded Clerics up and Magic-users down].
If we use the 'expanded' percentages, it looks like this;
8 5th level Fighters
3 5th level Clerics
3 5th level Magic-users
3 5th level Thieves
1 5th level Paladin
1 5th level Ranger
1 5th level Druid
1 5th level Illusionist
1 5th level Assassin
1 5th level Monk
[by rounding up the 'marginal' classes we account for all 23 NPCs]
Well, that is interesting! Only 3 5th level magic-users in the Kingdom? Mentors might be hard to come by!
For the rarefied heights of upper levels we concluded we'd just use the table for henchmen in the DMG and let the dice roll as they may.
I really look forward to your comments about my 2,000 assumptions
Now, when we were discussing this we came to 2 main points;
1) this OBVIOUSLY can't include PCs!
2) NPCs placed by the DM probably shouldn't count, either.
Let's get back to assuming things from the DMG.
The section on henchmen says that a fair number of even 1st level guys are either not interested in the high risk life of adventuring or 'already in a situation they are satisfied with', i.e., a job that doesn't suck too hard. The percentage of those timid + happy leveled types out of the total appears to be as low as 50% in the oft-mentioned 'active adventuring area', as high as 98% in settled areas with it being about, oh, 90% as an average. So it looks like at any given time there are 13-14 1st level fighters that would be willing to become henchmen, if you can find them!
Conversely, this also points to 125 1st level fighters having employment in the kingdom.
Once long ago I was playing a 7th/7th Cleric/magic-user in Lew Pulsipher's campaign on an adventure and we rode into a town to ask questions. When my character introduced himself the headman swept off his hat, tugged his forelock, and treated my character with great deference, bordering on awe. When we were done I asked, out of character, what that was about. Lew's reply was simple and to the point,
"Your character can cast out demons and shoot fireballs. Every peasant in 100 miles knows who he is and what he can do. Of course they treat him with respect!"Let's look at those NPC numbers again and think about how PCs fit into such a low-level, low-magic world. There are only somewhere between 3 and, oh, 8 NPCs who have enough levels in magic-user to know and cast Fireball. Based upon spell availability, the chances of a mage with average Intelligence to learn a particular spell (typically on 55% for an NPC), even one as sought-after as this, and it is obvious that other than PCs there are perhaps 2 or 3 people in the entire kingdom who can cast Fireball (not counting NPCs placed by the DM).
That means your 5th level mage is probably mentioned in gossip; at 7th level he is spoken of (usually in hushed tones) in taverns, and at 9th maybe, depending, his name is used to frighten peasant children into behaving. Your 8th level cleric? The people will have certainly heard of the patriarch and he may face strangers approaching him for blessings and healing almost everywhere he travels.
On the other hand, there are also about 32 paladins, plus or minus, with a 5th level paladin in the mix and another as high as 10th (although that is unlikely); depending on how such things are arranged in the campaign there may be an abbey for just paladins in the kingdom. There is also at least one fighter of 8th or higher level and 8 5th level fighters - while the 5th level mage in the party is known, the fighter may be more obscure. At 9th level, however, he could very well stand out as being so famous and successful as to be elevated to the nobility.
There is a lot more to discuss on this topic, but I hope to get some feedback before I continue.
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Friday, June 13, 2014
Why Encumbrance Matters To Me
This past week I did a routine audit of character sheets and found that most of the players were ignoring encumbrance, so I directed them to clean up their sheets, get their encumbrance correct, or else I would just assign encumbrance levels until they did.
My oldest son, a stalwart and a hard worker, lamented how difficult it is and how much time and attention it takes.
Likewise, this very morning I read an RPG blogger talking about how they really, really dislike encumbrance rules.
I was a tactical soldier in an airborne unit based in Ft. Bragg for 6 years. I I have done hundreds of miles in ruck marches and was in land navigation competitions [think orienteering in rugged terrain with 80-100 lbs of equipment]. I became so adept at fitting necessary gear into tight space my kids say I have the Clever packer skill at 93%.
I know encumbrance.
I also know that it matters. Carrying too much weight slows you down. Carrying big, bulky objects slows you down. Travelling becomes much harder when you are carrying a heavy load. Horses are not motorcycles - too much weight slows them down and can hurt them, etc.
At the same time, there are serious reasons that soldier carry so much weight - you need things! Food, water, bandages, blankets, light sources, arrows, sling bullets, tools, components, rope - all could be very important. I am far from the first guy to point out that a core element of games, both modern and old school D&D in particular, is resource management. If you just handwave components then magic-users and clerics get easier and more powerful; if you handwave food and water you reduce or eliminate time limits of travel and exploration; if you handwave equipment you reduce or eliminate the use of all sorts of barriers, tricks, and delays.
Ignoring things like, oh, how many torches you need also makes a lot of spells useless. If the cleric never needs to consider a Light, or Create Food and Water, or the wizard never needs to think of Floating Disc or Tiny Hut why do those spells exist? What are they for? And this is yet another way you make your spell casters more powerful in combat - the cleric can take all healing and combat spells, the mage can take all combat spells because, well, they don't eat, sleep, or get cold and can always see.
If you do make them account for everything you can add a lot of tension to the game very simply.
Example: Krellor was worried; somehow the map was wrong. He knew it was wrong for one simple reason - they couldn't get out. He had originally been angry with Mellie, the young cleric. he was really glad he hadn't said anything, though; after 2 days of following the left wall they not only hadn't found the way out they had taken at least 3 different routes. Somewhere in the maze of rooms and corridors was a trick wall, door, or corridor that kept moving on them.
Kurrie, the scout, had lost his grin and was looking downright scared. Alazaar, the mage, was starting to slow down and even the shaven-headed monk Xing was obviously suffering. They had been without food for 3 days, now, and the brackish water from the puddle was almost gone, too. If they didn't find the way out soon they might die of thirst in these twisting halls. Krellor had relented this 'morning' and they group was alternting left and right in hopes of avoiding whatever deviltry was trapping them here.
Perhaps as troubling as the lack of food and paucity of water, they were down to just 3 inches of candle in Mellie's lantern - the feeble light barely allowed them to creep through the halls. Once it went out they would be almost totally blind - and as good as dead.
Kellor habitually checked his weapons belt as he prepared to round a corner. As he paused he heard a noise from the corridor; with a gesture Mellie closed the shutter on the lantern. The lost adventurers waited as a glow appeared from around the corner and the sound of orc voices grew.
When the orcs rounded the corner Kurrie, Xing, and Krellor fell on them ferociously and with total surprise. The slaughter was over in moments and Kurrie began rifling through their gear.
Three flasks of oil was good. An entire smoked ham and a sack of dried cherries was better. The full waterskins on all 6 of the dead orcs was best. Kurrie habitually grabbed the few coins these low-level guard had on them as the party carefully ate and drank a little. Too much at once would make them sick. After 20 minutes of rest interspersed with a few small bites and spare sips Mellie refilled and lit her lantern before tucking the candle stub away.
Maybe their luck had changed. Maybe they would get out. At least they had another day or two to try.
That was from an actual adventure I ran that the players still talk about much later.
Keeping track of this stuff, while time consuming, can be both a source of game tension AND a tool for character development.
Example: As beautiful as the sight of the first rays of the sun sparkling off the snow-capped mountains was, Aurelius missed the abbey. The warm bed, the food, the wine. But most of all, the library. All that knowledge, all that wisdom. He liked nothing more than to immerse himself in the rows of books until he was too exhausted to read another page.
But as a prefect he had certain responsibilities. The bishop had asked him to join the paladin Tamarind and his companions in a quest to end the attacks on the western villages. Aurelius had smiled, agreed, and inwardly bemoaned whatever streak of madness had compelled him to travel with Tamarind when both of them were newly ordained. Aurelius' reputation as an 'adventurer' may have earned him a swift promotion or three, but it also kept him from his beloved books.
There was Tamarind, now, riding alongside the trail, checking on all of his companions. A good man, Tamarind, truthful, brave, and honorable. He saw Tamarind pull up next to Aurelius' acolyte, Willit.
"How fare you, young Willit?"
"Very good, Sir Tamarind."
"Excited?"
"Oh, yes, sir! When we return I am to be tonsured as an adept!"
"Keep it up, and soon I shall be reporting to you!"
"Oh, no Sir Tamarind! A knight like yourself reporting to someone like me?"
"A knight, but yet a paladin who must answer to the priests, isn't that right Father Timms?"
Aurelius' other assistant, riding nearby, chuckled and said,
"Mayhaps I have the authority, but the temerity? That I do not have!"
At Noon Aurelius' two assistants supervised his servants as they set up a field table for Aurelius, Tamarind, and the companions to eat their meal. Others set up a blanket on the grass nearby for the servants' meal. The companions were all good company: Orion, the famous wizard from the West; the dwarven warrior called only the Smiter; the lovely halfling maiden and scout Mellificent; Fandor, the ranger from the Great Wood; Tamarind; and Aurelius. After their quick meal of cold meats, cheese, and small beer the servants quickly loaded the gear back onto Aurelius' cart, mounted their own mules, and they resumed.
At evening the servants erected Aurelius' pavilion and prepared a meal. As the companions dined the servants gathered wood, built another fire, erected Aurelius' sleeping tent, and prepared their own shelters and meal.
An hour before dawn Aurelius said the travelling Mass with Father Timms and Brother Willit assisting. Afterwards the servants quickly struck camp and prepared everything for the road.
Tamarind and Aurelius are both characters from campaigns I have played in. Tamarind is a typical paladin; water and thin gruel for breakfast, lunch is a meal in the saddle, dinner might be a sapare hot soup and some hardtack. He has a prudent amount of gear but otherwise the Lord will provide.
Aurelius has 2 henchmen, a valet, 5 teamsters, 2 porters, a linkboy, a cook, 3 grooms, and 7 light cavalrymen as hirelings. His people all travel on horse or mules or in the cart he brings along in addition to his pack horse. He carries tents, a pavilion, field tables and chairs, silverware and place settings, tools, rope, spare clothes, manacles (in various sizes) blank books, vials, jars, and boxes for samples, etc., etc., etc. All in addition to a mix of fresh and preserved food, water, wine, and brandy.
His henchmen and hirelings typically build and guard a camp for the extra equipment with the servants making things ready for the party's return. On at least one adventure one of the henchmen led 2 guards and a teamster back to town with a wagon to completely replenish supplies while the adventurers were still underground.
Sure, these are extreme examples, but show that if you want to use encumbrance it can be a lot more than just book keeping on a character sheet.
My oldest son, a stalwart and a hard worker, lamented how difficult it is and how much time and attention it takes.
Likewise, this very morning I read an RPG blogger talking about how they really, really dislike encumbrance rules.
I was a tactical soldier in an airborne unit based in Ft. Bragg for 6 years. I I have done hundreds of miles in ruck marches and was in land navigation competitions [think orienteering in rugged terrain with 80-100 lbs of equipment]. I became so adept at fitting necessary gear into tight space my kids say I have the Clever packer skill at 93%.
I know encumbrance.
I also know that it matters. Carrying too much weight slows you down. Carrying big, bulky objects slows you down. Travelling becomes much harder when you are carrying a heavy load. Horses are not motorcycles - too much weight slows them down and can hurt them, etc.
At the same time, there are serious reasons that soldier carry so much weight - you need things! Food, water, bandages, blankets, light sources, arrows, sling bullets, tools, components, rope - all could be very important. I am far from the first guy to point out that a core element of games, both modern and old school D&D in particular, is resource management. If you just handwave components then magic-users and clerics get easier and more powerful; if you handwave food and water you reduce or eliminate time limits of travel and exploration; if you handwave equipment you reduce or eliminate the use of all sorts of barriers, tricks, and delays.
Ignoring things like, oh, how many torches you need also makes a lot of spells useless. If the cleric never needs to consider a Light, or Create Food and Water, or the wizard never needs to think of Floating Disc or Tiny Hut why do those spells exist? What are they for? And this is yet another way you make your spell casters more powerful in combat - the cleric can take all healing and combat spells, the mage can take all combat spells because, well, they don't eat, sleep, or get cold and can always see.
If you do make them account for everything you can add a lot of tension to the game very simply.
Example: Krellor was worried; somehow the map was wrong. He knew it was wrong for one simple reason - they couldn't get out. He had originally been angry with Mellie, the young cleric. he was really glad he hadn't said anything, though; after 2 days of following the left wall they not only hadn't found the way out they had taken at least 3 different routes. Somewhere in the maze of rooms and corridors was a trick wall, door, or corridor that kept moving on them.
Kurrie, the scout, had lost his grin and was looking downright scared. Alazaar, the mage, was starting to slow down and even the shaven-headed monk Xing was obviously suffering. They had been without food for 3 days, now, and the brackish water from the puddle was almost gone, too. If they didn't find the way out soon they might die of thirst in these twisting halls. Krellor had relented this 'morning' and they group was alternting left and right in hopes of avoiding whatever deviltry was trapping them here.
Perhaps as troubling as the lack of food and paucity of water, they were down to just 3 inches of candle in Mellie's lantern - the feeble light barely allowed them to creep through the halls. Once it went out they would be almost totally blind - and as good as dead.
Kellor habitually checked his weapons belt as he prepared to round a corner. As he paused he heard a noise from the corridor; with a gesture Mellie closed the shutter on the lantern. The lost adventurers waited as a glow appeared from around the corner and the sound of orc voices grew.
When the orcs rounded the corner Kurrie, Xing, and Krellor fell on them ferociously and with total surprise. The slaughter was over in moments and Kurrie began rifling through their gear.
Three flasks of oil was good. An entire smoked ham and a sack of dried cherries was better. The full waterskins on all 6 of the dead orcs was best. Kurrie habitually grabbed the few coins these low-level guard had on them as the party carefully ate and drank a little. Too much at once would make them sick. After 20 minutes of rest interspersed with a few small bites and spare sips Mellie refilled and lit her lantern before tucking the candle stub away.
Maybe their luck had changed. Maybe they would get out. At least they had another day or two to try.
That was from an actual adventure I ran that the players still talk about much later.
Keeping track of this stuff, while time consuming, can be both a source of game tension AND a tool for character development.
Example: As beautiful as the sight of the first rays of the sun sparkling off the snow-capped mountains was, Aurelius missed the abbey. The warm bed, the food, the wine. But most of all, the library. All that knowledge, all that wisdom. He liked nothing more than to immerse himself in the rows of books until he was too exhausted to read another page.
But as a prefect he had certain responsibilities. The bishop had asked him to join the paladin Tamarind and his companions in a quest to end the attacks on the western villages. Aurelius had smiled, agreed, and inwardly bemoaned whatever streak of madness had compelled him to travel with Tamarind when both of them were newly ordained. Aurelius' reputation as an 'adventurer' may have earned him a swift promotion or three, but it also kept him from his beloved books.
There was Tamarind, now, riding alongside the trail, checking on all of his companions. A good man, Tamarind, truthful, brave, and honorable. He saw Tamarind pull up next to Aurelius' acolyte, Willit.
"How fare you, young Willit?"
"Very good, Sir Tamarind."
"Excited?"
"Oh, yes, sir! When we return I am to be tonsured as an adept!"
"Keep it up, and soon I shall be reporting to you!"
"Oh, no Sir Tamarind! A knight like yourself reporting to someone like me?"
"A knight, but yet a paladin who must answer to the priests, isn't that right Father Timms?"
Aurelius' other assistant, riding nearby, chuckled and said,
"Mayhaps I have the authority, but the temerity? That I do not have!"
At Noon Aurelius' two assistants supervised his servants as they set up a field table for Aurelius, Tamarind, and the companions to eat their meal. Others set up a blanket on the grass nearby for the servants' meal. The companions were all good company: Orion, the famous wizard from the West; the dwarven warrior called only the Smiter; the lovely halfling maiden and scout Mellificent; Fandor, the ranger from the Great Wood; Tamarind; and Aurelius. After their quick meal of cold meats, cheese, and small beer the servants quickly loaded the gear back onto Aurelius' cart, mounted their own mules, and they resumed.
At evening the servants erected Aurelius' pavilion and prepared a meal. As the companions dined the servants gathered wood, built another fire, erected Aurelius' sleeping tent, and prepared their own shelters and meal.
An hour before dawn Aurelius said the travelling Mass with Father Timms and Brother Willit assisting. Afterwards the servants quickly struck camp and prepared everything for the road.
Tamarind and Aurelius are both characters from campaigns I have played in. Tamarind is a typical paladin; water and thin gruel for breakfast, lunch is a meal in the saddle, dinner might be a sapare hot soup and some hardtack. He has a prudent amount of gear but otherwise the Lord will provide.
Aurelius has 2 henchmen, a valet, 5 teamsters, 2 porters, a linkboy, a cook, 3 grooms, and 7 light cavalrymen as hirelings. His people all travel on horse or mules or in the cart he brings along in addition to his pack horse. He carries tents, a pavilion, field tables and chairs, silverware and place settings, tools, rope, spare clothes, manacles (in various sizes) blank books, vials, jars, and boxes for samples, etc., etc., etc. All in addition to a mix of fresh and preserved food, water, wine, and brandy.
His henchmen and hirelings typically build and guard a camp for the extra equipment with the servants making things ready for the party's return. On at least one adventure one of the henchmen led 2 guards and a teamster back to town with a wagon to completely replenish supplies while the adventurers were still underground.
Sure, these are extreme examples, but show that if you want to use encumbrance it can be a lot more than just book keeping on a character sheet.
Monday, June 2, 2014
DM's Log - Blackstone Campaign, sessions 3&4
Previous entry is here.
This is 'Group 2' in the campaign and the party is;
My son J. plays a 2/3 Illusionist/Thief Gnome named... Steve, Or Bob. Or Tom. It varies. My son A. plays a Half-elf 2/2 Fighter/magic-user named Drake My son S. plays a Half-elf 2/3 Fighter/Thief named Sir Neun Hammerfist My son N. plays a Human 4th level Fighter specialized in the falchion named Tellon My wife plays a Human 4th level Cleric named Marigold
Also with the party is Marigold's henchman, Kugel the Stern, a 1st level Dwarf cleric and Neun's bodyguard (henchman) Clandrel, a 1st level fighter.
This is 'Group 2' in the campaign and the party is;
My son J. plays a 2/3 Illusionist/Thief Gnome named... Steve, Or Bob. Or Tom. It varies. My son A. plays a Half-elf 2/2 Fighter/magic-user named Drake My son S. plays a Half-elf 2/3 Fighter/Thief named Sir Neun Hammerfist My son N. plays a Human 4th level Fighter specialized in the falchion named Tellon My wife plays a Human 4th level Cleric named Marigold
Also with the party is Marigold's henchman, Kugel the Stern, a 1st level Dwarf cleric and Neun's bodyguard (henchman) Clandrel, a 1st level fighter.
After resting in the corridor the party continued their explorations. In the next room they found the large, seemingly-dead seemingly-a-tree room. Very concerned, Steve reached into his Bag of Tricks and pulled out - a bull! He sent the bull into the room where it was promptly paralyzed and the tree began to eat it. Realizing a majority of its tentacles were being used to haul the bull to the 'tree's' mouth the fighters closed with it and killed it surprisingly quickly. Beyond the room the party realized they were back in the large space where they had fought the amphisbaena. They checked the lone door from that room they had yet to open and discovered that the hallway beyond was rather odd. The floor dorpped off perhaps 20' and the floor was covered with pale thorn bushes and large, dew-speckled white flowers. There were bronze bars crossing the hall every 10'. The party uttered a collective 'not going that way' and shut the dorr, returning to what they now called 'the cat room' via the dead 'tree' room.
Marigold, the cleric, had had a dream, however, about the room holding Xipe and the party decided they had to clear it out. The 'stuffed' jaguar was now pacing the hall but ignored the party. The walls had fresh human skins and fresh blood on the floor. The party was tightly focused on the statue and was preparing to unleash the majority of their spell power on it, thinking it was enchanted, when Drake wandered over to the well and realized it was full of liquid light. His insistence that the party examine the well and airshaft before they did more agitated some party members, but they listened. Another Bag of Tricks animal (a goat, I believe) was tossed into the well and showed that it was lethal. Drake, believing more was going on, shouted up the air shaft - and a booming voice responded! Drake (who speak ogrish) argued with the voice as Steve and Neun silently (and in the case of Steve invisibly) clambered up the shaft, trailing a rope.
The two thieves soon realized that there was an entrance in the side of the shaft and that the voice was coming from inside. They swiftly anchored a rope as Drake told the 'god' that, intimidated, the party was leaving but would return with offerings. As soon as that was said the party began swarming up the rope to get into the room, Steve leading the was unseen.
Tellon, who is a cuisinart, was the first visible member to climb in and held Xipe back as more joined the fun. Xipe tried his shout attack (with little effect) and the fight was over in just 3 rounds. The party realized "Xipe" was an Ogre Mage shapechanged to resemble the statue below and found journals in the language of Zingara that indicated he was an agent of some overlord who wanted to expand into the Fever Lands. The party gathered the valuables and left.
Finally going through virtualy the last door on the level they came to a long corridor. At a bend in the corridor was a large stone lid in the floor inscribed with the phrase,
"Dare not open this pit unless you are willing to meet the challenge of the game".
The party uttered a collective, 'you got it' and continued.
In a long room they found several rather messily-dead baboons from a long time before and, at the end of the hall, a large spherical object floating through the air with a central eye and eyestalks! Steve promptly feathered its brisket with a clothyard shaft, detonating the gas spore 40' away. After the cloud of dust (and a bit of the ceiling) settled the party went on and found a ramp going down.
As the party descended they heard grinding and saw a massive stone wheel careening down the ramp. Everyone was able to get out of the way, but Drake lost his backpack and (thus) all his rations, limiting the party's time underground. The wheel smashed open the doors at the base of the ramp and a large number of fire beetles rushed out. 3 rounds of spells, missile weapons, and a little hand to hand and the beetles were. all dead. Steve used some of their glands to save on torches.
They cleared out the fire beetle nest in the next room and proceeded down a corridor. About halfway down they were trapped between two stone doors that slid from the ceiling and then they trap began filling with sand. Drake and Tellon immediately began hacking at the far door as Steve and Neun tried to disarm or block the trap. All saw a will o' the wisp enter the area and knew it was a death trap.
Once again the lethality of Tellon shone through and the door was hacked apart in plenty of time. Marigold covered Steve with a Protection from Evil and he warded the party from the will o' the wisp as they fled the area. Further down the hall the party encountered an open pit with long-dead bodies at the bottom. The further hallway looked clear. Steve once more fetched an animal from his Bag of Tricks, an own, and ordered it to fly across - it promptly hit an invisible wall and fell into the it. Only stunned, it soon revealed that there were gaps in the invisible wall on each side. The party was soon across the pit. From the far side the pillar blocking the middle of the hall was visible.
Before much longer they party came to a fork in the passages. Deciding that since the only known way in was blocked by the sand trap the party had a new primary goal - finding another way out! The party changed its normal search pattern and started trying to edge back around to another way up. They came to a hall where the walls had stone eagle heads sticking out, one with a gold ring - the party simply marched past. Just beyond were dozens of human figures. As the party advanced they animated and attacked as zombies. Marigold turned her maximum number on her first attempt and then Tellon and Drake made short work of them with a lot of help from Neun and Marigold as Steve kept an eye out.
Beyond was a room with fading writing on the walls and two figures on stone couches that looked asleep. The writing spelled out,
"The capitol has fallen. God save the emperor."
Drake reached out and touched the male - within moments both had woken up and began speaking in Kadari [an ancient tongue that only survives as the language magic]. Drake could understand it but Steve could not (illusionists use another tongue). The Conversation went something like this,
The Sleepers: "Who sits on the Jade Throne?"
Drake: "The Jade Throne is empty"
Sleepers: "The civil war still is fought? Which side are you on, the Imperial Family or [She Who Would Rule]?"
Drake: "I take no side in the civil war"
Sleepers: "A barbarian! Even in this foul shrine to an evil cult have the barbarians come! Pay us the [required fee to enter the empire] and you may loot this foul place as you wish"
Drake: "I am no barbarian. The civil war is long over. The Jade Empire is no more. Since your time the Ruby Empire and the Emerald Empire have both risen and fallen."
Sleepers [stunned}: "What year is it?"
Drake [after checking with Marigold]: "6,640 years since the founding of the Jade Throne."
Sleepers [the woman is now weeping]: "Our apprentices were to awaken us after the battle with the cultists was over. They must... They must have perished."
He looked around,
"The spells that trapped us here are long faded."
Looking back at Drake,
"Please take this and keep it."
He handed Drake a piece of amber with a tiny red beetle trapped within. A moment later he had teleported them both away.
The party did not disturb the room. Neun drank a potion of treasure finding to help them look for the golden idol. One of the doors led to the fire beetles nest, so they now had a way out. Checking the last door from the room of the sleepers they found a massive block sealing off a corridor. The party slid it left and found a ramp up with stone rollers in the floor. Steve went up alone to scout and soon realized that the ramp led to very near where he had killed the gas spore. he returned to the party and told them what he had found. The party returned to their normal search pattern, soon finding a secret door they had previously missed in the corridor of eagle heads. While Neun and Steve were checking the secret door for traps Drake simply picked up the golden ring in the eagle head's mouth, showed it to the party, and pocketed it.
The party went through the secret door and down into a tunnel knee deep in water (chest deep to Steve). At the end was a door with a keyhole through which light was shining. Marigold cast an Augury which brought the answer,
"The idol lies beyond, but beware evil disguised by beauty"
After a surprisingly long argument about who would look through the keyhole, no one did and they simply opened the door. The nereid on the far side immediately gobsmacked the male party members but Marigold had time to slam the door back shut, blocking sight of her. The party quickly prepared, retreiving a lion from the Bag of Tricks and Marigold reading a Scroll of Protection from Possession. The party entered the room with the lion suddenly being tied up with the electric eel and the nereid being surprised at men attacking her! The battle was short and vicious with the lion, the nereid, and the eel all dead in 3 round (!). The entire party had taken damage from the electric eel so a few moments were taken to heal a few people up. Neun detected treasure in the deep pool of water. The party pressed on.
Soon they entered a room with a large, smooth boulder and a trash talking - crayfish. The crayfish waved its little pincers and utters dire warnings and the party - decided to see if they could go around. Another water-filled corridor and room later they realized they had to pass the crayfish and his giant hermit crab pal [the 'large, smooth boulder]. So the party sweet-talked the crayfish and crept to the next door. This worked and the party was soon sloping down again. They triggered a trap meant to harm them and block the corridor, but it only partially functioned due to age. The party passed on, entered a room and...
...finally found the idol! Steve sent in an owl from his Bag of tricks to retrieve it and the party quickly reversed course to get out of the pyramid! They spoke with the crayfish on the way and convinced him to come along (they realized he was there to protect the idol but since they had it his mission was over).
On the way back they paused to retrieve the loot earlier detected by Neun (over Tellon's objections) and Neun used his abilities and skills to rig ropes so the party could exit from the amphisbaena room's collapsed ceiling. They rushed to the river, retrieved their hidden canoes, and beganpaddling immediately.
Because they were so close to the dark of the moon and the return of the winged apes they decided to have Marigold and Drake sleep while everyone else paddled all night. Early the next morning they found the camp of their native allies who admitted they would have left before Noon. Steve took out the idol to show the natives of their success and, as sunlight struck it for the first time in centuries, ashimmering shockwave rippled from the idol in all directions. The natives were delighted since the idol would show that the Sun God favored the Northerners and that Xipe was too weak to defend the pyramid. The party explained that Xipe was an imposter and then grabbed some sleep. After a few hours they all set out and in 3 more days of uneventful travel they party made it back to Redport on the coast.
Later that day the Sleepers teleported to Drake and asked him a few more questions before telling him they had to think about their future and teleporting away again.
The party was well paid by Ewin and I distributed experience points.
Players in my campaign should stop reading here
Modifying the Hidden Shrine to fit into my campaign was a great deal of fun. The main hook was the ogre mage pretending to be a god, which really set off the train of thought. The other main group in Blackstone has been searching for an artifact called the Water Tiger for a long time and the 'rippling explosion from the idol' was the ending of the spell that cloaked the Water Tiger's very existence. It will still be very hard to find but at least there is a chance, now.
I have never cared for the nereid so I was pleased the encounter went so well. I dislike the 'all males are charmed automatically no matter what no save never' mechanic as I think it is a cop out. While the Scroll of Protection from Possession never explicitly states its stops nereid charm, it is in line with the scroll's powers, so I let it go. And I had forgotten Marigold had it, too! I changed some of the traps around and I really changed the sleepers! Originally they were 1e monks, now they are 2e specialist mages; originally they were Suloise exiles, now they were Jade Empire hostages taken by a necromancer death cult; originally there was no real clear explanation of why the monks had been just lying there for millenia, now they were unaware until awoken and had previously been trapped within wards. The tie in between She Who Waits and She Who Would Rule are nebulous, but I hope the party figures it out soon.
The party is doing well and there was a lot of leveling up, so - it is about time to start a new party for some jazz band fun!
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