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?
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 hirelings. Show all posts
Showing posts with label hirelings. Show all posts
Thursday, December 22, 2016
Sunday, August 14, 2016
What Do You Mean, 'What Is It For?'?!
Ah, the internet, where you can argue over all sorts of things. The most recent internet argument I got into was with someone explaining that monsters with a no-save level drain are badwrong and there is no reason to have them other than,
Of course, I had already pointed out some reason for having such monsters in your game, to wit;
"...imbecilic blind worship of the past..."Uh-huh.
Of course, I had already pointed out some reason for having such monsters in your game, to wit;
- Instilling terror in the players
- Driving quests for spells, etc. to get Restoration
- To 'throttle' level progression without nerfing XP/raising the bar or railroading players
Labels:
1e,
2e,
campaign tone,
combat,
experience,
Far Realms,
hirelings,
mechanics,
Module,
od&d,
Old,
Old School,
OSR,
other blogs,
Rants,
Rules,
Spells
What Do You Mean, 'What Is It For?'?!
Ah, the internet, where you can argue over all sorts of things. The most recent internet argument I got into was with someone explaining that monsters with a no-save level drain are badwrong and there is no reason to have them other than,
Of course, I had already pointed out some reason for having such monsters in your game, to wit;
"...imbecilic blind worship of the past..."Uh-huh.
Of course, I had already pointed out some reason for having such monsters in your game, to wit;
- Instilling terror in the players
- Driving quests for spells, etc. to get Restoration
- To 'throttle' level progression without nerfing XP/raising the bar or railroading players
Labels:
1e,
2e,
campaign tone,
combat,
experience,
Far Realms,
hirelings,
mechanics,
Module,
od&d,
Old,
Old School,
OSR,
other blogs,
Rants,
Rules,
Spells
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!
Monday, November 3, 2014
Play Report - The Dungeon of the Really Crazy Wizard-Type Guy
A rarity for DStP: a play report from me!
For his birthday my 3rd son, S., asked to start his own campaign.
Woot! A new campaign where I get to play! S. is very imaginative, very creative, and runs a good game, so a campaign will rock.
The system?
HackMaster 4th.
Woot!
So characters were created by me and the other three 'Older Brothers' and we played this week.
The Party
Me - Grandolph Greywand. Human magic-user. The only child of two wizards who were each celebrity magic-user/adventurers, He was raised in wealth, sent to the finest schools, and graduated top of his class from the most elite magic academy in the land. He is highly intelligent, highly educated, rich, charming, suave, well dressed - and a complete jackass. The only thing larger than his ego is his sense of entitlement.
Lawful Evil.
Has a porter ('carrying things is for the poor') and a personal valet (his first valet recently retired after 20 years of service. Grandolph is 21).
Began with a ton of excess honor.
Joined the party because he is certain that any adventuring party will get him fame to exceed that of his parents because he is in it!
N. - Gary, son of Gary of the house of Gary. Human-ish fighter. The son of a pfalszgraf of a realm in the Forest of Forever, his parents were murdered by his evil uncle, Bob the wizard. Bob had Gary sent to an orphanage run by zealots of the Torture God. As a result of the rather rigorous training of the orphanage Gary is phenomenally strong, incredibly tough, and absolutely unhinged. In addition to being an alcoholic (he turned to the bottle for solace at age 6) he is also a glutton. He firmly believes that rightful heir of the entire world.
Terribly maladjusted, he often confuses people with his words such as,
"Innkeeper! Dinner was delicious, but where are the branding irons? I am ready for dessert."
or
"A day like today makes me grateful for the monks who used to beat me with sticks for breathing too often."
Neutral Evil. 16 years old.
Uses a two-hander. Liberally.
Began honorable (somehow).
Leader of the party and dedicated to claiming his rightful inheritance (see above).
J. - Lewis von LΓΌbeck. Human zealot of the god of Competition and Games. Led a particularly average life (small town, two nice parents, 1.4 siblings, etc.) until the last week of seminary when his master had a divine vision that he was destined to serve Gary, son of Gary of the house of Gary. Ever obedient, Lewis complied.
Now having served Gary for 4 weeks Lewis suffers from the 'Little Faith' flaw.
Lawful Neutral.
A skilled pugilist, Lewis enjoys a good round of fisticuffs.
Began honorable.
His god told him to join the party.
A. - Willie. Dwarven fighter/thief. His parents were life-long petty criminals. When Willie was 12 they were unjustly executed for the (only) crime they didn't commit. He was taken in by a dwarf who explained he was a master thief and would train Willie to get his revenge.
Unfortunately, his mentor was actually a crazy, drunk beggar who messed up Willie's development as a thief.
The only things Willie has of his parents is their seabed-hugging social status and a 500 g.p. debt to the mob.
Neutral Evil.
Uses daggers and his fists.
Began dishonorable.
He is so desperate to pay off the mob he would join any party. he is so incompetent no sane party would have him.
The First Session - Part I
Grandolph met Gary, Lewis, and Willie at the Tavern of Contrived Meetings and soon decided they would follow a set of rumors to the Dungeon of the Really Crazy Wizard-Type Guy. The party, surprisingly flush, set out on horseback (with Grandolph's hirelings walking) towards the lost dungeon. As the party drew close they were ambushed by a large troop of baboons.
Grandolph immediately cast a Fireball, Sidewinder Factor I towards the largest collection of the simian ruffians, causing a number of them to flee and igniting the tinderbox-dry forest.
Gary immediately charged a group of them, raving about 'baboon night at the orphanage' and how he hoped he could remember all the cooking fire stories for the 'after-rending cookout'. Willie was soon attacked by a small knot of baboons and Lewis closed with the baboon leader.
Gary was slicing his was through baboons like a hot knife through monkeys, Willie was struggling a bit, and Grandolph was ordering his hirelings to guard his flanks. Lewis met the chief baboon and squared off in a boxer's stance - to have the baboon chief do the same! In moments the two were engaged in a ferocious display of the sweet science.
The fighting continued as the forest began to turn into an inferno; Gary was mowing through baboons, Willie was doing a bit better, Lewis and the baboon chief were exchanging jabs and Grandolph was exhorting his porter to stop whining as the baboons chewed on him. In a few moments only a handful of the baboons were left; Willie felled the last of his foes with a well-placed groin punch followed by a coup de grace; Gary was giggling about something to himself as he wiped his two hander, and Lewis was still trading blows with the baboon leader.
Finally, bored and wishing his tea Grandolph rode up and cracked open the baboon leader's skull with his quarterstaff and the party rode on. Grandolph apologized for disrupting Lewis' duel, docked his porter 3 days of pay for being unable to carry things, and waited for his valet to finish tea.
More soon!
For his birthday my 3rd son, S., asked to start his own campaign.
Woot! A new campaign where I get to play! S. is very imaginative, very creative, and runs a good game, so a campaign will rock.
The system?
HackMaster 4th.
Woot!
So characters were created by me and the other three 'Older Brothers' and we played this week.
The Party
Me - Grandolph Greywand. Human magic-user. The only child of two wizards who were each celebrity magic-user/adventurers, He was raised in wealth, sent to the finest schools, and graduated top of his class from the most elite magic academy in the land. He is highly intelligent, highly educated, rich, charming, suave, well dressed - and a complete jackass. The only thing larger than his ego is his sense of entitlement.
Lawful Evil.
Has a porter ('carrying things is for the poor') and a personal valet (his first valet recently retired after 20 years of service. Grandolph is 21).
Began with a ton of excess honor.
Joined the party because he is certain that any adventuring party will get him fame to exceed that of his parents because he is in it!
N. - Gary, son of Gary of the house of Gary. Human-ish fighter. The son of a pfalszgraf of a realm in the Forest of Forever, his parents were murdered by his evil uncle, Bob the wizard. Bob had Gary sent to an orphanage run by zealots of the Torture God. As a result of the rather rigorous training of the orphanage Gary is phenomenally strong, incredibly tough, and absolutely unhinged. In addition to being an alcoholic (he turned to the bottle for solace at age 6) he is also a glutton. He firmly believes that rightful heir of the entire world.
Terribly maladjusted, he often confuses people with his words such as,
"Innkeeper! Dinner was delicious, but where are the branding irons? I am ready for dessert."
or
"A day like today makes me grateful for the monks who used to beat me with sticks for breathing too often."
Neutral Evil. 16 years old.
Uses a two-hander. Liberally.
Began honorable (somehow).
Leader of the party and dedicated to claiming his rightful inheritance (see above).
J. - Lewis von LΓΌbeck. Human zealot of the god of Competition and Games. Led a particularly average life (small town, two nice parents, 1.4 siblings, etc.) until the last week of seminary when his master had a divine vision that he was destined to serve Gary, son of Gary of the house of Gary. Ever obedient, Lewis complied.
Now having served Gary for 4 weeks Lewis suffers from the 'Little Faith' flaw.
Lawful Neutral.
A skilled pugilist, Lewis enjoys a good round of fisticuffs.
Began honorable.
His god told him to join the party.
A. - Willie. Dwarven fighter/thief. His parents were life-long petty criminals. When Willie was 12 they were unjustly executed for the (only) crime they didn't commit. He was taken in by a dwarf who explained he was a master thief and would train Willie to get his revenge.
Unfortunately, his mentor was actually a crazy, drunk beggar who messed up Willie's development as a thief.
The only things Willie has of his parents is their seabed-hugging social status and a 500 g.p. debt to the mob.
Neutral Evil.
Uses daggers and his fists.
Began dishonorable.
He is so desperate to pay off the mob he would join any party. he is so incompetent no sane party would have him.
The First Session - Part I
Grandolph met Gary, Lewis, and Willie at the Tavern of Contrived Meetings and soon decided they would follow a set of rumors to the Dungeon of the Really Crazy Wizard-Type Guy. The party, surprisingly flush, set out on horseback (with Grandolph's hirelings walking) towards the lost dungeon. As the party drew close they were ambushed by a large troop of baboons.
Grandolph immediately cast a Fireball, Sidewinder Factor I towards the largest collection of the simian ruffians, causing a number of them to flee and igniting the tinderbox-dry forest.
Gary immediately charged a group of them, raving about 'baboon night at the orphanage' and how he hoped he could remember all the cooking fire stories for the 'after-rending cookout'. Willie was soon attacked by a small knot of baboons and Lewis closed with the baboon leader.
Gary was slicing his was through baboons like a hot knife through monkeys, Willie was struggling a bit, and Grandolph was ordering his hirelings to guard his flanks. Lewis met the chief baboon and squared off in a boxer's stance - to have the baboon chief do the same! In moments the two were engaged in a ferocious display of the sweet science.
The fighting continued as the forest began to turn into an inferno; Gary was mowing through baboons, Willie was doing a bit better, Lewis and the baboon chief were exchanging jabs and Grandolph was exhorting his porter to stop whining as the baboons chewed on him. In a few moments only a handful of the baboons were left; Willie felled the last of his foes with a well-placed groin punch followed by a coup de grace; Gary was giggling about something to himself as he wiped his two hander, and Lewis was still trading blows with the baboon leader.
Finally, bored and wishing his tea Grandolph rode up and cracked open the baboon leader's skull with his quarterstaff and the party rode on. Grandolph apologized for disrupting Lewis' duel, docked his porter 3 days of pay for being unable to carry things, and waited for his valet to finish tea.
More soon!
Tuesday, October 28, 2014
Play Report: Brigid's Diary, Part 2 - Return to Richacre
Real time: played in two parts, 10/4/14 and 10/18/14
Je. played Brigid, a 1st level human barbarian
J. played Athanasius, a 2nd level human cleric
A. played Starkiller, a 1/1/1 half elven fighter/cleric/mage
S. played McCloud, a 1st level human druid
N. played Thoren, a 1/1 half-orc fighter/thief
[Note: The entry is written 'in-character' and changes in tone and such reflect the character at different points during play]
DM notes are in [brackets], player notes in (parentheses)
After my first adventure, I came back to Oldbridge with Starkiller. We sold our treasures, and I made enough profit that I was able to put many gold pieces into the Baron's bank for safe keeping. I carefully compose a letter to my family, telling them of my good fortune and assuring them that I will return once I have saved enough to replenish our family's coffers.
I write in our family's code, so as not to raise any suspicions with anyone who may read the letter as it travels, both for my own protection, and that of my family's.
I find that before long, I begin to thirst for more adventure. The rage inside me has been very quiet, and I am hopeful that I am learning more self control, but I still long to further my skills, and increase my fortune. Just as I was about to get very restless in town, I received a very strange letter.
I write this diary and my letters home in the script of Eiru, but I am not able to read much of the common language. I ask Starkiller's cleric friend Athanasius to help me read the letter. It is from Toril, the headman of Richacre. He pleads for help, as there are strange doings going on in his village. I remember the kindness of the people of Richacre, and also remember the unfinished business we left there, the strange seal of evil in the tower basement. Combined with my restless thirst for more adventure, I know I must go.
I convince Starkiller and Athanasius that we should travel with all haste to Richacre to assist them in their hour of need. We find two others, friends of Athanasius, who wish to travel with us, the druid McCloud and the half-orc, Thoren. McCloud is another follower of the strange gods that I don't trust, but I can't deny the usefulness of his skills. Thoren is an interesting fellow, very dim of mind, but strong, and cunning in his own way.
We agree to leave the very next morning, after replenishing our stocks and equipment.
Day 1
We follow the familiar route to Richacre, passing through the village of Ham-on-Wye and stopping at the Sad Wolf Tavern. And later, we enter Stowanger and stop at the Tankard and Bowl Tavern. Finally, we approach Richacre. The charcoal huts on the outskirts are empty and obviously were hastily abandoned. Then, I notice that the wooden tower on the palisades is shattered, and the gate is wrenched open, hanging broken and precarious. Through the opening, we see bodies scattered around, and the town is dreadfully, terribly silent. No one comes to greet us, there is no bustle of a town's work, and I fear the worst. Thoren and I decide to go ahead of the others, as we are tough and strong and better able to weather any threats that remain inside the palisades.
We see terrible, terrible things. Some bodies seem untouched with no obvious cause of death, but with looks of abject horror forever frozen on their faces. While others - oh, the others! Some bodies have organs ripped out, some have huge chunks of flesh missing, others appear to have fallen from great heights. We see one house that seemed to have taken a lot of damage, and it has a large hole ripped through it, but with the edges of the hole as smooth as glass.
Suddenly, someone calls my name. My heart is in my throat before I realize that it is Bertrand, the Hedge Mage, blessedly alive. He calls me over and hurriedly tells us that two nights ago there was something in the sky, that lights came from the sky, and whatever the lights touched, died. He was injured by the light reflected off a mirror. Now, he has seen the gargoyle in the sky again, and is fearful that he is too badly injured to escape. We assure him that we can help, tell him to stay hidden while we go get our friends and search for other survivors. We find one other man who seems to have survived, and Athanasius casts some healing spells to heal both men. He also casts detect magic, but finds nothing magical in what is left of the village.
We continue to search through the village, and we find the Widow Schumacher who was mentioned in Tardill's letter. We also find a severed arm, holding a few pages from a journal. It must belong to the madman that Tardill indicated the widow sheltered. The journal pages are cryptic, yet terrifying, indicating he was a Mage, and mentioning a map of the cultist's temple, and finding the library of Skull Mountain. The last page seems written much later than the first, and the poor man had obviously gone mad. Mentions "devilfish", "Them", and "Lurkers", indicates he had been kicked out of the Duke and Count's courts, priests had tried to cure him, but they obviously failed as he continues his rants for at least several more paragraphs. I wonder what he had to do with the destruction wrought on the poor village of Richacre?
I convince Athanasius to copy the pages here in my journal so that we can remember what it says. He added those pages later.
Meanwhile, Starkiller recognizes that the wounds on the dead seem to be those of a "reversed" spell of healing. And Bertrand is very, very worried about the return of the Gargoyle. We assure Bertrand that we will take care of the gargoyle, and he gives Thoren an amulet vs. charm, and gives us a scroll that "enchants a weapon", giving it a temporary increased chance to hit and damage (+1/+1). Meanwhile, darkness is falling, so we hide as best as we can, and get some sleep.
Day 2
We wake up the next morning and notice that some of the houses on the far side of town have been trashed overnight. We head out to check on the tower, figuring we will find the gargoyle there, and we can also check on the evil seal in the basement, figuring it might have had something to do with the town's destruction.
We approach the tower directly, assuming that the gargoyle will be stone during the day, and thus, not a threat. Thoren approaches the door to the tower and is picking the lock when the gargoyle drops on us from above! The gargoyle savagely attacks Thoren [DM- taking him to -1 HP]. We immediately attack the gargoyle, Starkiller and I land blows. Athanasius casts a light spell, blinding the gargoyle. I attack and kill the gargoyle, making sure to take an extra, final blow to ensure its death. Meanwhile, Athanasius casts two cure spells on Thoren, saving our friend from certain death. I say a quick prayer of thanksgiving for good clerics. We talk amongst ourselves, debating as to whether we should go back to the village, or forge on to discover what is going on with the evil basement seal.
While we are talking, the door behind me opens, and a Kobold wearing strange, cobbled together, almost full plate mail appears. Thinking fast, I try to talk with him. I tell him we killed the gargoyle, and he says he is glad, tells us that they hated the gargoyle. We ask if we can come in and see the basement, and he tells us no, that they now worship those gods. Before he can say anymore, we attack. The Kobold lands a minor blow on me, but I manage to kill him.
We grab the head of the gargoyle and his backpack, and we notice he is branded - it almost looks like an eye surrounded by smaller circles. We also grab the Kobold, and decide to go back to the village to prove to poor Bertrand that we killed the gargoyle. We return to the deserted town of Richacre and tell Bertrand all that has happened. We go through the gargoyle's backpack, and find great treasures. Copper and electrum pieces, a silver bracelet with an amber crucifix, a Druidic scroll which we give to McCloud, he tells is it has animal friendship, animal growth, commune with nature,and cure critical wounds. There is also a broadsword - my weapon of choice! As I pick it up to admire it, it is tarnished and dull, but I notice the hilt has a carving of a beautiful women, head bowed, covering her eyes.
Suddenly, the sword starts speaking! It speaks in the language of my childhood, Airu, and tells me it's name is Mor Altach, which means "great fury". It says that it can also speak in Orcish, Kobold, and Ogre, and it's blows do not cease to hurt (which makes me believe it is a sword of wounding). It also says that it can detect traps and magic within 10', though it has to be able to speak about them. Starkiller detects evil on the treasures, and nothing, including the sword, seems evil. Everyone agrees that the sword should be mine. The sword tells me it does not like my other sword, and I assure it that I will get rid of it as soon as we can get back to a town where I can sell or dispose of it safely. The sword reluctantly agrees that is ok, but I get the sense that I had better to be true to my word. I am unsure how I feel about my sword talking to me, but since it speaks to me in my beloved Airu, I rest a little easier. We try to question the sword about the gargoyle, and how it got here, but the sword was captured long ago, and has spent almost the entire time in the depths of the gargoyle's backpack, so it has very little information. So, we decide to rest for the night, and head back to the tower in the morning.
Athanasius insists that we must deal with the kobolds, and we also really need to check on that evil seal. I hope, that with good rest, and focus, I can continue to keep my inner rage in check.
Day 3
When we woke up the next morning, Thoren told us about a strange dream he had. The bracelet we found spoke to him in his dream, saying that it was weak now, and Thoren was the only one who could save it. When he awoke, the bracelet was on his wrist. I find that very eerie.
As we head back to the tower, we notice smoke off in the Briars, almost like from a bonfire. It is far enough away we feel it is safe to deal with the tower without worrying about the smoke. I wonder what it is, though?
We arrive at the tower, and thankfully Thoren checked for traps, because there is a nasty pit trap at the base of the stairs to the entrance. We are able to work around it, and Thoren goes up to check on the door. Suddenly, a rock is thrown at him from directly above! We look up just in time to see two kobolds duck back inside. We retreat away from the door for fear of the rocks, and we make a plan. We march up to the tower while firing arrows at the kobolds above, and quickly bust down the door and enter the tower. Inside we find three kobolds, and rather quickly kill two of them. We ask for surrender from the final Kobold, and then we knock him out and tie him up, figuring to deal with him later after we assess the rest of the area.
We enter the stairwell, and find boulders coming down the stairs. We duck back out of the stairwell, wait for them to pass, then quickly rush up the stairs. We pass three closed doors, and then on the roof, we see two kobolds pushing boulders towards the door. I have to hurry, or they will knock us all down the stairs! I make a charge attack - and miss horribly. I quickly whip back around, and McCloud has killed one, then I kill the other.
We go back down the stairs, and sense evil behind one of the doors. We open the door, and capture and tie up another Kobold, then head to the basement. There is a trap by the door to the basement, Thoren attempts to disarm it, but fails. Starkiller uses his spear to reach over Thoren's shoulder and poke the door open. A sapling whips out from the corner of the room with a dagger on the end of it. It just misses slicing Thoren's face!
Then, before we can even blink, a giant weasel attacks Thoren! It immediately bit down and started sucking his blood. Starkiller and McCloud and myself attacked the weasel and Athanasius cast healing spells on Thoren to keep him alive. Finally, we kill the weasel and save Thoren. I look down and notice my sword is gleaming. The woman on the hilt has changed! Her hands are no longer covering her eyes, they are crossed over her chest, and she has a beatific look on her face. She has long, flowing gold hair, and her eyes are brilliant sapphires. I'm not sure what this means, but I feel a kinship with my Airu sword that makes me feel less homesick. We take the dagger from the trap after our battle with the weasel, and we feel certain it is magical. We find the secret door and go into the other room.
There, we see 3 kobolds and a Kobold shaman who is casting a spell. I immediately charge the shaman, and to my shame, I miss, once again. But, on my next attack, I kill him instantly! The other kobolds attack and injure me, Thorin, and McCloud, but we manage to kill them all.
(In the heat of battle, McCloud calls Athanasius the "Altar boy" - DM says 25 extra EP!)
We enter the room with the evil seal, and find 2 humans tied up with another Shaman standing over them. I charge and kill the shaman - finally, I hit during a charge! As we release them, the two humans tells us their names are Allen, a peddler, and Gerb, a porter. Allen immediately pledges fealty to me, who saved his life by killing the shaman. When we get out of this tower, I am going to see if I can convince Gerb to stay with me, too, since the two are apparently life long friends. I find that I am more proud of saving the lives of these fine men than I am excited about finding treasures to send back home. My need for revenge has been so strong for so long, I'm not quite sure what to make of my new attitude.
As we are standing there talking with Gerb and Allen, some of us see movement out of the corner of our eyes, and we go to investigate. We quickly realize that some Kobold women who must have been in hiding have escaped - and they took our two tied up captives, too! We decide to track them, as we can't let them get away. We find them fairly quickly, and rather than kill them, Athanasius tries to convert them to the truth of our faith. All evil can potentially be used for God's advantage!
He succeeds in converting the kobolds, but knows their faith is weak. We negotiate with them, and convince them to shelter at the Abbey southwest of Ekull. A little time with the consecrated brothers and sisters will certainly strengthen their faith!
(From the tower, and the kobolds we killed, we do find some treasures. Five pieces of Amber, a gourd jar with a paste that we later identify as a pagan potion of Hill Giant strength, and the magical dagger is identified as a +1 dagger/+2 vs. smaller than man size. We also find a fair bit of gold, so after paying our expenses and dividing it up amongst all of is, we each get 376 GP and a piece of Amber.)
I decide to hire Allen the merchant and Gerb the porter. I know they will be loyal to me if I treat them well, and certainly they will help me amass my fortune and figure out how to get it back to my family. And meanwhile, my new sword gazes at me with those sapphire eyes whenever I look at it. I wonder what it all means? I believe I must rest for awhile, study and hone my skills. I suspect I have something more important to do than send my family my fortune.
(GM indicates 1360 EP per character. Brigid will level up to 2nd level.)
Letter Received by Brigid
To Miss Brigit of Eiru, with all blessings,
Fair maiden, I write to you with trepidation. You and your companions recently saved our small village from great evil and for that we can never repay you. But odd things seem to be afoot in our village again. Roald Collier recently found a madman wandering in the forest, tattered and bruised from wandering through the Briars. This poor wretch babbled about starnge things in the mountains above the Briars (which, truly, are enough to break a man's mind) and scribbled in a book. The Widow Shoemaker took him in and swore to nurse him to sanity.
Since his arrival, however, the forest has been unquiet. Shadows move under the trees, the animals are fearful, and I have strengthened the palisade guard. I have written to the Count, but you are 4 days closer. Is there any chance, Miss Brigit, that you or your friends could succor us?
Yours in Hope,
Toril, headman of Richacre
Page from beginning of the stranger's journal
decided to take my mentor's advice and begin a journal of my travels.
It is strange, I must admit, to be far from home and from the library and lab of my mentor. I thought I was a grown man when I began apprenticing as a mage, then learned I was not once my mentor proved how much I had to grow. Then I thought I was a man when I mastered my first spell, until my mentor proved that a single cantrip is no more than a drop of water beside the sea. Now that I am no longer an apprentice but a full mage I fell I am a man. Am I to be show wrong again?
But my mentor tells me this journal will help me understand my growth in knowledge and experience. That by looking back at my thoughts I will gain more insight than by merely living them once. I hope he is correct. We will see.
Tomorrow I depart for Oldbridge to meet with the rest of my companions. With the map we have of the cultists' temple we think we might succeed where so many others have failed. Imagine – finding the Library of Skull Mountain, the accumulated tomes of a score of looted libraries, the research libraries of a dozen mages, and the writings of other worlds! Thought destroyed in the final battle my friend Jonzar swears that it survived and he
Last page of the stranger's journal
Last Deepwinter, but as you know all who know of the devilfish must die! The death of Zhonquil the Mage was no feud between wizards, it was an assassination by Them, the lurkers, the slaves to those foul creatures! I tell you truly, my knowledge of the truth is a blessing and a curse. Yes, I know we are all playthings to them, the secret masters, the ones from beyond. But that knowledge threatens to shatter my mind. And I am surrounded by fools! Can they not see?! Worries about bandits, orcs, and dragons, pfagh! All distractions, all to blind us to the slow, creeping horror of the devilfish as they corrupt more and more. The Duke threw me from his halls and the Count tried to have his priests “cure” me. I damn them all to the slavery they deserve. Yes, those who cannot recognize the Truth I speak and my genius deserve to be eternal slaves to the slime!! One day the king, the dwarves, even the haugty elves will bend their knee to me, ashamed of their arrogance in refusing to obey me as I fight Them! Who else can do so, the weak-willed king? The blind priests? The naΓ―ve paladins? NO! Only I have the wisdome, the knowledge, the vision, and the courage to save the world from slavery and worse than slavery from thos abominations from beneath the
Je. played Brigid, a 1st level human barbarian
J. played Athanasius, a 2nd level human cleric
A. played Starkiller, a 1/1/1 half elven fighter/cleric/mage
S. played McCloud, a 1st level human druid
N. played Thoren, a 1/1 half-orc fighter/thief
[Note: The entry is written 'in-character' and changes in tone and such reflect the character at different points during play]
DM notes are in [brackets], player notes in (parentheses)
After my first adventure, I came back to Oldbridge with Starkiller. We sold our treasures, and I made enough profit that I was able to put many gold pieces into the Baron's bank for safe keeping. I carefully compose a letter to my family, telling them of my good fortune and assuring them that I will return once I have saved enough to replenish our family's coffers.
I write in our family's code, so as not to raise any suspicions with anyone who may read the letter as it travels, both for my own protection, and that of my family's.
I find that before long, I begin to thirst for more adventure. The rage inside me has been very quiet, and I am hopeful that I am learning more self control, but I still long to further my skills, and increase my fortune. Just as I was about to get very restless in town, I received a very strange letter.
I write this diary and my letters home in the script of Eiru, but I am not able to read much of the common language. I ask Starkiller's cleric friend Athanasius to help me read the letter. It is from Toril, the headman of Richacre. He pleads for help, as there are strange doings going on in his village. I remember the kindness of the people of Richacre, and also remember the unfinished business we left there, the strange seal of evil in the tower basement. Combined with my restless thirst for more adventure, I know I must go.
I convince Starkiller and Athanasius that we should travel with all haste to Richacre to assist them in their hour of need. We find two others, friends of Athanasius, who wish to travel with us, the druid McCloud and the half-orc, Thoren. McCloud is another follower of the strange gods that I don't trust, but I can't deny the usefulness of his skills. Thoren is an interesting fellow, very dim of mind, but strong, and cunning in his own way.
We agree to leave the very next morning, after replenishing our stocks and equipment.
Day 1
We follow the familiar route to Richacre, passing through the village of Ham-on-Wye and stopping at the Sad Wolf Tavern. And later, we enter Stowanger and stop at the Tankard and Bowl Tavern. Finally, we approach Richacre. The charcoal huts on the outskirts are empty and obviously were hastily abandoned. Then, I notice that the wooden tower on the palisades is shattered, and the gate is wrenched open, hanging broken and precarious. Through the opening, we see bodies scattered around, and the town is dreadfully, terribly silent. No one comes to greet us, there is no bustle of a town's work, and I fear the worst. Thoren and I decide to go ahead of the others, as we are tough and strong and better able to weather any threats that remain inside the palisades.
We see terrible, terrible things. Some bodies seem untouched with no obvious cause of death, but with looks of abject horror forever frozen on their faces. While others - oh, the others! Some bodies have organs ripped out, some have huge chunks of flesh missing, others appear to have fallen from great heights. We see one house that seemed to have taken a lot of damage, and it has a large hole ripped through it, but with the edges of the hole as smooth as glass.
Suddenly, someone calls my name. My heart is in my throat before I realize that it is Bertrand, the Hedge Mage, blessedly alive. He calls me over and hurriedly tells us that two nights ago there was something in the sky, that lights came from the sky, and whatever the lights touched, died. He was injured by the light reflected off a mirror. Now, he has seen the gargoyle in the sky again, and is fearful that he is too badly injured to escape. We assure him that we can help, tell him to stay hidden while we go get our friends and search for other survivors. We find one other man who seems to have survived, and Athanasius casts some healing spells to heal both men. He also casts detect magic, but finds nothing magical in what is left of the village.
We continue to search through the village, and we find the Widow Schumacher who was mentioned in Tardill's letter. We also find a severed arm, holding a few pages from a journal. It must belong to the madman that Tardill indicated the widow sheltered. The journal pages are cryptic, yet terrifying, indicating he was a Mage, and mentioning a map of the cultist's temple, and finding the library of Skull Mountain. The last page seems written much later than the first, and the poor man had obviously gone mad. Mentions "devilfish", "Them", and "Lurkers", indicates he had been kicked out of the Duke and Count's courts, priests had tried to cure him, but they obviously failed as he continues his rants for at least several more paragraphs. I wonder what he had to do with the destruction wrought on the poor village of Richacre?
I convince Athanasius to copy the pages here in my journal so that we can remember what it says. He added those pages later.
Meanwhile, Starkiller recognizes that the wounds on the dead seem to be those of a "reversed" spell of healing. And Bertrand is very, very worried about the return of the Gargoyle. We assure Bertrand that we will take care of the gargoyle, and he gives Thoren an amulet vs. charm, and gives us a scroll that "enchants a weapon", giving it a temporary increased chance to hit and damage (+1/+1). Meanwhile, darkness is falling, so we hide as best as we can, and get some sleep.
Day 2
We wake up the next morning and notice that some of the houses on the far side of town have been trashed overnight. We head out to check on the tower, figuring we will find the gargoyle there, and we can also check on the evil seal in the basement, figuring it might have had something to do with the town's destruction.
We approach the tower directly, assuming that the gargoyle will be stone during the day, and thus, not a threat. Thoren approaches the door to the tower and is picking the lock when the gargoyle drops on us from above! The gargoyle savagely attacks Thoren [DM- taking him to -1 HP]. We immediately attack the gargoyle, Starkiller and I land blows. Athanasius casts a light spell, blinding the gargoyle. I attack and kill the gargoyle, making sure to take an extra, final blow to ensure its death. Meanwhile, Athanasius casts two cure spells on Thoren, saving our friend from certain death. I say a quick prayer of thanksgiving for good clerics. We talk amongst ourselves, debating as to whether we should go back to the village, or forge on to discover what is going on with the evil basement seal.
While we are talking, the door behind me opens, and a Kobold wearing strange, cobbled together, almost full plate mail appears. Thinking fast, I try to talk with him. I tell him we killed the gargoyle, and he says he is glad, tells us that they hated the gargoyle. We ask if we can come in and see the basement, and he tells us no, that they now worship those gods. Before he can say anymore, we attack. The Kobold lands a minor blow on me, but I manage to kill him.
We grab the head of the gargoyle and his backpack, and we notice he is branded - it almost looks like an eye surrounded by smaller circles. We also grab the Kobold, and decide to go back to the village to prove to poor Bertrand that we killed the gargoyle. We return to the deserted town of Richacre and tell Bertrand all that has happened. We go through the gargoyle's backpack, and find great treasures. Copper and electrum pieces, a silver bracelet with an amber crucifix, a Druidic scroll which we give to McCloud, he tells is it has animal friendship, animal growth, commune with nature,and cure critical wounds. There is also a broadsword - my weapon of choice! As I pick it up to admire it, it is tarnished and dull, but I notice the hilt has a carving of a beautiful women, head bowed, covering her eyes.
Suddenly, the sword starts speaking! It speaks in the language of my childhood, Airu, and tells me it's name is Mor Altach, which means "great fury". It says that it can also speak in Orcish, Kobold, and Ogre, and it's blows do not cease to hurt (which makes me believe it is a sword of wounding). It also says that it can detect traps and magic within 10', though it has to be able to speak about them. Starkiller detects evil on the treasures, and nothing, including the sword, seems evil. Everyone agrees that the sword should be mine. The sword tells me it does not like my other sword, and I assure it that I will get rid of it as soon as we can get back to a town where I can sell or dispose of it safely. The sword reluctantly agrees that is ok, but I get the sense that I had better to be true to my word. I am unsure how I feel about my sword talking to me, but since it speaks to me in my beloved Airu, I rest a little easier. We try to question the sword about the gargoyle, and how it got here, but the sword was captured long ago, and has spent almost the entire time in the depths of the gargoyle's backpack, so it has very little information. So, we decide to rest for the night, and head back to the tower in the morning.
Athanasius insists that we must deal with the kobolds, and we also really need to check on that evil seal. I hope, that with good rest, and focus, I can continue to keep my inner rage in check.
Day 3
When we woke up the next morning, Thoren told us about a strange dream he had. The bracelet we found spoke to him in his dream, saying that it was weak now, and Thoren was the only one who could save it. When he awoke, the bracelet was on his wrist. I find that very eerie.
As we head back to the tower, we notice smoke off in the Briars, almost like from a bonfire. It is far enough away we feel it is safe to deal with the tower without worrying about the smoke. I wonder what it is, though?
We arrive at the tower, and thankfully Thoren checked for traps, because there is a nasty pit trap at the base of the stairs to the entrance. We are able to work around it, and Thoren goes up to check on the door. Suddenly, a rock is thrown at him from directly above! We look up just in time to see two kobolds duck back inside. We retreat away from the door for fear of the rocks, and we make a plan. We march up to the tower while firing arrows at the kobolds above, and quickly bust down the door and enter the tower. Inside we find three kobolds, and rather quickly kill two of them. We ask for surrender from the final Kobold, and then we knock him out and tie him up, figuring to deal with him later after we assess the rest of the area.
We enter the stairwell, and find boulders coming down the stairs. We duck back out of the stairwell, wait for them to pass, then quickly rush up the stairs. We pass three closed doors, and then on the roof, we see two kobolds pushing boulders towards the door. I have to hurry, or they will knock us all down the stairs! I make a charge attack - and miss horribly. I quickly whip back around, and McCloud has killed one, then I kill the other.
We go back down the stairs, and sense evil behind one of the doors. We open the door, and capture and tie up another Kobold, then head to the basement. There is a trap by the door to the basement, Thoren attempts to disarm it, but fails. Starkiller uses his spear to reach over Thoren's shoulder and poke the door open. A sapling whips out from the corner of the room with a dagger on the end of it. It just misses slicing Thoren's face!
Then, before we can even blink, a giant weasel attacks Thoren! It immediately bit down and started sucking his blood. Starkiller and McCloud and myself attacked the weasel and Athanasius cast healing spells on Thoren to keep him alive. Finally, we kill the weasel and save Thoren. I look down and notice my sword is gleaming. The woman on the hilt has changed! Her hands are no longer covering her eyes, they are crossed over her chest, and she has a beatific look on her face. She has long, flowing gold hair, and her eyes are brilliant sapphires. I'm not sure what this means, but I feel a kinship with my Airu sword that makes me feel less homesick. We take the dagger from the trap after our battle with the weasel, and we feel certain it is magical. We find the secret door and go into the other room.
There, we see 3 kobolds and a Kobold shaman who is casting a spell. I immediately charge the shaman, and to my shame, I miss, once again. But, on my next attack, I kill him instantly! The other kobolds attack and injure me, Thorin, and McCloud, but we manage to kill them all.
(In the heat of battle, McCloud calls Athanasius the "Altar boy" - DM says 25 extra EP!)
We enter the room with the evil seal, and find 2 humans tied up with another Shaman standing over them. I charge and kill the shaman - finally, I hit during a charge! As we release them, the two humans tells us their names are Allen, a peddler, and Gerb, a porter. Allen immediately pledges fealty to me, who saved his life by killing the shaman. When we get out of this tower, I am going to see if I can convince Gerb to stay with me, too, since the two are apparently life long friends. I find that I am more proud of saving the lives of these fine men than I am excited about finding treasures to send back home. My need for revenge has been so strong for so long, I'm not quite sure what to make of my new attitude.
As we are standing there talking with Gerb and Allen, some of us see movement out of the corner of our eyes, and we go to investigate. We quickly realize that some Kobold women who must have been in hiding have escaped - and they took our two tied up captives, too! We decide to track them, as we can't let them get away. We find them fairly quickly, and rather than kill them, Athanasius tries to convert them to the truth of our faith. All evil can potentially be used for God's advantage!
He succeeds in converting the kobolds, but knows their faith is weak. We negotiate with them, and convince them to shelter at the Abbey southwest of Ekull. A little time with the consecrated brothers and sisters will certainly strengthen their faith!
(From the tower, and the kobolds we killed, we do find some treasures. Five pieces of Amber, a gourd jar with a paste that we later identify as a pagan potion of Hill Giant strength, and the magical dagger is identified as a +1 dagger/+2 vs. smaller than man size. We also find a fair bit of gold, so after paying our expenses and dividing it up amongst all of is, we each get 376 GP and a piece of Amber.)
I decide to hire Allen the merchant and Gerb the porter. I know they will be loyal to me if I treat them well, and certainly they will help me amass my fortune and figure out how to get it back to my family. And meanwhile, my new sword gazes at me with those sapphire eyes whenever I look at it. I wonder what it all means? I believe I must rest for awhile, study and hone my skills. I suspect I have something more important to do than send my family my fortune.
(GM indicates 1360 EP per character. Brigid will level up to 2nd level.)
Letter Received by Brigid
To Miss Brigit of Eiru, with all blessings,
Fair maiden, I write to you with trepidation. You and your companions recently saved our small village from great evil and for that we can never repay you. But odd things seem to be afoot in our village again. Roald Collier recently found a madman wandering in the forest, tattered and bruised from wandering through the Briars. This poor wretch babbled about starnge things in the mountains above the Briars (which, truly, are enough to break a man's mind) and scribbled in a book. The Widow Shoemaker took him in and swore to nurse him to sanity.
Since his arrival, however, the forest has been unquiet. Shadows move under the trees, the animals are fearful, and I have strengthened the palisade guard. I have written to the Count, but you are 4 days closer. Is there any chance, Miss Brigit, that you or your friends could succor us?
Yours in Hope,
Toril, headman of Richacre
Page from beginning of the stranger's journal
decided to take my mentor's advice and begin a journal of my travels.
It is strange, I must admit, to be far from home and from the library and lab of my mentor. I thought I was a grown man when I began apprenticing as a mage, then learned I was not once my mentor proved how much I had to grow. Then I thought I was a man when I mastered my first spell, until my mentor proved that a single cantrip is no more than a drop of water beside the sea. Now that I am no longer an apprentice but a full mage I fell I am a man. Am I to be show wrong again?
But my mentor tells me this journal will help me understand my growth in knowledge and experience. That by looking back at my thoughts I will gain more insight than by merely living them once. I hope he is correct. We will see.
Tomorrow I depart for Oldbridge to meet with the rest of my companions. With the map we have of the cultists' temple we think we might succeed where so many others have failed. Imagine – finding the Library of Skull Mountain, the accumulated tomes of a score of looted libraries, the research libraries of a dozen mages, and the writings of other worlds! Thought destroyed in the final battle my friend Jonzar swears that it survived and he
Last page of the stranger's journal
Last Deepwinter, but as you know all who know of the devilfish must die! The death of Zhonquil the Mage was no feud between wizards, it was an assassination by Them, the lurkers, the slaves to those foul creatures! I tell you truly, my knowledge of the truth is a blessing and a curse. Yes, I know we are all playthings to them, the secret masters, the ones from beyond. But that knowledge threatens to shatter my mind. And I am surrounded by fools! Can they not see?! Worries about bandits, orcs, and dragons, pfagh! All distractions, all to blind us to the slow, creeping horror of the devilfish as they corrupt more and more. The Duke threw me from his halls and the Count tried to have his priests “cure” me. I damn them all to the slavery they deserve. Yes, those who cannot recognize the Truth I speak and my genius deserve to be eternal slaves to the slime!! One day the king, the dwarves, even the haugty elves will bend their knee to me, ashamed of their arrogance in refusing to obey me as I fight Them! Who else can do so, the weak-willed king? The blind priests? The naΓ―ve paladins? NO! Only I have the wisdome, the knowledge, the vision, and the courage to save the world from slavery and worse than slavery from thos abominations from beneath the
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.
Friday, July 18, 2014
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.
Labels:
campaign,
characters,
DM tips,
henchmen,
hirelings,
mechanics,
NPCs,
Tips,
world building
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.
Thursday, May 15, 2014
Tales from the Table - Building Tension, part II
This time I want to discuss building tension long before you meet the monster.
From a campaign I played in in the early '80's:
The party was doing well for itself; Elencu was a 5th level archer-ranger [If you don't know about the archer-ranger, for shame! It was in the January '81 issue of Dragon, #45, and it rocked!] [[For Christmas in 1980 my parents got me a subscription to Dragon - that was the first issue I received and I still have it]],Bartollio was a 5th level cleric, Finan was a 3/3 fighter/magic-user half elf, Owen was a 6th level thief, Shelby was a 5th level illusionist, Lohr was a 5th level fighter, and I played Tamarind, a 5th level paladin.
The DM enforced the rules on paying and training to level up and our various mentors and trainers were important NPCs. Finan and Lohr studied under the same swordmaster, a man considered the best with a blade in the southern realms; Elencu trained with his own uncle, an influential man among the hill people; Owen was a member of the local guild; Shelby was visited by the mysterious and powerful Faceless One, I was trained by the Marshall of the Temple, and Bartollio now was trained by the bishop himself! We received all sorts of adventures, etc. from our various mentors.
[when you run 1e you use the rules on times, costs, etc. of leveling up, right?]
Anyway, in between adventures we heard that a famous band from the city-state was in the area. While our home base was a large and prosperous frontier city the city-state was famous as THE place to be.
[The DM ran another party in and from the City-State of the Invincible Overlord, a map and setting I have personally never seen or played for a number or reasons]
Eager to meet these famous voyagers, we were stunned to find out that although good aligned, they were underwhelmed with us and a bit rude. We were yokels to them with outdated fashions, a funny accent, and poor skills. Between adventures we learned they had 'taken over' our favorite inn, bought up the rare books Shelby had been saving to purchase, and dealt a serious blow to the local thieves guild. Then their fighter beat Finan and Lohr's instructor rather easily and complained that 'if he was the best in the South the people of the South mustn't be very good'.
But we pressed on and even went on an adventure where the bishop assigned one job to them, another to us, each towards a mutual goal. They were all higher level than we, and had more and better spells, weapons, and items. Despite the differences in power we were actually able to save them from an ambush. Their magic-user thanked us by giving the book on illusions to Shelby and their chief fighter made noises about taking over the training of Lohr and Finan. It looked like we had role played our way into new mentors!
Not too long after that the NPC party said they were investigating rumors of 'something in the mountains' and we did a little anti-pirate adventure for 2-3 days of game time. When we got back, though, the bishop immediately sent us to a distant village that was said to be under some sort of threat. We hitched up and headed out.
We found the village empty and burned, the fires being at least a week prior. Elencu found more recent tracks of horses, which we followed into the mountains. Then we found a horse in a clearing. It was the horse of the cleric from the NPC party. It was cropping grass quietly but was still saddled and it looked like it had pulled free of a hitch. With an hour or so of searching we found 2 more of the NPC paty's horses, likewise seemingly abandoned. With darkness approaching we camped. A cold camp.
The next day we continued to follow the primary tracks. They led to a hidden valley with a narrow entrance screened by trees. About a mile distant was a stone fortress with towers and walls of gray rock. There was no movement or light anywhere in or on the fortress so we approached. We found the bodies of the NPC party in or near a small copse of young trees just 200 yards from the fortress entrance. All had weapons or wands out, none showed marks of violence. Their faces held expressions of surprise or fear. But the fighter was the worst. No, he had no visible signs of injury, either, it was just obvious from his position, how he lay, his distance from the others, and the look of fright frozen on his face he had died while running in terror.
We gathered their bodies and gear, threw them over mounts, and fled that valley. We force marched until sunset and force marched back to the city thereafter.
We never returned to the area around the valley and the group broke up a month or so later as the DM went to college. I met with the old party (but not the DM) a few years ago. Yes, they all remembered it. Yes, they wondered. No, they wouldn't send a character unless they had to.
One of the best ways to build tension is through the settings and locations and how you describe them. Think of two movies that are very good in their use of settings; The Thing and Brazil. The Thing is an obvious choice, really. In both John Carpenter's version and the original the location is almost a character. The 1950's version uses the vast emptiness of the Arctic to emphasize that the protagonists are alone - no help is coming. But John Carpenter's version ratchets it up another notch - not only are they alone the very place they are is trying to kill them. It is stressed again and again that simply going outside in the Antarctic in Winter might kill you all by itself. Not only is help not coming, you can't even run away.
Brazil might not be so obvious, but it (like the 1978 remake of Invasion of the Body Snatchers) uses a bustling urban environment to induce dread not because you are isolated but because you are surrounded by people and anyone of them might hate you and want to attack you. In this case you can't run away not because the weather is dangerous, you can't run away because there are potential enemies wherever you go.
{Personal anecdote about the 1978 Invasion of the Body Snatchers movie. I was a scifi and horror movie buff from way back and loved the original. When the remake came to my mid-sized city of a hometown I convinced my parents to let me take the bus downtown on a Thursday afternoon (Summer) to see it at a holdover viewing. I accidentally got off a stop too early and decided to walk the last 5 blocks. as I was walking along I saw a theater marquee with the movie on it, figured I had gotten there faster than I thought, went in, bought a ticket, a coke, and a popcorn, and watched the movie. I was the only one in the theater, which wasn't a surprise at 3 pm on a Thursday for a holdover. I liked the movie, walked the the bus stop I had meant to use and saw, wow! THAT was the theater my parents sent me to, I wonder which theater I just went to?
So I went home on the bus, told mom all about liking the movie, having a good time downtown, etc. Friday, though, I was talking to her and my father and told them how I went to the wrong theater but loved the show. They were confused and said that since the Orpheum had been closed years before the only other movie theater downtown was 12-15 blocks in the other direction. I told them no, I just went to a theater near the one they sent me to and I think it was the Orpheum. My dad thought I was pulling his leg, my mom thought I was just confused, but I insisted what i said happened happened.
Saturday my folks tossed me in the car and said they would settle it. Dad drove to the bus stop I really used and had me walk them to where I saw the movie. I was sure I would prove them wrong and rushed along. But when I got there there was no theater, no marquee - just an empty lot. A lot that had been empty for some time. My dad laughed and said the theater had been closed before I was born and torn down 6-7 years previously. He asked me to admit I was kidding around.
I had been hoping that if I proved them wrong downtown I might get them to take me to the local gaming store so I had kept my other proof hidden. So I told my dad that I could prove I had been to a movie at the Orpheum on Thursday.
I showed him the ticket stub I had kept. It said 'Orpheum, admit one'}
Another way to build tension is unexplained events. The secret is to make unexplained events as ambiguous as possible.Yes, really know what and how they happened. No, don't make it glaringly obvious. You want your players to be able to assume almost anything so that their imagination takes over and fuels their emotional involvement. Remember, the key to getting players very involved is emotional connections. But if the only emotional investment you create in your game is negative (fear, hatred, anger) people will leave; you must have as much, or more, positive emotional investment (pride, triumph, care) so that rewards and losses both matter in their minds.
Or, more bluntly, if your characters have no concern or care for NPCs and their own PCs they won't care that much when bad things happen. Even worse, they won't care as much when good things happen, either. To build real tension you must first involve your players in the game world in a positive way. The best way, as I mention here and have mentioned in the past, is through NPC interactions. I said 'best', not 'easiest'. One of the best things you can do for your long-term campaign growth, in my opinion, is have the majority of your PC with NPC interactions be positive.
Now, in the above example we see another way to build tension, a way that takes a lot of time and care. That is building tension through the dramatic defeat or death of an NPC or monster the party sees as tougher than the party itself.This is one of the most effective elements from the sequence I illustrated at the beginning of this piece. This is called the Worf Effect and can lead to a bit of cliched repetitiveness, so try not to use it very often.
From a campaign I played in in the early '80's:
The party was doing well for itself; Elencu was a 5th level archer-ranger [If you don't know about the archer-ranger, for shame! It was in the January '81 issue of Dragon, #45, and it rocked!] [[For Christmas in 1980 my parents got me a subscription to Dragon - that was the first issue I received and I still have it]],Bartollio was a 5th level cleric, Finan was a 3/3 fighter/magic-user half elf, Owen was a 6th level thief, Shelby was a 5th level illusionist, Lohr was a 5th level fighter, and I played Tamarind, a 5th level paladin.
The DM enforced the rules on paying and training to level up and our various mentors and trainers were important NPCs. Finan and Lohr studied under the same swordmaster, a man considered the best with a blade in the southern realms; Elencu trained with his own uncle, an influential man among the hill people; Owen was a member of the local guild; Shelby was visited by the mysterious and powerful Faceless One, I was trained by the Marshall of the Temple, and Bartollio now was trained by the bishop himself! We received all sorts of adventures, etc. from our various mentors.
[when you run 1e you use the rules on times, costs, etc. of leveling up, right?]
Anyway, in between adventures we heard that a famous band from the city-state was in the area. While our home base was a large and prosperous frontier city the city-state was famous as THE place to be.
[The DM ran another party in and from the City-State of the Invincible Overlord, a map and setting I have personally never seen or played for a number or reasons]
Eager to meet these famous voyagers, we were stunned to find out that although good aligned, they were underwhelmed with us and a bit rude. We were yokels to them with outdated fashions, a funny accent, and poor skills. Between adventures we learned they had 'taken over' our favorite inn, bought up the rare books Shelby had been saving to purchase, and dealt a serious blow to the local thieves guild. Then their fighter beat Finan and Lohr's instructor rather easily and complained that 'if he was the best in the South the people of the South mustn't be very good'.
But we pressed on and even went on an adventure where the bishop assigned one job to them, another to us, each towards a mutual goal. They were all higher level than we, and had more and better spells, weapons, and items. Despite the differences in power we were actually able to save them from an ambush. Their magic-user thanked us by giving the book on illusions to Shelby and their chief fighter made noises about taking over the training of Lohr and Finan. It looked like we had role played our way into new mentors!
Not too long after that the NPC party said they were investigating rumors of 'something in the mountains' and we did a little anti-pirate adventure for 2-3 days of game time. When we got back, though, the bishop immediately sent us to a distant village that was said to be under some sort of threat. We hitched up and headed out.
We found the village empty and burned, the fires being at least a week prior. Elencu found more recent tracks of horses, which we followed into the mountains. Then we found a horse in a clearing. It was the horse of the cleric from the NPC party. It was cropping grass quietly but was still saddled and it looked like it had pulled free of a hitch. With an hour or so of searching we found 2 more of the NPC paty's horses, likewise seemingly abandoned. With darkness approaching we camped. A cold camp.
The next day we continued to follow the primary tracks. They led to a hidden valley with a narrow entrance screened by trees. About a mile distant was a stone fortress with towers and walls of gray rock. There was no movement or light anywhere in or on the fortress so we approached. We found the bodies of the NPC party in or near a small copse of young trees just 200 yards from the fortress entrance. All had weapons or wands out, none showed marks of violence. Their faces held expressions of surprise or fear. But the fighter was the worst. No, he had no visible signs of injury, either, it was just obvious from his position, how he lay, his distance from the others, and the look of fright frozen on his face he had died while running in terror.
We gathered their bodies and gear, threw them over mounts, and fled that valley. We force marched until sunset and force marched back to the city thereafter.
We never returned to the area around the valley and the group broke up a month or so later as the DM went to college. I met with the old party (but not the DM) a few years ago. Yes, they all remembered it. Yes, they wondered. No, they wouldn't send a character unless they had to.
One of the best ways to build tension is through the settings and locations and how you describe them. Think of two movies that are very good in their use of settings; The Thing and Brazil. The Thing is an obvious choice, really. In both John Carpenter's version and the original the location is almost a character. The 1950's version uses the vast emptiness of the Arctic to emphasize that the protagonists are alone - no help is coming. But John Carpenter's version ratchets it up another notch - not only are they alone the very place they are is trying to kill them. It is stressed again and again that simply going outside in the Antarctic in Winter might kill you all by itself. Not only is help not coming, you can't even run away.
Brazil might not be so obvious, but it (like the 1978 remake of Invasion of the Body Snatchers) uses a bustling urban environment to induce dread not because you are isolated but because you are surrounded by people and anyone of them might hate you and want to attack you. In this case you can't run away not because the weather is dangerous, you can't run away because there are potential enemies wherever you go.
{Personal anecdote about the 1978 Invasion of the Body Snatchers movie. I was a scifi and horror movie buff from way back and loved the original. When the remake came to my mid-sized city of a hometown I convinced my parents to let me take the bus downtown on a Thursday afternoon (Summer) to see it at a holdover viewing. I accidentally got off a stop too early and decided to walk the last 5 blocks. as I was walking along I saw a theater marquee with the movie on it, figured I had gotten there faster than I thought, went in, bought a ticket, a coke, and a popcorn, and watched the movie. I was the only one in the theater, which wasn't a surprise at 3 pm on a Thursday for a holdover. I liked the movie, walked the the bus stop I had meant to use and saw, wow! THAT was the theater my parents sent me to, I wonder which theater I just went to?
So I went home on the bus, told mom all about liking the movie, having a good time downtown, etc. Friday, though, I was talking to her and my father and told them how I went to the wrong theater but loved the show. They were confused and said that since the Orpheum had been closed years before the only other movie theater downtown was 12-15 blocks in the other direction. I told them no, I just went to a theater near the one they sent me to and I think it was the Orpheum. My dad thought I was pulling his leg, my mom thought I was just confused, but I insisted what i said happened happened.
Saturday my folks tossed me in the car and said they would settle it. Dad drove to the bus stop I really used and had me walk them to where I saw the movie. I was sure I would prove them wrong and rushed along. But when I got there there was no theater, no marquee - just an empty lot. A lot that had been empty for some time. My dad laughed and said the theater had been closed before I was born and torn down 6-7 years previously. He asked me to admit I was kidding around.
I had been hoping that if I proved them wrong downtown I might get them to take me to the local gaming store so I had kept my other proof hidden. So I told my dad that I could prove I had been to a movie at the Orpheum on Thursday.
I showed him the ticket stub I had kept. It said 'Orpheum, admit one'}
Another way to build tension is unexplained events. The secret is to make unexplained events as ambiguous as possible.Yes, really know what and how they happened. No, don't make it glaringly obvious. You want your players to be able to assume almost anything so that their imagination takes over and fuels their emotional involvement. Remember, the key to getting players very involved is emotional connections. But if the only emotional investment you create in your game is negative (fear, hatred, anger) people will leave; you must have as much, or more, positive emotional investment (pride, triumph, care) so that rewards and losses both matter in their minds.
Or, more bluntly, if your characters have no concern or care for NPCs and their own PCs they won't care that much when bad things happen. Even worse, they won't care as much when good things happen, either. To build real tension you must first involve your players in the game world in a positive way. The best way, as I mention here and have mentioned in the past, is through NPC interactions. I said 'best', not 'easiest'. One of the best things you can do for your long-term campaign growth, in my opinion, is have the majority of your PC with NPC interactions be positive.
Now, in the above example we see another way to build tension, a way that takes a lot of time and care. That is building tension through the dramatic defeat or death of an NPC or monster the party sees as tougher than the party itself.This is one of the most effective elements from the sequence I illustrated at the beginning of this piece. This is called the Worf Effect and can lead to a bit of cliched repetitiveness, so try not to use it very often.
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