Ah, the topic of spell components. Often a source of humor (swallowing a live goldfish?) and sometimes meant to provide balance (and to vacuum out every copper the mage has, How much diamond dust does a mage need? All of it!) they are sometimes given a miss.
When I first began to DM I made spell components mandatory - they casters of all stripes absolutely, positively had to have the listed components in order to cast spells. The end. You don't have a live spider? You can't cast Spider Climb. This often led to drama and drove character actions - PC's mentioning that they carry small vials with corks that have tiny holes and that they catch little garden spiders while scouting, for example. In one memorable adventure one of the party's magic-users was frantically crushing some diamonds just found in a treasure chest hoping it was enough for him to cast a Stone Skin spell that might get him out alive.
But in some games (one shots, short arcs, etc.) it was frankly too much trouble. Unless the component cost more than about 50 g.p. we just gave it a handwave. And I know I am not alone - most games that I have played in just ignore components.
In my new-ish 2e S&P campaign when I was using spell points I had a simple rule - 50 g.p. per level of the caster per adventure to cover the cost of components. So the 7th level Fire Elementalist would make off 350 g.p. just before the adventure and we assumed this covered the cost of any components he might need. Simple, didn't require a lot of paperwork, and still removes cash from pouches. I can't remember where, but I once saw material components as 'being prepared taxes' and I think that is actually appropriate. I am also careful to track arrows, sling bullets, etc. and have general maintenance charges for all characters, too.
But Seaward, my 1e campaign, still requires careful track of components.
Each city and large town has one or more magic shops (these sell components, parchment, ink, etc., never magic items) and magic shops exist in a few smaller towns. In some villages and even a few remote areas there are hedge wizards (an NPC-only spellcasting class) that either actively collect and sell components or can be convinced to sell. When a spellcaster is not collecting components by gathering them directly they usually go to one of these sources. When they do I have a chart I refer to to determine if they have the component and how much it costs.
It sounds like a lot of work, but the chart was a one-time thing and the depth it adds is a lot of fun.
How do you deal with them?
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 spell points. Show all posts
Showing posts with label spell points. Show all posts
Friday, May 23, 2014
Wednesday, September 4, 2013
DM's Log: Blackstone Campaign Group 1 - the Pack parts 1 & 2
Having returned from the large battles to the East the party wanted to settle down and focus on completing their large, combined stronghold. Through a combination of experience points and an arcane book the party fighter and leader, Doomsman, is now 13th level and the cleric/mage, Darkwalk, is 8th/9th. Unfortunately, the Redcaps still pose a major threat.
The Redcaps are the spiritual descendants of the rebellious humanoid legions that brought down the last Human Empire a few centuries before current game time. The have a mysterious leader and employ mainly humanoids and giants. Typically they have Goblin scouts/skirmishers and Hobgoblin infantry/etc. with Bugbears as shock troops. Above all that, however, is The Pack.
The Pack is a group of exceptional giants (one each of Hill, Mountain, Fire, Frost, Fog, Fomorian, Desert, and Jungle) with a Cloud Giant leader that act as the best of the best troops for the Redcaps.They are supported by an army of Verbeeg and have Ogre troops, too.
The party is building their fortress to command the only so-far unprotected pass between the West and the Redcaps and the Blackstone region. They have a lot of attachment to the area since from 1st level to about level 5 they adventured heavily in the region and pushed the Redcap-allied Goblins from the same pass.
Concerned about an attack on the in-progress stronghold by giants, the party decided to take the fight over the mountains. After a long discussion/argument Mournglow convinced everyone to leave the hippogriffs at home and travel by horse. This led to only Darkwalk bringing a henchman (Starwing, a 3/3 cleric/magic-user).
Travelling north along the Old Mountain Road the party soon ran into something they had encountered before - animals acting oddly with a single eye glowing green or red. After three days of dodging these creatures and scouting the thief, Stardust, found something odd; two human guards speaking in bored tones as 5 other humans sat crouched over glowing stones, insensate. After a relatively quick skirmish three thinsg happened;
1) The lead guard was Charmed
2) The other guard was dead
3) The insensate people were bound
The charmed guard talked, of course, revealing that there were two other groups hunting for the party and that the men with stones were controlling/diving through the animals as scouts. Because the party was a bit split up and there was combat with some animals and undead, they did not get back to the bound diviners for several game hours. By the time they did the diviners had been devoured by a pack of... somethings.The charmed guard was sent away. The guard did sketch a brief map and give the players a run down on the pack, leading to a 10 minute argument about going back for the hippogriffs.
They pressed on.
Two game days later they encountered the second party sent for them, a group of humans that were 'on loan' to the Redcaps. The battle lasted longer than I expected, mainly because of the '2e monk' that I made with Combat and Tactics and his magic items. In the end, though, the party prevailed. They finally reached sight of their destination, a walled town protecting the only river crossing for miles. While they knew from their interrogations that the majority of troops were gone, they realized that they still had to somehow deal with the left behind. The portion of the village on their side seemed largely empty but with hobgoblins, the far side with Verbeeg.
The also realized the Pack's fortress, in the mountains beyond, was probably on a cloud island. Between that and the river there was a heated discussion with Mournglow about bringing the hippogriffs.
After resting the night they left Starwing at camp with the horses and gear and set out. Darkwalk used a Rainbow spell to cross the river near a small waterfall (and its rainbow). With a combination of items and spells they then scaled the walls of the fortress on the far side of the river to eliminate a strongpoint behind them.
While creeping along the outer walls towards the main fortress a roc flew by overhead with a giant riding it. They could hear the faint screams of a woman from the roc, too. Puzzled, they pressed on.
They made it to the main fortress from the outer walls but drew the attention of a guard. Before too long the alarm was sounded and battle was engaged. Stardust just avoided an attack by a Marilith (!); she got away and Doomsman engaged her in melee, cutting her down in just 2 rounds (!!). After temporarily sealing the stairs behind them with a Wall of Fire (and leaving a set of Explosive Runes behind) they engaged about 25 Verbeeg, including a shaman, outside the door leading from the base of the tower. Between spells and combat they killed or injured all the Verbeeg there but were driven off by giant-sized heavy catapults from the main keep hurling 120 gallon barrels of flaming tar.
Returning to the tower they decided to go all the way to the top. Once there they were engaged by the invisible Hill Giant member of the Pack who wielded a massive war club of stunning. In a scene far too familiar Doomsman cut him down in short order. While this was going on, though, the roc returned and dropped something. The party dove through the trapdoor and fled down the stairs as a massive barrel of vitriol burst, eating away at the top of the tower and damaging the stairs further down another floor.
It was looking a bit grim, I thought. The main keep (400' tall) had the ability to hurl more flaming tar; the roof was effectively gone and with the stairs above gone they couldn't go up. The only other exit, on the ground floor, still had a large tar fire on the other side of it. I started moving in the Verbeeg and the roc rider circled lower.
Being careful and taking minor damage Stardust used her Rope of Climbing to get the party to the level with access to the walls. Darkwalk then used a Fireblast to destroy the catapult from the keep that could fire at them and the party moved to the walls. The were engaged by 2 Verbeeg (including the one that first noticed them and raised the alarm) but Ember hurled a Lesser Fireblast which seemed to drop them. The party rushed onto the wall as the roc swooped in, the Fog Giant on its back preparing to hurl another barrel of vitriol. Darkwalk rolled a good initative, though, and hit the giant with a Flamestrike and the barrel failed its save (with a 1) shattering and coating the giant and the roc with vitriol. The roc and its rider flew away as the party scrambled down from the wall, commandeered a longboat and recrossed the river and fled toward their hidden camp.
When they reached camp, though, it was destroyed; tents gone, horses missing or bitten in half, all their gear missing, and Starwing nowhere to be found. Looking at the massive claw marks they realized the roc had been there and that the screaming woman they had heard earlier was Starwing being carried to the fortress in the clouds.
There was a moment of sheer terror when Mournglow and Darkwalk realized their spell books were missing. Then Ember told them he had stashed copies of their travelling books in his Portable Hole. There was also some anguish about Doomsman's warhorse, Spanky II, meeting such an ignominious end.
The party is now on foot deep inside enemy territory (walking back to the closest safe place, their own stronghold, is at least 8 days assuming no encounters, they are travelling in the open, and the weather is perfect), they have 1 day of food and water on them (although water is plentiful nearby), their enemies know roughly where they must be, and a beloved hencman is captive of the enemy.
The Redcaps are the spiritual descendants of the rebellious humanoid legions that brought down the last Human Empire a few centuries before current game time. The have a mysterious leader and employ mainly humanoids and giants. Typically they have Goblin scouts/skirmishers and Hobgoblin infantry/etc. with Bugbears as shock troops. Above all that, however, is The Pack.
The Pack is a group of exceptional giants (one each of Hill, Mountain, Fire, Frost, Fog, Fomorian, Desert, and Jungle) with a Cloud Giant leader that act as the best of the best troops for the Redcaps.They are supported by an army of Verbeeg and have Ogre troops, too.
The party is building their fortress to command the only so-far unprotected pass between the West and the Redcaps and the Blackstone region. They have a lot of attachment to the area since from 1st level to about level 5 they adventured heavily in the region and pushed the Redcap-allied Goblins from the same pass.
Concerned about an attack on the in-progress stronghold by giants, the party decided to take the fight over the mountains. After a long discussion/argument Mournglow convinced everyone to leave the hippogriffs at home and travel by horse. This led to only Darkwalk bringing a henchman (Starwing, a 3/3 cleric/magic-user).
Travelling north along the Old Mountain Road the party soon ran into something they had encountered before - animals acting oddly with a single eye glowing green or red. After three days of dodging these creatures and scouting the thief, Stardust, found something odd; two human guards speaking in bored tones as 5 other humans sat crouched over glowing stones, insensate. After a relatively quick skirmish three thinsg happened;
1) The lead guard was Charmed
2) The other guard was dead
3) The insensate people were bound
The charmed guard talked, of course, revealing that there were two other groups hunting for the party and that the men with stones were controlling/diving through the animals as scouts. Because the party was a bit split up and there was combat with some animals and undead, they did not get back to the bound diviners for several game hours. By the time they did the diviners had been devoured by a pack of... somethings.The charmed guard was sent away. The guard did sketch a brief map and give the players a run down on the pack, leading to a 10 minute argument about going back for the hippogriffs.
They pressed on.
Two game days later they encountered the second party sent for them, a group of humans that were 'on loan' to the Redcaps. The battle lasted longer than I expected, mainly because of the '2e monk' that I made with Combat and Tactics and his magic items. In the end, though, the party prevailed. They finally reached sight of their destination, a walled town protecting the only river crossing for miles. While they knew from their interrogations that the majority of troops were gone, they realized that they still had to somehow deal with the left behind. The portion of the village on their side seemed largely empty but with hobgoblins, the far side with Verbeeg.
The also realized the Pack's fortress, in the mountains beyond, was probably on a cloud island. Between that and the river there was a heated discussion with Mournglow about bringing the hippogriffs.
After resting the night they left Starwing at camp with the horses and gear and set out. Darkwalk used a Rainbow spell to cross the river near a small waterfall (and its rainbow). With a combination of items and spells they then scaled the walls of the fortress on the far side of the river to eliminate a strongpoint behind them.
While creeping along the outer walls towards the main fortress a roc flew by overhead with a giant riding it. They could hear the faint screams of a woman from the roc, too. Puzzled, they pressed on.
They made it to the main fortress from the outer walls but drew the attention of a guard. Before too long the alarm was sounded and battle was engaged. Stardust just avoided an attack by a Marilith (!); she got away and Doomsman engaged her in melee, cutting her down in just 2 rounds (!!). After temporarily sealing the stairs behind them with a Wall of Fire (and leaving a set of Explosive Runes behind) they engaged about 25 Verbeeg, including a shaman, outside the door leading from the base of the tower. Between spells and combat they killed or injured all the Verbeeg there but were driven off by giant-sized heavy catapults from the main keep hurling 120 gallon barrels of flaming tar.
Returning to the tower they decided to go all the way to the top. Once there they were engaged by the invisible Hill Giant member of the Pack who wielded a massive war club of stunning. In a scene far too familiar Doomsman cut him down in short order. While this was going on, though, the roc returned and dropped something. The party dove through the trapdoor and fled down the stairs as a massive barrel of vitriol burst, eating away at the top of the tower and damaging the stairs further down another floor.
It was looking a bit grim, I thought. The main keep (400' tall) had the ability to hurl more flaming tar; the roof was effectively gone and with the stairs above gone they couldn't go up. The only other exit, on the ground floor, still had a large tar fire on the other side of it. I started moving in the Verbeeg and the roc rider circled lower.
Being careful and taking minor damage Stardust used her Rope of Climbing to get the party to the level with access to the walls. Darkwalk then used a Fireblast to destroy the catapult from the keep that could fire at them and the party moved to the walls. The were engaged by 2 Verbeeg (including the one that first noticed them and raised the alarm) but Ember hurled a Lesser Fireblast which seemed to drop them. The party rushed onto the wall as the roc swooped in, the Fog Giant on its back preparing to hurl another barrel of vitriol. Darkwalk rolled a good initative, though, and hit the giant with a Flamestrike and the barrel failed its save (with a 1) shattering and coating the giant and the roc with vitriol. The roc and its rider flew away as the party scrambled down from the wall, commandeered a longboat and recrossed the river and fled toward their hidden camp.
When they reached camp, though, it was destroyed; tents gone, horses missing or bitten in half, all their gear missing, and Starwing nowhere to be found. Looking at the massive claw marks they realized the roc had been there and that the screaming woman they had heard earlier was Starwing being carried to the fortress in the clouds.
There was a moment of sheer terror when Mournglow and Darkwalk realized their spell books were missing. Then Ember told them he had stashed copies of their travelling books in his Portable Hole. There was also some anguish about Doomsman's warhorse, Spanky II, meeting such an ignominious end.
The party is now on foot deep inside enemy territory (walking back to the closest safe place, their own stronghold, is at least 8 days assuming no encounters, they are travelling in the open, and the weather is perfect), they have 1 day of food and water on them (although water is plentiful nearby), their enemies know roughly where they must be, and a beloved hencman is captive of the enemy.
Monday, July 1, 2013
DM's Log: Blackstone Campaign, Group 1 - BONUS: Why your players should use Chant
I have mentioned the background on the Blackstone Campaign a few places but this is my first post-adventure update.
Which needs more background.
This group, which we call Blackstone 1, has been playing for about 4 years, or about 120 individual sessions. The group is relatively high level for a number of meta-reasons. It consists of:
Doomsman, a 10th level Fighter. A fairly realistic take on the barbarian, he is less like a raving berzerker and much more like an actual barbarian. Using the advanced weapon mastery and style mastery skills of Player's Option: Combat and Tactics he is a Master of the two-handed sword with 2 combat styles from the campaign - combined with a girdle of giant strength, a good armor class, and a magic two-hander he is a fierce hand-to-hand foe.
Darkwalk, an 8th/8th Cleric/Magic-user. Since I use spell points (from PO: Spells and Magic) he casts about 100 spells a day. OK, that is an exaggeration, but Darkwalk is fine example of a cleric/magic-user and their flexibility.
Stardust, a 13th level Thief. Stardust is the character of the oldest and most experienced player in the group and is very good at the role of scout. She has worked to maximize her skills and items but is, frankly, about to the upper limit of what a thief can do (more about what I think is 'high level' in another post)
Mournglow, a 10th level Magic-user. The player has focused Mournglow on the 'generalist with a lot of academic skills' mold and it is working. Very fond of using Polymorph Other to change foes into innocuous creatures, especially beavers and cows.
Ember, a 10th level Fire Elementalist. Used the Skills and Powers rules so that he can fight with a short sword. The only spell the character likes more than Fireball is another Fireball. Ended the adventure Steading of the Hill Giant Chief about 8 rounds into the game when he caught the log fortress on fire with his 3rd or 4th Fireball.
The party is very familiar with each other and is, frankly, fun to DM for.
The Setup: About a game year ago the Grey Elven Kingdom to the East collapsed under the weight of a certain revelation and a Drow attack, greatly weakening the Eastern Elven Alliance. About 4 game months ago the party rescued a High Elven princess from the (rather modified) Hall of the Fire Giant King and sent her to her home with an escort of NPCs. About 2 game weeks ago the party received an urgent letter from the Princess informing them that 1) Her father and brothers were either missing or dead, leaving her in charge, 2) the Evil Eye Orcs were marching on her eastern border and 3) the remaining forces of the EEA had no hope of stopping the Orcs.
The Previous Session: The party raced East on their hippogriffs and barely arrived in time. The session was a struggle to revent the Orcs from crossing the river border of the Elflands and, essentially, only delaying it. They were successful in wiping out a lot of the (leveled) leadership of the Orcs including the head Orc scout (a leveled thief), the Orc's chief Shaman (with levels in Cleric) and a number of other orcs.
There was also a setup where Doomsman faced the champion of the Orcs, a half-orc with fighter levels, weapon mastery, and a sword of Human slaying. Although the toughest fight of his career, Doomsman prevailed and, as per the rules of the duel, the Ogre and Orog allies of the Orcs departed and the actual battle was set up for the next morning near the river banks.
This Session: In between sessions the players had been a bit nervous because the Elves were outnumbered by 50% and the Orcs had used the time of the duel to set themselves up on a hill with the river at the back and left flank and a wood on their right while the elves would be forced to advance over an open field. During session setup Stardust discovered that the Orcs had also secretly hidden reserves in that same wood - the Elves were actually outnumbered over 2:1! Ember and Doomsman got the Elves into formation and began their advance while Stardust and Mournglow approached the enemy while invisible and flying. The general idea was that Stardust and Mournglow would target enemy spell casters and leaders while Ember provided battlefield spells, Darkwalk supported the troops and Doomsman fought in the front line.
With his divinations Mournglow quickly realized the main Orcish leaders were within a Globe of Invulnerability and that the missing Elven king and prince were shacked to the Orcish banner right next to them, so he shifted his focus to the reserves. His engagement with the reserves resulted in his own Minor Globe being dispelled (!) but he was able to summon 3 Brown Puddings to engage the reserve forces and then fly away. Stardust left to see what she could do against the leaders and Mournglow looked for more targets.
Ember began sending Fireballs against Orcish heavy crossbowmen while Darkwalk cast Bless, Prayer, Recitation, etc. over the Elven troops. Even with their help the Elven front line of swordsmen quickly went down as they hit the Orcish pikes. As the second line Elven Heavy Spearmen engaged the Pikes the Light Spearmen on the flanks prepared to be encircled by Orcish Spearmen. It was looking pretty grim when Doomsman, Darkwalk, and Ember all decided to do what they do best.
Doomsman simply hacked his way through the Orcish Pikes to their rear as Ember put up a Wall of Fire on the Elven right flank and Darkwalk called down a Flame Strike on the Orcs menacing the left flank.
About this time the invisible silent Stardust landed behind the Orc leaders and began to surreptitiously free the Elven prisoners while the Orcs were busy watching and directing the battle. During this process she realized that the Orcish banner seemed to incorporate some sort of holy relic.
Ember slpped another Wall of Fire on the other Elven flank as Darkwalk kept using spells to assist the Elves. About this time Mournglow decide to Polymorph the Orc who had dispelled his Minor Globe into a - Ki-rin.
This was interesting since the new Ki-rin 'lost his mind' and became a Ki-rin. I soon decided the Ki-rin would help, but not by crassly impaling orcs - the party watched as the Ki-rin flew up and away into the clouds.
About this time Doomsman blew his Horn of Valhalla and 3 Einherjar joined him as he charged up the hill toward the Orc King.
In the battle of armies the Elves superior skill and armor was beginning to tell and Darkwalk's spells were starting to really swing the fight, although the match was still against the Elves.
The reserves soon finished off the puddings and started to form back up to join the fight, prompting Mournglow to head back towards them.
Whew! We took a break at this point and gathered ourselves.
Once back at it Doomsman and 2 of the Einherjar cut their way through the Orcish infantry behind the Pikes and continued up the hill. Ember started Fireballing Orcish shortbowmen, Mournglow began to start dropping spells into the reserves, and the Elves brought down the Pikes and resumed their advance, this time against the Orcish infantry.
Meanwhile Stardust freed the Elven prince and began to free the Elven king.
The Elves engaged the infantry but now had the reserves threatening their left flank. Mournglow was doing his best to slow the reserves but was struggling a bit. Doomsman was down to 1 Einherjar but was almost through the last troops before the Orc King's bodyguards. Stardust was rushing to free the Elf king before she was spotted by those same bodyguards. Ember was doing well but was actually running low on Fireballs, which is weird.
About this time the party as a whole noticed that a storm was brewing very suddenly and Stardust realized the Orc king was occasionally casting spells, seemingly on his own troops!
Mournglow attempted an attack on the leaders (he was still flying) and was hit twice by the Orc king's spear for his efforts. The Orc king's spear returned when thrown and Mournglow quickly learned it was a Wounding weapon, prompting him to return to slow the reserves.
Doomsman and the last Einherjar engaged the main group of bodyguards in a fight that soon turned into a cuisinart. While he was taking damage a bit he was dropping a bodyguard per blow and was hitting 3 times a round! The Einherjar was keeping the bodyguards off his back but was fading fast.
Ember shifted his focus to the reserves using the last of his Fireballs on them as Mournglow also returned to hitting them. The elves were starting to overwhelm the infantry but still had the reserves approaching their flank and had taken pretty severe losses.
Doomsman finally cut his way through the first group of bodyguards, although he had taken two hits from the Orc king's spear of wounding (which had been thrown from the hilltop). The Einherjar finally went down as Doomsman charged the second group of boyguards around the King. The Ki-rin finally had enough clouds and did a Call Lightning on the reserves as Mournglow and Ember also continued hitting them. Stardust got the elf king free and began cutting down the Orc banner, hoping this would drop the Globe of Invulnerability and allow Mournglow to assault the leaders with magic.
Although greatly slowed and weakened the Orcish reserves had still drawn to within moments of engaging the Elven flank and rear. Ember was almost out of spells and was contemplating drawing his own sword and joining the line. Darkwalk was out of attack spells and was tending the wounded and also preparing for the worst. Mournglow had a spell or two in reserve in case the Globe went down but was also largely out. Stardust was hopeful she could bring down the Globe but was very isolated.
The Orc king shouted an order and his bodyguards allowed Doomsman direct access for the king and Doomsman to duel. Doomsman was not just hurt but the Wounding effect meant he was losing more h.p. each round while the Orc king was fresh and had Prayer, etc. active on himself.
The duel was a lot of fun to DM simply because the party felt that the battle was riding on it. The previous day's duel had been the closest Doomsman had ever come to losing such a fight, and he had been fresh then. Being wounded and Wounded there was a bit more tension during combat!
It was still over in just two rounds! Doomsman's player rolled well and hit hard and was able to parry each of the two blows that would have otherwise hit. As the Orc king died he uttered a curse on Doomsman.
With the death of the Orc king his spells ended (he had the War sphere, granting him access to spells like Courage and Rally) - this, combined with the shock of the last of their high leaders dying, broke the Orcish units that could see the duel which led to a cascade and, within 3 rounds, the Orcs were in a panicked retreat.
Soon the Elves were gathered up and being cared for by their own healers and Darkwalk, their king and prince were returned, and the Ki-rin harried the retreating Orcs with his Call Lightning. Darkwalk had memorized Remove Curse for just such an emergency, so Doomsman received that before all his wounds were bound.
Of the Elven force of almost 900 less than 430 survived the battle and many of the survivors were wounded. They lost no leaders and no spell casters.
Of the Orcish force of about 2,100 less than 900 survived the battle and retreat. They lost all top leaders, most of their spell casters, the majority of their tough bodyguards, and even a large number of 'sergeants'.
The party received the following treasure as a reward;
-Each received a cloak pin that grants them a +2 on reaction rolls with Good elves from the continent and a +2 on saves vs. Cold.
-2,000 g.p. in various gem stones.
-Doomsman was granted the boon of being allowed to court the Elf king's daughter.
General Notes from this Adventure: These are both my own insights and what the players shared after the two sessions.
1) Unless prepared for it, even a high level party can really struggle against an army of more than small size. As Mournglow put it 'they can't really hurt us unless we are really foolish, but every encounter that slows us down means other units get through.' Even against really tightly-packed formations a Fireball can affect no more than about 60 targets. Since even the Pike walls weren't 40' deep Ember's Fireballs were affecting between 36 (pikes) and 12 (heavy crossbowmen) Orcs at a time.
The orcish army was in three columns, each heading for a different river crossing. Even with hippogriffs it was difficult to even find the Orcs since they typically travelled at night and used trees for cover as much as they could during the day.
2) Siege weapons are very vulnerable to PCs. A Flaming Sphere can wreck a catapult very fast. Fireballs tend to do it faster.
3) Some combat spells work great on the battlefield; but most combat spells don't. Fireball and Wall of Fire had an impact on the battlefield as a whole. Almost no other combat spell (in this battle) had that level of impact.
4) Clerics can be more important on the battlefield than mages. The War sphere spells of the Orc king had a huge effect, preventing three of his units from breaking and allowing another to fight more effectively. Without those spells the Elves might have suffered far fewer casualties and, perhaps, even won without the support of the PCs.
On the other hand, Darkwalk's use of Bless, Prayer, Recitation and similar spells had a major impact on the battlefield, especially along the front line. Let me show you why with raw numbers;
Orc = 1 HD and A.C. 6
Elf - 1+1 HD and A.C. 5
Right away we see that the average Elf will hit the average Orc 55% of the time and only be hit 45% of the time. Combined with an average of 6 h.p. vs. an average of 5 h.p. the Elves have a quality edge to begin with.
Now, let's get the front line of Elves under a Bless spell;
Orc = still has a 45% chance to hit
Elf = now has a 60% chance to hit and makes Morale checks at +1
Ok, that is a nice boost, especially since mass combat is a game of numbers. Now, let's look at the same situation if the Elves were under Prayer
Orc = 40% chance to hit, -1 damage
Elf = 60% chance to hit, +1 damage
Even better, right? Now let's look at just Recitation;
Orc = 35% chance to hit, -2 damage
Elf = 65% chance to hit, +2 damage
Wow, this is a major change! Here's the thing, though - these three spells stack their bonuses! The Elven front line were longswordsmen (who get a +1 to hit from being Elves) and were under all three spells at the same time, meaning that at the initial shock of impact the forces looked like this;
Orc = 25% chance to hit, -3 damage
Elf = 80% chance to hit, +3 damage
The spells alone provide a 40% change in the battle odds! Add in the Elven long sword bonus and the damage shift and this is why a force of 100 Elven swordsmen were able to devastate 400 Orcish pikemen before they went down. Even with the fact the pikemen were making 3 attacks before the elves were able to respond with one the huge difference in ability to hit and the damage shifts made all the difference in the world. In the battle above if Darkwalk and not prepared the front line with the spells he did (which was a major impact on his spell ability) the Elven front line would almost certainly have simply been cut down in the initial shock while doing effectively no damage to the pikes. Instead while the swordsmen did fall to the pikes it took 3 times as long and they wiped out half of the pikes doing so.
Imagine if the Orcs had simply put 3 low-level clerics along the back rank of the Pikes, all casting the spell Chant spell before and during the battle - AND Darkwalk wasn't there - this would have made the Orcs equal to the Elves!
Suddenly the Chant spell makes a lot more sense, doesn't it? Low-level clerics man the walls of besieged castles chanting for hours at a time; the monks in the cathedral aren't just singing in the choir - it is a continuous Chant to help protect the sacred space; etc.
Now the players are back to the West and where their Dwarven hirelings are still working on their combined stronghold!
Which needs more background.
This group, which we call Blackstone 1, has been playing for about 4 years, or about 120 individual sessions. The group is relatively high level for a number of meta-reasons. It consists of:
Doomsman, a 10th level Fighter. A fairly realistic take on the barbarian, he is less like a raving berzerker and much more like an actual barbarian. Using the advanced weapon mastery and style mastery skills of Player's Option: Combat and Tactics he is a Master of the two-handed sword with 2 combat styles from the campaign - combined with a girdle of giant strength, a good armor class, and a magic two-hander he is a fierce hand-to-hand foe.
Darkwalk, an 8th/8th Cleric/Magic-user. Since I use spell points (from PO: Spells and Magic) he casts about 100 spells a day. OK, that is an exaggeration, but Darkwalk is fine example of a cleric/magic-user and their flexibility.
Stardust, a 13th level Thief. Stardust is the character of the oldest and most experienced player in the group and is very good at the role of scout. She has worked to maximize her skills and items but is, frankly, about to the upper limit of what a thief can do (more about what I think is 'high level' in another post)
Mournglow, a 10th level Magic-user. The player has focused Mournglow on the 'generalist with a lot of academic skills' mold and it is working. Very fond of using Polymorph Other to change foes into innocuous creatures, especially beavers and cows.
Ember, a 10th level Fire Elementalist. Used the Skills and Powers rules so that he can fight with a short sword. The only spell the character likes more than Fireball is another Fireball. Ended the adventure Steading of the Hill Giant Chief about 8 rounds into the game when he caught the log fortress on fire with his 3rd or 4th Fireball.
The party is very familiar with each other and is, frankly, fun to DM for.
The Setup: About a game year ago the Grey Elven Kingdom to the East collapsed under the weight of a certain revelation and a Drow attack, greatly weakening the Eastern Elven Alliance. About 4 game months ago the party rescued a High Elven princess from the (rather modified) Hall of the Fire Giant King and sent her to her home with an escort of NPCs. About 2 game weeks ago the party received an urgent letter from the Princess informing them that 1) Her father and brothers were either missing or dead, leaving her in charge, 2) the Evil Eye Orcs were marching on her eastern border and 3) the remaining forces of the EEA had no hope of stopping the Orcs.
The Previous Session: The party raced East on their hippogriffs and barely arrived in time. The session was a struggle to revent the Orcs from crossing the river border of the Elflands and, essentially, only delaying it. They were successful in wiping out a lot of the (leveled) leadership of the Orcs including the head Orc scout (a leveled thief), the Orc's chief Shaman (with levels in Cleric) and a number of other orcs.
There was also a setup where Doomsman faced the champion of the Orcs, a half-orc with fighter levels, weapon mastery, and a sword of Human slaying. Although the toughest fight of his career, Doomsman prevailed and, as per the rules of the duel, the Ogre and Orog allies of the Orcs departed and the actual battle was set up for the next morning near the river banks.
This Session: In between sessions the players had been a bit nervous because the Elves were outnumbered by 50% and the Orcs had used the time of the duel to set themselves up on a hill with the river at the back and left flank and a wood on their right while the elves would be forced to advance over an open field. During session setup Stardust discovered that the Orcs had also secretly hidden reserves in that same wood - the Elves were actually outnumbered over 2:1! Ember and Doomsman got the Elves into formation and began their advance while Stardust and Mournglow approached the enemy while invisible and flying. The general idea was that Stardust and Mournglow would target enemy spell casters and leaders while Ember provided battlefield spells, Darkwalk supported the troops and Doomsman fought in the front line.
With his divinations Mournglow quickly realized the main Orcish leaders were within a Globe of Invulnerability and that the missing Elven king and prince were shacked to the Orcish banner right next to them, so he shifted his focus to the reserves. His engagement with the reserves resulted in his own Minor Globe being dispelled (!) but he was able to summon 3 Brown Puddings to engage the reserve forces and then fly away. Stardust left to see what she could do against the leaders and Mournglow looked for more targets.
Ember began sending Fireballs against Orcish heavy crossbowmen while Darkwalk cast Bless, Prayer, Recitation, etc. over the Elven troops. Even with their help the Elven front line of swordsmen quickly went down as they hit the Orcish pikes. As the second line Elven Heavy Spearmen engaged the Pikes the Light Spearmen on the flanks prepared to be encircled by Orcish Spearmen. It was looking pretty grim when Doomsman, Darkwalk, and Ember all decided to do what they do best.
Doomsman simply hacked his way through the Orcish Pikes to their rear as Ember put up a Wall of Fire on the Elven right flank and Darkwalk called down a Flame Strike on the Orcs menacing the left flank.
About this time the invisible silent Stardust landed behind the Orc leaders and began to surreptitiously free the Elven prisoners while the Orcs were busy watching and directing the battle. During this process she realized that the Orcish banner seemed to incorporate some sort of holy relic.
Ember slpped another Wall of Fire on the other Elven flank as Darkwalk kept using spells to assist the Elves. About this time Mournglow decide to Polymorph the Orc who had dispelled his Minor Globe into a - Ki-rin.
This was interesting since the new Ki-rin 'lost his mind' and became a Ki-rin. I soon decided the Ki-rin would help, but not by crassly impaling orcs - the party watched as the Ki-rin flew up and away into the clouds.
About this time Doomsman blew his Horn of Valhalla and 3 Einherjar joined him as he charged up the hill toward the Orc King.
In the battle of armies the Elves superior skill and armor was beginning to tell and Darkwalk's spells were starting to really swing the fight, although the match was still against the Elves.
The reserves soon finished off the puddings and started to form back up to join the fight, prompting Mournglow to head back towards them.
Whew! We took a break at this point and gathered ourselves.
Once back at it Doomsman and 2 of the Einherjar cut their way through the Orcish infantry behind the Pikes and continued up the hill. Ember started Fireballing Orcish shortbowmen, Mournglow began to start dropping spells into the reserves, and the Elves brought down the Pikes and resumed their advance, this time against the Orcish infantry.
Meanwhile Stardust freed the Elven prince and began to free the Elven king.
The Elves engaged the infantry but now had the reserves threatening their left flank. Mournglow was doing his best to slow the reserves but was struggling a bit. Doomsman was down to 1 Einherjar but was almost through the last troops before the Orc King's bodyguards. Stardust was rushing to free the Elf king before she was spotted by those same bodyguards. Ember was doing well but was actually running low on Fireballs, which is weird.
About this time the party as a whole noticed that a storm was brewing very suddenly and Stardust realized the Orc king was occasionally casting spells, seemingly on his own troops!
Mournglow attempted an attack on the leaders (he was still flying) and was hit twice by the Orc king's spear for his efforts. The Orc king's spear returned when thrown and Mournglow quickly learned it was a Wounding weapon, prompting him to return to slow the reserves.
Doomsman and the last Einherjar engaged the main group of bodyguards in a fight that soon turned into a cuisinart. While he was taking damage a bit he was dropping a bodyguard per blow and was hitting 3 times a round! The Einherjar was keeping the bodyguards off his back but was fading fast.
Ember shifted his focus to the reserves using the last of his Fireballs on them as Mournglow also returned to hitting them. The elves were starting to overwhelm the infantry but still had the reserves approaching their flank and had taken pretty severe losses.
Doomsman finally cut his way through the first group of bodyguards, although he had taken two hits from the Orc king's spear of wounding (which had been thrown from the hilltop). The Einherjar finally went down as Doomsman charged the second group of boyguards around the King. The Ki-rin finally had enough clouds and did a Call Lightning on the reserves as Mournglow and Ember also continued hitting them. Stardust got the elf king free and began cutting down the Orc banner, hoping this would drop the Globe of Invulnerability and allow Mournglow to assault the leaders with magic.
Although greatly slowed and weakened the Orcish reserves had still drawn to within moments of engaging the Elven flank and rear. Ember was almost out of spells and was contemplating drawing his own sword and joining the line. Darkwalk was out of attack spells and was tending the wounded and also preparing for the worst. Mournglow had a spell or two in reserve in case the Globe went down but was also largely out. Stardust was hopeful she could bring down the Globe but was very isolated.
The Orc king shouted an order and his bodyguards allowed Doomsman direct access for the king and Doomsman to duel. Doomsman was not just hurt but the Wounding effect meant he was losing more h.p. each round while the Orc king was fresh and had Prayer, etc. active on himself.
The duel was a lot of fun to DM simply because the party felt that the battle was riding on it. The previous day's duel had been the closest Doomsman had ever come to losing such a fight, and he had been fresh then. Being wounded and Wounded there was a bit more tension during combat!
It was still over in just two rounds! Doomsman's player rolled well and hit hard and was able to parry each of the two blows that would have otherwise hit. As the Orc king died he uttered a curse on Doomsman.
With the death of the Orc king his spells ended (he had the War sphere, granting him access to spells like Courage and Rally) - this, combined with the shock of the last of their high leaders dying, broke the Orcish units that could see the duel which led to a cascade and, within 3 rounds, the Orcs were in a panicked retreat.
Soon the Elves were gathered up and being cared for by their own healers and Darkwalk, their king and prince were returned, and the Ki-rin harried the retreating Orcs with his Call Lightning. Darkwalk had memorized Remove Curse for just such an emergency, so Doomsman received that before all his wounds were bound.
Of the Elven force of almost 900 less than 430 survived the battle and many of the survivors were wounded. They lost no leaders and no spell casters.
Of the Orcish force of about 2,100 less than 900 survived the battle and retreat. They lost all top leaders, most of their spell casters, the majority of their tough bodyguards, and even a large number of 'sergeants'.
The party received the following treasure as a reward;
-Each received a cloak pin that grants them a +2 on reaction rolls with Good elves from the continent and a +2 on saves vs. Cold.
-2,000 g.p. in various gem stones.
-Doomsman was granted the boon of being allowed to court the Elf king's daughter.
General Notes from this Adventure: These are both my own insights and what the players shared after the two sessions.
1) Unless prepared for it, even a high level party can really struggle against an army of more than small size. As Mournglow put it 'they can't really hurt us unless we are really foolish, but every encounter that slows us down means other units get through.' Even against really tightly-packed formations a Fireball can affect no more than about 60 targets. Since even the Pike walls weren't 40' deep Ember's Fireballs were affecting between 36 (pikes) and 12 (heavy crossbowmen) Orcs at a time.
The orcish army was in three columns, each heading for a different river crossing. Even with hippogriffs it was difficult to even find the Orcs since they typically travelled at night and used trees for cover as much as they could during the day.
2) Siege weapons are very vulnerable to PCs. A Flaming Sphere can wreck a catapult very fast. Fireballs tend to do it faster.
3) Some combat spells work great on the battlefield; but most combat spells don't. Fireball and Wall of Fire had an impact on the battlefield as a whole. Almost no other combat spell (in this battle) had that level of impact.
4) Clerics can be more important on the battlefield than mages. The War sphere spells of the Orc king had a huge effect, preventing three of his units from breaking and allowing another to fight more effectively. Without those spells the Elves might have suffered far fewer casualties and, perhaps, even won without the support of the PCs.
On the other hand, Darkwalk's use of Bless, Prayer, Recitation and similar spells had a major impact on the battlefield, especially along the front line. Let me show you why with raw numbers;
Orc = 1 HD and A.C. 6
Elf - 1+1 HD and A.C. 5
Right away we see that the average Elf will hit the average Orc 55% of the time and only be hit 45% of the time. Combined with an average of 6 h.p. vs. an average of 5 h.p. the Elves have a quality edge to begin with.
Now, let's get the front line of Elves under a Bless spell;
Orc = still has a 45% chance to hit
Elf = now has a 60% chance to hit and makes Morale checks at +1
Ok, that is a nice boost, especially since mass combat is a game of numbers. Now, let's look at the same situation if the Elves were under Prayer
Orc = 40% chance to hit, -1 damage
Elf = 60% chance to hit, +1 damage
Even better, right? Now let's look at just Recitation;
Orc = 35% chance to hit, -2 damage
Elf = 65% chance to hit, +2 damage
Wow, this is a major change! Here's the thing, though - these three spells stack their bonuses! The Elven front line were longswordsmen (who get a +1 to hit from being Elves) and were under all three spells at the same time, meaning that at the initial shock of impact the forces looked like this;
Orc = 25% chance to hit, -3 damage
Elf = 80% chance to hit, +3 damage
The spells alone provide a 40% change in the battle odds! Add in the Elven long sword bonus and the damage shift and this is why a force of 100 Elven swordsmen were able to devastate 400 Orcish pikemen before they went down. Even with the fact the pikemen were making 3 attacks before the elves were able to respond with one the huge difference in ability to hit and the damage shifts made all the difference in the world. In the battle above if Darkwalk and not prepared the front line with the spells he did (which was a major impact on his spell ability) the Elven front line would almost certainly have simply been cut down in the initial shock while doing effectively no damage to the pikes. Instead while the swordsmen did fall to the pikes it took 3 times as long and they wiped out half of the pikes doing so.
Imagine if the Orcs had simply put 3 low-level clerics along the back rank of the Pikes, all casting the spell Chant spell before and during the battle - AND Darkwalk wasn't there - this would have made the Orcs equal to the Elves!
Suddenly the Chant spell makes a lot more sense, doesn't it? Low-level clerics man the walls of besieged castles chanting for hours at a time; the monks in the cathedral aren't just singing in the choir - it is a continuous Chant to help protect the sacred space; etc.
Now the players are back to the West and where their Dwarven hirelings are still working on their combined stronghold!
Wednesday, May 29, 2013
Details of my 2e campaign. Part 1 - Spell Points
The Blackstone campaign is currently the 'main game' I am running. I has been ongoing for 3 years and is still strong. I use 2nd Edition AD&D with all the Player's Option books but not all of the options allowed.
The main differences for casters are I allow customized magic-users and clerics and that I use the spell point system as detailed in Spells and Magic for all casters and conditional modifiers for Clerics.
I originally added this to the campaign for three reasons - I like the flexibility the spell point system gives casters; the conditional modifiers add some depth to religion; and I have a major campaign artifact based on the system that s a huge plot driver.
Unfortunately, I now wish I hadn't used the spell point system! The party consists of a Human Thief, a Human Magic-user (Generalist), a Human Magic-User (Fire Elementalist), a Human Fighter, and a Half-Elven Cleric/Magic-user. That's right, 3 of the 5 are spell casters. This means that the group sits down about 40 minutes before play is scheduled and spends all of that time selecting spells. Even with lists of default spells the desire to customize your spell list is too great and the point system really encourages min/maxing to squeeze out very possible spell. Toss in high stats (bonus points), specialization (points that can only be used for particular types of spells), and the cleric of a God of Magic (casting his clerical spells sometimes costs more points, other times it costs less, resulting in 'left over' points that can be used for all sorts of mischief) and it is a major headache before and during each session.
For more goodness, this means I have to do the same for all spell casting NPCs!
Now, I have no issue with point systems per se; Rolemaster is probably my favorite magic system and it is all about points, discounts, and arcane rules. No, my problem is that it drastically changes D&D - character creation, development, and play are all very different. A spell casting character with a good knowledge of the point system 'punches above his weight' and should be counted 1 to 5 levels higher (depending on overall level) for purposes of adventure planning. And, in the end, it isn't vancian enough to match the rest of AD&D. Magic items end up not working properly (Rings of Wizardry are the obvious issue, but what about a Pearl of Power? Incense of Meditation?).
I will not use the spell point system in AD&D again, but I will keep it in the Blackstone campaign. Why? It is part of the woof and weave of that world, now, and besides - I still have that plot-driving artifact lurking about.
The main differences for casters are I allow customized magic-users and clerics and that I use the spell point system as detailed in Spells and Magic for all casters and conditional modifiers for Clerics.
I originally added this to the campaign for three reasons - I like the flexibility the spell point system gives casters; the conditional modifiers add some depth to religion; and I have a major campaign artifact based on the system that s a huge plot driver.
Unfortunately, I now wish I hadn't used the spell point system! The party consists of a Human Thief, a Human Magic-user (Generalist), a Human Magic-User (Fire Elementalist), a Human Fighter, and a Half-Elven Cleric/Magic-user. That's right, 3 of the 5 are spell casters. This means that the group sits down about 40 minutes before play is scheduled and spends all of that time selecting spells. Even with lists of default spells the desire to customize your spell list is too great and the point system really encourages min/maxing to squeeze out very possible spell. Toss in high stats (bonus points), specialization (points that can only be used for particular types of spells), and the cleric of a God of Magic (casting his clerical spells sometimes costs more points, other times it costs less, resulting in 'left over' points that can be used for all sorts of mischief) and it is a major headache before and during each session.
For more goodness, this means I have to do the same for all spell casting NPCs!
Now, I have no issue with point systems per se; Rolemaster is probably my favorite magic system and it is all about points, discounts, and arcane rules. No, my problem is that it drastically changes D&D - character creation, development, and play are all very different. A spell casting character with a good knowledge of the point system 'punches above his weight' and should be counted 1 to 5 levels higher (depending on overall level) for purposes of adventure planning. And, in the end, it isn't vancian enough to match the rest of AD&D. Magic items end up not working properly (Rings of Wizardry are the obvious issue, but what about a Pearl of Power? Incense of Meditation?).
I will not use the spell point system in AD&D again, but I will keep it in the Blackstone campaign. Why? It is part of the woof and weave of that world, now, and besides - I still have that plot-driving artifact lurking about.
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