Showing posts with label Greyhawk. Show all posts
Showing posts with label Greyhawk. Show all posts

07 March 2016

Return to Hommlet: Session 3 (06 March 2016): "Lots of Goblins"




Well, Session Three was successfully completed. Everything went fairly well; everyone's getting the mechanics down pretty well. We did have a couple drop this time when fighting, but no deaths; the party is getting their tactics for room clearing down and are learning to be stealthy when needed.

Since Richfest is winding down in Hommlet, I decided that we'd have a turkey feast of our own to put us in the mood. And, yes, I ate a hunk of turkey skin before taking the picture; I'm the cook, sue me. :)  So, without further adieu, let's recap!




The Cast of Guardians of the Polar Bear

Feleicia Emmel: Lureena of Verbobonc, Oeridian Human Rogue 2 CG
Katherine Emmel: Keishara of Celene, Wood Elf Ranger 2 NG
Rene' Emmel: Gunkar, Minotaur Barbarian 2 NT
Will Emmel: Zoel Arindas, White Dragonborn Wizard (Necromancer) 2 NT
Joe Grant: Rhogar,  Dragonborn Cleric of Vathris 2 LN

So at noon, Jaroo lead a service at a funeral pyre for the fallen dwarf. The gauntlets were never recovered.  After the noon service, the party attended the emergency Council meeting over the current humanoid problems. The Council is split: half the Council wants to concentrate on defense (Justice, Jaroo, Ostler, and the Miller), and the other half wants to proactively hunt these fiends down (Terjon, Rufus, Burne, Jaimie).


The Council offered the party the job of searching them out, and they  agreed to go. The party decided to look for the goblins to the northwest, especially after Elmo stood up in the meeting and said that he just returned from a hunt and some goblins near a cave about 27 miles in that direction. So, it was decided to go that way the next morning.

Elmo Anderson, Captain Jamie's son

Ok, since I am sandboxing this, so I'm borrowing material from lots of place. For this leg of the adventure I used a modified Temple of the Nightbringers, available at the DM's Guild. Shar was replaced with Lolth, mostly because I could and there is no Shar in Greyhawk! Of course, before the cave was reached, they came across Wuzig.



About 7 hours out of Hommlet and about 2 hours from the cave, the players came across a "bridge" across a forest stream; it was actually less a bridge and more of a fallen tree. As they started to cross, a huge bugbear ran out of the woods from the other side and yelled, "This Wuzig's bridge. You can't pass."

Taken aback, the party, somewhat cautious since the orcs of last week, discuss whether to attack or what. Zoel decided to try to negotiate, and Wuzig demanded 5 gold a head for passage. Zoel managed to barter him down to 1 gold a head and a trinket brooch that he had, Mission accomplished. And now I have plans for Wuzig.

The adventure was fairly standard. A small goblin warren with a few other encounters. The important part was that the party defeated a goblin chief who was wearing a strange obsidian mask which appeared to be dedicated to Lolth, the Spider-Queen of the Drow! That, and along with some treasure that was also of Lolth religious items, were brought back to Hommlet.

On their way back, they came across Wuzig at the bridge. this time, he was merrily whistling and working on what appears to be a barricade and a sign. This time, they happily paid him the 25 gold total out of their treasure and left him to his work.

29 February 2016

Return to Hommlet: Session 2



Yes, It's been over a year-and-a-half since my last blog post. Let's just say that 2015 was a mother and leave it at that. Gaming itself has even suffered lately. The CLD group is nominally playing Star Wars: Edge of Empire, but lately we seem to be playing more board games than anything else. And that's a shame because, as much as I like playing Secret Hitler, I really want to get back to the Adventures of the Durasteel Cock! (Don't ask!)

Even the Guardians of the Polar Bear have been suffering. Until yesterday, the last game we played was 51 weeks ago. It was the start up of my sandbox Hommlet game, played with Fifth Edition rules. But that all changed yesterday and we're back up and running!



To briefly summarize Session One: I was using an adapted Wizard's Amulet from Frog God Games. The city of Reme was changed to Verbobonc in Greyhawk. The long journey to Fairhill became a trek to Hommlet through nasty, stormy weather (which made the 2 day trip stretch out to five!). My son Will is playing the Dragonborn wizard Zoel Arindas (who replaces Corian from the module); his background is that of a criminal enforcer, and we worked it out for backstory that his uncle is a major player in the Verbobonc Thieves Guild. Besides, wouldn't a Dragonborn wizard make for an intimidating enforcer and leg-breaker? :)

Events unfold pretty much as written; they survive the farm ambush but so does Vortigern and one of his henchmen. They party arrives in Hommlet on the evening of Richfest 3, the night before Midsummer's Eve. As they settle in at the Inn of the Welcome Wench, an orc raiding party attacks Hommlet and steals a druidic chalice from Jaroo! The chalice is necessary for the Richfest ceremony so the party takes up the quest to reclaim it!

And that's where we left off almost a year ago.

So, we're off again!



The Cast of Guardians of the Polar Bear

Feleicia Emmel: Lureena of Verbobonc, Oeridian Human Rogue 2 CG
Katherine Emmel: Keishara of Celene, Wood Elf Ranger 2 NG
Rene' Emmel: Gunkar, Minotaur Barbarian 2 NT
Will Emmel: Zoel Arindas, White Dragonborn Wizard (Necromancer) 2 NT
Joe Grant: Garlish,  Dwarf Cleric of Ulaa 2 LN

Keishara was rolling over 20 consistently with her tracking. Since the orcs were off at a run the (horseless) party had to follow suit. I was making them take CON saves every 30 minutes or so; if they failed 3 times, they would have be exhausted for the fight with the raiding party. Nobody did ; if they had, Jaroo sent them with 10 goodberries, which I would have ruled would end the exhaustion. Is this exactly how the rules work for long-distance running in 5e? Hell, I don't know; I'm a "rulings-not-rules" kind of guy. After 90 minutes of tracking, they caught up. The orcs were not unprepared as they expected pursuit. And here's where I made my first mistake.

Apparently orcs are a lot tougher in fifth than I'm used to. Now when I adapted the raiding party to 5e I used the standard orc soldiers from the MM. I made the leader a "subchief" and basically just used a warchief with half the hit dice. Let's just say that war cry is a really good power. The minotaur (with 32 hp) was dropped on the first round. And every one else was dropping in quick succession. Finally, all that was left was Will with his Dragonborn necromancer. He used up all his spells, broke his wand of magic missiles, and was down to his dagger with 2 unwounded orcs still up. And then, he finally remembered his breath weapon. Ice breath for the win!

In the interim, the dwarf was the first to fall when he rushed in to cast spare the dying on the Minotaur. The dwarf "bled out" on his 5th roll; everyone else made their stabilization rolls. So, don't let anybody tell you 5e is a cakewalk; I almost had a TPK on my hands. Well, the wizard was able to revive them with goodberries and they took the chalice and the body of their friend back to Hommlet. They were received in the midnight hour by Jaroo and ensconced in rooms at the Welcome Wench. Jaroo made arrangements to have the dwarf's body laid in state at the grove as well as arranging a cremation and ceremony for him on the day after Midsummer. While the minotaur was wise enough to grab the dwarf's pouch and backpack, his gauntlets of ogre power are still on the body. :)



They awoke late the next morning to an inn overcrowding with celebrating people: Midsummer Day was upon them! The people of the Old Faith were already making merry, while the followers of St. Cuthbert were up at religious services at the temple. The story of what the party had done was spreading and they found themselves lauded with praise and drinks. The minotaur (and the player, Rene') was eager to do something. The elf also wanted to participate in the elven ritual of Agelong. So, the minotaur started eavesdropping for rumours.

As an aside, let me add that converting everything would be a chore. And this is why I love the internet: somebody has usually done the hard work already! In this case, Brian C. Rideout has already done the hard-lifting with this wonderful file. And borrowing from his work, I used a scenario in which Black Jay has been shot by goblins in the night but found and saved by Calmert. This is what they overheard.



Meanwhile, Joe's new character, a (blue) Dragonborn cleric of Vathris* named Rhogar, is trudging into along the north road. He is puzzled and bemused because every person he meets salutes him as "one of those heroes what saved the chalice." He makes his way to the Welcome Wench and, when he enters, is spotted by Zoel who is quite happy to see a fellow Dragonborn. They chat it up in Draconic and Rhogar is pleased to find out why people are slapping him on the back and giving him drinks. And thus he's invited to tag along when they go and meet with Jay. ("You seem a trustworthy fellow; fall in line!")

When they trek up the hill, they notice that the services are letting out at the temple of St. Cuthbert, and the clerics are bidding farewell to the parishioners as they leave. Rhogar wanders over to talk to the priests while the rest of the party talk to the young boy who's watching Jay's sheep for him. He tells them that Jay is inside sleeping and asks them if they really killed orcs! That knock at the door, but apparently Jay is till resting from his near encounter with death.

Rhogar comes over with Calmert after conversing with him and Canon Terjon. Calmert shows them where he found Black Jay and the ranger quickly finds the ambush spot and determines that it was indeed goblins. Calmert returns to the Church to notify Terjon while the party begins to tracking a new raiding party.

They track the goblins for 3 or 4 miles and finally locate them in a copse of Deklo trees atop a small rise; the minotaur, even from 1000 feet away can smell roasting sheep. The ranger and rogue sneak to see what's up. They see the shapes of three goblins sleeping by the fire but they have also crept up on an almost dosing sentry who's facing their direction. Not believing that discretion is the better part of valour, the elf rises and throws a dagger right at the goblin sentry...and misses (by 1!). The dagger sinks to its hilt in the tree trunk the sentry was leaning against startling him awake! Screaming curses in goblin, he wakes the other three, and battle is joined prematurely!

The once-sleeping goblins are out of action the first round while getting their bearings. Everyone else is taking double moves to run up the hill while the rogue and elf gang up on the sentry dispatching him. In this fight, the odds were with the party even after an abysmal start. Nothing ventured, nothing gained, I guess. 



They returned to Hommlet to let Jay know that they succeeded in ending the goblin menace (for now....) and tried to return the roasted sheep to him. With a hint of a smile, Jay tells them to keep it. He then  began to talk about how he's been so alone and bitter since his wife was killed in the Temple War by a goblin raiding party and how no one has done anything nice for him in years. With his eyes gleaming, he names the rogue (all the non-humans had decided they were too big to go in!) elf-friend and gives her his elvish cloak! A fitting legacy bestowed by a one-time ranger.

It is mid afternoon when they arrive back at the Welcome Wench, and a harried Ostler Gundigoot takes time away from the festivities to check on Jay with the party. He seems very concerned about the fact that there were goblins on the north end of town within the same day that orcs raided the grove on the south end. He reveals that he is a member of the village council and tomorrow, after the dwarf's funeral, the council will need to meet about this. And the party will need to attend.



And that's a wrap! We had a good time getting back into the saddle and we're planning Session 3 for this next Sunday. Yay!

Also, please note that I am also tracking the campaign at the Obsidian Portal.

*Yes, I know that Vathris is a hero-deity revered by Flan desert nomads, but my reading of Dragonborn from the Brimstone Angels series is that they don't really care for deities that much. So, I extrapolated in my Greyhawk that Vathris has a small cult in the Flanaess that speaks to warriors and other "Army of One" types. Besides, the player wanted a LN war deity.

06 July 2014

GotPB Session One: Return to Hommlet



Well, the Guardians of the Polar Bear are up and running again! This is my home-game with my wife, kids, and stepbrother. We're using the Swords and Wizardry Complete rules. And I'm running the original T1: The Village of Hommlet. Things went pretty well, all told.

Cast:

Beth: Brandy, Fighter 1, N
Katherine: Camelia, Assassin 1, N
Rene': Br. Bob, Monk (of Rao) 1, L
Will: Jason, Magic-User 1, N
Joey: Trillion, Hobniz Thief 1, N

I like to give my players a bit of backstory. So, for this game, the Hobniz thief was sent by the Guild in Verbobonc to check into the bandits that have been hitting caravans along the trade routes to the north and east of Hommlet. Several envoys have been sent to "bring them into the fold" but all have disappeared. The assassin was hired from the Assassin's Guild's as muscle for him. 

As for the monk, I have enlarged the Paladins of Rao to include monks and clerics in a Holy Order of Rao. They wear brown and tan robes like the Jedi and are famed as negotiators. (Sue me; it's my Greyhawk!)

Starday, Planting 1, 579 CY

The party all met on the road from Verbobonc and decided to travel together, striking up a friendship while on the road. Groups are more profitable and safe than lone men or pairs, they reasoned. Arriving in the north of the village, they stopped in at the Temple of St. Cuthbert and inquired about any help that might be required. A testy Calmert informed them that the Church's business is its own, and if they can take care of the bandits, then great. And good day!



The party then traveled on down the road to the Inn of the Welcome Wench for a lunch as it was a little past noon. The party sat down to table and enjoyed themselves taking note of the different people around the room. The monk of Rao noticed a fellow monk in Turuko and, due to an INT check identified the robes of a member of the Brotherhood of the Grey Hand. [Note that with a three alignment system, I am defining Hextor as Lawful, if tyrannical.] Not allied but not necessarily hostile, the two exchanged pleasantries while Kobort grunted into his ale. Br. Bob let slip that he's looking to end the bandit depredations; Turuko, naturally, let nothing out.

The thief went to talk to an obviously non-local sellsword and met Zert, a caravan guard out of work and looking for some employment. Zert dropped several hints that he's looking for pay, and Trillion said he'll keep him in mind if needed.

The mage Jason noticed someone else dressed in scholar's robes and writing in a book while nibbling at his food and drinking some ale. He struck up a conversation with the talkative Spugnoir who went on at length about the Battle of Emirdy Meadows, the Temple War, and the wonderful epic that he's writing! Eventually getting a word in when Spugnoir stopped for a drink, Jason told him that they're looking into the bandits in the area and that their information (from Calmert) is that most of the raids have been to the north and east. Spugnoir mentioned that there was a small keep of the Temple nearby that was taken out at the end of the Temple War and that the commander was a warlock! For first crack at any magic scrolls, he'd be more than happy to join up.

Meanwhile, the monk arranged to rent the "noble's suite" for the party. Since the obviously heavily armed fighter wasn't paying for anything and everyone else was running around on errands, Ostler and the staff assumed from this point forward that the party was a noblewoman (obviously third child or some such, but still!) and her entourage!

After Jason informed the rest of the party about what Spugnoir had told him, the monk then wandered over to the boisterous, heavily-drinking Elmo. He related to him what they're about, and Elmo mentioned that he knows where that moathouse is, and that his brother Otis was a soldier in the Temple War and offered to show them for a full share of the loot. [Note here that I feel that buying Elmo maille, a big axe and 100 g.p. to join the party is a tad excessive.]

After lunch, the thief and assassin went over to the smith to inquire about weapons. He pointed that while he can do shields and simple metal caps, anything beyond an axe- or spear-head is a little beyond his skill. The smith directed them to the Traders Establishment. Looking around, the pair quickly determined that things were way overpriced although the Hobniz bought a single dagger. Noticing the symbol of the three globes, they then went over to the money-changer. After a use of Thieves Cant, bona fides were established and the money-changer took the thief in back for a private discussion. He related that nothing has been heard from the emissaries sent to the bandits, and the best option is probably to just go ahead and eliminate them. He also related that he's uneasy; none of the missing goods have come through Hommlet at all; no new caravans with suspicious goods or the like. The large ones have been left alone, but anything with fewer than a dozen guards has been hit. Nobody has approached him to fence jewelry or anything small and valuable. Before Trillion left, the money-changer offered to fence anything he finds at normal Guild rates (80% of value as opposed to the 40-60% he offers to most adventurers) and will also change money at no cost (within reason).

After dinner, Trillion went up to Zert's room and offered him the same deal that the monk offered Elmo: full share in the company. [As an aside, money is split up evenly; magic items are given to whoever can use it most effectively or party vote if disputed. It makes more sense; yes, sometimes people lose out, but what use is a wand of magic missiles to a fighter, for instance?] Of course, he readily agreed.

Sunday, Planting 2, 579 CY

The next morning, everyone gathered and set out early for the moat-house. No giant frogs attacked them in the swamp, nor did kobolds or bullywugs ambushed them. The halfling lead the way across the drawbridge, the rest staying well behind. He checked out the drawbridge tower and went in alone. The huge wolf spider dropped down and surprised him, but a miss! He yelled for help, and everybody sprung into action. The spider was defeated, the only damage being 1 h.p. on the mage Jason who did not succumb to poison.

They then proceeded to the Moathouse proper and decided to clear the west wing first. The thief went in again alone and was attacked (but not surprised this time!) by a giant lizard! The party again sprung into action and the lizard was taken down; however, Br. Bob was dropped to -2 h.p.! [I'm using a house rule that death does occur until -1st level hit points are reached.] The party decided to hightail out for town, putting the Jedi, er monk, on Zert's horse. [Note also that the bandits were watching them the entire time but was unsure. They did take down the spider and the lizard pretty handily.] First, though, they recovered the box of armor, and the mage (who is 12 in real life and has never played this or the video game before) found the magic shield by cutting open the lizard.

They arrived back at the Inn with a near-dead monk, and Ostler sent one of his potboys for the druid Jaroo. Jaroo performed a CSW on the monk fully healing him. Payment to help the needy was discussed and the party finally decided to part with the ivory box that they found in the spider's lair. Jaroo accepted and was off. At this point, the party decided that they need healing and bad.

The thief Trillion went off to talk to the Canon Terjon and, after a 9 g.p. offering to the poor box, got to meet with the Canon. The talk centered around the possibility of healing and possibly accompanying them on their quest. Terjon made it clear in no uncertain terms that would not happen as no one in the party was a member of his flock. Healing could be available at the temple, but no promises. A very upset Hobniz left back for the inn.

Jaroo by Yannick de Guedart

Meanwhile, the assassin went to talk to the Druid. Coming to the end of the trail at his shrine and house, she noticed a bowl set beside a gong. Putting 5 gold in the bowl and then striking the gong, Jaroo appeared.They discussed briefly the cycle of life in the village and eventually, however, the assassin got the same answer as the thief did from Terjon.

The mage took the shield that he recovered over to Brother Smith for inspection. The smith confirmed that it was well-made and then grasped an amulet around his neck and muttered a prayer while passing his other hand over the shield which began to glow. He smiled and said that it appeared to have a minor magical enchantment on it. The mage asked if he needed any repairs, and Smith answered that it could use some polishing and maybe some new straps. A couple of silver would handle it and he could have it ready by evening.

[This is the point where I informed the players that Churches in my campaigns just don't hand out healing. Especially since the clerics and druids have congregations to care for. Things like Brother Smyth (who is a minor initiate) casting minor magic like detect magic, well, that's no big deal.]

That said, there was a bit of deus ex machina on my part. Black Jay arrived at the Inn during the evening meal, much to the surprise of the locals. The party noticed the whispers as the grizzled, black-cloaked man came in with a figured hooded and cloaked in forest green. The assassin asked one of the barmaids what the hubbub was about. She mentioned that Black Jay was a ranger during the Temple War and, while he was gone with the militia, a goblin raiding party hit the village. Jay's wife and infant child were killed. Since then, Jay was withdrawn and garrulous and kept to himself, tending his sheep on a hill above the village and making extra money by selling arrows to Smyth to resell. It was rumored, however, that the elves that he knew never abandoned him and still occasionally visited him. The barmaid wondered if that was one of the Olve with him.



After having a mug of ale or two, the pair made their way over to the party. Black Jay introduced himself and his friend Sidron, a cleric of Ehlonna, and then awkwardly excused himself and left. Sidron related that a vision from the Lady had instructed him to seek out those who were coming to fight the Dark Power now rising and placed himself at the party's disposal. [Yes, I'm a softie, but they need a cleric in this.]

There was some minor bookkeeping, but everyone went to bed to prepare for the next day.

Moonday, Planting 3, 579 CY

Again the party set out for the two-hour trek to the Moathouse. Some discussion ensued on the way. It was decided that the thief should check the doors and then move back for the fighters to break in the doors.



This time, the first door kicked in was the bandit lair. First thing, Jason dropped a sleep spell that took out 8 of the 9 bandits, leaving the leader standing alone. He quickly surrendered in the face of overwhelming odds. The assassin and mage dispatched the bandits while the monk was interrogating the prisoner. Roleplaying it out, basically he refused to say anything about the rest of the bandits except that were more below and if he said anymore, he was surely a dead man. In exchange for showing the party his stash, he wanted his weapons and a walk out of there. The party agreed and, yes, he will keep his word.

The party then decided to call it a day (and we as players a night).

As the astute reader might have noticed, I'm not only drawing from the original, but also from the video game and the two novels (The Temple of Elemental Evil and The Deed of Paksenarrion). This allows me to add more depth and color and to throw out some curves as well.

Until next time, gentle readers, think of the possibilities!

04 September 2013

D&D Challenge Day 4: Favorite Gameworld


I mean, c'mon, can there be any doubt as to my favorite gameworld as much as I idolize Gary? There is something iconic in Greyhawk; even WotC recognized that when the "default" setting for 3E was Greyhawk. And while that idea was honored more in the breach than in the observance, at least some of the Greyhawk deities made into the core rules and are the default gods for many homebrewed, DIY campaign worlds out there. Now what makes Greyhawk so iconic as opposed to a world such the Forgotten Realms (which is a close runner-up in its 1E "grey box" edition)?
 
First of all, Greyhawk is detailed but not too much. Even GBFR ("grey box" Forgotten Realms) has a TON of information on the NPCs of the world: stats, levels, where they're at, what they're doing, etc. Greyhawk draws a map and gives the DM names and not much else as far as that's concerned. There are plenty of hooks and history to glean and shape as the DM sees fit.
 
Secondly, that barebones approach can influence the tone of the game as well. With some tweaking, almost any type of setting and fantasy genre can be emulated. High Elven or Seelie court fantasy? Set a campaign at the court of Yolande of Celene and play up the otherworldliness of the Fey with Olvan cavaliers, fairies, centaurs and other sylvan peoples. Dark fantasy? Go to the Great Kigdom and run an intrigue-filled noble campaign where scions of Hextor vie with demon-summoning wizards. Is sword and sorcery more to your liking? Run a gritty campaign set in the Bandit Kingdoms or the Free Cities where the main protagonist is a barbarian from the Lands of Ice and Snow and his roguish companions (maybe a female rogue from the City of Greyhawk and a horse barbarian from the lands of the Nomads?) who become embroiled with the machinations of the Demonspawn Iuz. Arabian Nights? Ekbir and Tusmit. Chivalric fantasy? A group of knights in the Shields Land fighting against the Horned Society. Swashbuckling high seas adventure? A ship's crew sailing the briny deep from the ports of the Sea Princes. I could go on all day like this, but I think you get the point.
 

 
Third, although this doesn't really matter in the big picture, many of the classic modules are set in Greyhawk. Even if the adventures of those modules are not used as is, there's a wealth of material that is useful for the setting. The Saltmarsh series, for instance, gives structure and detail to the lands surrounding Saltmarsh (although little about Saltmarsh itself). The Sentinel  and The Gauntlet, the Adlerweg adventure series, adds a pair of minor artifacts but also details another part of the Oerthian landscape. And do I even need to mention the village of Hommlet?
 
Greyhawk is a diverse land that is easily used for a variety of play styles and adventures. It has a level of detail that is sufficient and does not overwhelm the creative urges of the home DM. In many ways, it is either unappreciated by one group of gamers and slavishly worshipped as "Gary's" by another group. And that's a shame, because there's really much in it to be used in any AD&D campaign.


29 April 2013

Z is for Zagyg

Zagyg the Mad Archmage, Demigod of Humor, Magic, Eccentricity, and Unpredictability
Has it really been FIVE years already? Gary has been gone so long it seems. When he passed, I wrote the next morning on Dragonsfoot, "A tremor is felt as Zaygy ascends to the higher planes once more. RIP, Gary. We'll miss you for now and meet you at the Inn later." Hard to believe that I'm tearing up again thinking about it.
 
I never met Gary in life. We corresponded by email, oh, probably since 1996 or so until his death, and I sent the occasional birthday or Christmas card to his home. He always mentioned them in his emails and he always gave me the salutation of "Howdy!" I never knew if that was a standard greeting for him or he just used it because I'm a Texan or because my first emails to him were asking about Boot Hill. It's something I would have asked him had we ever met. And I did have the opportunity. There were several conventions I could have attended where I could have met him, but I always put it off with the thought, "There's always next year." And then, there were no more tomorrows for Gary. I missed the chance to meet a friend.

I sit beside the fire and think
of all that I have seen,
of meadow-flowers and butterflies
In summers that have been;

Of yellow leaves and gossamer
in autumns that there were,
with morning mist and silver sun
and wind upon my hair.

I sit beside the fire and think
of how the world will be
when winter comes without a spring
that I shall ever see.

For still there are so many things
that I have never seen:
in every wood in every spring
there is a different green.

I sit beside the fire and think
of people long ago,
and people who will see a world
that I shall never know.

But all the while I sit and think
of times there were before,
I listen for returning feet
and voices at the door.


--J.R.R. Tolkien
 
The good Professor's poem sums up my maudlin and sentimental feelings as I write this post. Incidentally, I want this poem to be read before my rosary when I pass on some day; it is bittersweet and captures the feeling of life and death superbly.
 
There has long been a bit of friction between adherents of Gygax and Arneson over who is the "Father" of D&D; Bledsaw's contributions seem to be ignored in the scuffle, and there were plenty of others involved as well. But I bring up Zagyg for my final post of the 2013 A-to-Z Challenge because I focused on AD&D specifically for this run. And, say what you want about early D&D, but AD&D was Gary's. It has the indelible stamp of Zagyg himself all through. The charts, the fiddly bits, the "High Gygaxian" prose--will anyone ever forget Gary's ability to turn a memorable phrase as in "perforce, as the killing of humans and other intelligent life forms for the purpose of profit is basically held to be the antithesis of weal"--the amalgamation of disparate fantasy and mythical traditions etc. AD&D was truly his magnum opus, more so than anything that preceded it or followed it. It is Zagyg's. It is his.
 
I'm actually writing this on Monday afternoon since I have some free time. I want to proof it again (and again and again and...) so it is nigh perfect (it never is). There is little more I can say. Tonight, after my youngest daughter's softball game, I'm going to go home, fill a pipe with fine tobacco and pour myself a mug of a tasty adult beverage, probably a stout German one. Then I'll sit on my porch, watch the stars come out, and reminisce about my friend Gary and the worlds his words have inspired. And finally, I will contemplate his words, "I would like the world to remember me as the guy who really enjoyed playing games and sharing his knowledge and his fun pastimes with everybody else."
 
Good night, Gary. See you at the Inn later.
 
 
 

12 April 2013

K is for Knightly Orders


Knightly orders. Orders are practically a necessity if there is a cavalier in the party. Unearthed Arcana states, "In order to become a cavalier, a character must be in service to some deity, noble, order, or special cause," (pg. 14). Even without cavaliers in the setting, orders are a nice support group for a fighter to join; a secular order is the equivalent in many ways to a guild and is more accurate than the generic "adventurers guild" of many games. My focus is on religious orders, primarily because I am a religious person in my personal life. Your mileage may vary.
 
Knightly orders provide structure and are not necessarily religious in nature. Looking at Greyhawk for inspiration, there are religious orders that are similar to Earth's Templars such as the Brotherhood of the Lance Unbroken (Heiroenous), the Order of the Six Severed Hands (Hands), and, as a historian one of my personal favorites, the Knights of the Book (Delleb). However, other orders are secular in nature, such as the Knights of the Hart.

09 April 2013

H is for Heroes

A cavalier in action! A true hero!

Heroes. I find the concept is alien to many gamers these days. I say that because, one of the worst things to come out of the 1990s and even the late 1980s is the skill/power concept. No, it did not begin with D20/3.0 (although that was the penultimate expression of the concept). What I mean is two ideas. First, there is the attitude of "If I don't have the skill I cannot attempt to perform a certain action," and its close corollary, "If I fail the skill roll, I miss it all." The gaming community is ripe with stories of failed notice rolls and the inability of the character to see the door in front of him. It's even become a running joke in some webcomics:
 
Elan fumbles a Spot check.
 
 
Second, there is the attitude that the abilities completely define the character. Followed too far, and this leads to 4.0-type skills that are just the "pushing of a keyboard button." At the other extreme, it leads to the ossification of the archetypal system that is a strength of old-school gaming and (1e) AD&D in particular. Allow me to elaborate on this last point.
 
Old-school gamers are quite pleased with the four "archetypal" classes: the armored fighter wielding  a sword and shield, the wise cleric healing and turning back the forces of Undeath, the skulking thief armed with quick-wit and ready blade, and the mysterious magic-user summoning arcane power to slay. In B/X and BECMI we also have the concept of "race as class": the sturdy dwarf fighter, the bright-eyed elf who combines steel with sorcery, and the resolute hobb-, er halfling fighter. These are clearly defined images. Anyone who has lived in western culture can equate these to literary and mythical figures: Lancelot, St. Francis of Assisi, the Grey Mouser, Merlin, Gimli, Lord Elrond of Rivendell, and Samwise. They work.
 
Some might say that the multiclassing in AD&D muddies the waters a bit, but not really. An elf fighter/magic-user is no different from a B/X elf. Even "new" multiclasses are acceptable: isn't Frodo more of a fighter/thief? And opening up new classes to demi-humans is good as well for the same reasons; Bilbo is probably just a straight up thief, for example. New specialty classes open up archetypes; as long as one doesn't go too far, it doesn't dilute things much. Rangers, monks, and druids, o mai! Even brand new classes from dragon are adapted from other games/editions are fine as well. Necromancer? Yes, definitely an archetype.
 
"We don't have a cleric...somebody is going to die, dude!"
 
If everyone is an archetype with their own little niche, what does one do when that niche is empty. So, how does a fighter climb a wall? How does cleric get rid of the trap his spell discovered if the thief is already down? The answer: very carefully! The character is not defined by the character sheet and its stats; the character is defined by the PLAYER!!! Both of the situations above can be solved without a thief. the thing is, the thieving abilities work (by my estimation) in a combat round (lock picking) or without extraneous equipment (wall climbing). Take note of the scene in "Conan the Barbarian." When climbing the Tower of the Serpent the two fighters (Conan and Valeria) are using a rope; the thief (Subodai) is climbing the wall freehand.
 
If the party had to disarm a trap without a thief, it would take them at least 15 minutes. They would describe their plan, and I would assign a chance, usually less than a thief....DEX as a %, add a racial modifier if applicable (a dwarf removing a trap, for instance), possibly doubling it if the plan was solid, halving it without a plan. Easily done.
 
What about other skills? Well, previous profession would be a guide (Secondary Skills Table, DMG pg. 12) and roll a % based on an applicable stat doubled or even tripled. Also class would. A fighter might not ride as well as a cavalier, but he should have some proficiency. As an aside, the reason I do not use the non-weapon proficiency system from DSG/WSG is that it leads down that straitjacket road too easily. Try anything; I'll give the player a chance.
 
I have wandered far from my intended post, but that's ok. Let me wrap up by saying two things. First, the PCs in AD&D are a cut about the average. Of the four archetypal classes, three have more starting hit points than normal men. If one looks at some of the expanded classes, it is possible to have way more than the norm; a ranger or barbarian with the right stats and rolls can start the game with a max of 20 HP at first level! Second, Kevin Siembieda writes in several of his games that it always amazes him that people forget they're playing HEROES! They complain that the character is not normal or realistic. Well, duh! You are a HERO!
 
Until tomorrow, gentle readers, keep the sword blade sharp and the components near to hand!
 
 

08 April 2013

G is for Goblins


Goblins. These little fellows are the much maligned cannon fodder of fantasy imaginings. HD 1-1...not even a full d8! In later editions of D&D, they fall by the wayside and receive even less respect than kobolds. This is a true shame because they truly are the first challenge for adventurers. If one views the ranking of monsters as a cursus honorem through which characters must progress, it is vital that goblins are included in the run. How so?
 
Goblins are a threat, even to 1st-3rd level heroes (see tomorrow's post). Goblins have better hit dice than a normal nan (1/2 HD, the same as kobolds!) and better hit dice than half of the core classes: fighters at 1-10, clerics 1-8, thieves at 1-6, and magic-users at 1-4. True, there are hardy newly minted adventurers, such as the ranger and barbarian, but they are outside the norm, even for heroes. The fact is, a warband of goblins (No. Apprearing 40-400, midline is 200!) could easily overwhelm a small town and definitely a small village, even if it has militia.
 
Let's look at Hommlett as an example. Hommlett can field the following:
 
Rufus, Overall Commander, Ftg 6
 
His "squad" of men-at-arms...not defined in the module, surprisingly, so we'll assume 10 well-armed medium-heavy infantry
 
Burne, MU 8
Jaroo, Dr 6 and Brother Smyth, Dr 3
Terjon, Cl 6, and Calmert Cl 3
 
Militia Captain (Elmo's father), Ftg 4 & Elmo, Rng 4
Militia Sgt, Ostler, Ftg 2
Militia, 50 0-lvl humans, most with leather armor, armed with a hand weapon plus as follows:
      spears: 23
      pole arms (various): 4
      long bow: 1
      short bow: 1
      slings: 5
      crossbow: 7
Militia, 4 'skirmishers,' o-lvl Humans with no armor and clubs
Miltia, Black Jay, Ftg 2 with longbow
Militia, Traders's man-at-arms, Ftg 1, with long bow
 
That's a pretty repsectable militia force, with a lot of magic. However, even if a small goblin warband shows ups (low dice rolls but with wolf riders):
 
2 leaders with 8 assistants (1 HD each)
20 wolf riders on worgs (4+4 HD) + an addition 20 worgs
60 goblins (HD 1-1), variously armed, but 24 with spears and 6 with slings
 
Burne and Rufus would be a big help, but it'd still be a tough fight. And these are just goblins! Think about orcs or hobgoblins and how they're armed and weaponed. Lairs have even more sub-types plus the possibility of bugbears. Even if it was the minimum (half the above numbers), the goblins would be formidable. Take away the worgs, not so much, but still they could do some damage.
 
(Incidentially, this is a battle I would love to play out...at the "skirmish" level or using Battlestystem.)
 
My mind changed on this matter sometime in the 1990s. I read Realms of Infamy, an anthology of Forgotten Realms short stories focusing on the "bad guys." There is a story titled "Vision" by Roger E. Moore about goblins. Read it. You will never look at goblins the same way ever again.
 
Until tomorrow, gentle readers, look out for the laughter and red eyes in the night!
 

04 April 2013

D is for Deities

Today's is running late. work caught me up so it'll be a little short.

The deities of Toneeze Wurld (officially Hackmaster Wurld #162) are varied. They tend to be primarily Greyhawk deities. However, there are others, mostly due to the transposition of the City of the Invincible Overlord as the major urban hub for the continent.

Mighty Hextor, Many-Armed Herald of Hell, grants us the strength to dominate and rule!
The chief deities of the CSIO are Odhinn (CN), Thoth (N), and . . . .Hextor (LE). Hextor has long been one of my favorite deities for LE characters. I replaced Morg and the largest temple in CSIO is the Hellbridge Temple of the Herald of Hell. I portray the City-State as old and decadent like ancient Lankhmar. Thoth has one of the oldest temples in the city as God of Magic and Scribes. Odhinn is a more recent transplant, his priests coming in with the latest Overlord and taking up shop in a long abandoned and shuttered temple of some ancient and forgotten war god. There are minor shires to dark deities and good deities and even the Frog God and Wastri the hopping prophet.

One of the more popular deities on the Wurld is Ehlonna, the Lady of the forests, worshiped by Elves, Halflings, fairy and sylvan creatures and even many humans. The Dwarves worship their deified kings, the long-death Fathers of their Race. 

Familiar deities to most of us are gods of the Southern deserts (Egyptian) and the gods of the frozen North (Norse) are also present. Their are few worshipers of the Greco-Roman deities these days, but they are remembered and occasional relics of Jupiter, Apollo, and Minerva are found.

Until tomorrow, dear friends, look to the heavens for aid!

03 April 2013

C is for Cavaliers (of the Keebler Variety!)

I have mentioned before that I use the material in Unearthed Arcana, and, yes, that includes the cavalier class. Of course, since I like to tinker with the rules, I've made some adjustments for elves.

Dragon #114


First, however, let me mention Chris Booth's article "The Elven Cavalier" from Dragon 114. It is well written; however, it proceeds from the assumption that elves or more like the wood-dwelling, well, wood elves. For some elven cultures, such changes will work, but they are not necessary. I'll discuss this some more in a bit.

As far as rules are concerned, I make a couple of minor changes to the class. First, since "A human cavalier (but not an elf or a half-elf) makes all attacks from horseback as if the character were 1 level higher," I allow elven cavaliers to fire a bow from horseback without penalty. Now, nowhere does it explicitly state in AD&D hat there is a penalty for firing from horseback. Note that short composite bows are a required weapon for elven cavaliers per UA. This gives them something back and makes them a tad more unique. Second, I remove the weapon of choice for "the horseman’s mace, horseman’s flail, or horseman’s military pick (player’s choice)" and replace it with short bow, long bow, short composite bow, and long composite bow. For followers, I use the Plains and Woods tables from the article "Tables and Tables of Troops" in Dragon 99, using the numbers gained from UA. Also, since half-elves are pretty much ignored, I allow half-elf cavaliers to come from either human or elven upbringing and function as that race for purposes of cavalier abilities. And that's pretty much it.

A Knight of Rivendell...or is that Celene? Maybe Evermeet?

I said above that Mr. Booth's article was adequate for the time. However, in the last 25 years, perceptions have changed. Much of that is due to Peter Jackson's interpretation of J.R.R. Tolkien's Middle Earth works. Thanks to PJ, we can now see elves in plate and riding roughshod over warg-riders (good scene in Hobbit: And Unexpected Journey, that). Like I said, the old way was to view elves as woodsy, dandelion-eating forest-dwellers. Now that might hold true for Wood Elves and Wild Elves; High Elves and Grey Elves, on the other hand, are more...noble, for want of a better term. And this is true even in old school AD&D. There is the court of Queen Yolonde of Celene on Oerth, a realm that Gary Gygax's Gord novels assure us is protected by Elven cavaliers and knights. And why not on Toril as well? I can see elven cavaliers in Evermeet and old Myth Drannor; it fits the feel of those nations without breaking them.

Sweet water and light laughter until next, gentle readers!

Gil-Galad was an elven king...his sword was long, his LANCE was keen...
http://www.youtube.com/watch?v=9wAH0SEtgdI


28 July 2012

Remembering Gary: Gygax Day, 2012


Yesterday would have been Gary Gygax's 74th birthday. I believe the quote above captures his essence perfectly; therefore, in the spirit of the day, I thought to myself, "What  better time to get my kids's game rolling again?" And so, we did.

When last we left our intrepid adventurers, they had returned to the Keep after finding Bane Deathchant's brother, Kane, crucified outside the Goblin caves of the Caves of Chaos. [In summary, a fight had broken out amongst the party members over Kane trying to take a Goblin as a henchman and his body was left in the (dead) ogre's cave.] They had also cleared the kobold cave. Easily slaughtering the guards and most of the male population, the adventurers had allowed the survivors to flee into the Borderlands after telling them about the cave complex. This intelligence will (hopefully) serve them well.



The dramatis personae are as follows:

Anana Steelhammer of Glorsten. 1st level Dwarf cleric of Bleredd, NT. Bleredd is Ulaa's husband and is a god of blacksmithing and crafts. (In my Greyhawk, I have simplified the deity lists. One way was to eliminate the non-human deities which were, I believe, largely Roger E. Moore's creations. Gary once wrote on the Dragonsfoot Forums that nonhumans of Oerth should probably follow those deities anyway.) Armed with a warhammer, her domains in the 3.5 ruleset we're using are Earth and Fire. Thus, she can turn water- and air-based creatures and control earth- and fire-based ones (if they ever run into any!) in addition to the standard undead-turning abilities.

Allyara Fiernvein of Celene. 1st level Elf Ranger From Celene, CN. A follower of Olidammara, it'll be interesing to see if she multiclasses into Rogue. Surprisingly enough, she is the most leveled PC in the party. Go figure.

Bane Deathchant. 1st level Human Wizard/Necromancer, CE. This human has arrived in the Borderlands (actually, the Keep is set in one of the Ulek states just south of the Lortomils--but still descriptively called the Borderlands) where he was to meet his brother Kane at the Keep. When he arrived, he found that his brother had taken off to a cave complex and with a group of adventurers. Unfortunately, his body had been left behind when the party had to flee....goblins?!! He has a thing about goblins now--when he returned with the party that found his brother crucified outside the goblin caves. Score one for  the other players; the goblins saved the player's hides by that one. He also has a (as yet unnamed) raven familiar.

Dalgard of Greyhawk (NPC). 2nd level Cleric of Pelor, NG. Dalgard is my stock PC cleric for beginning parties that I've used for over 20 years to beef up beginning parties. It's probably time for him to go on his way.

We pick up with the party venturing out to the Caves once more. This time, armed with intelligence, they decided to strike at the orcs (they also learned previously that the goblins now have a contingent of wolf-riders (and a warg!) stationed in the old Ogre cave). It went about as well as could be expected.They didn't notice the guard watching the door from the "wall of heads." The necromancer took a goblin head from the display and then they headed right. Meanwhile, the guard got the other guard room and attacked from the rear while they were engaged with the other guards. However, they made quick work of both groups.

Heading up the sloping hallway, they found the storeroom and then attacked the chief and his consorts. The dwarf found a set of dwarvan-sized maille and also a chest of monies; who needs a thief? Smashing a lock is always more satisfying than picking a lock! Oh, and they also find what will later prove to be a healing potion and a scroll of fireball. They then found the secret meeting room for the two chiefs. Reasoning that there has to be something more (one of them quipped, "Yeah, this is not his secret study for writing his memoirs!"), they searched until they found the secret door to the other orc tribe's complex.

Of course this lead them to the "boss fight" for the session. Now the other chief was a 4 HD creature, but his AC was only 18. As well, as they roll, he wasn't too much of a problem, actually. This one was 3 HD, but his AC was 20 in plate armor with a shield. Yes, a problem.


They did manage to whittle him down (there were actually two crits--one from a warhammer for x3 damage!) through luck and burning all of their spells, especially a burning hands (cleric) and a chill touch (necromancer). The chill touch was doubly useful in that it drained a point of strength, so I dropped the chief's BAB by 1. After the fight they did manage to find a rope of climbing that the elf promptly took as an artifact of her people. 

Ok, so they made it around the corner to the entrance. The dwarf in the lead spotted the tripwire for the net trap. Not having a thief, they decided not to risk a disable device check; they had no idea it was just a net because they never tried to trace the lines or look up even (note to self: time to stat putting some slimes and puddings on the ceiling!).  The dwarf stepped over, no problem. The necromancer, however, tripped over his big feet setting off the alarm and dropping the net square on himself! Everyone made a DEX check to dodge out of the way. They immediately heard the sounds of orcs preparing to head their way. Round one, Dalgard covered one hallway, the dwarf the other one. The elf began cutting the necromancer out of the net. Round two, the necromancer was free and got up, the elf winged an orc in the back of the mob of 9 bearing down on the cleric (who holds his action to take out two when they reach him--cleave feat for the win!) and the dwarf was still waiting for her mob. Round three, the second group of 5 arrived and it degenerated into a vicious melee. No one died although the necromancer was taken down to 1 hp; I suggested that he take a defensive stance (+4 bonus to AC) and stay out of the fight as much as possible.

After surviving the fight, they checked the other two rooms and found the women and children orcs that they promptly killed. Even Dalgard had to agree with the reasoning of the NT dwarf cleric who also happens to hate orcs; of course, this is another reason for him to move on. Unlike Sir Osric the paladin, he won't just go and examine rustic architecture to ease his conscience when this sort of thing happens in the future (cf. Gamers 2: Dorkness Rising).


Well, the party made it back to the Keep, sold some jewelry, and got some items identified by the castellean's advisor, a elven fighter/mage that I made a follower of Zagyg. I was too tired (it was late) to work that in last night, but will in the future. Everyone also had enough xp to level up, so things are getting better for them.

After going over my notes this morning, I noticed that I forgot that they had hired 3 mercenaries (that were with them against the kobolds previously) for a full month. I presume that they forgot them as well then, and they spent the day in the tavern drinking. With a level 2 Cleric of their own and some hired muscle, it is definitely time for Dalgard to move on.

I'm interested to see where they go next. I keep dropping hints about the missing merchant, but they haven't picked up on them yet. Of course, they have yet to enter the right complex anyway. I think it's time for the keep commander to take interest in them and send them on a mission. Maybe supply a couple of crossbowman to give them so more firepower.

And that's where we stand. They could use a thief.

05 April 2011

D is also for Dalgard's Minotaurs



Well, I guess I'll give this a shot as well. Here are the S&WWB stats for Lord Dalgard's minotaurs as mentioned in a previous post earlier today.

But before that, we need an important spell for the work to follow!

Animate Dead Monsters
Spell Level: C5
Range: Referee's discretion
Duration: Permanent

This spell allows the cleric to animate one monster of greater than 3 HD for every two levels of experience the caster has. Corpses rise as zombies and have HD equal to those they had in life. In all other ways, they are similar to zombies. Skeletal remains rise with one half of the HD they had in life and in all ways are treated as skeletons.


And now, the Monsters: 


(Dalgard's) Skeletal Minotaurs

AC: 6 [13]                                                   Special: Immune to sleep, charm
HD: 3 + 2                                                    Move: 12
Attacks: Battle Axe                                      HDE/XP: 4/120

These are animated monster skeletons.


However, Dalgard also animated the tribe's leader as a special intelligent undead. It has been several decades back, but I do remember that I had to quest for some special tomes and components and the like.


(Dalgard's) Skeletal Minotaur Leader

AC: 2 [17]                                                  Special: See below
HD: 8                                                          Move: 12
Attacks: Battle Axe +3                              HDE/XP: 10/1400

This prime example of a Minotaur dwarfed even his peers in life. Now in Undeath he coldly serves his master. Clad in magical maille (+3) and wielding an enchanted battle axe (+3, +4 vs.elves), the mere sight of this colossus striding across a battle field is enough to make mere mortals (level 3 and under) flee in terror. So infused is he with the Power of the Dark Gods that magical weapons are needed to hit him; silver weapons will do half damage. Like other skeletons, he is immune to sleep and charm.