Showing posts with label Hommlet. Show all posts
Showing posts with label Hommlet. 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.

13 July 2014

GotPB Session 2: Back to the Moathouse

Well, the gang got together again for a foray into the Moathouse's lower levels.

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: Thelian, Hobniz Thief 1, N
NPCs: Elmo, Zert, Spugnoir, Sidron



Godsday, Planting 4

On Greyhawk, Godsday is a day of rest and spiritual worship. The weather also turned for the worse with a total rainfall for the day measured at about 1.5". The monk spent the day meditating, and  Brandy went to services at the Church of St. Cuthbert. After lunch, a guardsman came and delivered an invitation to the Castle to have dinner with Sir Rufus and his mage Burne.

Rufus questioned the party about their attacks against the bandits and offered to end two of his men with them in the morning.


Waterday, Planting 5

As dawn broke, the rain continued and the party waited until the rain broke to set out. Arriving at the Moathouse, they went down the stairs to the lower levels. The astute Hobniz noticed the green slime at the bottom and measures were taken. The party then ventured into the dungeon area and managed to take care of the zombies although it got hairy at several points. They then searched the torture chamber and failed to find anything of note. In the attack against the ogre, one of Rufus's men was taken out; the secret panel was found as was the secret stairway leading back up. The gnomes were rescued and the armory found. It was decided to return to Hommlet and try to find a farmer with a wagon to hire to bring all the rest back as a donation to the town's militia. A farmer was found who hired out his wagon and two older sons (militia members) to haul the weapons and armor back.

A blurry photo of a dead ogre, after the party had moved on.


Earthday, Panting 6

The party set out with a light rain that broke after an hour or so. All of the booty was secured and, as the party set out for Hommlet, a group of six gnolls, led by Turuko and Kobort attacked from ambush! Rufus's other guard dropped (unconscious at 0 hp), and Brandy was fighting hard, taking hits. The Mage Jason fell, unconscious but not dead and Spugnoir was able to cast sleep and drop 3 of the gnolls. During the thick of the fighting, Zert tuned on the party, back-stabbing Sidron the Elf cleric!Eventually, all are felled save Kobort who surrendered.

The party bound their wounds and returned to Hommlet. Kobort was turned over to Rufus as was the gains from the armory. Rufus said that he understood that it was a donation, but he was once an adventurer as well and gave teh party a black pearl for the haul as well as permission to whatever Zert, Turuko, and Kobort might have left behind in their rooms at the Inn (that would be Zert's lockbox of monies).

And that was all for today.

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!

12 September 2013

D&D Challenge Day 12: Favorite Dungeon Type/Location


It should be apparent to anyone that's read my blog for any amount of time that I prefer sandbox settings. My favorite module for any system is GW1 The Legion of Gold that outlines the Barony of Horn for Gamma World followed closely by B2: Keep on the Borderlands that outlines the surroundings of the Caves of Chaos. And, of course, who can forget T1 The Village of Hommlet? Adventures that have add-ons, such as the wilderness areas for Rappan Athuk or Freya's Crucible (both originally by Necromancer Games coincidentally; RA was recently upgraded to Swords & Wizardry and Pathfinder editions by Frog God Games, the successors to NG) fall into the sandbox category to some extent as well. The focus of these modules is, of course, on the megadungeon or the plotline respectively, but sandbox material is provided as well. While last week I stated that Greyhawk is my favorite campaign setting, the Wilderlands/City State of the Invincible Overlord by Bob Bledsaw and the Judges Guild runs a very close second. The setting is very sandbox and gives sparse details on the campaign maps for the DM (Judge?) to develop.
 
The best thing about sandbox adventures is that it's a lot like a buffet. The DM sets out the food, and the players choose what they want. Admittedly, it is a lot of work for a DM, and he can't be a control freak. The players just might take their players completely off-script. Now, occasionally, the DM will have had a busy and no time to think, much less plan for a game. The players might want to head off for Greyhawk City when the DM has only prepared adventure hooks (weeks before) around Hommlet (where the players are). In a case like this, there's nothing wrong with telling the players, "Guys, I've had a week from Hell. I know you really want to go to Greyhawk, but I'm not prepared at all for that. Could you go after a hook in town? I'll work up plans for Greyhawk City for next week." Most players will understand and go with it; we've all had those weeks.
 
The ability to improvise is a key skill as well. Maybe the DM is good enough to roll with the journey to Greyhawk and can come up with something on the fly that fulfills the players's expectations. If one can do that, great! Go for it. If the players feel like their choices and input influence the game, they become invested and interested in the setting and will want more! If they don't have that feeling and instead feel like they're on the Plot Wagon (TM), well, they may as well be playing EverQuest 2.
 
Another ability to keep in mind is recycling and I'm not talking about newspapers and aluminum cans, either. In this instance, it refers to  using adventures that the players have bypassed; this is not railroading, either, but a labor-saving device. Let's assume that in the Hommlet setting mentioned above, the Judge had worked up a goblin warren to the southeast of Hommlet; however, the players have elected to take that journey to Greyhawk. On the journey overland, Fate intervenes and a wandering monster check indicates an attack by goblins. Rather than just randomly rolling the goblins up, the party is attacked by a patrol or raiding party from a goblin warren. The players decide to follow fleeing survivors and find the lair. Recycling in action. And note that this goblin warren is not in the same location; this could be three weeks out on the way to Greyhawk. It has been transplanted, and the DM has a week to work on Greyhawk! Also, be careful not to MAKE the players go where you want. If the players killed the goblin patrol or let the fleers go and don't look for the lair, so be it. But you were ready if they did!
 
Another good example of this is reusing vintage modules. When I first started the Guardians of the Polar Bear (my God, was that 2004 when Kat was nine and Rene' was seven?!!), I placed the Necromancer's mansion from U1 The Sinister Secret of Saltmarsh on a rock atoll about a mile-and-a-half on the road north out of Hommlet. The caves at the bottom opened into a forest clearing. The necromancer had disappeared about the time of the Battle of Emirdy Meadows. The pirates became a detached group of bandits and gnolls from Lareth's moathouse and thus tied into the overall setting in a different way than before. Recycling; learn it well.
 
Finally, the sandbox DM should learn to use communication with his players. Help them determine a real background for their characters. Ask for their input after a game; see what goals that have and what they plan to accomplish. One can see this in the Hommlet campaign with the NPCs. Elmo mentions his brother Otis long before the players ever go to Nulb. A PC's family can be the source of new characters if the original character falls in battle, such as poor Kane Deathchant. Maybe the character is the young scion of an Elvan noble family from Celene. Upon reaching 4th level, news of the character's exploits have reached Celene and the character's family (or maybe even Queen Yolande herself!) sends the character a gift in the way of a quiver of Ehlonna with 6 +1 arrows. Deus ex machina? Maybe a little; but it does help the characters in game and also helps keep them invested in the story.
 

 
 
Overall, sandbox settings are a lot of work to set up. However, properly excuted, they can create a world that feels as vibrant and alive as anything in the works of fiction and definitely better than a static MMO.
 
Until tomorrow, gentle readers, dream of glory and adventure!


09 September 2013

D&D Challenge Day 9: Favorite Character Not Played

This is an odd one, so how about the character I never got to play past two sessions?
 
Going back to Hackmaster again (which I consider an AD&D edition--3E that should have been!), the GM had set up a Hommlet campaign--well sort of--using the hacked version of T1, The Temple of Existential Evil with the twist that party was on the Neutral-Evil Axis rather than the Good-Neutral one. Now, no one else in the group had previously played T1 in any form (I have about 10 years on the rest of CLD). The DM had no problems because, as a fellow DM, he knows that I would never use knowledge of treasure and what's out there to my advantage. I generally hang back on that knowledge and stay out of "party decisions." And, besides, the hacked modules usually mix things up anyway.
 
 
Well, I decided to play a cavalier of Hextor, tasked with stopping the rise of Chaotic Evil in the area around Hommlet. Oh, did I have plans! I was going to help train the militia, try to do some conversions on the side, and stop Chaos, all in the name of the Herald of Hell! I knew what I looked like (dark and handsome, like Rufus Sewell in A Knight's Tale!), had my weapons of choice picked out for levelling, pre-thought conversations of how to do with pesky do-gooders questioning my motives, everything!
 

 
Unfortunately, we only played two sessions. One of the (now former) members of CLD decided to play Stupid Evil and was screwing up the game purposefully for the rest of us. At the same time, he was trying to break the DM's game. Not cool. So, Sir Demetrios never realized his full potential.
 
Until tomorrow, gentle readers, think of what might have been!

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.


23 April 2013

T is for Tolkien


Professor Tolkien. Would we be playing AD&D the way we do without his influence?
 
Much has been made out of "Appendix N" the past couple of years. The success of Goodman Games's Dungeon Crawl Classics RPG, which bases its feel and setting heavily on Appendix N sources comes to mind as a prime example. Gygax himself is dismissive of the Professor's work in early issues of Dragon. There is a long-running thread on Dragonsfoot about removing the influence of Tolkien from one's game.
 
Admittedly, there are other influences on AD&D other than the good professor. Vancian magic springs to mind. There are Lovecraftian roots as well, and not just a pulled section from the DMG either; Tharzidun and the Temple of Elemental Evil, dimensional travel and races like the githerzai and githyanki (which might even be influenced by Moorcock as well). Speaking of Moorcock, what about Law and Chaos with Neutrality as the Cosmic Balance? The mighty-thewed barbarian class is straight out of Howard and Lieber.
 
That being said, there are many things taken for granted that come straight from Tolkien. There are the blatantly obvious: halfling-hobbits, Balor-Balrog, treant-ent. Some not so much: the divide between high/grey elves and wood elves, the animosity between Dwarf and Elf, Half- Orcs (a shady character in Fellowship of the Ring that hangs out with Bill Ferny is described as having the look of some goblin blood in him) and Half -Elves (Elrond Half-elven, anybody?). What about the existence of a ranger class? There is the clear relationship between the tier of goblin-orc-hobgoblin that mirrors that of goblin-orc-uruk-hai in Tolkien. What about the idea that elves are the First Children and that their kingdoms are places of light, fortresses that hold out against the evil? In that respect, Greyhawk itself has the feel of Tolkien in it. Should we compare Iuz and his lands with Sauron and Mordor? How about Hommlett to Bree? The Kron Hills to the Shire? The Lortomils to the Misty Mountains?
 
While it is clear that AD&D is a amalgam of information from many sources, much of it is clearly influenced by Tolkien. Whether or not that is a direct connection or one from fantasy literature in general is for my gentle readers to decide. But the connection is there.
 
Until tomorrow, gentle readers, when we examine Unholy Warriors.

18 April 2013

P is for Parley

A Meeting of Parley
Parley. Not something most players ever use. apparently, Gary didn't think much of it either as there is only a paragraph in the DMG (p. 63). To wit:
 
Parleying:

Upon encountering another party, the party with initiative can always
elect to attempt some form of communication. This can be a friendly
gesture, a throwing down of arms, offering of treasure, or some spoken
word or phrase. Just what this effect will be is determinable only by the
DM considering the prevailing circumstances. It is safe to say that a group
of elves attempting to parley with a red dragon will find their efforts
generally unsuccessful unless they also have some obvious advantage
which the dragon is aware of. It is common for player characters to attack
first, parley afterwards. It is recommended that you devise encounters
which penalize such action so as to encourage parleying attempts -- which
will usually be fruitless, of course!
 
The last sentence is not one of Gary's best. Why should parley "usually be fruitless?" Not always, but occasionally it should work and work well. To penalize the players for not parleying and then penalyzing them for parleying is, well, dickish. It's like a game of oneupmanship.
 
Does that mean that a parley, especially with evil NPCs, should turn into a mutual admiration society meeting? Not by any means; expect the evil characters (and the players too!) to try to jockey for their advantage, possibly stabbing the party in the back just before the conclusion of the pact. I could see a cleric or cavalier of Hextor teaming up with a mostly good party to fight the return of the Temple of Elemental Evil in Hommlett. Said cavalier might be evil but he would have more in common with a Lawful Neutral character than with a Chaotic Evil one. Sometimes, there truly ARE greater evils!
 
 

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!
 

02 April 2013

B is for Baldricks (or Henchmen, if you prefer!).

"All I want for Christmas..."


Henchmen and hirelings. If there is any other potential gold mine for both roleplaying and tactical advantage that is so sorely underutilized, I have no idea what it might be. Possibly those iron rations (1 week!) in the bottom of every PC's backpack. And that's really a shame, too, because they are useful.
 
Allow me to relate a gaming truism I learned early on. Not long after Unearthed Arcana was released, I ran I6 Ravenloft for a (mostly) new group of players (I'm thinking this was my Halloween, 1986, game). One of the players was running a 6 or 7th level Cavalier and he had his men-at-arms with him. They had been a great help to this point; remember, the tactical advantage I mentioned earlier? At this point the fledgling knight had a baker's dozen of followers that were useful for room clearing, providing support, etc. They were well-utilized in that respect. However, they had no personality or names; they were just random fighter minis I had on the table. They were playing pieces, nothing more.
 
"The Master of Ravenoft is having guests for dinner...."
 
 
As the game drug on to the wee hours of the morning, something happened that night; his followers started to become precious to him. The classic Ravenloft module is a death trap, a meat grinder; maybe not up to the level of the Tomb of Horrors, but it can cut through a party, even one with 13-14 followers. Well, the NPCs were getting cut down; finally there was only one left. It was a female archer (that was the mini!), but she made it through the first half of the castle. She started to develop a personality as I moved her around. she was Jenna, a fiery red-haired warrior and she was pissed! Her comrades had fallen but she would not! She would protect her lord to her last breath!!!
 
The players began to respond to her as a fellow player, not an NPC. At the final confrontation with Strahd, it was close. They had the icon and the sword, but they were having problems cornering the devil Strahd. I was using some alternate damage rules I had picked up somewhere (Dragon maybe?), that stated that a nat 20 with even a regular arrow had a chance (5%!) of piercing a vampire's heart as a stake. I have never seen players so intensely watching a GM NPC roll! The d20 came up 20! I shook my d10s (the set I still use!); the yellow die rolled out (black is always high) and came up 3. I rolled out the black one and it stopped on 0. Strahd was immobilized! They proceeded to end Strahd's existence and the victory did not feel cheap to them at all. After the game, I read that largely ignored section in the DMG, and Jenna made the leap from follower to henchman, the first in (at the time) five years of gaming.
 
The proper use of hirelings and henchmen has fallen away amongst younger gamers. I think it has more to do with the MMO experience. Most MMO gamers I bring to the tabletop get the idea of iconic roles: Wizard = Nuker or Crowd Control, Cleric is the Buffer, etc.  But followers: who cares? (On a side note, Star Wars: The Old Republic has an excellent NPC/follower system for a computer game and gamers that come from that MMO want followers!) I think that the fact that Gary devoted 9 of 230 pages (3.9 %) in the DMG to hirelings and henchman says something to their usefulness.
 
 
 
First, as I have briefly mentioned, followers are great as a force multiplier and add needed tactical advantage to a small party. Nowhere is this more evident than T1 The Village of Hommlett. A low-level party of 4-6 that go into the moathouse without hirelings is looking to die. And there are opportunities to find help in Hommlett, even outside the obvious (the traders's spy, Turuko and Kobort, Elmo, Spugnoir, etc.). Almost every adult male in the village is a member of the militia and owns some armor and a weapon. Maybe they would like a chance to take part in a grand adventure, maybe pick up some extra coin? This is also seen in B2 Keep on the Borderlands: plenty of mercs and others around to hire.
 
 
 
Second, there are the roleplaying opportunities. There is some discussion amongst literary scholars that Shakespeare's best character are actually the servants; they seem more real than the protagonists and antagonists at times, more three dimensional and not just parodies; we can relate to them better. They also add some much needed comedy in some of the darker tragedies. Hirelings and henchmen can do the same. Another story. In B2, there are two guards for the captured merchant in the hobgoblin cave. If saved, they will swear service to the party for a year. Boring, right? Not if played right. I have the guards, when freed, drop to their knees and beg for swords and armor that they might enter into service and avenge both their captivity and their fellow guards who were killed when they were captured. I usually make them brothers, one quiet and taciturn, probably a crossbowman, the other loud and boisterous, a axe and shield man. Usually, I have them swear to a party member, one who interacts with them first, usually a fellow fighter. But maybe the mage went to them first and checked their wounds....now the mage has gained a couple of meat shields. These followers can also be used to impart information that the characters might need. Maybe Robert Shieldwall knows a bit of Hobgoblin and heard the hobgoblin guards muttering about the gnolls higher up on the ravine or laughing about the stupid goblins they keep stealing from.
 
However, like General Lee says in Gettysburg, do not love your NPCs too much; they are not the stars but the supporting cast. Today, I probably wouldn't have left that crucial arrow shot up to Jenna; fortunately, she did not upstage the PCs but was seen as a helpful tool, maybe even a friend. So, please, DMs, work on those followers! They can be quite useful in setting  the tone of your game and adding to the enjoyment of all.
 
 

11 May 2011

Ah, Free Time Abounds



Well, seeing as how I'm going to be unemployed by the end of the week, I should have some free time opening up. I've been thinking about what to do with some of that free time. Part of it will be spent working on my expanded Hommlet campaign and getting it up and running again. And, yes, some time will be spent looking for a job, but that won't start until June; thank you, Rick Perry, for screwing up education in this state. Until the legislature figures out the education budget, all ISDs and state universities and colleges are on a hiring freeze.

Anyway, I'm thinking about making Isungr Games a reality. Maybe working up some OSR modules for Swords and Wizardry, seeing if I can pull off some POD/PDF sales on Lulu. It's not like I'll make a mint or anything, but it's something I can do. And I have a resident artist these days as well. I have an idea for a fane. Now, where did I put those notes?

26 May 2010

Oops...let's start at the beginning.....

Chello!


It has been pointed out that I started the blog in the middle of a module. So, from the Dragonsfoot Forums, here is the first session from from 12-31-09.


**********************************************************

Well, it was time to bring my 8 and 10 year old into the fold. So, after puttering around with my books, I decided to run Hommlett, always a favorite, and to insert Chris Gonnerman's The Nameless Dungeon as a good opening dungeon. Statted for classic, I only had to make a few changes to update it for AD&D (the one thing that sticks out in my mind is changing the giant shrew to a giant weasel).

http://tower.newcenturycomputers.net/download.cgi/GL1-The-Nameless-Dungeon.pdf

The ruleset is AD&D, no UA. The cast of miscreants is as follows:

Katherine (13.5)/ Aislinn Blasdesong, a High Olve Fighter/Magic-User, CG.
Rene' (almost 12)/Anana of Glorsten, a Hill Dwur Fighter/Thief, NG. (and war dog!)
Jenny (10)/Elvina Everheart, a Half-Olve Ranger, NG.
Will (8)/Richard Willowgrove, a Hobniz Thief, NG.
GM NPC/Dalgard Nordis, a Human Cleric of Pelor, NG.

Image

(Yes, I have this thing for NG parties. Of all the alignments, NG is the easiest for kids and 1st-timers to grasp, I think. "Just act like they tell you to in church. :) )

Katherine and Rene' cut their teeth on Hackmaster almost 5 years ago. Jenny rolled up her character under the supervision of her sisters and Will told me what he wanted to be and I rolled it up for them. 4d6-L, reroll 1s, and arrange as you like, max hp 1st level. 

Backstory. Aislinn and Elvina were sent to investigate the area around Hommlett for the Queen of Celene. Apparently, there has been trouble with caravans running into bandits and the like recently. Anana was sent by her stronghold in the Lortomils (Glorsten, my creation) for the same reason.

Richard is actually the son of one of my old characters, Thomas Willowgrove, a retired 12 lvl thief. As far as Richard knew, his father was just a respectable tailor who was quite successful and had some money stashed away. However, after his father's recent death he found Tom's journal and discovered that he had been an "expert treasure hunter" in his youth. Rich found himself wanting to see beautiful things, "to carry a sword instead of a walking stick...just once" and thus set out on the road.

Dalgard is NPC healing backup and actually saved the party tonight (through happenstance and almost at the cost of his life!) He's a wandering Priest of Pelor doing "knight errantry" essentially and also had heard rumors of bad goings on around Hommlett.

The PCs (and NPC) all met on the road to Hommlett and decided to travel together and see what they could discover (wonderful how good parties just work together like that--"You seem a decent fellow; fall in line!").

After setting up camp for the night (about 5 miles south if Hommlett), the Nameless Dungeon calls for a Goblin attack in the middle of the first watch. On watch were the Hobniz thief and the Olve fighter/mu. Surprise check is negative, 8 goblins rush the party in a semi-circle roughly 0 to 90 degrees. Initiative is tied. The Olve gets off a sleep spell and promptly drops 6 of the goblins. The Hobniz drops another with a sling bullet. The last goblin holds morale and manages to stab the Cleric who's trying to awaken. Next round the Hobniz rushes forward and hits the last goblin with his club, killing him.

In the aftermath, the olve suggests slitting the throats of the sleeping goblins, the dwur agrees and helps, and the cleric drops a CLW on himself. The party then notices a goblin scout in the underbrush who takes off! The dwur sicks her trusty dog after him and the olve and the ranger take chase. The dog manages to crash through the brush into the entrance to the Nameless Dungeon. The ranger goes back to get the others and to explore this ruin.

They go down and go east, finding a room of magical darkness and then come across a large room where they are attacked by stirges! The dog is wounded, as is the olve (for 7 of 8!). The cleric heals the olve (8 on d8!). It is at this point that the hobniz asks, "Why did we come into this dungeon anyway?" :) They also find the secret door in the room; the hobniz pulls the lever before anyone can stop them, thus deactivating a trap elsewhere in the dungeon.

Image

Pressing onward, they find and defeat the giant weasel and find the bag of gems in the refuse pile. They then find the room with the trapped chest. I should have got a pic of this one; I told them to arrange everyone and they put the cleric in the door. Perfect. They open the chest; the Olve reads the scroll: "You lose!" The door slams shut, but the cleric makes his death save to block it; he makes the save, taking 8 points of damage, dropping him to 0! The PCs flee the room (the dwur is the only one to fail the poison save...for 1 pt of damage!). I rule they're able to stabilize the cleric and they retreat back to the campsite. I have some mercy on them, and keep the goblins from ambushing them again. Of course, who knows what'll happen while they're gone...: :twisted: (The goblin tribe moves in?)

The next morning, they decide to push on to Hommlett. Fortunately, the cleric had a horse so they lash him down and ride for Hommlett, arriving about noon. They cause quite a stir, arriving with a comatose cleric and make for the Inn of the Welcome Wench. The stableboys help them get the unconscious cleric down and one runs for Gundigoot. Ostler (who I describe as looking a lot like Barliman Butterbar from the LotR movie; an aside to Rich...."Your father's diary said to never trust a skinny innkeeper; this one is quite fat.")

While the Olve arranges for a room for the cleric, the other 3 decide they want food. Ostler has the barmaids set them up in one of the private dining rooms and gets a private room for the cleric. He sends for Jaroo while the Olve waits with him, eating her rations! (She said she was feeling guilty because she caused him to get hurt since she read the scroll! she even paid for the room.)

Jaroo arrives and questions her briefly while healing Dalgard for 3 pts, bringing him around. She asks how much it'll be to heal him and Jaroo says a donation for the needy in Hommlett would be fine. She offers him all of her remaining gold (17!) and Jaroo smile and takes 3.

Dalgard smiles as well and finding that she paid for his room insisted that she take the payment from him. The Olve then goes down and inquires about shops and he directs her to the moneychanger. There, the olve is able to exchange most of the gems for 60% of value. He can't handle the tiger eye ruby (5000 gp!) so she keeps that for the moment. She goes back and distributes cash to everyone and they all take separate rooms in the Inn (the dwarf opting for the 5 gp/night suite!). 

And there we ended for the evening. They're debating going back to the dungeon (which the goblins will have occupied by then). I expect that as evening draws near, the Town Council will want to talk to them. Goblins on top of the recent banditry? Horrors! 

One last thing. My 13 yo is an aspiring artist and decided to make her own PC sheet:

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My wife might join us for the next outing. She was a computer gamer (old SSI AD&D PC games) when we met in college in '93. She's been playing tabletop RPGs since 94 or so. She was a tad tuckered tonight, though.

This is fun! :)

Tony