Fighters
Fighters are by far the most common character types in normal campaigns. They must meet the least stringent class requirements and are drawn from the biggest pool of talent--soldiers of innumerable armies, mercenary companies, militias, palace guards, temple hosts, and sheriff's men. In these and other forces, the potential fighter learns his trade. He is taught how to handle weapons and care for them. He picks up some basic tactics and earns acceptance as a fighting man.
From these ranks some go on to become 1st-level fighters. Such men are often given rank in recognition of their talents. Thus, a 1st-level fighter may become a corporal or a sergeant. As the ranks become greater and more influential, the tendency is to award these to higher level fighters. However, this trend is not absolute and often breaks down at the highest levels. The captain of the company may be a 12th-level fighter, but he would still take orders from a 0-level prince!
Level is no guarantee of rank, nor is rank fixed to level. Some people don't want responsibility and all that comes with it. They would rather let other people tell them what to do. Such characters may become accomplished fighters but never advance beyond the rank of common soldier. Political maneuvering and favoritism can raise even the lowest level character to the highest positions of authority.
Since fighters tend to rise above the level of the common soldier, few armies are composed of high- or even low-level fighters. While there is little difference in ability between the typical foot soldier and a 1st-level fighter, it is just not possible to find an army of 20,000 4th-level fighters. It's rare enough to find 1,000 or so 2nd-level fighters in a single unit. Such units are elite, superbly trained and outfitted, and are normally held in reserve for special tasks. They may be the shock troops of an assault, a special bodyguard, or the reserve of an army held back for pursuit.
Adventurer fighters (whether player characters or NPCs) are those who have struck out on their own. Not every man is content to take orders or give orders, and fame seldom comes to the common foot soldier. Some men are willing to try to rise through the ranks, but it is by no means an easy or speedy process. There aren't many openings, nor is it a path where skill at arms guarantees success.
Given all this, it's not surprising that most fighters opt for the more direct method of adventuring. In the course of adventuring, though, many fighters find themselves becoming leaders and commanders, assembling men around them as they carve their own place in the world.
Paladins
Paladins are rare, in part because of the statistics of dice rolling and in part because paladinhood is an exacting road for characters to follow. It is easy to err and fall from the special state of grace required. Not every character is up to these demands, but those few that are can be truly special. You will not find units with thousands, hundreds, or even tens of paladins. At best, they form small groups (such as the Twelve Peers of Charlemagne or some of the Knights of the Round Table).
Often, because of the sterling example they set, paladins lead others in battle. But, at the same time, they tend to be ill-suited to the task of ruling, which too often requires compromise of one's principles. It is common to find the paladin working in association with the clergy of his religion, but lone paladins, carrying their faith into the wilderness, also appear in the tales of bards.
Rangers
Rangers tend to be loners, uncomfortable in the company of "civilized" men. They are also uncommon, again due to the demanding ability requirements of the class. These two factors make armies or companies of rangers most unlikely, only marginally less common than hordes of paladins.
Although loners, they do not mind the company of other rangers, those who understand the ways of the wilderness and the need for space. Small groups of rangers will sometimes join an army as its scouts, especially if the need is pressing. They will occasionally be found in forest villages or near untracked wildernesses. Here, guides, scouts, woodsmen, trappers, pioneers, and stalkers form the pool from which the ranger ranks are filled. Few can be found in civilized lands--rangers in cities are truly oddities.
Wizards
Wizards are the most iconoclastic and self-important of all the character classes, for they are unique among all character classes. The peasant can pick up a sword and fight; a pious man can hope to serve his faith; a local wag can spin a good tale; and an unprincipled cad can rob the local merchants. But no one other than a wizard can cast magical spells. The need for highly specialized training truly sets them apart, and they know it.
When mages gather, they tend to form societies or associations, organizations for men who speak of things not understood by the common folk (much like scientists today). But wizards are too fractious and independent a lot to organize themselves into proper unions--they can barely manage to form moderately organized guilds.
Generally, their groups exist for such high-minded reasons as to "facilitate the exchange of knowledge" or "advance the state of the science of magic." Some prepare texts or papers to share with fellow mages, detailing their latest experiments and discoveries or outlining some new theory. They enjoy the recognition of their peers as much as anyone.
To outsiders, wizards seem aloof and daunting. Like craftsmen, they are most comfortable in the company of their fellows, speaking a language they all understand. The untrained, even apprentices, are intruders upon this fellowship and are apt to receive an icy and rude reception.
Wizards are an eccentric, even perverse, lot. They're likely to be found just about anywhere. Nonetheless, they have an affinity for civilization, ranging from small villages to vast cities. Only a few mages actually care to adventure since it is an extremely dangerous undertaking to which they are ill-trained and ill-suited. The vast majority spend their time experimenting in seclusion or working in the service of others, preferably well paid.
Many mages, especially those of lesser ability, turn their art to practical ends--almost every village has a fellow who can whip up a few useful spells to help with the lambing or simplify the construction of a house. In larger cities, these mages become more specialized, such that one might lend his talents to construction, another to the finding of lost things, and a third to aiding the local jewelers in their craft.
Nearly all major families, merchant princes, and nobles have a mage or two in their employ. A few attempt (generally without success) to have these wizards mass-produce magical items. The problem is that wizards are as difficult to manage as rangers or paladins. They do not care for others bossing them around or encroaching upon their perceived privileges and rights, especially since they have the magical resources to make their displeasure known. Also, they are usually kept busy finding ways to strike at their employer's rivals (or thwarting such attempts against their own lord). Foolish is the king who does not have a personal wizard, and lamentable is the ruler who trusts the wrong mage.
Not all wizards spend their time in the service of others. Some seek naught but knowledge. These scholar-mages tend to be viewed much like great university professors today--noble and distant, pursuing truth for its own sake. While not directly in the service of others, they can sometimes be commissioned to perform some duty or answer some question.
The wealthy often provide endowments for such men, not to buy their services (which aren't for sale) but to curry their favor in hopes that they will provide honor, glory, and just perhaps something useful. This situation is not unlike that of the great artists of the Renaissance who were supported by princes hoping to impress and outdo their rivals.
There are wizards who spend all their time shut away from humanity in dark, forbidding towers or gloomy, bat-infested caves. Here they may live in rooms where opulent splendor mingles with damp foulness. Perhaps the strains and demands of their art have driven them mad. Perhaps they live as they do because they see and know more than other men. Who knows? They are, after all, eccentric in the extreme.
Priests
Priest characters are not required to take up arms and set out on adventures to smite evil. No, their hierarchies require administrators, clerks, and devout workers of all types. Thus, although there may be many clergymen and women at a temple or monastery, only a few will have a character class and levels.
Not all monks at a monastery are 1st-level (or higher) clerics. Most are monks or nuns, devout men and women working to serve their faith. Non-adventuring clergy are no less devout than their adventuring brethren, nor do they receive any less respect. Thus, it is possible to have leaders within a religious hierarchy who show no signs of special clerical ability, only proper faith and piety.
Even more so than with military men, though, level is not a determiner of rank. Wisdom and its use, not the application of firepower or the number of foemen smitten, are the true pearls of the clergy. Indeed the goal of some beliefs is to demonstrate the greatest wisdom by divesting oneself of all earthly bonds--power, wealth, pride, and even level abilities--in an attempt to attain perfect harmony with everything.
In the end, adventuring priests tend to form a small nucleus of crusaders for the faith. They are the ones who demonstrate their faith by braving the dangers that threaten their beliefs, the ones who set examples through trials and hardships. From these, others may spiritually profit.
Thieves
Thieves are often people who don't fit in elsewhere. Unlike other classes, nearly all thieves are adventurers, often by necessity. True, many settle permanently in a single area and live off the local population, but when your life tends to be in defiance of the local law, you have to be ready to leave at a moment's notice! Each job is an adventure involving great risks (including, possibly, death), and there are precious few opportunities to relax and let your guard down.
Thieves occasionally form guilds, especially in major cities and places with a strong sense of law and order. In many cases, they are forced to cooperate merely to survive. Influential thieves see guilds as a way to increase their own profits and grant them the image of respectability. They become dons and crimelords, directing operations without ever having to dirty their hands.
At the same time, the membership of a thieves' guild is by definition composed of liars, cheats, swindlers, and dangerously violent people. Thus, such guilds are hotbeds of deceit, treachery, and back-stabbing (literally). Only the most cunning and powerful rise to the top. Sometimes this rise is associated with level ability, but more often it is a measure of the don's judge of character and political adeptness.
Curiously, thieves who are masters of their craft tend not to advance too high in the organization. Their talents in the field are too valuable to lose, and their effort is expended on their art, not on maneuvering and toadying. There is, in fact, no rule that says the leader of the thieves' guild has to be a thief. The leader's job involves charisma, character appraisals, and politicking--the powerful crimelord could turn out to be a crafty merchant, a well-educated nobleman, or even an insidious mind flayer.
Bards
Bards are rare and, like thieves, tend to be adventurers, but for somewhat different reasons. They do occasionally violate the law and find it necessary to move on to the next town--and the next adventure--but more often they are driven by curiosity and wanderlust. Although some bards settle down in a town or city, most travel from place to place. Even "tamed" bards (as the settled ones are sometimes called) feel the urge to go out and explore, gather a few more tales, and come home with a new set of songs. After all, the entertainment business demands variety.
There are generally no bard guilds or schools, no colleges, societies, or clubs. Instead, bards sometimes band in secret societies, loose affiliations that allow them to improve their art while maintaining an aura of mystery.
Most frequently, however, bards rely on the informal hospitality of their kind. Should one bard arrive in the town of another, he can reasonably expect to stay with his fellow for a little while, provided he shares some of his lore and doesn't cut into his host's business. After a time, during which both bards learn a few of the other's tales and songs, the visitor is expected to move on. Even among bards it is possible to overstay one's welcome.
Of course, there are times when a bard decides not to leave but to set up shop and stay. If the population is big enough to support both bards, they may get along. If it isn't, there will almost certainly be bad blood between the two. Fortunately, though, one or the other can usually be counted on to get wanderlust and set out on some great, new adventure. Bards do tend to be incurable romantics, after all.
Sunday, February 2, 2014
Adventurers in Society
Sunday, January 26, 2014
When Alaric finally gets his emotions under control, he stops pacing. Not knowing what to do next, he does the only thing that makes sense to him, he prays. He kneels down with the point of his sword in the ground. He puts both hands on the hilt, and begins to pray. "How has this happened to us? How can we get out of this? I do not see a way out of this. We will not be able to fight our way free. I do not see how any of the items I have will help to free us. Leilana has formulated a plan of escape, but I fear that the orc will not be easily overwhelmed. She also talks of using the mask to escape. That is something I do not condone. The mask is evil, and wearing will bring no good. Is it worth risking my soul for a chance to escape. However, if not wearing it causes us to die, and thus the entire town to be attacked, how can we not wear the mask. The heroes in the stories, always put the greater good ahead of their own lives. This feels difference though. I would gladly lay down my life to allow Leilana and Nora to escape back to the surface. I cannot leave this place alive if Leilana wears the mask. I cannot allow one of my dearest friends to wear the mask and stand idly by. That leaves but one option. If we cannot escape by Leilana's plan, then I must be the one to wear the mask. As the heroes always show, 'The good of the many outweigh the good of the one.' I ask that the Creator shelter Nora in His hand as we make our escape, and allow Leilana and I to do what is necessary."
Alaric stands, and begins to help Leilana with the rope. The thought of wearing the mask terrifies Alaric, but he refuses to show that fear. He thinks to himself, "I cannot allow Leilana to wear the mask because I could never bring myself to kill Leilana if she were to don it."
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The pitfalls of being an adventurer...
She cradles Nora's lifeless form in her arms. Her slow, shallow breaths, the only evidence that life still flows within her veins.
"How could we have been so careless, Alaric?" Leilana asks, as her eyes roam over the stone walls of the enclosure. "We were so careful upon entering, checking each hall for traps, and at the first sign of defeat we panicked. We let fear consume us, and now..." her eyes slowly meet his, "...the village may be lost."
Desperation paired with exhaustion rolls over her spirit in waves. Her eyes search his for an answer, any answer. She knows the brave paladin would gladly sacrifice himself in order to save his friends, this town, or his village. There is courage in that, she thinks, perhaps not wisdom, but courage no less. Her eyes study his, filling with pity at the thought of the oaths he has sworn, the sacrifices he has made, the promises that will go unfulfilled. And for what reason? Because death has been brought at the hands of creatures that use rocks for weapons.
When the boat is pulled over the enclosure from above, their situation suddenly feels all the more dire. As the darkness settles in, Leilana's senses become more acute as her half-elven heritage surfaces.
Suddenly the fear of dying, of defeat, of all of Morningsong being utterly destroyed by these pesky little rodents, is too much to bear. Fear turns to determination and she pulls herself upright. The hair upon her arms stands straight up as she turns to Alaric and declares, "This will not be our tomb. We will not surrender ourselves, nor the town."
She sets her jaw as she looks for a way out. She turns the remaining spell over in her mind, Create Water, as she studies the walls. The rocks seem jagged, but may provide enough foot holes to climb. If the creatures were to climb down, a slippery surface would hinder their descent.
She paces the small floor, thoughts forming quickly. "We have a rope. We have a hook." Her voice, just above a whisper, is higher than normal, though her words come out even, set with determination, "We will need a distraction." Her eyes catch the sight of the torches in Alaric's bag. A thought quickly arises, and she pushes it out in a rush before changing her mind, "Smoke will blind them. We will set the boat on fire, flip it over, use it for cover, pull Nora up with the rope, and run like hell." Even as she says it, she knows it seems unlikely that it would succeed.
"And if that doesn't work," she faces Alaric and quietly states, "I will put the mask on." Without hesitating she adds, "I know you don't agree." Her eyes meet his one last time, pleading for understanding, "But Alaric, we must escape and warn Morningsong." She lays a hand on his shoulder and plainly says, "I expect you to destroy the mask by whatever means possible once they have been warned." The ramifications of what she implies lies heavy in the air between them.
She takes a step back and begins preparing the rope and grappling hook. The thought of dying by Alaric's hand is actually a relief then the idea of dying by whatever lies above.
RL #14: Kobolds in the Well
In the wake of that decision, what happened last night was far from expected. However the party comes out of it (if they do), is likely to alter the campaign forever.
We picked up a few days after the unmasking of Lady Silva; late one night, Alaric, Nora, and Leilana were awakened by an alert call from one of Ellidora's cottage guards. The guardsman was injured, bleeding heavily from a puncture wound in his side, and nearby was the body of a three-foot tall, dark-skinned creature which Jorah identified as a kobold. Kobolds were known to toil as the slaves of orcs; suddenly, the timing of Azrael's attacks against the hunters after years of apparent dormancy seemed not so disconnected and random.
It felt even less so when the PCs trailed the kobold's snowy footprints back to the dried out well behind the cottage, where Azrael had been spotted loitering suspiciously.
The friends elected to watch the cottage for the remainder of the night, and when dawn came, they descended the narrow well-shaft using a rope. At the bottom, Nora discovered a five-foot-high dug-out tunnel leading away from the village. Alaric bid the remaining guards to send word to Jorah and Aginot, and the PCs took to the passage, following it by torchlight with heads and necks bowed for nearly two hours before emerging in a taller, rocky cavern with slime-laden walls.
Leilana's timely casting of detect snares and pits revealed a hidden pit trap which the PCs averted by sidling along the slimy walls. Seemingly unharmed by the ooze, they traversed a new series of dry, forking tunnels, triggering a lone spear-rack trap from the ceiling and felling two kobolds that threw stones at them from the darkness.
The tunnels led to a massive, underground chamber bearing a two-hundred foot wide river that flowed with a powerful current. The party's torchlight couldn't reach the other side, but as they made their approach, they spotted a lone kobold drifting away from the nearest bank atop a log raft. Acting quickly, Alaric plucked the creature with an arrow, and Nora expertly grappled the raft back to shore. After careful evaluation of the current, the PCs dragged the vacated raft upriver and rode it across. On the opposite bank were two more empty rafts and a single, wide passage that led deeper into the complex. They shipped their raft downriver and made their way to the tunnel, whose entrance was adorned with a six-foot wide barrel-drum, tactfully disabled by Alaric.
Satisfied, the PCs advanced along the passage walls, taking care to not disturb the center of the floor. Stones (many stones) assailed them from the darkness, and Nora hurled her torch forward, illuminating the kobolds' lair. Dozens of the minions scrambled to evade the torchlight whilst bringing more stones and javelins to bear. The party returned fire, Nora and Alaric loosing arrow upon arrow as Leilana conjured a dust devil to attack their adversaries. More than a third of the kobolds were laid low in all, but when finally the dust devil was defeated, the horde united in a final push to drive the invading characters away.
Assailed with flying kobold weapons, the PCs fled back down the passage, utterly failing to exercise the same caution with which they entered. Leilana, in front, sprung a pit trap in the floor. She and Nora both fell, and though Alaric initially kept his balance, the trio had also triggered another spear-rack from the ceiling. The pikes swept down and struck Alaric from behind, toppling him forward into the pit atop his friends.
Nora was incapacitated by the fall, having suffered numerous lesser wounds in the battle. As Leilana worked to stabilize her, the monsters surrounded them from above, dragging one of the large rafts from the river to cover the pit opening. Minutes passed, the companions helpless and injured, kobold guards watching them hungrily. Finally, a larger creature arrived, its towering form shadowing down from above as its pig-nosed face and yellow eyes bore into them like drawn daggers.
The face and eyes of an orc.
DM's Commentary
That's where we had to stop. At this point, we'd been playing for more than four hours and it was well after midnight. The players at least deserve a chance to play this part out with clearer heads, though I think everyone's prepared for the fact that this might be the party's end. It looks really grim. The characters were bold in descending the well with no additional support from the village; ironically, the success with which they navigated the tunnels initially made escape that much harder in the end.
This game was a hard lesson in how one wrong move or moment of carelessness can undermine a whole session of solid play. I cringed when I saw the PCs running for the pit trap, especially after they smartly avoided it by staying to the walls on their way in. The decision to flee (along with three failed Dex checks) negated all the good they'd accomplished to that point. Leilana's spell selection was excellent, Nora had some really insightful plays (studying the river current and throwing the torch to illuminate their enemies and help conceal the party), and Alaric and Nora's attack rolls were efficient.
So where do they go from here? Nora is "stable" at -4 hit points. The players should read this to make sure they know exactly what that means. The kobolds made a lot of high attack rolls against her during the fray, making the added fall all too deadly. Alaric and Leilana are in reasonable shape, but Leilana is out of meaningful spells.
The idea of donning the black mask was raised. Alaric dismissed it immediately, saying there's no way he'd allow it, though I made a point to remind him that not only his friends' well-being, but possibly the entire village might be at stake. Alaric has been willing time and again to sacrifice his body for his allies, but what about his morality? This is by far the toughest dilemma he's been faced with, if the party really does want to try that route.
The players have some time to think (a lot more than their characters do). Whatever ends up happening, I doubt the party comes out of this the same. It definitely will be a turning point, for better or for worse.
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Thursday, January 23, 2014
Mordenkainen's Disjunction
I don't have very much to add. This was my greatest D&D moment as a player, ever. For me, Rich, and Jason, the words "Mordenkainen's disjunction" will forever conjure a specific and vivid scene in our imaginations. These are the things you play the game for, even 15 years later.
As for the rules, it wasn't that 2e did anything special to support what happened in the session; the important thing was that it didn't stand in the way of it happening. When you empower the DM to make context-sensitive rulings, this is the kind of epicness that results.
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Sunday, January 19, 2014
RL #13: Illusions Unmasked
Thursday night, after three arduous sessions, the party finally brought closure to the dealings in Morningsong. Upon their return from the forest, word of Dowding's demise spread like wildfire. A gathering ensued, and Lady Silva was quick to implicate the PCs, claiming Alaric's red talon mark a baleful omen. Jorah and members of the travelling party dismissed the notion and tempered the governess, though it was evident that fear of a desolate winter had begun to set in amongst the villagers.
Of note, as the gathering dispersed, the PCs caught hearsay that Silva had fallen ill and bedridden the previous day. Apparently the Lady suffered from some chronic ailment whose onset was sporadic and usually short-lived. (If the party's suspicions of Silva weren't heightened already, they most surely were now.)
In much need of rest, the PCs slept until early the next morning. At sunup, they located Rooks, one of the hunters who accompanied them previously, and enlisted him as a guide. Together, they delved back into the forest, reaching the first outpost at midday under a veil of light snowfall. Deciding to remain for the night, the PCs dispatched Rooks to the village, bidding him to return on the morrow with any able bodies willing to join.
A fire was built hours before dusk to battle the wintry winds, and when night fell, Alaric and Leiliana kept watch while Aginot and Nora slept. Shortly thereafter, Leilana became aware of (and rebuked) an attempt to infiltrate her mind. The party was wakened, and Alaric, on a hunch, pinpointed the location of an invisible presence using detect evil.
Leilana cast faerie fire to magically outline their foe, and Alaric and Nora advanced. In the ensuing rounds, Leilana cast entangle, and after a series of thwarted attempts to control and poison the PCs, the foe became caught in the twisting branches. At long last, both armed with magical longswords, Alaric and Nora ran the creature through. As it convulsed and died, its invisibility subsided, revealing the visage of the mute, Azrael, before transforming into the body of an imp.
The companions waited out the night until Rooks returned with a small contingent at midday, then they all returned to Morningsong, where Lady Silva was nearly comatose in her cottage. When Alaric's attempt to detect evil was met by chaotic visions of a swirling black mist, Leilana used detect magic to reveal a powerful illusion aura upon the woman's face. Pledging his trust in the PCs, Jorah presented Aginot a clerical scroll inscribed with dispel magic.
Aginot uttered the incantation, and a thin, black mask peeled away from Silva's visage. As it did, her features transformed to those of another - Lord Hanwey's (supposedly) long-dead daughter, Ellidora.
She awakened.
DM's Commentary
In the little she was able to offer in terms of explanation, Ellidora revealed that, in the waning days before Azrael's control over her became absolute, she imparted the details of her condition unto her older sister. Subsequently, Angelina's "attack" on Ellidora, regarded as an act of jealousy by the village, was actually an attempt to exorcise the imp from her sister's mind. But when Azrael used his powers to feign the younger sister's death, Angelina's grim fate was sealed. Ellidora succumbed fully, and later would don the guise of Lady Silva (a purely fictional persona) by way of the magical mask.
Overall, this was s very successful session for the group. Alaric had some outstanding revelations, particularly in identifying the common thread between the men-at-arms' behavior in the forest and the conflict between Hanwey's daughters. Equipping Nora with one of the party's enchanted longswords was key as well. In addition, a few critical dice rolls landed in the party's favor - notably, the random chance to detect evil in Azrael's direction (25%), Leilana's racial resistance to charm (30%), and the two final attack rolls against the imp.
Protection from evil was paramount in the combat with Azrael. While the effect is generally useful against most malevolent enemies, it really shines against otherworldly creatures like an imp, preventing physical contact with the protected individual. Without protection from evil, it's likely that one or more characters would have perished.
Despite all the good, one thing the party needs to sort out going forward is Leilana's use of entangle. The lack of coordination between the caster and her allies when it comes to this spell is a ticking time bomb, surely to kill at least one PC before long. Entangle is an extremely powerful spell in woodland environments, but one that needs to be wielded tactfully and with the utmost care.
XP
Really glad to finally be able to award some well earned XP. The spoils:
- Saving the Morningsong men from Azrael's mind control - 700 XP
- Defeating Azrael - 1,200 XP
- Freeing Ellidora from her imprisonment - 1,000 XP
- Recovering the black mask - 3,000 XP
- Alaric - 7,054
- Leilana - 7,054
- Aginot -7,004
- Nora - 6,622
A Reprieve
With real life events soon coming to the forefront for one of our players, it may be a while before we play again. I hope not too long - the campaign's going strong, and everyone seems to be having a lot of fun. We're at a decent stopping point now, with the party readying to strike out for Stangengrad before the early-season snows make many roads and trails impassable.
Winter is coming.
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Sunday, January 5, 2014
Players: What you need to know to play
Your ability scores (Str, Dex, Con, Int, Wis, Cha). The six abilities represent how physically and mentally talented your character is. Many of the game's mechanics take ability scores into consideration, and scores of 15 and higher typically yield significant advantages.
Your THAC0 (To-Hit-Armor-Class 0). This is the number you need to roll on a twenty-sided die (d20) to hit an opponent of armor class 0. The higher the opponent's AC, the easier they are to hit. For example, if your THAC0 is 18 and your opponent is AC 5, you only need to roll a 13 (18 - 5 = 13). Other bonuses or penalties can also apply to your roll (for example, when using a magical longsword +1 or attacking an invisible opponent). THAC0 decreases over time as a character gains levels, based on class.
Your armor class (AC). Armor class represents how difficult you are to hit. The main things that influence AC are quickness (Dexterity score) and the type of armor worn. The base AC for anyone is 10 and gets lower the better protected they are.
Your hit points (hp). Hit points measure how much damage you can sustain before being knocked unconscious or killed (this happens when reduced to 0 hp or lower, see here for details).
How many attacks you can make in a round. Low-level characters only make one attack normally, however bows (short bows and longbows only, NOT crossbows) can fire two arrows every round (rate of fire/ROF = 2). This makes bows ideal when attacking at range, though they can't be used right next to an enemy and suffer a -4 penalty (as all missile weapons do) when fired into a melee.
How much damage your weapons inflict. The weapons on your record sheet have numbers like 1d6 or 2d4 next to them. These are the number and type of dice you roll for damage when you hit with an attack.
Ability checks. Often, I'll ask you to make a check against one of your abilities, which means you want to roll equal to or lower than the value of that score on your record sheet using a d20. This is a simple way to determine success/failure for arbitrary feats like jumping onto a moving horse (Dex) or finding a marble in a pile of weapons (Wis).
Any special things your character can do. You shouldn't feel like you need to memorize a rulebook to play D&D, but you always should read the full description for your character's race and class in the Player's Handbook. This will tell you what extra things your character can do, like cast spells, backstab, and turn undead.
That some enemies require special or magical weapons to be damaged. When you swing your run-of-the-mill sword at a ghost and it passes right through, you don't deal any actual damage. That's because ghosts (along with many other creatures, particularly magical ones) require special or magical weapons (or spells) to hit. For example, that simple dagger you're holding won't do a thing to that werewolf if it's not coated in silver. Also, the DM won't tell you when this is the case for an opponent you're facing - you typically have to figure it out through trial and error.
That some enemies are perfectly capable of wiping out the entire party. Never assume, just because you're up against something, that you're likely to come out victorious. Part of what keeps the game "real" is the idea that sometimes the characters are simply outmatched. When this happens, find another way to deal with the situation or, if all else fails, RUN! It's usually fairly obvious when the party doesn't stand a fighting chance, though the characters ultimately need to decide for themselves.
That some enemies can kill a character with a single attack. Last session, Dowding died from poison after only being hit once. That wasn't because his hit points were reduced to 0, but because the specific attack forced him to roll a "saving throw" (a last-ditch effort to avoid a horrible fate, which he failed), or die. It's not always easy to predict when these kinds of attacks are coming, but you should definitely be aware that they can happen.
That sometimes good vs. evil is not absolute. Not every person or creature you meet in the game will be cookie-cutter good or evil. Sometimes bad things result from good intentions, and vice versa. Sometimes what's good in one person's eyes is malevolent in the eyes of another. Sometimes motivations are conflicting and blurred. Subjectivity is a remarkable thing.
That you can try [pretty much] anything you can think of. Don't ever feel restricted by the numbers and abilities on your character sheet. If you can imagine it, you can try it in the game. That doesn't mean everything you try, however, will work. I'll typically use a combination of attack rolls, ability checks, and common sense to figure out if your attempt succeeds.
That I'm not out to kill your character. It's pretty easy to come to the conclusion that my job as DM is to make the bad guys kill everyone in the party. Nothing could be further from the truth. My primary responsibilities are to adjudicate the game fairly, preserve the realism of the campaign world, and (most importantly) help make sure that everyone has a great time playing. I actually feel terrible when a character dies. That said, it isn't fair and takes away from the challenge of the game if I start fudging decisions or dice rolls to keep it from happening.
Trust me, if I wanted your characters dead, they would be. ;)
Wednesday, January 1, 2014
The importance of finding another way (and AD&D combat math)
This last session, I saw so many 2s, 3s, and 4s rolled by the players in combat, I swear I wanted to throw up in my shirt. And it wasn’t just attack rolls. DM rolls a 2 for initiative? Players roll a 1. Players roll 5? DM rolls 6. Players roll 6? DM rolls 6. (All of those actually happened.)
So many unlucky rolls, how could the PCs possibly prevail?
That’s what I was asking myself afterward, particularly when Jason mentioned a “dice bowl” idea where players can remove a d20 from a bowl of dice to re-roll an attack or save, then the party gets XP after the session for any dice still unused. It’s a neat gimmick, a little game within the game that helps solve the fundamental “problem” of a party bogged down by terrible luck.
I’m always a little hesitant to make changes like this to my games. Partly because it feels like cheating, but also because it’s hard to remove them without causing disappointment.
So, I took a step back and started thinking more deeply about what I was trying to solve, and specifically the combat math from Monday night’s game. Let’s take Alaric, the party’s undisputed best fighter (actual rolls notwithstanding).
Alaric is a 3rd-level paladin that hits a well-armored (or very small/dexterous) opponent of AC 3 on a 14 or better with his longsword +1. (The math is THAC0 18 - AC 3 = 15 needed to hit, with +1 to his roll from the sword.) That’s a 35% chance, an expected hit rate of about once every three rounds.
That’s not super great to begin with, but passable enough to justify a swing, especially considering that the player doesn’t know the opponent’s actual AC during combat. But what about when the opponent is invisible? That’s another -4 to hit (see here), which plummets his hit chance down to 15%, less than once every SIX rounds, on average.
Six rounds? The PCs are likely dead before then - and that’s the party’s best fighter. I’m pretty sure the other three characters each need to roll a 20 in that situation.
That brings me back to the dice bowl idea, which subverts the “natural” AD&D combat mechanics in favor of the party. Now, if your hit chance is already around 40% or better, or if trying to survive some kind of save-or-die effect, the dice bowl is pretty helpful. But at 5-15% to hit an invisible enemy, a single mulligan roll doesn’t improve the success chance all that much. Taking last session’s rolls as examples, even if those 2s, 3s and 4s were all 12s, 13s and 14s, almost every one of them still would have missed. And that’s a testament to the fact that, last session, luck wasn’t really the problem. Knowingly or not (and I think mostly not), the PCs made very statistically poor choices.
The truth is, when you’re up against an invisible enemy who’s darting around and stabbing people in the back with poison, you’re best off finding another way to address the issue. Attack rolls are normally well and good (not to mention a core element of the game), but in this situation the attack roll shouldn’t have been plan A. Spells, chalk, rope, blankets, practically ANYTHING should be tried before swinging a longsword for a 1-in-6 chance to hit. Shooting 3s from half-court isn’t winning basketball.
And that’s where D&D really shines, because RPGs are all about thinking outside the box to find another solution. For me, it’s probably my favorite part of the game, the biggest reason I still DM and play. It’s about stepping into your character’s shoes and asking, “My life is literally on the line here, what do I try to do?” AD&D is awesome at accommodating that mindset.
The flip-side to this is that players can sometimes drift so far in the direction of “outside the box” that they forget the box even exists. This happens when you see a party trying to take down a warband of orcs by tying all their daggers together as some kind of ridiculous lasso-tripwire. This approach to combat tends to not be very lucrative either. You want to find the right balance between being creative and pragmatic.
So, having gone through all that, I think the first thing I can do to help with the “bad luck” problem is to show some typical hit percentages for our party:
| Roll needed to hit... | |||
| PC/weapon | Lightly armored opponent (AC 8) | Moderately armored opponent (AC 5) | Heavily armored opponent (AC 2) |
| Alaric (longsword +1) | 9 (60%) | 12 (45%) | 15 (30%) |
| Aginot (staff) | 12 (45%) | 15 (30%) | 18 (15%) |
| Leilana (spear) | 12 (45%) | 15 (30%) | 18 (15%) |
| Nora (short sword) | 11 (50%) | 14 (35%) | 17 (20%) |
Look at those numbers closely, because there’s only one in the whole grid that’s higher than 50%. It’s noteworthy that Nora has a +2 Dex bonus when firing her bow, making those chances 10% better (bows also can fire two arrows every round). Opponent invisibility effectively reduces any hit chance by at least 20%, so that’s something to keep in mind as well. Incremental advantages like being on higher ground can impact the rolls, too.
The point is, before blindly choosing to bust out sword or mace, try to think a couple rounds ahead to how events might play out if the dice fall like the numbers suggest they should. If that result looks a little grim for the PCs, you may want to reevaluate your options to see if there’s another approach worth trying.
In closing, my games have never been strongly focused on mechanics, and I don’t want players to feel like they have to memorize the rulebooks to play. A side effect of this, though, is that I probably need to do more to ensure that players are comfortable enough with basic combat math to have a feel for when it makes sense to attack as opposed to looking for other ways to win.
Sometimes it definitely makes sense to swing the sword. Sometimes it’s the only option you really have. But often, success or failure is ultimately determined before any rolls are made at all.
Tuesday, December 31, 2013
RL #12: Invisible Assailant
The downstream group returned with no similar discovery, only a wounded militia man after an altercation with one of his allies related to the logistics of their search. Dowding seemed not overly concerned; undaunted, the company continued on as the sun set, hoping to reach the next outpost before nightfall.
As they marched along the darkening, forest trail by torchlight, the altercation from the stream again rekindled, this time resulting in both weapons and blood drawn. The other men-at-arms were ordered to bind the aggressors with rope, but as they did, more skirmishes erupted amid the contingent until a full-on melee ensued. Attempting to think quickly, Alaric used to detect evil while Aginot cast enthrall.
By the time the men from Morningsong were clinging to the priest's every word, Leilana had turned against the captain and Alaric was striking off after a presence he located in the trees - and according to the paladin, the ghostly, mounted rider presumed to be Lord Hanwey could be seen in the distance, beckoning him on. Nora and Dowding followed Alaric on faith, not seeing the "apparition" for themselves but sensing that something was amiss.
As they searched the grounds, Dowding was attacked by an invisible assailant who leaped upon his back and stabbed (something) into his neck. The PCs struggled to fight off the attacker, and though they eventually caused it to flee by way of sword and spell and the militia men were saved, Dowding succumbed to poison in his wound and perished.
All through the night and for the better part of the next day the party trudged back along the trail until they returned to the village, both their condition, and news, grim.
DM's Commentary
I hope this was a fun one to play, because it was frustrating as hell to run. The players' rolls were beyond awful, and every 50-50 decision felt like the wrong one. Kudos to Aginot for the enthrall spell, an effort that single-handedly saved the majority of the woodsmen. That really was the highlight, as every other course taken seemed to end in disaster.
Not how I expected the session to end, but that should make things all the more interesting for next time. The party definitely has a lot to think about. All for now.
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Monday, December 2, 2013
RL #11: A New Ally
As the party plodded about the village and conversed with Dowding and Lady Silva, they met two new personalities of note: Nora, an unbranded, runaway thief from the town of Morfenzi whose history with the Talons was all-too-similar to their own, and a retired man-at-arms named Kleigha who spoke his remembrances of Lord Hanwey and his daughters inside the pub. Nora had arrived in Morningsong only two days prior, and circumstances warranted that she join the party as their ally straightaway.
After uncovering little in their first full day in the village (aside from a local rumor that Lady Silva's mute servant was actually her younger brother and only living relative), the companions took their sleep willingly. During the night, Aginot woke in a haze and spotted the mute, Azrael, peering into his first-story window. A second later, he was gone.
The next morning, the PCs plotted to tuck a slip of parchment bearing a message on Azrael in the village square, though the attempt failed. Afterward, as Dowding assisted a feign-swooning Aginot back to the Lion's Head tavern, Nora and Leilana trailed Lady Silva back to her cottage, then followed Azrael around back when the governess and her escort stepped inside. The mute approached a lonely well and delved briefly into the surrounding trees before Leilana revealed herself and drew near. The mute shook his head when asked if he could read, eyed the druid with suspicion and retreated from her advance. In the end, Nora and Leilana returned to the tavern to reconvene with their friends.
Aginot yet hoped that Azrael would return to meet them, but his augury yielded only more uncertainty:
The session ended as the party prepared to depart the village with Dowding and his contingent, unsettled as they were that so many questions remained unanswered...
DM's Commentary
This was a relatively quick session run on little preparation, and considering that, it went well. Most importantly, we welcomed a new player (new to our game and to D&D in general) into the party. Hopefully Kristen had a good time and came away with a good (and positive) feel for how the game works. Her PC, Nora, was rolled up only about an hour before we played, and even so meshed seamlessly with the rest of the characters.
As last time, no XP to award right now. Jason, would you mind posting the contents of the message that Aginot intended for Azrael, when you can? Anyone who has questions/clarifications or any other thoughts to add about the session can feel free to post them in the comments below.
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Wednesday, October 23, 2013
RL #10: Morningsong
That seems to be a recurring theme in this campaign. But that's kind of what Ravenloft is all about, so I try to play it up as best I can. ;)
Tonight marked the tenth session in our game, which is now just over a year old. We started off with the PCs exiting Chatain on horseback en route to Stangengrad; over the vast, green countryside they rode, descending a low valley on the second day of their journey as the road wound northwest, deeper into Falkovnia. That night, as they prepared to camp, they heard the distant clangor of what sounded like a veritable army mid-march within the valley.
The noise grew louder, and soon the PCs shuffled off their hillside to avoid whatever was making its approach. But no matter where they moved, the racket only became more thunderous and frightful, booming in the companions' ears as they found themselves fleeing in a dead run. When finally Aginot tumbled over a jutted root, the commotion suddenly stopped.
The PCs had wandered far off of the road, and at a distance, Alaric spotted a mounted rider wearing a great helm and braided beard, and carrying a shield emblazoned with a lion's-head crest. Again and again the figure slipped away into the foliage and then reappeared again, always barely out of reach, as the companions diligently followed it, eventually discovering a hidden trail that led further into the forest.
They took to the trail by the moonlight, losing sight of the rider but arriving at the edge of a small village, nestled secretly within the surrounding groves. Warily, they entered a lamp-lit tavern bearing the same lion's-head insignia on a banner outside. Inside, the patrons and proprietor met the PCs with suspicion, and particularly so when Alaric told tale of the horseman, whose description elicited the name "Lord Hanwey." One tavern-goer dashed out to fetch Jorah, the local cleric, and after a sultry greeting, arrangements were made for the party to take refuge for the night at the pub.
The village, Morningsong, was home to only a hundred or so villagers - that number made fewer in recent weeks when a handful of able-bodied hunters inexplicably failed to return from the forest. The next morning, the PCs met Dowding, the militia captain, and Lady Silva, the town governess, who rode on horseback, accompanied by a non-mounted escort of two casually-outfitted men-at-arms and a lowly-looking servant who appeared to suffer from mental illness. Through exploration and questioning, the party learned a bit of history behind the town's modest chapel, whose signpost out front bore the following scripture:
As explained by Dowding, some twenty-five years prior, two fair sisters fell in love with a brooding, young soldier from a faraway land. The younger girl, Ellidora, was to be married to the the gallant, but out of jealousy-turned-hatred, the elder sister, Angelina, slew Ellidora, slitting her sister's throat on the steps of the chapel where she was to be wed. Three days later, Angelina was stoned in the chapel courtyard by the light of the full moon. As she was bound to the totem, she vehemently denied wrongdoing and accused Ellidora of being a witch, possessed by evil."Let this chapel stand for eternityAs a reminder of the consequences of sin."
In the wake of the sisters' deaths, the young gallant rode off into heavy mists one cold autumn morning and was never heard from again. A month after ordering the execution of his eldest daughter, Lord Hanwey, the town's governor, was slain by orcs in a great battle to protect the village (which the militia ultimately won).
We ended with the PCs pledging their aid to Lady Silva as village sought to learn the fate of its missing woodsmen.
DM's Commentary
No XP to award at this time. Players can feel free to use this thread (or just email) to ask questions or carry out menial dealings and conversations in the village. Not much else to add other than I thought this was a really good session, with fantastic atmosphere throughout.
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Sunday, October 20, 2013
Death & Dying
Damage and Death
When a character or creature is hit, the amount of damage is deducted from his or her hit points. When hit points reach 0, the character is unconscious and will continue to lose one hit point per round from blood loss until death occurs at –10 hp. Note that any additional damage suffered by an unconscious character (aside from bleeding) will kill him or her instantly. The blood loss of 1 hit point per round may be stopped immediately in the same round that aid of some kind is administered to the wounded character. Being knocked unconscious is quite serious; even after returning to 1 or more hp (by means of a healing spell, potion, or natural rest) the character will remain in a coma for 1-6 turns and must rest for a minimum of one week before he or she will be capable of resuming any sort of strenuous activity, mental or physical. If a character is reduced to –6 hit points or below, the scars of the wound will likely be borne for the rest of the character’s life.
Characters who are slain may be raised from the dead if a cleric of sufficient level is available to perform the casting (exception: elves do not have souls, and are unaffected by the spells raise dead or resurrection). If no such character is available in the party, as will be the case for most low-level parties, the group may choose to approach a NPC High Priest for assistance in raising a dead character. The NPC will always charge a fee for such a casting, typically at least 1,000 gp.
Natural Healing
A character will recover 1 hit point per day of uninterrupted rest. However, if the character has a constitution penalty to hp, before rest will begin to affect the character’s hp the character must rest for a number of days equal to the constitution penalty. A character with high constitution gains a commensurate benefit after resting for one week; the number of hp regained during the second week will be increased by the amount of the character’s hp bonus at the start of the week. Four weeks of rest will return any character to full hp regardless of how many hp the character has lost.
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Labels: adnd, death's door, osric, rules
Combat in 1e/OSRIC
It's important to note that a lot of this tends to go out the window mid-session, especially when trying to keep everything exciting and fluid. That said, it's never bad to have a quick reference to defer to when needed.
(Much of the below is sourced from OSRIC. Anything that's not is generally my own.)
Combat Basics
- A combat round is one minute. A "segment" is six seconds. There are ten segments in a round.
- At the start of combat, each side with a chance to be surprised (i.e., unaware of the opposing party) rolls a d6.
- 1 = surprised for 1 segment
- 2 = surprised for 2 segments
- 3-6 = not surprised
- A character with high Dexterity (16+) gets a "Surprise Bonus" which negates that many surprise segments for that character only.
- If there are any segments where one side is surprised but the other is not, the unsurprised party may act during those segments. This includes:
- Movement (limited to the character's movement rate / the number of surprise segments)
- Making a melee attack
- Making a charge attack (limited to the character's movement rate / the number of surprise segments * 2)
- Making a single missile attack (i.e., a single arrow, etc.) if in range
- Attempting to turn undead
- Casting a spell (only if the spell's casting time is equal to or less than the number of surprise segments)
- Once surprise segments are handled, each PC declares actions for the first round, then each side rolls d6 for initiative. The result is the segment on which the opposing side may act (therefore higher is better).
- Each character's action occurs on his or her party's initiative segment (i.e. the opposing party's die result).
- Melee attacks occur on the initiative segment.
- Missile attacks normally occur on the initiative segment, however characters with a "Missile Bonus to Hit" (Dex 16+) apply this bonus to their initiative count in addition to their attack rolls.
- A charge begins on the initiative segment, but consumes enough segments to cover the full charge distance (at 2x normal speed) before the actual attack occurs.
- Spellcasting begins on a character's initiative segment and consumes a number of segments equal to the spell's casting time (during which time the spell can be disrupted and foiled).
- Movement is otherwise considered to be ongoing and fluid throughout the round. Determining a character's exact location on a specific segment is left to the DM's discretion.
- After all sides have acted, if the combat is still ongoing, a new round is started with new initiative rolls by each side.
Combat Actions
Attacking into Melee: If an attacker has multiple adjacent opponents, the target is determined randomly. The same applies when attacking at range against "engaged" opponents (in these cases, the attacker can elect to take a -4 penalty to hit in order to try to hit a specific target).
Charge: A charging character gains +2 to hit, but if the defender's weapon is longer than the attacker's, the defender can attack first. A character can only "charge" once/10 rounds.
Fleeing: Fleeing characters immediately draw an additional attack from adjacent opponents at +4 to hit.
Parrying: A character who parries cannot attack, but may subtract his or her "to hit" bonus from his or her opponent's attack roll.
Invisible Opponent: An invisible opponent can only be attacked if the general location is known, and the attack is at –4 to hit.
Prone Opponent: Attacks against a prone opponent negate the benefit of a shield, negate dexterity bonuses, and are made at +4 to hit.
Concealment: Concealment is anything that obscures an opponent’s vision, such as tree limbs or smoke, but does not physically block incoming attacks. The GM must decide whether the defender is about a quarter (-1 to AC), half (-2 to AC), three-quarters (-3 to AC), or nine-tenths (-4 to AC) concealed.
Cover: Cover is protection behind something that can actually block incoming attacks, such as a wall or arrow slit. Cover bonuses are as follows:
- 25% cover: -2 AC
- 50% cover: -4 AC
- 75% cover: -7 AC
- 90% cover -10 AC
Tuesday, August 20, 2013
Alaric's Backstory
Alaric was orphaned as a baby. As a baby he was left on the altar of the church in Chatain. The priest looked for many weeks for the mother and father, but neither was ever found. Due to this the priest raised Alaric with the help of everyone in the village. Everyone in the town treated Alaric kindly. All during his childhood, Alaric was instilled with church doctrine. He developed a strong moral compass at a very early age. This caused trouble with the other children, as he was inclined to tell the truth about their "antics". Due to this he spent much time alone in the church reading the scrolls in the church's modest library. He also spent a lot of time in prayer because he was taught to pray when he was troubled.
The Sword
At the age of 10, Alaric came across a sword in a forgotten room in the church. He took it even though it was rusty, and was so dull. He took the sword to Chatain's blacksmith who helped him remove the rust and sharpen it. The blacksmith taught Alaric how to care for the sword, and the basics of using it. It was not longer after this that the priest discovered the sword and confronted Alaric about it. He made it clear to Alaric that he did not like that Alaric had a sword and pleaded with him to get rid of it. However, Alaric was fascinated with the stories of great heroes that he had read about. The priest relented and let him keep it. Alaric spent many hours outside practicing with his sword, and began wearing it all the time. At first he did not know what he was doing. However, he found a couple of people around town that taught him what they knew of swordplay. He soaked this up and practiced whenever he had the chance. Occasionally, visitors came to the town, and Alaric was able to convince them to help him with his swordplay. After six years of this, he was quite proficient with the long sword.
The Incident
When Alaric was 15 something starting harassing Chatain's outer farms. At first it was just a sheep here and a cow there, but the attacks became more frequent. It was discovered that this was the work of a band of brigands living in the woods outside Chatain. Alaric took it upon himself to end the raids. One day, Alaric strode out in the direction that the brigand camp was located. He confronted the brigands and commanded them to leave. The brigands' answered him by drawing their swords and coming at Alaric. Alaric was able to hold off all three for awhile. During this dual Alaric continued to demand that the brigands throw down their swords and turn themselves in. The brigands never complied with this. During the fight, Alaric was getting tired and had been cut a few times. During all of this, Alaric was fighting very defensively, and had yet to bloody any of the brigands. Alaric soon realized that he was going to have to kill the brigands or be killed by them. Alaric then caught the brigands off guard by going into an all out offensive. After the many years of practice with the sword, Alaric was able to dispatch the brigands, but not without taking wounds himself. He then gathered up everything of value in the camp along with the bodies and made his way back to Chatain. He went first to the church where he implored to priest to give the brigands burial rites, and to help bury them. The priest agreed, but said this had to wait for the next day. When asked about what Alaric planned to due with the camp findings, Alaric replied that he would split it amongst the affected citizens. After distributing the findings and returning to the church, the full weight of what Alaric had done hit him. He stayed awake all night playing for forgiveness for killing three men. For many weeks Alaric was distraught by the events, and refused to touch his sword. He spent many hours discussing what happened with the priest, and the priest was able to convince Alaric, that there was no other solution. He explained that by Alaric confronting the brigand, he set in motion events that would end up with one of them dead. Alaric was slowly convinced that it was better for him a devout, and good man, to have survived than the lawless brigand. Once he had come to terms with that, he reread the stories of great heroes, and only now realized that they had killed men as well. They did not seem to have problems with doing this, but only ever killed when it was necessary. Alaric realized that he had done the same thing and began to think of himself as a Servant of the Light. When he mentioned this to the priest, the priest smiled, and agreed. He said that Alaric was right, but to be careful of who he mentioned that to. Alaric began to feel much better. However, he vowed to never kill a man again unless there was no other option available.
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Thursday, August 15, 2013
Insta-kill Rulings
Hold Person
The OSRIC spell description says this:
Persons held by this spell may be killed or bound at a rate of one per round, or, if the attacker chooses, may be attacked at twice the normal rate with an automatic hit, for maximum damage.From all I can gather, hold person completely immobilizes the opponent. They have no ability to react whatsoever, therefore automatic kills are allowed. In fact, I think it’s probably correct to rule that held individuals aren’t even able to speak.
Entangle
Sourcing OSRIC again:
[If] the saving throw fails, the creature is so securely held in the plants that it cannot move, attack, or cast spells for the duration of the spell.This is a little more gray, however I don’t interpret this as the degree of helplessness indicated by hold person. First off, the individual is only “held” as securely as the foliage can wrap them (as opposed to being outright frozen in place). Secondly, it’s reasonable to think that the entangling plants themselves may obstruct the target area for an insta-kill attempt (like the throat). Third, anyone engaging in melee with an entangled foe obviously needs to make a conscious attempt to not succumb to the entanglement themselves.
I think a fair ruling on this spell is that magically entangled opponents are considered prone:
Prone Opponent: Attacks against a prone opponent negate the benefit of a shield, negate dexterity bonuses, and are made at +4 to hit.
Magically sleeping creatures may be killed or tied up at a rate of one per round by a single person, or can be attacked at twice the normal rate with an automatic hit for maximum damage, if the attacker chooses not to kill or bind them.
Sleeping Opponent: Sleeping opponents (natural sleep, not magical sleep) may be attacked with the same chance to kill as if the attacker were an assassin. The effect of magical sleep is described under the entry for the sleep spell.
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Labels: adnd, coup de grace, osric, rules
Wednesday, August 14, 2013
RL #9: A Debt Repaid
After a several-hour march, a campfire was sighted in the distance, and the company from Chatain extinguished its light sources. The party knew that the Talons had been slowed, both from having lost two horses in the village and from the burden of prisoners among their ranks.
Making use of her infravision, Leilana circled around the camp whilst the remaining would-be rescuers fanned out to either side. At Leilana's call, the allies began clashing their weapons, causing steel-on-steel to ring across the glade and alerting the Talons to an unseen threat. The Talons stood with swords raised, firing arrows haphazardly between the trees at their captain's call, though they hit and saw nothing.
Suddenly, the trees around the camp began wrapping the Talons in unnaturally-moving branches, holding fast the captain and two others, along with the still-shackled Aginot and Alaric. The rescuers charged into the fray, and bloodshed quickly ensued. Talons fought vehemently, but they were outnumbered in the wake of Leilana's spell. In the end, Karsten and two enemy soldiers were laid low before the last standing Talon surrendered. When the entanglement finally ceased, the Talon captain was held at sword point.
Leilana tethered two of the surviving Talons to their horses by their feet, though a third bolted into the night after serving a boot to the druid's face. The captain yielded the key to unlock his prisoners, and then was bound hand-and-feet in those same iron bands. Victorious, the companions deliberated their course.
At long last, the party turned back for Chatain, five horses and three Talon captives in tow. They arrived at sunrise, though instead of entering the village, they circled around it, to the edge of Souragne. Throughout the morning, a makeshift raft was constructed of fallen logs and rope, and as the sun rose high overhead, the Talons, still bound, were set adrift in the marshes, never to return. Finally, the contingent returned home, where Karsten would be laid to rest and the adventurers could heal.
Taking only enough time for Alaric to recover from his wounds, the trio of Aginot, Alaric, and Leilana rode forth from the village on horseback two days hence under a cloudless sky, leaving their memories of Chatain far behind.
DM's Commentary
It was definitely a crazy night, and once again the entanglement spell played a huge role in the outcome. At this point, I think it's important that I do some research and provide official rulings as far as what can and can't be done within the spell's area of effect. Off the cuff, I don't think that insta-kills of entangled opponents is reasonable - "held fast" isn't the same as unconscious or completely incapacitated in my interpretation, and coup de gras should really be saved for those situations where the opponent has zero awareness. (Aside from that, though, such an action is likely not something Alaric would ever support...)
In that vein, the most interesting part of this session, for me, was the moral discussion around what to do with the Talon captives. Alaric wasn't present for the game last night, so Aginot's and Leilana's players had to weigh not only their own characters' actions, but the paladin's moral compass as well. In the end, the decision to ship the soldiers off into the swamp was a pretty brilliant way of letting justice be served while not resorting to rash solutions like maiming or execution (both of which were considered...).
XP/Spoils
First, a list of noteworthy items plundered from the Talons:
- The captain's longsword (given to Alaric)
- The captain's iron ring - embedded with a red, swirling, marble-like gem, which looks very out of the ordinary
- The captain's belt and boot daggers
- The captain's belt pouch - containing 100 gp in coins along with a valuable-looking, jewel-encrusted necklace
- Three longswords, two short bows, and several daggers and dirks taken from the remaining Talons
- Five suits of chainmail - all either left behind or submerged in the marshes
- Various food and miscellaneous supplies found in saddlebags - the PCs are free to assume whatever reasonable provisions they can carry, with the rest handed over to Chatain
As for XP, I'm only posting a high-level breakdown to avoid revealing too much specific information:
- Soldiers defeated - 1,060 XP
- Items recovered - 2,750 XP
That totals 3,810 points, however the XP is divided five ways, between Leilana, Aginot, Alaric, Merena, and all other surviving villagers (none of which warrant a fully equal share). Therefore, each PC receives 762 XP for the past two sessions - the fact that Aginot and Alaric were captured doesn't detract from their awards. Additionally, Leilana receives two individual awards of 100 XP and 50 XP, the first for orchestrating and executing the rescue plan, and the second for the idea of setting the Talons adrift in the swamp and reconciling the moral disparity within the party.
All that said, updated XP totals are:
- Leilana - 5,579
- Aginot - 5,529
- Alaric - 5,479
No levels gained, to my knowledge, but this was nevertheless a very solid end to an extremely problematic situation. Leilana, especially, should feel proud of what was accomplished. I'll end the post with Karsten's dying words:
"Someday, a champion among men will defeat Vlad Drakov and put an end to his reign of terror. Do not let me have died in vain."
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Labels: adnd, ravenloft, session recaps, xp
Sunday, May 26, 2013
RL #8: Captives!
Merena, the warrioress that helped the party defeat the loup-garou Rapacion, confronted the trio as the week came to a close, inquiring as to their short-term intentions. The PCs planned to leave Chatain for Stangengrad, they explained, and offered Merena a place among their ranks. Merena committed to providing an answer the following morning, when the group would be set to depart.
But before morning could dawn, evening saw a band of Drakov's Talons return to the village seeking recompense for their previous losses, commanded again by the same Talon captain whom the PCs had engaged on the fateful night that led them into the depths of Souragne. Alaric strode forth from the Winter Wolf Tavern and a melee ensued. Although the PCs quickly gained the upper hand with their spells, Talon reinforcements on the village outskirts began setting fire to Chatain's shops and houses on the captain's order. Crippled by the captain's promise to leave no structure unscathed, Alaric and Aginot finally surrendered whilst Leilana sped from the village on the back of a captured steed. As the moon rose high overhead, the half-dozen Talon soldiers departed Chatain, Aginot and Alaric bound with iron shackles alongside them.
XP and DM's Commentary
Really cool session, the way things played out. Rarely do the enemies' plans come to fruition as well as they did here, with the Talons barely wounded and two-thirds of the party captured (and the remaining third having fled into the foreboding darkness of night, alone). King Drakov will most assuredly be pleased.
No XP to award for this game, though I might find some points to apply retroactively when all is said and done. Next session should be an interesting one, to be sure.
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Friday, February 22, 2013
RL #7: Silver and Wolfsbane
Yesterday evening the PCs returned from the forest, having barely escaped with their lives at the claws of the loup-garou. Back in Chatain, the bodies of the two woodsmen were being carted away and prepared for funerary rites the coming eve. When asked what meaningful possessions were found on them, a strong-looking, dark-haired woman dressed in black leathers named Merena stepped forward, revealing a pair of silver-coated blades - a dagger and a short sword. Merena, the companions knew, had lived in Chatain for the past few years and frequently carried arms about her person; whence she came previously, they knew not. Her demeanor was bold and accusatory as she voiced her concern that the killings were brought about by the party's return from Souragne.
The PCs took the blades and bade Elias to keep Jean Tarascon's dagger to protect the village. They also laid claim to an intricate vial filled with a clear, watery liquid found on the woodsmen. After speaking to Alpin, the local lore master, they delved into the forest in search of the purple-flowering plant called "wolfsbane," locating a patch near the edge of the swamp (and assisted quite handily by Leilana's magic).
That night they sat amid the Winter Wolf Tavern preparing their strategy, deciding it best to trek deep into the forest to expose themselves to the loup-garou in hopes of drawing an attack. As Aginot brewed a batch of wolfsbane tea in the hearth, Merena entered the tavern and inquired of the group's plan, offering her assistance and company, to which the party readily agreed.
In the morning they set out, distancing themselves more the a mile from the village proper, deep within the bowels of the vigila dimorta surrounding Chatain. The day passed uneventfully, and as darkness fell, a subtle fog settled upon the groves, limiting the party's visibility, though not gravely. The companions built a fire for warmth; shortly thereafter, a faraway wolf's howl played at their confidence. Dancing shadows cast by the flickering firelight tested their senses, and Leilana set herself in a tree for ambush.
They didn't have to wait long. Moments later, an imposing, wolflike figure appeared, standing upright on two hind legs at the edge of the clearing, a head again as tall as Alaric. "We meet again," it uttered in a rasping voice that sounded more animal than human. It darted toward the fire and Alaric charged headlong to meet it but as he did, Aginot commanded the wolf to sleep and it toppled to the leaf-covered ground. Alaric thrust his magic sword down through its body, eliciting an unworldly howl; Merena pierced the wolf's hide with one of the woodsmen's silver blades, though to her horror the weapon did nothing.
The loup-garou scrambled to its feet and attacked, using unrivaled quickness and ferocity to outmatch its assailants. Subsequent castings against it failed and Merena withdrew to the fire. When Alaric fell, Leilana waded in and struck true with her own magically-enchanted spear, and Aginot punched a fistful of wolfsbane into the creature's maw, sacrificing his own arm.
Already down Alaric, the remaining PCs struggled to stay alive against their mighty foe. Finally, when hope seemed all but lost, Merena took up the magic longsword and plunged its wolfsbane-coated blade into the beast's torso, laying it low. She ran it through again for good measure, then they all dragged the body, newly transformed into the man they recognized as Alec Rapacion, into the campfire and burned it to ash.
At morning's first light the foursome returned to Chatain, earning applause and accolades upon relaying all that transpired. Thereafter, Aginot and Leilana retired to the inn and Alaric to his church for a long overdue rest.
XP and DM's Commentary
Last night's victory hinged on a number of subtle factors, and the die rolls proved strongly in the group's favor: one-in-twenty odds of locating wolfsbane succeeded; timely saving throw and magic resistance rolls by the loup-garou failed; reasonably high attack and very high damage rolls for the heroes in the battle of their lives. Strategic thinking was critical and effective, as this session harbored many paths that might easily have ended in the party's utter demise had their course unfolded differently.
The only experience gained for this session is for slaying Rapacion himself, but that award is a hearty 4,000 XP. It seems only just to divide the spoils evenly with Merena as well, therefore 1,000 XP is awarded to each PC, bringing their updated totals to:
- Alaric - 4,717
- Aginot - 4,717
- Leilana - 4,667
Alaric and Leilana have gained 3rd level; before they can advance further, Alaric must spend one week in prayer and quiet reflection, and Leilana must pass equal time in the forest among nature and its denizens. This session was very well-played by all, and the PCs should feel prideful of their accomplishments.
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The Order of the Coin
Bounty awaits for those who pay good deeds forward, who return kindness with kindness, and who sacrifice for the benefit of others.
Ruin awaits the wicked, the greedy and the selfish.
Those who depart with debts unpaid will be cursed in the afterlife.
The Order settles all debts."
--Thus speaketh Aginot, Friar of the Order of the Coin
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Labels: journal
Thursday, January 31, 2013
RL #6: The Loup-Garou
Last night we resumed in the church of Marais d'Tarascon, where the PCs had been resting for a day following the battle in the cemetery the night before. Having expended their spells to heal, the party set out for the Tarascon plantation at twilight; there they found Luc, staring vacantly out into the fields.
Luc grieved for his brothers and imparted that he carried the blame for their deaths. When asked to elaborate, Luc accompanied the party back to the church where he explained how, many years ago, Marcel had come upon a journal belonging to one of the founding Tarascon forefathers. The journal made reference to a scroll penned by a Vistani seer named Hyskosa that foretold a great prophecy; though he searched for it throughout the village, Marcel found nothing.
Over time, the journal's tale was all but forgotten - until, one evening at dusk, Luc caught sight of a colorful gypsy wagon just outside the village. There, a beautiful, dark-haired woman named Valana told his fortune:
Look for the scroll where the old rest fine, behind the stone where six stars shine. The finding, however, will cause much pain; beware the time of the falling rain.Luc was taken aback by the gypsy's words and rushed off to inform Marcel, leading his brother to a secret passage at the edge of the cemetery which led them into a walled-off area containing a number of ancient mausoleums. Upon one's door was etched a six-star insignia, and inside they found Hyskosa's scroll. Amazed, Luc began reading the verses aloud, but as he did, a slew of undead came forth from the disinterred coffins and struck Marcel down, taking his life. Luc could provide no details of the events that followed, for at that moment he entered the trance-like state that he retained until the zombie lord was finally defeated.
Caring to speak no further, Luc took his leave, and the party retired to their makeshift beds. They awoke the next morning surrounded by a thick fog amid the chill autumn winds - inexplicably, they found themselves outside, sleeping on the cold, bare ground.
Taking to their feet, they saw nothing recognizable and began marching in the direction Alaric believed to be north. As morning dawned, the fog cleared and they came to the outskirts of a village. Elias took note of a woman in the distance; suddenly, he ran for her, calling out to his "Aunt Meisha." Immediately they knew that they somehow had returned to Chatain.
The PCs spoke with the relative briefly and bade her to call for Karsten, who came to them a short time later. Karsten explained that, although no soldiers had returned after the night that the party delved into the swamp, their lone captive had been killed during a recent attempt to escape. Moreover, a few days after the party left, two woodsmen arrived from the east, searching for a large, monstrous wolf. The loup-garou, as they called it, had terrorized settlements across the countryside, killing dozens if not hundreds.
At the party's request, Karsten located the woodsmen and sent them to the edge of the village to meet. They introduced themselves as Eldon and Ravewood, explaining that the trail of the creature they sought led unmistakably toward Chatain, though they had not found actual footprints in days. Fearing themselves at a dead end (for beyond Chatain lay only marshland and swamps), they agreed to accompany the PCs east until their respective roads would have them part ways. Not wanting to reenter the village, the PCs asked the pair to send for Karsten, agreeing to depart the following morn.
They waited all day for Karsten, but by dusk he never came. As night fell, the PCs headed for the Winter Wolf tavern (a name that Eldon and Ravewood believed was a bad omen). They found Karsten inside, but when questioned, the innkeeper denied that the woodsmen had come to him. At that moment, Eldon and Ravewood appeared in the doorway with weapons drawn. "It must be one of you," Ravewood accused grimly, implicating the PCs and Captain Rapacion.
Before a melee could ensue, Aginot cast hold person and the woodsmen were disarmed. When the spell expired, cooler heads prevailed, and the party convinced the pair that none of them could be their quarry.
Satisfied, all retired for the evening, Alaric to his church and the others to separate rooms in the inn. Screams of villagers outside awoke them in the early morning hours, and the PCs rushed to the street to find the grisly bodies of the two woodsmen, torn apart by a large wolf whose footprints were abundant in the soft ground.
The tracks led north into the forest. Though the PCs followed the trail as best they could, all signs of the wolf soon were lost. Rapacion assured them that the creature had not made it this far, and when questioned how he knew, he replied:
"Because I turned around last night when I reached the forest's edge and returned to the inn."Horrified at the revelation, the PCs watched as the captain donned an evil grin, confirming their fears. "Fortunately, you have gifted the one weapon that could possibly harm me to an innocent young boy," he continued, referring to the magic dagger that Aginot had given Elias in Marais d'Tarascon. Alaric moved to attack but barely grazed the warrior. Rapacion fought back menacingly, fairly skewering the paladin with his longsword.
Aginot commanded the captain to "die," and Leilana cast entangle as he fell unconscious, causing vines and trees to wrap the captain tightly and hold him fast. Alaric took up Rapacion's longsword (knowing it to be enchanted from a casting of detect magic by Leilana in the tavern) and attempted to run him through, but the magically-awakened vines captured Alaric, and then Aginot too. Leilana bolted for the village, calling for Elias and Karsten, and returning with both moments before her spell would end. Rapacion had transformed into a thrashing wolf, biting and clawing at the vines to escape. Just as he tore himself free, Karsten plunged the captain's sword deep into his hide, eliciting an unworldly howl. Rapacion fled into the forest on four legs as the vines finally gave way, leaving the party wounded but very much alive.
XP and DM's Commentary
Wow, that was a lot crammed into a three-hour session, with a very unexpected turn at the end. The party almost fell to a handful of bad rolls (three failed saves against Leilana's entanglement) and honorable role-playing decisions (giving the magic dagger to Elias despite its enchanted nature). Leilana's casting of detect magic that revealed the evocation on Rapacion's longsword proved a critical bit of knowledge that saved (and nearly ruined) them all.
(It should be noted, as well, that as unlucky as the characters' die rolls seemed throughout the night, the PCs were very fortunate that no opponent succeeded on any saving throw rolled against their spells.)
This session was a great example of how, as DM, you really never know how things will play out, and how a PC's (or enemy's) fate can rest on the roll of a single die. In the end, the characters survived, but so did the final antagonist, and it should be interesting to see how the party proceeds from here. The players have seen Rapacion's combat prowess firsthand and no doubt know what a dangerous adversary he could prove.
A quick note on logistics: this is the first game we've had with absolutely zero technical issues. No blue screen errors from my laptop (I installed a horde of updates after the last two sessions), no reconnecting the video call mid-game, no audio echo from the mics. Good things all around - hopefully they continue.
It seems reasonable to award XP for Rapacion's longsword, so I'll do that at this time. Through a bit of trial and error, the PCs find the weapon to be a longsword +1. Beyond that, they know not what other powers it might have. For now, the sword will be valued at 400 XP; divided three ways, the party's updated totals are:
- Alaric: 3,717
- Aginot: 3,717
- Leilana: 3,667
It remains to be seen whether "by the book" XP awards will work for this game long term. It's something I'm keeping an eye on, but I'd really like to stick to it if we can.
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