Showing posts with label AD&D. Show all posts
Showing posts with label AD&D. Show all posts

Saturday, April 17, 2021

Review - The Basic Witch: The Pumpkin Spice Tradition

Title: The Basic Witch: The Pumpkin Spice Tradition
Publisher: The Other Side Publishing
Author: Timothy S. Brannan
Year: 2019
Pages: 65 pages
Rating: 5 of 5 stars

This book is designed for Labyrinth Lord as part of the Back to Basic series. Originally, it started as a joke on everything Pumpkin Spice themed. It roughly follows the other books in the series, with the exception of some level limits for non-human characters. 

This is my favorite of the series. While not entirely tongue in cheek, it's a fun read. In my mind, it comes across like the film A Knight's Tale. Popular culture is mixed up and presented in a timeless way. The idea of harvest, fall and Halloween is in this products DNA, but in a way which would detract from a series Dungeons and Dragons experience. Yes, there are jokey bits, but they are well thought out so they don't break the theme of D&D. If you like Angel or Buffy, these details will be right up your alley. 

This particular set calls out Labyrinth Lord but readers will find that it is a nice addition to any basic era game such as BlueHolme or the Red box set. With a little adaption, this book could be plugged into a great many rule sets like AD&D. The author specifically mentions a desire for this title to be cross-compatible, but noted they didn't make that the focus of this work. I suspect that Mr. Brannan wanted this book to cover a far wider range of game systems than I am familiar with using. Even if it doesn't go there, it's still a rock solid offering. 

Usually when I do a review, I mention the artwork. This product is loaded with artwork. I didn't count, but it seems like every other page or every third has something. In this book, most of the artwork is quarter page and inline with the text, rather that being placed in the centerline like 3.5 books. Again, like the subject matter the book, the artwork has a gothic summer turned autumn feel. 

Somehow, this version of the witch character class feels old, but not too old. It invokes a pleasant feeling of Deja Vu of my college days, when game night also featured a movie or TV before or after. That feeling of people just out to get together and have fun. 

Reviewer's note: The date is taken from the forward, this could be the most recent update rather than the original publication date. If that is the case, my apologies but then that also means the author is providing an excellent experience by routinely updating his works. 

Wednesday, March 31, 2021

Filling in the Blanks by

Todd Leback
Filing in the Blanks Filling in the Blanks

Title: Filling in the Blanks
Publisher: Old-School Essentials
Author: Todd Leback
Cover Artist: Jenna Drummond (jendart.com),
Interior Artists: Chad Dickhaut, Adrian Barber, and Dan Smith
Year: 2020
Pages: 79 pages
Rating: 5 of 5 stars

This particular book comes in two forms, the preview edition and the regular edition. I have both. The preview edition is a text only copy of the main concepts of the full book, which is more than enough to let you know if you would want or need this title. 

Starting at the beginning, let me tell you about the author. Todd Leback is the author of a series of books on Hexcrawling. He has also written on topics such as domain building, authored a one page dungeon and had two successful Kickstarters. The most recent, as mentioned before, is the book Into the Wild. This should be out in about a month or so. He started playing with the Red Box D&D set and enjoys the OSR style of play with family. He runs a great Patreon page which provides 5-8 pages of Hex based content to his patrons every 3-4 weeks. As I mentioned in my review of Hexcrawl Basics, the link to both his Patreon and Jenna Drumman's sites are too small so I have reproduced them here. 

Filling in the Blanks is all about generating hexes. He covers geologic features, habitation of a variety of sizes, resources, hazards, lairs, etc. Of course there is a bit about magic and weather. This product is totally table driven with the text providing guidance and examples for usage. Those three together are great for demonstration of how the game is supposed to work. It's also a great way to allow for adaption to specific campaigns and thematic settings. 

My personal favorite part is on graveyards, but I think most people will like the section on Inns. That one seems to be the most useful for any campaign. Maps are in color, while the art is black and white. Somehow, I suffered a printer mishap and all of the black and white art came out blue tinted. I actually like that, but is probably my own problem. 

All in all, this is a great book on the someone who is well versed in hexcrawling. The only slight weakness is the lack of links back to Hexcrawl Basics. That title makes a good primer for what this book covers. While this title is only 79 pages, it is can feel like drinking from a firehose. There is a lot of information packed into this book. 

It would make a great addition and edition for anyone desiring a full featured exploration of the concept of Hex Crawling. While written for Old School Essentials, it can be easily adapted to any rule set. I might even be using this for a continuing Star Wars campaign. 

Thursday, March 11, 2021

Gaming the Game - Stolen Ideas

Duskruin is current Gemstone IV paid adventure

When I want to play an RPG style game but don't have players, I usually log into Gemstone IV. I've been playing it for decades. It's sort of build on Rolemaster, but went through a process to unlink itself from Iron Crown Enterprise's IP. That isn't terribly important to this post, but what is important is the ideas I've stolen from Gemstone IV and by extension, probably Rolemaster. 

One of the things I never liked about AD&D and D&D is the selection of monsters used to challenge the players. It works on the supposition of monsters are a unique challenge to the players. While that starts off being true, there comes a practical point where one or many lower level monsters are not a credible threat to the players. 

D&D 3.x fixes this with challenge ratings. It works pretty well, with the exception of creatures with special powers. They don't seem to have the appropriate CR assigned to them. 

Gemstone IV has a different method of ranking for creatures. Being a MMO, your character can literally walk up an incredibly high level creature and get turned to dust. That works for an MMO where you have the concept of "extra lives" but it doesn't really work on the tabletop. 

For more evenly matched creatures against the player, there is a sliding scale. A first level character against a 1st level creature is worth 100 experience. A second level character against a 1st level creature is only going to give the PC 90 experience. By 11th level, it's kind of pointless to fight 1st level kobolds and as a consequence, they don't give any experience any more. 

I like that. It creates a coherent world. At 10th level and beyond, fighting kobolds shouldn't be the point for AD&D and D&D characters. They are so past that. Kobolds don't stop existing, they merely cease being something the player should fear. While you can ramp up the numbers and abilities of kobolds, they still aren't intellectually challenging. A zillion of them merely represents a zillion chances to roll the dice. That stops being a story real quick. 

I tend to use the formula 10 equal level encounters should equal one level. A party of 4 characters fighting 40 equal level monsters should be one level of experience for each player character. What this does is enable me, the DM the ability to pace the party. Do I want 40 monsters all at once or 10 groups of four? Probably someplace in between. 

This builds a coherent world in my mind. On day one, a nasty encounter with a kobold patrol is fine. Six sessions into the campaign, sure, my players encounter that patrol of kobolds but they are super leary of mixing it up with the players. 10 sessions later and the party may be hiring them as man-at-arms, porters, etc. The kobolds didn't disappear, their role changed because they aren't a challenge. 

I kind of like that concept and generally use it over mathematical gyrations provided in the DMG. 

As a consequence, it does break the model of gold for experience, but I never liked that anyway. Fighters don't go to fighter school to level up. As they gain experience, they gain followers who make them explore the concept of their trade as they teach others. 

Having a simple rule of thumb allows me to plan more fully. Not just what sort of monsters the players will defeat, but also what sort of resources they players will encounter. If the party plows into a patrol of monsters, chases them home and has the tribe bribe them not to attack the village, that's a win. It is total defeat for the monsters, perhaps dozens of them because they offered surrender or capituation. 

This allows me to control what resources end up in the player's hands beyond having them scoop up piles of treasure and hoping for a random roll. I know what is on the table and can use the interactions between the party and the challengers to guide the party. Gold is gold, but this method leapfrogs the concept of magic swords and other nice prizes. A tribe of kobolds might offer up a nice +1 two handed sword to escape the party's wrath because it's a six foot long weapon for 4 foot tall creatures. It's not valuable to a kobold. Plus the kobolds can hint at it's power so as not to waste the party's time trying to identify every item that comes to them. 

It's a nice feature because it establishes a history of what happened. In the above example, the kobold tribe doesn't have to be obliterated to represent victory over 40 kobolds. They can come to an agreement with the party that in exchange for the sword and a promise not to raid the town anymore, they can live in (a fragile) peace. The party know they are there and can sometimes draw resources from them. A safe place to sleep, a good gossip starter or perhaps something else. 

Stolen ideas are good. Why don't you join me in the world of Gemstone IV by clicking the link below. GSIV has a nice F2P model that will give you a taste of an expansive world of magic. 





Wednesday, March 10, 2021

Review: Dungeons and Dragons Film (2000) Review

Title: Dungeons and Dragons
Publisher: New Line Cinema
Year: 2000
Rating: 5 of 5 stars. 

Am I insane? 5 stars for the 2000 Dungeons and Dragons movie? Yes, I am but it isn't a factor here.  

We have a film starring Justin Whalin, Marlon Wayans, Thora Birch, Zoe McLellan, Kristen Wilson, Lee Arenberg, Bruce Payne and the Original GQ Smoothy Jeremy Irons. They tried to work with all kinds of Intellectual Properties from the game and it's a dud. 

Well. That has to be some sort of record. How could you fail with that much background information and those actors? Easily, apparently. 

But why would I give it 5 stars? 

It's funny really. It's like someone at New Line Cinema sat down at a table and said, "Gee, let's throw some money at a long list of actors who probably aren't filming something today and we'll see what happens. We can fix a lot of stuff with edits and in post." Looking at the list of people involved with this project, they could have picked worse people. Hell, some of them I like a lot. Actors, directors, writers and so on. When it comes to the actors, I am sure they went out of their way trying to make an excellent movie and I am positive it was perfect. 

What they missed was a quality Dungeon Master. You know, someone who could come up with an engrossing story and snappy delivery. Something that makes the players want to come back for more. 

If only that they hired an actual DM to actually, you know, produce something. Instead, what we got was Justin Whalin, Marlon Wayans, Thora Birch, Zoe McLellan, Kristen Wilson, Lee Arenberg, Bruce Payne and Jeremy Irons all in a room, picking their character sheets and paychecks off the commissary table and trying to work out their motivation in all of this over some dicey ham salad sandwiches. 

The result is laughly bad. How could they pick out 8 people with actual 18+ charisma scores and botch a movie? 

Well... they didn't. The result is exactly like if you sat down with Justin, Marlon, Thora and the gang and tried to play D&D for the first time. I can't tell you how many horrible campaigns I've put stellar players through and this movie captures this process perfectly. This film is a perfect rendition of every noob mistake made by a rookie DM. 

5 of 5 stars. 

"I know Mr. Irons. You ARE charismatic. You just rolled a one, that's all. It happens..."

Saturday, February 20, 2021

Review: Daughters of Darkness: The Mara Witch for Basic Era Games

Title: Daughters of Darkness: The Mara Witch for Basic Era Games
Publisher: The Other Side Publishing
Author: Timothy S. Brannan
Year: 2019
Pages: 79 pages
Rating: 5 of 5 stars

I gotta tell you, this is my second favorite of all of Timothy Brannan's Witch character classes for B/X era games. The Mara Witches are some of the darker characters types available to the player. In fact, I find them so dark they are actually a special type of character that should have one heavy restriction. 

In every edition of D&D, there have been a few character types that are so special that they are limited to NPC classes. The idea of a shaman character class has always been a part of D&D and only available to the DM as an non-player character. I know a thing or two about great NPCs, my children are actually named Nathan, Paul, Catherine on purpose. 

Shamistic casters open up the possibility of playing a monster across tropes. An expert may assist the party because they have a higher calling. A sage may invigorate the party with a quest. Basically these are all people who may pick the party over their clan against some greater evil or some higher cause. Someone who may save the day in a heel-face-turn. 

This one book makes the best case for making witches a PC class only. Never should a DM be granted such power. While there is the distinct possibility of a Mara witch choosing an evil or chaotic alignment the player has to totally embrace The Three-fold Law, no matter how injurious or dangerous it may be to themselves. In the hands of a player, the Mara witch can shine and become a legend. 

In the hands of the DM, the person who dictates the story and arranges the plots and creates the scenarios, the Mara witch is too powerful. If the DM is the only person who can invoke repercussions of violating the Three-fold Law, then the role of the Mara Witch loses it main strength, the role of tradition. This could and would happen because while the DM may desire a moral story where the Mara Witch falls due to their own evilness, vanity or pettiness, this class can march all over the party. 

In the hands of a player, this type of witch is very subtle and powerful. To the player, chaos and evil don't really matter much because they have to abide the fact that their magic could backlash on them. Chaos and evil can take many different forms, but this witch class requires that guiding hand of the player to be an effective character. Someone who feels they have something to win and something to lose. 

Having created a number of character classes, including a book specifically about NPCs called "Zero to Hero: Uncommon Commoners", I think can say this character is so different it must be left to a player to make them come to life and should never be given into the hands of DM, except for the rarest circumstance. 

This book follows the format of the other two books I have reviewed, The Amazonian Witch and The Classical Witch traditions. Like the other two books, except for outward facing abilities like spells, no mechanic system introduced upsets other character classes, which is very important for consistency. All spells are well written and does not cause a power race with the standard character classes. While specifically written for Labyrinth Lord, it could be added to a great number of rule sets with little problems. 

Like the other two books, it has great cover art, wonderful interior art and nicely formatted tables, with blue tint for easy reading. I think this series of books captures the great cover art of second edition D&D while also maintaining the rougher aspect of the B/X era D&D books. The balancing act was well done. 

A final highlight to all of these witch themed books is the idea of Tradition. Each book paints an image of the many kinds of witches that have existed in mythology. While there may be a few changes in powers and abilities, each one is similar enough to easily grasp in a readthrough. 

Unlike the other two reviews, I spent most of my time looking over the spell lists. This book has 36 pages of spells. And every time I thought to myself, "I would tweak this spell in this way..." I found a second spell that met whatever my imagined need was. Not only are the spells well balanced for this class, they support one another to create a dark mysterious vibe. Which also reinforces the idea that witches need to handled by actual players and not thrown as NPC so the DM can run over the party. 

Reviewer's note: The date is taken from the forward, this could be the most recent update rather than the original publication date. If that is the case, my apologies but then that also means the author is providing an excellent experience by routinely updating his works. 

Monday, February 8, 2021

#TBT - The First Book - Zero to Hero, Uncommon Commoners

Today's post is a #TBT. Back to my first book. I can't believe it's been over two years and 300 downloads later. Perhaps it's time for an update.
I play a fusion of B/X and AD&D. Back in the day, we had no internet, so I had no context as to which books went with which games.

I vaguely recall some sort of conversion rules to bring your Basic and Expert Characters to AD&D and vis-à-vis. I liked that idea, but then when going through the process, I said, "Screw it! There aren't enough differences between AD&D and Basic/Expert to really warrant this much effort. Elves can be Generic or classed. You can generate stats using either set, etc. We are just doing this."

After years and years of play, I know the differences between AD&D and Basic and Expert. The main twist is that AD&D characters have higher stats, higher bonuses, more of everything in AD&D from weapons to magic spells to magical item and monsters. Demi-humans advance faster with clearly defined abilities in B/X but have level limits, even with the lower levels and ability scores. For the homebrew game, the differences aren't so great. Missile fire is the great equalizer in AD&D, you get more per round which is deadly compared to B/X. 

One thing that bothered me about each set of rules was the lack of secondary skills as a fully fleshed out set of statistics. The options were always there to vaguely support NPCs, but when tacking on an professional skill to a Player Character, the DM had to do it all.

I love my NPC characters, usually they act in the supporting role. They don't cast magic, they don't own a sword. They are there to do far more that carry torches and equipment as per the rules, but not sling a sword or spells. Over the years, I developed a set of rules to accommodate these types of characters. I called it Zero to Hero: Uncommon Commoners. They were the type of characters populating a small town to large city.

My first principal was developed from looking at the to hit and saving throw tables. Most of the time, player characters are challenged by rolls in the low teens at low levels. Well, making buckets is easier than that, so my NPCs have a better than 50-50 chance of making something. Second, failure is not applicable. You aren't much of a bucket maker if you fail 50% of the time. Failure for NPC professionals is missing one or more of their target goals. They make 8 buckets instead of 9, they are a day late, some are wood and some are metal, etc.

Second principle is they suck as combatants, but might have some terrifying skill with a tool. Stoneworker's hammers are just brutal, scribes have razor-like knives, and roofers have their terrible zaxes. These characters have an advantage with tools as weapons, but the tools themselves are poor weapons. Also, lumping someone in the head can damage the tool and the target, limiting the user to use it as a tool again. 

Third, they have horrible hit points, attributes are rolled on average dice and saving throws are poor. They max out at 7 or so hit points, including constitution bonuses. "Luck number 7" was the guiding thought in this choice. It's luck that they have more HP than a first or second level character, but this is a poor meat shield choice for the PCs.

Some people have asked if this is character sieve, it is very much the opposite. In fact, there is a section on how an NPC professional can transition to Player Character, saving a poorly rolled character. This method generates characters fast by allowing the DM to save those who have abysmal stats. The process of generation assumes the professional character started with averaged die rolls and this can be used to "lift" someone who didn't qualify for a true PC at first. 

In Uncommon Commoners, you'll find over 50 character classes for professionals. They can be used to flesh out your towns or add a bit of flare to a PC. They are far from overpowered, but do add zest to any campaign.

Friday, February 5, 2021

Roles without rolls

On Wednesday night, I managed to get in 3 hours+ of an impromptu session of D&D. We went back to the Peninsula of Plenty, my Romanesque campaign. 

Nace is the city below the swords

Since this campaign died out over a year ago, let's have a recap. The party is in the city of Nace after turning in a couple of raiders that ambushed them. One of the raiders was shipped north for a hanging, while the second surviving raider, Ortaire was thrown in chains for a mock triumph before being sold into slavery. 

There are many groups lurking in the background. The main threat are 3 witches of the Coven of Ash. Click the link for their story and character stats. They are deeply conservative and support the Empire. The Empire is human-centric with all demi-humans being cast as evil-doers. These witches support the Empire in all ways, including slavery. They are magic users who tend to strike from the shadows and they've annihilated the upper echelons of the town's leadership. No one wants to tangle with them. Additionally, they have charmed three of the town guards to be on the look out for the Party if they try to free Ortaire. 

Ortaire has four compatriots, other raiders that are skulking around town. The players are only aware of them because the witches took a pot shot at them. The raiders plan on rescuing or killing Ortaire to make sure he doesn't blow them in. They have been presented an third choice as he will be auctioned as a slave and if that happens, no one will listen to him. They are hanging out in the square to see which of these three thing will happen. 

There is a Senator hanging out in town, his name is Vitus. He is profoundly troubled by slavery. The witches have engineered this situation so that they can kill him if he acts. He tried to reach out the party but failed. 

In Vitus's backpocket are 3 elves. They are doing recon for their Crown. They have a side goal of disrupting anything that looks untoward. They have focused on taking a shot at rescuing Ortaire. 

The party has an ace-in-the-hole, a letter from the Emperor granting them 4,000 lbs of silver. This was intended for them to purchase a boat, but they didn't do that. The letter is being waved around at any and all Imperial trouble the party encountered. The player have realized that letter is a problem in a couple of ways and mean to be rid of it. They also want to rescue Ortaire but know that this will trigger another round with the witches. They just don't buy the slavery thing. 

So, we are "now", at the being of this session. Click here for information and stats on the Party. 

The party came up with something wild. They marched into the square where the planned Mock Triumph was to be held and announced that it was illegal. Only the Emperor can declare a Triumph. Being true, the townies bought it. They also announced their intention to take Ortaire by purchasing him and now it's time to drink on it. This would be fine punishment for the raider, menial work and all that. To hype this up, they met with the town's exchequer and turned in the letter for 4,000 lbs of silver and proceeded to lubricate the disappointed townies with free beer. 

Fighting the witches
would be unfun

Vitus's slaves managed to get close to the PC with the elves and they all realized this is all a rouse to annoy the witches. By the witches' reckoning, the Party is being virtuous by hosting a bash to celebrate slavery. Buying a slave to get vengeance is excellent in their mind. On the off chance the party is planning a trick, the coven has charmed some guards ready to kill them all at the first sign of turnabout. Vitus decides to sell the Party's scheme with a bit of acting. He publicly withdrew his private invitation to the party to visit his home. He is pretending to be an angry abolitionist. This throws the witches off of him as he is not doing anything but "losing" and sulking. The Party was confused by this as in the past year, they forgot that detail. 

Everything went off without a hitch. The Party purchased Ortaire, yucked it up a bit with the celebrating citizens then left town in pursuit of the four raiders. Outside of town, they were trailed by the 3 charmed guards and the elven party. The raiders only have a vague idea of where they are going, a farmstead east of town. They don't know how far east. There ended up being a couple of encounters between the guards, the elven party and the Player's Party. The guard returned home after seeing the party go off in pursuit of the elves. They reported that the Party are clearly heroes of the Empire, which might not be entirely true. The party is now off to join the elves, catch and grill the raiders and quietly offer Ortaire his freedom for his help. 

As a surprise, there were zero combat type rolls this session.  

As a bonus, 60-90 minutes were spend discussing the Star Wars campaign I am running. 

Friday, January 29, 2021

Draft Review of Into the Wild (Currently on Kickstarter)

As happenstance would have it, I have been granted a couple of great opportunities this week. I have yet to back to a kickstarter and at no time in my decade or so on the web have I been able to review a product that is still in production. On Thursday morning, I got the chance to do both. God, I hope I don't screw this up. 

Let's have some transparency. Every since I was a kid, I have collected books. Not just any books, but galleys. These are preproduct books sent out to authors and editors so they may do their final proof before printing. Sometimes, they have to do this several times. This is essentially What Todd Leback has sent to me. I feel really comfortable with this format even though it is never something that you would see on a store shelf. 

Second, I have tested, playtested and been a part of study groups on a lot of consumer products. A ridiculously amount of products, everything from flossers to cameras to wargames. There is a reason why I am the way I am. :) 

And item C: I dropped a $20 on the Kickstarter. During this review, I am receiving updates from Kickstarter. I am ignoring those and focusing entirely on the presented copy for information. This will cause this review to age poorly in the next 28 days or so. Please check out Kickstarter for updates. 

Title: Into the Wild
Publisher: Old-School Essentials
Author: Todd Leback (Link to Kickstarter)
Editor: Brian Johnson
Artists: Is currently a stretch goal. TBA.
Year: 2021
Pages: 200+ pages

So, what am I reviewing: a Kickstarter or a book? Definitely, the book and only the book. Reviews, especially of unfinished products are best done by the numbers. Or the main questions: 

  • Who is the author of the book?
  • What is the idea of the book?
  • Was the idea delivered effectively?
  • What are the strengths?
  • What are weaknesses of the book?

You'll notice that none of those things have to do with stars or ratings, and unlike my other reviews I have not offered a star rating at the outset. And I might not do so by the end. I have only had 48-72 hours to review the material so I have spent most of my time digesting rather than playing or planning. 

Todd Leback is the author of a series of books on Hexcrawling. He has also written on topics such as domain building and authored a one page dungeon. He started playing with the Red Box D&D set and enjoys the OSR style of play with family. This is his second Kickstarter and he runs a great Patreon page which provides 5-8 pages of Hex based content to his patrons every 3-4 weeks. 

Previously, I reviewed Mr. Leback's Hexcrawl Basics

The premise of Into the Wild is to bring several other publications together in one book and link those concepts to kick an OSR style campaign up to the level of domain play. Into the Wild is a 200+ page book which marries hexcrawling to domain building. These ideas came from many of his previous works, but this is not simply a compilation of text. These separate works are merged together seamlessly and are amplified. While some parts of the text are recognisable as being from prior works, they have been edited in away that allows the reader to flow from one idea that was a single book to another, which is different from a compiled collection or an omnibus. 

The book is based on Old School Essentials, but that merely means a tiny bit of tweaking is needed to adapt it to other OSR rulesets. 

The intent is use hexcrawling to engage players into a more complex style of play by bringing domain building into the fold and expanding on it with additional features that would interest high level characters. Mr. Leback does this in 200+ pages with  maps created in Worldographer. While this document was offered to me "with no art", it contains over a dozen maps which are illustrative in nature. Additionally, he also includes many tables and charts to simply and clarify the ideas in each section. 

Like Mr. Leback's previous works, copious examples highlight the various details of hexcrawling, weather, domain management, wealth and character options. This is one of it's strengths. Another good point is the fact that it required a great amount of table time to develop these ideas. Into the Wild shows it's table time very well. It is the product of many years of work and playtime by both the author and his audience. He has merged player feedback with his writing style to produce tight product based on the idea of play. 

One weakness of this work is that it introduces new ways of using DM provided data, which is an inherent flaw of all hexcrawling activities. It's not something you can simply drop into a campaign mid-stream without some sort of introduction. That is not a terribly big deal because hexcrawling and domain build are now "things" that players will understand. 

You could use Into the Wild for low level characters to engage in all the guts and glory type things adventurers do while also running a domain level campaign where a handful of high level characters interact the lesser characters on a larger, more regal scope. This style of play puts the players very close to the DM when it comes to planning, while still maintaining the general mechanics of D&D. 

All and all, this is an excellent book that will only be improved by the stretching nature of a Kickstarter. I look forward to seeing the completed work. 

Monday, January 25, 2021

The Last Package Arrived Today

My last package from Amazon arrived today. Now I am almost ready to start a second series of post on modeling. I'll be working on these Bandai 1/144 scale models over the summer. You can find them at many hobby shops, but I've had the best luck on prices at Amazon.com. Ironic, because the grid of ads from Amazon is showing the most expensive things. Sigh. Ah. Checked it now, and most of the prices are reasonable. 

(Note: My Amazon Affiliate account has really taken off, I just need to figure out how to make it work better with my posts.) 

One of the snags with series posts is they start strong and either come to an early conclusion or they just peter out due to a lack of inspiration. 

I hope to change that this year by having a spring/summer series ready to go. I also have a couple of things in my back pocket. My Star Wars campaign looks good to restart and even more exciting (for me anyway) it looks like my gang is ready to go back to the Peninsula of Plenty campaign, perhaps as a hexcrawl. That's two more series to update for the Blog. 

The only problem now is time. I've had my basement flood and defy all attempts to remedy and I recently started a new job which takes up my evenings. My weekend is now Tuesday-Wednesday and I work every holiday for the foreseeable future. I'd know how things will work out, but they will. 

At this point, I am thinking of retiring the Podcast. I really can't see how I'll have the time for all of this. Time will tell. 


Saturday, January 23, 2021

Review - Children of the Gods: The Classical Witch Tradition

Title: Children of the Gods: The Classical Witch Tradition
Publisher: The Other Side Publishing
Author: Timothy S. Brannan
Year: 2019
Pages: 84 pages
Overall Rating: 5 of 5 stars
Text Only Rating: 4.5 of 5 stars

Of all the books Mr. Brannan has written on witches, this one is my second favorite. Were I to have it to do over again, I would have made my Coven of Ash witches in The Classical Witch Tradition instead of magic users. The power difference between a witch and a magic user is striking, the witch having the more subtle powers which I was aiming for with the Coven of Ash. 

This book largely follows the same format of The Amazon Witch Tradition, with a few twists. First, Part 1 runs down the basic description of witches of this tradition while Part 2 introduces the possibility of multiclassing. These are pairs of class, witch and one other class. They would gain experience far faster than the dreaded triple class characters. Additionally, the first part addresses what would be considered demi-human and monsters of this class, which is a great benefit to DM's desiring something completely different. In reading this work, I immediately thought to replace the Hermit from B2 Keep on the Borderland to this kind of witch. 

One small addition to this series is the use of color. The book is written for Blueholme and the blue tint on the tables is not only a nice touch, it makes everything easier to read. The artwork is also very nice. 

Part 3 describes the tradition itself and discusses how to add covens to your campaign. It gives 6 examples before giving suggestions for more coven types for your campaign. It's nice to have examples that are ready to go and the 6 provided could be plugging into many campaigns with no modification and all campaigns with a some modification. 

Part 5 explains the witches role in magic and provides 32 pages of spells. These spells are tooled specifically to this tradition of witches and includes ritual magic, a more powerful form of spells cast by several coven members. 

The book also includes 20 pages of new monsters or old friends reworked for Blueholme. Part 6 introduces some magical items and few artifacts. And the final chapter gives three examples of unique and powerful witches. This final part really reads like Deities and Demigods, but the powers are cranked back to almost-mortal levels. These are characters that you could adapt or use right of the book in your campaign for high level NPCs. 

And and not least, this book includes useful appendix of spells by level, useable by witches, clerics, magic users plus a complete alphabetical listing of spells. Those are perfect. 

This is a rock solid resources for any DM who desires a little mysterious magic at the table, something to knock the PC's clerics and magic users back a bit. Nothing is overpowered and is specifically meant to work with those classes without changing their core concepts. 

Spoiler Alert: I have four of these books and I am reviewing them in star order. This one is a solid 4.5 for the text alone and a 5 of 5 when the artwork is considered. 

Reviewer's note: The date is taken from the forward, this could be the most recent update rather than the original publication date. If that is the case, my apologies but then that also means the author is providing an excellent experience by routinely updating his works. 

Monday, January 18, 2021

Review - Hexcrawl Basics by Todd Leback

Publisher: Old-School Essentials
Author: Todd Leback (Link to Patreon)
Artists, Interior: Bruno Balixa, Dean Spencer, Rick Hershey of Fat Goblin Games, Jack Holliday, Matt Forsyth, Matthew Richmond
Cover Art: Jen Drummond
Year: 2019
Pages: 24 pages
Rating: 5 of 5 stars


My first 3 reviews were on a single series of novels. I most recently reviewed How to Hexcrawl. I like the idea of series reviews or fits, but for awhile ill be limiting myself to pairs of related titles. These are not  comparisons, but singular reviews. 

Here is my usual warning, this book is written for OSE but it is easily adaptable and applicable to other systems with little to no modification. If you had a dungeon and you moved the characters outside, this book would be of use to you. 

This title starts with a definition of a hexcrawl, which is a very economical start. This is one of many books on the subject by the author, every concept is very tight owing to Mr. Leback's great experience on the subject. The first section covers the hex and the player's purpose in these hexes and the process to be followed. Artwork is used not only as mere art, but Worldographer maps exemplify what the author spells out. Todd Leback's use of art is excellent. 

Chapter two and three cover features and lairs found in hexes and subhexes plus random encounters. The next two sections cover procedural events, weather and getting lost, which are big part of the hexcrawl experience. 

The final chapter is an extended example of the hexcrawl process in action. It nicely loops back to the beginning of the book and marches the reader all the way to the end without missing a beat. I suppose that the book could have been written without this extended section, but would be a lesser work. The example perfects this book. 

Three caveats about this book. The artwork is very nice but does not print well on plain paper. The only way to get a nice copy of this book is to print on extreme quality on great paper. It is totally worth it, take the effort and time to do it right.  

Second, there is a small link to Mr. Leback's Patreon. Blink and you'll miss it, so I have placed it here. I normally don't do that, but the link to Populated Hex was almost too unobtrusive. (EDIT - There is also a Kickstarter coming soon. I've never gone in on a Kickstarter, but this might be the one to start with.)

I was tempted to make this a 4.5 of 5 starts but the example and the excellent artwork kicks it up one more level. Especially if you print it nicely. I was drawn to this title and series by the cover art, which I love. 

Saturday, January 16, 2021

Review - How to Hexcrawl by Joe Johnston

Publisher: Unknown
Author: Joe Johnston
Year: Unknown
Pages: 24 pages
Rating: 4.5 of 5 stars

Oh, the pain of being a historian and researcher. Reviews and criticism come at the drop of a hat. My third review, Raphael was an agonizing one star. I'm taking a break from novels. This series is all about the sci-fi and fantasy, so novels reside along side games. 

Let me throw a word out there: Impressum. It's a mark of ownership and pride. PRIDE! If you are offering you book on DriveThru or other publishing sites, put that in. Include your name, your website, your city, county and a date. Nothing is more frustrating than not knowing which Joe Johnston wrote an excellent book and guide for a world wide community. Which Joe Johnston is a thought leader? 

Enough whining. 

Mr. Johnston's How to He crawl is an excellent guide for players and DM's alike. My usual warning for reviews: this book is written for Labyrinth Lord but it is easily adaptable and applicable to other systems with little to no modification. 

How to Hexcrawl sets the stage with a brief introductory paragraph outlining how rewarding outdoors adventures are and plunges the sources used to create such adventures. Mr. Johnston spells out what organization he uses, why and how that will help the reader. 

The next sections detail how to begin, for both the DM and the adventures like. It is follow with the basic ideas and conventions with examples of usage. In a dungeon, the primary limitation imposed on players is the physical structure which imparts a sense of unknown. In hexcrawls, everything is wide open but perhaps only vaguely known. Mishaps such as navigation or failing to navigate rules game play. This is something well addressed by Mr. Johnston. 

Other challenges will occur along the way. Injury, weather and encounters are woven in at a very basic level. Whether a player is bit by a rattlesnake, the wagon tongue breaks or the logistic of travel are too challenging, this book provides guidance. 

Although a brief read, it is economically written, providing everything the reader needs to Hexcrawl. As a bonus, the layout is a great benefit to author and reader alike. The single column format is clean and the maps and artwork strengthens the work. For this piece breaking out the art and maps from the text is impossible. At 4.5 of five stars, it is hard to find room for improvement. 

Wednesday, January 13, 2021

Review - Cult of Diana: The Amazon Witch Tradition

Title: Cult of Diana: The Amazon Witch Tradition
Publisher: The Other Side Publishing
Author: Timothy S. Brannan
Year: 2019 (?)
Pages: 26 pages
Overall Rating: 5 of 5 stars
Text Only Rating: 4 of 5 stars

Continuing in the vein of the occult, today's review is of the Cult of Diana. This book is a part of a series on witches by Timothy S. Brannan for the Basic era D&D game. A word of warning, I play a mashup of B/X and AD&D 1e. I may let slip some observations which reference a set of rules that is not the one intended by the author of this book. 

To start, the entire series of books has excellent cover art. These are worth printing in high quality. Personally, I like to print the covers of DriveThruRPG books on photo paper. It is totally worth the effort. 

What makes witches worth of a new class in Basic era? The ideas, mainly, but also the integration within the rule set. Cult of Diana introduces some simple but powerful ideas to the rules. Mr. Brannan made sure these are carefully balanced so as not to be game breakers. Except for outward facing abilities like spells, no mechanic introduced upsets other character classes, which is very important for consistency. 

Like all characters, witches roll for HP, require certain modest ability scores (10 for INT, 11 for WIS and CHR), gain a bonus to experience for superior ability scores, and have limited armor and weapon selections. The author has provided 8 pages of new spells available to witches, none of which are unbalancing. 

What makes these characters different is their calling. Witches are part of a coven, granting them the ability to access new spells based on a particular tradition. This religiosity allows the witch to be of any alignment so long as they follow the tenants of their tradition. In the case of the Amazonian witch, their tradition is based on several gods such as Diana and Artemis. The author provides a brief section on what these beliefs mean. 

Circling back to the idea of covens, witches have access to ritual magic which requires many casters to participate in. Again, these ritual spells are well balanced. For both "normal magic" and "ritual magic" there are 8 levels of each described in the standard format for Basic era games. 

This particular set calls out BlueHolme but readers will find that it is a nice addition to any basic era game such as Labyrinth Lord or the Red box set. With a little adaption, this book could be plugged into a great many rule sets like AD&D. 

All and all this is a rock solid addition to your table. Text only is 4 of 5 stars. 

I tend to be colored by great artwork, usually shifting my rating upwards by one. In this review, I have ignored the excellent artwork and tables so as not to damage my rating scale too much. The art is superior for a supplemental book and completely inline with the Basic Era style. Considering the layout with the artwork, this book merits 5 of 5 stars. 

Reviewer's note: The date is taken from the forward, this could be the most recent update rather than the original publication date. If that is the case, my apologies but then that also means the author is providing an excellent experience by routinely updating his works. 

Saturday, December 19, 2020

AD&D Hoodlum

In June, I typed up a character class for a Unicorn. It worked very well for this off-kilter game session. The other three characters are a Druid, a Gangbanger, and a (Space) Marine. 

Today, I would like to work on the Gangbanger character class. First, I think gangbanger should be a title of the class, so the class name will be Hoodlum. At first, I thought hoodlums would be a fighting man or thief, but after some consideration, I believe they are more like clerics than anything. They have a clan, family and they have friends that believe the same thing they do. So, they are reskinned clerics. 

Hoodlums are anachronistic to the fantasy setting, being people from the 20th century. Skaters, punks and gang members. That being said, they can't use heavy blade weapons just like clerics. They will use knives and daggers plus blunt weapons. Oh, how a good baseball bat can feel. They use slingshots over bows and regular slings, knives over darts but can use a crossbow. 

They don't use shields and generally will not dress like normal fantasy characters, so AC is difficult. The Gamma World conversion rules are a nice option, but I think I will stick to just 3 types of armor. 

A leather motorcycle jacket will count as AC 8. Adding helmets and padded will get them to AC 7. Also, they can modify any type of armor found in a fantasy setting to get to AC 6. This is the lower limit for them, as they are wearing real armor in a fantastic way, it's more for looks than function. It really doesn't matter that they pull parts off of full plate, they are wearing it wrong and can't improve their AC score below 6. Creating their own signature armor is level dependent, which grants improvements at 1st, 3th and 6th levels. 

Hoodlums have the ability to pick pockets, sneak and hide, so in respects to those three talents, they operate like thieves of like level. They do not climb, detect or disarm traps as thieves. These skills aren't in their field of practice. Plus booby traps are for losers. 

Their next ability is improvised healing. Once per day per person, they can heal 1-3 hit points. It takes an hour. This ability comes from their desire to avoid hospitals and police involvement. Normally, they patch themselves up with items on hand, such as Mr. Clean, vodka and scraps of fabric, but it also works on others. It hurts. 

Hoodlums can use any magic item without a class restriction, they may not use magical weapons, shields or armor that they can normally can't wield. 

Their last ability is very powerful - technological adaption. Their ability to use crossbows, sling shots and create custom armor are minor variants of this skill. The ability to use horses and scrolls is a major expression of this skill. 

Hoodlums are current on all technologies to support their criminal activities. They will seek out a horse by 3rd level and will gain ability to fight from horseback at that level. This is not a magical animal like the paladin's warhorse but just as treasured. At 5th level, they will be competent with driving and maintaining wagons and carts. At 7th level, they can ride war chariots. Much of their money will be directed into pimping out these vehicles and conveyances.  

Hoodlums see scrolls as codes and secrets to be deciphered. This is a two step process. They must study a spell for one hour to see if they understand it, which they have a 50-50 chance at first level. Success means they understand the spell enough to try it in combat later, which also requires a roll with the same chance of success. For every level of experience, their odds improve by 3% to a maximum of 80% at 11th level. This is a once per day skill. They can only work on one scroll, one spell at a time. The level of the spell in irrelevant. Hoodlums will not be able to activate a scroll which would cause a loss in ability points (wish and the like). They know this and will not try. 

If they decipher a scroll with hostile magic (a curse or explosive runes) they will set it off. 

In combat, reading a scroll takes one whole round. Failure during combat indicates they get tongue tied and can't activate it. They may not make a second attempt until the next day when they can take an hour to study it again (and possibly fail).  

For the purposes of the hoodlum class, each and every spell and scroll combination is unique due to the handcrafting of the scroll. Deciphering a spell on one scroll does not confer the ability to read that spell on a different scroll, unlike clerics and magic users who use a different methodology to practice magic. 

It is interesting to note that this skill is more akin to code breaking than spell casting. They do not have the ability to read magical text in any meaningful way. Clerics and magic users will be confounded by the hoodlum's attempts and will understand how risky this talent is. 

The Hoodlum receives 1d6 hp per level plus Constitution bonuses. They fight and make saves as clerics and have limited armor and weaponry. They are always human to start the campaign as they are dimensional travelers, but once a gang is established in your campaign, they could be of any race. 

I'll update once I create a pretty table like the one I used in my Unicorn post. 



Click here to download the Google File.

Wednesday, December 9, 2020

Let the Hexcrawl Addiction Begin

I am really intrigued by the concept of Hexcrawls. I've never done this before, but the OSR community does not disappoint. 

Within minutes, Goblin’s Henchman pointed me to their In the Heart of the Unknown - Procedural Hex Crawling Engine Product: 

In the Heart of the Unknown - Procedural Hex Crawling Engine
In the Heart of the Unknown - Procedural Hex Crawling Engine
In the Heart of the Unknown - Procedural Hex Crawling Engine

I don't know what it is about art for Hexcrawls, but I love it. Click the link and check out In the Heart of Unknown. It's very cool. 

So I took a closer look at Third Kingdom Games and found a whole series of products. Of course, being a little daunted by the whole Hexcrawl experience, I needed the basics. I downloaded Third Kingdom Games, which I mentioned in my last post.  

Hexcrawl Basics
Hexcrawl Basics
Hexcrawl Basics

They also have map packs for Hexcrawls, which gives me a point of reference to get me started on this whole new way of gaming. 
 
Lake of Abomination Map Packet
Lake of Abomination Map Packet
Lake of Abomination Map Packet

I could spend weeks pouring over the stuff produced by Third Kingdom Games and Goblin’s Henchman. And probably will. 

When I created my Map Pack, I should have known I was going down this path. This is a very boring template for hexes, with 3 different colors of hex in three styles. It's also has a commercial license. So, please grab a copy and use it for for your hexcrawl or your product. 

The Hex Pack
The Hex Pack
The Hex Pack

Since I am looking to provide tools for you, I do have a walk thru so you can create your own DriveThruRPG links with HTML which mirror a standard Amazon ad. Give that a try, if you like. 

Tuesday, December 8, 2020

Hexcrawling

 I started a new project called Miledown, a hex crawl adventure. 


It just came to me as art, translating it to an adventure is going to be a trick. I can't think of the last time I used a hex map for my players and wonder if I have ever really ran a hexcrawl at all. When I ran the kids through B2, that map is a grid. Not a hexcrawl at all. 

That's ok. DriveThruRPG is to the rescue. Why reinvent the wheel when someone is an expert wheel maker? I picked up Todd Leback's Hexcrawl Basics. Before this project I had been eyeing the book simply for the cover art. I love it. 

I guess if I am going to use this for ideation, I had better do a review. It's all printed out and ready to read. I can't wait. 

Check back soon for that review and progress on my own hexcrawl project. 





Thursday, November 5, 2020

Chessex Dice on Amazon.com Under $10.00

I love Chessex Dice. Well, I love all dice and these 9 sets are on my Amazon wishlist. The great thing about the Amazon wishlist is the ability to price check things. This way, I don't go too nuts and buy high when I consistently sell low. 

Anyway, I have to have those Blue Weather Dice and the Tiny Pink Dice Set. Those are the best. The prices aren't bad at all and I can't wait until tomorrow when I can place an order.

Ads provided by Amazon help fund this website by remuneration. 

One of the interesting things about my site is, I run The Tek web stats every month. It is a listing of web stats and sales I do on products. Realistically, it takes very little money to keep my site going, but it's real easy to spend more than hosting and url costs if I don't watch myself. The wishlist combined with my Tek Stats keeps me honest with myself so I don't go crazy with the purchasing. 

Tuesday, September 29, 2020

B2 - The End?

Oh no! The end is nigh. 

Ok, I can be too upset, but the end came much quicker than I expected. 

My oldest just turned 18 in July and in less than a month, he will be in the Air Force Reserves. He hopes to be back by January 1st, 2021 so he can start college. We'll see how that goes. 

In light of his final weigh in and upcoming swearing in some time in October, we have placed this campaign on the back burner. 

What happened to the party? 

Glad you asked. 

In the last adventure, I decided I didn't like the treasure listed in the module for Vis and Ostro so I rolled my own. I used the table from the back of the Monster Manual and the characters scored 4 potions, 2 Invisibility, Animal Control and Heroism. They also got a bit more coin that the module provided, which I converted to gold pieces for the simplicity of tracking. 

Today, after dinner we talked about what to do with the game. 

The characters rapidly realized that they had too many coins to take back to town easily. The decided to divest themselves of everything that was unnecessary. Anything that was too hard to carry was dumped around cave B, sometimes in humorous ways. They left random stacks of lead coins in odd places, the last +1 arrow was engraved with the words: "That Guy" and other odd things. 

They traded the tiny wagons to the goblins who found them charming. They used the copper, electrum and silver to make peace with the kobolds, who were strangely coming out of the goblin's cave. The party retreated to the ogre cave for the rest of the night. At sunrise, they left the Caves of Chaos. A couple of orcish women warriors trailed them for a bit, as if to make sure they were really leaving. They used the potion of Animal Control on a mountain lion, to push it off their trail and to discourage the warrior women from following. 

We left off with them arriving at Keep and making their way into the structure. 

Since they completely bypassed the Keep at the start, they could potentially have a few more adventures in the coming month, but we can't be sure of anything. I will keep you posted. 

Thanks for following their adventures from the Caves of Chaos to the Chaos of IRL. 

I will be publishing their final character sheets at some point and may even covert them to my beloved BSOLO style sheets. You can also download my old school character sheets at DriveThruRPG. They come in two forms, a scan of the original sheets created in the mid-1980's and 2019 reprise I created last year. Both come in the same download, but to be honest, the original is better. 

Character Sheet
for AD&D

Character Sheet
Character Sheet for AD&D

Monday, September 28, 2020

Meet Vis and Ostro - Orcs of the Caves of Chaos

In our play through of Keep On the Borderlands, I've had to name the leaders of the Kobolds, the Goblins and both Orcish leaders. 

Vis is the western orc leader and Ostro is the eastern leader, just like the Goths. Vis has lost his cave system to the party. 

Ostro thought Vis would get himself killed defending his caves, but decided to use diplomacy. At first glance, Vis failed but Ostro can't turn out Vis's tribe, he'll need the manpower to stop the party. Ostro had the smaller of the two colonies so his position was initially weaker but the characters cleared the Cave B rather quickly so everyone is sweating and swearing.

If the characters had hit them and left the cave system, Vis would still be in control and Ostro could think of making a move on him. But the dastardly humans know where Ostro's den is and could take him out. Oddly, they don't know where the exterior cave mouth is, so they have not tried a direct attack. The party also lacks the manpower to defend their position in cave B while hitting the cave mouth anyway. They discovered that when they took the cave and most of the orcs simply fled to Ostro's cave C. 

Vis and Ostro are unwilling compatriots. They are currently acting as co-leaders who work as a pair, but what is really happening is each is hoping the other gets an arrow in the eye. 

The orcs are getting smarter and wiser when it comes to tactics. The orcs woefully lack missile weapons and the party showed them what a sling is. They are now trying to make their own slings, which is far easier to make than a bow or crossbow. This has put the wounded warriors in the position formerly held by women and the women in the role of warriors. 

The other thing the tricksy party did was set up triplines. But instead of using rope, they gathered up rocks from around the caves and made 6-12 inch high steps in random places. Because the orcs see by infrared, they can't see a difference between the cave floor and the low rock piles. Rocks from the same environment have the same temperature. 

My daughter thought this one up from reading Les Mis√©rables. The barricades in Paris were made in this fashion by ripping up the cobblestone streets to make a low step then placing all kinds of crap on top of it. If you managed to punch a hole in the barricade, you ended up stumbling into the muck that was under the cobbles. While revolutionaries rained gunfire and pots of boiling water down on you. 

They also put up a wicker door over the cave entrance which creates the problem where the orcs can see through it but not well enough to tell how many people are in there. Or more importantly, if the dogs are there. The party has taken to howling, which creeps out the orcs. 

The next trap they came up with was to place candles in the dark with cloaks and ropes hanging in front of them. It looks like movement, so the orcs rushed in to attack. The party hit them from behind, space that were kept dark. With missile fire. It's not very deadly, but the orcs fight their way out of a brighter area to a darker area while under fire. Usually, if they can flee, they do flee. 

The orcs are now lighting everything up in their caves because it's easier to deal with than sudden shifts in lighting. They are copying the wicker like door screens and steps to foil attackers.  

The net trap that caught Solvo was spread down the hall from room 13 at about knee level. It makes movement really difficult. They added rocks and garbage below the net to make noise and cause twisted ankles. The orcs haven't countered this as they don't have enough oil to set it on fire. But that is their plan. 

It's interesting that the kiddos are using history against me, I'm a social studies and history major. Should Vis and/or Ostro survive, they will be the trickiest villains ever. The siege of cave B is really changing the Caves in unexpected ways. 

I can't wait to see what happens next. 

Sunday, September 27, 2020

Seige - B2 Session

This map is very useful for something I put together in 2 minutes.  


Our heroes are completely under siege. The combined orc tribes have been hitting them non-stop since they took the B caves from them. 

Let's look at it from the orcish side. They have 27 male orcish warriors plus the two leaders. Some of the women have taken up arms to defend their home. I figured about half of them are available, which gives the orcs a total of 40 warriors and two leaders. 

Unfortunately, weight of numbers is not helping them "win", it's helping them not lose. 

Initially, they caught the party in a pincer move by attacking both entrances. The secret door is no longer a secret. The two times this was attempted, the party was caught in room 16 and were able to foil attack with tricks and traps near the secret door. 

From that point forward, the party left a deadfall trap in room 13, which made the orcs abandon it. The party used this area to launch a surprise attack on room 12. The orcs managed to dislodge them by attacking the mouth of the C cave. As a result, room 13 is now a no man's land,  heavily trapped with oil, pits and spikes. 

The orcs have also tried to lure the dogs out to kill them but failed. 

There have been a total of 10 attacks on the cave's mouth all of which have failed. The orcs have lost 12 warriors in all of the combined attacks. They keep losing with bad morale rolls more than actual deaths. The party is shooting them in the back, from hidden positions. They are saving those +1 arrows for the orcish leaders. Thankfully they are out of magic arrows. 

The goblins and kobolds are proven themselves to be useless to either side. The goblins utterly fail to be be helpful to the party, only attacking when the orcs rout. The kobolds are equally opportunistic, attacking the goblins once they walk by. 

The party owns the battlefield and can escape almost at anytime. They did make one miscalculation. The cleric whipped out a sling and now the orcs are busying themselves copying it. Missile fire has been the deciding factor in combat. The orc leaders have been bearing the brunt of the these attacks. 

As expected, the party has leveled up to third level, with the exception of Aleric who is stuck at first level due to his 3 classes. They have also discovered the importance of healing characters. 

This is an unusually campaign as the heroes are bent on using tactics over killing. This one session covered about 13 days. They are frustrating their opponents. However, they are slowly becoming aware of the fact that they may end up fighting 3 successive battles with the orcs, the goblins and maybe even the kobolds, all in one day. They know they can't win that war, so they are thinking of fleeing the Caves of Chaos entirely.

We will see next week.