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

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. 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. 





Sunday, November 1, 2020

Pluses and Minuses, Pools and Podcast

In Star Smuggler, characters make to hit rolls. They have to roll over a certain number which is varible with 2 dice. Although the rules do not say it, the character receives one die for skill and one die for the quality of their weapon. The rules establish that if you have no skill with a weapon, you can't make a to hit roll. However, theoretically, if you ignored that rule you could have an unskilled character blasting away with a very, very low probability of hitting. 

For starship and boat weapons, the roll is different. You need to roll 1 or 2 to hit. A pair or more of ones indicates a critical. The player receives a 1d6 per roll based on the tech level of their weapon, up to a maximum of 6d6. 

In other parts of the game, there is a standard roll of 1d6 or 2d6, where the character can have pluses and minuses modify the roll. The roll is usually used to determine what of 6 or 12 things happen next not how good you are doing. The evaluation of "good" or "bad" happens as a result of reading a paragraph or two describing an event. Getting in a fight is supposed to be bad, but if you have large party of characters that idea is flipped on it's head because the player can dominate the battlefield. Getting a cool new item is supposed to be good, but if you don't have room for it, it's useless. 

The D&D player in me only noticed the standard roll of 1d6 or 2d6 with modifiers and could not conceptualize why giving modifiers to weapons fire does not work. I know, I've tried. It's because those rolls are from a dice pool, a concept that is totally foreign to me.  

This is a case of knowing your rule sets and having a great background in games, mechanics and theory helps a lot. I am all about D&D while I find Traveller to be entirely opaque. Traveller fascinates me because I can't figure out how the game master and players use the game mechanics to make great things happen. I've heard of people playing one Traveller campaign for decades, as I have been doing with Star Smuggler. The basic mechanics make that happen. 

In D&D, my campaigns fizzle after a few weeks or months because the characters reach a point where the truly fantastic has to happen over and over each session to make the game go. The rules lose their gritty danger as the characters improve. That's baked right into D&D while Traveller has a totally different mindset where it's not likely that your character will mechanically improve at all. They get better and smarter, but everyone is still one blaster shot away from death. It's the psychological threat level that changes, not the characters abilities. It's all in the scope of the story. 

This is probably the reason why I've been listening to Safco Cast so much. I am sure most listeners are looking to Jeff Koenig and Bob Loftin Traveller experiences, I am listening for their Gaming experience. It's this whole "new" world of Traveller that fascinates me not for the world itself, but the whole mechanical framework that makes the play happen. In the last episode I listened to, they spoke all about dice pools and it really sorted out some issues I had with Star Smuggler because of my personal experience with D&D. Bob and Jeff are truly enlightening, because of the way they present the Traveller rules while also looking other systems like Cepheus and make great comparisons in how things are done. 

Amazing. Why don't you give them a try? 



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 Misérables. 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, from spaces 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 for our B2 Sessions. The Party controlled areas are in green, the Orcish side is still white like the original map and the areas that the party as seen are in orange.

The party rushed into area A, discovered the pit trap and retreated. 

It certainly helps me keep everything straight. 


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. 

Monday, September 21, 2020

Chaotic Cave Combats - B2 Session 5

The party almost bit off more than they could chew, but got really lucky. 

I should talk about the horse swapping and gossip first. 

The goblins have been raiding the kobolds, trying to bottle them up in their cave. During one raid, Solvo the thief and Lauren the ranger tailed the goblins and got a good look at the entrance to the kobold's lair. There were some injured kobolds and goblins, but no deaths. 

As Solvo and Lauren made their way back they were followed by a half dozen goblins and all of the kobold warriors. The rest of the party fired a couple of arrows at the kobolds which routed them. No deaths, but it caused a meeting between the goblin warband leader, Brekan and the party. The goblins find their new neighbors to be useful for the moment. That and the leader, Brekan was impressed by the gift of a puppy the party bestowed on him. 

Next, I have named the leaders of the orc tribes. The orcs in B are lead by Ostro and the orcs in cave C are lead by Vis. Ostro's orcs were soundly beaten by the party when they raided the goblin caves. Vis and Ostro met. Ostro wanted to see if the two tribes could reach an agreement to combine forces against the party and the goblins. Vis suggested that all of the women folk come to his cave and Ostro should drop dead. Ostro attempted to press the negotiation, with a punch but Vis was unimpressed and became more hostile.  

The party delivered some instant Karma on Vis. The party is confused about where the orcs are coming from and believe that all of them are in cave C, Vis's tribal home. They are completely wrong, they fought off Ostro's orcs in the goblin caves. They don't realize there is another cave B of to the east. (Vis is the western leader and Ostro is the eastern leader, just like the Goths.) 

Anyway, the heroes gathered up their wargear and mounted an offensive on Vis's cave. They even brought the dogs. However, nothing went smoothly. 

Solvo had the net trap fall on him, but the dogs surged over the top of it. The party was surprised by crossbow fire because I decided there was an orc with a crossbow in each main room due to the heightened alert status of the tribe. The dogs and a few arrows made short work of the orcish crossbow men. What the party didn't know was the dogs only attacked active combatants, and many of the orcs hid or froze at the sight of the dogs. When the party passed, they ran from entrance C to entrance B. 

Vis and Ostro heard the commotion and jointly pushed the party back. The party got pinned between the guard in area 16 and the orcish leaders coming through the secret door. As the party took down the guard behind them, the orcish leaders sensed that the battle was going poorly and retreated. Aleric, Solvo and Helvani nearly died pursing them in Ostro's cave system (B). 

The goblins and the kobolds noticed all of the mayhem and attacked the entrance to cave B. They were easily driven off because the whole thing devolved into a 4 way battle between two different groups of orcs, the kobolds and the goblins. Again, no deaths. In case you haven't noticed, I don't roll dice for stuff the party isn't a part of. 


The party now controls all of the areas in green. They have seen areas marked in orange. Brekan and the goblins are glad to help the party move further from their home. Brekan would really like to drive out the kobolds, but believes he needs more dogs and crossbows to do it. 

The kobolds also have plans. Kregg, their leader has put his tribe to work mining out a small exit from his room. It's really close to the Orcs in area B, but he doesn't care. He plans to hoof it if they get hit again. They will probably escape into the wilds and return when things die down. 

Vis and Ostro have barricaded the eastern most secret door. 

The party engaged in healing, as per their usually lack of care. They healed the dogs first leaving everyone except Belaphon pretty banged up. They almost paid for it when Solvo investigated room 13 and found the money and the centipedes. Aleric and Vandohl heard the ruckas and saved him. 

A little while later, Vis and Ostro peeked in on the heroes and decided not to press their luck against the dogs, Vandohl and Belaphon. Being fearsome orc leaders, they sent in the cannon fodder. Belaphon popped them with a light spell and Vandohl gave out a war whoop that sent them running before the dogs could get in on the act. Those damned dogs... The orcs don't know how many there are because they've only seen them one at a time. They believe there is a pack of them and not just two. 

During the party's second night in cave C, the orcs attempted a second attack via the secret door. The party expected this. They has made a rather nasty hedgehog trap of sharp sticks in that hallway and they wove a stick door for the entrance to the cave system. The dogs roam the area freely. The orcs got nailed with a magic missile for their trouble and retreated. 

I have a score card for the orcs. 

In area B, there were 22 male orcs and 8 of them died in the attack on the goblins last session. There are also 18 females and 9 children. In area C, there were 16 male orcs and 5 were killed in the fighting with the party. The remainder escaped to area B with all 8 female orcs and the 3 children. One more died in the attack on the second night. 

The orcs collectively have suffered 35% causalities, or more. If something doesn't change, the party will annihilate them. 

That change? Some of those non-combatant females now have swords. They are going down with out a fight. 

I'll be doling out experience for the party as soon as they catalog their new findings. I expect several to level up.

Sunday, September 13, 2020

OSR OCD. Witches Brew.

Back in my campaign on the Peninsula of Plenty, I had a coven of witches. These characters were straight up magic users that operated with a pack like mentality and a specific political goal. In order to give them enough power to stand toe to toe with the party physically, they needed to be overpowered. They are 3rd, 5th and 7th level. 

Since the party was 3rd level or less, the witches operated with some serious societal restrictions. The Coven of Ash adhered to "The Old Ways", which was unrestricted authoritarian rule. Most of the Empire is not on board with this, including the Emperor. 

Their visible presence invokes terror, so they move at night or invisibly. Most of the tactics involve terrorizing people with non-attacks so as to maintain their invisibility. Say, simply surrounding a target, pinching or poking a victim is enough to scare the target into doing what they want. The Coven of Ash are not your typical witches because they're totally unbalanced. They are supporting an authoritarian regime which doesn't even exist anymore. They are basically the Sheriff of Nottingham with magic. 

It worked well enough, but now that I got my hands on Timothy S. Brannan's Witch themed books, I can see how witches can be better than mere magic users with quirks. I just have three of the books in the series: The Basic Witch: The Pumpkin Spice Witch TraditionDaughters of Darkness: The Mara Witch for Basic Era Games and Cult of Diana: The Amazon Witch for Basic Era Games

To be super honest, I was attracted to the series by the cover art of Cult of Diana and The Mara Witch but I find the one "joke" book, The Pumpkin Spice Witch to be my favorite. It's all the same author, so I don't know if it's the tone or the generic nature of the Basic Witch which appeals to me. 

I've also made the mistake of printing all three books and storing them in one binder. I find myself flipping from one to the other. I play this weirdo mashup of B/X and AD&D, so I don't really notice minor differences in purpose, which I am sure is there. 

Anyway, I am getting ready to roll up a couple of witches and introduce them into my B2 campaign. The players hopped right past the hermit and a good witch seems to a suitable, player friendly substitute.  

Current situation: Reading The Cult of Diana

I’m on laundry duty tonight. However, I’ve got a good book to read. I have Timothy S. Brannan’s The Cult of Diana - The Amazon Witch Tradition

I’m posting from my phone, so this is painful and short. 

The book is a shockingly compact 25 pages but has no lacks. It was designed for Blueholme Prentice rules, nice set of retro clone rules. The art is very nice. Ok. I love the style, but don’t want to oversell you. (I have a tendency of doing that with artwork.) Some of the art appears between the columns like newer editions of D&D, while harkening back to the old school style of first Books. Tables are neatly shaded in white and blue for maximum readability. The spells are all new and suitably themed. I was particularly taken with the spell “Surocco”. It reminds me of the Bora, a gale force wind from the Alps, which helped Theodosius' forces defeat his enemies at The Battle of the Frigidus River. It strikes me as something very preternatural something only a witch could brew up. 




Friday, September 11, 2020

Summing It Up - B2 Session 4

The characters came out of session four in good order, but I am regretting a few things. So far the characters have a grand total of 2659 experience between combat, good tactics and treasure. 

In my campaigns, I generally only have silver and gold pieces. B2 assumes that all five coin types will be used which makes experience tabulation a nightmare. Annoying. 

Second, I gave the characters several hundred points of experience for good ideas and role play. The standout events were Solvo playing dead in the ogre's lair, the removal of the ogre's body to a fake campsite, the cleric praying for the ogre and the whole party using the secret door to ambush the orcs. 

In most of these cases, a single player or character came up with the idea and should have reaped the reward. The way I handle this under play conditions is to put a number on an index card and hand it to player. These points can be added to their experience immediately, unmodified by attribute bonuses OR if they wait to the end of the session, they can add in their experience modifier. This didn't happen because we've been playing outside with just the DM's Guide and Player's Handbook as a reference. 

This game isn't following my normal play style. The players are not really thinking about "leveling" or "experience" or gain more power. They are actively attempting to outsmart me by mere survival. I don't play to kill the characters, so I need to push the players into better stats because they don't care. Maybe they will after more success. 

I need to complete this campaign by October, as my son is going into the Air Force and won't be available to play. And I don't really want to play this one without him. 

Anyway, why don't you pick up either B2 Keep on the Borderlands or my character sheets on DriveThruRPG. 


Character Sheet for AD&D
Character Sheet
Character Sheet for AD&D

Thursday, September 10, 2020

Session Updates - The Characters


The Adventure continues in Borderlands. I'll be doing a real session update this weekend. This week has been hectic, with my kids going back to Virtual School and I went back to work, hopping between two really great 6-1-3 classrooms both virtually and in person. It's good to see new and old students again. 

Back to D&D. We have been playing two short sessions a week. It been a lot of fun and I have handed out a lot of experience points. I wanted to share the kids character sheets before they got too messed up. 

I have them in PDF form for download, if you need a low level character in a hurry. Just click the link for the file. 

First up is Aleric the Fighter-Cleric-Magic user. He is the only first level character, but he packs a lot of firepower. He has chain armor and a small shield plus a bow and bastard sword. 

Next is Belaphon the Mage. I use "Wizard" and "Mage" as synonyms for "Magic User". He's an Elf and usually has sleep and magic missile memorized. He's frail, but stands next to Aleric when the fighting starts. 

Helvani and Lauren are next. They are the paladin and ranger duo. Helvani, like Aleric carries a bastard sword and bow while Lauren is using a short sword and bow. Both wear chain and carry a shield. Each has a backup weapon, a hatchet and axe which double as tools. 

Solvo the thief is the idea man of the party. He has a short sword and bow. Solvo wears leather armor which is no where as a good as his Dex modifier. He's a bit too agressive for his hit points and AC, he's been knocked down to 1 HP twice. 

Vandohl is the party's cleric, armed with a mace and sling. She doesn't use a shield, so of all the fighter-types she's a bit more vulnerable. For some reason, she isn't willing to heal the party unless someone asks her. 

These character sheets date back to the 80's, when I first got my hands on a Mac 512K and Unearthed Arcana. One of the main features of this sheet is the comprehensive encumbrance tables on the backside. Back in the day, a lot of my players were in love with spy movies and woodcraft, so they all had tiny first aid kits and gizmos shoved in their pockets. That trait was extended to their characters. 

If you like these sheets, you can download them at DriveThruRPG. 


Character Sheet for AD&D
Character Sheet

Sunday, August 23, 2020

House Rules - Swords and Life Stealers - "Well, Mike. I calculated the odds and I went ahead and did it anyway..." (Part 3)

To the left is one of my favorite colognes, called Perversion. My other favorite is called Villain. However, at the game table, I hate being called either one of those words. 

I used to be afraid to use level or life draining creatures on my parties, but I got over it with a couple of house rules. By the way, you should probably pick up a copy of Ravenloft if you like sucking the life out of your players.  

The first house rule was on silvered weapons being an equivalent to magic weapons. That goes along ways when fighting the undead horde. Players still go through that whole "I'd be a fool to walk in there..." but at least they know they'll have an effective weapon. However, sometimes that isn't enough to get them to bite. 

I have a trick to life stealing that I unload on players. Life draining creatures live between worlds, their grip on this one is temporary. If the party kills the life draining creature, they get their levels back the next day, no saving throw. This is different than 3.5+ version of saving for recovery, which happens because it's the next day.  

This one is give and take, and I love it. Imagine the look on the player's face when they expect that they're going to get those levels back and end up with this discussion:

"No, you don't."
"Oh, crap. That thing is still alive!"
"Eyup." 

That one is as stressful as fun. It can really crank up the intensity of the game because now the players have to race back to the monster's lair to kill it before it can heal up. If the creature heals back to 100%, the loss of levels is permanent. Usually, the players have the means to heal themselves up as best they can, but the time limit stops them from padding the party with extras and alts. 

In the case of characters being turned into a life stealer themselves, it gives a brief window where the effect can be broken. Healing back up to full health is necessary immediately afterwards, so while it's fun, it's also a nightmare for the player(s). They get special powers for bit, but at a cost with a threat of death. 

This idea of having a life draining creature exist between two realms also creates the expectation that anything that travels the planes is a life stealer. Devils, demons, etc. all have this power in my campaigns. Usually it's in lieu of a different attack and I use it for drama. The basic criteria in my campaign is that the plane crosser must be immortal. Life stealing githyanki would be way too much, but it does explain their fancy swords. They probably encounter this problem all the time. 

Another quirk of this system is disruption. If a player strikes the life stealer with a weapon or spell that is 100% effective, that creature cannot drain in that round. It is also weakened to the point that non-magical weapons can affect it for the rest of the round. Silver arrows are life savers in this scenario, as are spells. Tick-tick-tick, the clock is running! Make those initiative rolls or beat feet. This makes those Lost Boys style combats incredibly likely and reasonable, which is also very fun. Just make sure you have a good map for the players so they can run in and out of trouble easily. 

I have not used the gimmick from Lord of the Rings where a character is immune due to some sort of basic definition, like being a woman or a hobbit. I'd like to, but that would cause a gender-race race. As funny as that is, the gag would be all used up by the ridiculousness. Play the character you love, not the character with the most mechanical advantages.

(I have a ridiculous gender crossing story here, and let me tell you, it was far less fun to be a participant than documentarian. It was painful because everyone's assumptions made for hard feelings.)  

Since the players are generally aware that if they kill the life stealer they could get their levels back, they go at it like the heroes they are. That is a lot of fun because they walk off extremely battered, but the next day, everything resets.

A lot of this is would not be possible or practical if not for one other thing that I do at the table. I don't always hand out experience at the end of the session. If I did, there would be a problem with ending a session after draining event. The characters would accumulate experience after the drain, then lose it if they get their levels back. That wouldn't be any fun and creates book keeping nightmares. 

I hand out experience at points where there are long pauses in the action, rather than at some real life time measurement. If they characters are waiting out a snow storm, training or researching, they get their experience dump at the same time. It puts the players on an "off topic task" at the table in lieu of boredom. I can tell stories as they do paperwork. 

It also removes the whole concept of "just 10 points way from the next level" occurring via a break from the game where the player is inclined to cheat. I avoid this by throwing out a mini-event for that player or players so they don't feel like they needed to cheat. I'm not inclined to give away the milk for free, but if I can play out a special one off event, I will because that is enjoyable. 

Click here for part one and click here for part two of this series. 

Saturday, August 22, 2020

House Rules - Making Swords Magical (Part 2)

Magic swords and other weapons are special in my campaigns. In my last post on magic swords, I wrote about allowing silver weapons to count as magical weapons and limitations I place on true magic swords. 

One of the side effects of allowing silver weapons to count as magically, they can be used to create "character feature permanence". There are a couple of ways of doing this, if the player wants his character to be "that axe wielding fighter". To be that, they always need an axe. Do I force them to be on the look out for magical axes in the future, or do I allow the axe to progress with them?

Seeking a specific weapon is how Fritz Leiber did it with the Gray Mouser. Scalpel and Cat's Paw were merely names that the Mouser tagged various weapons with. They changed, but not really, through out his adventures. Mechanically, they did the same task as the prior weapon, but were in some way better. Or not, Leiber wasn't really clear if the Mouser was breaking or losing normal weapons, or replacing with better.

While I like this methodology, it places an onus on me as the DM to provide special things. I don't like that because it creates the impression that I am screwing a character by the omission of certain items or it seems like I am singling a character out for special rewards. In some cases, the big prize will not be desirable to the party, it's a McGuffin for something else. I can't make someone's prize sword the McGuffin because by definition, the McGuffin exists for a purpose other than what it appears to be. I could, but that's just mean. 

Since I let players use silver or silvered weapons in place of magic weapons, I have a special formula for the pricing of such things. Basically, the character needs to pay the base price of the weapon plus the volume or weight of the silver necessary to make such an item. 

"Volume? Why volume?" Good question. If the weights of items are in gold coins and the price is in the same unit, I get a nice formula for silvered weapons, which are merely plated with silver. A dagger costs 2 gps, and weighs 10 coins, so the price for a silvered dagger is 2 gps, 10 silver pieces. That is one merely covered in silver. 

If the player wants a dagger made entirely out of silver, volume changes to weight. The character pays the base price of the weapon, plus the weight in silver of the manufactured weapon. So, a silver long sword costs 15 gps plus the weight of silver put into it. It weighs the same as 60 gold pieces, so the player must provide 60 gold pieces of silver, or 1200 silver coins. 

This gives me a nice formula for improvement of weapons constructed out of silver. An item can be reforged into a higher bonus weapon by repeating the process, with the only exception being plated weapons. Improving a plated weapon results in a magical copy, leaving a memento of where one has been. 

You might want to hold on to that, in case you drop your nice sword. Just saying. 

Improving a wholly silver alloy weapon merely has a cost and a time to produce. To go from a wholly silver weapon to +1, the cost is the base price of 15 gps plus the cost of the silver needed, which is again 1200 silver coins in the case of the longsword. The extra silver doesn't end up in the weapon, it is simply materials needed for the special task. It's basically a silver drain, which creates interesting scenarios if the characters can't get their hands on silver for some reason. Like they tried to do this with a suit of armor in a small town. This process is costly, but relatively easy to do if players are selling off treasure.

By creating a standardized way of improving weapons, I create item permanency for the players and a tool for magic users to make magic weapon. This is also a coin dump to explain why experience is equal to gold. It has many features.  

(Oh, my wiley players. I will mention that I do use encumbrance for carried items and I have had players request a new weight for their for wholly silver weapons. On paper, gold is almost twice the weight of silver. Since this would be an alloy, I say the weight of the silver weapon is only 80% of a regular one for the purposes of encumbrance. I never let this reduce the cost to make a silver weapon.) 

Anyway, what do you think? 

Click here to go back to part one and click here for part three of this series. 

Friday, August 21, 2020

House Rule - The Magic of Magic Swords (Part 1)

Magic swords are special in my campaigns. In the various rule sets +1 swords are denoted as special, but aren't the first magic weapon the characters get their hands on. These special weapons and tools are found right in the equipment lists. 

Silver daggers, holy water and symbols, wolvesbane and garlic are all magical weapons. So why can't a player purchase a magic sword right from the get-go? 

Because it's annoying and unbalancing for players to get a bonus right of the gate. In my campaigns, I have a system in place to limit the use of magical weapons.

Being a history buff, magical equipment in my campaigns mirrors the idea of Cursus Honorum from ancient Rome. Sulla was an exiled Roman who managed to set himself up as dictator for life. Since his ultimate plan was to step down from power, he set up the Cursus Honorum to prevent other people from making the power grab he did. Basically, he set up a system of term limits, age and rank requirements for every level government. If one wanted to be a Concul, one need to be 42 years of age and must have held the rank of praetor. Every rank on the Curus Honorum had criteria for eligibility. 

Although not intended by Sulla, the Cursus Honorum created a concept of superiority. This came about when people coming up for office were elected to that office in their very first year of eligibility. This was referred to as "in your year". A praetor who was elected in his year put on the airs of being superior by virtue of nailing his election to office the first time he was eligible. He was better than a praetor who was elected later in life. 

Anyway, back to magic swords. In pretty much all versions of D&D actually have this concept baked in. On the to hit tables, characters are sorted by levels and their relative combat effectiveness. Fighters beat clerics who are better than the lowly magic user.The tables prefer actual skill (level) over a magical weapons. Each bracket improves the to hit roll by two. So a 3rd level fighter with a +1 sword is not better than a 4th level fighter with a non-magic sword. The only negative for a higher level fighter with a non-magic sword is the ability to hit magical creatures. 

In an effort to get around this in my campaigns, I count silver weapons as magical, whether or not they impart a bonus or not. In this way, a high level character can hit magical monsters with silver, rather than a magic one. I have to do less adjustments on my monsters and encounters, because I can just follow the to hit table to determine how hard the event will be. 

An additional house rule is, one must have "ranks" necessary to hold a plussed weapon. Anyone can hold silver, but characters must be within a specific band to hold a weapon with a bonus and of a higher band to use it. Sort of like, "in your year". 

Silver  1-3 levels
+1       4-6 levels
+2       7-9 levels
+3      10-12 levels
+4      13-15 levels
+5      16+ levels

I like this schedule as a first level fighter could be given an heirloom +1 sword but can't use it. They don't need to search for a great weapon, they have it. 

At levels 1-3, they can merely carry it. At level 4, they can use it. The sword will refuse to be drawn for low level characters. If the character somehow figures out a way to draw it, it operates in reverse in the hands of the unworthy. It imparts a minus. This simulates a battle of wills between the magic of the sword and the would-be wielder. In the case of an heirloom, the character is fighting the spirit of the former owner(s) for control. It still counts as magical, even if the magic is a detriment to the player. 

This method also creates a game logic to specific tools. Characters, especially fighters, have a mechanical way to assess weapons which is linked to the settings. 

(I have all kinds of wiley player who find ways to get swords out of containers. I'm ready for them.)

Please let me know what you think of the classic +1 sword in the comments below. 

Click here for part two and click here for part three of this series. 

Thursday, August 13, 2020

Session Report - Keep on the Borderlands, Strange Game Play


We played outside, until the wind flipped the table and scatter our dice and sheets. 

That's ok. This second session was a building session and since I cleared up the character sheets, I can put names to stats, so to speak. 

Lauren is a human ranger, second level. 
Aleric is a half elven fighter-cleric-magic user. He is the only 1st level character. 
Vandohl or Vandal (spelled two different ways) is the dwarven cleric. 
Belaphon is an elven magic user. 
Solvo is the hobbit thief and the only character injured in the last session. He has 1 hit point left.
Helvani is a human paladin. 

There is an odd PLAYER dynamic happening, I have three players controlling two players each. Ranger is matched to thief, the cleric with the paladin, and C-F-MU with MU. Two people can heal the thief, but no one has offered and it hasn't been asked for. Not sure why. 

So, let's rewind to review session one. The characters got chased off by the kobolds after entering area A. They now know there is a pit trap and at least 8 kobold guards. They knocked two kobolds down to zero hp, but their friends dragged them into their lair. They will heal up. 

Instead of participating with all of the archery, the thief (Solvo) ran into the Ogre's lair. He was struck for 6 points of damage and played dead. The Ogre ran at the party but was driven off by missile fire and spells. When he returned to his lair, Solvo killed him with backstab in the dark. The party dragged the body to their original camp and laid him out like a sleeping camper. In the image below, the red circle is the abandoned campsite, which has the ogre's body and a fire.  


At the start of session 2, the players have posted guards at the entrance to their cave E. They are watching for monsters. They noticed movement above the tree over cave A, marked in orange. These things are too big to be kobolds. They noticed the kobolds seem to appear out the tree, apparently they sneak up there from the entrance. The yellow line is another set of creatures, they are bigger than kobolds but smaller than humans. 

In the morning the party hacked down some branches to sweep out the litter in the cave and promptly discover the treasure. The thief immediately noticed some of the gold pieces are lead. The team formulates a plan. 

Lauren, Belaphon and Helvani will return to the Keep with their found gold pieces and the party's remaining funds for more supplies. 

The according to the map, the keep is about fifty 100 yard squares away. The module says characters can cover 3 squares or 300 yards an hour. I've never bought that one. It's about 3 miles away, they have a map and a ranger. The Keep is 1 to 2 hour away from the Caves, if no mistakes are made. 

While the party is divided, Solvo, Vandal and Aleric discover the magic arrows, the potion and the scroll while cleaning. They debate over the purpose of the gold plated lead coins and count everything else. They take turns cutting firewood with the only hatchet they have.

They have three interesting sightings through out the day. Vandal heard goblin voices from the east. Instead of spotting actual goblins, he spied a mountain lion. Later in the day, Solvo notices three smaller orcs foraging for firewood. They seem to be children and the party retreats deeper into the cave.  

After dinner, the rest of the party returns. They pause at their old camp and notice that an animal has eaten part of the ogre. Mountain Lions. Ick. From there, they make a crazy slow-panicked dash to their new home, with many odd things. 

Back at the Keep, the players were determined to find several dogs. They found two full sized mastiff like dogs and a collie puppy. The mastiffs were used to tow two small wagons. These wagons are children's toys and were lashed to the dogs with two 10 foot poles each. In the wagons were a barrel of water and a large wooden chest packed full of iron rations plus a few implements like shovels, axes and brooms. Each PC was carrying 50' of rope, three wine skins and three waterskins. They have quivers of arrows and slings and an extra pair of bows lashed to their backs. They are dying from the weight. 

They also have 3 books, ink and pens which the ranger bought to write down spells. This sparked a heated conversation with the mage who knew they weren't the right materials. Before leaving, there was a second fight about bankrolling the remaining gold. The weight made the choice easy, but tempers were short.  

It took an hour to get to the keep at a jog, 3 hours to find the dogs and less than an hour to buy all of the rest of the stuff. The return trip was a 4 hour circus, because the dogs aren't draft animals and the alternative was the players leading a dog while pulling a wagon, which left the third PC to keep track of the puppy and items that were dropped. 

The characters all settled in their new hobbit hole. Half the party ate and sacked out immediately. Solvo, Vandal and Alaric straighten up a bit and drew straws for guard duty. Belaphon grumpily pitched in when not pretending to sleep. He spent some time talking about the merits of magic over prayer while examining the found scroll, which is clerical in nature. 

Three times in the night, the guard sighted orcs by the tree and heard both kobolds and goblins. Solvo could swear he heard goblins right in their cave, but could find nothing. 

The players didn't seem interested in experience points, so I didn't award any this time. I have to tabulate the pool, but I think they earned a total 600 from the treasure alone and probably an equal amount as role play and clear thinking awards. By the way, Solvo is up one hit point from natural healing. I'll allow it this time, but he needs magic or rest. 

If you like the character sheets from the image above, you can download them from DriveThruRPG. There are 2 styles, both with 7 stats for AD&D and Unearthed Arcana.  


Character Sheet for AD&D
Character Sheet
Character Sheet for AD&D

Tuesday, August 11, 2020

B2 Session - Standout Play during Keep on the Borderlands

I ran the kids through one session of Keep on the Borderlands. For fun, I let them use AD&D characters. They have a Cleric, a Thief (halfing), a Paladin, a Ranger, a Fighter-Magic User-Cleric (half elven) and a Magic User (elven). Each character is 2nd level, except the F-MU-C who is 1st level. 

They were less than impressed with the Keep itself and as soon as they got directions to the Caves of Chaos they set off. They also learned some gossip about the area, but disregarded much of it. They picked out a campsite to the east of the Caves and explored for the first day. They spent a lot of time checking the area to the west of the Cave complex, but finally mapped out the four cave entrances on the lowest level. Areas D, E, G and A, in that order. Since they didn't try to enter any of these areas, nothing happened. The thief tried to listen at each cave mouth, but heard nothing. Of course, everyone else tried to listen but didn't get that close. 

Out of an abundance of laziness, once they completed the circuit of the area, they went back to Cave Entrance A. All six of them entered the cave behind the thief who was prodding around for traps. He spotted the pit just as the 8 kobolds outside spot the characters.   

Everyone but the thief made a mad dash for the eastern mouth of the ravine, but pulled up short under the large tree. The kobolds don't have missile weapons, so they pursued on foot. At the tree, the MU wanted to get a spell ready while everyone except the Cleric got out missile weapons. In the meantime, the thief sprinted for the entrance to cave E. 

One volley of arrows sent the kobolds back to their cave. The party wanted to regroup and rethink their plan but this was disrupted by a horrible scream and thud from Cave E. The ogre clobbered the thief, who had one hit point left and played dead. The ogre saw the rest of the party and charged. Several flights of arrows and a magic missile routed him back to his cave.

The characters loosed 4 flights of arrows in two rounds as per AD&D rules, most missed but doubling up missile attacks makes AD&D missiles more deadly than D&D.  Out of a hail of 12 arrows, only 5 hit along with the magic missile but they knocked the ogre's hp to just 4. Strangely, the cleric didn't pull out a missile weapon for second time and stood off to one side with her mace.

In those 2 round of activity, the thief picked himself up and hid just inside the entrance to the cave. Shockingly, he backstabbed the ogre for a one shot kill. 

Impressive. 

Now here is where things went sideways. They moved into Cave E to camp for the night. The cleric threw out the idea of waiting until dark to move the ogre's body to their campsite to the east. They lit a nice fire for him and lay him out like a sleeping adventurer. The cleric prayed for the ogre out of respect for a fallen foe. 

Back at the cave, the characters mounted 3 watches. They are not simply guarding, they were watching for someone or something to investigate the body and the fire. 

That's a really nice plan and we ended on this high note. The next session will be a rare series of nighttime encounters. 

Experience awards were meager because the players don't know they are sitting on a pile treasure. They think the bag is a lumpy bed. They knocked 2 kobolds down to 0 hit, but their friends dragged them inside. I'm gonna count those as kills along with ogre. 

I have to give credit where credit is due. The cleric's idea to dispose of the body plus use it as a lure for other monsters was great. That is worth at least 200 experience. The thief's idea to to play dead to set up a backstab was turning lemons into lemonade. 

On paper that is 533 experience points. I'll add another 77 to make it an even 600 divided by 6. 

Since they made Cave E their base camp they will be pleasantly surprised when they investigate further. I will award another round of experience the moment they discover the treasure. 

If you don't already have this module, check it out on DriveThruRPG. 


B2 The Keep on the Borderlands
B2 The Keep on the Borderlands