Showing posts with label Solo Session. Show all posts
Showing posts with label Solo Session. Show all posts

Sunday, March 15, 2026

X2 - Castle Amber 2026 - Session 3.1 Be Strength and Warning and Speed Forever

Let's take a moment to stat up Gabby's familiar, a giant rabbit named Gronk. 

Gronk: 

AC 6, HD 1/2, hp 7, #AT Special, D None, Save As Gabby, ML 10

Gronk has several special abilities.

He can identify plants at will. This ability can detect decay, poison, and other unsafe conditions. His armor class reflects his high speed. Gronk has more HP than normal thanks to his bonding with Gabby. Gronk rolls his own initiative at a +3 every melee round. He is surprised only on roll of 1. 

He can move at 240'/80' for up to 10 rounds. He can also deadstop at those speeds, allowing him to run and hide in shadows in the same round. He has a 50% chance to hide in the shadows, but is more likely to hide behind something rather than in the shadows. He can listen at doors on 1-5, an ability he extends to Gabby. Gronk, like all rabbits, can see better in the dark than humans. This is another ability he extends to Gabby.

Gronk is not terribly inclined to listen at doors. He finds it weird and unrabbit-like. When he identifies plants, he expects to eat. 

Gronk has no attacks. If he wins initiative, he can blow through humanoid opponents, meaning he can always escape combat in any direction he wishes. He cannot do the same to other creatures or animals.

Gabby can cast spells through him, as if the spell originated at his location. I don't know where this rule came from. It is not in the from Timothy Brannon's books. This ability is something I have always done for Magic-Users, but I don't know where I got the idea from. This ability does permit Gronk and other familiars to make attack rolls to touch someone if required by the spell. Gabby believes it's wrong to cast a harmful spell (blight, charm, cause light wounds, etc.) using Gronk as a conduit. Evil Witches and Magic-Users do not suffer from this limitation. 

All of the rest of Gronk's "abilities" tend to fall in the category of "being a rabbit" and will be explained as they occur. They don't affect combat as they are flavoring.  

Alexei and Lance followed Gabby through the door to the Indoor Forest. Gronk thumped in warning. 

"Hey, your guys are here," said Gronk. 

"Am I hearing things?" Lance asks Alexei. 

"Of course you are, I'm talking to you," said Gronk. 

Alexei, being an Elf and a Bard, succeeded in not looking surprised, but couldn't think of a response. Gabby saved him from his silence. 

"Hey, what did I tell you about sitting in the grass?" asked Gabby. 

"The killer trees will magically appear and try to kill me," answered Gronk before thumbing in mock alarm. As if summoned, tenticles appear on the right side of the path, with a third appearing behind Gabby on the left. 

Characters in Purple, Killer Trees in Red
Roll for initiative! 

Lance and Alexei had their bows ready and went first. They target the tree accosting Gronk. They easily hit, severing two of four limbs. The remaining limbs missed the rabbit. The second tree retracts its limbs, frustrated by the bowmen. 

The next round saw the third tree also back off, as Gabby slowly walked out of reach. She set a large bowl-like shield down on the path and spread a large blanket to sit on. The Bard and Elf sent two more arrows after the tentacles, but missed. The tree flailed its limbs uselessly. 

The killer trees grumbled in frustration as Gabby began humming a tune. Pleased, Alexei sat down and pulled out his lute to play along. Gabby said nothing as she picked through a pile of harvested plants on the shield. The trees went silently, listening to the party. 

(Witches normally don't use shields. This is on loan from the rakasta so she can carry more plants.)

Gronk seated himself next to Gabby, placing himself between the herbs and the two strangers. Sorting through her plants, she distractedly placed some in front of Gronk. The rabbit muttered the name of each as he grazed from the offerings. 

"Mint... Ooh, clover. Nice," he said. 

Lance gawked at the rabbit, causing Alexei to elbow him. Not sure what to do, Lance pawed through his pack, pulling some rations and two wineskins out. As an afterthought, he pulled an apple out.  

"My name is Gabriella Durant," she said. "Such kindness is appreciated. You wouldn't happen to have some meat in there?"  

"For the rabbit?" he asked. 

"No. For the trees, silly." 

Lance shrugged, pulled some jerky out and sniffed it. "Do trees here normally eat meat?" 

"Unfortunately, yes," she answered. 

"Ahem," said Alexei, nodding to Lance without missing a beat in the tune he played. 

"Oh," said Lance. He stood and pulled off his sword, placing it between himself and Gabriella before settling back to his knees. "My name is Lance, man-at-arms of the Lady Khouri. My companion is Alexei Gleeman." 

Gabby responded by placing her silver dagger on top of Lance's sword. "Well met, kind sirs." 

"Pfft," said Gronk. Gabby smiled and patted the rabbit on the head. 

"Sorry, my friend. Gentlemen, this is Mon Seigneur Gronk, Chevalier du Bois de Lilas, le Défenseur des Voies Anciennes et Secrètes." Neither man understood anything beyond the name, the severe tone, and the gravity of the title.  

Gronk honked at them before continuing his forging. 

"Allow me to offer such hospitality as I may, in this accursed place." She pulled out four small bowls and several thimble-sized cups. Lance offered her the wine, and she beamed. 

She cast the Ritual Spell, Bonds of Hospitality, upon them all and they all drank except for Gronk. 

"As the lord defender of the Witch, I may not be bound by such magic. Instead, I offer you my respect and care on the lady's behalf," said Gronk as he bobbled through a lagomorphic version of a bow. 

Gabriella removed Gronk's cup from the blanket, kissed it, and poured it into the grass as an offering to the forest. When she returned the cup to the blanket, Lance and Alexei solemnly bowed their heads, in respect of the sacrifice. Gronk repeated his odd bow to the lady before thumping in respect to the forest. 

"Peace and kindness to you and all you defend, great sir," Alexei said to the rabbit. "We thank you for your consideration." 

Gronk looked pleased. "They are so civil compared to the Rakshasa." 

Gabby shrugged, then placed some berries and leaves in each little bowl. The rabbit didn't seem to mind eating this. Once they were done, the ritual was complete. All participants are unable to engage in hostility for the next 24 hours, or they will be sickened. Except the rabbit, of course. 

Gabby gathered up her belongings, packing them away. She flicked through the herbs on the shield, selecting several large leaves. She gestured towards the jerky Lance had produced, and he handed them over. 

Unbeknownst to the men, the ritual included the two closest killer trees. Gabby took the jerky and leaves over to the wounded one and set them on the ground within its reach. It ate all of it and was healed. This one tree will ignore Gabby, Lance, and Alexei from here on out.

"You mentioned the Rakshasa. Are they the cat-men we saw?" asked Alexei. 

"Yes, I am in their employ. I keep them well and healthy," she waved, indicating the herbs she had collected. "However, I grow tired of this agreement." 

She pulled a large silver key on a chain from her tunic. "I wish to be free." 

If you like the Witch character I am using, thank Timothy S. Brannan. 

Please see the following links for DrivThruRPG: 

Saturday, March 14, 2026

X2 - Castle Amber 2026 - Session 3 - Split the Party Quarce

There are a lot of good reasons not to split the party. In the last session, Lance and Alexei wandered off after a woman they saw. After a brief combat, the party spotted the Raskasta and split again. Merry and Nononn decided to confront the Raskasta to see where Lance and Alexei went. Rety and Jude led the rest of the party to the Indoor Forest before changing their minds and choosing a different course. Rety and Jude fixated on room 8, the obvious trap. 

Let us get to the fourth division of the party. 

Pizzaballa was sitting at the bottom of the stairs to the foyer. Black smoke poured from the double doors. He was watching the Demos Magen* with interest, trying to think of a name for each of them. One was rubbing down Jude's horse while the other watched rabbits frolicking in the grass. There was a mighty TH-ruHMP! as Jude and the gang threw another flask of oil at the slimes. 

"Burning flasks of oil do 1d8 per round of damage," said the Magen watching the rabbits. "That is an awful amount of damage for such a low-tech utility item." 

Pizzaballa shook his head, "We aren't supposed to talk about it. It's not in the spirit of the game. But I do get your point, kind sir." 

"Who says?" the other Magen asked. 

"'Who?' indeed," answered Pizzaballa. "If I may be so bold, may I call you 'Warren'?" 

The Magen looked pleased. "We would be pleased. Warren is a good name. Where does it come from?" he asked. 

"The French, I believe. People from Jean-Louis's homeland," said Pizzaballa. 

"Warren, Pizzaballa. What shall we be named?" The Magen had gone back to brushing down the horse. 

"Hmm. Good question." After a long minute, Pizzaballa offered, "Parker, I think 'Parker' is an excellent name for you." 

"I do like it. Where does it come from?" he asked. 

"Well, that is complicated. It started in Old French, then was adopted into Middle English. Many people would be familiar with it from a comic book character. His name was Peter." 

"I do not like Peter. I like Parker," said the second Magen. "What does it mean?" 

"Well, a parker one who watches or cares for animals," answered the Cleric. 

A sizzle came echoing from the doorway and the black smoke was softened by a gout of steam. 

"Do you really think the wet carpet will stop them from burning down the castle?" asked Parker.

Pizzaballa shrugged. "Maybe. I hope."  

Before this session, I ran a poll among the younglings I know. Room 8 held a gray ooze, a giant green slime, and a black puddling. It is a classic Gygaxian trap for the unwary. I also mention that I have run this module several times. The first time, the party avoided the trap with a 10-foot pole, as any good D&D player would. The second time, it was throwing objects, like the towels from room 6. After that, everyone immediately identified the ooze, the slime, and the pudding by description. 

I polled 7 players between 20 and 25 years of age. All 7 of them identified the threat from the description only and proposed throwing as much burning oil into the room as possible. Zero modern players are fooled by this scenario. 

To paraphrase Octavia Butler, "To be remembered is to be lied about." 

I have taken great liberties with this module. There are movies, French, Shakespeare, Old and Middle English, comic book characters, cell phones, etc., in these posts and sessions. This is because my campaign takes place in a fallen version of our world. I can do that. 

In running the poll, this scenario SEEMS not worth running. But is that true? 

No, this is the lie. No one has fallen for the obvious trick of setting foot in the room for four decades of my play experience. Since that is a fact and true, I have to ask, "What is the point of this scenario?" The obvious trap is not the purpose.  

Moldvay isn't Gary Gygax, but he wrote to his level and style, which includes some fairly deep thinking. Room 8 was meant to be a sink for resources. Look at my characters (click the link to see that post). I made mistakes when creating these characters and did not permit myself time or thought to properly equip the party. Even still, the party has access to 23 flasks of oil and dozens of torches. 

This scenario needs to be played out because I can't have the party walk into the Indoor Forest with the ability to unload 23d8 points of damage every round. They also cast some spells to give themselves an advantage, like bless and their remaining magic missile spells. 

This is why I let this play out as I did. I won't bore you with the details, but the gray ooze is the dangerous creature here. It has the fewest hit points but is faster and better protected than the slime and the black pudding. I used an Excel spreadsheet to run through the combat several times. The RND function is not great for dice rolls, but it is a close approximation. The longest fight took 8 rounds. But used up most of the party's oil and torches. 

Let's collect up treasure and experience: 3000 gp plus 1000 pp in coins. Thomas and Dorian decide to grant Pizzaballa the staff of healing. Jude is offered the sword. This is 888 exp per character. While Pizzaballa didn't participate in combat, he did engage in planning, so he received experience this time. 

Pizzaballa is now level 3. Sybil is a special case; she has the power of a 4th-level Magic-User, but only had 9851 exp due to the use of a wish spell. She is now earning experience towards 5th-level. 

Let me share this album, as it seems appropriate.  


This post is getting long, so we will visit with Gabby, Alexei, and Gabby in Session 3.1 and Nononn and Merry in 3.2. 

*Is Magen a collective noun? For the way I have been playing them up, I think it is appropriate. 

Sunday, February 22, 2026

X2 - Castle Amber 2026 - Session 2 - Into the Breach

In session 1, the party retreated to the Castle's exterior to take stock. Merry, Jude, Rety, and Nononn make a plan of attack once the foyer doors open in the morning.  

Session 1.5 presented the character sheets. If you want to know what the party has, take a moment to review. 

The party obtained some treasure, but more importantly, received two Demos Magen who are now behaving oddly. They make the choice to leave them outside under the watchful eye of Pizzaballa while the rest of the team explores the northwestern corner of the castle. 

Rety checks the door just south of rooms 6, 7, and 8 and finds it unlocked. As the main party listens at door 8, there is a click. Alexei and Lance walked to room 6 and opened the door. Nononn has a caniption. While the team searches the linen closet, he orders the two green characters into the main hall to listen for Pizzaballa and keep watch on the approach. 

The party doesn't hear anything in room 8 and opens the door. They study the slime-encrusted room and decide that there is nothing of interest at the moment. They close the door. 

Rety believes she heard something in room 7, so the party arms itself for battle. In reality, she failed her roll and reacted to an imagined sound. 

Rety, Merry, and Kuri take a knee, bows drawn in 5 feet back from the door. Behind them, the magic-using characters stand ready to fling magic missiles over the bowmen's heads. Thomas and Dorian flank either side of the door to push it open. Behind the clerics, Jude and Nononn wait, weapons drawn. 

This is Kevin.
On the other side of the door, Ted turns to Bob and hisses, "Did you hear that?" 

Kevin waves 6 of his eight legs. "Someone's stealing our towels." 

The Arenea ready themselves for what will be known as The Battle of Soap and Towels. 

This is one of those odd times, where A) I wasn't going to do a commercial but now I am, and B) one module refers to another. Castle Amber refers the reader to X1, which features the Arenea as antagonists to the Phantons on the Isle of Dread.  

In this case, neither side will engage in movement. Everyone is locked and loaded. Thomas unlatches the door. Both Dorian and Thomas give it a good push. Initiative is simultaneous, and no one is surprised. 

I have decided I didn't like the Arenea's spells and gave them different ones, but it doesn't matter much. All three bow wielders target Bob and let fly. Not only is his spell foiled, but he drops dead. Kevin and Ted unleash Magic Missiles at the same time as Solvo, Sybil, and Belaphon. 

All of the magic users are hit and are slightly toasty. Since the party is making all kinds of noise, I roll for a wandering monster and get Raskasta. Alexei and Lance notice the largest Cat Man they have ever seen and retreat into the corner of the main hall, behind the double doors on the south wall. They are trying not to be seen. A group of five of them comes out of the Study. No one looks at Alexei and Lance.  

Round 2. The Arenea win initiative and take the fight vertical, skittering up the walls to the ceiling. Thomas, Dorian, Nononn, and Jude rush into the room. The two Arenea try to blind Nononn and Jude with continual light spells, but fail. Jude has a polearm and is able to take Ted off the ceiling. No one else can reach that high. 

The Magic Users fade southward, with Solvo guarding them. They both took heavy hits in the last round and are really annoyed. They don't realize Alexei and Lance are not visible. 

The party found better jewelry than this. 
The lead Raskasta gives a gruff command to a young woman and closes the door to the Study. The woman runs off down the hall to the Indoor Forest. 

Round 3. The bowmen advance into the room, and the party mops the floor with Kevin. Bel, and Sybil led by Solvo, stumble out into the main hallway to regroup as the rest of the party searches for more monsters hiding in the webs. They were tagged by one magic missile each, but sometimes Magic Users will play up their spells' power for the watching masses. 

Bel sees the door to the Indoor Forest close. He looks to Lance and Alexei, but they are nowhere to be found. Bel lets out a groan as Sybil runs to the foyer to check on Pizzaballa. 

The party splits again. Bel, leads Nononn, Solvo, and Rety to the doors to the Forest, bows ready. Sybil and Pizzaballa return to the southside of the main hall with Merry and his bow for cover. Kuri, Jude, Dorian, and Thomas continue to search the Arenea lair. 

Bel opens the door to the Forest. There is no one in sight. They communicate this the best they can with hand gestures to Merry's team. Jude collects up the treasure they find in the lair and returns to the team in the main hallway. 

Each character has gained 435 Experience, except Lance, Alexei, and Pizzaballa, who missed out on the combat. This closes up Session 2. I hope you enjoyed it.

Thursday, February 19, 2026

X2 - Castle Amber 2026 - Session 1.5 - The Character Sheets

Here is the scorecard post. I should have started with a character list and character sheets. You know why? In Session 1, I put Lance at the front and in the last rank in the marching order. Dummy. Tracking 13 characters is a beast. 

These are PDF files from my Google Drive account. You don't need an account to download them

  1. Merry the Halfling, Paladin
  2. (Ana) Khouri, Post Human, Fighter
  3. Lance, Human, Fighter
  4. Alexei, Elf, Bard
  5. Pizzaballa, Elf, Cleric
  6. Nodonn, Human, Fighter
  7. Solvo, Elf
  8. Thomas, Cleric
  9. Jude (aka Punch), Knight
  10. Rety, Thief
  11. Dorian, Cleric 
  12. Sybil, MU
  13. Belaphon (aka Bel), MU
There are also Demos Magen with the party now. They do not have character sheets. 

If I had posted these earlier, I would have successfully completed my #CharacterCreationChallenge. As it stands, I am still a few short. 

Before we go further, let's have the overt DriveThruRPG commercial: 

I use Necrotic Gnome's Old-School Essentials. I picked up the boxed sets from a Kickstarter. You can approximate this with two titles: The Referee's Tome and The Player's Tome. Or you could taste test it with the Basic Rules. These are free. 

Exactly why I haven't been posting links to X2 Castle Amber is beyond me. I've been nattering on about it for weeks. 

When I posted Session 0, I listed the characters' levels. I didn't do that this time because modules like X2 put the characters in a sweet spot where low-level characters rapidly catch up with somewhat higher-level characters due to the taking of gold. The party won 10,000 gps from Jean-Louis D'Amberville in Session 1. 

In adapting this for my table, I have solved the railroad problem by allowing the characters to retreat to a point of safety outside of the Foyer. That's cool. However, the module was written as a railroad and doesn't take into account that if you subvert that point, the party could return to Jean-Louis's Salon over and over again. 

Should 10,000 gps and 3 more Magen be available every time? 

Yes-No. Jean-Louis and his Magen should be there, but should not offer a match to the players each time. At least not for money. That would be game-breaking because dumping 10,000 gps on the party would send their levels through the roof in short order. 

Here is a handy post where I compare all of the character level charts from OSE. Since OSE doesn't have the concept of "Challenge Rating", you can use this chart to quickly determine how much experience is too much to hand out. It doesn't help with creating a combat scenario, but it will stop you from throwing too much cash at the party in one go. It also helps you determine how quickly low-level characters can catch up to higher ones and what classes will rapidly level. 

Jude (formerly known as Punch) had this issue. In the B2 sessions, he struggled to keep up because he obtained most of his experience from combat, not treasure. In B/X, limiting the treasure is the best way to keep characters in a certain regime of play. 

I don't know if we'll see Jean-Louis later, but I have a couple of ideas about how I would play him. He was a pomus ass at first, then morphed into a gamer and gambler. The next time the party sees him, I suspect he will act like a trainer, a promoter, and a coach. He should stay interesting, but slightly annoying, so the party doesn't get stuck. This is why I gave him a cell phone in the last session. Players would catch the meta of a pre-republic French dude trying to be an Instagram influencer. That's fun. 

I believe I'll have time to post again on Saturday or Sunday. 

Saturday, February 14, 2026

X2 - Castle Amber 2026 - Session I - Free Time. Get Your Patter on!

In modern role-play, Castle Amber is challenging. There are so many moving parts, and the module is presented as a straight-up railroad. 

In Session 0, I suggested that the DM either dispense with the mist/fog to stop the railroad. Or present it as a mysterious force that stymies the party. The module was written for an unknown cast of players and makes the obvious assumption that one purchased X2 to play X2. That requires the author to turn it into a railroad. 

At your table, the motivation to explore Castle Amber can be different, specific to your campaign world. Therefore, you don't need to push so hard. 

I have given these characters a version of "Horse Heaven", so that they feel safe in proceeding into the castle, and the question of the mist never came up. After setting up camp, the party walked right into the adventure. 

Theoretically, the party could explore all of the castle without being forced or arm-twisted into slogging through the whole adventure. At least until they reach the gates to Averoigne. Then they are trapped.

The entry to Averoigne wouldn't be a surprise. They can back out, up until that moment.  

This does present some flex in your campaign world. If the party can back out of Castle Amber, why can't other parties find it, too? That is where you need to get creative and make something different or special happen to the characters. 

Anyway, let's get into Session 1. 

The party has opted to enter the Grand Salon with Jean-Louis D'Amberville. If you opted for the railroad option, this is your first challenge. Most modern players would question Jean-Louis about the situation. I dodged that here by allowing the players to retreat to a safe zone. 

Nononn is fully suited in his ghostie armor and throws open the door. 

"Marvelous! Enchanting!" exclaims Jean-Louis. "Take it off! And step in the ring, please." 

Nononn's ghostie armor should cause fear, but the D'Amberville family is highly magical and bat-shit crazy. I figured I'd put a lampshade on that from the get-go. That would give players a nice meta-jolt. 

The party exchanges a few questions, while Jean-Louis encourages one of them to get in the ring with his Magen. Jean-Louis really wants Nonnon to be the first. Jean-Louis's bet is his suit of armor vs. the ghostie armor. As per the instructions, he also offers side bets. There is a lot of gold here, and therefore a lot of experience on the line. 

The Magen is not much of a challenge to an equal-level character like Nononn, who is 4th level. This is because most characters with high strength, dexterity, and constitution have bonuses. What hinders the party is the fact that they don't know the Magen's stats, plus they have the opportunity to throw in the towel, whether the combatant wants it or not.  

The challenge for the DM is managing a large party watching a single combat. I would sort the party by PLAYER demeanor. Those who want to fight go into one group, those who want to gamble go into another group, and those who are not interested in either of those go into the third group. 

Before we go much further, let's have the overt commercial: 

I use Necrotic Gnome's Old-School Essentials. I picked up the boxed sets from a Kickstarter. You can approximate this with two titles: The Referee's Tome and The Player's Tome. Or you could taste test it with the Basic Rules. These are free. 

I mention this because this combat uses non-standard rules per the module. PC's do 1 or 2 HP of damage while the Magen does 1-3. Any time a combatant does max damage, there is 5% chance of a KO. Being reduced to zero kills a combatant. Each boxing round is 6 normal combat rounds, and there are 5 boxing rounds. Mechanically, we are talking 30 initiative rolls and 60 to hit rolls. This is why I split up the party into 3 groups.  

I use one house rule at all times, which means I can't take it back for this scenario. All characters, including monsters, can go to -10 hp before dying. It makes death virtually impossible in this scenario. It also sets up a dramatic twist later. There is a second house rule in play that I will mention later.* 

Those interested in boxing are engaged with Nononn, and Nononn's player can ask other players to make his die rolls if he wishes. Gamers are a superstitious lot and may want to switch who rolls and what dice are used for luck. They also get to throw in the towel for Nonnon, even against his wishes. This keeps them busy. 

The gamblers are verbally engaged with Jean-Louis, making bets and throwing taunts. You want to have snappy patter going for them. 

The last group will take over the DM's role and will roll the dice for the Demos Magen, including throwing in the towel. This sets up a little friendly hostility because they can screw the party with random die rolls or save the party by throwing in the party. Jean-Louis will meta-shit-talk them if they throw the towel without a good reason. 

By breaking the party up into different groups, you get everyone engaged rather than 1 person rolling dozens of times while everyone else watches. 

Remember, I mentioned that a like-level fighter has an advantage in this combat? That is not entirely true. They only have an advantage if they know the Magen's hit points. And only the group rolling the dice knows the Magen's hit points, and I ask them not to reveal them on pain of forfeit. They need this information so they know when to throw in the towel. 

*My second house rule that is always in effect is "Just say it". If a player is discussing gameplay and tactics, but not speaking for their characters, they can use numbers and such. If they flip it around and have the characters speak about HP or levels, I'll break the fourth wall and mock them. This is important for this boxing match because it clues in the party as to Nononn's state of health. 

Nononn doffs his armor and gets in the ring. The other two Magens signal the start of the match by stamping their feet. To make the insanity of the situation complete, the floating wizard's eyes appear, and Jean-Louis orders his Magens to cheer. I want the vibe to be Heath Ledger's William Thatcher vs. Heath Ledger's Joker. And here we have it. 

Nononn is a beast of a fighter. He has more hit points, is harder to hit than the Magen, and he has a plus one to damage and to hit. At the end of the first round of boxing (six combat rounds), the Magen is down to 18 HP from 29, plus Nononn tags him for both a 20 to hit plus max damage at the end of the first. The Magen avoids being KO'ed. Nononn has 22 hp left. 

In the middle of the second round, things go south for the party. The Magen rolls a pair of 20's in a row, rocking Nononn. He takes damage and rolls 94% and 06% to avoid being knocked out. 

Remember what I said about players being a superstitious lot? Due to a fluke of the dice, Nononn happened to roll within one of the top five or bottom five on a 1d100. The team got spooked and threw in the towel. That's not how random or die rolls work, but that is the choice they made. Players do this all the time, but shouldn't. 

Annoyed, Nononn climbs out of the ring, glaring at his friends. The party heals Nononn and more than a few characters ask for double or nothing. 

Jean-Louis suits up in the ghostie armor and asks the party, "Do you really have enough for double or nothing?"  

They do not. They do have 2500 gps and Jean-Louis bets his suit of +2 chainmail against them. Ana replaces Nononn in the ring. Jean-Louis orders one of the guardian Magens to take the place of the slightly banged-up Magen. 

If anyone asks, the ghostie armor has turned into something unusual, but completely normal plate armor once Jean-Louis dons it. It is essentially non-magical now. 

Ana and the Magen survive round one and round two, but the Magen goes down in round 3. Pleased, the Nononn accepts the +2 chainmail and suits up. 

Back in December, I posted about my first and second run through of X2. And I would like to incorporate an event that happened decades ago. The party in that session healed the Demos Magenes they defeated, and a perplexed Jean-Louis asked: 

"Why would you do that? They are just automata. A thing." 

Jean-Louis is still super excited and dismisses the banged-up Magens to the corner, like broken toys. But he hasn't had this much fun in a long time, so he wants to go again. The third Magnus takes off his armor and gets in the ring. 

The gang of gamblers wants to go big. In addition to the 2500 gps the party has, they offer a pair of +1 daggers, a +1 short sword, a bag of holding, and a cloak of elven kind as a wager. 

"My, my. You are suddenly very rich, and perhaps on a winning streak." 

The healed but bruised Demos groans at the condescending tone. He is now ashen, instead of the golden tone he started with. The party dismisses it as not remembering correctly, and Jean-Louis ignores the automata entirely. 

The floating eyes examine the groaning creature, then the party's wager. After an oddly one-sided conversation with the eyes, Jean-Louis gives back the party bag of holding and bets 10,000 gps against the party's wager. Everyone is all smiles as Merry starts to strip off his armor. 

Jean-Louis bellows, "Bravo!" and the party turns around. Jude, armor off, is standing in the middle of the ring. 

"What a fine challenge this will be. The lightning bruiser against the magical automata!" Jean-Louis is not wrong. "Perhaps, you would like to accept my offer of magical preparation? I wish I had ordered food and libations for this." He pulls out a cell phone, but having no data here, puts it away. 

Thomas enters the ring and bestows a blessing on Jude, who kneels to accept it. Jude has an 18 strength. He now has a +4 to hit and damage thanks to the spell. But he only has 18 hit points vs. the Magen's 29 HP. Rety and Bel consult each other as Sybil uses her magical Cloak of Wondrous Items to produce a pig on a spit.

Jean-Louis claps and 2 of his creatures approach to assist him out of his not-so-ghostie armor. The ashen Magen is nearly useless in this task, and Thomas takes an interest in him. It removes a guantlet and stops to examine it. The other Magen completes the task before it is finished.  

After everyone is situated with food and drink, Jean-Louis asks if they are ready. 

Rety replies, "Almost," then nods to Sybil. 

"Wait!" shouts Jude as Sybil casts invisibility on him. Jean-Louis is not amused and mutters something about cheaters being drawn and quartered. The Wizard Eyes flutter around the boxing ring. The eyes face each other, bouncing up and down as if having an animated conversation. 

The challenging Magen vanishes, as one of the eyes casts invisibility on it. 

Jean-Louis chuckles appreciative and says, "With that, I believe we are ready." 

For drama, Invisibility isn't canceled by attempting to attack. It's the rolling of damage that causes the spell to end. The first round of boxing doesn't go well. Jean-Louis roars with laughter as the two combatants stumble around the ring trying to find each other. Jude utters an oath, and the Magen fixates on his location. Jude moves, and the ring quakes as the Magen strikes the turnbuckles.

The party seems to be ok with this turn of affairs, continuing to engage with their host. The food and libations go down fast.  The round ends, and the opponents retreat to their corners and the merriment continues. 

The second round is a stunner. Both fighters come out of their corners swinging, and as a consequence, both drop their invisibility spells. The Magen strikes on each swing, but does poorly with damage rolls. When Jude hits, he rocks the Demos Magus hard. 

They move on to the third and final round. Jude is staggered by a series of hits, stumbling around with one hit point left. The Knight pulls himself up and chases the Demos Magen now. Jean-Louis considers throwing the towel. Jude unloads 3 powerful hits to finish the fight. 

The party cheers, and Jude comes out of the ring. They collect their winnings as Jude asks to retreat from this horrible place to rest. Thomas, Merry, and Dorian pour on the healing spells as the party cleans up. They have decided to exit Castle Amber and rest until the next morning. 

Jean-Louis says, "Bonne journée," as they collect their winnings and equipment. They smile and make for the door. The madman groans and asks, "So, you don't clean up after yourselves?" 

Sybil laughs and smiles as she turns to recover the empty spit. Lance packs up the food, but Nononn and Thomas are dismayed. 

Jean-Louis is pointing at the two Magens who received healing. Both have lost their golden luster and no longer respond to the man's orders. They dumbly allow themselves to be led out by Nononn and Thomas. 

The party has won 10,000 gps and a +2 suit of armor. 

In the yard outside the foyer, one Magen mumbles, "We don't remember our name." 

Name by the Goo-Goo Dolls. 

Saturday, February 7, 2026

X2 - Castle Amber 2026 - Session 0

It is time to begin. This is the introductory post of my solo play-through of Castle Amber. I grabbed a copy just before Christmas from DriveThruRPG, and you can, too. Click the link. 

I am using the Old School Essentials rule set. For the most part, these are available on Drivethru. You might like the Rule Tome, or you can carry on with whatever old-school D&D product. I've played it with AD&D e1, B/X, BECMI, and RC. There is no real reason to change what you are comfortable with. None of these rule changes should break X2. 

Carry on as you see fit. 

I have already outlined the characters that will be adventuring in Castle Amber in this post. The party is loaded towards physical combat, having only 2 Magic Users and 3 Clerics. Two elves give the party a little more magic. For brevity, I will simply list all 13 characters:

  1. Merry the Halfling, Paladin, 4th level
  2. (Ana) Khouri, Post Human, Fighter, 4th level
  3. Lance, Human, Fighter, 1st level
  4. Alexei, Elf, Bard, 2nd level
  5. Pizzaballa, Elf, Cleric, 2nd level
  6. Nodonn, Human, Fighter, 4th level
  7. Solvo, Elf, 3rd level
  8. Thomas, Cleric, 3rd level
  9. Jude (aka Punch), Knight, 2nd level
  10. Rety, Thief, 3rd level
  11. Dorian, Cleric, 3rd level
  12. Sybil, MU, 4th level
  13. Belaphon (aka Bel), MU, 3rd level
I said the magic words: Comfort and Brevity. This is not a good combination. You should be comfortable with the rules you are using, which is why I suggest your favorite because you will know them best. X2 launches with a railroad. The characters find themselves in the 1. The Foyer. There is no path but forward. This is where brevity hurts. 

There is no way the author could know what type of campaign you run, so it goes into a default railroad scenario. This might not be necessary for your campaign setting and style of play. First, you can ditch the railroad entirely by landing your characters in the Foyer, but not subjecting them to the mist. This is easy enough, but you have to know your players, not the characters. The presentation you use might put a bug in their bonnet to explore Castle Amber without the nasty wall of mist to force them. It's your world, and Castle Amber can sit idle until the party takes the challenge. You can wait them out. 

Or you can go all Fifth Edition and declare a "one-shot" where Castle Amber is the ONLY adventure for a series of sessions. 

For my session 0, I am going to lay out a cosy-catastraphe scenario. The party has wandered to the castle in the dark, and is brought up short by locked doors to the Foyer. The doors unlock in the daytime. The party sets up camp for the night. 

In the dark, exploration is limited to an area of 200 or 300 feet east, west, and south. In my campaign world, I limit nighttime activities, and I would not present any wandering monsters or other suggestions they should explore at night. 

In the morning, they will be able to either try to get out of the area and fail or proceed willingly into the Foyer. If they explore the environs, the trail approaching the castle goes south for a few hundred feet and turns. It is entirely hemmed in by trees. 

Proceeding around the bend will result in the party stumbling back to the castle. A perplexing mystery. If they wander into the trees, they will encounter the fog and mist as described in X2, with one change. Animals won't wander into the mist, and the mist hides a dense forest. 

It is like the box to the right. Not particularly notable or scary, just odd. 

Next, the area around the entrance to the foyer has fruit trees, berries, grass, two troughs of water filled by a fountain, and two wall-mounted hay racks. There are also several post-mounted hitches on at the foot of the stairs. 

This area has several magical oddities: 
  • Horses tied to the hitches will magically release themselves to graze. 
  • The hayboxes will refill every morning. 
  • Dogs will find bones and small prey easily, as if set out for them.
  • If a character mentions a type of fruit or berry that has not been described previously, it will appear the next morning. 
The gist of all of his is that it is horse heaven. The party should feel very comfortable leaving their animals here, which speeds progress into the Castle. 

Try not to make the party too inquisitive here. The windows are too high to easily reach and have dark-stained glass in the panes, meaning they can't peek into rooms. The party could load up on fruit and berries here if short on supplies. For several sessions, they can retreat here to heal up and rest. 

On the first night and first morning, the party discovers themselves in a trap. 

Alexei and Rety scope out the Foyer doors and deem them safe and free of traps, while everyone else readies their gear. The Foyer's inner doors open by themselves, jump-scaring everyone. The weapons come out and the party assembles into a marching order:

Merry, Lance, Jude, and Nodonn take the front rank.
Ana, Alexei, Solvo, and Thomas are in the second rank.
Dorian and Thomas bracket Sybil and Bel, who want to go first.
Lance, Pizzaballa, and Rety take the rear.

The party bypasses the door to room 2 quietly and moves into the main hallway. Entering the majestic hallway leaves the party perplexed. They put away their weapons, except for Solvo and Lance, who keep their bows out. They quietly send Rety and Alexei down the hall, creeping down the right and left walls respectively.

Rety listens at each door, but hears nothing. She detects a musky and smoky smell from the second door. She also notes this is the only door with a keyhole. The door is very thick and has covers on both sides of the keyhole, so she can see nothing. Once they reach the end of the hall, they pull out their bows to cover the rest of the party.

Merry, Jude, and Nodonn quietly advance to Rety and Lance's position. At this point, I roll for wandering monsters, and the result is nothing. Bel and Sybil follow the three men to the door to Indoor Forest. Merry signals for everyone to draw weapons and open the door.

Curious glances are exchanged as they view the Indoor Forest. Cautiously, the rest of the party advances to get a look. Confused by the sight, Lance and Alexei are sent back outside to get a better look. They return and confirm that this forest is actually inside the castle. I roll again for wandering monsters, and again the result is nothing.

The whole party exits the castle to regroup.

They know three doors have locks, but do not try them. These are the two bedrooms and the study. The party opens and closes the door to the Indoor Forest. They know there are no traps in the hallways, and the carpet nicely silences footsteps. They have no reason to believe there are wandering monsters, but this is wrong.

Rety, Nodonn, Merry, and Jude convince the party to start at the first door, searching room by room until they discover someone or something. 

We will pick up there in Session 1. 

Saturday, November 8, 2025

The Keep on the Borderlands 2025 - Sessions 12 - Out of Options

This is the third scenario that I played out with the party. The other scenarios ended in a TPK and a few survivors running for their lives after making a series of choices. Also, Simon and his daughters are just off the east and south edge of the map with a wagon. They will not enter the fray for any reason, but will wait to see if anyone escapes. They have a wagon ready to go. 

In this session, the party does not make a plan, and we are just one round after the explosion. Bel has run to the main entrance to see what happened. Sybil ran to room 17 to see what had happened to Celia. Rety brushes past Bel to get to the team at the secret door. 

Bel pours a healing potion into Thomas, and in the next turn, Thomas attempts to revive Dorin. Unfortunately, Dorin died in the explosion. Sybil found what was left of Celia and her dog. She decides murder is her plan. 

Rety arrived at the other entrance and was shocked to see the monsters arrayed:

There is a tree missing because the hobgoblins and goblins cut it down.

Previously, I had mentioned that instead of rolling wandering monsters, I had those wandering creatures join their allies in the caves. The forces arrayed against the heroes are massive. There are 32 Orcs in 4 groups of 8. The goblins and hobgoblins have 2 groups of 8 and one group of 10 on the valley floor for a total of 26. Just off the map, to the southwest are 12 more hobgoblins, armed with spears (6) and crossbows (another 6). There is a second group of 6 spear-wielding hobgoblins up the hill and over the entrance D. I did not draw these because they aren't visible to the party. The kobolds have a group of 8, one of 4, and the last group of 10. The group of 4 kobolds is wrangling 18 rats. The leaders of each tribe are in the middle near the trees. 

The party is about to fight over 100 monsters in one go.

Rety took the bow-armed Fighters and Knights into the ogre cave with her. They couldn't be seen and awaited the monster's first move.

As the explosion went off, I had the monsters roll morale to move on the caves. 16 orcs and 8 goblins pass the check and enter cave D. The goblins led the way and made themselves busy dismantling the chain and wheels so the orcs have an easy path to the slaughter. 

Bel, Sybil, and Thomas arrayed themselves against the other group. Bel, who was closer, fires off a sleep spell on the 8 goblins and drops 6 of them. Sybil steps out and does something interesting; she unleashes phantasmal force on the 16 orcs. 

Before I resolve that action, let's talk about the rats and kobolds. They move on cave entrance E. Remember, there is no communication between Sybil's team and Rety's team. Rety believes the Magic-Users and the Cleric were on their way. They aren't going to the secret door or room 18. They are fighting.  

Everyone with a missile weapon opened fire on the rats from the ogre cave. One was killed, another was wounded. The rats strangely pass their morale check. 

Time to resolve Sybil's attack. She makes an illusory attack on the orcs, an explosion like the one that claimed Celia's life. This is not entirely imaginary; she saw the results in real life. The illusion is instantaneous. It is also a repetition of something that just happened. Only 4 of the 16 Orcs made their saving throws. However, they also see 12 of their friends go down. They flee. 

Now, way back in Session 8, I mentioned how little I like low-level spells that are permanent. Phantasmal Force is a potent spell for 2nd level spell. In this case, it is the opposite of permanent, which can also cause just as many problems as a permanent spell. Sybil's illusion ends quickly and is very specifically tailored. I like it and hate it. 

As a DM, I have to ask myself what just happened. Let's make a couple of rules of thumb for the monsters. To save against this, they need a 16 or better. Roughly 4/5s of the monsters should fail, and 1/5 should succeed. The second rule of thumb is that everyone saw the illusion, but some didn't believe it. However, even those who disbelieved it saw 4 orcs and 2 goblins flee it. They did not see all of the other critters drop as they are deep in the cave.

I rolled morale for all of the monsters collectively. They failed, and I use OSR Solo to determine what this means. I asked, "Do they all run?". I got a result of "Yes, but..." 

The leaders of each tribe move to stop the rout. I rolled again to see what the effect was. The result of stopping the rout was  "Yes, but..." again. I make a simple choice. They could not stop the 4 orcs and 2 goblins from fleeing, but everyone else held it together. 

Additionally, the unit of 10 goblins marked with a star was made up of 8 newcomers and two residents of the Caves of Chaos. The newcomers, shocked, flee with 2 of the resident goblins in hot pursuit. The home team goblins are pissed at the cowards fleeing. A melee breaks out between them.

In the meantime, Sybil, Bel, and Thomas walked to the mouth of the cave and saw the enemy force for the first time, and turned around. The leadership was shocked to see the party hacking and stabbing the downed orcs at the cave mouth. They howl and start rallying the troops for another charge. 8 Orcs advanced on the cave entrance while the 6 spear-armed goblins came down the slope to follow them. Behind them, the leadership unit moves away to the melee happening between friendly forces in an effort to stop it. 

On the other side of the battlefield, the rats and party are battling for the cave entrance. Initiative is simultaneous. Rety and Dorian don't get to attack as the fighters formed a wall. Since the fighting men get multiple attacks based on their level, the rats died horribly. In the exchange of blows, several of the fighting men were injured. The next wave of 9 rats pauses its advance. 

Sybil and Bel killed as many orcs as they could as they retreated back to the hallway. Once inside, they started killing the downed goblins, waiting for the next wave. 

8 orcs and 6 goblins enter the cave. The Cleric and Magic-Users win the initiative. Bel fires off his sleep spell, downing 13 orcs and goblins. Sybil and Thomas take on the last one. While the last orc survives the party's initial onslaught, he wounds Sybil before going down under a flurry of blows in the next round. 

The second wave of rats rushed the orge's cave, but barely held out for three rounds. Rety sees the 2 hobgoblin forces advancing from above and orders the secret door closed. Several members of the party are stuck in the back with spears and bolts, but no one has dropped yet. 

Sybil spends her time wisely, killing as many unconscious orcs and goblins as she can. Bel and Thomas were horrified. She had lost track of the dead and was "killing" the same couple of creatures over and over again. They made a choice to gather up Dorin's body to flee this place. 

Rety gave an impassioned speech to the two Knights, convincing them to doff their armor so they could carry the dead. They agreed. Slammer, Rety, and Solvo took the lead, bows ready. Everyone else carried the remaining bodies. Rety kept impressing upon the Knights that removing the dead was the honorable thing to do. The party was ready to run. The Knights hate this but follow the logic of honoring the dead. 

Rety was pleased to see Bel and Thomas had the same idea, but Sybil's actions were concerning. Rety tried to calm her as the others made their way out. 

The kobolds and the enemy leaders were closest to the entrance as the party exited. The 10 kobolds stuck six different characters. Both of the unnamed Magic-Users were struck, but only one went down. The unnamed fighter picked him up and carried him away. Bel cast a shield to cover the retreat, but as the party ran, not everyone was protected. Behind them, Rety and Sybil argued in the cave. 

In the next round, Solvo and Slammer fired on the leaders as they ran after the party. They traded 2 arrow strikes to 3 spear hits. The party continues its retreat as Rety bodily pulls Sybil after her. Outside, Sybil stopped to cast her last spell, invisibility on Rety. Again, the fighters exchanged missiles with the leaders while Bel ran back to shield them. 

The kobolds let loose one last barrage on the fleeing party. Lefty went down. The leaders and their bodyguards threw spears at Solvo, Bel, and Slammer, who were protected by the shield spell. Invisibly, Rety stopped to help carry Lefty's body. He was critically wounded. Sybil ran to assist by taking the body of the Magic-User Lefty had been carrying. 

Another volley of spears rained down on the party. Slammer rushed the enemy while Solvo called for him to retreat. Bel and the Elf dragged the wounded fighter away.

The enemy froze as 6 crossbowmen, 3 warriors, and a wagon appeared in the valley. The party escaped more cleanly this time.

The party had far fewer dead in this scenario. They lost Lefty and Slammer, in addition to the unnamed Magic-User. Everyone was injured in some way. This was much better than the last butcher bill, which ended in one TPK and one near TPK, where only 4 people made it to the wagon. This time, the party lost all of their loot, most of their equipment, and 3 characters in the breakout. They did manage to escape with the dead, which is something. 
They also know that Punch's real name is Jude. The part of Lefty was played by a man named Arthur. Slammer's name was stolen from the book What is Dungeons and Dragons, a nice score if you can find it. I last posted a link to Amazon. This time, I am using a link to AbeBooks. As an associate, I receive remuneration for purchases through these links. 

I can't wait to do this again, but to be honest, I want to wait to do this again. Yeah, it's that sort of production. Next time you see Sybil, Rety, and the gang will be on a ship, heading to the Isle of Dread.
You can get a copy of X1 - The Isle of Dread from DriveThruRPG.  

One week later, Sir Jude, Rety, and Thomas the Cleric returned on horseback to the Caves of Chaos. Sir Jude wanted to recover the plate armor he had lost. Rety and Thomas were there to stop him from doing anything stupid.

They heard a clanking in the wind as they approached. The orcs had mounted the two suits of plate armor on logs at the opening of the valley. A pile of the party's weapons was displayed below them. Arthur's armor was on the left. The trio paused to take in the sight before Jude kicked his horse and led the way back to town.

"That seems right," Jude said.

Relieved, the orcs retreated to their cave, knowing the display of their enemies' destruction would protect them in the future. 

Thursday, November 6, 2025

The Keep on the Borderlands 2025 - Sessions 11 A and B - The Total Party Kill Post

This is a post about choices, for both the party and the DM's side. This will not be a blow-by-blow post like the other sessions. I will have one last session post where the party successfully defends themselves. Let's recap quickly before I get into the mechanics of a TPK and a near-TPK scenario. 

Outside, the orcs, goblins, hobgoblins, and kobolds have arrayed themselves to crush the party. Here are the dynamics of this order of battle. The B2 booklet explains how the two orc bands have an alliance; they are effectively one group. The same goes for the hobs and gobs. 

In every session post, I have stated that every monster group was planning to kill the annoying kobolds until the appearance of the party. The party's presence in the Caves of Chaos has delayed the planned attack on the kobolds. We have three forces outside working together to kill the party. However, they don't entirely like each other. This is important for morale, which is a big deal in BX. 

Here is a link to these books on DriveThruRPG: Basic and Expert. One of the great things about DriveThru is that they actually update titles and send notifications when they do so. Maybe this is really the author doing it. In any case, I noticed that the Expert book has a POD option. As soon as the Basic book has the same, I will order them both. 

Back to morale. 

The orcs will not roll morale if something happens to the hobs and goblins and vice versa. If anything bad happens to the Kobolds, these two groups will react positively, as they want them dead. This will prevent them from running off if the party defeats the kobolds. Also, it allows coloring, as these forces will cheer the party's successes against the kobolds, which is all rather ominous for the party. 

For sanity, I grouped up the monsters: 

  • 2 groups of 8 Goblins each 
  • 1 group of 10 goblins
  • 3 groups of 8 Orcs each
  • 1 group of 10 Kobolds
  • 2 groups of 9 rats, led by 2 Kobold handlers each
  • 2 groups of 6 Hobgoblins 

You see why this ended in both a TPK and a near-TPK. That's 94 monsters and I haven't even mentioned the leaders and their bodyguards. 

Two other events are going on outside. The party's mule has escaped and is running around. It reacts to the monster's movements, so the party does receive an alert when the monsters move. The second event is that the drover family has pulled a wagon up to the southeastern edge of the map with six crossbowmen. They will not enter the fray or the valley, but are watching. 

Inside the cave, we have the party starting in two groups. Belaphon, Thomas the Cleric, and Sybil the second Magic User are all near the cave mouth. There is a raging fire in Room 17. At the end of the last session, Sybil went to Room 17 to see what was happening. 

All of these character links go to PDFs of the character sheets on my Google Drive account. If you like them, you can always use them in your campaign. You could also hit Support Me on KoFi on the upper right to send me money. Either way, I would really appreciate it if you used them at your table. 

At the other side of the map, we have Dorian, Lefty, Punch, Rety, Slammer, and Solvo in Room 18. They are supported by the newcomer party, made up of 2 Magic-Users and one Fighter. The newcomers have already lost a Cleric, a Thief, and a Fighter. The party recovered their bodies in the last session. 

In the TPK scenario, Rety decides to array the party in roughly equal groups to defend both entrances. We have a Cleric, a Fighter, and a Knight at both entrances, plus two Magic Users at each. Solvo the Elf is with the group near Room 18, and Rety is at the other cave mouth leading that group. 

Wave upon wave of monsters eventually breached the caves and crushed the party as they retreated to Room 18. 

The primary issue was that the Magic Users and missile-armed fighters held the monsters off outside the cave entrances using sleep and arrows on whatever wave they were facing. Since the sleeping monsters were outside, they could be woken up again and form another group of attackers. Once the spells ran out, the battle quickly descended into melees that the heroes couldn't win. The archers never ran out of arrows because they were pre-stocked in various places. It simply didn't help. 

In option two, the near-TPK scenario, the party blocked up the secret door and focused on only the cave mouth. Basically, the same thing happened. The party ran out of spells and retreated to Room 18. They managed to unblock the secret door and fled to the waiting wagon. Once the party started the breakout, I ran the scenario 3 times. The Fighters, Clerics, Rety, and Knights died over and over again, and usually only the Magic-Users made it to the wagon. 

What helped the party was that ALL of the monsters participated in the breaching of the cave mouth, leaving a very weak force outside to stop the party. Whoever made it outside simply needed to outrun the leaders and bodyguards, who were already disinclined to get into melee. 

I'd like to talk about this scenario because I tried several game-breaking options to allow the heroes to escape. From the DM's perspective, these were all bad choices because they would have killed follow-up sessions and possibly my whole campaign. In my opinion, TPKs happen because players make bad choices. It is not up to the DM to try to fix it by breaking rules. Let the party find out what works and what doesn't. 

First, I did the easy thing and cheated by letting the magic users enter the fray with undeclared spells. I simply let them have whatever spell they deemed necessary. This is a really bad choice, AND it didn't help the party at all. I posted about letting Magic-Users hot swap spells in Session 6.5. This is a non-combat event, NOT at all appropriate for what happened here. Second, allowing MU's the ability to just select spells at the time of casting gives them too much power and takes away from the spontaneous casting that Clerics can do. This would damage future events by giving too much power to the spellcasters. I do let clerics spontaneously cast. If your god needs you to do it, you can do it. Clerics have that kind of power. Magic-Users do not. 

The second thing I tried was even more egregious. Since the party was facing total extermination, I allowed anyone to fire a crossbow at the onrushing horde of monsters. Lefty and Punch shouldn't use crossbows, but I justified this as they started as crossbowmen. That feels bad, but it has some logic to it. 

Magic-Users firing crossbows is also "just ok", as they would face serious penalties to their die rolls.

Clerics and bows should be right out. They won't use sharp weapons against living creatures by choice or oath. Sharp weapons tend to be ineffective against the undead in most cases. They have better tools in these scenarios, like spells or turn undead.

In all cases, none of this cheating actually helped the party, and as a DM,  I damaged my ability to run future sessions because I broke major rules. I would never do this with players at the table. 

I DO allow MU's and Clerics to use bows and sharp weapons under very strict conditions. Clerics can have the ability to use ANY weapon under non-combat conditions. They can't hurt people with them, so this is limited to sparing or target practice. They never get to roll damage, so no harm, no foul. 

For Magic Users, I allow them to use darts for 1d3 damage at very close range. They can have a very wimpy hand-pulled crossbow for flinging darts if they so choose. Most players try this and determine if hand-throwing a dart and firing one from a crossbow does the same exact thing; they won't carry the crossbow to save weight. The weak, hand-pulled crossbow is a campaign flavor thing with some historical notes. 

Did you know they made clay pellet bows and crossbows for game hunting? Stonebows were completely ineffective in warfare. I would imagine someone tried it to find out how bad it was. Of course, there is a video or 10 on YouTube. 

I also have a rule that Magic-Users can use swords under limited conditions, too. Sybil has a short sword. She is limited to 1d4 points of damage. If a fighter used it, it would go back to its full 1d6. Magic-users are ineffective with swords, but I love the idea of Gandalf and his sword. This seems to be a good compromise, as there is considerable crossover between a small sword and a big dagger. I wouldn't let them pick up and use a 2-handed sword, and no one has ever asked to do so. Of course, this is one of the things you can do with the original rules combat, where everyone did 1d6 per attack, no matter the weapon. 

In these two scenarios, the party's choices and the DM's choices lead to a Total Party Kill and a near TPK, with only random characters escaping over a couple of replayed events. 

In the next post, I will do a nearly round-by-round description of how the party avoided both of these scenarios. The clever party came up with some great ideas that required some game-changing adjudication by the DM. This would completely change the flavor of a campaign and needed to be handled strictly by me so as not to cause problems in the future.