Showing posts with label KotB. Show all posts
Showing posts with label KotB. Show all posts

Sunday, 22 May 2011

Saving the Saving Throw: B2, B3 & B4

I hate d20 ability score checks. I have no real justification for this, I just do. Perhaps I recoil from their viral like growth as the game developed. What ever happened to the humble saving?

Perhaps an ability score is used when the DM expects the player to survive (eg roll with d20 under 15 strength), whereas, at low levels anyway, saving throws are like ward spells, protecting you when the badness has already occurred and giving you one last, but low probability, chance to live. The dragon has breathed, you have looked at the medusa, the snake has bitten.

I wonder however if the problem with saving throws is we DMs aren't imaginative enough with how we use them. Well this DM isn't, you can answer as you wish.

So as part of my Research for the Old School Adventure Guide I'm going to go through the rules and modules I own and pick out where and when saving throws are used. Building a bank that hopefully will prove inspiring and informative. Luckily I purchased many modules in the days when the pdf's were for sale, so a Find 'sav' will certainly speed the process. Else it will be the index or the foibles of my own sight.

Ready, steady, save or die.

[Warning: potential spoilers ahead]

B1
(Sadly I don't own B1)



  1. Save vs Poison at +1 or die: Compartments in a Loan Bank
  2. Save vs Poison or sleep for 3 turns (no save <4th level): Compartment in a Loan Bank
  3. Save vs Poison or disease (25% chance the character will die in 1-6 days. Otherwise the character will be too sick to adventure for one game month): Giant Rat (monster)
  4. Unspecified save for the mapping character, requiring a 19 or 20 secret roll by the DM, to throw off a direction confusion spell in a labyrinth.
  5. Save vs Magic at -2 when picking up an evil object or fall under the influence of a demonic spell. [Save vs Magic isn't a category in OD&D, Holmes, B/X, Mentzer or AD&D - yep that's Gygaxian consistency for you]
  6. Save vs Spells or flee for 1 turn: Cause Fear (spell)
  7. Save vs Spells or be mesmerized into chanting a hymn to chaotic evil.
  8. Save vs Poison or Die: Medusa asp-hair
  9. Save vs Turn to Stone or turn to stone: looking at Medusa
  1. Save vs Spells to avoid being affected by the sleep gas.
  2. Save vs Paralysis at +2 or fall into the liquid-like body of the diger and drown in 1 turn: Diger (monster)
  3. Save vs Death Ray or fall into fits of uncontrollable laughter for 3 rounds, after which lose 2 points of strength and 1 point of constitution for 2-8 turns.
  4. Save vs Death Ray at +3 to avoid being hit by the falling stone slab, else 2-12 points of damage.
  5. Save vs Death Ray for half damage of 1d6, from falling into a pit trap (no save for falling)
  6. Save vs Spells for beast to avoid being calmed and relaxed by the magical harp being played by a skilled harpist (a skill the player characters may lack)
  7. Save vs Poison at +2 due to age of poison to avoid death: poisoned needle on handle of a false doorway
  8. Save vs Paralyzation at +3 to avoid paralysis: breaking a strange looking egg (take 1-4 damage no save in addition)
  9. Save vs Death ray to avoid coughing uncontrollably for 1-4 rounds by dust from a whirlwind: Poltergeist (monster)
  10. Save vs Spells or be charmed by the whistling sound: Giant Marble Snake (monster)
  11. Save vs Spells at -3 to avoid heavy sweet smell that has the same effect as a sleep spell: Purple Moss (monster)
  12. Save vs Paralysis or slip and fall down: Oil Spray Trap
  13. Save vs Spells to avoid shattering of all the characters flasks and vials when touching a glowing gem that starts shrieking when touched (additionally causes a wandering monster check): Glowing Gem Trap
  14. Save vs Spells to avoid fear (character runs away for 2 game turns): Statue Trap - causes fear when touched.
  15. Save vs Poison or shrink to 6" tall for one hour: Shrink Gas Trap
  16. Save vs Spells or be blinded 2-12 turns: Flash Trap


  1. Save vs Poison or be too sick to do anything for 1 turn: goo spit from the Cave Locust (monster)
  2. Save vs Poison or die: Killer Bee (monster)
  3. Save vs Paralysis or fall unconscious for 1-10 rounds: bite of a Vampire Bat (monster)
  4. Save vs Spells or become an undead creature 24 hours after death, DM choice of undead: Vampire Bat (monster)
  5. Save vs Poison or be blinded: spit from a Spitting Cobra (monster)
  6. Save vs Poison or die: bite from a Spitting Cobra (monster)
  7. Save vs Poison or die: poison needle trap
  8. Save vs Death Ray or choke to death within 6 rounds (additional 1-6 damage no save): spore from Yellow Mold (monster)
  9. Save vs Spells or run away in fear for 1-4 turns: Haunt (monster)
  10. Save vs Death Ray or run away in fear (3rd level or less only): Giant Shrew (monster)
  11. Save vs Paralyzation or be paralysed (elves immune): Ghoul (monster)
  12. Save vs Poison or disease (25% chance the character will die in 1-6 days. Otherwise the character will be too sick to adventure for one game month): Giant Rat (monster)
  13. Save vs Paralysis or be paralysed for 2-8 turns: Carrion Crawler (monster)
  14. Save vs Paralyzation or be paralysed (elves immune): Thoul (monster)
  15. Save vs Dragon Breath or be taken over by the spirit of a dead 6th level cleric: touching the clerics white robe
  16. Save vs Spells or weapon sticks to the body of the iron statue: Iron Statue (monster)
  17. Save vs Paralysis or be paralysed for 2-8 turns: Gelatinous Cube (monster)
  18. Save vs Fire based spells at -2: Wood Golem (monster)
  19. Save vs Turn to Stone or turn to stone: looking at Medusa
  20. Save vs Paralysis or be paralysed until Mummy attacks: Mummy (monster)
  21. Save at +2: Displacer Beast (monster)
  22. Save vs Dragon Breath for half damage (5-30): Hellhound (monster)
  23. Save vs Turn to Stone or turn to stone: gaze of the basilisk (monster)
  24. Save vs Spells or become 1' tall: reading a cursed scroll
  25. Save vs Spells or lose half Strength and Dexterity (-20% on all thiefly ability rolls) for 24 turns: Gas trap on treasure chest
  26. Save vs Spells at -2 or be charmed: Devil Swine (monster)
  27. Save vs Spells at -2 or be charmed :gaze of a vampire (monster)
  28. Save vs Dragon Breath for half damage (3-18): Chimera (monster)
  29. Save vs Dragon Breath for half damage: Blue Dragon (monster)
  30. Save vs Spells or be charmed for one day (effects opposite sex only): Werefox (monster)


Comments:
1. Gygax doesn't seem to like the saving throw
2. Save vs death ray, paralysis or spells: if there is a logical choice for each circumstance, I can't see it in the above examples. Sadly, this was my fear. 

I Will have the Fortitude not to Reflexly do something I will later regret. 

Monday, 4 April 2011

Links to Wisdom wiki poll results are IN

The poll has closed, what choices have you made?
The number of votes cast was small, maximum 38 votes, but the poll, was advertised on the wiki so I'm planning to tell Alex to go with it.

Question 1: Who should police the OSR House Rule wiki for headings and structure?
38 votes cast
Alex and the Jovial Priest                                11 votes (28%)
A small number of 'authorised' moderators      11votes (28%)
No one and everyone                                       16 votes (42%)

What can we take from this result? My thought is that a slight majority wish someone to take responsibility for headings and structure (the organisation of) the wiki but this shouldn't be too dictatorial.

I propose the creation of Wiki Wardens. (Hey, stupid names are our reason for being)
Individuals who nominate themselves to regularly check on the wiki and help keep it organised. If you want to be a Wiki Warden just contact Alex or myself, and you are in, as simple as that.
Additionally ANYONE who sees something under the wrong heading, should feel encouraged to get in and fix it up, there and then, without first seeking any permission. Just do it, we all are responsible for making the wiki work.

I hope this captures the essence of the poll result most clearly.


Question 2: Who should police the OSR House Rule wiki for quality?
32 votes cast
Alex and the Jovial Priest                                2 votes (6%)
A small number of 'authorised' moderators     1 vote   (3%)
No one and everyone                                      12 votes (37%)
Create some way of rating each link               17 votes (53%)

What can we take from this result? Thankfully there is an overwhelming rejection of quality police. Alex has given suggestions for manually adding stars to rate the quality of the links and everyone should be encouraged to adopt this system when adding a link. A more sophisticated system is beyond us at the moment.
Wiki Wardens should not delete any link, unless it is clearly not relevant to OSR (moving links to a different position is however part of the responsibility for the Wardens). Everyone should be discouraged from deleting links, at least until the wiki is being overwhelmed with similar links on a particular topic. Then we may need to do this poll again.

Question 3: What is your preferred name for the OSR House Rule wiki?
28 votes
Links to Wisdom                                                         17 votes (71%)
Temple of Wisdom                                                       7 votes (25%)
Something Else (leave a suggestion in comments)        1 vote (3%)

Only 1 other suggestion was made in comments and that was for 'The OSR House Rules Wiki' and I therefore added a second poll (some 36 hours later which ended at the same time as the main poll)

Question 3a: Is OSR House Rule Wiki a better name than either Links to Wisdom or Temple of Wisdom?
18 votes
Yes      4 votes (22%)
No       14 votes (77%)

What can we take from these results? Links to Wisdom is the clear favourite. Alex will be pleased as it saves him a few hours of having to migrate the site to another name and saves us all adjusting our links.

Question 4: Does the OSR House Rule Wiki need a logo?
30 votes
Yes      21 votes (70%)
No        9 votes (30%)

What can we take from this result? A clear yes for a logo see Daddy Grognards Design a Logo Competition. Those who have sent in submissions with a different name for the wiki, might wish to send in a second entry using Links to Wisdom as the name.

Question 5: If there is a logo competition to choose a logo for the OSR House Rule Wiki, who should judge?
31 votes
A select group of the OSR's biggest bloggers?     4 votes (12%)
Everyone                                                              27 votes (87%)

What can we take from this result? Though I personally would have liked to see James M take part as a judge, the result is overwhelming against any form of elitism. Daddy Grognard is planning an open poll for the logo competition.

And that's the poll closed.


As a final note I just want to share the superb conclusion I had to my Keep on the Borderlands, 3 session introductory campaign from Saturday night, that I had been running for my friends, all D&D novices. They were making their escape from the 'main cave complex' (vague to avoid spoilers) victory in sight, when the orcs of the canyon sprung their trap. You can't keep coming back and back, killing and robbing, without the denizens eventually getting their act together.

Inspired by Peter Regan from Oubliette Magazine's superb Halfling Proof Fence adventure I created a similar themed escape from the canyon conclusion for the campaign. You should have seen the surprise on my players faces when I laid 24 sheets of paper all carefully taped together and placed their characters at the blind canyon end with many orcs blocking their way out of the canyon and blocking their route to freedom.

It worked fantastically, for excitement that is. It cost one character's life, and two were captured. But three escaped with the treasure, including powerful objects of evil, which they immediately gave up to the NPC who had been playing them from the very beginning. Cue, evil DM laugh. The Keep fell to the forces of chaos soon after...

PS I was struggling to work out how to make the scanned map from the module so large. If you put the jpg into Excel then you can expand over multiple sheets of paper. Simple. After a few single sheet print efforts I had expanded the squares to 1 inch size. Perfect!

Friday, 11 March 2011

Hitler's Henchmen, Batman's Robin and Arthur's seating plan

Hitler, Goering, Goebbels and Hess


This is a post about the ability score Charisma. What I want to explore is the D&D rules regarding Charisma and how it relates to the numbers of unusual hirelings (OD&D), retainers (B/X) and henchmen (AD&D) one is entitled to.


If you are reading this because you are a neo-nazi, or Nazi apologist and stumbled upon this post, please move on. You won't find any support for your views here.


Neither do I think EGG was sympathetic but in his discussion on Charisma on DMG page 15 he says:
"Many persons have the sad misconception that charisma is merely physical attractiveness. This error is obvious to any person who considers the subject with perceptiveness. Charisma is a combination of physical appearance, persuasiveness, and personal magnetism. True charisma becomes evident when one considers such historic examples of Julius Caesar, Napoleon Bonaparte, and Adolf Hilter. [emphasis added] Obviously, these individuals did not have an 18 score on physical beauty, so it is quite possible to assume that scores over 18 are possible, for any one of the named historical personalities would have had a higher charisma score - there can be no question that these individuals were 18's [emphasis added] -  if they would have had great attractiveness as well as commanding personal magnetism and commanding persuasiveness."


So how many henchmen did Adolf Hitler, charisma 18, have? One remarkable attribute Hitler demonstrated was his loyalty to a few key individuals (none were executed by him unlike many other historical individuals of similar megalomania) and baring Hess, all stayed loyal to Hitler to the end.
These key loyal individuals, let's just call them retainers, number five; they are Goering, Goebbels, Himmler, Bormann, and Speer. 
Now one can argue about any one of them, or perhaps suggest other Nazi's of similar influence and loyalty but Hitler Charisma 18 did not have the maximum number of retainers in any edition of D&D.


Retainer Maximum for Charisma 18
OD&D 12
Holmes 'large number' (but Charisma <13 = 5 (page 5&11))
B/X 7
Mentzer/Allston 7
AD&D 15


So numerically wise, charisma 18 Hitler fell short of his potential.


But were these Nazi's retainers as we understand the term in D&D?


Charisma Rules Retrospective
Men and Magic page 11 (hirelings of unusual nature)

Charisma is a combination of appearance, personality, and so forth. Its primary function is to determine how many hirelings of unusual nature a character can attract. This is not to say that he cannot hire men-at-arms and employ mercenaries, but the charisma function will affect loyalty of even these men. Players will, in all probability,seek to hire Fighting-Men, Magic-Users, and/or Clerics in order to strengthen their roles in the campaign. A player-character can employ only as many as indicated by his charisma score. In addition the charisma score is usable to decide such things as whether or not a witch capturing a player will turn him into a swine or keep him enchanted as a lover.
Finally, the charisma will aid a character in attracting various monsters to his service.

Holmes page 5 (followers)
Charisma is a combination of appearance, personality, sex appeal and so forth. Its most important aspect is leadership. A character of charisma below 13 can not hire more than 5 followers, and their loyalty will be lukewarm at best – that is, if the fighting gets hot there is a good probability they will run away. On the other hand, someone with charisma of 18 can win over a large number of followers (men or monsters) who will probably stand by him to the death. Also a female with high charisma will not be eaten by a dragon but kept captive. A charismatic male defeated by a witch will not be turned into a frog but kept enchanted as her lover, and so forth.


B/X (retainers)
B6
Charisma is a combination of appearance, personal charm, and leadership ability. It helps the DM decide exactly how a monster will react to a player character. It also affects the number of retainers a character can hire (see page B21), and the morale (attitude; see page B27) of these hirelings. Charisma is never a prime requisite.
B7
The adjustment to reactions may help or hinder “first impressions” when talking to an encountered creature or person (see Monster Reactions, page B24, and NPC Reactions, page B21). Charisma also affects the number of NPC retainers a player character may hire, and the morale (attitude) of those persons.
B21
A retainer (or hireling) is a person hired by a player character (PC) to aid that character on an adventure… Retainers are more than just men-at-arms, soldiers hired to fight and protect their employer but only expected to take reasonable risks. Retainers are lieutenants or assistants to a PC and are expected to lend their skills and knowledge to the benefits of the party and to take the same risks the characters expect to face… A retainer may be of any level (0,1,2,3, or higher) and of any class (normal man or character class)… Hirelings are experts which can be hired by the characters... Retainers will
earn experience from adventures… however [they] only receive ½ the experience PCs would receive, because they were only following orders and nor making decisions on their own.
X21
Specialists are not retainers and they will not go on adventures. Mercenaries are hired soldiers who will do typical army work. Like specialists they will usually not go on dungeon adventures and will only participate in wilderness adventures such as fighting other armies, clearing land of monsters around the castle, and defending the castle.

Mentzer/Allston (retainers)
Cyclopedia page 10
If he tries to hire retainers (bodyguards, assistants, and so forth), his Charisma will determine the number he can hire, and how loyal they will be.
Cyclopedia page 89
A party following a road, trail, or river or led 
by a reliable guide will not become lost. A guide 
is a retainer who knows the local area.

Cyclopedia page 132

A retainer is a person hired by a character to help on an adventure or a series of adventures. Retainers are sometimes called "hirelings."
Cyclopedia page 138
Retainers and Servitors
The ruler is directly served by stronghold retainers and servitors.
You're familiar already with the idea of retainers; some stronghold retainers, however, aren't so much paid specialists as unusually loyal and well-regarded employees or noble-born subordinates working with the PC because they admire the PC. Stronghold retainers are never relegated to menial tasks. Examples of stronghold retainers: 
artillerist, castellan, engineer, herald.

AD&D (henchmen)
PH 13
Maximum Number of Henchmen states the number of non-player characters who will serve as permanent retainers of the player character. It does not affect the number of mercenary soldiers, men-at-arms, servitors, and similar persons in the pay of the character.
PH 39
A henchman is a more or less devoted follower of a character. In return for the use of his or her abilities and talents, the henchman receives support, lodging, and a share of his or her master's or mistresses earnings - in the form of stipends or as a share of treasure taken.
DMG Page 34
Because [henchmen] are so useful , and because they are typically so devoted, there are charisma limitations as to how many henchmen a PC is able to attract.
DMG page 103
Hirelings: As these characters serve strictly as employees, they should be played as such - mercenaries interested in doing their job and collecting their pay.




CONFUSED - you bet!
What can we bring out.
A retainer is

  1. Devoted
  2. Subordinate to a master
  3. Will risk their life for their master
  4. Rewarded by their master
  5. Their number (and loyalty) is limited by their master's charisma

I think for Hitler it is reasonable to say that yes, Goering, Goebbels, Himmler, Bormann, and Speer were Hitlers retainers.  
What about Batman - he has two devoted to him - Robin and Alfred?
http://www.batmania.com.ar/images/images_online/slide_03.jpg

So what is Batman's charisma? B/X 4-5 since he only has two retainers. AD&D 5-6?

The question I have is, why wouldn't you want your maximum number of retainers?
King Arthur had a lovely round table with lot's of retainers...
This site gives him 12 - like Jesus' disciples.
12 - now we are talking - OD&D says max 12. and Arthur may well have had an 18 charisma.

You might need 12 if you want all those stronghold retainers that Cyclopedia talks of. But if average charisma in OD&D, B/X and AD&D gives only 4 retainers, how are you going to staff your stronghold?

I'm depressed and confused - you see in my humble on-line poll, top right in the blog for a few more days, and comments here. I had 11 votes for Either as a player or as a DM, what is the highest number of henchmen/retainers you have seen a single character have?
1 retainer = 3 votes
3 retainers = 5 votes
5 retainers = 1 vote
9 retainers = 1 vote
> 15 retainers = 1 vote


But the 15 retainers was for leading a small army - so sorry that doesn't count Tim.
Can you imagine what would happen as DM if say, five players each adventured with 4 henchmen each? How could you DM that?


My thoughts
I'm left very unsatisfied with the whole henchmen/retainer thing. I'm still not sure what they are, and I'm not sure how many one should be allowed.


My first thought was to just reduce the number of henchmen allowed. Make them really loyal like Robin and Goering. Hitler had 18 charisma and he had 5 henchmen - so 5 is the max and work back from that. It meant however that if a player wanted to adventure by themselves they would not be able to recruit many retainers to assist them. No problem - easily solved by the DM. In my KotB campaign the party have been hired by Brade the jewell merchant to search for dwarf gold in the caves of chaos. To protect his investment he sent Relag, one of his guards and a war dog. Relag isn't a retainer he is an ally. Job done?


Perhaps but then my mind started to think about charisma and it's interplay with the NPC world. The player will form relationships with other NPCs, couldn't the retainer maximum and the retainer morale be used in some way to account for the PCs relationship with the NPC world? What about patrons? Is there a way to use retainer rules to guide the PCs relationship with their betters not just their lessers? 
What I want to know is when the PC is arrested and threatened with execution - who might come to their rescue or speak up for them. Retainers would. What about the barkeep, or the lord who the players last worked for. Would they? Look at the way in history lords would hide people like Martin Luther, even at risk to themselves. Maybe they could roll a reaction roll using retainer morale. Success = they don't just allow the PC to rot, they try and help in whatever way is appropriate to that NPC.
What if we called retainers followers - Holmes did, AD&D described Henchmen as devoted followers and Blog's have followers. A follower isn't always a lesser since a patron can follow a career of an aspiring artist. A follower is just someone interested in you and loyal to you. How loyal, that depends on one's charisma.


So in my campaign when it says Corporal Sten is easily taken by a pretty girl, and he meets Cha 13 Kate the cleric, and rolls a 11 on a reaction roll - he becomes her follower. If she became in trouble he would help.
Likewise, when Lando the dwarf got drunk with Malek the barkeep and the reaction roll was again very high, Lando gained a follower. And Malek, unknown even to Lando but alluded to by one sentence from me as DM, put a good work in with the Captain of the Watch, when Lando was under suspicion of killing / not protecting the 16 year old keep boy Deris. Who incidentally had already become a follower of Lando.


But now, the number of followers of 4 for average charisma seems a bit shoddy. 4 people who really care - Mum, Dad, the wife and the dog?


My House Rule
Charisma bonus = max number of followers and their loyalty
1 additional follower is allowed above charisma limit for every two levels starting at level 3. 


A follower is any NPC loyal to the character, who if the PC is in trouble, would consider (morale check) coming to the PCs aid, doing everything they could to help the PC, at risk of life or well being. One can still called the hired dungeon help a retainer or henchman - that's their title, the rules they use are for followers.


Only the DM knows how many followers the character has. At the simplest to gain a follower a very positive reaction roll 11-12 modified by charisma is required to gain a new follower. Other actions, saving someones life, will not require a reaction roll and is up to DM decision. If the player has more followers then allowed the DM will remove a follower, DM choice, this could be because the new follower takes up too much of the characters time the other is neglected. Alternatively for every follower gained above the maximum, morale might lower. If PCs move away from an area and lose contact with a follower, morale might lower over time, until that person is no longer a follower, but may still be on friendly terms.


PC actions will increase or decrease follower morale.


Ok it's not fully worked through but I am starting to play test it and it's working - it feels right - we shall see.

Wednesday, 9 March 2011

DM Notes - how do you do it?

In my first KotB session I thought I was quite clever by using my pdf copy of B2 to make some electronic notes and printing it for the session.

An example page looked like this:

Trouble was in the heat of the DM moment I could barely read quick enough, not to mention the font was tiny, and I missed lot's of stuff I didn't wish to.

In my second session completed last Saturday and still to write a session report for, I moved to this format:
I first screen captured the B2 pdf map. Imported it into photoshop elements, cut the section I was interested it in, exported as tiff, pasted it into Word and then created textboxes around it for the individual rooms. Wasn't as complicated as this sounds.
I found it smoothed my ability to DM and know what was in rooms nearby considerably.

Any thoughts on how you generally do it? 



Saturday, 5 March 2011

And who 2d6's wins.

Image from http://wilderdom.com/games/descriptions/Dice.html

Tonight I hold Session 2 of my KotB campaign.
Not sure how many of my players are going to turn up or if they are just coming for the KFC.

From my recent musings on XP and level advancement - it all depends on what incentives the DM wants in his/her campaign.
INCENTIVE             SYSTEM
Monster killing  =      more XP for monsters
Exploring          =      more XP from treasure
Good role playing =  XP for role playing
Getting into the action and not holding back = Alexis
Turning up to each session = level advancement for sessions played eg Old School Psionics
Turning up to each session but with a random advancement = roll to advance level system from 

Since my campaign is not going to be long I want to incentivise turning up for each session but keep a random element. Therefore I have decided on the last option except I favour a 2d6 system.

2d6 feels more B/X
2d6 does not have a flat probability curve like a d20 increasing 5% per level
2d6 makes intelligence bonuses for XP more effective - it will never be a dump stat again with this system. No need for XP bonus in percent from intelligence just use the straight bonus!

My system (rough and being tested first tonight)
Level 1 advancement rolled at the end of each session
Cleric and Thief                              10 on 2d6
Fighter                                            11 on 2d6
Dwarf, Halfling and Magic User       12 on 2d6
Elf                                                   13 on 2d6

Bonuses
Intelligence bonus
+1 per session played (DM may award only 1/4 or 1/2 bonus instead of +1 at DM's discretion per session)
+1 bonus for each level the median party level is above the character (this allows more rapid catch up and could be explained by mentoring of the lower level character) 
- 2 if hireling or retainer

For levels above 2, I am yet to decide but I suspect I will just add 1 to the roll required.


On the 2d6 note I am totally signed up to Dyson's 2d6 thief, with favoured skill. Thanks to Carter Soles and Spawn of Endra for highlighting the system. I just need a thief in the party to enjoy the system.

Tuesday, 1 March 2011

KotB Campaign Report 2: In search of dwarf gold

Marvin (Dragonlance Raistlin miniature)
Lando Smallrissian
Bob (or I think it was this Dragonlance Caramon miniature)
Ziplok (Mordheim Aenur miniature - not this one)
Kate
It was a half days walk to the Caves of Chaos. The party had been hired by the Jewel Merchant Brade to explore the caves and bring back Dwarf Gold. To aid their endeavour and protect his investment Brade had sent with the party Relag (F2) and his wardog (HD3). The party consisted of: the attractive Templar Cleric Kate, whose cousin was Marvin the Magic User. With them was the charismatic dwarf Lando Smallrisian, Ziplok the cunning elf, and ugly Bob the Fighter. The final member of the party was the 16 year old boy Deris, who had volunteered himself as a torch bearer to 'impress a lady' but had come dressed in expensive chain mail armor to the adventure. Lando had convinced the boy to exchange the armor for leather, to aid the boy's mobility Lando had said, and the boy pleased to have identified a helpful and likeable mentor, had agreed.

Relag and his wardog led them without mishap to a gloomy and tangled forest. On the floor of the forest they could see gleaming ivory and white - which they were unsurprised to discover was bone. The forest gave way to a canyon some 60' high on both sides. There were many cave entrances in the canyon wall, most somewhat off the canyon floor, and some would naturally be indentations in shadow and not true entrances. One entrance, just ahead on the left and some 10 feet off the ground looked real. The party bravely urged the wardog to check out this entrance. In disgust Relag walked with his wardog to just below the entrance and the party courageously advanced.

Narrow steps had been carved into the canyon wall allowing easy ascent to the cave entrance. Deros lit his lantern (he had come well stocked) and the party entered the cave (Cave Complex D). Within 20' they had a choice to head left or right - they chose left. The corridor quickly gave another choice, left or to continue straight. They went left to find tools for mining left lying against a dead end, obviously where workers were continuing to extend the cave complex. No one was currently in sight.

They returned to the corridor and continued along the same path they had been heading and almost immediately ran into 6 goblin guards (Location 17). The party slaughtered the goblins easily, though Relag lost five fate points. For their efforts the party gained the rich haul of 12 sp and 18cp. Additionally they found a barrel with 60 goblin spears in it. After considering the encumbrance they each took 3 spears each representing 1 dungeon stone.

DM note: As I have recently noted I have never DM'd with miniatures before. I found them chaotic but part of the problem was mapping onto the laminated gaming mat. Since I have blogged about this already I won't do so again.

"Relag lost five fate points." - FATE POINTS EXPLANATION - 'Fate catches up with you'
Hit points are problematic. OSR accepts that D&D combat is abstract, that a 'to hit' roll is not a single swing but represents the chance to inflict damage in that round. Hit Points represent how much damage one can take before one is dead. Yet hit points do not represent wounds, especially not at high hit points. There is in fact no mechanism for wounds in OSR D&D, with reducing effectiveness when wounded; only death at zero hit points. But so often people think they have wounded their opponent when hit points are lost. I decided to reject the name hit points and replace the term with fate points. Zero fate points is when fate has caught up with you and you die.
So when Indiana Jones, Master Thief, runs through a barrage of darts and loses 6 hit points, yet the DM says he is merely scratched since he started with 68 hit points, I advance the idea that he in fact wasn't hit at all, they all missed him, none-the-less if he continues to do this over and over again, his luck will eventually run out, and fate will catch up. The more he risks it, the quicker his fate will run out.
So what a damage roll represents in my campaign is loss of fate and bringing the character closer to death.
To more develop this idea adult humans (normal men) start with 3-4 fate points depending on physique and health and modified up by constitution, children and the elderly 2 hit points, young children and the infirm 1. These starting fate points are actually more like physical points and the loss of these usually can be described as a physical injury. What character classes do and absolutely what advancing a level does, is give the character more skill at avoiding injury in the first place, not necessarily more physique. So a Level 1 fighter who starts with 7 fate points, 4 points might represent his physical mass, the other 3 fate points reflect the training he has had and why he is better in combat than a normal man, and harder to kill. His skills at avoiding injury will increase in level. Constitution bonus increases one's general stamina and resistance, which can increase fate points but could if desired be thought of as increasing physicality. Heroes are tough? The end result for me as DM, is I wouldn't describe the new scar that's been formed until characters reach the starting fate points of their species or lower.
My novice players had no trouble accepting it, it was only me who had to be careful referring to fate points instead of hit points.

ENCUMBRANCE and MOVEMENT
I must say my encumbrance system worked very very well. I am using Delta's encumbrance system  where 150 coins = 1 dungeon stone. On my DM screen all of the equipment and items are divisible into 150 eg sword 75 cn (1/2 stone), chain mail 300cn (2 stone) and spears 30-75cn, I said to the players 50cn, they all decided to take 3 spears each (1 stone). I combine encumbrance with strength altering the players movement. All rounded down to nearest 1/2 stone; <1/5 strength in dungeon stone = 120', 2/2 strength = 90' etc. All of this is put on the character sheet at character creation. It gives strength an additional roll apart from combat. More info can be seen here.

For Ziplok the elf with strength 11 it looked like:

Max Enc in Stone Weight
150cn = 15 pounds = 1 stone weight

Normal Movement / Encounter Speed
1/5 Strength =
 2
120 / 40
2/5 Strength =
 4
90 / 30
3/5 Strength =
6.5 
60 / 20
4/5 Strength =
 8.5
30 / 10
5/5 Strength =
 11
15 / 5
>5/5 Strength =
   >11
0
Run normal movement in rounds













What was very satisfying was when characters put on chain mail amor and I said it weighed 2 stone they immediately adjusted their own movement rate. They each chose 3 spears because that is only 1 stone and all adjusted their movement rate accordingly. Marvin swore when I told him his spellbook weighed one stone, I relented and said it weighed only 1/2 stone.

Back to play: After their victory the party continued through the guardroom and up some stairs and approached a locked door. Listening at the door they heard language that could be goblin. With a crash Bob the Fighter and Lando the Dwarf bashed the door down and confronted a Hobgoblin Common Room consisting of 5 Hobgoblin males, 8 females and 4 young. There was no surprise and the hobgoblins won initiative and launched a disorganised attack on Bob and Lando, which failed to reduce their fate points.
Not wasting anytime on the party's turn Marvin the Magic User cast Sleep. Marvin's player has a reputation for appalling dice rolling from other games - he didn't disappoint on a 2d8 he rolled 3. Raucous laughter and groans met this feeble attempt. Ziplok the elf cast a second sleep spell and all the hobgoblins went nighty night. The party butchered the men and women immediately. They were going to butcher the young but one of the players questioned this.

DM Note: I don't understand surprise. You bust in on them, and you know they are in there, why should you have to roll for surprise, why should the enemy even get the same chance to win initiative as you. I need to mull on this further, I would have preferred to just grant surprise to the party. Sleep is very powerful and with two sleep spells it certainly did the business.
I said a player questioned the potential butchering of the hobgoblin young as, mindful of B/X Blackrazor's recent posts on what is role-playing, it wasn't Lando who was objecting it was the player and his quite appropriate sensibilities. And the reaction from the other players also failed to role-play with comments like, 'they're not real anyway'. Or, 'I bet the DM has some secret plan to get us if we kill the young'.
This is both disappointing and hard to avoid. But even JB in his posts relates stories of very experienced role-players falling into this hole. With my rusty DM skills and new players, this was a hole in KotB that the campaign was always going to fall in. Especially with the well known moral quandary KotB creates with all those women and children from different 'races', I prefer to say species. In the end the players asked how old the young were, they killed the adolescent and left the other younger three asleep and tied up.

Back to play: The party looted the bodies and gained some silver, which I know they recorded but I can't decipher their character sheets. Which is a worry. They exited the Common Room through a door opposite the way they came in and continued up a windy corridor. Faced with a choice to go left or 10' further and right, they chose 10' further and right. This led quickly to a locked door with light coming in from the outside. It was here they were set upon by 6 hobgoblin guards armed with crossbows (from Location 26). Pushing Deris the 16 year old torchbearer into the front line with the comment, "You're a man you can fight." He was killed by a crossbow bolt through his eye. In the battle that followed Relag the guard sent to watch over the party by the jewel merchant was also killed. Lando Smallrisian the Dwarf was reduced to one fate point after being hit for 6. Ziplok the elf was reduced by 2 fate points after being hit for 2.
Meanwhile Marvin the Magic User was desperately trying to open the door to the outside. I said he needed a 1 in 6 but increased this by 1 each round. He didn't succeed until another party member joined him to help. The hobgoblins had lost half their members and then they turned and fled looking for reinforcements. Some debate ensured about 'Let's continue the mission' but in the end they decided to run while the going was good.
The door was open and the party was high up on the canyon wall. Luckily Lando the dwarf had rolled up a grappling hook and 50' of rope as part of his starting equipment. They searched and robbed Deris the torchbearers body, but since they already had his chainmail armor he had little extra of value. I'm not sure what happened to his lantern, it's not now on any character sheet, so it can be assumed it was left behind in the chaos. The party tried to rob the body of Relag but his wardog would have none of it. The wardog with the enticement of some food would allow the party to move and recover Relag's body however. So they foisted him off the canyon edge and all descended down the grappling hook. At the bottom Bob the Fighter picked Relag's body up over his shoulders and carried him away (not sure Strength 13 should have allowed this), just as the hobgoblins reappeared and fired arrows at them. Bob lost 4 fate points reducing him to one. They weren't pursued into the forest.
In the forest the wardog allowed them to strip Relag of his chainmail and a chain amulet worth 200sp (200gp equivalent) which had a picture of a woman set with it.
They returned to the keep bearing Relag's body and had two other brief encounters.
Firstly they were met by a very distressed man desperate to know where Deris his son was. The party gave many excuses, eventually said he died well, but the party wished they had responded with "Deris who?" The man left vowing they had not heard the last of this.
Secondly they returned to Brade the jewel merchant bringing Relag's body. Brade was less angry about the outcome and more desperate the party return as soon as possible to search for dwarf gold. Relag's companion, the other guard, gave the party a grudging nod of respect for returning Relag's body and told them he didn't know who the woman was. Relag's wardog stayed with the other guard and his wardog.
The party headed for the inn. They were some 500sp richer and had all survived!

DM note: It was in this section I really had the feeling that all our computer game experience was dominating. 'We have to keep going.' 'Let's just get on with the mission' I had to explain that in OSR D&D surviving is the mission, and living to fight another day the only thing that mattered. But most of my players are only expecting a three session committment so this is lilely influencing their desire for completion.
In the end both red shirts had died, no party members. Was it fudged.... Yes I confess it was. I couldn't bring myself to kill party members. Honestly DM screen aren't there to hurt the party by a dictatorial omnipresent malevolent  bastard. DM screens are there so the DM can protect the party's bacon. But I want to be OSR D&D DM - I am weak - I am not worthy - forgive me master...