Wednesday, 5 February 2014

LotFP solo -Part the Sixth: „Irrend an der Hölle Toren, / Ach, wie bald bin ich verloren!“

Scene 8

Chaos: 6

Setup: Unaltered - Into the dungeon again

characters: Neldir, the Elders of the Elven Forest, Eril the Vampire, Ranwitha the Pious Merchant, thieves, Siorighan MU12, summoned demon

threads: find Neldir & the book
get item for Vampire
track down thieves
pay thieves' debt to get crown
find cure for disease
recover fallen thieves' bodies

[Bookkeeping:

Last 24 hours disease rolls:
Aldira (fails 2 saves; -2CN, to 11)
Yrene (fails all three saves; -3CN, to 6)

Before going to sleep the party meted out the healing potion and the rest of the salve. That night they all heal one additional hit point, except Firdeth and Oighonlaer who are under half.

By morning, Firdeth (2/7hp) and Oigonlaer (2/5hp) remain seriously injured, Benyithelnol and Théscine are lightly wounded (both at 3/4hp), and the rest have made full recoveries.

Fortunately there were no encounters during the night.

Party combat XP for the trip & dungeon (no treasure xp until the treasure is brought back to civilisation): 685/8=85
(lion 100, brigands 60, stirges 175, #6 75, #11s 50, #8s 75, #3s 150)

Elves with no decent spells are just poor fighters. Lycinia decided to try convincing Aldira they should be allowed to study her spellbook.

Q: Can they convince her to agree? Unlikely: 48, Yes. Everyone casts Read Magic before bed so they can use it (in turns) in the morning.]


day 13.

It is decided that Firdeth and Oighonlaer (with Tibalt, Aldira, and Yrene) will spend day at rest (healing 1 hp each), whilst the other 6 PCs return to the dungeon.

They spend five hours preparing spells out of Aldira's book.

The book contains:
1. Read Magic
1. Faerie Fire
1. Feather Fall
1. Unseen Servant
1. Sleep
1. Enlarge
2. Web

Benyithelnol prepares Faerie Fire, Debinvarr prepare Unseen Servant, Théscine studies Enlarge, and both Lycinia and Miolla memorise Sleep. Caerindíl prepares Read Magic out of his own spellbook in the hopes that they will uncover a scroll.




All preparations having been made, they descend into dungeon in the early afternoon. From the entrance hall [room 1] they once again head to the west, and continue down the western corridor out of [room 2] the tentacle thing's lair. They head south from the 4-way intersection and enter a chamber [room 7] which is strewn with more débris and offal, but devoid of anything truly interesting.

Proceeding west down the corridor out of the chamber nearly results in disaster. [Trick/trap: Secret Door -- unless located (elf locates 5 in 20), Pit, 10’ deep, 3 in 6 to fall in.] Lycinia, in the lead with a torch takes a step and feels the floor fall away beneath her. She totters on the edge for a moment, but manages to stagger back from it without falling in. The pit is 10' deep and 10' across: inconvenient enough to cross that the elves decide to turn round and try another path. They return to the intersection, and follow another corridor.




They open a door and come into a large, square room [room 8, contents: Special], which appears empty at first, lacking even the general muck they've become accustomed to trodding over. Lycinia has walked to the middle of the room before her torch finally illuminates the far corner. Her eyes grow wide with what is revealed. A squat stone obelisk sits atop a low dais. Surrounding its base is a glittering pile of silver coins, with a few precious stones mixed in as well.

The party inches forward cautiously, wary of potential traps and guardians. Lycinia notices some sort of runic inscription on the obelisk. She raises her torch and peers at it closely. Then the world seems to buzz. Waves of force emanate from the runic Symbol, overwhelming all in the room with ineffable agonies, as if their very souls are being shredded by the claws of some nameless fiend. The peals of a gong reverberate throughout the room - is it really a sound, or is it just their nerves screaming? Lycinia's vision blurs as she falls to her knees. Théscine begins to weep. Benyithelnol is sick. The others stop still in their tracks, wincing, gritting their teeth, praying silently for release [Symbol of Pain: Each creature within 60' suffers wracking pains that impose a –4 penalty on attack rolls and –2 to Dexterity. These effects last for 2d10 Turns.]

Then Debinvarr is screaming-- no, he's shouting, shouting out a warning. The door is quietly swinging closed, as hidden panels in the wall fall open. Eight hideous undead emerge, foul and festering corpses [Festering Ones] dripping with corruption. They plod forward, arms outstretched and grasping. The elves summon all their resolve to do battle with the foul undead.

[round 1. fortunately there was no surprise, and Festering ones, like zombies always lose initiative. The effects of the Symbol of Pain have worsened almost everyone's AC, and for the -4 to hit I increased the monsters' AC to 17 to simplify things.] Théscine casts Enlarge upon herself as the things approach. Miolla swings her heavy mace in a wide arc, knocking the head of one of the advancing horrors clean off. Benyithelnol finds the strength to connect his mace with another, but his lighter weapon and lesser strength do not produce quite the same result as his companion. Théscine tries to bring her sword down on the head of one of the things, but steps in too close to be raked by its filthy claws [5 damage reduces her to -2hp. Note to purists: she did not actually get an attack roll this round as she already acted in casting a spell. But I prefer interesting descriptions to cold enumerations of game mechanics]. She collapses from the shock.

[round 2.] The confused mêlée swirls in the centre of the room, made even more confusing by the wildly flashing light of the lantern swinging in Benyithelnol's hand, and Lycinia's fallen torch rolling on the flagstones. Miolla and Debinvarr both manage to strike one of their opponents, and though oozing flesh is torn and rotten bone splintered, neither falls. Benyithelnol staggers back as a gooey fist pummels his chest [1 damage, leaving him with 2hp]. Caerindíl fares far worse; one of them lunges forward and fastens its teeth in his neck [6 damage, reducing him to 1hp].

[round 3.] Caerindíl skewers his opponent with his spear, and manages to push it back away from him. Luck briefly seems to smile down upon the noble elves for a moment; all of their weapons strike true. Debinvarr's and Benyithelnol's foes are destroyed, so the sides are now even (5 against 5).

[round 4.] O Fortuna, thou art fickle! The elves fare poorly in attacking, scoring only a pair of hits, and neither telling. Debinvarr gasps as two filthy hands crash down on his shoulders. He falls motionless to the floor [5 damage, 0hp left]. Caerindíl's opponent knocks his spear aside, and rakes gangrenous claws down his face and neck. The life pours out of him, he falls and is still [6 damage takes him to -5hp, dead].

[round 5.] Debinvarr's attacker turns to face Miolla, who caves in its chest with her mace. Benyithelnol rushes in to avenge Caerindíl, but he is grabbed by gangrenous claws which tear and rip and rend [6 damage, dropping him to -4hp, dead]. The mace falls from his now slack fingers. He sinks to the ground and is no more.

[rounds 6-9.] Only Miolla and Lycinia are still standing, facing four of the putrefying undead. They stand back-to-back, sword and mace swinging wildly at the ever-advancing foes. Fighting through the pain still permeating their very beings, they cleave through bone and flesh and foulness. Each of them drop two of the gruesome monsters. Finally they turn, short of breath, scarcely able to stand, yet grinning up at one another as they realise the battle is won.

"Good fight," gasps Miolla, "you can always have my back! Those things... never even touched me. You?"

"No..." replies Lycinia, "not a one... or... oh..."

Her eyes go wide as she notices the blood running down her arm [she took a single point of damage in round 7]. She stares dumbly at it until she feels Miolla's hand on hers. "The others," she says, "we have to see to the others."

They examine their fallen comrades. Their joy at finding Debinvarr and Théscine still living is tempered by their sorrow for Benyithelnol and Caerindíl. They join hands and whisper a sweet elven prayer, then turn their minds to the task of getting out of the dungeon with the living, the dead, and the treasure.

Splashing Debinvarr's face with water from one of the waterskins revives him enough to hobble about with some support. Théscine remains comatose. When she returns to normal size, Miolla (the strongest of all the elves) carefully lifts her onto her shoulder whilst Debinvarr leans on Lycinia as they retreat slowly towards the exit.

Once outside they collapse in the grass. They make their way back to the camp, and tell their anxious comrades about the events of the day. After a couple hours the lingering effects of the awful Symbol wear off. Lycinia and Miolla decide to make a hasty trip back down into the dungeon to recover their friends bodies and the treasure.

They sneak back to the room by a sliver of lantern light. Once there they make doubly sure that none of the corpses are yet moving, then with exceeding caution approach the obelisk. They throw a cloak over it, lest they unwittingly see the accursed Symbol and suffer its baneful magic anew. They then scoop all the coins, gems, a small glass phial, and a leather scroll case into a pair of sacks, before dragging them and their friends bodies out towards the exit (Miolla carrying the lantern gingerly in her teeth).

The sound of their passage attracts attention [I made a wandering monster check for each room & corridor traversed; only one encounter was indicated]. Five strange blue beasts [#9s] are crawling towards them, blocking the passage. The things are about 8' long, slender and snake-like, but possessed of two powerful arms which they use to help pull themselves forward. The arms end in 7-fingered hands, whose long claws scrape against the stone floor. The seem to have no actual head, just a long proboscis ending in a sharp, bony point.

[Neither party is surprised, PCs win the initiative] Upon seeing the things rushing to attack, Lycinia lets go of the sack she'd been dragging, gestures for them and speaks a single word. All five of the beasts sink peacefully to the ground in an enchanted slumber [Sleep spell: I rolled 10HD for its effect]. Lycinia and Miolla put down their remaining burdens carefully, walk forward and put the sleeping creatures to the sword. "They'd have done the same," says Miolla regretfully.

The pair succeed in dragging the bodies and all the treasure back to the surface without further incident. They bury their friends in a nearby copse so their spirits can find solace in the forest.

--------

Upkeep & Aftermath:

The three who were injured by the festering ones need to save vs. poison to avoid contracting the rotting disease; Théscine and Debinvarr fail, Lycinia succeeds. The incubation time is only 4 hours, so they show signs of illness before their friends are interred.

The six who survived the dungeon this day each receive XP. The total is 600: 400 for the fight with the festering ones and 200 for the death of 2 party members (thanks to Bluebear Jeff  for the idea). Each survivor thus earns 150xp for combat.

Miolla and Lycinia each earn 25 additional XP for their return to the dungeon.

XP for treasure has to wait until the party bring it back to civilisation. But the treasure itself is pretty good for a change:

2000SP

Gems (14): Carnelian-100 sp, Topaz-1000 sp, Alexandrite-500 sp, Tiger Eye Agate-10 sp, Hematite-50 sp, Azurite-50 sp, Chrysoberyl-500 sp, Hematite-25 sp, Star Rose Quartz-75 sp, Rock Crystal-75 sp, Onyx-75 sp, Eye Agate-50 sp, Eye Agate-10 sp, Banded Agate-50sp. [Total Value: 2570 sp.]

potion (unlabelled)

Magic-User Scroll
-Spider Climb
-Message
-Howl of the Moon
-Magic Mouth
-Magic Aura
-Enlarge
-Bookspeak


[The next post discusses characterisation in this adventure; the adventure continues in teh post immediately following]

Saturday, 1 February 2014

LotFP solo - Part the Fifth: „Doch sagt: was in der Höhle dort, / Bei schwachem Licht, sich dreifach hingekauert?“

"We have business with Siorighan as well," explains Oighonlaer. "We desire of her the false crown, but she will not part withal save that your debt be paid. We shall thus help free you from the sorceress' binding spell."

Maybe not exactly...


Scene 7

Chaos: 5

Setup: Unaltered - PCs agree to help get treasure, recover bodies, and find cure. Into the dungeon they go.

characters: Neldir, the Elders of the Elven Forest, Eril the Vampire, Ranwitha the Pious Merchant, thieves, Siorighan MU12, summoned demon

threads: find Neldir & the book
get item for Vampire
pay thieves' debt to get crown
find cure for disease
recover fallen thieves' bodies

day 12.

After a good night's sleep, Caerindíl & Benyithelnol have healed 1hp. The party leaves the rest of their provisions & bedrolls, and most of their extra torches and waterskins in the camp, hoping to need the extra carrying capacity for TREASURE!

They clamber down into the half-exposed crypt which once lay under the monastery's great chapel. A once-hidden stairway has been uncovered by Aldira's party, leading down under the earth into the strange dungeons. Lycinia leads the party, with torch and sword in hand. Firdeth brings up the rear, carrying her lantern.

[Random dungeon generation courtesy of the tables in the 1st edition DMG. Monsters, wandering and otherwise, from the tables in the Basic rules, except that any nonsensical result will be swapped with a randomly generated monster from the tables in Best of Dragon volume 1 (i.e. no Traders in the dungeon). I'll be providing full write-ups for all the non-book monsters encountered in a separate page.]



Descending into the darkness of the entrance chamber [room 1], the PCs disturb a group of 7 stirges nesting therein. They fly up suddenly in a whirling cloud, and attack. The battle is short but intense; the beasties are quickly slain. Only Debinvarr is unlucky enough to be pierced by one of their beaks (for 2 damage, leaving him with 3hp).

Q: Was anything attracted by the stirges' shrieking? 50/50: 19, Yes.

The PCs spread out and divide into two groups, each trying to peer down the corridors with their light. Suddenly a strange, white, tentacled flopping thing [a #6] hurtles into the room from the right-hand corridor. The elves are too surprised to react. The thing tries to bludgeon Théscine, but she reacts in just enough time to interpose her shield between herself and the flailing tentacles.

[round 1. It wins initiative] Undaunted, it rears up on its back two legs and continues flailing away at Théscine.  It gets around her shield, smacking her in the head [for 4 damage]; she drops [with 0hp] to the floor. Firdeth, Benyithelnol, and Oighonlaer all try to overcome the beast, but are fighting too defensively to land a hit.

[round 2.] The thing switches its attention to Oighonlaer, but cannot get in striking distance past his spear. Oighonlaer does manage to inflict a minor wound [2 damage] whilst keeping it off. Caerindíl sticks it in the side with his own spear [4 damage]; ichor leaks from the wound. Lycinia joins the battle, stepping over the unconscious form of Théscine. Her sword bites deep [9 damage] and the thing lets out a gurgling cry [it's down to 8hp].

[round3.] The thing continues to flail uselessly at Oigonlaer. It soon lies dead and oozing at the elves' feet.

As Benyithelnol and Lycinia make certain the thing is dead, Oighonlaer rushes to heal Théscine with the magical salve [for 2, bringing her up to 2; 4 applications remain].

The PCs proceed cautiously down the [10'] wide corridor [to room 2] to see where thing came from. Lycinia takes the lead with her torch; Miolla and Debinvarr follow close behind and to either side of her, their bows and ready to shoot.

There is nothing but débris, offal, and a collection of gnawed bones in [room 2] the next chamber. It seems likely this is the lair of the -- well, whatever it was. Caerindíl prods some of the piles of rubbish with his spear, but it's obvious this room contains nothing of value. The elves decide to proceed, turning down the first right-hand corridor (to the south).

A door bars their way. "What the hell," thinks Lycinia, and nudges it open with her foot. The passage continues beyond. Going straight through a four-way intersection and down a long corridor, they come to yet another door. Opening it...

[room contents: monster & treasure. Rolling on Basic D&D's 1st level monster table produces 3 dwarves. Ok, why not? But why are they here?

Q: Are these abnormal dwarves? (Mythic) Likely: 87, No.
Q: How did they get in here? (bibliomancy)

Adgressi — nam saepe senex spe carminis ambo / luserat — iniciunt ipsis ex vincula sertis:
Vergil, Eclogue VI, 18-9
(Approaching -- for often the old man teased them both with hope of a song -- they bind him in fetters made from the garlands themselves)

Interpretation: The dwarves are captives here. Rolling a reaction gets 8, Indifferent.

Q: Have the dwarves been here a long time? 50/50: 29, Yes.
Q: Are they past saving? Somewhat Likely: 35, Yes.]

...produces a draught of warm, rank-smelling air. And a strange sight greets the elves through the open door. Braziers of glowing coals dimly illuminate the room. Three dwarves sit silently on the floor in the centre. They are dirty, bruised, dressed in bloody tatters, and somewhat emaciated. Each of their hands has been fettered to iron rings set in the floor. There are about 2000 copper coins scattered over the floor around the dwarves.

The PCs spend several minutes trying to communicate, but the poor dwarves are too far gone to speak or react. It is decided to leave them alone for the moment, though not to abandon them; dwarves they may be, but even xenophobic Benyithelnol is moved by the piteous sight.

Opening the door to east, the party advances cautiously down the corridor. [A wandering monster is indicated; 5 #11s] Five small white humanoids are advancing up the corridor. They look like twisted and gnarled homunculi, naked and sexless, none standing over two and a half feet tall. Each is armed with some sort of crude torture implement. As Lycinia's torch illuminates the things, they chitter angrily.

[round 1] Miolla and Debinvarr quickly loose their arrows at the things. Both arrows find their targets, killing them. The other things surge forward and attack Lycinia, but their weapons merely scrape against her chainmail.

[round 2] Everyone pulls back into the room so there's space to fight. Lycinia fights defensively, dodging and parrying the flurry of angry blows coming from the shrieking, hissing mannikins. But they are just as canny, and no hits are scored on either side.

[round 3] Caeridíl and Miolla kill one each; the last one flees back down the dark corridor with surprising alacrity.

The elves give chase, lest the survivor rouse too many other inhabitants of this benighted  complex.

[They continue to room 4, whence came the 11s. Roll for room contents is Monster Only.

Q: Any more of them in there? 50/50: 41, Yes. 5 more #11s. No surprise. Party wins initiative.]

The elves pursue the creature to its lair, where five of its fellows await them. The fight is over quickly; the horrible little things are frightening, but no match for elven warriors. Only Firdeth is wounded in the fray, though not severely [2 hits for 1 point each].

The things had made their lair in a open chamber. Filth, bones, excrement, and rusty tools are spread over the floor. A carved marble font is set into the stone wall. It once must have held holy water, but has many years been dry. It is filled with putrid fabric, probably the things' nest. The elves agree that it couldn't possibly hold anything of value, and leave it unmolested.

The elves decide to leave by the western corridor. They pass by a trapdoor in the floor and come to a seemingly empty room at the end of the hall [room 5]. They are about to decide whether or not to poke through the rubbish within when creatures are seen moving slyly in the darkness [The party is not surprised]. The three reptilian beasts [#8s] are about man-sized, built long and low to the ground, and seem to posses an odd number of limbs. Their dull black skin makes them nearly invisible in the dim light.

The cunning beasts notice their quarry has detected them. Hissing between the teeth of their long black snouts, they whip their tails forward and loose a volley of deadly spines down the passage. Most of them whistle by in the darkness, but Miolla and Debinvarr are each severely wounded as two of the spikes hit home. [volleys of 1d4 each, resulting in 3, 2, and 2 spikes with random targets. Miolla took 3damage, Debinvarr 2, reducing them both to 1hp.] The two injured elves retreat back down the corridor, whilst the others advance. Only Lycinia's blade finds its mark [3 damage, reducing one to 5hp. There was no surprise, and initiative was tied. I rolled a 17 for the monsters' effective DEX,so they effectively win the initiative (since Miolla is hors de combat, and no one else has higher than 16).

round 2. Everyone misses.

round 3...] The fight seems to last an age [12 rounds, actually]. The ferocious beasts are much less dangerous fighters than they first seemed, but their thick skin is remarkably hard to pierce; it's almost like hacking through plate armour. In the end they are vanquished. Caerindíl and Oigonlaer have sustained moderate injuries [down to 2 & 3 hp, respectively], Lycinia has been severely bitten [4 points, leaving her at 2hp] and Firdeth has been rendered unconscious [-1hp].

Oighonlaer applies healing salve to Firdeth [healed back to 2hp - 3 applications remain].

Benyithelnol finds an old sack amongst the refuse, filled with coins and other treasures: 164sp, a tiny carved wooden box (5sp), 16 cheap silver rings (5sp ea.), and a copper brooch (100sp).

The party is starting to feel a bit worn down, but decide to press on a little further. They return to the mannikins' lair, and then head through [a northern passage to room 6].

This room looks to have once been a storage area as attested by the rotten remains of old crates and boxes, some sludge which may have been sacks of grain, and shattered amphorae. These last seem to have been only recently disturbed, and the adventurer responsible seems never to have made it out of the room. The unfortunate dwarf's skeletal remains lie in the midst of the clay potsherds, still clutching a rusting mace in one hand.

The elves are just about to examine a discarded backpack when three small shrieking creatures burst forth from their nest inside the dwarf's chest cavity. The [#3s] creatures are rat-sized, tripedal, grey-skinned mammals with a single large glowing eye in the centre of their foreheads. They stop and stare at the surprised elves for a few moments, and then rush into combat with their needle-like yellow teeth. [The creatures used their special Charm Person power during the surprise round, which of course is useless against elves.] The things are really no match for our heroes, who make short work of them. Oighonlaer suffers a nasty bite [2 damage, down to 2hp], but no one else is injured.

Inside the backpack  are a few coins [10sp, 35cp] and a [Q: Labelled? 50/50: 34, Yes.] labelled healing potion.

The party decide they need rest before continuing, and head back to the surface. They exit the dungeon without further incident.

Friday, 31 January 2014

Solo Traveller - Episode 14, part 2: Dulce et decorum (9Qs #5, continued)

Dimmul/Foreven (2936 C587A7A-C) / Date: 268-1106

• roll a d6 twice for an encounter featuring: (1) betrayal, (5) combat.

Here is the combat.

The Map:

Since the large scale conflict system is a bit abstract, the map really only serves to indicate relative positions of the units. It is divided into three deployment zones for each side: Support, Reserve, and Front Line (since the friendly forces never retreated into their support zone, I have truncated the map on their side in the pictures).

Setup:

Republic of Erhai forces
Command platoon
Strength 10
Rating 3 (Skill 1)
Morale 7
TL 12
Artillery company
Strength 4
Rating 4 (Skill 2)
Morale 9
TL 12
Infantry platoon
Strength 40
Rating 3 (Skill 1)
Morale 7
TL 12
Vehicle platoon A
Strength 4
Rating 3 (Skill 1)
Morale 7
TL 12
Infantry company
Strength 100
Rating 2 (Skill 0)
Morale 7
TL 12
Vehicle platoon B
Strength 4
Rating 2 (Skill 0)
Morale 6
TL 12


Ilparan forces
command squad
Strength 8
Rating 3 (Skill 1)
Morale 6
TL 12
vehicle platoon (green)
Strength 4
Rating 4(Skill 2)
Morale 8
TL 12
infantry platoon (red)
Strength 40
Rating 4 (Skill 2)
Morale 8
TL 12
vehicle platoon (yellow)
Strength 4
Rating 3 (Skill 1)
Morale 7
TL 12
infantry platoon (blue)
Strength 40
Rating 3 (Skill 1)
Morale 7
TL 12


Imperial marines
command fire team
Strength 5
Rating 5 (Skill 4)
Morale 9
TL 15
heavy infantry fire team
Strength 5
Rating 5 (Skill 3)
Morale 9
TL 15
infantry squad
Strength 20
Rating 4 (Skill 2)
Morale 9
TL 15


At the start of the scenerio, most of the friendly forces (the Ilparan army troops and their advisors from the Imperial Marines 329th Engineering Corps) are in a frontier base, which is the Reserve section of the map. Only the Ilparan Blue infantry platoon is away from the base, patrolling the area which will become their Front Line in this skirmish.

The enemy (units from the Republic of Erhai's army) have been slowly advancing into the disputed zone. The bulk of their forces therefore start far to the rear (in their support zone). The artillery company, proteced by some tanks (Vehicle platoon B) have taken up an advance position in the Reserve zone.

The Erhaian command unit has a Leadership skill of 1, so will get at least one command action per turn. The Ilparan commanders also have Leadership 1, but the Imperial command is designated as a secondary command unit, and will always provide one bonus command action (which will obviously be used to move Imperial troops).

Note:

It will probably become obvious that I'm not a war gamer. I've also never used this system before, so this was as much a learning exersize as anything else. Looking back, I notice it was a definite tactical mistake for the enemy artillery to be anywhere other than in their Support zone. I totally just guessed on the composition of the two sides, but that seemed to come out about right. The Imperial troops 3 tech level (TL 15 vs. 12) advantage was even scarier than I imagined.



Surprise round

command phase

A traitor in the Ilparan camp has transmitted targetting information to the enemy artillery. They initiate the battle by shelling the Ilparan base with chemical rounds.

action phase
For artillery to attack infantry, they need 7+. They roll 12 +2 skill +2 range = 16; hit with effect 9.
Damage is 9 (effect) +4 (unit size) +15 (modifier vs. infantry) = 28 damage

The red platoon reduced to str 12.

morale phase

The red platoon loses 2 points of morale (-1 for being attacked, -1 for being reduced to half strength), reducing it to 6.

withdrawal phase (optional)
No one is withdrawing. I'm not going to record this phase for the rest of the battle unless it is used.





round 1

The battle now begins in earnest.

command phase

The enemy rolls a Leadership check 10+1=11; Effect 3 + Tactics 1 = 4 actions this round. They issue the following orders:
-vehicle platoon B to attack blue infantry platoon
-infantry platoon to advance to Reserve Zone
-forward observers to spot for the artillery (an artillery unit requires 2 actions in order to attack)
-artillery to continue shelling the red infantry platoon

The friendly commanders roll a 6 +1 (skill) +1 (bonus for being in Reserve zone) for their Leadership check. Zero effect results in 1 action + 1 bonus action for the secondary command unit. Orders:
-Imperial heavy infantry to attack vehicle platoon B
-yellow vehicle platoon to advance to Front Line

action phase

The actions alternate, starting with the side with the most actions. A unit may only take 2 actions per round, and any unit taking a second action must wait until all first actions have been taken. So--

Vehicle platoon B attacks Blue infantry platoon
rolls 10 +0 (skill) +2 (range) = 12. They need 8+, so hit with effect 4.
Damage is 4 (effect) +3 (unit size) +5 (modifier for vehicle vs. infantry)=12. Blue Infantry platoon is reduced to strength 28.

Imperial Heavy Infantry attack Vehicle Platoon B
roll 10 +3 skill +0 range (need 9+): hits, with effect 4
4 effect +3 difference in TL +1 size -1 hvy. infantry vs. vehicles =7. Platoon B is destroyed by FGMPs.

Enenmy infantry platoon advances to their Reserve Zone.

Yellow vehicle platoon advances to the Front Line.

Artillery continue shelling the Red Infantry Platoon with chemical rounds.
attack roll is 6 +1 skill +2 range=9
damage 2 effect +4 size +15 artillery vs. infantry =21. Red Infantry platoon destroyed.


morale phase
(I found it was definitely best to keep track of morale changes as they occurred rather than in one fell bookkeeping phase. But, to summarise:)
Blue Infantry platoon was attacked, so -1 morale.
The Artillery and the Heavy Infantry both destroyed enemy units, so +2 each.
Being in the same zone as a destroyed allied unit is worth -1 morale. This was applied to the enemy's Artillery company, and the friendly Green Vehicle platoon, Command, and all three Imperial units.




round 2

command phase

The enemy rolls a 3 for their Leader check. Only 1 action this round.
-Infantry company to advance to Reserve zone

The friendly command rolls a 5: 1 action +1 bonus action for secondary command unit.
-Imperial Heavy Infantry to advance to Front Line, then
-attack Artillery

action phase

Both sides advance.

Heavy Infantry attacks Artillery
roll 3 +3 skill +2 range=8. need 8+, so hit with Effect 0.
Damage: 0 +3 TL +1 size +0 vs.artillery =4. Destroyed!


morale phase

The enemy Infantry Platoon and Infantry Company both suffer -1 morale for shaing a deployment zone with the allied Artillery unit when it was destroyed.
The Heavy Infantry fire team gains +2 morale for destroying it.





round 3

command phase

The enemy rolls Leadership, 8+1 = 2 actions.
-Infantry company to attack Heavy Infantry
-Infantry platoon to attack Blue Infantry platoon

The friendly command rolls a 5 again: 1 action +1 bonus action for secondary command unit.
-Heavy Infantry to attack Infantry company
-Yellow Vehicle platoon to attack Infantry company

action phase

Infantry company attacks Heavy Infantry
roll 12 +0 skill -1 range =11. Hits, Effect 2
damage: 2 effect +4 size -3 inferior TL -2 mod = only 1 damage. Heavy Infantry is reduced to 4 Strength.

Heavy Infantry counterattacks Infantry company
roll 6 +3 skill +2 range =11. Hits, Effect 4
damage 4 effect +1 size +3 TL +4 mod =12. Infantry company reduced to Strength 88.

Infantry platoon attacks Blue Infantry platoon
roll 4 +1skil -1 range =4. No damage is inflicted (but morale penalty for being attacked will still apply.)

Yellow Vehicle platoon attacks Infantry company
roll 7 +1skill +2 range =9. Hits, Effect 2
damage 2 effect +3 size +5 mod =10. Infantry company further reduced to 78 strength.

morale phase

Heavy Infantry, Infantry company, and Blue Infantry platoon all suffer -1morale for being attacked this round.




round 4

command phase

enemy roll 11+1 for Leadership check:  4 actions
-Infantry company to advance to Front Line
-Infantry company to attack Heavy Infantry
-vehicle platoon A to advance to Reserve zone
-vehicle platoon A to attack Yellow vehicle platoon

friendly roll 5+1+1: 1 action +1 bonus action
-Green vehicle platoon to advance to Front Line
-Green vehicle platoon to attack Infantry company


action phase

Infantry company and Green vehicle platoon advance.

Infantry company attacks Heavy Infantry
roll 3 +0 skill +1 range =4: miss

Green vehicle platoon attacks Infantry company
roll 7 +2 skill +0 range =9. Hits, Effect 1
damage 1 +3size +5 mod =8. Infantry company reduced to Str 70.

vehicle platoon A advances to Reserve zone.

vehicle platoon A attacks Yellow vehicle platoon
roll 9 +1skill +2 range = hit, 3 effect
damage 3 +3size -1 mod = 5 damage. Destroyed!

morale phase

The Heavy Infantry and the Infantry Company both take -1 to morale for being attacked.
The Heavy Infantry, blue Infantry platoon, and Green Vehicle platoon shared a deployment zone with the Yellow Vehicle Platoon when it was destroyed, so suffer -1 for that.






round 5

command phase

enemy rolls 11+1, getting 4 actions
-Vehicle Platoon A to attack Blue Infantry platoon
-Vehicle Platoon A to attack Heavy Infantry
-Infantry Company to attack Heavy Infantry
-Infantry Company to attack Command

friendly Leadership roll is also 11+1, getting 4 actions +1 bonus
-Heavy Infantry to attack Command
-Heavy Infantry to attack Infantry Company
-Green Vehicle Platoon to attack Infantry Company
-Blue Infantry platoon to attack vehicle platoon A
-Imperial Infantry squad to advance to Front Line

action phase

Heavy Infantry attack enemy Command
roll 8 +3 skill +0 range= hit, Effect 2
damage 2 +3 TL +1 size +2 mod =8 Command is reduced to 2 Strength.

Vehicle Platoon A attacks Blue Infantry platoon
roll 9 +1 skill +2 range = hit, Effect 4
damage 4 +4 size +5 mod =13. Reduced to 15 strength

Heavy Infantry attack Infantry Company
roll 10 +3 skill +1 range =14. hits, Effect 7
damage 7 +1 size +3 TL +4 mod =15. Infantry Company reduced to 55 strength.

Vehicle Platoon A attacks Heavy Infantry
roll 5 +1 skill +2 range. just hits, 0 Effect
damage 0 +4size +2 mod -3 TL =3dmg. Heavy Infantry reduced to a single soldier (Str 1)

Green Vehicle Platoon attacks Infantry Company
roll 6 +2 skill +0 range = just hits, 0 Effect
damage 0 +4siz +5 mod = 9. reduced to 46 str

Infantry Company just make their morale roll, and attack the Heavy Infantry
roll 11 +0skill +1 range= hit, 3 Effect
damage 3 +4 size -3 TL -2 mod =2. The last of the Heavy Infantry falls.

Blue Infantry platoon fail their morale (so do not attack vehicle platoon A)

Infantry Company, despite having defeated the Imperial Marines in artillery battle dress, fail their morale check and do not attack the Ilparan Command as ordered.


morale phase

This round the enemy Command, Infantry Company, and the Blue Infantry platoon were all attacked (-1) and reduced to less than half strength (additional -1).
The Infantry Company earned back all of it with a +2 for destroying an enemy unit.
The Blue Infantry platoon suffered an additional -1 for sharing a zone with the Heavy Infantry when they were destroyed.
The Green Vehicle platoon also suffered -1 for being in that zone.




round 6

command phase

enemy Leadership check is 12+1: 5 actions
-Vehicle Platoon A to attack Blue Infantry platoon
-Vehicle Platoon A to attack Green Vehicle platoon
-Infantry Company to attack Command
-Infantry Company to attack Imperial Infantry squad
-Infantry Platoon to attack Green Vehicle platoon

friendly roll 7+1: 1 action +1 bonus
-Imperial Infantry squad to attack Infantry Company
-Green Vehicle platoon to attack Vehicle Platoon A

action phase

Vehicle Platoon A attacks Blue Infantry platoon
attack roll of 4 does no damage, but will inflict enough of a morale loss to rout the unit in the morale phase

Imperial Infantry squad attacks Infantry Company
roll 9 +2 skill +1 range = hit, 4 Effect
damage 4 +3 TL +0 mod +2 size = 9dmg, reduced to 37

Vehicle Platoon A attacks Green Vehicle platoon
roll 10 +1skill +0 range = hit, 2 Effect
damage 2 +3 size -1 mod = 4dmg. Destroyed!

Green Vehicle platoon would have gone next, but is no longer.

Infantry Company attacks Ilparan Command
roll 9 +0 skill -1 range = miss (needed 9+)

Infantry Company attack the Imperial Infantry squad
roll 9 +0 skill +1 range = hit, 2 Effect
damage 2 +4 size +0 mod -3 TL = 3 damage, reding them to Str 17.

The Infantry Platoon was to attack the Green Vehicle platoon, but lose their action as their target has already been destroyed.



morale phase

Ilparan Command lose -1 for being attacked, even though no damage was taken. The Infantry Company also take -1 for being attacked.
The Blue Infantry platoon take -1 for being attacked, which routs the unit.
For being in the same zone when their ally routs, the Imperial Infantry squad suffers -1 morale. They suffer -1 for having been attacked as well.
Vehicle Platoon A receives +1 for routing an enemy unit, +2 more for destroying one.
Being inthe same zone as a destroyed ally causes the Imperial Infantry to take another -1.



withdrawal phase

Neither side is in particularly good shape. The Ilparan army has been all but eliminated. Force Commander Hinniter was instructed not to draw the Imperium into a war on Dimmul, so she orders her troops not to press the attack. The Republic of Erhai similarly does not want to antagonise the Imperium, and there's a chance that their forces remaining on this battlefield are just too technologically inferior to defeat the Imperial marines.

Both sides withdraw.

all withdraw


Thursday, 30 January 2014

Solo Traveller - Episode 14, part 1: Wars and Rumours of Wars (9Qs #5)

Dimmul/Foreven (2936 C587A7A-C) / Date: 262-1106

After a few days at the embassy, Eshtam and Lt. Gytovo are ferried up into orbit to rendez-vous with Force Commander Hinniter and her soldiers from the 329th Engineering Corps, who are being dropped off in style by a TL15 50000ton Ghalalk-class armoured cruiser. They receive a warm welcome from Commander Darus, but are very cooly received by Hinniter and her unit. Darus gives them a summary briefing (mostly for the Force Commander's benefit) and supplies Eshtam with a TL15 secure-channel radio transceiver. Both are then outfitted to match the Unit: TL14 combat armour, gauss rifles, gauss pistol sidearms.

Four cutters transport the unit to the surface, one for personnel, three for heavy equipment. The destination is Fort Lishet, a small outpost in the disputed zone between Ilpara and the two Gerhai nations. The terrain is some of the worst on Dimmul, rocky desert pockmarked with boiling volcanic springs. About 200 members of the Ilparan army are stationed at Fort Lishet, a mix of infantry and light armoured vehicle platoons. The fort itself is just a collection of temporary sheet-metal and plasteel structures, ringed by a perimeter fence of razor wire and passive motion sensors.

The Imperial troops are ostensibly here to help shore up the fort's defences and familiarise the Ilparans with some of the new TL14 equipment they have imported. Fort Lishet will eventually be expanded to provide security for the planned refinery to be built over the natural gas field nearby. The Ilparans are generally pleased to be receiving Imperial support, and are frankly in awe of their equipment. The Imperial marines were hand-picked for this assignment. They recognise that it's more of a diplomatic mission than a technical one, and adopt a generally avuncular attitude towards their hosts. They are much more aloof towards Lt. Gytovo and Eshtam. The Imperial troops sense their COs distrust of the pair and keep them at a distance, and the Ilparan troops follow suit.

The heat and scent of sulphur on the breeze are oppressive, but Eshtam spends most of her time in the comfort of the Imperial command tent (so-called, though it's really more of a portable plasteel bunker), which is nicely air-conditioned for the sake of the electronics. Hinniter has given her a table in the corner, filled with communications devices, and she spends her days doing SIGINT. Hinniter has reluctantly assigned two of her own personnel to assist, so the chatter can be monitored all 25.4 standard hours per day. Lt. Gytovo despairs of being shunned by the other marines, and eventually starts sharing listening shifts with Eshtam. The majority of the transmissions they intercept are dirty jokes and gravball scores, with the occasional unimportant order or status report to break the monotony.

[As a baseline, it's a Difficult comms check to unscramble an important communiqué.

Q: Does Ladver use higher a tech comm unit to contact Allies than is available on Dimmul? (Likely | 4[d10]) No.

So, Eshtam's comm roll 10+3+3(TL15vs.12) =16: Effect=6, Exceptional Success! She gets useful information about the scale and nature of Ladver's plot and pinpoints a location where a lot of the signals are coming from.]

Q5. How can any heroic gains from the results of Q4 suddenly be undermined as new information about the true face/scheme/power of the enemy becomes known?

Be the GM first:
• Use the random idea generator to inspire an evolution of the threats by more clearly defining the source of the danger and developing its hostility to the heroes and/or the setting. (I rolled twice:)

Triumph / Investment. - Ladver's scheme is working. He's got wars about to start between the three nations and their allies are ready to step in. The scope of the plot is (near-)total world war to destabilise the planet so a former colony (on a minor planet in the system) can seize control of mainworld once the major powers have worn themselves out fighting each other.

Angrily / Aromatic. - chemical warfare.

• roll a d6 twice for an encounter featuring: (1) betrayal, (5) combat. Actually, the other option would have been Revelation, and there needed to be a bit of that too (as seen above) to move the story along. I fear I'm beginning to chafe under the structured nature of the 9Qs format. But I'm still enjoying the adventure.

• Choose or use the random idea generator to inspire the place where and when the
encounter will occur. The place and time do not have to be the same as in Q4.

Primitive badlands.
Military headquarters.

Be the PCs next: Use the heroes' abilities to respond to the threats as per their heroic motivation and the RPG's rules.

Be the GM once more: Close the encounter by resolving NPC reactions to the heroes.

The PC/GM portions are going to have to be intermingled...]

Eshtam and Lt. Gytovo step outside of the command tent for a break. They wander aimlessly through the camp, enjoying the warmth for the few minutes before it becomes unbearable, talking idly whilst they walk.

"I think I'm starting to see Ladver's game," says the Lieutenant. "How much longer do we have to stay here before we move out?"

"Dunno," replies Eshtam. "It partly depends on what Commander Darus gets out of the Ilparan leaders. As he's ever so fond of reminding us, it's still his show. Gotta respect the chain of command... sir."

"I thought you hated playing soldier? The uniform growing on you, Corporal?"

"It beats wearing heels and makeup 10 hours a day."

"Oh, but I miss the smell of that perfume you found. What was it called, eau de salope?"

Eshtam's reply is cut short by the sounds of incoming artillery fire, followed by explosions, screams, and the smell of nerve gas.

[King Ladver has an agent somewhere in the camp. They've put a targeting device in the mess tent, and activated it during one of the two Ilparan infantry platoons' lunch period. The shelling is centred on the mess tent, but stray shells fall all over the camp.

Q: Are Eshtam and Lt. Gytovo near their combat armour when shells drop? (Very Unlikely | 4[d10]) No.
Q: can they get to it at all? (Unlikely | 1[d10]) No, and... they can't get to their Gauss rifles either.
Q: Can they make it to a sealed vehicle? (50/50 | 6[d10]) Yes, but... 1d6 END poison damage: Eshtam takes 1, Lt. Gytovo 3
Q: Can they get to one of the Imperial grav carriers? (50/50 | 5[d10]) No, but... Ilparan AFV (Tracked) TL12
Q: Is anyone else inside? (Somewhat Likely | 10[d10]) Yes, and... driver & gunner are present + (1d6-1 others) 1 soldier.
Q: Are any of them injured? (50/50 | 7[d10]) Yes. (1d3) 2 of them take 1d6 END damage each]

Chaos descends upon the camp, which is soon shrouded in a gruesome yellow haze. More conventional munitions follow the chemical agents, adding to the din of shouting and engines starting up. Eshtam and Lieutenant Gytovo are caught out in the midst of the affray, and duck in to the nearest available shelter, which happens to be an Armoured Fighting Vehicle belonging to the Ilparan army. They are ushered inside by one of the vehicle's crew, who seals the door behind them. They fall to the deck, followed by the woman who led them in, coughing from their brief exposure to the gas. There is an Ilparan infantry trooper in full combat armour also lying on the deck, doubled over in pain. The driver swivels round in her seat and looks down at the rest. She winces as a shell goes off nearby, and debris plinks down on the armoured roof. "What do we do now?" she asks.

Lieutenant Gytovo quickly looks up and notes the insignia worn by the three women; he's the ranking officer here. He forces himself to his feet. "Drive," he says, "just drive. Get us out of the camp and away from the shelling."

[Lt. Gytovo makes two Leadership checks.
To rally troops: Ldr+Soc, difficult. He rolls 11+1 -2, success.
To order them to flee: Ldr+Soc, average. rolls 8+1, success.

Q: Can the party get out of the war zone undetected? (Unlikely | 2[d10]) No.
Q: Encounter with enemy troops? (Very Likely | 3[d10]) No.]

The driver turns back in her seat and starts the AFV without a word. Within seconds the tank-like vehicle is speeding through the camp. She doesn't even steer towards a gate, just crashing straight through the perimeter fence. Suddenly a voice is heard over the comm. "Green 26, where are you going? Green 26, respond!"

"That's us Lieutenant," says the driver "Orders?"

Lt. Gytovo glances in Eshtam's direction for advice. "Change of plans," she croaks.

"Just turn that thing off and keep going!" he says.

Eshtam tries to contact FC Hinniter on a secure channel using her own comm unit. [Easy comms check: 4+3=success] She gets Hinniter's aide de camp, who refuses to hand the comm over.

"Dammit," shouts Eshtam, "tell your boss this is grey squad, priority Black-sigma. We're commandeering an Ilparan vehicle and crew, and are pursuing the mission on our own from now on. Quickly!" [Hinniter's reaction roll: 10, responsive]

After a few moments comes the reply: "Acknowledged, grey squad. Force Commander Hinniter says good luck and good riddance!"

--- --- ---
[What happens next? Here, I took a break from this campaign for a while. The next post is the wargamey large scale combat from which the characters are escaping.

The actual game continues much later, but before it does there is a rather long merchant campaign with Star Trader which starts here. The Star Trader campaign eventually merges with this one.]

Wednesday, 29 January 2014

LotFP solo - Part the Fourth: "...too mad / Was the attempt, and yet more mad were now / Repentance of the irrevocable deed"

"What luck," said Neldir, his words echoing in the dank cave, "that I ran across the three of you that night near C-. Not many elves come out this far from our forest. Yes, quite a stroke of luck indeed. I had thought I'd have to settle for human... ah, helpers. No, it's going to work much better this way."

The three elves -- gagged, bound, and trussed -- could only look on in horror as Neldir traced the magic circles on the cave floor.





Scene 4

chaos 4

Setup: Interrupt (was: set off to ruin after thieves) Remote Event: Attract/Evil (Neldir summons a demon to track the party)

characters: Neldir, the Elders of the Elven Forest, Eril the Vampire, Ranwitha the Pious Merchant, thieves, Siorighan MU12, summoned demon

threads: find Neldir & the book
get item for Vampire
track down thieves
pay thieves' debt to get crown


Scene 5

chaos 5

Setup: (unaltered) set off to ruin after thieves

characters: Neldir, the Elders of the Elven Forest, Eril the Vampire, Ranwitha the Pious Merchant, thieves, Siorighan MU12, summoned demon

threads: find Neldir & the book
get item for Vampire
track down thieves
pay thieves' debt to get crown

day 8.

The PCs set off to the south, fully rested and with plenty of provisions. No encounters.

day 9.

The party manages to get lost, travelling SE instead of S-SE to avoid the hills. A hawk flies overhead, but otherwise the day passes without incident.

day 10.

Encounter in the grassland: a Lion (normally, I'd have re-rolled this, but as a lion was emntioned in the last rumour...)

Both surprised, encounter distance 140', reaction = 4, unfriendly.

The elves try to evade, but cannot. The lion gradually closes to within 60'.

Miolla, Théscine, Benyithelnol and Debinvarr try to frighten it off by shooting it with their bows. All of them hit except Debinvarr. Damage rolls are 3+1+1= 5 damage, which only angers the beast. It rushes to attack.

The lion savages Caerndíl with tooth and claw (damage 11, reduced to -3hp), mortally wounding him.
Oighonlaer misses, but Firdeth (14+1, 8 damage) and Lycinia (13+2, 4 damage) seriously wound the beast.

Yet (round 2, morale check succeeds) it fights on. Oighonlaer drives his spear into the great cat's flank, and it falls (with 0hp). Firdeth delivers the coup de grâce.

Oighonlaer rushes to Caerndíl's aid with the healing salve. Three applications heal 7 total damage, bringing him back up to 4hp.

That night as the elves are camping in the hills, a band of 6 brigands notice their campfire and approach with nefarious intent. Fortunately Debinvarr and Lycinia see the glint of their weapons in the moonlight, and rouse their friends to action. [encounter-hills (night): 6 brigands. no surprise, reaction =3, unfriendly.
Q: Do they attempt to frighten off the party? Likely: 06, Exceptional Yes.]

Brigands:
CHA CON DEX INT STR WIS HP AC
12   6  11   9   8   4   3 15
11   8  10  14   8   7   5 15
 9  13   6  13  14   9   7 13
 9  12   7   5  10  12   6 13
 9  11  13   7  10   6   2 16
 9   7   9  14  12  11   5 15
All 0-level fighters with leather & shield, short sword, short bow


The Brigands are no match for the elves. The battle is quick and bloody; only one brigand escapes with her life (fails morale at the start of the 3rd round and flees). Of the elves, only Benyitholnel was wounded, but it was enough to nearly do him in (down to -1hp). Three applications of healing salve cure nearly all his injuries (back to 3 of 4 hp).

day 11.

The next day after six hours travel they arrive at the ruins, where they find...



Scene 6

Chaos: 6

Setup: Roll of 1 agianst Chaos factor indicates an altered scene. The PCs were going to set up camp and explore the surface area of the ruined monestary.

Alteration: Event Focus - NPC action. Who? - Thieves. Event Meaning - Haggle Opposition. The thieves are in their camp when the party arrives. They will try to get the PCs to help them.

characters: Neldir, the Elders of the Elven Forest, Eril the Vampire, Ranwitha the Pious Merchant, thieves, Siorighan MU12, summoned demon

threads: find Neldir & the book
get item for Vampire
track down thieves
pay thieves' debt to get crown


day 11. Above ground, the ruined monastery is just a jumble of toppled columns and crumbling walls. Three tents are visible, pitched against one of the larger walls still standing. A young man in tattered leather armour sits outside the tents over a cooking fire. He grabs a shortsword and stands as he notices the elves approach, though it's clear he hasn't much fight left in him.

Oighonlaer whispers for his companions to hang back. He lays his spear on the ground and approaches the man slowly, with open hands. "Friend," says he, "you've no need of weapons. We are here to help."

After a few moments hesitation, the man lets the sword drop weakly from his fingers, then sinks to his knees, weeping. The elves approach and bid him good courage. Debinvarr offers him a drink from his waterskin.

Just then a woman stumbles from one of the tents, leaning on a broken spear. Her simple travelling clothes are stained with blood, she has her left arm in a sling, and there is some sort of gangrenous infection spreading from her left shoulder upwards towards her face.

After some awkward introductions and allaying of suspicions, all are gathered around the fire. The sick woman, a fledgling wizard named Aldira, tells the following tale:

"There were six of us, headstrong all and in search of fortune and glory. How we got tangled up with that sorceress, Siorighan, I'll never really understand. But in the end we had amassed a terrible debt, owing 3500 silvers to the Duc de Val d'Oine, borrowed for a scheme that... well, that didn't go to plan. We had nothing with which to pay him, and it looked as though we were going to end up in his dungeons. Siorighan stepped in, and offered to pay the debt for us, provided that we give her the proper assurance that we would indeed repay her: and by that she meant accept her geas.

"And so the longer it takes, the more desperate we are to find the money. Finally, things got so bad that we let Fr. Biölning talk us into stealing a holy relic. He is -- or was -- a priest of the mighty storm god from across the sea, so it wasn't blasphemy against his own gods, he said. But the gods have surely cursed us for our sacrilege. And the crown was a fake as well! So we came here, hoping for plunder.

"Disaster has followed disaster. We have found very little treasure. Una, Biölning, and Nell are dead. Yrene and I are dying. And still we can think of nothing but another foray into the crypts. Do you truly mean to help us?"

---

I generated the NPC party according to the D&D Basic rulebook, again replacing Elves and Halflings with 0-level fighters to suit the setting. There were (1d4+4=) six of them ; the first (1d6=3) three being injured, the rest dead. The injured ones each got 1d10 damage, and made a saving throw vs. poison to see if they were diseased from fighting a certain monster (more on this in a later post).


1. Aldira, f, Magic-User 3, CH12 CN13 DX10 IN16 ST9 WI6 HP4/13, diseased
2. Tibalt, m, Fighter 0, CH8 CN8 DX12 IN12 ST17 WI13 HP1/3 (henchman of deceased cleric)
3. Yrene, f, Specialist 3, CH12 CN9 DX8 IN10 ST13 WI9 5/13, diseased

dead:
4. Una, M-U3, f (on dungeon level 2)
5. Fr. Biölning, C3, m (recovered/buried)
6. Penelope, Ftr0, f (on dungeon level 1)

I put an X in two random squares on the graph paper that will become the dungeon map to indicate where the two missing thieves (Nell & Una) fell.

They all have mundane equipment, and each get treasure type U & V. I rolled shite for their treasure:

Treasure Type V (HC VII)
1. No treasure.
2. EP: 2
3. No treasure.
4. (SP: 21)
5. EP: 10
6. No treasure.

Treasure Type U (HC VI)
1. No treasure.
2. CP: 12
3. CP: 58
4. (CP: 34)
5. No treasure.
6. (CP: 91)

Nothing useful to give, but they have extra food in the camp. Una also may or may not have a spellbook, should her body be discovered.


(adventure continues here)


Monday, 27 January 2014

LotFP solo - Part the Third: „Es fängt schon an zu tagen, / Der Kampf ist nicht mehr weit!“

"I'm not sure this is something we're meant to be involved in," said Oighonlaer to his companions as they hurried north through the forest.

"I think Eril is nice," replied Miolla. "Not like the other humans."

"What about the Merchant?" asked Caerindíl, "She gave us all this food for--"

"I don't trust any of them," interjected Benyithelnol derisively. "That vampire had better have some useful information to trade for the crown, or she'll be sorry!"


Scene 3

chaos 3

Setup: unmodified - set out towards Castle Vyljusz on trail of thieves

characters: Neldir, the Elders of the Elven Forest, Eril the Vampire, Ranwitha the Pious Merchant, thieves

threads: find Neldir & the book
get item for Vampire
track down thieves




The party's route is shown in purple, the thieves' in yellow. The slight colour changes mark the beginning of the second day's travel. The thieves are a day ahead, so were not overtaken.

The red X marks the site of a random wilderness encounter, which became the party's first combat.

day 5.

Whilst making a forced march northwards, the PCs meet 5 unwholesome-looking toughs in a clearing. [random encounter: NPC party, rolled up according to the Basic rulebook, equipped according to the d30 Companion. Gender=1,3,2,2,3; all male. Reaction = 2: hostile] The toughs take one look at the elves stepping into the clearing, and wordlessly draw their weapons. The battle is joined!

I have an excel spreadsheet that rolls stats by the dozen, so:

          CHA CON DEX INT STR WIS
Dwarf      11  13  14   6  13   8
Cleric      4   7  10   8  11  12
Fighter A   8   8   7  12  15  13
Fighter B  10  15  11  10   8   8
Fighter C  10   7   9  14  14  12


Dwarf, D1, leather & shield, warhammer, HP 10, AC 16, Att +2, Dmg 1d8+1
Cleric, C2, chainmail, light mace, HP 5, AC 17, Att +1, Dmg 1d6, Spells- Command, Turn Undead
Fighter A, F2, leather, great axe, HP 7, AC 13, Att +3, Dmg 1d10
Fighter B, F1, leather, longsword, HP 6, AC 14, Att +2, Dmg 1d8
Fighter C, F1, chainmail & shield, broadsword, HP 5, AC 17, Att +3, Dmg 1d8+1

There's no surprise. I rolled individual initiative. This is the first combat, so I recorded it a little more exactingly than I (probably) will in the future.

round 1

6
Caerindíl attacks the Dwarf, rolls 5+1, miss.
5
Fighter A attacks Lycinia, rolls 1+3, swinging his greataxe several feet short of his intended target.
Fighter B attacks Debinvarr, 6+3, faring little better than his compatriot.
Fighter C attacks Miolla, 11+3; she deftly sidesteps the blow.
4
Benyithelnol attacks the Cleric, 7+2, missing.
Oighonlaer attacks Fighter A, 3+0, his spear thrust doesn't even come close
2
Miolla attacks Fighter C, 2+3, miss.
Debinvarr flashes in front of Fighter B, 5+0, who is not at all impressed.
Lycinia attacks Fighter A, 11+2, who fails to dodge her sword stroke (she only hit due to his DEX penalty).  The blade opens his stomach, and he falls (damage 9, brings him to -2hp).
Dwarf attacks Théscine, 12+2, his hammer glances off her shield.
Cleric casts Command on Benyithelnol. "Flee!" (Benyithelnol has 1 hit die and INT 9 so is not allowed a saving throw) He runs out of the clearing.
1
Théscine attacks the Dwarf, 11+1 miss
Firdeth attacks the Cleric, 13+1-2(rapier vs. chain), but her thin blade cannnot penetrate his armour.


round 2:

6
Caerindíl attacks Dwarf, 15+1, spearing his shoulder for 7 damage (Dwarf reduced to 3hp)
5
Fighter B attacks Debinvarr 7+3, but can't find an opening.
Fighter C attacks Miolla 11+3, who once again is always just outside his reach.
4
Oighonlaer attacks Fighter B, 19+0, delivering a nasty blow with his spear for 4 damage (Ftr B reduced to 2hp), but his opponent grits his teeth and snarls back in defiance.
2
Miolla attacks Fighter C, 17+3, not landing the blow she had hoped for, but her great strength assures that it is quite palpable: (1d8+2=)3 damage, reducing Ftr C to 2hp)
Debinvarr attacks Fighter B, 15+0, his rapier cutting for 1 damage (FtrB down to 1hp)
Lycinia attacks Cleric, 16+2, her blade cutting through his armour. He takes 6 damage (to -1hp), and sinks to the bloody forest floor
Dwarf attacks Théscine, 18+2, his mighty warhammer crashes down upon her brow. She crumples before him, mortally wounded (7 damage reduces her to -3hp; she will die in 1d10 minutes unless healed)
1
Firdeth rushes to attack the Dwarf, 10+1, but is unable to avenge her friend.

round 3 (NPCs pass morale check)

6
Caerindíl attacks the Dwarf, 11+1, missing.
5
Fighter B attacks Debinvarr 16+3, who falls under the onslaught to lie broken in the underbrush (8 damage brings him to -3hp, mortally wounded; he too has 1d10 minutes to live)
Fighter C attacks Miolla, 17+3; He catches her with the tip of his sword, biting deep into her side (only 2 damage, but it's half her hit points)
4
Oighonlaer attacks Fighter B, 3+0, who effortlessly knocks away the head of his spear
2
Miolla's riposte against Fighter C, 19+3, shatters his ribcage (6 damage reduces him to -4hp; he is killed outright).
Lycinia attacks Fighter B, 10+2, missing
Dwarf attacks Firdeth, 14+2, a solid hit does 5 damage (reducing her to 2hp).
1
Firdeth, still wincing from the pain, counter-attacks the Dwarf, 18+1, her rapier slashes him across the throat for 4 damage, removing him from the fight (reduced to -1hp)


round 4 (the 2 remaining NPCs (Fighters B & C surprisingly pass their morale check)

6
Caerindíl attacks Fighter B, 4+1, or rather tries to, but the man keeps knocking his spear away
5
Fighter B steps in to attack Lycinia 9+3, but she parrys his swing
Fighter C attacks Miolla 11+3, who is still too nimble for him to land a hit
4
Oighonlaer attacks Fighter B, 1+0, but nearly drops his spear in the process.
2
Miolla attacks Fighter C, 4+3, in avoiding his sword she hasn't come into striking distance herself, either.
Lycinia attacks Fighter B, 20+2, who raises his sword in a last desperate defence. Her mighty swing cleaves through the metal of his blade, his leather armour, and finally bone; 8 damage brings the fighter to -7hp, killing him instantly.
1
Firdeth attacks Fighter C, 8+1-2, scraping the point of her rapier against his mail, to no effect

round 5 (morale check rolls 3! Fighter C fights to the death!)

6
Caerindíl attacks Fighter C, 20+1, the point of his spear doesn't penetrate the mail armour, but the force of the blow nearly knocks the wind out of him (1 damage, reducing him to 1hp)
5
Fighter C attacks Miolla wildly, 1+3, missing
4
Oighonlaer attacks Fighter C, 10+0, but is unable to connect
2
Miolla is wounded and so drops back out of the fight
Lycinia attacks Fighter C, 18+2, a flash of steel and it's all over, as the final enemy falls bleeding at her feet (4 damage, leaving him at -3hp, mortally wounded).

-end combat-

Oighonlaer and Benyithelnol (who is just now returning to the clearing) each have half the party's supply of elvish healing salve. Each of them rushes forward to the aid of their fallen comrades.
Debinvarr is given 2 applications of healing salve (cures 5; he now has 2hp).
Théscine is also given 2 applications of healing salve (cures 5; she now has 2hp).
Miolla, who was severely wounded but still mobile, takes 1 application as well (cures 3 -- she's back to full hp).

Meanwhile, the rest of the PCs are looting the bodies.

Treasure: I rolled on the Classed NPCs: Quick Magic Item Determination tables in the d30 Companion for each enemy, treating an inappropriate result as Nothing; so between the five of them there's a single unlabeled potion (to be determined on table POTIONS I)

They also have (according to D&D Basic) Treasure Type U & V each, which I generated quickly at http://www.mithrilandmages.com/utilities/:
Gems (5): Garnet-750 sp, Tiger Eye Agate-50 sp, Jasper-250 sp, Carnelian-250 sp, Smoky Quartz-100sp. Total Value: 1400 sp. (Actually, there was a 1000sp gem too, but that seemed excessive, so I ignored it)
181cp


Travel recommences...

Q: Did the thieves also make a forced march? Likely: 11, Yes +Event
Event: NPC Negative - Eril: Persecute Illness (Eril has been forced to leave Cheapington -- run out of town by torch-wielding peasants -- though the PCs won't know this until they go back there.)

There are no further encounters on the way to the castle.



Castle Vyljusz is round keep, with 9 levels. Most of the keep is old and well-worn, but shows some signs of newer construction. Its owner, Siorighan, is an aristocrat, though untitled. She is also a 12th level magic-user, whose personality can best be described as prim & proper. She's not from this part of the world, nor were the original builders of the keep, though it is not thought that she has any connection to them.

The elves approach the soldiers guarding the portcullis, who turn out to be (reaction=9) talkative, and allow them to enter. They are received by the Major-domo (apprentice, MU2; temperament: Obliging; reaction (best 2 of 3d6, since he's obliging): 10).

Q: Did the thieves already hand over the Crown?  A sure thing: 22, Yes
Q: Is Siorighan satisfied? 50/50: 86, Exceptional No.
Q: Why not? Deceive/Hope - the Crown is a fake (only worth ~100sp for the gold, gems are paste)
Q: Will the M-U help party? 50/50: 21, Yes.
Q: Out of good will? 50/50: 34, No.

The magic-user is intrigued at a party of noble elves showing up at her door. She invites them to stay the night, and provides them with a sumptuous banquet in her great hall. The conversation naturally turns to their quest, which the excited elves recount to her in turn, perhaps a little too freely. Siorighan owns that she has the Crown, and patiently listens to Oighonlaer as he explains why he and his fellows need it.

"I understand your predicament," she says, "and I would like to help you, but I'm afraid I cannot just give you something for nothing. Now, I'm not after any sacred relics -- far from it! These thieves brought me the Crown of their own initiative. They owe me a great deal of money, you see, and they hoped the crown would pay their debt. The fools didn't even examine the crown before they took it, or they'd know it was almost worthless. They've set off already on another ill-advised scheme. They're headed south to some ruins, which are said to be haunted, and of course full of treasure. If you want the crown, go after them. Either help them or kill them, I don't rightly care. But either you or the thieves bring back 3500 silvers worth of actual treasure to pay their debt. Then you may have the crown. But you look tired from your journey, and some of you are injured. Please enjoy the safety of my castle whilst you rest and recover. Let me know your answer to my proposition before you leave."

-------

 Upkeep:

The elves are allowed to rest for 2 days at castle to recover all lost Hit Points.
They trade a 100sp gem to have their potion identified; It's a potion of ESP.

Since the castle counts as civilisation, it is time to award XP for monsters slain and treasure recovered.

Total combat XP: 175
Total treasure XP: 1400 (the 181cp do not contribute toward this; only the gems count)

so 1575/8= 196XP each

They also pick up a rumour from Castle Vyljusz's soldiers.
Type: location - region
Bibliomancy: ipsae lacte domum referent distenta capellae / ubera nec magnos metuent armenta leones;
(Vergil: Ecloga IV, 21-2)
(the she goats will return home, udders distended with milk / and the herd will not fear the great lions)
Interpretation: there are no dangerous wild beasts in the region around the castle. I will check for the truth of this rumour should a random encounter be indicated within 3 hexes of the Castle.

Sunday, 26 January 2014

Sci-fi/Fantasy & the gender imbalance

The random NPCs from Traveller episode 11 (and earlier) got me to thinking. There were three groups, the N/PC party of four, the four criminals, and the six soldiers. In each group there was one woman, the rest being men. The party had been determined in advance by the same system (d6, 1-3=m, 4-6=f). My character's gender was not determined at random, but all her shipmates' were, and as luck would have it she replaced the sole female member of that group when she was hired as the temporary pilot. The gender imbalance of the Galatea's crew did strike me a bit odd at the time, but I sort of forgot about it as it was more interesting to find out (via the NPC Relationship Table) that the (vilani) Captain was schtupping the (solomani) engineer, who was scarcely half his age.

When I rolled for the genders of the criminals and the soldiers, I was again struck by the weird imbalance. At the time, I wrote in my game notes:

"Gender is indicated for the bad guys to make them slightly more than a collection of stats. I actually rolled 10d6 for all the NPCs in this scene (1-3 m, 4-6 f), and only 2 of those dice were 4 or higher (gaming flashback to the crappiest fireball ever cast)."

I've always liked the implicit assumption that Traveller's universe of the far future had gotten over biases based on gender and skin colouration, as summed up in the note at the end of the character generation section:


A NOTE ON GENDER AND RACE

Nowhere in these rules is a specific requirement established that any character (player or non-player) be of a specific gender or race. Any character is potentially of any race and of either sex.

-Traveller (Bk. 1 p.25, Starter Traveller Bk 1 p.17, Traveller Book p.30)


To be sure, the results I rolled were hardly outside the realm of possibility; sometimes random results just don't average out. What bothered me, though, was the fact that if I had merely presented the three groups without comment, it would have hardly seemed as if anything unusual had occurred. Perhaps it would even seem progressive of me to have included a woman in each of the groups.

The imbalance is so prevalent as to become background noise; if I had just seen the NPCs presented like that, or even with no women present, I might not have noticed, either. That's the most insidious part of the problem; we're so used to seeing it done that way we don't even find it remarkable. But if you swing the balance the other way, it stands out in an instant.

Groups of thugs and soldiers tend towards being all-male affairs. If there is a woman present, she's usually the only one, and never just one of the rank-and-file. She will usually be the smartest, sexiest, meanest &c one of the group, and the only one with different stats. If in a fantasy environment, she'll have the best armour. If there's an illustration, it will usually be plate mail with inexplicable décolleté.

The men under her command are almost never portrayed as if being commanded by such a woman is anything unusual (ok, they're a single stat block: but it seems like this is the implication). It's nice that there's no glass ceiling in Magicdale, but it does seem odd that no one else is following her example. She wasn't born a 6th level fighter. Why do the PCs never wander into a village to find such a personage at the beginning of her career?

This setup is something that's altogether too common in RPGs, even when they are ostensibly trying to be more egalitarian than other media. By only including women who are unusual in their level of attainment or 0-level peasants, it implies that, whilst women can be the equals of men, really only very few of them are.

There is always the argument that the gender roles in these worlds are based on medieval Europe (or wherever, but usually Europe), but if we can posit a 'medieval' world where pseudo-vikings team up with pseudo-hoplites to fight actual dragons, I think we can safely declare that argument invalid. Besides, it's not really the values of medieval europe that are the problem; it's the sad justification for the modern-day values being used in their place (this goes double for Game of Thrones).

Things are starting to change, but even so, it seems like the imbalance is still creeps in unconsciously even when it is consciouly addressed. Many adventures present groups of cannon fodder NPCs that just have a bunch of stats and are designated simply 'Bandits, 0-level human warriors' or the like, but just as often the text accompanying them makes bland references to 'the men'. By not specifying a gender, it re-enforces the default male stereotype unthinkingly. By implication, all other generic humans in the adventure will seem male unless it is specifically stated otherwise. Often the women primarily show up only as peasants ('20 farmers, human, m or f').

And there are also lots of adventures where the gender of generic stat-block NPCs isn't mentioned at all. I wonder what the implication is? Do we assume they're all male? That seems to be the default setting. I'd like to read it otherwise, but I'm afraid this is just attempting to look at it charitably.


P.S. For extra fun, re-read this essay but mentally substitute white/non-white person for male/female.

P.P.S. Yes, I realise I've written this whole thing with an absolute gender binary. Can anyone think of an example of a published RPG supplement that presents a human/humanoid culture without one? Monsters and aliens with 3+ biological sexes don't count. Das Schwarze Auge's elves are supposed to be all fairly androgynous, but I don't think they're exactly presented as being genderqueer.