Adrian posted on June 10, 2008 21:45

The company arrived at the keep after a days travel with the hermit in tow.

Ward takes the hermit to the inner gatehouse, as Aralyin, Still and Garret head to the inn to arrange accommodation and clean up. 

Ward arrives at the inner gatehouse and delivers the hermit to the sergeant.  "We found this fellow in the woods to the north where he attempted to ambush us."  The Sergeant takes hold of the hermit. "We have been aware of this thief for some time, but no one has been able to lay their hands on him.  Good job capturing him.  We will take him into custody, we will require you and your companions to testify against him in a trial at a later date."

The company retires to the in for the night after ordering an additional 10 days worth of supplies.  Still sells his puma pelt for 5 gold. 

In the morning the company departs... Five days after searching the party comes to entrance A.

Kobold * 8
Encounter Level: 1/6
HP: 2
Initiative: +1
AC: 15
Weapons: Half-spear -1
Damage: Half-spear 1d6-2

Vs

Ward
Garret
Still
Aralyin
(see characters sidebar for their stats)

The Kobolds are hiding in the trees, ready to jump down and attack the party.  They watch cautiously as the party approaches. 

Spotting distance is jungle/dense forest 60 ft, Base spot 20 + 5 (stillness) = 25.  None of the party spots the Kobolds, the party is surprised by the Kobolds when they walk under the trees.

 

 

Surprise Round

Kobold 1 A Aralyin
To Hit 15-1 Vs 14 Hit
Damage 3 Aralyin 2 HP: 5 - 3
 
Kobold 2 A Aralyin
To Hit 11-1 Vs 14 Miss
 
Kobold 3 A Still
To Hit 19-1 Vs 16 Hit
Damage 6-2 Still 1 HP: 5 - 4
 
Kobold 4 A Still
To Hit 9-1 Vs 16 Miss
 
Kobold 5 A Garret
To Hit 18-1 Vs 16 Hit
Damage 3-2 Garret 7 HP: 8 - 1
 
Kobold 6 A Garret
To Hit 17-1 Vs 16 Hit
Damage 4 Garret 3 HP: 7 - 4
 
Kobold 7 A Ward
To Hit 12 Vs 19 Miss
 
Kobold 8 A Ward
To Hit 17-1 Vs 19 Miss
 

  The Kobold band guarding the entrance to Entrance A of the Caves of Chaos jump down from the trees outside the entrance surprising the party.  They strike a few solid blows, almost bringing Still to the ground. 

Round 1

Initiative

Still 16
Ward 11
Aralyin 9
Garret 5
Kobolds 3

Still A Kobold 2
To Hit 9 Vs 15 Miss
 
Aralyin Casts Sleep (6HD)
To Hit 14 Vs 8+2, 6+2, 15+2, 10+2, 14+2, 9+2, 6+2, 2+2
 
Ward A Kobold 5
To Hit 8 + 5 Vs 15 Miss
 
Garret A Kobold 3
To Hit 10 + 1 Vs 15 Miss
 
Kobold 3 A Still
To Hit 11-1 Vs 16 Miss
 
Kobold 5 A Garret
To Hit 12 - 1 Vs 16
 

 The party quickly recovers and wins the initiative.  Aralyin is quick off the mark, casting sleep and 6 of the Kobolds are soon snoozing.  The rest of the combatants are off balance and strike no blows.

Round 2

Aralyin A Kobold 3
To Hit 14 + 1 Vs 15 Hit
Damage 5 Goblin 3 -3 HP 2 - 5
 
Still A Kobold 5
To Hit 15 Vs 15 Hit
Damage 2 + 1 Goblin 5 - 1 HP 3 - 2
 

 Aralyin and Still quickly finish off the last two Kobolds that are standing. 

That was a quick combat to start the caves.  Garret heals Still back to full strength. 

 XP Awards

Kobolds were CR 1/6 * 8,  which results in 300 XP, so 75 XP each.  Run of the mill encounter, but a sleep and healing spell were both used.    32sp were found on the bodies of the Kobolds.


Adrian posted on May 30, 2008 23:39

With the upcoming release of the 4th edition the 'its not D&D' meme seems to have reached a crescendo once again. The 'its not D&D' meme was around during the release of the 3rd edition, but was not terribly strong and there has always been the view among some, that the 1st Edition of Dungeons & Dragons is the one true edition.

Recently, prompted by the 'its not D&D meme' I have been thinking about the question 'What is D&D to me'. I came up with the following list.

  1. The settings, Forgotten Realms, Greyhawk, Eberron, Dragonlance and other non TSR/WOC settings.
  2. The Modules - See Dungeonland and The Land Beyond the Magic Mirror.
  3. Fantasy Monsters & the Undead.
  4. Magic, Divine & Arcane.
  5. Pantheon of Gods.
  6. Races and Classes.
  7. The battle of Good Vs Evil (Alignment).
  8. Hero's are different from the common man.
  9. XP / Levels.
  10. Hit Points and Armour Class.
  11. The use of dice to determine the game outcome.

One of the big changes with the 4th Edition, are the changes to Hit Points.  Hit Points have gone from being largely random and diced based to purely based on class, affected only slightly by constitution.  Healing surges have also been added to the game to give characters more staying power during combat.  It will be interesting to see how much actual impact that these changes have on combat, as the results from various play tests are mixed.

From my own personal point of view, after getting over the initial you can't change Hit Points and Hit Dice thoughts, I think these changes are a good thing.  There will be no more nursing a magic user with 1 Hit Point through the first level or two or three, which can only improve game play.  The main down side that I see is the reduced emphasis that there will be on Constitution as a stat.  I now invoke Särkijärvi’s Law to protect myself from any 'but healing surges are not realistic comments'. 

The thing that I find to be most odd is the change in movement scale, instead of movement in feet we are now moving in squares.  Fortunately my ability to multiply by 5 has not yet deteriorated with old age.  I understand that WOC seems to be focusing on DDI and Miniatures with this release, but it is an odd change none the less. 

At this stage all of the mechanics changes that I have seen, none of them have made me think that the 4th Edition will be anything more than an evolution and in general in keeping with the Dungeons and Dragons vibe.

What I am wondering is, what are the changes that really get your goat? What changes are you happy to live with?  I know I am not the only one asking these questions, as the exact same question has been asked at critical hits.


Posted in: General  
Adrian posted on May 27, 2008 16:52

To commemorate the recent introduction of the Game Mastering Blog Gnome Stew, I thought I would run a Gnome Vs Monstrous Centipede combat. 

I have no idea why Gnome Stew has been named as such, although a few reasons come to mind;

  • Gnomes are the least played character race in D&D.
  • It also appears that the World of Warcraft crowd seem to make Gnome Stew a regular part of their diet.

After reading the first posts of the Gnome Stew Blog however, it appears that the 10 or so bloggers are the Gnomes and they are brewing up a stew! 

I have chosen to battle a Gnome against an innocuous enemy such as a Monstrous Centipede so that the Gnome is in with chance.  Both are rated at 1/2 CR, so like previous combat sessions, the battle is not going to last long.   It is interesting to note that the colossal Monstrous Centipede is an impressive 32 HD and has a CR of 8.  So our diminutive gnome could be doing the world a favour, by taking down this medium centipede before it hits it's prime.

Gnome
Challenge Rating: 1/2
HP: 5
Initiative: +0
AC: 15
Move: 20ft
Weapon: Short Sword +2
Weapon: Light Crossbow +2
Damage: 1d6-1 / 1d8

Monstrous Centipede - Medium
Challenge Rating: 1/2
HP: 4
Initiative: +2
AC: 14
Move: 40ft
Weapons: Bite +2 
Damage: Bite 1d6 -1
Special Attacks: Poison

This meeting engagement occurs in the low brush that surrounds the mountains near the Gnomes home.  Our friendly Gnome is returning home, heavily laden, after a day foraging for raw materials for some experiments that he is undertaking.  

Initiative
Gnome  :6 + 0 = 7
Centipede :2 + 2 = 4

Round 1

Gnome A Centipede
To Hit  3 + 2 Miss
 
Centipede A Gnome
To Hit  20 + 2 Hit
Damage 1 - 1 Damage 0 (Poison 4 roll + 3 fort = 7 Vs 13)
 

The gnome curses himself for being careless, as he almost stands on the centipede in the low grass in the dark of the thicket that he is walking through.  He drops his collection of different types of mushrooms and draws his short sword, flailing wildly at the centipede.  The centipede bites hungrily at the gnomes juicy leg, just sinking it's teeth in enough to get a taste of gnome.  The gnome fails he fortitude saving throw suffering 2 Dex damage.

Round 2

Gnome A Centipede
To Hit  11+ 2 Miss
 
Centipede A Gnome
To Hit  1 Poss Fumble. Roll 15 No fumble
 

The gnome again swings wildly, as the centipede crawls around him in a tight circle.  The centipede appears to get dizzy going round in a circle and misses the gnome.

Round 3

Gnome A Centipede
To Hit  16 + 2 Vs 14
Damage  2 Centipede HP 4 - 2
 
Centipede A Gnome
To Hit  3 + 2 Miss
 

  The gnome gathers himself and makes a measured thrust at the centipede's mid section, skewering it lightly.

Round 8

Gnome A Centipede
To Hit  17 + 2 Vs 14 Hit
Damage  5 Centipede HP -3 = 2 - 5
 

  After getting the measure of the centipede, the gnome takes an almighty swing at the centipede, lopping it's head off.

The gnome, only a little worse for wear, is quite impressed with his valuable find. He ties a rope around the centipede's head and body, collects his mushroom and travels on his way.

I just had an odd thought. I think the next character I play might be a gnome... a gnome monk. In the mode of Yoda.


Posted in: Combat  

Usually I find that Google Adsense ads are quite well targeted, and on occasion I have even been known to click on ones that interest me!  I was browsing the forums at EN World and came across this Google Adsense ad. 

 

I am not sure that the Uniting Church of God, Australia would be expecting to find many converts among the EN World crew :).


Posted in: General  
Adrian posted on May 21, 2008 16:11

Previous Episode: B2 The Keep 

For all encounters within the Keep On The Borderlands, I will use the conversion located @ EN WorldKeep On The Borderlands Conversion

Mad Hermit Basic Stats
Sex: Male
Race: Human
Class: Rogue 3
HP: 15
Initiative: +7
AC:16
Attack: +6 (1d4+2/19-20 +1 Dagger)

Puma (p. 198 MM)

HP: 19
Initiative: Always wins
Attack: Bite +6 / Claw +1
Damage: 1d6+3 / 1d3+1

Vs

Ward
Garret
Still
Aralyin
(see characters sidebar for their stats)

This encounter could actually lead to an early demise of the party. It is a EL4 encounter for a green first level party. It will be interesting to see how they handle it.

The Mad Hermit is supposed to lull the party into a false sense of security and then make a surprise attack with a back stab. Given that the Hermit is Mad, I will assign a 50% chance to this ploy being successful, 50 + and he wins surprise. A roll of 43, so no surprise.

The party encounters a wild looking man in the wods to the north of the keep.  Still is wary of the man despite his friendly nature.  The party sits down at his campfire and discuss the recent goings on in the area.  The man goes to draw water from a nearby stream, while the party rests. 

After the hermit has been absent for a while, Still hears a sound behind him, and turns to see their erstwhile host creeping up on Ward, with dagger drawn.  Still shouts a warning and draws his blade.

Initiative
Puma (first)
Still (12)
Mad Hermit (11)
Aralyin (9)
Ward (8)
Garret (2)

Round 1 

Puma A Ward
To Hit  12+6 Vs 18 Hit,12+1 Vs 18 Miss, 2+1 Vs 18 Miss
Damage  7 Ward 1 HP: 8 - 7
 
Still A Hermit
To Hit  14+1 Vs 16 Miss
 
Hermit A Still
To Hit  23 Vs 16 Hit
Damage  5 Still 0 HP: 5 - 5
 
Aralyin Casts Sleep (4 HD)
Cast Spell  10 + 1 +4 Vs 11 + 1 Saving throw vs will failed for Hermit.
Effect  Hermit sleeps for 1 minute
 
Ward A Puma
To Hit  22 + 4 Vs 15 Hit
Damage  6 Puma 13 HP: 19-6
 
 Garret Casts Cure Light Wounds
Cast Spell  Ward receives 6 HP, Total 7
 

Out of the nearby forest near the Hermit, a puma leaps to attack Ward and mauls him with a bite to the leg.  Still swings wildly at the Hermit missing by the barest of margins.  The Hermit quickly changes target and strikes at still.  Still takes the Hermits dagger in his abdomen, wilting to the Ground. 

Only enough HD in sleep spell to take out one of either the hermit or the puma.  50/50 which one is closest.  Low Puma / High Hermit. 70, so hermit will have to attempt a save.

On the other side of the campfire Aralyin casts Sleep and the Hermit drops to the ground in a deep slumber.  Ward returns the attack of the puma, hitting with a glancing blow to its flank.  Garret casts cure light wounds on Ward. 

 

Round 2 

Puma A Ward
To Hit  10 + 6 Vs 18 Miss 7+1 Vs 18 Miss 13 + 1 Vs 18 Miss
 
Aralyin Casts Spell
To Hit  Magic Missile at Puma
Damage  3 Puma 10 HP 13 - 3
 
Ward A Puma
To Hit  11 + 4 Vs 15
Damage  6
 
Garret Cast Cure Light Wounds
Cast Spell  Still receives 6 HP Total 5
 

With the Hermit out of the fight, the momentum of the battle has shifted towards the party. Both Ward and Aralyin are able to hit the puma while receiving no damage themselves. Garret healed Still to full health.

 

Round 3 

 Puma A Ward
To Hit  18 + 6 Vs 18 Hit, 6 + 1 Vs 18 Miss, 5 + 1 Vs 18 Miss
Damage  5 Ward 2 HP 7 - 5
 
 Still A Puma
To Hit  7 + 1 Vs 15 Miss
 
 Aralyin Casts Spell
To Hit  Cast ray of frost
Damage  3 Puma 3 HP 6 - 3
 
 Ward A Puma
To Hit  8 Vs 15 Miss
 
 Garret Casts Spell
To Hit  Casts Cure Light Wound Ward
Damage  Ward receives 3 HP Total 5
 

The party attempts to finish of the puma, but is unable to.  Aralyin scores the only hit with a ray of frost.

 

Round 4 

Puma A Garret
To Hit  18 Vs 18 Hit
Damage  7 Ward -2 HP 7 - 5
 
Still A Puma
To Hit  13 + 1 Vs 15 Miss
 
Aralyin A Puma
To Hit  Casts Ray of Frost
Damage  3 Puma 0 HP 3 - 3
 
Garret Casts Spell
To Hit  Cure Light Wounds on Ward
Damage  Ward receives 5 HP Total of 3
 

Aralyin finishes off the puma, bringing it to Zero HP. 

 

Once again without the healing ministrations of Garret and the spells of Aralyin, it is likely that the company would not have survived the encounter.  

Still gives the Puma the final killing blow and methodically begins to skin the animal to recover the pelt, which is in good condition.  Garret and Ward strip the hermit of his effects and truss him up.  After some discussion, much to Stills disgust, it is decided that they should return to the Keep for the night and turn the Hermit over to the Guard, to be handled by the law.

There is some discussion about what to do with the Hermits gear, a pragmatic agreement is reached that they will split it between them.  They recover;

  • +1 Dagger - Still
  • +1 Ring of Protection - Ward

XP Awards

Hermit was CR 3 and the lion was CR 2 which comes to a total of 1500 xp.  Which results in ~375 XP Each.  Not a bad haul, but it was quite a risky encounter.  The Mad Hermit succumbing to the sleep spell was the key to surviving the encounter.  Otherwise it could have been TPK

 


I have finally gotten around to pre-ordering the 4th edition Dungeons & Dragons rule books from Amazon.  When you pre-order, you get the 5% pre-order discount that they give, which is a good deal. I also order Keep on the Shadowfell as I am a big fan of Bruce Cordell.

Ordering from Amazon means there will be up to a month delay in receiving the rule set, but as I live in Australia, it is just the price you pay.  Normally I would support one of our great local games shops, such as Mind Games, but for an order of this magnitude, the mark up that they will put on the hard cover books is too much to bear.

The main culprit in this equation is the AUD/USD exchange rate, which for the first time in about twenty years has almost reached parity.

It is likely that each of the core rule books will cost between 65-80 AUD.  So even with international shipping, it is hard to beat the price from Amazon.

I pre-ordered the following, which when you factor in AUD/USD exchange rate of ~92 cents is a clear win to Amazon.

 Title

USD Price 

 AUD Price

AUD Games 
shop price
 
 Dungeons & Dragons Monster Manual:  4th Edition

 $23.07

 $25.07

40 ~$70

 Dungeons & Dragons Player's Handbook:  4th Edition

 $22.07

 $23.98

40 ~$70

 Dungeons & Dragons Dungeon Master's Guide: 4th Edition

 $23.07

 $25.07

40 ~$70

 Keep on the Shadowfell (Adventure H1)

 $19.77

 $21.48

28 ~$50

 Shipping

 $34.93

 $37.96

 ~10

 Total

 $122.91

 $133.56

 ~$158

Note: A fellow Aussie has pointed out that you can get the books at a reasonable price from at least one games shop.   My local games shop does not appear to be the best price in town.   So given the revised prices, I may actually consider cancelling  my order from Amazon and support a local distributor.


Posted in: General  
Adrian posted on May 16, 2008 22:33

Previous Episode: B2 Forest Ambush 

Approaching The Keep

You have travelled tor many days, leaving the Realm and entering into the wilder area of the Borderlands. Farms and towns have become less frequent and travellers few. The road has climbed higher as you enter the forested and mountainous country.

You now move up a narrow, rocky track. A sheer wall of natural stone is on your left, the path falling away to a steep cliff on the right. There is a small widening ahead, where the main gate to the KEEP is. The blue-clad men-at-arms who guard the entrance shout at you to give your names and state your business. All along the wall you see curious faces peering down at you - eager to welcome new champions of Law, but ready with crossbow and pole arm to give another sort of welcome to enemies.

© TSR Hobbies inc. 1981

 

Tatular and the other caravan members and guards are known to men-at-arms at the keep.  Tatular tells the Sergeant of the Guard the good work that the group did on the journey to the keep.

Ward says "My name is Ward Dark I have travelled far after hearing of the trouble that is reported to be brewing in the caves and hope to lend a hand."  Garret steps forward  "My name is Garret, cleric of Moradin.  I have also come to aid the keep in these troubled times".  Still says "I am a tracker from the east and I hope to meet companions who I can find fame and fortune with in these lands".  Aralyin stands up and turns to look out over the cliff.  "I have come from my homeland to find out more about the wild nature of this land and delve into it's secrets."

The Sergeant looks the group slowly up and down.  "We welcome any brave souls to the keep who will aid us in these trying times.  The Captain will return from patrol in two days time, he will be able to brief you on the trouble that were are having.  In the mean time you are free to stay in the keep."

The Keep

Rumours - the classic rumour table... roll once for each party member and see what they see... 

  1. (11) Beware of treachery from within the party.

  2. (10) “Bree-yark” is goblin-language for “we surrender”!

  3. (20) There is more than one tribe of orcs within the caves.

  4. (15) The bugbears in the caves are afraid of dwarves!

After spending a couple of nights at the Keep, Aralyin, Still, Garret and Ward decide that they should form an Adventuring company as they have a set of complimentary skills.  The party begins to stock up at the Keep Trader to prepare to set out, as they have heard that the captain of the guard has returned from patrol and will see them first thing tomorrow morning.

The following morning is fine and there is not a cloud in the sky. 

As they walk to the Inner Gatehouse they see an imposing man in plate mail.  This can only be the captain of the guard.  Busbyr the Guard Captain meets them at the gate.  "You must be the four, who have made the long trek to aid the keep."  Ward shakes Busby's hand "You are correct.  We have formed an adventuring company and were hoping to have your leave to seek the evil that has awoken in the surrounding lands." 

Busbyr motions for the adventurers to enter the  Inner Gatehouse.  "I must warn you, it is growing more and more dangerous as time passes.  On my last patrol, we lost a man to a band of Orcs while defending a farm. But if you are brave and able, I will tell you what I know and give you a charter to bear arms"

Busbyr walks into the main hall of the Inner Gatehouse where his men are just beginning to sit down to breakfast.   "Join us and I and my men will tell you what we know."

Busbyr and his men tell the adventurers that the trouble started about 2 months ago when patrols started encountering bands of goblins and hobgoblins on their patrols.  The goblins have been progressively travelling further afield and at times making the road to the north impassable.

After talking to the men the party decide to set out before lunch.

Obviously it will be difficult to role play the finding of the Caves of Chaos. So I will make it random.
- 20% Chance per day that they find the Caves of Chaos
- 4% Chance per day that they encounter the Mad Hermit
- 4% Chance per day that they encounter the Raiders Camp
- 4% Chance per day that they encounter the Spiders Lair
- 4% Chance per day that they encounter the Mound Of The Lizard Men
- 64% Chance per day that they encounter nothing

On Days where there is no encounter I will roll for random encounters.

Day 1 49 -  No Encounter
Day 2 58 -  No Encounter
Day 3 21 -  The Mad Hermit

On day 3 the company encounters the Mad Hermit and his 'pet', which will occur in a future post.


Adrian posted on May 14, 2008 10:20

Monk with a set of Ioun Stones (David Martin (C) Wizards Of The Coast )Ioun Stones are one of my favourite magic items. They can be used by any character class and can provide a variety of enhancements to the character.  Found in a set, they are an extremely powerful magic item. 

Along with the rules, Ioun Stones, have evolved through the dungeons and dragons rules editions.  Their number of types has expanded and they have been made more powerful.  In the 3rd Edition DMG the key restriction of only allowing Ioun Stone stat bonuses to stack to a maximum of 18 has been removed.  The stat bonus has also been increased to +2.  As a result of this increase in power I imagine that the scarcity of the stones would increase in most campaigns.

Previously Ioun Stones were a fun almost 'throw away' that were good for low level characters, now, for the right Ioun Stone matched to the right character is a powerful magic item in its own right. 

It is worthwhile noting that relative value of an item like a +2 Periapt of Wisdom is valued at 4000gp as opposed to an incandescent blue Ioun Stone which is valued is 8000gp.  So the Ioun Stone is not the best bang for you gold piece in terms of enhancement bonus.  The Ioun Stone however does not take up an equipment slot in the same way the the Periapt of Wisdom would.

Colour 1st Edition 2nd Edition 3rd Edition
pale blue adds 1 point to strength (18 maximum) adds 1 point to strength (18 maximum) +2 enhancement bonus to strength
scarlet & blue adds 1 point to intelligence (18 maximum) adds 1 point to intelligence (18 maximum) +2 enhancement bonus to intelligence
incandescent blue adds 1 point to wisdom (18 maximum) adds 1 point to wisdom (18 maximum) +2 enhancement bonus to wisdom
deep red adds 1 point to dexterity (18 maximum) adds 1 point to dexterity (18 maximum) +2 enhancement bonus to dexterity
pink adds 1 point to constitution (18 maximum) adds 1 point to constitution (18 maximum) +2 enhancement bonus to constitution
pink & green adds 1 point to charisma (18 maximum) adds 1 point to charisma (18 maximum) +2 enhancement bonus to charisma
pale green adds 1 level of experience  adds 1 level of experience  +1 competence bonus to attack rolls, saves and checks
clear sustains person without food or water sustains person without food or water sustains creature without food or water
iridescent sustains person without air sustains person without air sustains creature without air
pearly white regenerates 1 hp of damage/turn regenerates 1 hp of damage/turn Regenerate 1 point of damage/hour
pale lavender absorbs spells up to 4th level* absorbs spells up to 4th level* absorbs spells up to 4th level+
lavender & green absorbs spells up to 8th level** absorbs spells up to 8th level** absorbs spells up to 8th level++
vibrant purple stores 2-12 levels of spells stores 2-12 levels of spells Stores six levels of spells
dusty rose gives + 1 protection gives + 1 protection +1 deflection bonus to AC
dark blue Not applicable Not applicable Alertness (as the feat)
dull gray burned out, "dead" stone*** burned out, "dead" stone*** burned out, "dead" stone***
       

*After absorbing 10-40 spell levels the stone burns out and turns to dull gray, forever useless.
 **After absorbing 20-80 spell levels the stone burns out and turns dull gray, forever useless.
 ***Adds 10 points to psionic strength total, 50 maximum points.

+After absorbing 20 spell levels, the stone burns out and turns to dull gray, forever useless.
++After absorbing 50 spell levels, the stone burns out and turns dull gray, forever useless.

I attempted to to find out the origins of Ioun Stones, but failed my knowledge roll.  For what it's worth there is a short Ioun Stones wikipedia article that sheds some light on the matter

The Ioun Stone image is by David Martin © Wizards Of The Coast.


Posted in: The Rules  
Adrian posted on May 12, 2008 20:05

I have been living under the proverbial RPG rock.   Admittedly I have mostly been playing 1E & 2E D&D so that should be no surprise.  After looking for a copy of a few first edition D&D items on eBay, I came across RPG Now

The back catalogue of TSR stuff is fantastic. I picked up the following;

Products
1 x The Keep on the Borderlands = $4.95
1 x T1 - The Village of Hommlet = $4.95
1 x 1st Edition AD&D Player's Handbook = $5.95
1 x 1st Edition AD&D Dungeon Master's Guide = $5.95

Although I could find stuff cheaper on eBay (probably not with postage costs to Australia though), it is nice to have the convenience of a PDF. 

I will probably still buy new stuff (read the 4th edition) in hard copy, but the older stuff will be through RPG Now.


Posted in: General  
Adrian posted on May 9, 2008 20:57

Tatular was right to be worried about the rumours he had heard of dangers on the road to The Keep on the Borderlands.

Guards 3 * F1, 1 * F2

Human Fighters (1)
HP: 10,5,4,6
Initiative: +1
AC: 16
Weapon: Long sword +1, +2
Damage: 1d8
Weapon: Light Crossbow +1,+2
Damage: 1d8

Still - Rogue 1
Aralyin - Wizard 1
Garret - Cleric 1

Ward - Fighter 1

4 Characters and 4 NPC's Total Levels 9

Vs

Random Encounter - Difficulty: Easy (03%)
8 * 1/4 Cr

8 * Goblins (4 with light crossbows)

Goblin
Encounter Level: 1/4
HP: 4
Initiative: +1
AC: 15
Weapon: Morningstar +1
Damage: 1d8-1
Weapon: Light Crossbow +1 (19-20*2)
Damage: 1d8


The Goblin band has been lying in wait for a caravan for two days.  Tatular's caravan is just the target they have been waiting for.  Lightly armoured, they hope to make a hit and run ambush.

However they are not expecting the PC's to take part in the battle, so they may get more than they bargained.

Surprise Round 

Goblin 1 A Guard 1
To Hit 19 Poss Crit. Roll 14 + 1 Vs AC 16 No Crit.
Damage 7 Guard 1 HP: 3 = 10 - 7
 
Goblin 2 A Guard 2
To Hit 10 + 1 Vs AC 16 Miss
 
Goblin 3 A Guard 3
To Hit 16 + 1 Vs AC 16 Hit
Damage 7 Guard 3 HP: -3 = 4 - 7
 
Goblin 4 A Guard 4
To Hit 6 + 1 Vs AC 16 Miss
 

The goblin band is in well prepared positions, and they do not give themselves away.

Goblins 1 through 4 take careful aim and fire their crossbows at the caravan guards from 40 feet away. They have planned which guards to shoot and identify individual targets. Two of the Goblins score hits against the Guards, 1 of the Guards has been knocked from his seat on the waggon and has fallen unconscious to the ground.

Goblins 5-8 Move towards the front of the caravan focusing on the two guards at the front.

Round 1

Initiative
Goblins 12 + 1
Still 4 + 8
Aralyin 7 + 4
Ward 4 + 5
Garret 8
Guards 5 + 1

Goblin 5 A Guard 1
To Hit 6 + 1 Vs AC 16 Miss
 
Goblin 6 A Guard 2
To Hit 10 + 1 Vs AC 16 Miss
 
Goblin 7 A Guard 1
To Hit 16 + 1 Vs AC 16 Hit
Damage 7 Guard 1 HP: 1 = 5 - (5 -1)
 
Goblin 8 A Guard 2
To Hit 12 + 1 Vs AC 16 Miss
 
Still 2 A Goblin 4
To Hit 18 + 4 Vs AC 15 Hit
Damage 3 + 1 HP 0 = 4 - 4
 
Aralyin A Goblin 3
To Hit Magic Missile
Damage 2 HP 2 = 4 - 2
 
Ward A Goblin 1
To Hit 5 + 3 Vs 15 Miss
 
Garret Casts Cure Light Wounds on Guard 1
Healing 3 + 6 = 9
 
 
Guard 1 A Goblin 5
To Hit 15 + 1 Vs AC 15 Hit
Damage 6 + 1 HP -3 = 3 - 7
 
Guard 2 A Goblin 6
To Hit 16 + 1 Vs AC 15 Hit
Damage 8 + 1 HP -5 = 3 - 9
 
Guard 4 A Goblin 2
To Hit 4 + 1 Vs AC 15 Miss
 

The goblins are quick to take advantage of their surprise those moving towards the front of the caravan engage the two lead guards. The remaining goblins drop their crossbows and start crossing the ground towards the wagon train.

The rushing 4 goblins engage the lead guards but fail to lay any decisive blows.

Still, from behind concealment in the rear wagon, throws his dagger at one of the rushing goblins and hits. The goblin slumps to the ground halfway between cover and the wagons. Sensing the determined nature of the attack Aralyin casts magic missile at one of the goblins rushing towards her, which catches the goblin in the chest causing it to stagger.

Meanwhile Ward, at the front of the caravan, comes to the aid of the guards. The two front guards quickly dispatch two of their attackers, turning the tide in favour of the caravan.

Round 2

Goblin 1 A Guard 1
To Hit 5 + 1 Vs AC 16 Miss
 
Goblin 2 A Guard 2
To Hit 12 + 1 Vs AC 16 Miss
 
Goblin 3 A Aralyin
To Hit 16 + 1 Vs AC 14 Hit
Damage 1 HP 4 = 5 - 1
 
Goblin 7 A Guard 1
To Hit 16 + 1 Vs AC 16 Hit
Damage 6 HP 3 = 9 - 6
 
Goblin 8 A Guard 2
To Hit 12 + 1 Vs AC 16 Miss
 
Still A Goblin 3
To Hit 12 + 1 Vs AC 15 Miss
 
Aralyin A Goblin 3
To Hit 1 HP 1 = 2 - 1
 
Ward A Goblin 1
To Hit 8 + 3 Vs 15 Miss
 
Garret Casts Cure Light Wounds on Guard 1
Healing 4 + 3 = 7
 
Guard 1 A Goblin 1
To Hit 12 + 1 Vs AC 15 Miss
 
Guard 2 A Goblin 2
To Hit 11 + 1 Vs AC 15 Miss
 
Guard 4 A Goblin 7
To Hit 4 + 1 Vs AC 15 Miss
 

Goblin Morale Roll - No rules that I could find here, apparently there will be more details in the 4th Edition. Make it a DC check 10, goblins have taken a battering in the first round despite coming in from ambush positions. The goblins roll a 10, so they are still in the fight.

The goblins waver momentarily seeing their comrades cut down so effectively, but they continue with the attack half-heartedly.

Two of the goblins score glancing blows on Aralyin and Guard 7. At the rear of the convoy Still creeps up behind the goblin attacking Aralyin and attempts a backstab, but misses. Aralyin looses another magic missile at Goblin 3 at close range, but fails to take him down.

The Guards at the front of the convoy continue their attack, but do not score any hits. Guard 4, seeing that Still and Aralyin are taking care of the rear of the convoy runs up to the front of the convoy and attacks. The goblins steady themselves, while the party and the guards are unable to press the attack.

Round 3

Goblin 1 A Guard 1
To Hit 17 + 1 Vs AC 16 Hit
Damage 6 HP 3 = 4 - 3
 
Goblin 2 A Guard 2
To Hit 5 + 1 Vs AC 16 Miss
 
Goblin 3 A Aralyin
To Hit 8 + 1 Vs AC 14 Hit
Damage 1 HP 4 = 5 - 1
 
Goblin 7 A Guard 1
To Hit 10 + 1 Vs AC 16 Hit
Damage 6 HP 3 = 9 - 6
 
Goblin 8 A Guard 2
To Hit 12 + 1 Vs AC 16 Miss
 
Still A Goblin 3
To Hit 13 + 1 Vs AC 15 Miss
 
Aralyin A Goblin 3
To Hit Magic Missile
Damage 1 HP 0 = 1 - 1
 
Ward A Goblin 1
To Hit 13 + 3 Vs 15 Hit
Damage 10 HP -6 = 4 - 10
 
Garret A Goblin 2
To Hit 4 + 1 Vs 15 Miss
 
Guard 1 A Goblin 2
To Hit 13 + 1 Vs AC 15 Miss
 
Guard 2 A Goblin 2
To Hit 17 + 1 Vs AC 15 Hit
Damage 3 HP 2 = 4 - 2
 
Guard 4 A Goblin 7
To Hit 7 + 1 Vs AC 15 Miss
 

A few hits here and there. Seems to be that the battle could go either way.

I would be expecting the PC's to be having more of an impact, but they seem to be getting their fair share of dud rolls.

Round 4

Goblin 2 A Guard 2
To Hit 1 + 1 Vs AC 16 Miss
 
Goblin 7 A Guard 1
To Hit 9 + 1 Vs AC 16 Miss
 
Goblin 8 A Guard 2
To Hit 12 + 1 Vs AC 16 Poss Crit. Critical!
Damage 3*2 HP: -1 = 5 - 6
 
Still A Goblin 3
To Hit Still A Goblin 3
Damage 3 HP -3 = 0 - 3
 
Aralyin
Spell Cast Mage Armor
 
Ward A Goblin 2
To Hit 12 + 3 Vs 15 Hit
Damage 6 HP -4 = 2 - 6
 
Garret A Goblin 8
To Hit 3 + 1 Vs 15 Miss
 
Guard 1 A Goblin 8
To Hit 19 + 1 Vs AC 15 Poss Crit, Crit !
Damage 16 HP -12 = 4 - 16
 
Guard 4 A Goblin 7
To Hit 4 + 1 Vs AC 15 Miss
 

This is turning into quite the slug fest, you really forget how these low level battles can take quite a bit of time, just through sheer incompetence!

Guard 2 takes a thundering blow from Goblin 2 and crumples to the ground. When they hit, these goblins really hit!

Still quickly puts the last Goblin at the rear down. Aralyin, out of offensive magic, casts Mage Armor.

Round 5

Guard 4 A Goblin 7
To Hit To Hit 1 + 1 Vs AC 15 Miss
 
Ward A Goblin 2
To Hit To Hit 7 + 3 Vs 15 Miss
 
Guard 1 A Goblin 8
To Hit 9 Vs AC 15 Miss
 

How things turn around. What a rout. Goblin 7 is the last humanoid standing. Time for a morale roll Vs DC 14. Rolls a 14.

Goblin 7 breaks... talk about an opportunity, I mean attack of opportunity! Astoundingly, the guards and our hero Ward 'The Mighty' miss a fleeing goblin.

I guess after the last round they must have been worn out.

Garret the healing machine in training closes out the encounter by healing the hurt and unconscious guards and PC's.

Tatular the merchant is impressed with the performance and promises to up everyone's bonus payment. He is also thankful that his two guests Still and Aralyin were able to pitch in.

The caravan rests for the night with a defensive watch set and the heads out for the keep at first light.

XP Awards

Obviously some interpolation will have to be done here as the table on page 166 of the 3rd Edition DMG does not go quite so low.

Ok, so 8 Goblins was a CR 2 encounter, which is 600 XP. Divided by 8 PC's and NPC's = 75xp. Not a fantastic haul, but none of the PC's were seriously injured. Given the way that some of the rolls went they got off quite lightly.

Still and Garret were both able to pick up a Light Crossbow and 30 quarrels for their trouble. Each of the pc's picked up 5gp.

Was the goblins strategy to naive? Should they have hung back and gone a few rounds at range.  To my mind the goblins tactics were reasonably direct, without much in the way of finesse.  Without a leader to coordinate them, it is hard to see them doing much better. 


Adrian posted on May 7, 2008 20:28

Dice Rolls using Method IV from 2nd Edition: 17,13,9,14,8,9,6,9,14,9,11,12

A good spread of medium to high rolls.  Candidate rolls are 17,14,14,13,12,11

HP rolled on a d8 5, with a DM's option (see house rules)

Garret is a pretty standard cleric, no one knows much about him.  As long as he heals, no one really cares!   Garret is the cleric of the party who will run through The Keep On The Borderlands.

Character Name: Garret - The Pure
Race: Dwarf
Gender: Male
Class and Level: Cleric 1
Hit Points: 8
Alignment: Lawful Good
Deity: Moradin, God Of Dwarves
Height: 150 cm
Weight: 75 kg

Stats

Strength: 13 +1
Dexterity: 11 +0  
Constitution: 16 +3 (+2 Dwarf)
Intelligence: 13 +1
Wisdom: 17 +3
Charisma: 12 +1 (-2 Dwarf)

Base Attack

Base Attack: +0
Hit Points: 8 = 5 + 3
Initiative: 4 = +0
AC: 16 = 10 + 2 + 4 

Saving Throws

Fortitude: +2 
Reflexes: +0  
Will: +2  

Feats

Weapon Proficency (Warhammer)
 
Spells 
Level 0 (1 + 3, +1 Domain)
Level 1 (1 + 3, +1 Domain) 

Skills (2 + 3) * 4 1st, 2 Subsequent

Swim 1
Jump 1
Climb 1
Concentration 2
Heal 2
Knowledge (Religon) 1
Spell Craft 1

Stuff

Gold Pieces 3
Scale Mail + 4 
Warhammer (1d8 20*3)
Large Wooden Shield AC +2

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The opinions expressed herein are my own personal opinions and do not represent the view of my deity.

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