Showing posts with label Domain Report. Show all posts
Showing posts with label Domain Report. Show all posts

Monday, 27 February 2023

Machodor Domain Report (October 2022)

Brovenloft!


Just because an entirely new #BROSR world kicked off, it didn't mean things stopped in Machodor. These were the results for the October 2022 period of encounters on the "Inhabited" table;

  • Week 1
    • Merchants (4)
    • Manticore
    • Pilgrims (20)
  • Week 2
    • Trollops (90) with Merchants (6)
    • Giant Stag Beetle
    • Giant Skunk
  • Week 3
    • Bombardier Beetle
    • Merchants (5)
    • Bandits (140)
  • Week 4
    • Giant Ants
    • Trollops (20) alone
    • Trollops (50) with Merchants (2)
  • Week 5
    • Merchants (5)
    • Ogres
    • Merchants (1)


Suitable Encounters


Merchants
Bumper crop of Merchants this month. With a total of 19 rolled that becomes 190,000 gp in goods which breaks down to;
  • Duty at 2% = 3,800
  • 10% Luxury Goods Tariff at 5% = 950
  • Sales tax of 10% = 19,000
  • Payroll conversion fee = 3,100
For a total of 26,850 GP

Trollops
Deserving of their own heading this month, the 160 Trollops were absolutely loaded and contribute 4,850GP in currency conversion along with 1,600 gp in citizenship feed (one the harlots were weeded out!)

Pilgrims
The Pilgrims were evil! What were they thinking coming to Machodor? 

Unsuitable Encounters


The evil pilgrims were the main unsuitable encounter, and they were dealt with by Lansabit.




Sunday, 26 February 2023

Machodor Domain Report (September 2022)



A major nuclear attack occurred during this month, but the worst outcome was avoided thanks to a combination of mighty magics that are constantly prepared to defend the fair city. With that excitement taken care of, the normal encounters continued to roll in.

I realised that having just 4 weeks of encounters each month would leave me 4 weeks short at the end of the year, so for the final 4 months of the year I am doing 5 weeks worth to catch up. These were the results for the September period of encounters on the "Inhabited" table;

  • Week 1
    • Brigand (40)
    • Dervish (250)
    • Assassin Bugs
  • Week 2
    • Trollops (80) with NPCs
    • Bandits (80)
    • Ogre
  • Week 3
    • Disenchanter
    • Wolf
    • Were-tiger
  • Week 4
    • Merchant (1)
    • Nomad (60)
    • Pilgrim 60
  • Week 5
    • Merchant (6)
    • Wolf
    • Hobgoblins

Suitable Encounters

Merchants
Two groups of Merchants this month. With a total of 7 rolled that becomes 70,000gp in goods which breaks down to;
  • Duty at 2% = 1400
  • 10% Luxury Goods Tariff at 5% = 350
  • Sales tax of 10% = 7000

For the currency conversion from their pay chests, these Merchants had a total of 5000gp and and 500pp.
  • Currency conversion 10% of 7,500gp = 750gp

For a total of 9,500 gp. 

Dervish
289 Dervish amounted to 2,890gp Citizenship fees, there were also carrying coin, gems, and jewellery that attracted a 10% conversion fee/surtax equal to 8,589gp.

Pilgrims
The lawful good pilgrims added their numbers to Minas Mandalf, along with a small group of nomads brought the month Citizenship fees total to just under 7,000gp.

The real find of the month were the Trollops, who, according to their entry in the Trollopulous monster manual addendum can occasionally, and this month were, travelling with NPC characters. These characters included a Paladin with a cause and his companions and supporters. He arrived at a fortuitous time given the nuclear attack. The trollops themselves were carrying considerable funds attracting 500gp in currency conversion fees.

Unsuitable Encounter


The Bandits won out as the unsuitable encounter, but they certainly would not consider attracting Macho Mandalf's attention right after someone tried to nuke his city as winning. He used the Mirror of Mental Prowess to learn the layout of their castle then teleported in invisibly and cast Guards and Wards. He then methodically beat them into submission one by one, starting with their magic user, until the entire band were left with PTSD and to this day faint in fright if anyone even says "Oh Yeah!"

Machodor Domain Report (August 2022)

Still trying to find a look for Minas Mandalf

   

These were the results for the August 2022 period of encounters on the "Inhabited" table;

  • Week 1
    • Were-Tiger
    • Merchants (1)
    • Orcs (270)
  • Week 2
    • Nomad (240)
    • Giant Rat
    • Dervish (260)
  • Week 3
    • Pilgrim (70)
    • Anhkheg
    • Pilgrim (60)
  • Week 4
    • Merchants (6)
    • Wild Boar
    • Pilgrim (10)

Suitable Encounters

Merchants
Two groups of Merchants this month. With a total of 7 rolled that becomes 70,000gp in goods which breaks down to;
  • Duty at 2% = 1400
  • 10% Luxury Goods Tariff at 5% = 350
  • Sales tax of 10% = 7000
For a total of 8750 GP

Pilgrims
Amazingly, all 3 Pilgrims were Chaotic Good alignment; they all had good reactions to Macho Mandalf's stirring oratory and added a significant number of Rangers to Machodor. With them, Dervish, and Nomads (and the secretive were-tigers) also responding positively; the total citizenship fees were approximately 17,000 GP!  

Unsuitable Encounters

The Orcs came up as the unsuitable encounter, in the swamps near Minas Mandalf (an area that is hard to patrol and is in the hands of the Puglins in Fort Pug). The full details of what happened here I plan to cover at another time since it was so detailed, I call it "Assault on Fort Pug".

Monday, 20 February 2023

Machodor Domain Report (July 2022)

 

sneaky buggers


These were the results for the July period of encounters on the "Inhabited" table;

  • Week 1
    • Wolf
    • Ogre
    • Merchant (30k)
  • Week 2
    • Trollops (50) with Merchants (30k)
    • Trollops (50) with Merchants (30k)
    • Wolf
  • Week 3
    • Hill Giants
    • Giant Stag Beetle
    • Giant Rat
  • Week 4
    • Dervish (260)
    • Orcs (240)
    • Giant Rat

Suitable Encounters

Merchants
Three groups of Merchants this month, the majority with Trollops. With a total of 9 rolled that becomes 90,000gp in goods which breaks down to;
  • Duty at 2% = 1800
  • 10% Luxury Goods Tariff at 5% = 450
  • Sales tax of 10% = 9000

For the currency conversion from their pay chests, these Merchants all rolled 3 and so have 3000gp and 200pp (1000gp) each.
  • Currency conversion 10% of 12,000gp = 1,200gp

For a total of 12,450 gp. 

Dervish
289 Dervish amounted to 2890gp Citizenship fees, there were also carrying coin, gems, and jewellery that attracted a 10% conversion fee/surtax equal to 8,589gp

Unsuitable Encounter

The Hill Giants, Orcs, and Ogres were working together in one big band, but their intentions were to pass through the Minas Mandalf area to raid the interior. The Dervish were moving up to Minas Mandalf from the opposite direction. Unbeknown to either group, the Kenku who has arrived in the area in June decided to play guide for both sides, guiding them to a meeting near a watering hole in the hills directly south of Minas Mandalf. The ongoing machinations of the Kenku are only now being realised in session by player characters in Feb 2023

Wednesday, 7 December 2022

Machodor Domain Report (June 2022)

Months have passed and I'm way behind on domain reports, so I'll try to get things up to date.  

While the players were going after a Vampire...

These were the results for the June period of encounters on the "Inhabited" table;

  • Week 1
    • Kenku (8)
    • Volt
    • Wolves
  • Week 2
    • Giant Skunk
    • Pilgrim (60)
    • Bandits (180)
  • Week 3
    • Volt 
    • Merchants (30k)
    • Giant Ant
  • Week 4
    • Merchants (40k)
    • Flumph
    • Wolf


Suitable Encounters

Merchants
Two groups of Merchants this month. With a total of 7 rolled that becomes 70,000gp in goods which breaks down to:
  • Duty at 2% = 1400
  • 10% Luxury Goods Tariff at 5% = 350
  • Sales tax of 10% = 7000
It occurred to me this month that the 'pay chest' every caravan carries would be subject to the money conversion fee of 10%. After all, the bulk of this is probably given to the caravan guards when the reach a city, so it would need to be converted for it to enter circulation. Unfortunately, the amounts in the pay chest are not directions related to the single 1d6 Roll, so I'm handling them like this, in proportion to that roll:

For gold it is easy to treat the 1d6 roll as a 1d3 and apply that to the 2000-4000gp range, in this case, a 4, becomes a 2 and the pay chest has 3000gp

Split the difference with platinum and have 1 be 100pp, 6 be 400pp, 2-3 be 200pp, and 4-5 be 300pp; so in this case the 4 resolved to 300pp (1500gp)
  • Currency conversion 10% of 4500gp = 450gp
For a total of 9,200 gp. 

Pilgrims

87 Lawful Good pilgrims on foot with 2 Psionics among them! The ranks of Psicorps grow stronger.

The pilgrims also carry coin, but in amounts too small to bother tracking the currency conversion. Big groups like Dervish can carry a lot of coin however...

Citizenship fees are a lean 870gp.




Unsuitable Encounters

The Kenku came up as the unsuitable encounter, and I rolled a maximum 8 for their numbers. According to the Fiend Folio entry, this means the most powerful of their kind are among the group. I really couldn't see these creatures taking to the way things work in Machodor, so they have since been kicking around causing issues for others without their identity yet being revealed. 

Wednesday, 10 August 2022

Machodor Domain Report (May 2022)

Overall this was a fairly quiet month for Machodor. The discovery of a new island of adventure called Bombrazil was a factor in this. Another factor was that Macho Mandalf was finishing research on a new 5th Level spell

Far to the west the continuing siege of Hobgobiton approached a climax, with the Gnome King himself taking the field.


These were the results for the May period of encounters on the "Inhabited" table;

  • Week 1
    • Manticore
    • Pilgrims (70)
    • Wolves
  • Week 2
    • Merchants (40k)
    • Trollops + Merchants (30k)
    • Merchants (50k)
  • Week 3
    • Merchants (60k)
    • Wild Boar
    • Ahnkheg
  • Week 4
    • Vampire
    • Dervish (250)
    • Volt

Suitable Encounters

Merchants
Including the Trollops there were four groups of Merchants this month. Once again, the d6 result for their base number is also multiplied by 10,000gp to derive the value of their goods. With a total of 18 rolled that becomes 180,000gp in goods, however I subtracted 30,000gp from this total due to the month's unsuitable encounter. This leaves 150,000g which breaks down to;
  • Duty at 2% = 3000
  • 10% Luxury Goods Tariff at 5% = 750
  • Sales tax of 10% = 15000
For a total of 18,750 gp. 

Pilgrims; Lawful Good with a bunch of Paladins keen to join the Order of St Michael.

Dervish; The 9th Dervish Brigade added their forces to Machodor's defences, including the Psicorps.

Citizen ship fees totalled approximately 4000gp

Unsuitable Encounters


When I rolled Trollops (a replacement entry for any demi humans rolled) accompanied by Merchants, I decided that the merchants were actually trafficking 300 of them. Not incidentally, this number of Trollops would be worth a total reward of 30,000gp if delivered from their bondage to Minas Mandalf. This amount also corresponds to the 30,000gp rolled for the merchants.

Later, when the Vampire won out over the Manticore and other unsuitable counters to come out as the main unsuitable encounter, I found it to be in close enough proximity on the road to Trollopulous to combine them in this main unsuitable encounter and potential player character mission. 



Perhaps understandably, the potential threat level of this mission proved too much initially for the players to take on, but...this is a special one as you will see in the coming weeks when I publish my DM session reports for it!


Wednesday, 27 July 2022

Machodor Domain Report (April 2022)

The Puglins are holding on to their secrets this week, so the April report it is! These were the results for the April period of encounters on the "Inhabited" table;

  • Week 1
    • Bandits (160)
    • Pilgrims (40)
    • Merchants (50k gp)
  • Week 2
    • Trollops with Merchants (10k gp)
    • Giant Rats
    • Dervish (280)
  • Week 3
    • Brigands (110)
    • Merchants (60k)
    • Anhkhegs*
  • Week 4
    • Killmouli
    • Merchants (60k)
    • Pilgrims (80)

Suitable Encounters

Trollops
The Trollopulous campaign has very few demi-humans running about, so, after finding large numbers of them with my Domain encounters the DM has changed the encounter table to replace them with Trollops (ed. the Gnome King is not pleased). Trollops are usually found with 'Men' and so a further roll is made to determine which kind, in this case Merchants. I'm sure it is just a coincidence that this group of merchants is practically broke with only 10k gp in goods.

Merchants
Four groups of Merchants this month include the one with the Trollops.  With a total of 18 rolled that becomes 180,000gp in goods which breaks down to;
  • Duty at 2% = 3600
  • 10% Luxury Goods Tariff at 5% = 900
  • Sales tax of 10% = 18000
For a total of 22500 gp. 

Pilgrims; One group of Chaotic Good and one of Lawful Good. This meant a number of sorely need Rangers were recruited, along with more Paladins for the various orders springing up in Minas Mandalf.

Citizenship fees were sparse this month coming in at around 2000gp, however there was another source of income this month as well.

Gold Macho


This month saw the first fruits of new currency of the realm. As per DMG page 90, players who bring foreign currency from dungeons and the like need to convert the coinage, with 10% going to the Domain. Not something to overlook when planning the finances!

Unsuitable Encounters


The Bandits, Brigands, and Killmouli missed out in favour of the Anhkheg for the monthly unsuitable encounter.

The village of Santxol's Folly, was newly constructed on the site where brigands had foolishly botched an ambush at a rocky prominence with commanding views of the region (you might remember this from an earlier domain report). Surrounding the town is rich loamy soil which should be ideal for farming. The inhabitants were to find that the soil was a bit too ideal, and attracted the attention of Anhkhegs with a taste for farm animals, and farmers!




A party of stout adventurers found and eliminated the threat, but not before most of the town's garrison was defeated in an Aliens-esq debacle below the foundations of the church. The Adventure proved to be successful without further loss of (human) life.

Note here that the reward includes training, in the form of a training voucher like the one below;



There are a lot of high level NPCs in Minas Mandalf now, working for the Macho King, so this is a way for him to reward adventurers without dipping into his spell research funds.

Elsewhere, the continuing scuffles between the Hobgoblins and Tharks had turned into a full on siege. Machodor's scouts were all over this, and forces were ready, awaiting the right time to strike.

And, how could I almost forget? April saw the public debut of the Machodor Psicorps! Springing from a not so innocent question from the DM regarding Machodor's anti-psionic defences, these guys might need their own post.

Wednesday, 20 July 2022

Machodor Domain Report (March 2022)

March saw Machodor project force well beyond its borders, while adventurers helped secure the south east. 

These were the results for the March period of encounters on the "Inhabited" table;

  • Week 1
    • Assassin Bug
    • Merchants (50k gp in goods)
    • Dervish (270 base)
  • Week 2
    • Pilgrims (90)
    • Berserkers (90)
    • Nomads (240)
  • Week 3
    • Wolves
    • Goblins (300)
    • Bandits (80)
  • Week 4
    • Pilgrims (100)
    • Goblins (400)
    • Pilgrims (90)

Suitable Encounters


Merchants
Just one group of Merchants this month. At least it was a pretty well stocked group with 50,000gp in goods which breaks down to;
  • Duty at 2% = 1000
  • 10% Luxury Goods Tariff at 5% = 250
  • Sales tax of 10% = 5000
For a total of 6250 gp. 

Dervish; Joined their brethren in the ranks of Machodor's defenders as the 7th Dervish Brigade. Almost immediately they were called on to deploy to Hobgobiton in the far west to take on Hobgoblins and Tharks in the wake of their previous Mr Wargaming battle. With them went a variety of of units including Dragoognomes.

Pilgrims; All 3 groups turned out to be Lawful Good. As planned, Minas Mandalf is now a beacon for the forces of law and goodness in this land.

Nomads; because nomads are of neutral alignment I make a reaction roll to see how the negotiations work out. I also generate the personality traits (DMG pg237) of the leader to help me work out what happens. In this case the Nomad leader, Mustafa Bighorse, had a personality that suggested to me he would leave the bulk of his tribe, including his beautiful wife, some safe distance from Minas Mandalf and proceed to the negotiation with his warriors and treasure in excess of 60,000gp. I noted down the location where he left his tribe at this point.

The Citizen ship fees for the above totalled about 10,000gp (though some later had to be refunded, see below)

Unsuitable Encounters


The berserkers, assassin bug, and wolves lost out to the double helping of goblins.

Goblins; the vast number of goblins in two waves turned out to be in the same area as the nomads, arriving just a week afterwards. This combination lead me to come up with the mission below to resolve the monthly encounter.





This mission turned out to be somewhat controversial and reduced by some commentators to 'A Patron offering 20,000gp for taking on Goblins'. However, recalling that Mustafa had a lot of money and obsessively loves his wife and his people (although the latter to a lesser extent) I figured this amount was quite reasonable since it was not even half of his fortune, plus there was not much for the party to go on. From a game point of view, it takes a significant prize to get a party of players to set out for a reward several sessions in the making. 

The party chose to travel part way along the road up to the tower sited on the former location of the goblin city of Nilbog. This tower is now home to a huge & ancient Copper dragon called Nummi along with some forces from Machodor that can withstand his dragon fear aura. The party travelled south from there and after a few encounters found a fissure in the hills within which was a goblin settlement.




In the end part of successfully returning Mustafa's wife required the party to deal with two ancient & huge white Dragons, so it was by no means a walk in the park. Alas, the remainder of the tribe was apparently sacrificed to Nurgal, part of a continuing shadowy mystery in the campaign. Now Mustafa is staying in Minas Mandalf with the remnants of his tribe and has taken on the head Fighter Trainer role at the Adventurer's Aid Society.

I hope you enjoyed this month's domain report, in the next post I intend to explain the background behind the "Puglins of Machodor" before returning to the April domain report.

Thursday, 14 July 2022

Machodor Domain Report (February 2022)

Hopefully better late than never, I've decided to resume my posts detailing the running of the Domain of Macho Mandalf. This series will cover encounters along with the income and adventure prospects generated from them.

February was a very wild and interesting month with a number of unique encounters.

These were the results for the February period of encounters rolled on the "Inhabited" table;

  • Week 1
    • Dervish (250)
    • Merchants (10k gp in goods)
    • Merchants (50k gp)
  • Week 2
    • Brigands (180)
    • Brigands (60)
    • Brigands (120)
  • Week 3
    • Werewolves (10)
    • Gnomes (360)
    • Gnomes (240)
  • Week 4
    • Pilgrims (10)
    • Elves (180)
    • Merchants (40k)

Suitable Encounters

Merchants
Three groups of Merchants this month. Once again, the d6 result for their base number is also multiplied by 10,000gp to derive the value of their goods. For simplicity I note down the value of their goods in the table above. With a total of 10 rolled that becomes 100,000gp in goods which breaks down to;
  • Duty at 2% = 2000
  • 10% Luxury Goods Tariff at 5% = 500
  • Sales tax of 10% = 10000
For a total of 12,500 gp. 

Gnomes; The huge number of new gnomes, under Gnome King Inkle IV, settled into Gnomesville; but soon made waves in the domain (see below).

Dervish; this group added their number to the forces of Machodor. The first combined units saw action for the first time, north west of Trollopulous.

Pilgrims; this Lawful Good group, though small, was carrying a very special item with them protected by Paladins.

Elves; using my 1-10 Elf sub type of table I came up with the rarest breed, the Broldor.

Total citizenship fees were around 10,000 gp

Unsuitable Encounters

Week 2 was a bit of a disaster with all 3 encounters being Brigands. Since they arrived in the same week I would have counted them as one encounter of 360 and prepare to meet out justice, but now there was a twist; a DM mediated agreement between Minas Mandalf and Trollopulous now sees such men sent to that benighted city rather than allowed into Machodor. 



This had the effect of turning the main encounter of the month into a huge battle between the newly bolstered Gnomish forces and the conventional forces of that Trollopulous aided by the darkest of magic.

Thanks to Mr Wargaming you can see how that turned out (spoiler, not too bad for the good guys (Ed. Strategic victory for the Gnome King!)).

Almost overlooked were the 10 Werewolves. This encounter could have been ignored since they were not part of the main monthly encounter, but I decided to use it to generate a player adventure opportunity. I randomly allocated a location within Machodor then compared with other encounters and goings on to come up with the mission below;



This simple bit of advertising attracted some adventurers who found "The Dungeon of the Were-Cementaur" the depths of which are still to be fully plumbed! Note that giving out this information is all I do with this sort of thing, the DM takes it from there if and when the PCs (which might include one of mine) take an interest. Like the Manticore problem from a previous period, the real story may be quite different from appearances.




Sunday, 10 October 2021

Session 4: Two Spectacularly Bad Throws

The Wizard of Briar Mansion really likes mosaics


Welcome to session 4.

This session was played on 30/Sep/2021 and the PCs adventured for 1 day (again).

The party have settled into a pattern of hitting the same dungeon, what can I do?

Session Report

Three players again for session four: Clyde Foot the Dubiously Strong (Half-Elf Fighter) and Dorf, just Dorf (Human fighter), and Kevin the 53rd (Dwarf Thief)

Between sessions Dorf and Clyde had spent their down time on their side jobs which incidentally turned up the following:

Information, Dorf’s inquiry into the ‘tall hooded man’ who had been dealing with the goblins turned up very little since it was the custom of most local wagon merchants to wear hooded cloaks. The only other person who wears something like a hood is Thomias with his cleric robes and surely he wouldn't be involved in goblins and kidnapping.

Rumor, ships with the insignia of the Royal Navy have been seen leaving in the city in the dead of night heavily laden with troops. It’s clear something is going on, but what?

Over all, Since burying the three henchmen last session there has been a sombre mood over the village, even the rats seemed to be out in larger numbers than normal. Today it was raining again.

When rolling up the NPC party a few weeks back using the DMG tables, the leader came up as insane, a maniac in fact. I chose to incorporate this into the campaign using the event below.

Event, The NPC Party leader, Burghast, went mad overnight and tried to kill Glasses (the other NPC mage). Thigru had to choke him out to save the younger mage. He discovered a green pendant that Burghast was wearing. Thigru had seen the pendant before but never seen it this colour. When he tried to take it off, the same thing happened as with Arlina, leaving Burghast in some sort of coma. Glasses was still recovering and the other fighter, Danha, planned to keep an eye on them. Realising that Burghast's problem was similar to that which plagued Arlina, Thigru, along with the remaining henchman, offered to join the PCs again. Now both parties had the same goal of finding, and cleansing, the evil within the labyrinth.

It was raining so heavily that the bottom of the stairwell into the dungeon was like a waterfall and very slippery; but, with easy hand holds on either side, the party made the decent without incident and was able to take up formation and advance into the main entrance containing with the toad statue. Rats scuttled away from their feet as they went east and retraced their steps from last session until they reached the location of a secret door Clyde had noticed but not had time to explore.

The mosaic of a dancing girl, one among many, was holding her hands in a peculiar position, almost pointing at her head. Last week the party discovered another secret door that was similar, so, remembering this, they pushed on her head and a section gave way and the door pivoted 90 degrees. Continuing to explore they soon found themselves facing a room filled with giant rats. The rats' reacted cautiously to this large number of men carrying torches.

Dorf took the chance to throw a flask of oil into the room and hit the middle section squarely where he wanted. Next it was Clyde's turn to throw a torch in and complete the job. It was super easy shot; but, he rolled a 1. My starting position in this campaign with critical hits, or misses, in 1st edition was just to have 1's always miss/fail and 20's always hit/succeed; but, after some requests, now I allow things like double damage for critical hits. This applies to monsters as well and is on the whole not a clever thing for PCs to ask for since they are often outnumbered and so have a greater chance of receiving a critical hit instead delivering one, but I try to give my players what they ask for.

In this case with a critical miss I like to adjudicate for affect based on the situation, so I ruled that the torch flew straight backwards, not quite braining Thigru, before hitting the opposite wall and then falling to the ground sputtering uselessly. 

The now oily rats surged towards the party who considered from several choices: 1)  fight a bunch of angry oily rats 2) shut the door on them or 3) have a henchman throw his torch and then shut the door. They went for the latter even though that required winning initiative and had the biggest chance of back firing and... then won initiative! (could have been a TPK right there)

The second torch flew in the right direction and they shut the door just in time, letting the fire do its work while the rats screamed as it consumed them. After some minutes of this they found over a dozen BBQed rats and nothing much else in the room other than an exit to the east which they found led to a larger room featuring talking statues. Going from statue to statue gave them a steadily increasing amount of information that would lead them to their target, the evil that needed to be cleansed, and they also discovered a hidden compartment with 6 minor looking gems.

The PCs made their way south following the directions provide by a talking statue with a map (how trusting they are) and found themselves before a secret door, now obvious to them, hidden by a dancing girl mosaic pointing to her nose. This was in the room they were ambushed by goblins in last session with the huge descending staircase.

Everything happened when the party opened the secret door (by pushing on the nose of the mosaic dancer).

First, they was suitably freaked out at my description of two rats running away from them down the dark corridor suddenly seeming to: stop in mid air, writhe in pain, and start to dissolve as they began 'floating' back towards them! Kevin, who likes to eat while dungeoning it seems, threw the apple he was munching on and it too stuck in the air about 6 feet up and started moving back towards them. As the rats, and apple, entered the full light of the party's torches and lamps, they realised it was a gelatinous cube heading towards them. They visibly relaxed as the unknown became the known. 

That's when two Wererat Assassins launched their surprise attack from within a pack of rats that had stealthily approached while the party was distracted. Unknown to the party, these guys had been tracking them and planning to kill them for a few weeks. The one constraint on their contract was to kill their targets in the dungeon and not in the town. Last session was actually a full moon so they were more constrained in what they could do and chose to direct the goblins and see how the party reacted. The logistical problem they faced was this; Wererats prefer to fight with short swords, but, since they had to sneak into the dungeon in rat form they could not bring their swords with them. What would they do? They chose to source weapons from their victims, by assassinating the most exposed fighters who were carrying short swords, then taking them from their dead hands.

Cunning little buggers

I rolled for assassination twice and two henchmen went down immediately with slashed throats from Wererat claws, one dropping his lamp as he fell, which smashed, ignited, and, by pure luck, caught three rats with splash damage. One Wererat snatched up a fallen short sword from the floor; but, there had been a mistake, the other target they had killed was holding a spear instead of a short sword, so this wererat was at a disadvantage as the melee proper began. Still, it was nothing to worry about, they knew that they were immune to the normal weapons the party and their supporters were carrying.

What the assassins didn't know about was the ceremonial silver dagger Dorf picked up in session two!

The party quickly realised that the dagger had been worth keeping and went to work with it. They also, somehow, thought holy water might be effective and so they asked the NPC Cleric, Arlia, to throw their one and only flask (which they needed to cleanse evil once they found it) and it was time for the second spectacularly bad throw of the night. The flask passed between the two Wererats and skittered across the room after hitting the flagstones and, with a change of luck, making its save vs falling.

Not to be perturbed, Clyde raced off after the flask to have another try, while Dorf fought the two assassins with his silver dagger and the rest tried to keep the rats off each other (Kevin had a very close call here). Dorf got some damage in and this seemed to put the Wererats off their game, the one with the spear missed his target completely and impaled one of the rats instead. It then dropped the weapon in disgust to rely on its claws. The other Assassin got in a solid hit on Dorf but the cleric was ready to immediately heal him.

Next round Clyde triumphantly thwacked the Holy Water flask right in the back of the head of the uninjured assassin and...got it wet. I generously allowed for 1 hit point of damage here though since the flask was actually lined with silver.

Dorf then passed his dagger to the stronger Clyde and together they managed to defeat the assassins and rats in a knock-down-drag-out fight that saw another NPC henchman go to zero hp.

Addendum: It occurred to Clyde during the battle with the Wererats that, even though they were immune to normal weapons, he could try to grapple them. I had already been concerned about that myself but for different reasons! As it turned out, once Team Burghast had been added to the equation, which was a random event itself, I decided that the initially lone assassin would bring in a partner, so, in the event, Clyde thought better of trying to grapple two enemies.

====


Post session downtime.

When the Wererats died they resumed their human forms, no one would have known the difference to look at them. However, Dorf recognised a distinctive scar on on of their faces. It matched the Inn keeper's description of one of the two lodgers that have been mysteriously not leaving their room in the Badger and Serpent for the last two weeks.

After a few more days when the lodgers hadn't paid and are were no longer eating the food Fineli provided, he agreed to let Dorf search the room. Inside were the usual sort of things travellers might have, along with a locked box under a bed. Sitting on the box was a sheet of parchment with a drawing on it. Dorf could make out that the shape was familiar, but the writing was in a language that no one in the party could read.

Those Wererats knew the Dungeon better than the PCs

======================================================================

Treasure and Experience Total XP

Monsters 20 Giant Rats, 2 Were-rat Assassins, 1 Gelatinous Cube

Treasure 

The six ordinary gems turned into a gold mine using the DMG details here

3cp, 12sp,  3gp, and 5pp scooped out of the decaying body of the gelatinous cube.

------------------------------------------------------------------------------------------------------------------------

Session PCs

Clyde Foot (10% XP Bonus) Half Elven Fighter Level 1 952XP Gained. Total 1605

Dorf (10% XP Bonus) Human Fighter Level 1 XP 959 Gained. Total 1643

Kevin the 53rd (10% XP Bonus) Dwarf Thief Level 1 XP 959 Gained. Total 1091

Supporting Characters

Arlia Human NPC (10% XP Bonus)  Cleric level 1  291 XP Gained. Total 462

Team Burghast;  Thigru Fighter Level 2, 1 Henchmen 265 XP

Garion Human Henchman (10% XP Bonus)  Fighter level 1  291 XP Gained. Total 357

Flevion Human Henchman (10% XP Bonus)  Fighter level 1  291 XP Gained. Total 357

Campaign Grave Yard

The Unnamed Henchman, Fighter level 1 DECEASED. Killed by spider poison in session 3.

Waxxion Human Henchman, Fighter level 1 DECEASED. Had his throat torn out by a Wererat Assassin in session 4.


------------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------

Wednesday, 29 September 2021

Session 3: Team Burghast and the Return of the Cabbage man

  


what do these do?

Welcome to session 3.

This session was played on 23/Sep/2021 and the PCs adventured for 1 day.

Session Report

Three players available for session three: Clyde Foot the Dubiously Strong (Half-Elf Fighter) and Dorf, just Dorf (Human fighter), and a new player: Kevin the 53rd (Dwarf Thief)

Between sessions Dorf and Clyde had spent their down time on their side jobs which incidentally turned up the following information;

  • Fishermen travel by cart daily from Castleport to Lake Vostorn to fish in boats there. At the south western tip of the Lake, the south eastern edger of Briar Village, is a tavern they use called the Carp'eel Tunnel

  • 2 Travellers paid for a room at The Badger and Serpent for a whole week and asked not to be disturbed. Fineli has not seen them since; but he knows they are still there since he slides a tray of meagre food under the door for them daily, which he finds later slid back empty.

  • The Mercenaries Guild in the Old Quarter brokers contracts for well paying jobs that are posted by the city's luminaries.

Downtime Happenings
  • Arlina's condition remained unchanged. Sometimes she tries to get up and walk out of the infirmary. Arlia spends most days and nights by her side.

  • While fixing tiles on the church roof, Clyde overheard a group of adventurers; two wizards and two fighters, come and ask questions of Thomias. It seems they had heard of the PC party's exploits and have also explored below Briar Mansion, or intend to.

  • The four farmers, cousins of Farmer Giles, thanked the party for finding his wife and daughter and explained that they must now return to their farms.

  • The four adventurers who the party rescued in session 2, who had now recuperated in the Church infirmary, offered to serve as henchmen.

Recent Happenings
  • Father Thomias and Arlia have been unable to do anything about Arlina's condition. Thomias thinks there is some evil force, still in the labyrinth under the ruins of Briar Mansion, that is influencing the amulet and through it, Arlina. He thinks if the thing is destroyed, she might be freed of its influence. He gives the party a vial of holy water for this purpose. Arlia is prepared to brave the dungeon once again to help her sister.

The players decided to continue exploring under Briar Mansion and take on the new henchmen; but, although they had weapons and shields, they had no armour for the new guys. Also, the party had two potions they wanted to identify, so they decided to spend the start of the day in the busy streets of Castleport, to deal with both of these issues.

This time they were recognised at the Eastern Gate by the sergeant there, who greeted them as "The party who had solved the case of the recent kidnappings in Briar Village." Fame, of a kind, at last! (yet, had they really solved it?)

They navigated the now more familiar streets of the East Quarter of the low city, and had a random encounter with a lost girl, Jenny, who asked to be taken to the nearest watch tower; but, after they accepted this and neared the inner gate, she ran off into a dark alley. The PCs are still very wary of the alleys in Castleport, as they should be, and so did not pursue.

They managed to remember the location of Alchemy to go on Eye of Newt St and returned to the shop and its proprietor, Myzarn, without getting lost. He offered to identify the two potions the party had obtained in session two; but, with a bit of a twist. He offered 50gp per potion, or, if they sold him the blue cloudy one for 300gp, he would identify both for free. The party was leery of this arrangement and ended up haggling for identifying both for 50gp. What they had was a Potion of Healing and a Potion of Water Breathing ("Not much use in a dungeon", Myzarn opined. Though what he wanted it for he did not say). When they went to pay Clyde realised he was missing 20gp!

Now, following Myzarn's directions, they made their way to the low city emporium to upgrade their armour and get additional armour for their new henchmen. Just as they had the stalls in sight two wagons, loaded with produce, collided, and (randomly, I swear) it was the the cabbage man again!

After this they spent freely from their recent earnings and then returned to Briar after spending half a day on this side trip again this session, and began to rustle up their supporters.

The new Henchmen looked impressive in their metal armour, more impressive than the farmers had in any case.

They climbed back up the hill and went down the stairwell, using much the same marching order as last session. Everything seemed to be the same as when they had last visited, the large entrance chamber filled with stone pillars and lit by a magic fire in the mouth of a giant toad statue, a rat skittered away from them as they entered. 

This time the party chose to search the room at the end of a short corridor to the north. They found the door to be quite stuck, and even the dubiously strong Clyde foot could barely get it to budge (due entirely to bad rolls). But the noise invited a random encounter check and I rolled a 6! 

Who wouldn't want these guys on their side?

NPC Party! Now, having followed the advice of BDubs to roll a few random encounters in advance, I had already rolled these guys the other day. They were 2 Mages, 2 Fighters, and 4 Henchmen. Additionally, I'd rolled to see if they were in the dungeon today, or somewhere else. They were in the dungeon and had come to investigate the noise the party was making trying to open the stuck door. 

The party were very dubious about this turn of events, and somewhat jealous of the superior equipment in evidence; but, after being assured by Arlia that these were good guys, who Father Thomias vouched for, the PCs happily accepted their support. The party chose to communicate only with the leader, Burghast. Team Burghast made a formidable rear guard.

Resuming their exploration the party found the room behind the stuck door to be full of dust and silk-like strands, running from wall to wall, which disappeared into the high ceiling. They heedlessly explored anyway and soon had a Giant Spider in their laps or, I should say, on one of their new henchman's neck. Before they could do much of anything the poor guy had succumbed to poison and the spider attempted to lift him back up into the rafters. The was not going to happen on Clyde's watch though and he cut the arachnid down before it could get away. Alas, the henchman, whose name they had not gotten around to finding out, was dead.


Watch out Henchman One!

The PCs felt that this turn of events was not a good look for their new companions, who pretended not to notice as they decided to leave their now former henchman where he was and get his body on the way out. 

They returned to the main hall and exited via the eastern door and found themselves in a series of corridors. They rounded a corner and inexplicably decided to spend 30 in game minutes checking three consecutive ten foot sections of corridor for traps. I think this sort of thing can happen when you suddenly have a Thief in the party. They found no traps; but, all at once, the half-elf thought he found a secret door to the north and spotted goblins skulking just around the corner to the south.

Ignoring the secret door they charged into the room with goblin warriors and one shaman and routed them with missile weapons before the enemy knew what was happening. Immediately, the survivors turned and started slapping at a mosaic image of a dancing girl which was on the wall in the south of the room, and soon the wall pivoted like something out of scooby do. The remaining 4 goblins ran through the doorway, with the 2 wounded ones bringing up the rear.

The chase was on and the party piled through the secret door before it could close. They found themselves in a large room that their torches could not illuminate the entirety of. The section they could see was dominated by an ornate marble staircase going down into darkness, while on the western wall was a set of double doors and on the opposite side in the eastern wall was a corridor; one goblin could be seen going that way. They turned that poor goblin into a pin cushion with their ranged weapons and then ran up to its position and charged into the corridor. The other wounded goblin could be see rounding a corner going north again and he too became a pin cushion. They kept going and found around the next corner the last two fleeing goblins standing in front of a door and practically daring the PCs to come and get them; which they did, but only after they filled them with arrows and crossbow bolts.

The party advanced in single file to examine their front, relying on the NPC party to keep an eye on their rear. Kevin the 53rd lightly slid forward down the corridor, followed by the heavier step of Clyde which set off the pit trap the wily goblins had been leading them towards and whose plan was, posthumously, successful. I swear I heard Kevin chuckle.

Not for the first time, Clyde found himself down to 1 hit point after the fall, which, though softened by a strange layer of pulped mushrooms at the bottom, also inflicted some sort of poison/corrosion damage  from the noxious fumes emanating from that pulp, which threatened to take his last hit point in another round or two. Dorf was going to lean down to grab Clyde's hand; but, thought better of it, and started rummaging for rope to lower lest he too take poison/corrosion damage. 

Dorf managed to fish Clyde out, Kevin chuckled and jumped back over the pit trap, and Arlia healed up Clyde's wounds. While this was happening the party could hear some sort of commotion back the way they had come in and they soon found that the source of this noise was their NPC party rear guard getting jumped from behind by a force of goblins and giant rats.

Was some greater-than-goblin intelligence directing this series of events? Who knows.

Now Goblins and rats should not have been too much trouble; but, they achieved complete surprise for 2 segments, and had the luck of the dice. Before Team Burghast could respond two of their henchmen were down and their two plate clad fighters had been hit (with natural 20s!) and were close to collapse.

Now it was time for team PC (they need a name) to respond. Even with theatre of the mind going on, it was clear that staying where they were in the corridor and shooting would be impossible with all the friendlies between them and the smaller goblins, so they piled out and went left, resumed formation and flanked the goblin line, and then started shooting. 

"How do you like fighting this many of us? Dumb humans!" Shouted a somewhat familiar looking goblin. And his buddy answered, "Hey! Those are the guys who captured us last week!"

Yes, the previously captured goblins were free somehow and bent on revenge. However, things turned bad for the little buggers almost immediately as they lost initiative in the next round and all but one were killed, causing the rats to scatter and the talkative goblin to flee west into the room with the double doors (which were now open). There was a chimney in there and he shot up it, though somewhat hampered by the arrow and cross bow bolt stuck in him, and fled through this alternate exit to the dungeon before anyone could catch him.

At end of the session everyone had made it back to the village with some meagre goblin loot that covered the burial costs of three henchmen. 

======================================================================

Treasure and Experience Total 705XP

Monsters 1 Giant Spider, 20 Goblins, 1 Goblin Shaman

Treasure

After splitting with the NPC Party and after paying for a decent burial for the 3 dead henchmen; 117 gp

------------------------------------------------------------------------------------------------------------------------

Session PCs

Clyde Foot (10% XP Bonus) Half Elven Fighter Level 1 132 XP Gained. Total 653

Dorf (10% XP Bonus) Human Fighter Level 1 XP 145 Gained. Total 684

Kevin the 53rd (10% XP Bonus) Dwarf Thief Level 1 XP 132Gained. Total 132

Supporting Characters

Arlia Human NPC (10% XP Bonus)  Cleric level 1  66 XP Gained. Total 171

Team Burghast; Burghast & Glasses: Mages Level 2, Thigru & Danha: Fighters Level 2, 2 Henchmen

Garion Human Henchman (10% XP Bonus)  Fighter level 1  66 XP Gained. Total 66

Flevion Human Henchman (10% XP Bonus)  Fighter level 1  66 XP Gained. Total 66

Waxxion Human Henchman Fighter level 1  66 XP Gained. Total 66

Campaign Grave Yard

The Unnamed Henchman, Fighter level 1 DECEASED. Killed by spider poison in session 3.


------------------------------------------------------------------------------------------------------------------------







Changeling Earth by Fred Saberhagen

BDUBS on his UMBROS AD&D Campaign Discord server requires an Appendix N book report for players to level their characters. So here is my...