My books have arrived! They look snazzy. Right away, Grace said they need more color, but this book looks and feels exactly how I want it to be. This is an anti-modern RPG. It's streamlined and concise, but it's got a no-frills vibe that I really like. This is absolutely and totally the game I have been trying to design for the last twenty years.
Okay. On to session 11...
It took 10 sessions (although some were ‘interludes and a
few had little XP gaining happening), but that’s the standard for progression.
I expect that number of XP to increase, but not enough to keep pace with the
difference in XP requirements; he needs 300 for level 3, and a level 2 foe is
worth 5, so he needs to defeat 40 foes of that level to advance. On one hand,
that’s not a LOT, but on the other hand, that is a lot for a solo character.
We’ll find out soon enough.
I haven’t worked out movement rules for the skiff, but we’ll
say that I roll 1d12-3 for movement rate at that moment; a lot depends on wind.
If I roll below 60, I may as well have Arath walk and pull the skiff along. I
roll and get a 5, so I use luck and end up with a 12. The skiff gets a good
wind behind it, and is able to travel at 90’. Awesome. I’m also going to assume
that Arath was able to set a section of deck apart and spread a piece of
leather across it so that he has something of a shelter to stay under to keep
out of the sun as much. He won’t do that right now, but it’s an option.
Reviewing my notes, I see that the cave was in hex E15, which is about 36 miles
away. However, with the speed of the skiff and its efficiency traveling over
desert, 6 miles per hour is not an unreasonable rate of travel, which means
that could get there by early afternoon if he sets off at dawn. There is no random
encounter on the way, and the weather does not change significantly. He
maintains a favorable wind the whole time.
He makes his mind check to find the cave (hard to do when
everything looks like desert, but he had been intentional about marking this place
in his mind around several landmarks on the horizon). He ‘hides’ the skiff
among some rocks about a half mile from the cave, and walks the rest of the
way. The cave is as he left it. Nothing is out front.
Now I get to stock this the rest of the way – presuming
Arath doesn’t die or flee again. It is unlikely that Arath’s armor also removes
the sneak penalty for higher armor, but I’ll check. Magic armor in D+D always
did that when I played (not sure if that’s in current iterations of the rules
or not). Yes! I got a 3; the armor imposes no sneak penalties. Arath attempts
to sneak into the cave, and gets 8+2=10. Being level 2 is already paying off.
The cave is going to have attracted some life to it, since
there is a river (which I haven’t decided anything about) cutting across the
cave. I doubt that this water is crystal clear spring water… odds are good
something is up with it. However, even strange or magical waters would draw
creatures, and I am going to say that there are packs of strange little prairie
dogs that scamper all over these caves. They would eat the small insects
growing all around the water, and then these would provide the basic food
source for whatever lives in these caves. It has to have some kind of
ecosystem, and this stands in well enough for one.
I’m going to retro-design a piece of the desert. These
prairie dogs, which the denizens of the desert call ‘scratchers’ for the
scratching sounds they are always making, are sort of all over the place. They
are able to chew at the bases of the infrequent cacti to get water, and they
feed on all sorts of small lizards and insects. They are always scampering
about, but know enough to find a hole and climb in once nightfall comes. They
are not aggressive, and do not attack larger creatures. Okay. Back to exploring.
Area 2. Arath finds only one of the spiders here. I’m going
to rule that every round once combat starts, it is possible that the other
spider returns from its hunting expedition to get a snack of scratchers. He
attempts to sneak into the cave again, but he fails. He saves his luck. It’s
initiative.
Arath wins handily, and swings his sword, hitting for 6. The
spider fails its armor check and is at 10. The spider bites, hitting with a 12.
Arath makes his first armor check with his new suit of awesome scale mail,
suffering 4 (he’s at 22). He fails his might check, so suffers 2 more from
poison, now at 20.
In round 2, the other spider returns, responding to the
shrieks from its buddy. Arath hits the first spider for 6, and it again fails
armor. It’s down to 4. The first spiders hits with an 11 for 4 damage, but
Arath soaks half, so is at 18. The poison deals 2 more, leaving Arath at 16.
The poison has run its course. The second spider will be in position to attack
next round.
Round 3. Arath hits with a 12, killing the first spider
(even if it makes its armor check, 4 points is enough to kill it). The second
spider bites, but misses.
Round 4. Arath misses this time, but uses his luck to
re-roll… and promptly misses again. Drat. The spider hits with a 10 for 3
damage, but Arath soaks, suffering 2 and is down to 14. Arath rocks his might
check, so fights off the poison.
Round 5. Arath hits this time (barely), dealing 6. The
spider fails its armor check, so is at 10. The spider bites with a 1. That’s a
hard no.
Round 6. Arath hits it, dealing 6. The spider makes its
armor eheck, suffering 3 and down to 7. The spider hits for 4. Arath soaks half
and is down to 12. He makes his might check against the poison.
Round 7. Arath hits for 6. The spider soaks some of it
again, and is down to 4. It hits again for 3. A successful armor check later,
and Arath is at 10 hits remaining. He BARELY makes his might check.
Round 8. Arath misses. Poop. The spider hits with a 12.
Double poop. Arath makes his armor check (by THIS much) and suffers 3, down to
7. He makes his might check.
Round 9. Arath deals 6; the spider makes its armor check,
leaving it at 1. Stupid spider! The spider hits for 3, but after an armor check
Arath is down to 5. Uh oh. Getting close. Arath makes his might check again vs.
the poison.
Round 10. Arath rolls a pair of 1s. Ugh. The spider also
misses with a 3, so misery loves company.
I have a combat that has gone into a second minute! First
time that has happened.
Round 11. With his luck renewed, Arath feels a little better
about finishing this fight strong. He has to use it (he whiffs on the first
try), but hits for 7 on the re-do from luck. He deals 7. I check armor for fun,
and the spider fails. It would be dead either way, but it is now extra dead.
Well. That was a fight against two level 2 foes, and he
barely won. He had the option to chug some healing potion, so that’s 10 points
of healing he left in the tank that he could have used. That healing already
feels a bit puny. If I’m a healer type, I’m definitely picking up some
signature spells that restore more hits at higher levels.
Arath has earned 10 XP. Let’s see if he gets some treasure…
this is a level 2 lair. There is no mundane treasure (needed a 5 or lower, and
got a 6)… there is also no magical treasure (needed a 2 or lower, and got a 5).
Drat.
I roll for how many hours before he gets a random encounter,
and I roll a 12; he’s able to recover to full health by resting here and eating
some food. It is night when he emerges from the spider cave (in hour 11) at
full health.
Area 3 is a wide cave complex with a high ceiling (peaking
at 80’). There are several holes in the roof where sunlight streams through.
The scratchers run all around this area, and there are dozens of scratcher
holes where small packs of these things dwell. There is no other monster
encounter here; there is no trap, and there is nothing else of interest. It
looks like at one time things may have dwelt here on the raised stone to the
south, but that has long since been abandoned.
Area 4, on the other hand, is definitely inhabited. Arath
makes his sneak check to get to the southern edge of this area and peer inside.
It is a camp of goblins. There are ten of them. Yikes. They seem to be
something of a war band. They arrived a week ago on a skiff from the north,
coming down the river. Their skiff got stuck here, and they set up a bit of a
colony in 4. They are able to hunt scratchers, get water from the stream, and
sneak out into the desert once in a while, but they are not really motivated to
do that. I’d think they know what’s on the other side of the stream, but they
are not friendly with it, whatever it is.
Ten goblins might be a bit much. I mean, only four at a time
can attack him, but at best he’s killing one a round; he’s going to need 10
rounds to kill them if he hits every time and they never make an armor check.
He’s going to be staving off 4 attacks per round, which if only 1 hits, he’s
suffering an average of 2 points per round. He could last 13 rounds (15 or 16
with healing). I don’t like his chances… If he could create a choke point, he
might have a chance (taking on only 2-3 at a time), but only the cave mouth
really gives him this option with a viable escape plan. Everything else backs
him into a corner somehow. He decides to skip the goblins for the moment
(they’re just milling about) and investigate the bridge.
We’ll call that the end of this session.
Thoughts:
-
It is fun having the desert and campaign setting
grow organically as I go. I feel like once this campaign is done, I will have
enough material to publish a campaign setting sourcebook for the desert, just
based on what I’ve worked out. I like how this ‘model’ is working to develop
the game. I’m already thinking about a mountain/tunnels campaign… or a frozen
wasteland campaign… or maybe finally the great mega-dungeon that I want to make
but never get very far on.
-
I like that I got rid of the earlier rule I had
around scaled armor and variations in how it soaks. The temptation to have a
natural 12 fully soak an attack is strong, but that was making fights go on
longer than they should; I like how armor works. It’s clean, it feels
intuitive, and it keeps things moving.
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