Wednesday, February 26, 2025
TL; DR
Saturday, February 22, 2025
Slowly Delving my Megadungeon
Sunday, June 30, 2024
Backup Story in Skye Stalwart #2
I played out the events of the backup story for Skye Stalwart #2... you have the introductory page I did (I posted it again for your reference), and then the actual play of the fight... spoiler alert: it's as ugly as you think it would be.
Battle Master has, obviously, been expecting them. “I knew if I waited until Twilight Archer was on another mission and then just ‘happened’ to have your detection system find me, you wouldn’t be able to help yourselves… I figure that Twilight Archer has taken enough of my students. It’s time to return the favor…” He activates his battle staff and prepares for combat… the Young Wardens do the same.
Initiative. Battle Master has used nemesis to prepare for this fight, so rolls D12. He rolls 1 and 5, so keeps the 5. The team makes a representative roll, and gets 2. He wins, getting to attempt 6 actions (from the +1 shift from nemesis). “I don’t like magic…” he uses 1 action to get close to Minnow, and attacks. He rolls 2 and 8, keeping the 8, and landing a critical hit (dealing D16 damage because it’s a critical hit with nemesis, so a +2 dice shift from his normal D10 damage). He gets 14 (!) and drops Minnow on the first shot. Okay, then. He turns next to Aria, using 1 action to cross to her and attacking. He attacks with 6 and 9, keeping the 9. Even with her shield, she cannot parry this, and it’s a critical hit, so he deals 12 damage; she soaks 5 and suffers 7. He attacks again and gets 12 and 5, another hit (12) that’s critical and that she cannot parry. He deals 11 damage, but she soaks 5 and suffers 6. She has suffered 11 hits, and is at 9. He has one more action, so he attacks a third time and gets 9, 9… so another critical hit. He deals 9 damage, and she soaks 5, so her hits are down to 5. He spends a villain point to add D12 to this damage, and gets a 12 additional damage – OUCH. She’s down. Halfway through the round, Battle Master has already dropped two of the four members of the team.
Windsprint runs at him (using 1 action), and then punches 3 times as he circles around Battle Master; he needs a 7 or better to hit (on D8), so I don’t like his chances… he rolls 5, 8, 3, hitting once. He deals 4 hits, but Battle Master’s armor absorbs all of this. Kid Cadet uses 1 action to pick up Aria’s shield, and then attacks with it, missing with a 5. He spends a hero point, getting only a 2 (!), but this is enough to bump it to a 7, and just barely hit. He deals only 1 point with the shield… he smacks Battle Master in the face, and Battle Master doesn’t flinch.
Ruh Roh.
Round 2. Both Minnow and Aria try to recover… each checks tier (DT 4)… Minnow gets a 6, but Aria only gets 2. She spends a hero point, and gets a 6, so she is back up as well (but only with 2 hero points remaining). Battle Master starts spinning and whirling his battle staff; he attacks Windsprint first, getting 5 and 1, with the 5 barely hitting. He deals 5 damage with his staff, leaving Windsprint at 9. He attacks again, getting 9 and 5, so the 9 is critical. For damage, he rolls 15, and LEVELS Windsprint (basically clotheslining him as Wind is trying to run in circles around him). He has 4 actions remaining; he starts spinning and kicking at Aria, attacking with a natural 12 and dealing 7 hits. She soaks 5 but suffers 2 from her 10, now at 8. Cadet is still holding her shield, trying to find a moment to toss it to her (and availability of an action to do that). Battle Master spins his staff, striking at her and getting another natural 12 (critical damage). Cadet uses a hero point to take an action now, throwing the shield in front of the attack; he gets to make a hero point check, and if the result is high enough (he’d need an 8 on D8), he times the shield so that it absorbs the blow… he gets a 2 (womp womp). Battle Master is actually able to spin the shield as it’s flying and angles the edge into Aria's stomach. He deals 13 hits to her (she soaks 5), but the 8 is enough to drop her again. She’s back down. He still has 2 actions left. He turns back towards Minnow and wallops her again, getting a 3 and a natural 12… so another critical hit, this one dealing 12 damage. She’s down again. Since both Aria and Minnow have been felled twice, they are defeated. He uses his final action this round to punch Windsprint in the head, causing him to be defeated as well. Cadet moves towards him. Battle Master kicks Aria’s shield towards him, telling him to pick it up. He does, and attacks. Cadet attacks twice with the shield as a weapon, getting 2 and 5, so missing twice. He has already used a hero point this round, so there’s not much he can do.
Round 3. Battle Master circles Cadet. Cadet wonders aloud, “why aren’t you attacking me?” Battle Master answers, “you get stronger the more you get hit… so, as long as I don’t hit you, you never get stronger… like this, you cannot possibly challenge me.”
Cadet knows there’s nothing to do, so he activates his communicator. “Cadet to Twilight Archer… emergency protocol seven.”
Battle Master grabs the communicator from Cadet (I don’t bother rolling)… “Ah, Twilight Archer. Good to talk to you. I’m about to kill your students, so I’m glad to have you with us. I’d like you to hear this.”
Twilight Archer’s voice crackles back, “Oh, hey. Battle Master. Glad to have you on the line. You should know that I’ve just planted several hundred pounds of plastic explosive under your primary training facility in Echo City. It’s taken all morning, but I’m pretty sure I can wipe the whole thing out. That’s, what, about a million and a half? Maybe two million bucks.”
Battle Master pauses. “I’m going to kill your students”
Twilight Archer’s voice comes back, “Then I’ll destroy your facility.
Checkmate.”
Battle Master resumes, “I’ll let them go, and you disarm
your explosives. On my word.”
A pause. Archer’s voice comes back, “Deal accepted.”
Battle Master hands the communicator back to Cadet, “next time I meet you, it ends a lot messier.” And then he’s gone.
Windsprint starts to come around, “So.. did we win?”
END
Analysis:
Okay, Battle Master is as advertised. Having elite tier + nemesis + knowledge of who's most dangerous is lethal... Minnow is by far the most dangerous; she has magic and can basically do anything she can imagine... Aria is second because of her ability to do damage; Windsprint and Cadet are really only minimally able to deal damage to him, and he knows that. He attacks in order. I had him use strategy and tactics, and it paid off. Lots of actions plus several critical hits equals lots of heroes dropping quick. I REALLY like the rules for elite and prodigy.
I had already worked out the 'story' ahead of time, so I knew that if the heroes lost (I expected they would, but not THAT easily), I had a way to save their bacon.
I didn't get to try out magic at all (Minnow dropped both times before she could act), and I would be curious if she and Aria would be able to at least make things difficult for Battle Master if the team had a little bit of strategy in place. I devised Battle Master's strategy on the fly as I was playing, but it made a lot of sense. Cadet never gets to take advantage of his dice shifts and boosts if he never gets felled; so just don't attack him, and he stays at his weakest. It's how a master tactician would think. I'm kind of proud of that one :) But, realistically, if Minnow is able to hit him with a stun spell and rolls really well, she at least gets him to spend a hero point to neutralize it, and then this creates opportunities for her and Aria to beat on him a little more... Aria has the potential to deal 12 hits with her shield, and a hero point could bump this up to as much as 20, so there's a chance she's able to start hammering him a little. I guess we'll never know...
Wednesday, June 19, 2024
Raider of the Lost Art(ifacts) Part 1
Bronze Beacon soared over the countryside north of Meridian. On the other side of her headset communicator was the Mighty Doc Stalwart. “Thanks for the heads-up, Doc. I thought there might be some trouble with transporting Tessek and his artifacts to the new museum in Gap City…”
His voice came through, “No problem. You had a good plan - divide the artifacts in six parts and send them secretly. Unfortunately…”
She sighed, “Yeah. I didn’t realize my assistant had been charmed by Tessek. So now I have to get the pieces back before - who again?”
Doc was doing something. She heard a hiss of oxygen. Was he in a space suit? “I sent the data files. Six different villains have been sent… it’s a big job. I’m sorry I can’t be there to-”
She stifled a laugh, “Doc, you’re on the moon. I can handle it.”
He paused, clearly wishing he could be two places at once, “Okay. But if you need backup, let me know and I’ll see if Messenger or Twilight Archer is around…”
She was already reaching for the switch to end the call. Doc didn’t need one more thing to worry about, “Nah. I’ve got this. Thanks, though. Bronze Beacon out.”
She paused, looking around “I’m still not used to calling myself that… or to seeing stuff like this…”
Below, a sleek black car wound down a forested street - and then something happened…
Pliant has stretched himself across the road, and suddenly tightens (his legs around tree, his arms around another on the other side of the road). He has to check power, and we’ll say DT 6, because stopping a car with a giant rubber band is moderately difficult… He rolls and gets 4. He’ll use two villain points and bump this to 6. The car hits the huge rubber band dude stretched across the road, and flips over. Bronze Beacon charges. She can be there in 2 actions (it’s about a thousand feet). Pliant goes first; he will use 2 actions; the first is to reach in through the broken glass and the second is to recover the piece of the Totem he’s been sent to retrieve. He has to check reflex to keep from cutting himself on the glass (DT 4) and rolls 6. He’s fine, and he is standing there with the briefcase containing the piece of Totem. Beacon flies to within 100’ of him (2 actions), and uses 2 more to attack with her energy bolt (at -1 shift because she’s using extra actions this round). She hits with a 5 and a 4 (rolled pretty well), and Pliant is unable to dodge; she deals 10 and 5 hits with two energy bolts. His invulnerability reduces this to 6 and 1, so he’s at 9 hits. She yells for him to drop the briefcase, but he refuses (of course).
Round 2
He’s going to use one action to slingshot himself at her; he checks power (DT 4) and gets 12; dang! He tries to ‘hit’ her with himself, using his stretching to emulate a binding attack. He attempts power against her endure, getting an 8. He stretches all around her and binds her. I’m going to rule she suffers a -1 overall shift while so bound. She also cannot fly, and is sort of levitating here a hundred feet up with him wrapped all around her. She uses 1 action to create a wedge that pushes him outward, attempting to break the hold he has on her. She checks power and gets 10. Yup. She is still surrounded by him, but there are two generated brackets pushing him away from her and freeing her up. She uses her second action to fire an energy bolt at him, getting a 6. She only deals 1 hit, and he absorbs it. She will continue to use an action every round to keep him away from her.
Round 3
He’s going to start punching at her (as he’s wrapped around the energy-generated brackets about 100’ up). He rolls 6 and 4 with his two punches, and hits with the 6 only. He deals 4 points, and she is at 10. She uses her first action to maintain the brackets, and uses 3 others to attack with three energy bolts (at -1 shift because she’s using extra actions); she rolls 5, 3, and 1. She uses 1 hero point of her 4 to bump the 3 to a 4, so she hits twice. She deals 9 and 3 points. His invulnerability soaks the entire 3 and 4 of the 9. He suffers 5 hits, and is at 4 remaining.
Round 4
He swings two more haymakers, getting a pair of 5s; he barely hits twice. He deals 5 and 1, for a total of 6 points. She is at 4. She continues to use an action to keep him stretched out away from her, and then uses one action to fire a bolt at him (planning to use her hero points as needed; she wants to hit him with a solid shot). She rolls a 7 to hit (whew) and rolls 11 for damage! Huzzah.
He’s at 0, so he drops and crumples into a pile of spaghetti in the grass; the briefcase flings in another direction. She flies after the briefcase and catches it with a hand she generates from her bracers; she then hears the driver below, and pulls him from the car. He’s badly hurt, but she’s able to use her healing to restore his broken arm and mend his lacerations. However, by the time she turns to check on Pliant, he has escaped, slinking off into the nearby woodlands.
“Bronze Beacon to Doc Stalwart – I have recovered the first piece of the Totem.”
She takes off into the sky, ready to seek out the next piece.
Bronze Beacon III
Kira Keller, Curator of the Grand National
Museum in Gap City |
Pliant
First Appearance: The Mighty Doc Stalwart
#207 |
Friday, May 31, 2024
Stalwart RPG Playtest #1
Paragon Hero (D8/4[2]); Hits 16; Move 30’; HP 4
Might D8 (4); Mind D6 (3); Power D6 (3); Reflex D10 (5)
Armor (4); Jump (swingline 120’) Melee Weapon (battle staves D10)
Brawl (+2); Infiltration (+1); Stealth (+1)
Normal Thug (D6/3[1]); Hits 12
Might D6 (3); Mind D4 (2); Power D4 (2); Reflex D6 (3)
Machine Pistol (D8); Kendo Stick (D8)
- Well THAT was pretty cinematic. Yes, a big part is how I’m interpreting the dice, but since he was facing relatively weak foes, Zealot was comfortable taking the -1 die shift to get lots of extra attacks. The dice and the way they fell felt accurate for this sort of encounter.
- I immediately re-worked armor on the fly when I realized that even a mook is going to soak 2 or 3 points, and you are going to roll 2 or 3 for damage pretty regularly. Armored foes are going to be much harder to deal damage to and will require him to start burning hero points. I changed it so that ‘endure’ (linked to might) is now the resistant ability for areas of effect and indirect attacks (which makes sense), I’ll just have to re-work some powers so that’s how they operate. It should be simple enough to make the change (even if I have to add a few AOE-specific powers to the options to give this some value).
- I absolutely love the rules for being felled and getting back up. THIS is the part of superhero fights that I’ve always been missing; you get knocked down but you get up again was philosophically there, but never this directly mechanically supported. It’s pretty awesome; that was the piece that made this encounter feel like a genuine fight sequence. He can knock a foe down pretty quick, and then as he fights, those he has already knocked down get back up again. As tier D6 characters, they can only do this once, so that makes a lot of sense.
- I officially like this game.
Sunday, May 5, 2024
Fanatic Four: Report 4
Saturday, May 4, 2024
Fanatic Four: Report 3
I warned you I was going to do a bit of gaming this weekend... my four characters have continued to explore, defeating the three ghouls in areas 17 A, B and C. They then crawled through the tunnels (making short work of the three rats) and into area 14. They attempted to drive back the ant swarm, which summoned the myrmidon ant and then the gnome shadow-touched ghoul. They managed to defeat all three with relative quickness. They could not figure out how to get through the narrow tunnel in the wall, so moved on to the south. Firik caused the mold of maddening to emit spores, which put him into a battle frenzy. Alari was able to draw his attention (and defend herself with her shield), while after a few tries Galazan was able to use a sleep spell on him. They burned the mold, explored area 12 (freaked out by the sounds from below) and then prepared to enter the Bazaar... which is where I'll pick up next time.
They have thus far (in total) earned:
Fanatic Four: Report 2
Friday, May 3, 2024
Fanatic Four: Report One
Weekend Plans
I finished work for the week, came home, mowed the lawn, and took the dogs for a walk. Grace and Mary are out of town at a diving camp, so it's just me and a good chunk of time. Here's my weekend plan... going to go full pencil and paper RPG on my dining room table. I made character cards, found my big printout of the map of Moridis' Halls, and am going to start working my way through the map. I'll post as I go...
Thursday, July 27, 2023
Briar's Quest: Session 1
Briar - Stalwart Scout 2
[Hits 12 | Dagger (5) | +1 to attack; baker; fighter; jeweler; resolve]
- She can use 2 gems per day; she has a stunning gem and a sunlight gem.
- She has the following badges (5): shade hunter, zombie hunter, friend to gnomes, cupcake baker, and one bravery badge. She will start with no credit towards any other badges. I’ll presume that she’s been doing all of her adventuring in graveyards so far, and been helping gnomes with a variety of problems, as well as baking them lots of cupcakes.
Before setting off into Moridis’ Labyrinth, she bakes a fresh batch of muffins (since that’s what she’s working on next). She actually gets a success (natural 10), so she will have two muffins with her on her journey! She has a healing muffin and a growth muffin. Good stuff!
I’m going to use the rules for likelihoods throughout, and will see how that goes.
Briar goes into the basement of the coffee shop (after getting a fresh cup of hot chocolate), and descends into area 33 on the map. She gets to the portcullis, which is possibly locked, but I roll a 4 and it is not locked. Someone left it open… for her? Rut roh. She carefully moves into the center of the area and looks around. She makes her social check and sees the secret door to the south; she checks that out first, and pushing the wall in (it’s spring loaded), she sees that stairs beyond descend into darkness. She is not ready to go any deeper yet! She decides to explore to the east. The room she is in was once an assembly hall of some kind (it has vaulted ceilings, and the remains of rows of seats that are long since rotted). She crosses east to area 35, and sees the statues. She examines the north statue first. The dice (rolled a 2) say that it’s an animated statue. She attempts a social check, but with the -1 edge she fails, and the statue springs to life as she is examining it. It attacks at +1 edge but misses, and she gets her turn; she leaps backwards while swiping with her dagger. She misses, despite her +1 edge (she needs to roll 7 on the dice to hit). It is very unlikely that the second statue is also an animated statue; nope. It might be special, but it’s not animated. Okay. The statue hits for 4 damage, and Briar is at 8. This time she hits for 5, but it soaks 1, suffering 4 and is down to 6. On its action, the statue swings at her hitting again for 4. She is at 4. She already has to pop that muffin in her mouth, regaining four hits (at 8) and then hitting (barely) for 5. After soaking 1, the statue is at 2 remaining. It hits her again for 4, and she’s back to 4 remaining. She totally misses (2, 1, 1 on the dice) and it hits her again! She’s at zero… Or she would be, but she uses her resolve ability to completely ignore that attack. She finally hits again for 5, dealing 4 and destroying the statue.
She was able to defeat it, but it used up a lot of her resources (she already used her healing muffin), and pushed her to use her resolve up. It’s all good, because she survived.
On the fly, I think that having to recover 2 points an hour of rest is a lot for this game. I’m almost thinking that ten minutes of rest is enough to recover your level… because I want the game to keep moving. It’s an over the top game, so I don’t think anyone is going to be like “I accept that 11 year olds go on dangerous missions to the underdark with adult permission, but I’m struggling with the idea that they heal in a few minutes of rest”... like, this game is pretty clearly a game in a cartoonish world. People will go with it.
So, she recovers 2 points per ten minutes of rest… since she is down 8, she needs to rest for 40 minutes. I’ll say that she goes back to the stairs and snacks on a regular old everyday muffin to get some strength back, sip some water, and get her bearings. It is possible that there is a random encounter, and there is. It’s a zombie. It comes clamoring from the west just as she’s getting her muffin out, and she tries to hide to jump it. Stupid zombies. She succeeds, and gets to attack with +2 edges. Wow. She almost misses anyway! (6, 2, 1, 1) If that 6 was a 4, she misses. Anyway, she hits the zombie for 5, and it is at 1. It hits her for 2, and she is at 2. I could have her use resolve, but I’ll hold off for an emergency… She hits for 5 and destroys it. This time she is able to rest for an hour, and fully recovers.
Badge progress:
1 animated statue
1 zombie
Tuesday, July 25, 2023
Of Foolish Consistencies and Hobgoblins - Actual Play #1 for Cupcake Scouts 2E
As Emerson warned, "a foolish consistency is the hobgoblin of little minds". Now, I think I have a medium-sized mind (at least), and I don't really like hobgoblins all that much, so I decided to take his words to heart. That said, I have given 2d6 another shot. And I like it.
For Cupcake Scouts 2E, I found that by scaling the numbers to cap at no better than +5 (usually +4), and by swapping out some of the things I had given as modifiers to be edges instead, I've kept the numbers very reasonable (to my mind).
So, I have a draft going and the first half of the book is roughed out already. I have learned to work very, very quickly at this point. It's at about 6,000 words (18 pages) at present, and about half of that is language I cut and pasted over and then edited the heck out of, and half of it is new language based on things I've learned and problems I've solved in the last four years or so. The previous edition was 48 pages, but the pages were pretty breezy, and there was a lot of white space. I'm getting almost twice as much information on a page at this point, so getting the whole package to 32 pages looks likely. I'd prefer 48, but I'm not sure if the game needs that much content. I want it to be light and airy, but you can always use more monsters, I suppose...
I thought I'd give you a taste of how it looks with the snapshot of the rules for character generation. This is my first play test character, and I'll have her fight some zombies and see how it goes...
1. Select a troop. Looking at the options, I decide that my character is going to be a stalwart scout, so she can be good at fighting monsters.
2. Select one tag. For my stalwart scout, I pick fighter so she gets a bonus to attack.
3. Gather your gear. I review the gear section. I will keep those blessed stakes at the ready!
4. Write down your weapon damage and hits. My dagger deals 4 hits (2 base +1 from being level 1, +1 from being a stalwart scout). I have 6 hits (what every scout has at level 1).
Name your scout and think of one adjective to describe her (other than the word for her troop). I go with Chase as her name, and ‘serious’ as her adjective.
Saturday, July 15, 2023
New Delvers Session 1
Approaching the tower, they come upon three jackals picking at the corpse of a large stonecutter beetle. Two dead jackals are nearby, having taken the beetle’s best shot. The heroes see this from 60’ away, but the jackals do not see them (too busy eating). Gar prepares his blade and shield, Nil will fire a sling bullet at them, and Aria will use an arcane dart. Nil hits with a 9, killing one, and Aria automatically kills one with an arcane dart. The third fails its morale check, and runs away. The fellowship examines the corpse of the beetle; Aria makes her lore check with a natural 12, and they recover its oil membrane. This she is able to pour into a vial. They have enough oil of enchantment to coat three weapons.
At the bridge, they see that it is rickety and looks quite dangerous. Aria and Nil easily disbelieve the illusion (both getting 12s) but Gar struggles to believe that the bridge is safe. He refuses to cross until the others do; they both move across successfully. He finally disbelieves, but is on the other side when the ‘ogre’ emerges from the cave. All three succeed at disbelieving this illusion, and the fight with the zombie is on.
The heroes win initiative. Aria deals 2 hits with an arcane dart (leaving the zombie at 7), while Nil hits with his sling for 2, leaving the zombie at 5. Gar spends his action crossing the bridge. The zombie misses Aria with both claws. She deals another 2 (leaving it at 3) and Nil misses with a sling stone. Gar enters the combat, hitting with his dagger but missing with his shield. The zombie is at 1. It attacks Gar this time, but misses twice. Aria finishes it with another arcane dart. They investigate the cave, but find nothing of value.
This time it is Nil who struggles to disbelieve the illusion; he ‘knows’ that the tower is not really burning, but cannot bring himself to approach. It ‘feels’ to him like genuine flame, and he perceives pain as he gets close to it. He needs a few minutes.
Aria and Gar decide to approach, and they find the phantom of Calidar wandering about. Aria tries to greet him pleasantly, and succeeds with her mind check. He remembers hearing of her master at some point, and asks for help in finding his marbles. They begin searching about. Aria finds a scroll (Speak with Stone), and Gar finds a potion (Levitation). He asks if they will check ‘downstairs’ and see if they can find his marbles for him. They agree.
Nil again attempts to disbelieve, but the illusion is just too strong. He cowers at the foot of the tower. Aria sees this, and asks Calidar if he can help their friend to see that it is safe to come up and help him. Calidar does, and permits Nil to see through the illusion. Because Nil failed twice, he does not get to look for an item like the other two did.
Calidar speaks his name backwards, the magical portal in the floor reveals itself, and the heroes descend into the Halls of Moridis for the first time…
Saturday, June 24, 2023
Arath Session 12: Exploring Dyson's Map
Round 1. Arath wins initiative and misses. The ghoul hits with one claw for 5 and Arath fails his armor check. He’s at 21.
Round 2. Arath hits with a 12 for 8 damage. The ghoul fails its armor check, down to 4. It hits with both claws, dealing the +3 for a bite as a free action. Arath makes both armor checks, so he suffers 7 total damage; he’s at 14.
Round 3. Arath misses. The ghoul misses with both claws.
Round 4. Arath hits for 6. A failed armor check later, and the ghoul is destroyed.
The first instance is 14gp in gems.
The second instance is 4 gp in silver (so 40 sp).
The third instance is 22 gp in gold coins.
The fourth instance is 10gp in copper (so 1000 cp).
Round 2. The first ghoul hits twice with the free bite, while the second gets a natural 12 with one claw for 5. Arath fails all three armor checks. DAAANG. That is 14 points of damage, putting him at 2. Arath flees.
By the end of the round, Arath is about to cross the bridge (still calling this out) and the ghouls are halfway down the stairs. The goblins are starting to mobilize in their cave.
Armor 5; Hits 26; Move 60’; Greatsword (6); Sling (1)
Might 4 (5); Mind 2; Reflex 1
Fortitude; Luck; Two-handed (+1 edge); Warrior (+1 to hit)
Greatsword 6; Scale Mail 4+1 (Armor of the High Centurion; grants +1 edge with Gallans; no penalty to sneak); Sling 1; Adventurer’s Pack; 7 days rations; Gauntlets of Might +1; Boots of Traveling; Everburning Torch; Decanter of Sustenance (4 people of water per day, healing potion 2x per day); 20’ Levitating Desert Skiff; 70 gp in wealth (coins and jewels)
Friday, June 23, 2023
Arath Session 11 and Proof of Life!
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.
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.
- 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.