Saturday, November 7, 2026

Getting OCD About Language

I'm near the end of the editing process for Hack'D & Slash'D 2E, and I've come across a bit of a verbiage conundrum. I use the term 'hit' whenever you successfully attack a foe; if you 'hit', you succeed with your attack. However, I also use 'hits' to refer to the life force, grit, and vigor of a foe. When their 'hits' get to 0, they are defeated. So, you hit to deal hits, and your hit could deal 1 hit. 

I can keep track of it, but I could see it causing needless confusion. One of them needs to go.

Option one: I could replace the idea of 'hit' (successfully attack) with such terms as 'strike'. Almost every other word has a more specific implied context (buffet, pummel, smash) that limit their application in all of the contexts I use 'hit' for striking successfully. The problem with 'strike' is that it doesn't necessarily imply success - hit means you did what you intended to do. So, I don't think we go with option one.

Option Two: Replace the idea of 'hits' as 'life force' with another term. 'Health' is the simplest, but also not very evocative. 'Vigor' is pretty good, and more heroic/evocative. 'Life' is not bad, although many creatures don't have 'life', because they are literally not alive. I love the word 'resolve' (I named a system 'resolute' and used that for a while - like that concept a lot), because it implies a willingness and capacity to fight on. When your resolve hits 0, you just can't fight anymore. You give up, you run away, you collapse into the fetal position... it implies a wide range of options beyond simply unconscious. Words like moxie and grit also work in the same way, but resolve is better to my mind in this context. I really love how evocative 'heart' is, but it also implies being alive. 

Looking all of these options over, I think it comes down to either 'vigor' or 'resolve'. 'Vigor' is more literal, 'resolve' is more metaphorical. I often use the idea of 'damage' diminishing this stat. I think if I was to go with 'resolve', then there'd be other mechanical ways to reduce it - you could shake your foe's confidence, or even call them names to reduce their resolve. For purposes of this game, and the way that the ability is used mechanically, I think that 'vigor' is the best solution.

Edit: I went back and started making edits... and realized that I would have the word 'vigor' in the text 157 times. It's a little bit of an awkward word. I realized as I started the edit process that HP, short for 'hit points', has been a standard game term for decades. It's not evocative at all, but everyone knows what it means, and nobody is going to be bothered at all by it. It will fade into the background... it's a frictionless term for those experiencing the text, whereas 'vigor' is going to slow you down every time you get to it. Sigh. That's what I get for trying to be creative, rather than just leaning on the tried-and-true solutions.

Foolish Flagoneers Session 4

Summary

The three heroes cross through a revised area 1, battling shadelings and a magical pool of blood. They overcome this obstacle with relative ease. They enter area 3, seeing a similar setup as their last encounter, albeit with no bones on the ground. They end up fighting and defeating the eight zombies that emerge from the sarcophagi and get lucky to recover the gem and open the trapped door, even though they fail to identify the gem. After dividing up xp, my level 1’s are inching ever closer to level 2.


Actual Play

My heroes cross back through area 1 (having finished area 2). I decide to revise this area, because I got an idea for an encounter here. I’m adding a pool of blood to the middle of the room (a stone fountain that runs with blood). The fountain summons shadelings every round. The fountain will stop running with blood and begin running water again if any healing is used on it - a healing word spell or pouring a potion of healing into the fountain. It will summon shadelings every round to get back to the starting number of 3. Shadelings will not leave the chamber. 


Round 1

Okay. Mechanics are worked out. The heroes enter the chamber and are set upon by 3 shadelings (this would have happened a while ago, but whatever). My three ‘heroes’ win initiative. Garek misses, Brand destroys one, and the third evades Mim’s arcane dart. Two remain, and attack. The first misses Garek, but the second deals 3 hits to Mim, leaving him at 5. A new shadeling appears.


Round 2

I’d much prefer to roleplay this, but I know stuff my characters wouldn’t, so I have to resolve this through dice. I contemplate a mind check at -1 edge, but I end up with a bog standard mind check for each of the three. They all fail anyway. MM-kay.

Garek misses again! Brand misses. Mim’s arcane dart finally works, destroying the one on him.

Brand is hit once for 3 damage, which his armor mostly absorbs. He suffers 1 hit, leaving him at 14. Another shadeling appears from the fountain.


Round 3

Each attempts a mind check again. Garek barely makes it, realizing that the blood is ‘fresh’. He attempts to heal it, and successfully casts healing word. This turns the blood to water. Garek destroys a shadeling, Mim destroys one with an arcane arrow, and the final one attacks Garek for neutralizing its pool. It misses twice.


Round 4

Garek destroys the final shadeling.


In retrospect, there should be more shadelings here, since 3 is not much of a challenge even against a new level 1 group. However, if it takes them a few rounds to figure it out, then it could be a more challenging encounter. I think I’ll leave it as is. They destroyed 4 shadelings. There is no treasure in the fountain.


They continue to area 3. They find a similar hall to the hall of bones, expecting that the statue is magical in some way and will cause them harm. They also see the 8 sarcophagi. I’m going to change this encounter entirely - messing with any of the sarcophagi or the statue animates the 8 zombies that are in the various sarcophagi, and drops a door shut. The door will only open for someone carrying the gem from the statue. That makes this room quite a bit different from the other room.


They go to the first sarcophagus and open it, and the other seven immediately open and zombies come to life, moving towards them. The door at the stairs slams shut. Only two zombies are in melee range this round, but all of them will be next round. Unfortunately for Mim, he is closest to many of them… and he’s still at 5 hits because I forgot to heal him! (I have to get in the habit of doing that)...


Round 1

  • Garek attacks one for 10-1=9, leaving it at 2 hits.

  • Brand hits the other zombie for 12-1=11, destroying it. 7 remain.

  • Mim uses his action to jump up to the corner behind the two warriors so he has cover. Probably a good idea.

  • One attacks Garek, but misses with both claws. The other attacks Brand and deals 4-3=1, leaving him at 13.


Round 2

  • Mim attacks one with an eldritch arrow, dealing 8 hits. It fails its reflex check (which it attempted at -1 edge because it’s a zombie). He destroys the damaged one.

  • Garek attacks one and nearly botches (rolled a 2 and a 1).

  • Brand destroys another one, dealing 12-1=11. 5 remain.

  • Three attack Garek, landing a total of 2 claws, dealing 3 and 2 hits, leaving him at 15.

  • Two attack Brand, dealing a total of 2 points, leaving him at 12.

 

Round 3

  • Mim attacks with another eldritch arrow, hitting for 8. The zombie is at 3 hits remaining. It botches its reflex check.

  • Garek considers repelling them, but goes with his sword instead. He hits for 8-1=7 on the one Mim had struck. 4 zombies remain.

  • Brand swings his sword, hitting for 12-1=11, destroying a full one. 3 zombies remain.

  • 1 attacks Garek, dealing 3 hits from a natural 12. He’s at 12 hits remaining.

  • 2 attack Brand, dealing 4-3=1 from two hits, leaving him at 10.


Round 4

  • Mim casts an eldritch arrow and deals 9 hits, leaving that zombie at 2 after a failed reflex check.

  • Garek hits it and destroys it. 2 remain.

  • Brand misses.  

  • One attacks Garek and misses with both claws.

  • One attacks Brand and also misses with both claws.


Round 5

  • Mim hits with an eldritch arrows for 8. Failed reflex check leaves that zombie at 3.

  • Garek finishes it, dealing 8-1=7.

  • Brand misses again! Only one zombie remains.

  • It deals 1 point to Brand, leaving him at 9.


Round 6

  • Mim deals 4 from an arcane dart.

  • Garek deals 10-1=9, destroying it.

  • Brand looks at his sword to see if something is wrong with it because he’s suddenly whiffing a lot…


They search the bodies and the sarcophagi, finding a total of 17 gp in valuables.

They detect magic but not evil from the gem. They pry it loose and Mim examines it. He has no idea what it does, but it’s got to be worth something. They take it and go to examine the door to find their way out. As soon as the gem is within 30’ of the door, it pulses once and the door opens. All righty then.


They have defeated 8 zombies (4 xp each) and 4 shadelings (2 xp each). They eventually figured out the fountain (level 2, so 8 xp) and got out of the ‘trapped’ room with the zombies (level 1, so 4 xp). They have earned a total of 52 xp, which works out to 17 xp each. They also each get 6 gp each (I’ll round it up, because I rounded the xp down a little). Brand and Mim are each only 15 xp from level 2… probably next session! 


My plan was to have Garek accompany them only through the end of level 1. I might stick with that, although his healing is very handy… Brand has Mind 0, so I don’t see any way he decides to follow in Garek’s path (and that’s not his character anyway). I also can’t see Mim picking up light magic. I have decisions to make…


Tuesday, November 3, 2026

Foolish Flagoneers Session 3

Note: This is probably my longest post ever. You’ve been warned.


Summary

I re-calibrate xp for my heroes after updating xp tables. I take them into a new map area, the catacombs (behind the secret door). They explore two rooms. In the first, they defeat two spiders and recover the gear of a fallen paladin, which they divide up. In the second room, they face many encounters. They open 8 sarcophagi, fighting some ghouls, a ghast, and a constrictor. They recover some valuables and magical bracers of might. When they touch the statue, a gem in its helm animates skeletons. After a long battle with skeletons animating each round, the heroes destroy the gem and defeat the skeletons.


Actual Play

I re-worked the xp tables, so I want to re-calibrate their xp (and split three ways with Garek, because that is how the xp works- I shouldn’t modify the rules to help my mains progress faster. And who knows? I might have Garek stick around longer than I expected…).


They have defeated:

3 zombies 1 (4 xp each)

1 bat 2 (8 xp)

1 ghoul 2 (8 xp)

1 gibbering mouther 2 (8 xp)

1 spider 2 (8 xp)

1 rot creeper 3 (16 xp)

1 trap 1 (4 xp)

And found a secret door 1 (4 xp)


68 total xp means that each hero has earned 23 xp. With the 10 xp that’s 33 each, putting the two mains one third of the way to level 2. That’s reasonable.


Onward

I looked at some catacombs maps that others had made, and of course Dyson Logos had an awesome catacombs map that I’ve used for inspiration. The catacombs themselves are relatively small, but the priests dug far enough to hit a natural cave that is flooded, and which has two points of egress. I kept the basic idea of the map, but made changes to the layout to personalize it. I still wanted a decent-sized catacomb area to explore, but this gets me into the Vault of the D’Ro a little quicker.


They descend the stairs into the catacomb entry. They can hear the sound of water pouring at the far end of the chamber, and they investigate, seeing the stairs descend into the water beyond. They do not see the two spiders (natural 12 on the sneak check), so 2 tomb spiders drop on them. One attacks Garek, and one attacks Mim. 


Round 1

  • A spider lands a natural 12 on Garek, dealing 8-3=5. He’s at 15 hits. He makes his might check, and ignores the poison. The second spider misses Mim, despite its +1 edge.

  • Mim casts an eldritch arrow and gets 11. He deals 9 hits, but the spider makes its reflex check, suffering 5. It is at 15 hits.

  • Brand attempts to strike the one on mim, swinging his new magical sword… and he promptly misses. He has to get used to it, I guess.

  • Garek also misses his. Quality.


Round 2

  • Both spiders roll natural 1s. I would ask what the odds are, but I already know that they are 1 in 144. Everyone gets +1 edge against the spiders for this round.

  • Mim casts another eldritch arrow, and hits for 8. The spider gets a 1 on its reflex check, and suffers the full 8, leaving it at 7.

  • Brand gets a 12, dealing 12 hits and finishing the spider off. That is a lot of damage.

  • Garek hits with an 11, dealing 9 hits, and leaving the spider at 11.


Round 3

  • The remaining spider hits Garek for 7-3=4, leaving him at 11. 

  •  Mim uses an arcane dart, but the spider evades it.

  • Brand attacks with another 12, dealing 12 hits and slaying another spider. Wow. Brand Spider-slayer is his new moniker.


And they find another corpse high up in the webs, against the 30’ ceiling. They manage to pull the corpse down, and it is another paladin. It was carrying a normal longsword, an enchanted small shield, and wearing a suit of enchanted chainmail armor 3/1. NICE. It also has a potion of fire resistance and 10 gp. 


They agree that Garek should get the armor (since Brand got the sword last time), and he will hand his chainmail down to Brand. Brand wins the shield (they draw straws for it) and Mim gets the potion and longsword (to sell). They split the gold.


Garek is able to heal himself to full. The group decides to examine the western chamber.


They descend the stairs (checking for traps and finding none) and come into a crypt with 8 sarcophagi, a 10’ statue on the western wall, and human bones littering the floor. Garek attempts to detect evil, and the whole chamber radiates evil. Mim detects magic, and the statue, specifically the gemstone in its helmet, radiates magic. The bones all radiate faint evil and magic.


They decide to deal with the sarcophagi first (so they don’t get surprised by them), and then to deal with the statue. For each sarcophagus, Mim will stand towards the middle of the room (about 20’ away); Garek will open (with his sword at the ready), and Brand will stand near the head, with his sword ready. A combined might of 3 is required to open a sarcophagus lid. Garek can do this solo. They light a candle of blessing, which Mim will carry. They will burn through the candle while opening the sarcophagi (it will take about 9 minutes to get through them all).


Sarcophagus 1 - Normal body. No treasure.

Sarcophagus 2 - Normal body. No treasure.

Sarcophagus 3- Ghoul! The heroes win initiative.

  • Mim casts arcane dart. The ghoul evades it.

  • Brand swings his sword. He hits for 10-2=8, leaving the ghoul at 8.

  • Garek swings his sword but misses. He uses his bless to try again and hits, and deals 8-2=6, leaving the ghoul at 2. 

  • The ghoul attacks Garek, hitting with 1 claw for 8-4=4. Garek is at 16. 

  • Mim casts an arcane dart, and this time the Ghoul fails to evade. The 4 damage destroys it.

  • They recover a ring worth 2 gp.

Sarcophagus 4- A normal body with a Dread Python nesting on it. The python wins initiative, attacking Brand.

  • It misses with its first attack.

  • Mim casts an arcane dart, which the snake evades.

  • Garek hits for 9-2=7, leaving the python at 13.

  • Brand hits for 10-2=8, leaving the python at 5.

  • It attacks Brand again, hitting for 4-3=1. Brand is at 13. It did not roll high enough to wrap around him.

  • Mim casts an arcane dart, hitting for 4. The snake is at 1. It makes its morale check with a 12 - it’s staying until the end!

  • Garek hits for 9-2=7, cutting it in half.

  • The body in the sarcophagus has a chain worth 2 gp.

Sarcophagus 5 - Ghast! The heroes win initiative. This should be a difficult fight for them… but they have the candle going, and they are in good position for this fight.

  • Garek misses.

  • Brand hits with a 12 for 12-2-10, leaving it at 14. Good start.

  • Mim casts an eldritch arrow, hitting for 8. The ghast makes its reflex check, suffering 4 and down to 10.

  • The ghast attacks Brand. It hits with one claw for 6-3=3, leaving him at 10.

  • Brand hits with a 12 for 12-2=10, hacking the ghast’s head off. Wow. I thought that fight would be more difficult. 

  • The ghast is wearing a pendant worth 12 gp.

Sarcophagus 6- A ghoul. It wins initiative.

  • The ghoul attacks Garek, who is at 16 hits. It misses with both claws.

  • Mim hits with an arcane dart for 4, and the ghoul fails its evade. It’s at 12.

  • Garek hits for 8-2=6, leaving the ghoul at 6.

  • Brand misses.

  • The ghoul attacks Garek again, missing with both claws.

  • Garek finishes it with a natural 12.

  • The ghoul wears a pair of gauntlets of strength. Garek and Brand flip for it, and Brand wins. Wow. That dude is jacked for a level 1 character.

  • No treasure.

Sarcophagus 7- Normal body. No treasure. 

Sarcophagus 8- Normal body. No treasure.


They have recovered a total treasure valued at 16 gp. They split this, with Garek getting the extra 1 gp.


Mim casts Vestments on himself (barely successful with a 2) and goes to examine the statue, while Brand and Garek stand 30’ away, at the base of the stairs. As soon as Mim goes to check for traps, the gem on the statue’s forehead pulses once, and 3 skeletons arise from the pile of bones and attack. Each of the three may check mind to realize that the pulsing of the gem caused the skeletons. Mim realizes it right away, and calls this out to the group. The blessed candle has burned out.


Round 1

  • Mim uses an eldritch arrow against his skeleton, dealing full damage - this 8 points destroys the skeleton.

  • Brand uses his sword against his skeleton, hitting for 12-2-10, destroying it.

  • Garek deals 8-2=6 damage, leaving his skeleton at 2.

  • Garek’s skeleton attacks Garek with a natural 12, dealing 7-4=3 damage, leaving Garek at 13 (he was still at 16 from before - forgot to have him heal himself).

  • The gem pulses, and 3 more skeletons arise.


Round 2

  • Mim turns and attacks the gem. He hits it for 8-3=5 damage. It is at 10 hits remaining. Garek runs across the chamber and attacks (-1 edge), hitting with a natural 12 for 10-3=7, leaving it at 3. Brand also runs across the chamber, swinging (at -1 edge) and missing.

  • One skeleton attacks Mim, but misses. One skeleton attacks Brand as he runs by, but misses. Two skeletons attack Garek as he runs by, and one hits with a natural 12, dealing 7-4=3 damage, leaving Garek at 10.

  • The gem pulses. Three more skeletons arise. There are now 7 skeletons (one at 2 hits).  


Round 3

  • Mim casts eldritch arrow at the gem and hits for 9 damage. It soaks 3, but 6 is enough to destroy it. It crumbles to dust.

  • Garek attacks one skeleton, destroying it with a natural 12. He also casts healing word on himself, recovering 7 hits because he rolled an 11. He is at 17. 

  • Brand attacks one skeleton, but misses. Six remain (one at 2 hits).

  • 1 skeleton attacks Mim. It hits for 5-2=3 damage, leaving him at 5. This is the last round for his Vestments spell (since there was a round before combat where it was active.

  • 2 skeletons attack Garek. One hits, dealing 5-4=1 hit. He’s at 16 remaining.

  • 3 skeletons attack Brand. One hits with a 12, dealing 7-3=4 damage, leaving him at 6 (he was at 10).


Round 4

  • 6 skeletons remain. Garek casts healing word on Brand, restoring 7 hits (he rolled 11 again), and Brand is at 13.

  • Mim attacks his skeleton with an eldritch arrow, dealing 8 hits. It fails its reflex check, and he destroys it.

  • Garek attacks one of his skeletons and hits for 8. He destroys the injured one.

  • Brand hits one for 12-2=10, and destroys it.

  • One skeleton attacks Garek but misses.

  • Two skeletons attack Brand, and both miss.


Round 5

  • Mim casts eldritch arrow at one skeleton and succeeds. It fails its reflex check, and he destroys it.

  • Garek hits one for 9-2=7, and it is at 1 hit remaining.

  • Brand misses.

  • Garek’s skeleton misses, but Brand’s hits with a natural 12, dealing 7-3=4 damage, leaving Brand at 9.


Round 6

  • Mim holds his spell until he sees how the melee guys do…

  • Garek hits and destroys the damaged skeleton.

  • Brand hits for 12 and destroys the final skeleton.


Whew. That was just two rooms, but that was a LOT of fighting. Time to divide up some xp. They defeated…


2 spiders (at 8 xp each) = 16 xp

9 skeletons (at 4 xp each) = 36 xp

2 Ghouls (at 8 xp each) = 16 xp

1 dread python (at 8 xp) = 8 xp

1 ghast (at 16 xp) = 16 xp

 

92 total xp (that’s pretty good). They also destroyed the gem (that’s another 16 xp), so a total of 104. Each earns 35 xp. Two rooms was a third of a level of advancement. Nice.


Notes

  • I really liked how the mechanics worked in that skeleton room with the pulsing gem. That encounter worked the way I hoped it would, with the idea of 3 more skeletons popping up each round quickly getting out of hand for the players. 

  • I think I’m getting closer to being able to publish these rules. I’m going to say that if I go three sessions without making any changes, I’ll do a final edit and publish the rules. They are very, very close to being ready. I like the rule that a hit always deals at least 1 damage, an 11 always deals at least 2, and a 12 always deals at least 3. This helps to offset high armor and magic resistance ratings a little bit. I also like the new xp tables. They feel reasonable. The heroes are two thirds of the way to level 2 after 3 sessions. That means they should hit level 2 around session 5, which seems fair to me. Besides, their improved gear every session is a form of advancement. They are far more capable than they were when they started this adventure.



Sunday, November 1, 2026

Foolish Flagoneers Session 2

Summary

They ascend the bell tower and fight a spider on the stairs. Mim almost dies, but they manage to defeat the spider. They climb the tower, surprising the bat in the belfry (sorry, I had to). They recover significant gear, and descend to defeat a ghoul in the priest’s chambers. They open the secret door in the main chapel, prepared to descend into the catacombs beyond. 


***

Actual Play


There is one area left to explore (at least so far as Garek knows…), the bell tower. The group enters the dusty and weather-beaten tower, starting to climb the stairs (Garek had successfully healed himself to full). The spider hiding under the stairs attempts to sneak. It is successful. The dice decide that it waits until they pass, and then it attacks from behind. 


Round 1

  • The spider bites with an 11, dealing 7 hits. Mim would not have activated vestments, so he’s at armor 0. He’s down to 1 hit. He has to check might to withstand the poison. He fails. Uh oh. He falls on the stairs, but has to make a reflex check from falling over the edge… he makes it with an 11, so he collapses on the stair he’s on, but suffers no further damage. He’s at -3.

  • Brand turns around to see his best friend fall, and a huge spider flashing its mandibles at him. He attacks with his spear, but he misses.

  • Garek cannot get to the spider (Brand is in the way), but he uses a healing word spell to revive Mim. He succeeds, and Mim wakes up, now at 3 hits. Garek also lights one of the candles of blessing.


Round 2

  • The spider bites at Brand, hitting for 6-1=5 damage. Brand is at 9 hits. Brand makes his poison resist with a natural 12. Go Brand.

  • The spider has stepped over Mim, so he’s behind it and can attack it. He uses one of his 3 edges on his eldritch arrow casting. He succeeds with an 8, dealing 8 hits. The spider makes its reflex check, and is down to 16 hits.

  • Brand attacks with his spear, missing. He claims one of his 3 edges, but still misses (the third die was a 2. Ick)

  • Garek throws his dirk, using a +1 edge. He rolls a pair of 3s and also misses, as his dirk clatters to the floor 20’ below. He holds on to his final healing word spell in case someone else really needs it.


Round 3

  • The spider bites at Brand again (although it is not happy with Mim at all. It hits him for 6-1=5, leaving Brand at 4. Brand makes his might check to ignore the poison.

  • Mim casts another eldritch arrow, hitting with a 4. He deals 8, and the spider fails its reflex check this time. It’s down to 8 hits. 

  • Brand attacks (using his second edge from the candle) and gets a 10, dealing 8 damage (the spider has no armor). This kills the spider, and it falls off the side.


Garek attempts to heal Brand (using his +1 edge from the candle) and is successful. Brand is up to 10. After blowing out the candle and waiting a minute, he successfully heals both Brand and Mim. Both are now at full health. They tie a rope around Mim and hold the end, letting him go over the side to investigate the spider’s nest… He finds 34 gp! Garek tells them that they have been valiant allies thus far, and lets them split it (he already got the candles and holy water, anyway). They are both richer than they have ever been. Mim wants to go gambling soooo bad. He challenges Brand - 1 gp on a coin flip. Brand accepts. Mim calls heads. It’s tails. He hands Brand the coin and frowns. They continue up the stairs.


Despite wearing chainmail, Garek is able to sneak up to the bell tower, where he finds a giant bat hanging near the bell. The team gets a free attack at +1 edge, as they move into position around the bat. I’m going to say that if the bat gets an 11 or 12 on an attack, it tries to drag the target off the edge of the tower… and a might check is required to prevent that from happening (because a 60’ fall kills any of them).


Round 1

  • Mim casts eldritch arrow, and succeeds with a 7. The bat botches its evade (it is asleep after all), suffering 8 hits. It’s already down to 8. 

  • Garek misses! (rolled 1, 4, 5)

  • Brand hits for 11, dealing 9-1=8… which is just enough to kill the bat. Drat. I wanted to see what it could do… I roll just to see. It would have hit Brand with a 10, so some damage and no might check required. They would have been okay going into round 2… as it is, the bat is dead. It has both monetary treasure (4 instances!) and magical treasure (2 instances). Wow. It killed an adventurer who had come up here… the body is lying nearby, and it has on it…


Bat’s Treasure:

  • 90 sp

  • A ring worth 8 gp

  • A suit of ring mail armor 2

  • An enchanted bastard sword 5/1 (wow)

  • A crossbow 3

  • A potion of mana 1


Well… Garek and Brand flip a coin for the sword. Brand wins. Dang. He now deals 10 hits with each successful attack. That’s impressive. Brand also gets the armor (which makes sense). Garek gets the crossbow (which would have helped against the spider). Mim gets the potion of mana and the ring. Each takes 30 sp. Garek recognizes the tunic as belonging to another order of paladins.


They have one more area to explore… the priests’ quarters. I accidentally missed that when I was moving them around the map. Oops. 


The door to the priest’s quarters is locked. Mim fails to pick the lock, so Brand will try to force it open with a might check. He fails. Sir Garek tries… he succeeds with an 11. By this point, the ghoul is near the door and ready to fight… but it’s initiative. The ghoul rolls 12 and the team rolls 1, so I’m giving the ghoul +1 edge to its attacks in round 1. By the way - Mim cast Vestments on himself as they were breaking open the door.


Round 1

  • The ghoul attacks Brand (since he was first one through the door). The ghoul hits with a 12 and a 9. Dang. It deals 8-3=5 with the first claw, 6-3=3 with the second claw, 4 with the bite (ignores armor), and forces a might check or Garek is paralyzed. Garek is down to 8 hits, and fails his might check with a 2. He’s paralyzed for two rounds (he’ll be back in round 3).

  • Brand swings his new sword, hitting for 10-2=8, leaving the ghoul at 8 hits.

  • Mim casts an eldritch arrow, getting a 12 for 10 damage. The ghoul makes it reflex check, suffering 5 and down to 3.


Round 2

  • The ghoul attempts to claw at Brand. It hits with 1 claw for 6-2=4, leaving Brand at 10 hits.

  • Brand attacks again with his sword, hitting with a 10. This deals 10-2=8 hits, and slices the ghoul’s stomach open, dropping it. For good measure, Brand chops its head off.


After Garek’s paralysis wears off, the group searches the room. They find 80 sp in a drawer and a potion of healing. Mim and Rand split the 80 sp, and the potion goes to Garek.


Now that they have cleared the temple proper, I’ll divvy up experience. They have defeated a gibbering mouther 2 (5 xp), 3 zombies 1 (6 xp), a ghoul 2 (5 xp), a spider 2 (5 xp), a bat 2 (5 xp). This is a total of 26 xp. Garek takes none of this, and the two friends split it (13 xp each).


Mim found a secret door (5 xp) and disarmed a trap (5 xp). He gets a 10 xp bonus.


I’m going to give everyone a 10 xp bonus for clearing the temple, getting past the hobgoblins, and just making it this far. So, 10 xp to Garek, 23 to Brand, and 33 to Mim. Nobody is close to leveling… considering his options, Mim suggests that they search around the main temple again. Garek manages to find the secret door this time, and opens it to reveal stairs leading down into the darkness…


Notes

Putting the spider fight on the narrow stairs made it a much more interesting encounter. The bat encounter was quick, but that’s what happens when you have surprise sometimes. The ghoul fight was decent, and it did some major damage to Garek. I like how I have the bite linked to the claws, and that only the bite causes paralysis. 

FWIW, my changes to the rules have slowed to a trickle. I made some major changes over the last few days, but now things seem to be pretty stable. I added a rule for finesse-type weapons today and I'm very happy with. Brand deals a lot of damage for a level 1 character, but he got very lucky with the dice rolling and weapons (that's a level 3 weapon easily). XP progression feels a little slow, but the reality is that the game only has six levels, so progression has to be a little slow. I'm only 2 sessions in and the characters are about 25% of the way to level 2 (33% in Mim's case). This means they should be in range of level 2 around session 6 or 7. That's about how long it took the twins to get near level 2, so that seems pretty good. However, if they were dividing xp four ways, it would be half as fast. I'm thinking of increasing the XP values of monsters a bit... I'll play with it.


Updated Stat Blocks...


Sir Garek - Noble Human Paladin 2; 16 gp (110 xp)

Armor 3; Hits 20; Move 60’; Sword (+3*/8) or Crossbow (+2/4) 

Traits: Might 3; Mind 3; Reflex 1 

Tags: Mystic (Common, Light); Two Handed; Warrior 

Gear: Chainmail Armor 3; Bastard Sword 5; Holy Symbol

                 4 Candles of Blessing (1@2); 4 Vials of Holy Water

                 Crossbow (3); Potion of Healing (6)

Spells: (2 mana) Glimmering Weapon; Healing Chant

Brand - Stoic Human Fighter 1; 23 gp; Leather Armor (23 xp) 

Armor 2; Hits 14; Move 60’; Spear (+2*/8/40’) or Sword (+2/10) 

Traits: Might 4; Mind 0; Reflex 2 

Tags: Brawler; Toughness; Two Handed; Warrior 

Gear: Ringmail Armor 2; Ench. Bastard Sword 5/1; Spear 3

Mim - Clever Gnome Trickster 1; 34 gp (33 xp)

Armor 0 (2); Hits 8; Move 40’; Dirk (+1/3) or Bow (+1/4) 

Traits: Might 0; Mind 4; Reflex 2 

Tags: Charisma; Mystic (Common, Arcane); Thievery 

Gear: Shortbow 2; Toolkit; Potion of Mana (1)

Magic: (Mana 1); Command