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

Foolish Flagoneers Session 1

 Summary

The three successfully bypass the hobgoblin gate, making their way up the steps to the temple. Inside, they encounter a gibbering mouther that they destroy after suffering significant wounds. They find some holy items that Garek takes, and Mim discovers a secret door, keeping that to himself. They defeat 3 zombies in the kitchens. In the cellar below the kitchen, they slay a rot creeper, soon finding and disarming a trap. They find no treasure here.


***


Having come to terms and rested for the night (in a quality room, thanks to Sir Garek’s generosity), Mim and Brand are ready for the day!


They arrive at the hobgoblin gatehouse, ringing the bell and surprising the hobgoblins inside. Garek demands, as leader of the expedition, to do the talking (despite Mim’s clear superiority at it). He incants tongues to speak hobgoblin, and rolls a 12; he not only manages hobgoblin, but he captures the unique cadence and articulation of a hobgoblin officer. He makes the reaction check, explaining that he seeks to worship at the temple, and to purify the grounds, cleansing them of defilement.


The hobgoblins shrug and say sure, as long as they pay the 1 gp to open the gate. Garek gladly does so, and the gate lurches open. As the gate falls closed behind them, Garek, Mim, and Brand ascend the stairs to the dark and tattered temple proper.


As they approach, they hear the sounds of voices speaking prayers in a cacophony of worship and lament. They open the door to see a gibbering mouther sliding up and down the main walkway between the door and altar.


The Flagoneers attack this foul defilement. It’s initiative! The mouther wins. There is a free round of casting before melee in round 2 (because all have to close the distance for combat).


Round 1

  • Mim casts an eldritch arrow, hitting with a 2 (!). The mouther fails its check, suffering 8 hits. It is at 18. Garek casts glimmering weapon and succeeds. Brand readies his spear to attack. 


Round 2

  • The mouther attacks 4 times (2 on each of the warriors). It hits each of them once (Garek with an 11). To Garek, it deals 6-3=3, leaving him at 17. To Brand it deals 5-2=3, leaving him at 8.

  • Mim attacks with an arcane dart, but the mouther evades it with an 11.

  • Garek makes his mind check with a 12, blocking out the gibbering entirely. Garek attacks at +2 edges (two handed and glimmering weapon), rolling an 11. He deals 9-2=7 damage, leaving the mouther at 11 hits.

  • Brand botches his mind check, and is disoriented by the horrid sounds the creature makes. This cancels his +1 edge from two handed, so he attacks normally. He hits with a 9, dealing 8-2=6 damage, leaving the mouther at 5.


Round 3

  • The mouther attacks 4 times (2 on each warrior), hitting Garek twice (once with an 11), and Brand twice (once with an 11). It deals 6-3=3 and 5-3=2 to Gareth, leaving him at 12. It deals 6-2=4 and 5-2=3 to Brand, leaving him at 1.

  • Mim attacks with an arcane dart, which it again evades.

  • Garek hits for 8-2=6, destroying the mouther.


Garek is able to heal himself and Brand without incident. They explore the chapel proper. While Garek explores the altar, finding a secret compartment therein, Mim explores the larger chapel area, discovering the secret door in the north wall. For the moment, he keeps this bit of information to himself… because nothing in his contract specified revealing everything he found on his own during their adventures. He can always bring it up later…


The altar has silver candlesticks valued at 6 gp, but the secret drawer contains 4 vials of holy water and 4 blessed candles.


Blessed candle. Use 1 action to light the candle. As long as it burns, it grants the bearer and all living allies within 30’ the effects of a bless spell, refreshing every minute. Each candle will burn for a total of 10 minutes.


Garek considers this for a moment, and decides that the candlesticks must remain (taking these would just be stealing for wealth), but that the candles and holy water can be used in the service of good, taking them.


My team moves into area 4 (the kitchen) and discovers 3 zombies. They automatically win initiative.


Round 1

  • Mim casts Eldritch Arrow, rolling a 1. C’mon, man! He fails and loses his 1 mana point.

  • Garek casts glimmering weapon and succeeds. He attacks a zombie, hitting for 8-1=7. The first zombie is at 4.

  • Brand hits with an 11 for 9-1=8, finishing the first zombie.

  • A zombie is on each of the warriors. The first zombie hits Garek with a 12 and an 11, dealing 6-3=3 and 5-3=2, leaving Garek at 15. The second zombie hits Brand once, 4-1=3, leaving Brand at 11. 


Round 2

  • Mim hits a zombie with an arcane dart for 4; it fails its reflex check and is at 7.

  • Garek hits with a 12 for 10-1=9, destroying the zombie that Mim just hit.

  • One zombie remains. Brand misses it.

  • It attacks Brand, hitting once for 4-1=3. Brand is at 8.


Round 3

  • Mim casts arcane dart, and the zombie fails to evade. He deals 4 hits, leaving it at 7.

  • Garek hits for 8-1=7. The zombie falls.


After combat, Garek is able to restore Brand to his full hits. They search the kitchen, and (beyond the normal items of a kitchen) they find a staircase leading into the cellars. I hadn’t designed the cellars, although I assumed there was a chance that there was something down here. They come down the stairs and are attacked by a rot creeper. It fails its sneak check, but it wins initiative with a 12. I’ll give it the +1 edge to its attack anyway…


Round 1

  • The rot creeper attacks Garek, hitting with a 7+3=10. It deals 6-3=3, leaving him at 17 hits. He just makes his might check, and keeps on fighting. Whew.

  • Garek attacks with his sword, hitting for 8-1=7, leaving the creeper at 17.

  • Brand attacks but misses.

  • Mim uses an eldritch arrow, narrowly avoiding losing a mana point (rolled a 2) and dealing 8 hits. The rot creeper fails it reflex check, and is at 11 hits.


Round 2

  • The creeper bites Garek again, missing this time.

  • I forgot that magic should get resolved first in each round… so Mim uses another eldritch arrow and easily hits for 8. It botches its reflex check, so I’ll rule it suffers another hit, and is at 2.

  • Garek attacks and hits for 8-1=7, slaying the creeper.


They search the cellars and mim finds that one of the casks down here is actually trapped. It would emit a gas. He decides to disarm the trap, because he’s hoping there’s something valuable hidden inside the cask. He has the other characters step back. He also takes a deep breath and puts a cloth across his mouth and nose (he’ll get +1 edge to resist the poison gas if it goes off). He makes his thievery check to disarm the trap. He looks inside and there is nothing of value… he is disappointed. 


Note:

I really like the imagery of the first encounter. The heroes enter a temple filled with the sounds of wailing, and a monstrous creature making these sounds. The gibbering mouther actually makes sense for this encounter (and I’ve never figured out a way for that monster to make sense before now). If the creeper had been able to paralyze Garek, that fight may have been much more challenging than it was.


Loving the Simplicity of Hack'D

I am really enjoying the simplicity of Hack'D & Slash'D from a character advancement and balance perspective. For example, there are no rules about wizards and the type of armor they may wear. The reality is that if you are going to put points in might, which you need to wear armor, you're not going to have those points for mind, which you're going to really need for magic. 

I don't have to put level caps on magic progression for secondary casters, because they aren't going to have the mind rank to cast high-level spells. Your armor progression is capped at your might score - if you want to be decent in melee fighting (like a cleric or thief), you're going to want a decent amount of might (which will allow you to wear studded leather or chainmail). But as a cleric, you're going to need points in mind to access the most powerful spells as you advance to higher levels, and as a thief you're going to want points in reflex to evade ranged effects and to maximize ranged damage. A paladin may cap his mind at 3, giving him eventual access to mid-level light magic, but only a dedicated caster is going to be able to eventually cast rank 6 magic. If I want to be a longbowman, I'm going to end up with decent might and excellent reflex, but I won't be able to also be a caster, because my points are dedicated elsewhere. 

You can absolutely be a hybrid character (my twins were both hybrids), but you're not going to deal as much damage as a dedicated fighter or mage. Because of the way the numbers work, you are going to have to sacrifice damage output for versatility. It's a very internally balanced game without arbitrary rules to maintain that balance.

Saturday, October 31, 2026

Hack'D & Slash'D 2E Resources


Hack'D & Slash'D 2E Resources

Hack'D & Slash'D Second Edition Core Rules

The Broken Vale: A Campaign Setting

Living Bestiary for Hack'D & Slash'D 2E

H1: The Dens of Discord Adventure


Hack'D & Slash'D is released under a Creative Commons Share-Alike License.

Foolish Flagoneers Session Zero

Summary

Having lost my last heroes, I start again. I make a team of 3 (for now), with a level 2 to anchor my mains until they get to level 2. I establish the setting for my game, a temple I have hinted at in my campaign world, and generate my characters. Adventure awaits!


*** 


Do it again, only better.

  • Warren Enters


Okay, my twins met a grisly fate. I don’t feel much like going back and clearing those caves AGAIN - and the reality is that I feel like I playtested it enough to feel comfortable publishing it as an introductory adventure. I’m going to jump elsewhere in the Broken Vale, and tool around a bit with Stalwart Keep. I have already established that the Vault of the D’Ro is within the mountain, and that it has some entrances.


I think I’ll explore the Temple of Morning which is higher up the mountainside, above Stalwart Keep, near a fortress of hobgoblins (who maintain a relative peace with the Keep). I had pictured these on flat outcroppings, but I think it’s more cinematic to have them jutting out of the mountain face.


I’m using the Sanctuary of Madonna della Corona as inspiration. I think that the hobgoblins have captured a towering gatehouse a little further down the cliff, and that the temple proper is above. They would maintain a heavy gate on the temple side that blocks access. You’d have to pay them to cross to the temple… and again to come back. 


I liked a lot about my last approach (except for the whole death at the end thing), and might keep the same hook here. I don’t think two level 1’s have much of a chance, so I’ll give them a level 2 they travel with until they hit level 2 and can take care of themselves a little better.


Mim and Brand are at the Fated Flagon, just about on their last coin, when Sir Garen enters. He makes it known (announcing it publicly on the stage) that he has come from the High Marshall with a writ of authority to explore the temple grounds above, and he seeks men-at-arms to accompany him. He will offer an equal share of any treasure recovered. Mim and Brand are the two who respond, and they end up inviting him to their table (and to pay their bill). Sir Garek is noble but not stupid; he accepts these two as they are, asking them only not to betray him. He presents a contract with their terms and conditions of service, and they gladly sign away (without reading too much once they see a third share of valuables recovered). 


Sir Garek - Noble Human Paladin 2

Armor 3; Hits 20; Move 60’; Sword (+3*/8) 

Traits: Might 3; Mind 3; Reflex 1 

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

Gear: Chainmail Armor 3; Bastard Sword 5

Spells: (2 mana) Glimmering Weapon


Brand - Stoic Human Fighter 1 

Armor 2; Hits 11; Move 60’; Spear (+2*/8/40’) or Dirk (+2/6) 

Traits: Might 4; Mind 0; Reflex 2 

Tags: Brawler; Toughness; Two Handed; Warrior 

Gear: Leather Armor 1; Spear 3


Mim - Clever Gnome Trickster 1 

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

Traits: Might 0; Mind 4; Reflex 2 

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

Gear: Shortbow 2; Toolkit 

Magic: (Mana 1); Command


I throw together a rough map of the location…


Parenthetically (if you’ve ready this far), I decide to coin them the ‘foolish flagoneers’ after the tavern from which they depart. I google the term ‘flagoneer’ just to see what it says, and get this (ironically appropriate) response… I mean, these both describe Mim to a T.


1. Flagorneur (French Term)

If you are looking up a word that sounds like "flagoneer," you are likely looking for the French noun flagorneur. [1]

  • Meaning: A toady, sycophant, or bootlicker. It refers to someone who uses insincere, excessive flattery to win favor or get ahead.

  • Noun form: Flagornerie (the act of fawning or brown-nosed flattery). [1, 2, 3, 4]

2. Flâneur (Literary/Philosophical Concept)

If you heard a word resembling "flane-er" in a discussion about literature, art, or psychology, it is flâneur. [1]

  • Meaning: A passionate urban explorer, stroller, or detached observer of modern city life. [1, 2]

  • Context: Coined in 19th-century France and popularized by figures like Charles Baudelaire, it represents someone who wanders the streets aimlessly just to observe society. [1, 2]


Friday, October 30, 2026

Tale of the Twins Session 6: Everything Falls Apart

Summary of This Session

Feeling well prepared, the twins attempt to ambush Corgan. Things go askew when Corgan drives Toro away with a fear spell, and Tali must retreat as well. The twins return a while later to find that Corgan has set an ambush for them in the troglodyte caves. A fierce battle on the bridge ends in a TPK. After arguing with the dice a little bit, I accept my fate. The twins are slain, and it’s time to make some new characters.


Actual Play

The twins move through the secret door and up the stairs. They arrive at the top to the closed door and hallway leading north and south. I think they would check the north tunnel first, then the south tunnel, and then the door. 


Heading north (and trying to be quiet), they arrive at the door. Listening at the door, they clearly hear the sounds of Corgan directing his zombies to dig. 

Tali casts Vestments on herself (it grants armor 3 due to rolling an 11). Toro casts Bless on Tali. They both cast glimmering weapon (3 rounds each), open the door, and attack.


Round 1

  • Despite rolling 3 dice, Tali misses Corgan.

  • Since it’s only a 20’ square room, Toro can get to Corgan within his 10’ move allowed as a free action, so he attacks normally and gets a 12. Nice. Corgan uses his shield to offset that 12, and Toro still hits with a 10 for 7-4=3, leaving him at 17.

  • Corgan casts Fear on Toro. He succeeds. Toro fails his mind check and runs out of the room. Since he can run 120’ per round, and will run for 3 rounds, he can travel 360’ before the fear ends. This will take him off of the map entirely… as he runs past the mushrooms (causing them to chirp), across the bridge, past the troglodyte females (who will be freaked out), out of the cave, and through the valley down past the bottom of the map… Dang.


Round 2

Tali closes the door and attempts to casts portal on it. She is successful. She runs out, following her brother (but probably not as fast as he is going). 


She meets him down near the bridge, his head hung low for having given in to the fear spell. He resolves to never feel that way again… he plans to seek out a magical way to block fear.


Drat. Now I’m in the tricky position of having to determine the strategy for both sides. I would think that the secret door is where Corgan would want to set his trap. The dice disagree. Option two would be the altar. The dice disagree again. The entrance to the troglodyte caves? No. His study? No. The dice aren’t giving me many options. In the dig room? Nope. Area 14? The dice say yes. Hm. He wants to attack them on the bridge. Would he kill the troglodyte females? Yes.


In his rage at having been attacked (he presumes correctly by agents of his father), Corgan and his zombies kill the three troglodyte females, smash their eggs, steal their two gems, and destroy the babbler mushrooms. He wants the fight to be on the bridge. He puts his zombies in the water on the near side of the bridge (towards area 13), and he hides on the other side of the bridge (among mushrooms). Okay then.


My heroes return, moving cautiously but not having activated any of their defensive abilities (because the durations are so short). They expect that Corgan is still up near the temple, but are dismayed to find the troglodyte females slaughtered. They move carefully towards the bridge… They horribly fail their sneak checks (a 1 and a 2, respectively). Corgan fails his sneak check, so they see him moving as they ascend the bridge. It’s initiative. The twins barely win.


Round 1

  • They both cast glimmering weapon. Both succeed, Toro with an 11 (so his will last 4 rounds). 

  • Tali fires at Corgan (using enchanted arrows) and hits for 8-4=4. He’s at 16. 

  • Toro moves 10’ and attacks with sword and shield. Corgan uses his shield against the sword attack, neutralizing the +1 edge. Toro still hits with the sword but misses with his shield bash; he deals 7-4=3, leaving Corgan at 13.

  • Corgan uses his life tap on Toro, since he’s already suffered significant damage. He barely succeeds. Toro makes his mind check, so the spell fails. He also attacks with his mace (at -1 edge from Toro’s shield), and misses. The zombies move into position to attack from behind.


Round 2

  • Tali fires again, hitting for 6-4=2, leaving Corgan at 11.

  • Toro attacks with sword and shield (Corgan attempting to block the sword). Toro hits with both (an 11 on the sword), dealing 8-4=4 and 5-4=1, leaving Corgan at 6.

  • Corgan attacks with his life tap again, but rolls a natural 1. Drat. He only has 1 mana remaining, and cannot attempt life tap again. He attacks with his mace at -1 edge (from Toro’s shield), but still hits with an 8. He deals 4-3=1 hit, leaving Toro at 14.  

  • Three zombies attack - two on Tali and one on Toro. One hits Tali for 4 hits, leaving her at 8. The third misses Toro entirely.


Round 3

  • Tali fires an arrow at Corgan, hitting with an 11 for 7-4=3, and he is at 3 hits remaining.

  • Toro attacks with sword and shield (Corgan attempting to block the sword); he hits with the shield for 5-4=1, leaving Corgan at 2 hits.

  • Corgan casts withering bolt. He succeeds. Toro fails his check, and suffers 6 hits (that cannot be magically healed), leaving him at 8.

  • Two zombies attack Tali, dealing 4 and 6 damage. D’oh! She suffers 10 hits, and is at -2. She falls. The third misses Toro.


Round 4

  • Toro casts healing word on his sister. He succeeds, restoring 6 hits to her, and putting her at 4. She can attack again next round (if she survives the zombies). She has one task available this round, and uses it to cast vestments on herself. She rolls a natural 1, failing and burning her only mana point. Drat. She should have quaffed a healing potion instead…

  • Toro still has his full complement of actions, so he attacks with sword and shield against Corgan (with the shield offsetting his +1 edge to the sword from glimmering weapon, which runs out this round). Toro hits with his shield only, dealing 5-4=1, leaving Corgan at 1 hit!! C’mon, man.

  • Three zombies attack, focusing their attacks on Toro now. Only one hits, but it’s with a 12. It deals 6-3=3 damage, leaving Toro at 5. 

  • Corgan attacks Toro with another withering bolt. He succeeds. Toro makes his check with a natural 12, completely ignoring the effect. Whew.


Round 5

  • Tali fires an arrow at Corgan, barely hitting for 6 hits, which leaves him at -1. Corgan is down!

  • Toro turns his attention on the zombies. He attacks one with sword and shield, hitting with both. He deals 7-1=6 and 5-1=4, leaving that zombie at 1 hit. Drat.

  • The three zombies attack him, hitting twice for 1 point each, leaving him at 3.


Round 6

  • Tali attacks the injured zombie, destroying it with an 11.

  • Toro attacks a fresh zombie, missing with both sword and shield.

  • Two zombies attack Toro. He uses a shield against one of their four claw attacks… 3 out of 4 hit anyway (dealing a total of 4 hits because one was an 11). He is at -1. He should have quaffed a healing potion…


Round 7

  • Tali will be at -1 edge with her bow because they are in melee range with her, but this just offsets her +1 from sharpshooter. She uses a task to drink a healing potion, putting her at 10. She attacks with her bow (at -1 edge from the task), and misses.

  • Two zombies attack her, one hitting for 6 damage. She is at 4.


Round 8

  • She backs away 10’ and attacks a zombie, missing. She also drinks a potion of healing, putting her at 10.

  • She is hit 3x, suffering 12 hits. She is at -2…


Well, poop on a cracker. This was a very difficult encounter for them (the three zombies alone or the cleric alone would have been a balanced encounter… putting them all here was too much).


In retrospect, I should have changed the encounter to the cleric and one zombie for balance. They were way outmatched and still made a game of it.


The reality is that this is a TPK. I could ask the dice for ways to offset this, but there’s really no way. The zombies would not let them live, and I think Corgan would also kill them. The shadow fiend at the altar would absolutely kill them. I decide it’s possible that something happens to save their lives. I roll a natural 12. The dice have decided. The twins are dead.


It was a good run. Maybe next time…

 

Thoughts

My new shield rules already ran into trouble… If you want to impose -1 edge to an attack that already struck with +1 edge, how do you resolve this? Cancel the best die? Force a re-roll? Rolling a third die makes no sense. I change the rule so that you have to declare your use of a shield before an attack. Actually, that works better, because it prevents re-rolls and extra rolls, and gets me closer to my one-roll resolution that I really want.

I guess it’s time to make some new characters…