Sunday, November 1, 2026

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.