Plateau Wizard

    • Solo AD&D campaign

  • Paladin down

    Session 18

    08 03 2024 (Delve date d/m/y)

    Roll Call

    Axel Rouge, Half-Elf (M), Fighter (Bard) (2), NG, STR: 16, INT: 10, WIS: 15, DEX: 16, CON: 12, CHR: 17, HP: 12, AC: 4. Long sword, Dagger, Spear, Lance, Chain mail

    Dughall, Human (M), Druid (2), N STR: 12, INT: 10, WIS: 15, DEX: 12, CON: 13, CHR: 15, HP: 14, AC: 8, Staff, Sling, Leather armour, War dog (Pigeon), Spells (Level 1): Animal Friendship, Pass Without Trace, (Level 2): Create Water

    Daryl Archideld, Human (M), Fighter (2), LG, STR: 16, INT: 13, WIS: 13, DEX: 14, CON: 15, CHR: 14, HP: 16, AC: 3. Two-handed sword, Hand-axe, Plate mail

    Primeau the Truthful, Human (M), Paladin (1), LG, STR: 16, INT: 10, WIS: 13, DEX: 12, CON: 14, CHR: 17, HP: 4, AC: 2, Long sword, Mace, Lance, Plate mail, Small shield

    Wandie, Human (F), Ranger (2), CG, STR: 14, INT: 13, WIS: 14, DEX: 15, CON: 14, CHR: 11  , HP: 17, AC: 4, Bastard sword, Hand-axe, Short bow, Chain mail, Hunting dog (Clover)

    Trent Rafontaine, Human (M), Fighter (2), LG, STR: 15, INT: 7, WIS: 7, DEX: 10, CON: 12, CHR: 10, HP: 10, AC: 2, Long sword, Spear, Short bow, Plate Mail, Large Shield

    Fléau, Human (F), Cleric (2), LG, STR: 13, INT: 8, WIS: 15, DEX: 11, CON: 12, CHR: 8, HP: 5, AC: 2, Footman’s flail, Plate mail, Wooden shield, Spells (1) Bless, Cure Light Wounds, Protection from Evil

    Odalf, Human (M), Magic-User (2), LG, STR: 9, INT: 16, WIS: 13, DEX: 9, CON: 11, CHR: 11, HP: 6, AC: 10, XP (10% bonus), Staff, War dog (Turtle), Wand of Illusions, Charges (67), Spellbook (1) Read Magic, Light, Dancing Lights, Identify, Memorized : Identify

    Sournois, Human (F), Thief (2), Neutral, STR: 12, INT: 13, WIS: 11, DEX: 14, CON: 11, CHR: 14, HP: 10, AC: 5, Short sword, Sling and 10 sling bullets, Studded Leather armour +1

    Group gear: Candles (5), Lantern (1), Oil flask (4), 10 foot pole (1), Rope, 50 ft. (1), Iron spikes (30), Tinder box (2), Torch (10), Large sack (3)

    Individual gear: Cloak, Belt, High hard boots, Small pouch, Large pouch, Skin, Iron rations (1 week), clothing

    Wardogs. Turtle HP 11 (Odalf) and Pigeon HP 13 (Dughall)

    Hunting dog. Clover HP 2 (Wandie)

    Mercenaries – Light, mounted crossbowmen 

    Each with a light crossbow, spear, leather armour, light riding horse, leather armour, 10 bolts each

    Serjeant Dei Leiy, Race (F), Class Fighter (1), LG, STR: 12, INT: 11 , WIS: 7, DEX:13 , CON: 12, CHR: 16, HP: 9, AC: 7, GP: , XP: 0, 

    Men-at-arms HP: 7, 5, 4, 7, 4

    Adventure Log

    The PCs are eager to get back to the dungeon. They take a day off, restock supplies. The group is keeping quiet about the new dungeon location.

    The PCs and mercenaries head out at 7h00, and there are no encounters on the way. At the village the PCS ask permission to enter the dungeon from the Androsphinx,, Tarlis. Axel has not problem with the riddle and the PCs are granted access.

    The PCS take 3 turns to descend and smash open door 5. It was a slow process since it is one-by-one via rope.

    Turn 4. The door was bashed open and there was a wandering monster check with a monster. Behind the door is a 20′ x 30′ chamber with two exits. Judgement call. I gave it a 50/50 chance for it to be a monster with treasure, and a treasure was indicated. And it is a single fire beetle with 4 hp. No one/thing was surprised and the PCs win initiative (6>2).

    Round 1. Axel misses. Primeau hits for 4 dmg with his long sword and kills the beetle.

    In pottery jars are 1000 cp and 250 gp. The jars were not trapped, and were actually broken. The chamber is calm, dank and has a mouldy smell. There are puddles everywhere and there are whispering sounds. The battle, clean-up and exploring takes 2 turns. There is a door 10′ from the room’s south exit.

    Turn 6. Leaving room 6 and heading south. Sournois cannot open the door, so Axel bashes it, and it is spiked open. No wandering monsters.

    Turn 7. PCs go 60′ checking for traps. The appendix roll indicates a turn in the passage and a WM at the end of the 60′.

    Turn 8. 14 goblins! Is anyone surprised? The goblins are surprised (5>2). Plus Wandie the Ranger is in the group.

    Marching order for exploration

    Sournois

    Primeau, Axel

    Wandie, Daryl

    Fléau, Odalf

    Trent, Dughall

    Also the war dogs Pigeon and Turtle.

    For the surprise round, Sournois falls back and Daryl and Primeau move up using swords. Axel and Trent take the second rank using spears. The battle is at the corner in the passage. Targets are random in melee.

    The goblins are armed with military picks. Looking at the weapon versus AC chart, the picks are brutal against plate. They have a great chance to punch through the armour.

    Round 1. Daryl and Axel hit, but no kills. The war dogs each kill a goblin.

    Round 2. Tied initiative (5=5). Daryl, Trent and Pigeon all hit and kill 3 goblins. Two goblins roll high (15) but it is not enough to tag Daryl or Primeau.

    Round 3. Tied initiative (1=1). Primeau, Trent and Turtle all hit and kill 3 more goblins. The goblins hit and do damage to Trent (10->7 hp), Daryl (16->13), Primeau (4->2), and Turtle (11-8).

    Round 4. PCs win initiative (5>1). Primeau, Axel, Trent and Pigeon all hit and kill a goblin each. A goblin hits Primeau for 5 dmg, taking Primeau from 2->-3. Those military picks are no joke!

    Round 5. Morale check. The goblins attempt to flee. Fléau tends to Primeau. The rest of the PCs are distraught seeing Primeau fall and slaughter the rest of the goblins.

    Turn 9. Having stabilized Primeau, Fléau casts Cure Light Wounds for 5 hp and brings him from -3 to 2 hp. There are no wandering monsters. Goblin loot: 144 sp, and maybe the military picks?

    Turn 10. The PCs transport Primeau to entry chamber. They are discussing whether they should wait until he wakes up to transport him up the shaft.

    Turn 11. The PCs prepare the rope to transport everyone back up.

    Turn 12. A wandering monster! Turns out to be 2 Shriekers (10 and 13 hp, AC 7). The PCs must have missed them the first time, or they could have slowly sauntered in.

    Round 1. No hits from the PCs.

    Round 2. Daryl and Turtle hit taking out Shrieker 1.

    Round 3. 6 hits from the PCs take out Shrieker 2.

    Round 4. Oh no, the shrieking attracted another monster! This time it is 11 giant centipedes. No suprise.

    Round 5. Intitiatve is tied (2=2). 5 hits from the PCs, and a centipede bights Wandie but she survives the poison.

    Round 6. 6 centipedes remain, and they win initiative, but land no hits. The PCs manage 4 hits killing another 4 centipedes.

    Round 7. Intitiatve is tied (2=2) again. No hits from the centipedes, and the PCs land 7 hits killing the rest of the bugs.

    Turn 13. No wandering monster. Some clean up and looking around the room. Primeau stirs and wakes up.

    Turns 14-15. The PCs exit the dungeon.

    Session Notes

    On the surface the PCs regroup and carefully proceed with Primeau back to town (Bellde). There are no encounters on the way back. This was a good reminder for the group about how quickly things can go bad. And Primeau was very lucky not to have taken more damage. He really needs to reach level 2.

    Treasure and XP for Session 18

    Monsters: Fire beetles 28 XP, Goblins 175 XP, Shriekers 262 XP, Centipedes 88 XP. Total 553 XP.

    Treasure: 262 gp total (including the copper and silver).

    Total XP: 815, or 91 XP each and 10% to be added if relevant.

    Graveyard

    1 fire beetle, 14 goblins, 2 shriekers, 11 giant centipedes.

    June 3, 2024
    5e, dd, dungeons-and-dragons, dungeons-dragons, fantasy, rpg

  • Not the Tucker variety

    06 03 2024 (Delve date d/m/y)

    Roll Call

    Axel Rouge, Half-Elf (M), Fighter (Bard) (2), NG, STR: 16, INT: 10, WIS: 15, DEX: 16, CON: 12, CHR: 17, HP: 12, AC: 4. Long sword, Dagger, Spear, Lance, Chain mail

    Dughall, Human (M), Druid (2), N STR: 12, INT: 10, WIS: 15, DEX: 12, CON: 13, CHR: 15, HP: 14, AC: 8, Staff, Sling, Leather armour, War dog (Pigeon), Spells (Level 1): Animal Friendship, Pass Without Trace, (Level 2): Create Water

    Daryl Archideld, Human (M), Fighter (2), LG, STR: 16, INT: 13, WIS: 13, DEX: 14, CON: 15, CHR: 14, HP: 16, AC: 3. Two-handed sword, Hand-axe, Plate mail

    Primeau the Truthful, Human (M), Paladin (1), LG, STR: 16, INT: 10, WIS: 13, DEX: 12, CON: 14, CHR: 17, HP: 4, AC: 2, Long sword, Mace, Lance, Plate mail, Small shield

    Wandie, Human (F), Ranger (2), CG, STR: 14, INT: 13, WIS: 14, DEX: 15, CON: 14, CHR: 11  , HP: 17, AC: 4, Bastard sword, Hand-axe, Short bow, Chain mail, Hunting dog (Clover)

    Trent Rafontaine, Human (M), Fighter (2), LG, STR: 15, INT: 7, WIS: 7, DEX: 10, CON: 12, CHR: 10, HP: 10, AC: 2, Long sword, Spear, Short bow, Plate Mail, Large Shield

    Fléau, Human (F), Cleric (2), LG, STR: 13, INT: 8, WIS: 15, DEX: 11, CON: 12, CHR: 8, HP: 5, AC: 2, Footman’s flail, Plate mail, Wooden shield, Spells (1) Bless, Cure Light Wounds, Protection from Evil

    Odalf, Human (M), Magic-User (2), LG, STR: 9, INT: 16, WIS: 13, DEX: 9, CON: 11, CHR: 11, HP: 6, AC: 10, XP (10% bonus), Staff, War dog (Turtle), Wand of Illusions, Charges (67), Spellbook (1) Read Magic, Light, Dancing Lights, Identify, Memorized : Identify

    Sournois, Human (F), Thief (2), Neutral, STR: 12, INT: 13, WIS: 11, DEX: 14, CON: 11, CHR: 14, HP: 10, AC: 5, Short sword, Sling and 10 sling bullets, Studded Leather armour +1

    Group gear: Candles (5), Lantern (1), Oil flask (4), 10 foot pole (1), Rope, 50 ft. (1), Iron spikes (30), Tinder box (2), Torch (10), Large sack (3)

    Individual gear: Cloak, Belt, High hard boots, Small pouch, Large pouch, Skin, Iron rations (1 week), clothing

    Wardogs. Turtle HP 11 (Odalf) and Pigeon HP 13 (Dughall)

    Hunting dog. Clover HP 2 (Wandie)

    Mercenaries – Light, mounted crossbowmen 

    Each with a light crossbow, spear, leather armour, light riding horse, leather armour, 10 bolts each

    Serjeant Dei Leiy, Race (F), Class Fighter (1), LG, STR: 12, INT: 11 , WIS: 7, DEX:13 , CON: 12, CHR: 16, HP: 9, AC: 7, GP: , XP: 0, 

    Men-at-arms HP: 7, 5, 4, 7, 4

    Adventure Log

    The PCs and mercenaries depart at 7:00 and journey towards the ruined village of Liquemarglen. Along the way, they encounter a group of merchants, part of a caravan of 160 individuals traveling from the Northwest. These merchants are leaving the Halfling village, bound for Bellde and then Casthtown. The interaction involves a series of greetings and well wishes, without any notable occurrences beyond that.

    The PCs arrive at L-town around 10h00. The entrance to the dungeon is a well in the town (red X). 

    Tarlis the androsphinx notes the arrival of the PCs. He poses a riddle as payment for entrance. Axel responds with a clumsy answer, and Tarlis is hesitant. So, Axel poses a riddle of his own. Tarlis does not know the answer, and says he will reflect  upon it, so the PCs can enter the dungeon. 

    The dungeon entrance is at the base of dry well. Most of the stones have been knocked over, and a wooden post has been driven into the ground about 5 feet from the mouth of the well. A good place for a rope! The PCs descend and leave Dei Leiy and companions (+ Clover the hunting dog) to stand guard. 

    The PCs descend. It is a normal well for 60 ft, then breaks through to a cavern with a set of stairs descending further. Total descent is 80 ft. It takes 2 turns for everyone to descend.

    1. Entrance chamber. There is a strong updraft and a stale fetid smell, the room is foggy with a trickle of water from the walls and a slight tinkling sound. The PCs spend 1 turn searching…. nothing. Sournois listens for noise at the Northeast door (fails) hears nothing. Sournois successfully opens the door and PCs proceed to ..

    2. A corridor with a short set of stairs going up 10 feet, then there is a chute descending  down beyond what the PCs can see (it goes to level 3 ). The PCs turn around and return to the entry chamber (1).

    In the entry chamber, they now pick the Northwest door. Sournois cannot open it, so the PCs bash it open and spike it. Time for the first wandering monster check, and nothing.

    3. The PCs slowly proceed to area 3, and find stairs heading down (to level 2), but they do not descend. 

    4. At this point, Sournois  successfully listens for noise (nothing) and opens the door. Behind are more stairs descending (to a chamber on level 2). The PCs do not descend and carry on. 

    5. Sournois detects a trapdoor (it has a ladder descending to level 3). The PCs do not open it and continue on.

    6. Moving on slowly, they bypass some doors thanks to some good rolls from Sournois. But Sournois is surprised and attacked by a 4HD Piercer! It misses, and then the PCs quickly cut it pieces. Wandering monster check, nothing.

    7. This large room is empty, but is warm and has a smoky smell.

    8. The PCs arrive at a smaller room that is empty but has a rotting vegetation smell.  

    9. The PCs continue and just before entering a room, Sournois notices a trap. It is an elevator room (descending to level 3). The PCs back away.

    10. The PCs come to an empty room, but there is a smell of urine and a moaning sound. They search for 1 turn and then leave. They could not determine the nature of the sound.

    Backtracking through the dungeon to area 11, an empty and still room (or large passage), they proceed to 12, and a wandering monster.

    12. The PCs with Sournois at the lead walk into a group of 9 kobolds!

    The kobolds are surprised (6>1) and the PCs attack. 

    Over three rounds of combat with hits from Primeau, Daryll, Fléau, Trent and the war dogs, the kobolds are slain.Treasure: 137 cp, 3 sp.

    13. The group moves on, and run into another group of kobolds, 7 this time.

    The PCs surprise the kobolds, and kill 3 on the surprise round.

    In round 1, the kobolds win initiative (3<6) but fail morale and attempt to flee. Unfortunatly they flee to the West and run into a door at 14 that they cannot open.

    The PCs arrive and kill the rest of the kobolds. However, Axel is hit for 1 pt of damage (12->11 hp). 

    Going back to room 13, the PCs find two chests. Neither are trapped or locked (maybe the kobolds had opened them?). Inside is 750 ep and 100 pp.

    No wandering monsters.

    Taking the loot the PCs head to room 14, an empty, room with a draft and a metallic smell.

    Room 15 is also empty but is warm and dank.

    The PCs decide to leave. It takes 3 turns to get everyone out, but there are no wandering monsters.

    There are no encounters on the way back to Bellde.

    Session Notes

    The first delve was a walk in the park for the PCs, all thanks to the stellar thief performance of Sournois. It’s amazing what a bump to stats from reaching 2nd level can do! Now the PCs are debating setting up a deluxe camp in the ruined village to maximize their dungeon delving. They’re even considering hiring more mercenaries and staff, though they’re not sure if the Androsphinx would be up for a campsite shindig. It’s all fun and games until the Androsphinx crashes the party!

    Treasure and XP

      Session 17- Monsters- Kobolds 121 XP

    Treasure- 100 pp, 750 ep, 3 sp, 137 cp = 875. 287 gp, so 875 XP (rounded down)

    Total XP: 996, so 111 each (rounded up). Add % bonus if appropriate

    Graveyard

      16 kobolds

    April 12, 2024
    dd, dungeons-dragons, fantasy, rpg, ttrpg

  • Style update

    I am going to update the style of reporting based on I saw over at https://fantasticwargameswmass.blogspot.com

    So, there will be session reports and not delves, among other style changes. Also this fantasy world is known as Thouyland, which came from the Azgaar Fantasy Map I am using and I like it, so it stays. But I have to go shopping now, so hopefully I can post the next session report this evening.

    April 6, 2024

  • Follow up from Scouring near a Shire 

    February 16

    Tarlis is pleased with the assistance, and the group learns of a dungeon entrance at the bottom of a well in the town square. Tarlis has demanded a riddle for access. Either an answer to his, or someone posing a new riddle for him. When he can, Tarlis denies access to evil creatures or groups seeking access. Tarlis does not state why he is guarding it. There is something in the dungeon, but he will not divulge.

    The PCs are free to explore the village or have access to the dungeon, but they need to pass the riddle requirements.

    The PCs and the halflings all head back to the halfling village of Stonestrand.

    February 17-18

    The PCs stay with the halflings to celebrate the victory and honour the fallen halfling Faleon Lunarsong.

    February 19 – March 4

    Back to Bellde

    The PCs plan their next steps.

    Fléau the Cleric and Wandie the Ranger have enough XP to level up to level 2. They will head south to Casthtown for training. They will be gone for 11 days, coming back to Bellde on February 29.

    Costs. The PCs have a total of 5150 gp (this is including the electrum from the ogre lair).

    Training is 1500 gp each, so the PCs will be at 2150 gp.

    PC gold: 2150 gp.

    The rest of the party decides they will search to ruined village for anything useful. They feel they have a limited time before someone else does, or something else moves in. Although, having an Androsphinx in the area may scare off certain non-friendlies.

    The PCs will ride each morning to the village to search and possible recovery of treasure.

    For the ruined village of Liquemarglen, I calculated there are 84 remaining structures. Using data from fantasytowngenerator.com and the Ruins article from Dragon Magazine #54 I determined the types of structures and how long it would take to search them.

    Roughly 324 turns, 3240 minutes, or 54 hours. With about 8 hours per day of searching and some leeway,  decided it will take 9 days of active searching, and an additional 5 days to organize the transport  of goods, so 14 days, meaning they return to Bellde on March 4.

    Transport of goods? Yes, using the Ruins article the PCs find 100 gp in the ruined Church. That was it for straight up coinage. From the ruined residences of 4 merchants and 1 politician they find a total of 3450 gp in the form of large, hard to transport items. These are mainly furnishings from the residences (furniture, statues, art, kitchen items, etc.)

    But this is hard to transport, so the PCs are obliged to buy a wagon (150 gp) and two draft horses (60 gp).

    Encounters. Using the Chance of Encounters from p.47 of the DMG, I checked for encounters in the morning on the plains (PCs heading out), at noon in the hills (PCs are searching the ruins) and again in the evening on the plains (heading back to Bellde).

    There was 1 encounter in 14 days, and it was a patrol. Lucky!

    PC gold: 1940 gp

    March 1 rent -900 gp

    March 4 haul 3450 gp

    PC gold: 4490 gp

    And with the XP from gold (not for Fléau or Wandie) two more PCs level up, Odalf and Trent.

    So, Odalf the Magic-User and Trent the Fighter head off Casthtown for traiing, and will be back on March 11.

    PC gold: 4490 – 3000gp (training costs) = 1490 gp.

    This is getting costly all at once. The remaining PCs will think about what to do. Go exploring? Not having Odalf with the Wand of Illusion is risky. That ploy has saved the PCs several times. But they have some time to think about it. Maybe Sournois will have to sell her Studded Leather +1, but I think she will not want to do that.

    Not sure how I feel about AI art.

    March 24, 2024
    dd, dnd, dungeons-and-dragons, fantasy, rpg

  • No need to Sphinx twice!

    Sorry for the delay. The battle has been done for a while, I just couldn’t find the time for the session report.

    February 16

    There are no encounters back to the ruined village for either the halflings or the PCs.

    The martial PCs who still had an extra weapon slot (Axel, Primeau, Trent and Daryl) filled it with lance, and they each bought a lance (6 gp each) the previous afternoon. On medium horses the lance will do 2-12 damage, but doubled from the charge. They have a good chance here to take out some ogres if things go well.

    The Andropshinx, named Tarlis, meets the group outside the ruined village (the southeast) around 9:00 A.M. with news that the ogres are in their lair. 

    The plan

    Knowing that the ogres will be likely be resting during the day, the groups will attack during daylight, probably midmorning.

    The crossbowmen along with Odalf and the halfling thief will make their way to the top of the abandoned two-story building marked C. It was a swordsmith’s shop. The other groups will take their positions, with the halflings taking measures to hide. The group with the dogs will hang back until combat ensues.

    Odalf will cast an illusion of Tarlis to challenge the ogres, and taunt them until they come out. When they do the real Tarlis will fly in for a roar attack. Then all groups will attack with missile fire if possible. Next round Tarlis from the roof of the ogre’s lair will roar again.

    And the dice will determine what happens next. How many ogres flee from the first roar? How many will be paralyzed from fright from the second roar? The remaining groups will adapt their tactics for more missile fire or melee.

    The combatants

    Tarlis the Androsphinx 70 hp (what a unit!)

    Cleric spells Level 1: Cure Light Wounds, Detect Evil, Protection from Evil, Command, Level 2: Hold Person, Silence 15’ Radius, Find Traps, Level 3: Glyph of Warding, Dispel Magic, Locate Object.

    Ogres. Chief (35 hp), Leader 2 (32), the rest 17, 11, 22, 17, 18, 15, 16, 14, 10, 26, 9, 16, 17, 22. No weapons

    Halflings. There are six groups of ten halflings (H1-H6) armed with short bows (12 arrows) and a small sword. I will roll for each of their hit points as needed. Their leaders are designated below. 

    Name and group STRINTWISDEXCONCHAHP 
    Falfer Tencrest H3F417121418171642Splint +4, M. Star +1, RoP+1 AC: -5
    Panzor Fatfinger, H1F31591016181635AC 6
    Nornan Tenwillow, H2F3149111517824Splint + 4, AC 0
    Halmo Teahare, H4F21314131416146AC 6
    Perhorn Riverbrand, H5F21413131612914M. Star +1, RoP+1, AC 5, AC 5
    Teeon Mosswind, H6F21271215131016AC 6
    Flynser Reedeyes, with group CT21012151510127Small sword +1, RoP+1,  AC 7
    Halfling war band

    Moving into position

    The halfling groups move first, since they have a better chance to remain undetected in the overgrown terrain. They will signal with bird calls once they are in place. Are they successful? The Oracle says, Yes and… so everyone makes it into position, including the halflings with the 10 dogs.

    My Oracle by the way.

    Odalf and the crossbowmen move into position. Odalf uses the potion of clairaudience to try and hear ogres as they slowly move into position. Along with the halfling thief trying to scout ahead.  Do they do it? Oracle says Yes, and…. And Odalf has a good vantage point to cast an illusion unseen, behind a chimney on the roof of the old swordsmithy.

    The PCs remain mounted on their horses (Odalf’s is tied up) with the lance bearers up front.

    Time for Action

    Tarlis, the illusion flies in lands in front of the lair. He calls out to the ogres to meet him. (Oracle, Yes, but… they take their time). Finally the group emerges, including the Chieftain. Illusion Tarlis says, answer my riddle and you can leave freely.

    “Born from the void, I swiftly glide, Bringing an end to all that abide. In shadows deep, my whispers hiss, Who am I, the final abyss?”

    The ogres do not know the answer (Oracle, No, but), instead they laugh and prepare to attack.

    Round 1. “Tarlis” wins initiative.

    The ogres are lairing in an old inn and stable (O). At this point, the real Tarlis lands on top of the inn and he roars, as does the illusionary Tarlis.

    The ogres need to save vs. spells or flee in panic for 3 turns. 

    The ogres save as 5th level fighter, or 7th for the Chieftain. After rolling, six ogres save, and the rest flee in panic including the Chieftain and sub-chief. 

    The crossbowmen open fire on the six ogres who have not fled (Ogres: 17, 11, 22, 17, 18, 15 hp). Ogre #4 is hit for 2 points of damage, 17-> 15hp.

    The panicked group tries to flee the village running to the Northeast, here they will run by three groups of semi-concealed halflings (Group H1-3). I think the halflings can get three attacks, one as the ogres approach and two as they flee, and this will be a sub-game away from the main battle.

    Halfling missile attack!

    Fleeing ogres: Ogres Chief (35), Leader 2 (32), the rest 16, 14, 10, 26, 9, 16, 17, and 22 hp.

    Round 1. Groups H1-H3 fire short bows. H1 (17, 20), H2(20, 19, 19, 18), H3 (20, 17, 17)

    Hits on ogres 6 (26->20), 4 (14->12), 10, 1, 8, 9, 1, 8, 3.

    Round 2. H1(19), H2 (15), H3(20, 16, 18)

    Hits on ogres: 5, 2, 6, 1, 8

    Round 3. H1 (20, 17, 18, 15), H2 (20, 16, 19, 15, 20), H3 (15, 16, 15, 17)

    Hits on ogres: 2, 4, 5, 3, 5, 2, 3, 5, 3, 8, 5, 8, 1

    Hits on ogres: 2 (3), 4 (6), 5 (1), 3 (5), 5 (4), 2 (6), 3 (1), 5 (4), 3 (6), 8 (4), 2 (3), 8 (6), 1 (6)

    OgreHPRound 1Round 2Round 3HP
    1 Chief353, 1, 2623
    2 Leader32 4, 3, 6, 316
    3164 5, 1, 6, 0
    4142 66
    510 1, 1, 4, 40
    62661 19
    79   9
    8161, 3,  4, 62
    91762 9
    10222  20
    Halfling sniper fest on the fleeing ogres.

    Two ogres are killed from the missile fire to the joy of the halflings (I hope I did not mess this up).

    The crossbowmen open fire on the six ogres who have not fled (Ogres: 17, 11, 22, 17, 18, 15 hp). Ogre #4 is hit for 2 points of damage, 17-> 15hp.

    Round 2. (Tarlis group and ogres)

    Tarlis wins initiative (6>5).

    Tarlis plans to roar again, and the remaining ogres will need to make a morale check (leader has deserted + 30%, 50% + of party** eliminated or slain +15%) so with a roll of 61 +45%, the ogres will surrender.

    But Tarlis roars again and the crossbowmen fire.

    The second roar of the androsphinx, the ogres need to save versus petrification, 3 ogres fail their saves (Ogres, 4, 5 and 6, the 15, 18, 15 hp ones) and they are paralyzed with fright for three melee rounds. 

    The crossbowmen hit ogre#6 for 4 hp, so 15->11 hp).

    The mounted PCs and the halflings (+ dogs, Groups 4-6) emerge from their hiding place in the village.

    The three ogres not paralyzed attempt to surrender.

    Round 3.

    Initiative. Good guys win 6>4

    The surrender is not accepted.

    The crossbowmen fire with two hits, on ogres #2, #3, for 4 and 3 points of damage

    Tarlis leaps down to attack. He is a 12 HD monster and only needs a 4 to hit. Two attacks on ogre#2 for 2-12 dmg each for 12 dmg total, killing the monster.

    The PCs with lances charge going for the two standing ogres, but there is only one hit from the fighter Daryl Archideld on ogre #3, for 8 points + 1 for strength to 9, doubled from the charge for 18 points, killing the ogre as it was already damaged for 4 hp.

    The halflings of group H6 attack (10 halflings with swords, their F2 leader Teeon Mosswind and 10 dogs). I will split their attacks over the two standing ogres since  they couldn’t really get access to the one crushed by Tarlis. Halflings (3 hits), Leader (miss), Halfling dogs (3 hits). Ogre #1 hits taken (4) for 16 points of damage, Ogre #2 hits taken (2) for 9 points.

    The last standing, ogre#1 has 1 hp and strikes out to hit, rolling a 19 and hitting from a group of I will say 5 halflings, 5 dogs, and Axel and Primeau (rolling a d12). The ogre smashes Axel for 3 points of damage (Axel 12-> 9 hp).

    Round 4.

    Simultaneous initiative. Last strike from the ogre on a halfling (rolling a d12), for 6 points of damage on the halfling having 1 hp, bringing him to -5 and killing him. Poor Faleon Lunarsong, there will be time to mourn later.

    The rest attack and kill ogre#1, and then they dispatch of the paralyzed ogres in a bloody mess of stabbing and dog bites. 

    Odalf ends the illusion, using 8 charges total.

    Summary (I should look into using Chainmail rules for larger battles).

    OgreHPRound 1Round 2Round 3Round 4
    117  16Killed
    211  3, 12, 9Killed
    322  4, 18Killed
    4172Paralyzed Killed
    518 Paralyzed Killed
    615 4, Paralyzed Killed
    Summary of Tarlis versus remaining ogres.

    Round 5.

    There are now eight remaining ogres, having recently fled. The PCs propose to Tarlis to try and hunt down the rest if possible, since the androsphinx can fly and lead the mounted PCs and crossbowmen to them.

    A few things need to be worked out. The ogres are fleeing for 3 turns, so it may be possible to catch some of them before they can organize.

    Are the ogres fleeing as a group? Oracle, No, but… I say No, but the chieftain has 1-4 ogres with him, I rolled 4. So a group of 5. The subchief and the other 3 ogres are together but running in a slightly different direction (more North instead of Northeast).

    Round 6.

    The crossbowmen and Odalf descend and mount their horses. Tarlis takes to the sky.

    Fléau heals Axel for 1 hp (too bad!) so he goes from 9-> 10 hp.

    End of turn 1.

    Turn 2.

    The mounted PCs (24”) and Tarlis (30”) have much greater movement than the ogres (9”). The halflings will follow at 9” as well.

    The ogres have been fleeing for 6 rounds, so 54”. Tarlis in the sky and knowing the general direction can easily see for 2 miles. The great sphinx sees the two groups and flies in their direction. The PCs and halflings follow.

    Cumulative movement estimates

    Ogres: 54, 63, 72, 81, 88, 

    Tarlis: 30, 60, 90, 120

    Mounted PCs: 24, 48, 72, 96

    Halflings: 9, 18, 27, 36, 45, 54, 63, 72, 81

    Tarlis easily catches up to group (randomly determined) 2, then flies to see group 1. He recognizes the chief in group 1 and circles above them. This is round 4.

    I will say that on round 5 the PCs overtake the ogres in group 1. Following the same tactic, Odalf pauses about 100 feet from the ogres and uses the Wand of Illusion to create a second, flying Tarlis.

    Tarlis uses this as the signal to attack, he flies within range and roars, his third and final roar of the day. The ogres must save versus spells or lose 2-8 points of strength. The ogres will not be knocked over since they are too large, but will still suffer 2-16 points of damage (since they are not part lion as per the Monster Manual).

    Group 1 ogres: Chief (23 hp), and four ogres (6, 19, 9, 2). They all fail their saving throws and lose 4 points of strength for 4 rounds. I think this means that the ogres now have a strength of 14, so they lose their +6 damage. Since their damage is normally 1-10, this will now be 1-4 hp. They now also take 2-16 hp damage., and it is for 14 hp, killing three of the ogres. The chief is now at 9 hp, and the remaining ogre is at 5.

    Chieftan group, Round 6

    The ogres were attempting to flee but will now fight and they win initiative. They will both attack Tarlis who has moved within range.  Oh wow, Tarlis has AC -2, I did not notice this until now. Both ogres miss their attacks.

    Tarlis attacks the chief, and hits him twice for 15 points of damage, killing the chief. 

    The PCs with lances arrive and try to hit the remaining ogre. 

    Daryl hits again! This time for 10 + 1, 11, doubled for 22 points and skewers the ogre.

    Odalf ends to illusion, using another four charges.

    Based on this quick work, they all agree to take out the remaining ogres. They can overtake the other group in three rounds.

    Subchieftan group, Round 1 (new independent combat).

    The ogres are fleeing and not looking back. Tarlis flies in and attacks ogre#3.

    Subchief has the 16 hp, and the other two ogres have 9 and 20.

    Tarlis hits twice, for a total of 16 hp damage, ogre#3, goes from 20 -> 4 hp.

    Round 2.

    The ogres win initiative and attack Tarlis. The subchief hits Tarlis for 5 hp, Tarlis 70 -> 65 hp. Tarlis has a ton of hit points, incredible.

    Tarlis attacks #1, the subchief and hits twice for 14 points of damage. The subchief goes from 16 -> 2 hp.

    The four lancer PCs arrive and attack. They all miss.

    The six crossbowmen attack, and they all miss.

    Round 3.

    Tarlis and the PCs win initiative.

    Tarlis attacks ogre#3, and hits once for 9 points, going from 4 -> -5 hp, killing the ogre.

    The PCs use their melee weapons, and Daryl hits again! This time on ogre#2 for 9 points, the ogre goes from 9 -> 0 hp, and is killed.

    The crossbowmen fire, and three hits, two on the subchief, and one on ogre#2. # points of damage on the subchief, 2 -> -1 hp and is killed. Ogre#2 takes 2 points but is already killed.

    And the ogres have been slain!

    Aftermath

    On the slain ogres was a total of 680 gp.

    The two thieves, Sournois and Flynser Reedeyes volunteer to scout the now empty ogre lair. They make an agreement to spit the loot they find, with a personal percentage to be kept for themselves. Thieves, what are you going to do?

    The lair had three females and two young. They fled out a back way once the everyone took off in pursuit of the fleeing chieftan. They made their way through the village and escaped to the northwest. Nobody noticed.

    In the lair, there are no living slaves. There are the remains of halflings, dwarfs and humans. The two thieves find sacks filled with 800 electrum (they took 100 each, so really 1000 ep), and a suit of Studded Leather Armour +1 (elf size). But Sournois is 5.5 ft so it will fit her, and no one has a problem with her taking it.

    XP

    Calculating everything (ogres and treasure) divided by so many participants means there is 58 XP each.

    But the bigger reward is making the area safer.

    But what happens now? Do the PCs explore the ruined village? Can they establish a base of operations here? What about the dungeon and the Androsphinx?

    Next time.

    March 16, 2024
    dd, dungeon24, dungeons-and-dragons, dungeons-dragons, fantasy, gaming, hexplore24, rpg

  • It’s going to be ogre!

    February 15

    Levelling up.

    Time to roll for hit points and a new spell for the recent trainees.

    Axel Rouge, Half-Elf (M), Fighter (Bard) (2), NG, STR: 16, INT: 10, WIS: 15, DEX: 16, CON: 12, CHR: 17, HP: 12, AC: 4. (I rolled 10 for HP!) 

    Dughall, Human (M), Druid (2), N STR: 12, INT: 10, WIS: 15, DEX: 12, CON: 13, CHR: 15, HP: 14, AC: 8, ( I rolled 7 for HP!) Spells (Level 1): Animal Friendship, Pass Without Trace, (Level 2): Create Water

    Daryl Archideld, Human (M), Fighter (2), LG, STR: 16, INT: 13, WIS: 13, DEX: 14, CON: 15, CHR: 14, HP: 16, AC: 3 (I rolled 8 for HP!)

    Meeting the halfling chief.

    The full party arrives at the halfling village. The halfling chief, Falfer Tencrest, agrees to that the ogres are a menace and must be eradicated (Oraclle said Yes). Falfer will lead the halfling forces himself, and will commit 60 halflings in addition to two level 3 fighters, and four level 2 fighters. In other words six groups of ten halflings each led by a fighter.

    Wandie and Dughall travel to the ruined town to converse and plan with the Androsphinx.

    The Androsphinx informs the two that the ogres are still in their lair having just returned, presumably from a raid (Oracle said so). They are very likely to be in the lair for a few days.

    The two characters state they will return at first light tomorrow to plan the attack.

    February 18, 2024
    dd, dungeons-and-dragons, fantasy, gaming, ttrpg

  • You met a what?

    February 4

    Casthtown

    Axel and company arrive in Casthtown. They manage to sell the Ring of Protection +1 for 10,000 gp, but minus 4500 gp for training they net 5500 gp. They enter training February 5.

    At the Ruined Village

    I used FantasyTownGenerator.com to make a village of about 600 people. This number comes from the DMG page 173 (600-900 people).

    Then, I determined that 10% of the village buildings were razed. So I rolled for all the buildings and crossed them out randomly. 

    Next I asked if the ruined village has a dungeon. Oracle Dice -> Yes, and, and. I took this to mean that that there is a dungeon but there are two main lairs in the village.

    I used the guidelines from Dragon Magazine #54 to see what kind of monsters would have lairs.

    From the DMG’s Appendix C (rolling on Rough terrain) I ended up with an Androsphinx and Ogres. The sphinx is a neat surprise, and ogres have been seen by the party in this area so this is where they are. I decided that the Androsphinx is perhaps guarding the area around the dungeon entrance. Why? I don’t know. The ogres have recently tried to set up a lair in the village.

    I decided they are incompatible (Chaotic Good vs Chaotic Evil). DM#54 suggests that each lair has maximum capacity, so 1 Androsphinx and 20 Ogres. The Oracle says they have encountered one another, and in a previous skirmish the Androsphinx killed four ogres (group of 8 that fared poorly against the roar attacks). So they are now at a stalemate, where either side is not clear if they can remove the other. The ogres are trying to collect weapons, or something like a net to bolster their next attack.

    The PCs and the halfling group make it to ruins without an encounter. Sournois and the halfling thief start scouting. In the main square they see the ruins of an inn, where the main wall facing a square is missing leaving a large opening. Everyone gathers in the square to investigate. From the inn emerges the Androsphinx. 

    The reaction is uncertain, but skews toward positive after Primeau talks to the sphinx and makes clear they are not raiders. Also, the presence of ostensibly Lawful Good halflings may help.

    The Androsphinx does not explain why it is here, but it does say that within the ruins are a group of ogres, who have established a lair on the east of the village. The Androsphinx has hatred towards them, and has fought them once before, taking down several of them. But, the Androsphinx believes that the remaining ogres, over a dozen, are not confident about besting the sphinx. And, the Androsphinx is not certain he can successfully kill the band by himself. He thinks it is doubtful that the PCs with the halflings could succeed together if the group was inclined.

    The halflings are not content knowing that ogres are lairing this close to their village. Some halflings have seen the ogres in the area, and three months prior some halflings disappeared outside the village with signs of violence. They conclude that it could be the ogres. The leader of this group, a Fighter Level 3 (Panzor Fatfinger) thinks they should petition the chief Falfer Tencrest for a larger force to kill these monsters.

    The Androsphinx confirms that the ogres are still in their lair, and if the group returns he will help them fight.

    Primeau says that some of their party is recuperating, and some are training. When the group is altogether they will return to the halfling village to see what they have decided. Sournois reminds everyone that Odalf has a Wand of Illusion that may be helpful.

    Fléau and Odalf will be recovered from their injuries on February 9th, and the PCs in training are slated to return to Bellde on the 13th. They plan to return to the halfling village on the 14th or 15th.

    The Androsphinx wishes everyone well, the PCs head back the Bellde and the Halflings return home.

    February 14, 2024
    5e, dd, dungeon24, dungeons-and-dragons, dungeons-dragons, fantasy, hexplore24, ttrpg

  • City and village.

    February 3.

    Heading to Casthtown

    Axel (Fighter-Bard 1), Dughall (Druid 1), and Daryll (Fighter 1) head to Casthtown for training and there are no encounters on the way. They are happy to train up and spend some time in the city.

    Meet up with the Halflings

    Back in Bellde, Fléau (Cleric 1) and Odalf (Magic User 1) need to recover from their injuries (out until Feb 9).

    Primeau (Paladin 1), Wandie (Ranger 1), Sournois (Thief 2), and Trent (Fighter 1) ride out to visit the Halfling village. They are met with great enthusiasm (> 100 reaction roll).

    Primeau wants to know if they would like to explore the ruined village to the  Northeast. The Halflings are OK with this, but they prefer not to have this shared with Bellde (why?). Do they want to expand, explore? Who knows?

    The Halflings will send a group consisting of 10 Halflings, and 1 Thief 2 led by Fighter 3 named Panzor Fatfinger. This group will not serve under the command of the PCs. They will head out first thing the morning of February 4.

    February 14, 2024
    dd, dungeon24, dungeons-and-dragons, dungeons-dragons, fantasy, hexplore24, rpg, ttrpg

  • Delve 6. Down but not out. 

    February 2

    A full party delve along with the mercenaries (six mounted crossbowmen). The PCs also bought a new war dog, named Pigeon.

    Arrival at the Dungeon

    Everyone heads off at 7h00 on horseback and arrive at the Rat’s Nest dungeon at 8h00. There were no encounters en route.

    The PCs enter the dungeon at 8h30. The mercenaries stay at the entrance with Clover the hunting dog.

    The PCs take 3 Turns to go 240′ spiking open five doors on level 1 en route to the stairs down to level 2. No wandering monsters (1/6 chance after 3 turns, plus an extra from the noise).

    On level 2, they take 1 Turn to spike open four doors and start exploring a new area.

    Combat with Giant Rats

    At area (to be 15), Sournois manages to open the locked door, and the party surrpises 12 giant rats.

    After 4 rounds of combat, the rats are slain.

    Damage taken, Sournois took 2 points, and Dugahll took 5 points (from two hits).

    However, Odalf (round 3) and Fléau (round 4) both take damage taking them to 0 hp. When this happens, Sournois stabilizes Odalf, and Primeau stabilizes and lays on hands to Fléau (0->2 hp). Fléau regains consciousness after 3 turns, and Odalf after 4. No one was diseased from the rat bites.

    Aftermath and Future Plans

    Luckily, there were no wandering monsters during this time.

    During the 4 turns, the PCs search the room but find nothing out of the ordinary, except for a sac in the southwest corner (the treasure!). 

    Sournois detects and disarms a gas trap underneath the sack (9 on 25%). Inside the sack are 1500 electrum pieces, and four gems worth 120, 500 and 2x 1000 gp.

    A decent haul but with bad results for two of the party members, but they lived. The PCs have no choice but to head back out and back to town. It takes 10 rounds to leave and there are no encounters, nor are there encounters on the way back to Bellde.

    Haul 3370 gp value and with the rats it is 3492 XP, so this is 388 or 423 XP per PC.

    But some bad news. I missed that the cleric Fléau already had enough XP to level when Sournois left for training. But now that Fléau has been reduced to 0 hp, she (and Odalf) will need to rest for one week! If she had leveled up she certainly would not have been laid low by the rat bite. Oh well, lesson learned here.

    But, other PCs, Axel (Fighter/Bard), Dughall (Druid), Fléau (Cleric but bed ridden), and Daryl (Fighter) are all eligible to level up.

    The training costs (1500 gp per PC) make this a costly endeavour. Sournois will have to sell the Ring of Protection +1 to finance this. But she knew this was the case when taking it.

    So Fléau and Odalf will rest for 1 week in Bellde (until Feb 9). At that time Fléau will head to Casthtown for training. 

    Updated Level 2 Dungeon Map

    February 4, 2024
    dungeons-and-dragons, fantasy, osr, rat, rpg

  • Rent is due.

    February 1.

    Following the premise from The Joy of Wagaming’s Solo AD&D YouTube series, on the first of the month the PCs need to pay expenses and check for disease.

    At a rate of 100 gp/level the PCs pay 1000 gp (200 gp for Sournois now at level 2, and 800 gp for the rest), now at 1605 gp.

    Disease check (from page 13 of the DMG) : Odalf gets a mild skin infection, but Primeau as a Paladin takes care of this (but now Primeau cannot cure disease until Feb 8).

    What was Odalf up to in the city?

    February 1, 2024

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