Being transferred for work, to a larger city about 2 hours drive away. More traffic, more expensive, but having to go over each weekend to look for a house to rent/buy. Still, lucky to have a job the way things are going...
But change is not always bad, and I'm sure things will work out, somehow...
Live Play – Three
Strangers Campaign.
So managed to fit in
half an adventure last week. Doesn’t happen all that often with
all the pressures of middle life, but it went surprisingly well.
Dramatis personae
Kaz-hel, Northern
Vulzar Barbarian, from a race famed for brutal combat, slave taking
and ritual sacrifice. He was betrayed, captured, escaped and lived
with plains nomads for a year, making his way southward to the Long
Lake. Pale skin, white hair, and tall and strong, but think wiry
tendons rather than Conan-like muscles.
Thomas,
Woodsman/Explorer, from a small rural kingdom to the south west. Was
learning to be a trader through the villages, until his father died
and the village herbalist stole his true love. Took to wandering, and
ended up with these guys.
Kalastra, Exotic
sorceress from the Ghisan Lands, where fire elementals are worshipped
and family is more important than law. She is the hope of her noble
but impoverished clan and is searching the northern lands for power
and treasure.
And the Dwarven
NPC henchman, Ersk, rescued from goblin captivity by Kalastra a few
adventures ago, he has gained two fighter levels and is devoted to
his rescuer.
All 3rd level at the start of this adventure, except Ersk, on 2nd.
They have been in a few
missions around the Long Lake area, including the first adventure and
a half of the Age of Worms adventure path. This finished when we all
decided that the second adventure was too long, combat heavy and
boring, so now they are travelling again.
Note – this is using
Dragon Warriors rules, which are surprisingly similar to the intent
and feel of OD&D.
Key differences –
roll LOW to hit, rather than high; there are not many HPs to go
around, so be careful; I’m using variable weapon rules, and,
combined with the lack of HPs, combat can be harsh. Also, sorcerers
have a pool of magic points and a list of six spells per level to
choose to cast.
I’m also trying on
old Dungeon Magazine adventures for ideas, although the majority
require stripping back to the chassis and rebuilding to fit my system
and my world.
Anyway, travelling east
from the City of Mortweg, the band stopped off to weather a storm at
a mid sized village, and ended up slaying a mummy, restoring a noble
lineage and beating down the bad guys (“Bogged Down”, Dungeon
#103).
Then onto the City of
the Invincible Overlord, where they stocked up, and a barkeep
recommended that they travel west then north, along lesser roads
rather than the main highway to the northwest. This led then to a
quiet country inn, where a cleric begged for their help…
This instalment started
when I picked up Elexa's Endeavours (Dungeon #53). A cleric has
returned from the Crusades and found her old uncle, alone in his
keep, has, along with the keep, been captured by a band of bandits,
each of whom has a reasonably detailed background and personality.
In the adventure the
bandits have found the scroll that seals the keep up with an
Impermeable Shield Spell, and the party must cross the forest to seek
the help of a wizard named Jarrow, the uncle’s friend, to get in.
I’ve decided, in
limiting functional magic, that instead of the scroll, etc, the keep
is just really well secured, and they need to see the wizard about a
secret entrance.
Having scouted out the
keep (from a distance), they took the advice of Elexa, and headed to
the forest they must cross to the wizard's tower.
Getting to the forest,
they are confronted by a Chevaller, whom I have decided is one of an
order of rangers in this part of the world, who hunt and destroy
werewolves. This one, Sebastion, was searching out a local lair of
the beasts, and, after determining through various means the party
were not lycanthopes, hinted (rather directly) that the gift of
enchanted arrows would allow him to aid them.
So Thomas parts with
half a dozen elven arrows – magical, but one can never trust
elves... and Seb leads them on a disused path through the dark woods.
Except when they encounter a line of four werewolves pretending to be
lost monks. Seb sees through this immediately, and starts firing
arrows, and when the party get the idea (fangs, hair, etc) the battle
starts.
It went well – Thomas
took a scratch, Ersk lost most of his health with one blow from the
leader, and things were looking dangerous until Kalastra cast
'Command' on one of the last two remaining werewolves and although it
was slain, it distracted the lead werewolf long enough to kill it the
next round.
Then, pausing only long
enough to bind wounds and cast a heal spell on Ersk, they tracked the
pack to its lair and once again engaged battle – this time relying
on ranged missile and magic fire at first. The gold found in the lair
was split with Seb, and he led them the rest of the way to the
wizard's tower.
And, sitting on the
roof, was a rather large, angry, wyvern, with 67 hit points (more than the entire party) and
scales like plate armour. Battle was fierce, with the barbarian not
being able to land a hit, and Ersk handing out useful damage.
Eventually Kalastra's fire spells and Thomas's other quiver of magic
arrows turned the tide, along with the wyvern spreading it's hits
around rather than focussing on one target.
Under the wyvern was
the remnants of Jarrow, the wizard. Only a foot and a hand. Turned
out the wyvern had taken him by surprise, and eaten him, thus making
their quest that little bit harder.
Fortunately, when
entering the tower (through the use of a 'Portal' spell – I think
it works the same as 'Knock' in D&D) Ersk's googles of finding
allowed him to discover the secret room with the staircase leading to
Jarrow's bedroom. Once up there, they spiked the door and settled
down to recover from the battles.
Looking at the rest of
the adventure, there is a LOT of combat, with every room in this
tower containing guardians. I'm going to cull a lot of them, as I do
find D&D a bit too combat heavy for my tastes.
Until next time...
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