8.26.2012

Debating A Morale System, Part II

In this second part of my search for a Morale system for my Pathfinder game, I'll present a few more options, as before, and ruminate on their utility for me and my game. Morale, as I mentioned before, is something I feel strongly about including in my game, though in practice, I'm unsure if it will be well received, its impact on gameplay and pacing, etc.

This batch of extant rules are all derived from various iterations of D&D, and thus will likely be closer to the system I finally adopt, if any.

The Moldvay Basic system:

TSR Dungeons & Dragons Fantasy Adventure Game Basic Rulebook (Moldvay edit), pB27
...[snip]MORALE SCORES: A monster's morale score is given in each monster description. This score is a number from 2-12. The higher the morale score, the better the morale. A score of 6-8 is average. A score of 2 means that the monster will fight to the death without checking morale. Creatures with a morale score between 2 and 12 will need to "check morale" at some time during a battle, as explained below.
HOW TO CHECK MORALE: During combat it is often necessary to check monsters' morale to see if they will continue to fight. To check morale, roll 2d6. If the result is greater than the monsters' morale score, the monsters will try to retreat or use a fighting withdrawl [snip]. If the result is less than or equal to the morale score, the monsters will continue to fight.
WHEN TO CHECK MORALE: In general, morale is checked in critical combat situations. Two recommended times for morale checks are:
  1. After a side's first death in combat (either monsters or characters).
  2. When ½ the monsters have been incapacitated (killed, asleep due to magic, and so forth).
Monsters that successfully check morale twice will fight to the death.
ADJUSTMENTS TO MORALE: Morale can be changed by situation (unless the morale score is 2 or 12). Adjustments to morale may be permanent or temporary. The exact adjustments are left to the DM. A maximum of +2 or -2 is recommended; for example, if monsters are losing a battle, their morale score may be temporarily adjusted by -1. If they are winning, the monsters' morale score may be temporarily adjusted by +1.
RETAINER MORALE: The morale score of a retainer is based on the Charisma score [snip] of the player hiring him (or her). Retainers must check morale after each adventure; If the morale check is failed, they will not adventure with their employer again. Retainers do not need to check morale in combat unless the danger is greater than might reasonably be expected. If a retainer is given a full share of treasure for several adventures, his or her morale score might permanently become 1 higher than the original morale score.
...[snip]...
Conversion: Each NPC or monster is assigned a morale score, being a value equal to (5 + Will save modifier). After determining this value, whenever a morale check is called for roll 2d6, and if the value is less than or equal to the morale score, they succeed and are able to stay and fight.
A morale score may be modified temporarily or permanently to the positive or negative by such things as rewards or constant threat. The values modified in either direction should never be higher than +/- 2, and no morale score may go higher than 12 or less than 2.
Pros: This is about the simplest system there is. It takes next to no time to check and is easy to remember, mechanically.
Cons: It doesn't use a d20. In a system with a core mechanic, you want as many things based off that mechanic as possible, for ease of use and when it comes to passing the torch and teaching others. The biggest con here, however, is the assigning of morale scores to each creature. Mixed encounters can make for long bouts of morale checks, and having to double check values to get the scores themselves can take up unnecessary time.

The AD&D 2nd Edition System:

Dungeon Master Guide, pp97-99 "Morale"
...[snip]...
Dicing for Morale
...[snip]...
First, do not check morale every round of a combat. Aside from the fact that this slows everything down, it also creates unbalanced and unrealistic battles. Everyone going into a fight expects a little danger. Only when the danger becomes too great should a morale check be rolled. Just when the DM rolls morale checks is a matter of judgment, but the following guidelines should prove useful.
Check Monster and NPC Morale When:
  • The foes have been surprise, but only on the first round after surprise
  • Faced by and obviously superior force
  • An ally is slain by magic
  • 25% of their group has fallen
  • 50% of their group has fallen
  • A companion is slain after more than 50% of the group has fallen
  • Their leader deserts or is slain
  • Fighting a creature they cannot harm due to magical protections
  • Ordered to attempt a heroically dangerous task
  • Offered temptation (bribe, chance to steal, etc.)*
  • Told to act as a rear guard, such as covering a fighting withdrawal
  • Directed to use up or use a charge from a personal powerful magical item*
  • Given a chance to surrender (and have met the conditions for one other morale check)
  • Completely surrounded
*In this case, the morale check can be used to see if they agree or refuse.


Table 49:
Morale Ratings
Creature Type
Non-Intelligent monster
Animal, normal and peaceful
Animal, normal predator
Animal intelligence monster
Semi-intelligent monster
Low intelligence
Average 0-level human
Mobs
Militia
Green or disorganized troops
Regular soldiers
Elite soldiers
Hirelings
Henchmen
Morale
18
3
7
12
11
10
7
9
10
11
12
14
12
15
Table 50:
Situational Modifiers
Situation
Abandoned by friends
Creature lost 25% of its hp*
Creature lost 50% of its hp*
Creature is chaotic
Creature is fighting hated enemy
Creature is lawful
Creature was surprised
Creatures are fighting Wizards or magic-using foes
Creatures with ½ HD or less
Creatures with greater than ½ HD, but less than 1 HD
Creatures with 4 to 8+ HD
Creatures with 9 to 14+ HD
Creatures with 15 or more HD
Defending home
Defensive terrain advantage
Each additional check required in round**
Leader is of different alignment
Most powerful ally killed
NPC has been favored
NPC has been poorly treated
No enemy slain
Outnumbered by 3 or more to 1
Outnumber opponent 3 or more to 1
Unable to affect opponent***
Wizard or magic-using creature on same side
Modifier
-6
-2
-4
-1
+4
+1
-2
-2
-2
-1
+1
+2
+3
+3
+1
-1
-1
-4
+2
-4
-2
-4
+2
-8
+2

* Or a group that has lost that percentage of monster or creatures.
** -1/check required.
*** Creatures protected from attack by magic or which require magic weapons to be struck and group does not possess these.

Obviously, following the guidelines above too strictly can lead to illogical situations. Players, once they've learned the conditions calling for morale checks, may try to abuse the rules. For example, they might think to offer surrender terms to every monster they meet, figuring the odds of the morale check might work out their way. [snip]
How to Make a Morale Check
...[snip]To roll a morale check, find the rating that most closely matches the creature. Add or subtract the modifiers that apply to the situation. Some modifiers, such as the number of Hit Dice can be calculated in advance. Roll 2d10.
If the total rolled on the dice is equal to or less than the morale rating, the creature is unaffected and keeps fighting. If the roll is greater, the creature panics and flees, or it takes some other appropriate action.
Failing a Morale Check
When a creature or NPC fails a morale check, its first concern is to escape or avoid whatever situation caused the check in the first place. If it is being overpowered in combat, it tries to flee. If the party's mage is blasting lightning bolts about, it tries to get away from him.
If there is no place to go, the NPC or monster, if it is intelligent enough, falls down and surrenders - provided it thinks the party is likely to spare its life. A goblin is not about to surrender to a bunch of bloodthirsty dwarves because it knows how kindly those dwarves treat captured goblins![snip]
How drastic a panicked creature's flight is depends on the DM's judgment and how much over the base morale the modified die roll was. If the roll was close to what was needed, the creature tries to back out of the combat and find safety nearby. If the morale check was blown badly, the creature just forgets everything and bugs out, casting aside anything that slows it down.
Lawful creatures normally try to fall back in some sort of organized manner - keeping together as a group or, at least, all fleeing to the same place. Chaotic creatures tend to break and run in any direction that promises safety.
Conversion: First, change the 2d10 roll to a d20 roll. Though called a check, I would like to make this roll a throw or save, giving the possibility of fumbles and criticals, with inverted values so that higher rolls are better, as illustrated below with a few additions to the Situational Modifiers.


Table 49:
Morale Ratings
Creature Type
Non-Intelligent monster
Animal, normal and peaceful
Animal, normal predator
Animal intelligence monster
Semi-intelligent monster
Low intelligence
Average 0-level human
Mobs
Militia
Green or disorganized troops
Regular soldiers
Elite soldiers
Hirelings
Henchmen
Morale DC
2
17
13
8
9
10
13
11
10
9
8
6
8
5
Table 50:
Situational Modifiers
Situation
Abandoned by friends
Creature lost 25% of its hp
Creature lost 50% of its hp
Creature is chaotic
Creature is fighting hated enemy
Creature is lawful
Creature was surprised
Creatures are fighting Wizards or magic-using foes
Creatures with ½ HD or less
Creatures with greater than ½ HD, but less than 1 HD
Creatures with 4 to 8+ HD
Creatures with 9 to 14+ HD
Creatures with 15 or more HD
Defending home
Defensive terrain advantage
Each additional check required in round
Leader is of different alignment
Most powerful ally killed
NPC has been favored
NPC has been poorly treated
No enemy slain
Outnumbered by 3 or more to 1
Outnumber opponent 3 or more to 1
Unable to affect opponent
Wizard or magic-using creature on same side
Standard or heraldy flown by enemy
Standard or heraldy flown by same side
Important battle standard flown by enemy
Important battle standard flown by same side
Modifier
+6
+2
+4
+1
-4
-1
+2
+2
+2
+1
-1
-2
-3
-3
-1
+1
+1
+4
+2
+4
+2
+4
-2
+8
-2
+1
-1
+1º
-1º
º "Important" meaning belonging to a powerful nation, general, warlord, etc.. Should one be displayed while also wielding a personal banner or standard, then these bonuses stack.

To make the Morale Save(?), simply roll a d20 against the DC listed, adjusting with the situational modifiers as necessary. A natural 20 results in unshakeable courage, with no further need to test morale for the remainder of battle. A natural 1, however, means that the creature or NPC that failed the roll drops to the ground, paralyzed with fear, as the Cowering condition.
Pros: Not a lot of conversion to do. This system springs from the same basic lineage as the mechanics which I currently run, and so they seem a bit more natural to me.
Cons: Player abuse of the system is mentioned right in the rules, though I'm unsure it would be abused as much as the Scion conversion I posted in part one of this series. It is certainly complicated, as we are again working with arbitrary values, though they are more codified than the Moldvay Basic version.

That's enough for now. I'll be returning with more thoughts and system breakdowns for morale next.

8.25.2012

Debating A Morale System, Part I

The title of this post is rather exciting, isn't it? Well, that's about the amount of excitement I actually have towards the subject at hand. I've been kicking around exactly how I would handle morale in my Wilderlands game for months, with a few ideas here and there, but mostly just a firm belief that I want a Morale system in my game.

I've solidified the fact that I do want Morale, and though it might muddy the waters with another mechanic, I try to run my game as light as possible when it comes to dicing, and so I think should add very little in the way of complexity or drag to gameplay.

There are many a game system that has been put out in the past 30+ years that have incorporated Morale systems of some sort, and I have narrowed my focus down to a few that I feel could translate well (usually with a few adjustments here or there) to my own game.

Here are the ones I narrowed down to, with a short view on Pros and Cons, as well as any needed conversion, were I to use them:

A Scion system:

Scion: Demigod, pp88-89, "Morale Failure"
...The Scion can shake an enemy's leadership and seed and outbreak of cowardice among the men. When he makes himself visible to an opposing force's leader, his player rolls (Manipulation + Presence) against the leader's player's roll of (Willpower + Integrity + Legend).[snip]
Conversion: Once per combat, as a full-round action, a character can try to force a route. To do this, the player rolls Intimidate versus a DC equal to the opponent's (base Will modifier + Wisdom score + HD). Only one roll is needed and is checked against all enemies that can see him, up to five times his level. Those affected refuse to attack the character or any group he is a part of for one day per level the character possesses. Likewise, if the roll fails, that target cannot be affected in this way by the character for an equal amount of time.
Pros: This puts the rolls in the player's hands, and gives them control over forcing the rout, giving the PC something to do. Fast gameplay resolution.
Cons: Primarily, player abuse could become a problem. If someone twinks their Intimidate, they could easily avoid every confrontation. The DCs of the roll could prevent this from happening, as they sometimes would be prohibitively high.

A Warhammer Fantasy Battles system:

Warhammer Fantasy Battles, Seventh Edition, pp37-39 "Combat Result, Combat Result Bonuses, and Break Tests"
...Once all the models engaged in the combat have fought, you must determine which side has won. Of course, if one side has been completely wiped out in the fight, the other side is automatically the winner, regardless of the rules given below.
Each side scores a number of combat result points equal to the wounds caused in combat. It does not matter which particular units inflicted the wounds, just add up wounds caused by that side in the fight. Do not forget to add the wounds suffered by big creatures or characters that have not been removed as casualties. Do NOT count the wounds that were saved by an armor save or a ward save (in other words, only count unsaved wounds).
As well as points for wounds caused, a side can claim bonus points under certain circumstances - for example, if it has a standard bearer, if it is attacking the enemy in the flank, or if it is fighting from higher ground.
...[snip]...
Each bonus point is added to the number of points for unsaved wounds inflicted to obtain a final combat result score for each side. So, for example, if both sides cause 3 wounds, the result is a draw, but if one side has a standard it adds +1 to its score, beating the enemy by 4 points to 3. These bonus points can make all the difference between winning and losing the combat[snip].
The side with the highest total combat result score wins the combat. The other side has lost and must take a Break test, as described later. If both sides have the same total, the result is a Draw and the combat will continue in the next turn.
The higher the difference between the winner's combat result score and the loser's, the bigger and more decisive the victory. An 8 points against a 7 points victory, for example, is only a slight win because the difference in scores is only 1 point. An 8 points against a 2 points victory, however, is extremely decisive, as the difference in scores is a whopping 6 points. The difference in scores is important because it is used when working out whether a defeated enemy stands its ground or turns and flees.
Combat Result Bonuses
Extra Rank: ...[snip]... If your unit's formation is at least five models wide, you may claim a bonus of +1 for each rank behind the first that the unit had at the start of that combat turn, up to a maximum of +3.The bonus can be claimed for an incomplete last rear rank, so long as it contains at least 5 models.
If you have several units fighting in a combat, count the bonus from the unit with the most ranks. Do not add up the bonuses from all the units fighting.
The bonus is lost if the unit is fighting to its flank or rear against an enemy unit with a unit strength of 5 or more. Note that this applies while the enemy unit in the flank/rear is combat - if the enemy unit breaks and flees, or is reduced to a unit strength of less than 5, the unit regains its rank bonus at the beginning of the following turn.
Skirmishers and fast cavalry never gain a bonus for extra ranks [snip].
Outnumber Enemy: ...[snip]... If the combined unit strength of all your units in the combat is greater than the combined unit strength of the enemy units, you receive a +1 bonus [snip].
Standard: ...[snip]... If any of your units includes a standard bearer in its front rank, you may add a +1 bonus.
Note that if several units' standards are involved in the combat, you still only add +1, not +1 for each standard. [snip]
Battle Standard: ...[snip]... If the army's battle standard bearer is in the fight, you may add a +1 bonus [snip]. Note that this bonus is on top of the unit's standard, so a unit with a normal standard and the battle standard recieves a +2 combat result bonus.
High Ground: ...[snip]... If you are fighting from a higher position than your enemy, for example, your troops are occupying the crest of a hill, then you may add a +1 bonus. In the case of a fight involving multiple units, the side that has the fighting rank in the highest position gets the bonus.
Flank Attack: ...[snip]... If you are fighting against an enemy unit's flank, you may add a +1 bonus so long as your unit has a unit strength of 5 or more after both sides have attacked. Note that you only count +1 even if both flanks of the enemy are engaged. The bonus is only applied once, regardless of how many flanking units are involved in the combat. If both sides have flanking units the side with the most flanking units gets the bonus.
Rear Attack: The same rules for a flank attack also apply to units attacking the enemy in the rear, except that a rear attack gives you a +2 combat result bonus. This bonus and the bonus for a flank attack are cumulative, so if you are attacking in the side and rear you will receive a bonus of +3.
Overkill: ...[snip]... If a character fighting in a challenge [snip] kills his opponent and scores more wounds than the enemy has, each excess wound scores a +1 overkill bonus towards the combat result, up to a maximum of +5. This bonus only applies in a challenge [snip].
Break Test
The side that loses a combat must take a test to whether it stands and fights or breaks from the combat and runs away. This is called a Break test. You need to take a separate Break test for every unit involved in the combat on the losing side.
...[snip]...
Take the test as follows. Firstly, nominate the unit for which you are testing and then roll 2D6. Add the difference between the winner's combat result score and the loser's. If the total is greater than the unit's Leadership (Ld) value then the unit has broken and will flee.
Insane Courage
Occasionally, in the middle of a battle, the humblest regiment can be filled with steely courage and discipline and decide to stand their ground, no matter what the odds! Such unpredictable occurrences are represented in the game by the Insane Courage rule. This simply means that if a unit rolls a double 1 for its Break test, it will always stand its ground, regardless of how badly they have lost the fight.

Conversion: At the end of every initiative count, certain combat result criteria are checked and tallied, which then determines a winner for the round.
First, each side is awarded a point for every successful attack inflicted on the enemy. In the case of AoE attacks, it only counts as one.
In addition, points may be awarded for extra ranks (exceeding the enemy's numbers by multiples of their own numbers (so if the PC party has 4 people and there are 12 goblins, they would gain +2). This number is in addition to a flat +1 for outnumbering the opponent.
Standards (if displayed on banners) may also grant bonuses, giving a +1 for a personal crest and a (additional) +1 for the recognizable heraldry of a known lord, nation, general, etc. If the standard bearers have become the latter, their colors only grant a +1 bonus, though additional personal heraldry would grant the additional bonus.
Strategic advantages, such as superior flanking or high ground also grants a +1.
Finally, if a critical hit is scored that deals more than the victim's hp total, then an overkill bonus is awarded to the side whose member scored the hit. The bonus is applied on a +1 basis per additional multiple or fraction thereof up to +5. So, for example, if the target had 14 maximum hp and an attack did 38 damage, then the bonus granted would be +2, since it is 1 and a fraction times more than the maximum hp of the target.
These factors are compared against each other and cancel each other out (so if the PCs have high ground, but goblins have a standard, they would cancel each other out 1 for 1). Once the math is done and the winner is determined for the round, the loser rolls to break.
The break test is covered by unit, so if you have 7 goblins and 4 hobgoblins, the group would test separately. NPCs with class levels or otherwise differentiated abilities may be checked by themselves or in their own groups, as determined by the GM. To perform the test, simply roll a d20, modified by the difference between the winner's and loser's combat result, with a DC of 12. If the roll fails, the group has broken and will flee, unless the die turns up a 1, in which case they stand their ground and will fight to the death no matter the odds.
Pros: It's different. Combats can be very mercurial, which seems like it might more closely mimic realistic happenings. I really like the thought of standards affecting morale.
Cons: Too fiddly. Anything that happens every round can quickly get swept up in the current of action and forgotten. The numbers would take some getting used to, and might not be everyone's cup of tea, since it shows its wargame roots.

And there we have just two of the many morale systems I have looked at. More to come, as I work my way toward something I'm happy with. Comments and suggestions are very welcome!

Wilderlands: In the Shadows of Heroes, Session 5

After the goblin ambush, Titanus left the party, seemingly compelled to venture out, perhaps due to the strange man's boredom, perhaps driven by the engimatic "Storm," to herald its coming further.

Ashir, Sheva, and Mark, determined to complete the task they had accepted from the kobold chief, ventured further, eventually coming to the chamber claimed by the goblin chieftain, who apparently fancied himself a king, if the cog bent into the shape of a crown on his brow was any indication. The battle was fierce, the immense king wading into melee as his guard rained arrows down upon the group.

Mark and Ashir both fell after two of the females in the king's harem also came to their master's aid with blades, though their wounds did not prove fatal, and Sheva was able to bring them back to health after finishing the goblins off. Battered and weak, the trio decided to hole up in the king's chamber, barricading the door with goblin corpses for a day and a half while they regained strength.

Shortly after exiting, and not hearing voices from an earlier scouting, they tried to make their way out of the cave complex, hitting a speedbump when a giant mantis that had wandered into the caves attacked them. The group retreated back and waited out the thing's visit, making an escape once they thought the coast was clear.

Upon the road, however, Mark was lost when he mistook the shaking of an enormous predatory plant with what he thought was someone rustling branches while waiting to ambush the party. Sheva and Ashir fought a long-range moving battle against the thing, eventually bringing it low, but losing Mark's body under the plant's enormous mass.

Cast of Characters
Ashir the Silvered, Ifrit Sorceror (Word Caster) 2 - David
Sheva Suresh, Avalonian Human Bard (Dervish Dancer) 2 - Angela
Titanus, Oread Druid (Storm Druid) 2 (retired) - Taylor
Mark, Common Viridian Human Monk (Master of Many Forms/Hungry Ghost) 2 (deceased) - Paul

8.18.2012

Musical Inspiration, vol. 8 - Necrophagist

It's certainly been a while since an auditory attack on this here blog, but when thinking of a few more posts, I was also looking for some new music, and remembered this sporadic Saturday treat.

This go around, I decided to toss in some melt-your-face metal, brought to you by the German technical/death outfit known as Necrophagist. (A necrophagist is a person that eats corpses, for those curious.)

Though not lyrically heavy, it could represent a character that's overcome adversity to become a force of overwhelming good, having found the seven (holy virtues), or perhaps has risen to lord over those after being granted power in some way by the seven deadly sins.

On the latter note, "An Antipaladin in Heaven" would be an interesting twist on a classic, I think.


Distracting from your deficiencies
while you point at others.
(Once) enlightened you judge and execute.

To be the only one
to discover the seven,
(To) toss open and pass the gates to heaven.


*As always, I don't own this, blah blah blah.

The Age of Worms, Sessions 8-9

After the party decided to hole up for some rest, a scratching and muffled call could be heard, which led them to finding a trap door with a small inset in the floor that contained several chained corpses, a live varag goblinoid, and various gear, possibly worn and carried by those within the small pit. They retrieved the varag from the pit and tried communication with him, but realized quickly that the only language he could speak was goblin, though he seemed bent on going with them, and brandished a wicked hooked bar as a weapon.

Accepting that it was tagging along, and pressing further in to try to put a stop to the seeding of the green worms, and the creation of undead, the group proceeded through the tunnels to a large chamber that held a large bejeweled statue, and more than a few tieflings, and a few others, some wearing the symbol of Hextor openly on their clothing! With these, there were four zombies and the group as a whole charged in to exterminate this den of evil.

A hard fight was fought, with Sagt and Xan falling to serious, but not fatal, wounds, and with timely healing and plenty of perseverance, was able to win the day, felling all but one of the enemies, which Bade gave chase to as quickly as possible. Sagt pushed the statue, which seemed weak on its base over so that he could pry free a large gem on the thing's head, enamored with the shiny thing (but quite honestly clueless to the fact that it's probably very valuable).

The rest of the party scrambled up the tilted statue to the second level where the escaped Cleric ran, followed by Bade, and all continued after their small companion in chase, navigating further passages and chambers. When we left off, this chase was still going.

Cast of Characters
Sagt, Varag 2 (Racial levels) - Me
Mullins, Gnome Rogue 1/Wizard 2 - Paul
Rosebud, Gnome Warmage 3 - Tina
Able Nightengale, Human Healer 2 - David
Bade, Halfling Fighter 3 - Taylor
Xan, Maenad Duskblade 3 - Andrew

Thoughts: This post covers two sessions more because only one fight happened through both of them than any other reason. The fight was complicated some by darkness and silence and Taylor chose not to have Bade exit the darkness on reasoning that he thought an enemy was still present. His presence in other skirmishes would have sped things by quite a bit, but all in all, I had fun, and my character lived through two sessions. With this new chase, hopefully we can get some momentum rolling again.

Curse of the Crimson Throne, Sessions 8-9

When we left off, we were about to venture up the stairs of the mansion we were to clear out, which we did, and the extermination of the vile demons was quick work for our party. However, when in combat with a stronger being that had breached a fissure in reality, we lost our orc companion to its vile blade, but the thing was dispatched before it could cause too much more damage to human life, or our fair Korvosa!

Though tragic, our friends at the church of Shelyn, through our companion, Horiz, performed rights for our comrade, and we were paid handsomely for the job we had completed. Not stopping there in our quest to find Korvosa a peaceful city once more, we made haste once summoned to Citadel Volshyanek, where we met with Kressida Kroft and a Shoanti barbarian by the name of Thousand Bones. He being a shaman of the Skull Clan who spoke to us of the enmity between our fair city and his peoples, and how though he feels his grandson was murdered, he would rather just retrieve the body and take it home than further disable the tenuous peace held by the tribes and Korvosa.


This proved to be impossible for the man alone to perform, as he found that his grandson's body had been taken by a corpse peddler and sold to a necromancer named Rolth to the Dead Warrens, below the Grey. This sickened even us, and we vowed to help the man find closure in the death of his grandson, and to help further peaceful acts between his peoples and ours, and thus we set off for the Grey, and the Dead Warrens.


To aid in such a dangerous quest as chasing down a necromancer, and to reduce the crowding in the stockades, Kressida released into our custody two prisoners of Volshyanek, one an orc from the northern tribes that reminded me of Shao, whom we were told killed a person (though if murder or with extenuating circumstances, I am unsure) and a ratfolk who was arrested under suspicion of conspiracy to poison the water supply, though he was captured in the sewers (water which we certainly do not drink.) The orc is mostly quiet and seems adept enough with his weapon arm, the rat, however, smells of excrement even now and has the unnerving habit of using a magical hat he owns to appear as a child. This sight makes me hesitant to send him into harm's way, and I feel that perhaps, he clings to that assurety.


At any rate, we ventured into crypts under the boneyard, Gildor bravely taking charge, despite his young age. We encountered various animate skeletons and corpses, and though they seemed to have a magical resilience, we overcame group after group, venturing further and further, encountering what seemed to be their insane masters, wild-eyed emaciated dwarf-like creatures that seemed to take glee in harm of any sort, either to themselves or others, and responded to our parley or threats with only maniacal laughter.


The further we ventured, the more vile and dangerous things got. We encountered a laboratory area where some of the dwarf-like madmen were draining a corpse of its humours with stirges, another chamber where a wicked sewer monster lurked, and even a chamber with magical skulls and snake-like skeletal beasts intent on bringing our lives to an end! After disrupting apparent attempts to animate further dead monstrosities and the destruction of a stiched abomination, we encountered another of the mad murder-glees that seem to be in charge of this place, this one a powerful mage with the ability to conjure dead from thin air and bring to bear powerful life-draining magics, no doubt a lieutenant of the necromancer Rolth! We dispatched this one just barely, but made it out alive.


Along the way, we lost Fanta, in horrible battle versus the sewer beast, but did run into an apparent ally, a goblin intent on the deaths of the dwarf-creatures, who ensures us there are many a passage to go before we can be sure that no threat to Korvosa still lives in these chambers!



Cast of Characters
Shao Goth, Orc Barbarian 4 (deceased) - David
Skeeven, Ratfolk Alchemist 3 - David
Simas VanCaskerkin, Human Cavalier (Honor Guard) 3 - Me
Selene Adivina, Elf Witch 3 - Angela
Fanta, Half-Orc Druid (Urban Druid) 3 (deceased) - Richard
, Goblin Ninja 3 - Richard

Gildor, Human Fighter 3 - John
Rox, Half-Orc Barbarian 3 - Isaiah

8.12.2012

Wilderlands 2: In the Shadow of Heroes, Sessions 1-4

This first session of this campaign took place at BGC, before Steve moved off, and included him, Richy, Angela, and David. Session two, we moved the venue to Angela's place and Taylor joined, and in the third session, Paul did, too. The fourth time we met, David rejoined the group, bringing the party up to four members. Though we've had some time-short sessions, things seem to have progressed smoothly and quickly, and the party has accomplished quite alot. Here's a recap so far...

It has been over a year since the attempted siege and coup of the sorcerous traitors and their dread fae minions and cohorts, and life in Bugbear Falls has seemingly leveled out, though with a stronger guard presence and the institution of a strict curfew, as well as severe punishments for those even suspected of being spellcasters.

Despite this, Dal Lago, , has ongoing and newly issued bounties for various monsters and traitors in his neck of the Viridian Empire, which pay out well to those foolhardy brave enough to venture out to get them. It happened that this was just such a time, as two citizens had come to the conclusion that they needed 'more,' though what 'more' was depended on the individual. An entertainer from the Avalonian isles named Sheva sought more riches than just what was beggared from the patrons of the Cliffs, and a Gnome of technical bent named Scotch, whose clan had created reliable firearms and who was contracting their use and sale to Dal Lago's men in the watch and guard. This gnome wanted to test/prove his weapon's effectiveness in an adventuring capacity to further the use (and thus, profit,) for himself and his clan.

To this end, and being short on man-power, which is required for survival in the wild, they contracted two relative newcomers to town, Ashir, an Ifrit from Dimark, in the Desert Lands, as well as his companion, a slight human who seemingly worked for him named Kykas.The four set off from the Falls, headed toward what locals call the Caves of Chaos, a known nesting area for savage and brutish creatures ranging from kobolds to ogres. It was the kobolds which the party were after, as an old bounty that hadn't been discontinued was offering 15 gold per pair of horns from the beasts.


They didn't get far, however, before the group was beset by a giant mantis, intent on feasting on these small little snacks. Kykas quickly lost his life, being torn limb from limb by the massive insect, while the others whittled away at it, and eventually brought it down. With such a crushing blow to morale and with shaken confidence, the party headed back to the safety of the keep, and was attacked by carnivorous vegetation when camping outside the gates because they had gotten back to Bugbear Falls at night.


Upon arriving, Scotch swore off adventuring, having proven to himself, at least, that his weapons were combat ready, and trusting to his craftsmanship to earn him all he needed in life. Sheva went back to work as a dancer, and Ashir generally laid low, being careful to not draw unwanted attention to the fact that he adventured with little to no weaponry. Then came Titanus.


Seemingly clueless and knowledgeable of the world all at the same time, the Oread was quick to spread his prophecy to Bugbear Falls, claiming he was the "Herald of the Storm" and foretelling coming destruction in the form of a storm. Needless to say, the authorities are annoyed, and most residents just think him a little crazy. Sheva, however, struck conversation with him, and shortly, they had decided to venture out into the wilds again. To this end, they enlisted an aesthetic warrior from the Stable of the Rider (church of Famine) and Sheva's adventuring companion Ashir.


The band departed the Falls and had a rather uneventful trip leading to the cave where they had gleaned that kobolds nested in, since they had chosen to rake in gold by collecting the bounty on the creatures. Outside, they were beset by 3 of the creatures hidden in tree branches outside of the caves, slinging into the group, and causing little harm before the group dispatched them, and then ventured into the cave. Shortly after entering, however, Titanus fell into a covered pit which alarmed guards and giant rats, alike, causing many foes to spill into the area, but with smart tactical thinking, the group was able to put down about a dozen of the rats and force the kobolds to retreat.


After this, the party was halted in their further advance by a small warband of kobolds headed by a larger one, who offered a ruby and gold necklace for the lives of the rest of his clan. The group accepted the plea, save for Titanus, who did so only grudgingly, and then was paid in advance by the kobolds to eradicate their goblin rivals from across the canyon where the caves were located. More riches enticed the group, and they set off immediately, finding an empty cave with a large sack filled with small sacks filled with treasure! Though this chamber housed the skeleton of an ogre, presumably the former owner of the sack, the thing thankfully did not animate, and had seemingly succumb to wounds or old age long while ago.


With this haul of coin, cheese, and brandy that took no work to acquire, the party quickly made for Bugbear Falls, deciding to come back at a later time to complete the goblin genocide.This trek would prove to make up for the uneventfulness of the trip there, when they came across another adventuring party facing what could only be a dragon with scintillating blue scales. Both the other party, called The Lady's Seekers, and the dragon itself had taken a few licks, but the beast was quickly dispatched once the spellcasters brought to bear their might, though not before Mark managed to land a blow. Titanus bashed the thing's head in to make sure it was dead and the two groups set to work dressing the creature, taking everything of use, with the more experienced group coaching as they went.


When they finally made camp, another group of adventurers heading home to Bugbear Falls, these the Hammers of Gorum, asked to share camp with them and travel the rest of the way come morning. The assembled groups agreed, and everyone made good conversation and told stories of adventures. When morning came, the three groups set out as one and arrived at the keep early, going their separate ways. Sheva and Titanus to handle finances and contract weapons and armor made of dragon parts, Ashir to create jewelry (his mundane means of income), and Mark to his duties at the Stable of the Rider. After only a day spent in town, the group was again gathered and they headed out to exact their goal of eradicating the goblin tribe in the caves opposite the kobolds.


The trip there only provided the party a glimpse of a wolf and the sight of a creature believed to be an ill omen amongst the church of the rider, a glaring mockery of the Rider in Black, who spreads the ill effects of withering to those whom the Horseman of Famine would otherwise favor. Mark wished to take this news immediately to the Stable, but sporadic hailstorms had him not wanting to suffer the exposure on the long trip back.


And so the party pressed forward, at first re-entering the ogre-skeleton cave and finding a bag they missed completely unmolested on the floor of the cave, but finding no further egress, they back tracked and found another cave which they thought might lead into the goblin's warren. Their speculation was correct, and they managed to survive an early ambush, only to venture further into the complex and busting down the door into a chamber completely filled with hobgoblins. After an awkward apology/flat statement about how the hobgoblins aren't goblins by Titanus, then his replacing the door, the party ventured back down into the lower caves in search of their prey.


There, we left off after they had weathered another ambush by the ravening humanoids.

Cast of Characters
Ashir the Silvered, Ifrit Sorceror (Word Caster) 1 - David
Sheva Suresh, Avalonian Human Bard (Dervish Dancer) 1 - Angela
Titanus, Oread Druid (Storm Druid) 1 - Taylor
Mark, Common Viridian Human Monk (Master of Many Forms/Hungry Ghost) 1 - Paul
Scotch Radister, City Gnome Gunslinger (Pistolero) 1 - Steve
Kykas, Half-Elf Monk (Ki Mystic) 1 - Richard