This week’s adventure was full of ups and downs with the
characters being overly happy with themselves, and also getting a bit
overconfident as well. They had some great rewards, and some low points as
well. To keep everyone up to speed I have an open table game that I run at my
school for my students, each week the party’s members can fluctuate and this
does cause a bit of hand waving on my part mostly at the end of the session
stating, “and you get back to the keep safely” so that each week they can start
at the keep. This week there was no new players, only people playing for at
least their second go around. I had a dwarf, elf, fighter, and two thieves.
Still no dedicated magic user or cleric, but they seem to know that and do not
care.
I am
trying to get the party use to the idea of hirelings, without outright coming
out and saying, “You guys NEED to hire some help.” Whenever they are in town, I
mention that they can do the following things, 1) buy equipment 2) gather
information 3) visit the church 4) talk with the local authorities 5) possibly
hire someone. They seem good with 1 and 2, and even tried 3 this week, but I
had to ram number 5 down their throats to at least hope they would get the idea.
I had them meet Kip. Kip was a local street urchin that heard the group came
back with lots of money, and no deaths. Kip wanted to go on the adventure. Kip
asked to be their porter and torch bearer, for 30 silver a day and no share of
the loot. What better deal can I throw at them? They legit hemmed and hawed
over it, because “We can carry our own gear and torches?” I explained
encumbrance, and not being able to use one arm with a torch, still they were
unsure. Kip laid a sob story on them about trying to feed his family, and the
thieves of the party took pity, and hired him. Off they went to the caves.
Again
they rolled no random encounters on the way there, and arrived promptly on the
morning of the second day. They wasted no time and headed straight for cave G,
and I was horribly nervous. As veterans of B2 know, cave G can easily turn into
a TPK. They enter the cave system and instantly start heading down into the
darkness. I continue to roll listen checks for the various beasts in this cave
system, but they continue to luck out. They make it to outside the opening of a
wider opening and they stop to listen for noises. One of the thieves hears the
sound of cracking bones coming from down the tunnel. They decide to send the
dwarf and the elf, due to their infrafvision, into the entrance to see what is
happening. Again I roll a listen check for the creature with bonuses because of
their armor, nothing. They end up seeing a massive creature eating the carcass
of a humanoid. I play infravision exactly like “Predator” vision from the
movie. They see heat, but making out details is not possible. The dwarf decides
he wants to get a better look, and goes back to the party retrieves a bow,
rags, and oil. He goes back into the cave lights the arrow and fires it over
the creatures head. Needless to say the Owlbear was surprised, and screams and
begins to charge. Upon hearing the scream the rest of the party runs, the dwarf
is running too. The party with their head start clears the cave, but the
Owlbear catches up to the dwarf at the cave entrance, stabbing him with his
beak and bringing him to 1 hit point.
They loved this picture when I showed it to them. |
I inform
them that the Owlbear is faster than most of the party, and they can run, but
odds are it will chase down one of them. They decide to fight it in the open,
and used decent tactics. They spread out initially and the Owlbear charged the
Elf who was guarding Kip, the rest began using ranged combat to try and bring
it down. The fighter took a round to get into flanking position, and they had a
decent system going. The thieves with their bows were on fire, hitting about
80% of the time, and getting at least one critical. (Note: I read somewhere
that Gary did not like critical hits and the double damage, he claims it throws
the math off of the monsters a bit. I can see that especially with creatures
having much lower HP. So instead of double damage, I went with a Gary
suggestion and just max the damage on a 20. Keeps the rolls within the bounds
of possibility.) Besides the thieves, everyone was down to 1 or 2 hit points by
the end. Except poor Kip. Kip bravely stood his ground with the elf in the
initial charge of the Owlbear, and took a natural 20 to the face. This made the
thieves state, “We are not running from this fight, this thing MUST die,” and
it did. They ended up taking the Owlbear’s claws, head, and getting several
Owlbear steaks. As they continued messing with the body, I kept asking one at a
time randomly to roll a d6. They’d ask, “What for?” I would reply, “Nothing, it’s
fine.” Eventually they were like, “Is this for the Ogre trying to hear us?” I
just sat back and smiled, they then packed their belongings and left. They
never did go back and search its lair, maybe they will in the future.
They
returned to town, conquering heroes with their Owlbear head. It was taken and
put up on the ramparts to signify civilization’s triumph over chaos. They
brought Kip’s body back and took it to the chapel, they also asked the Priest
to make them a Healing Potion, which he started upon. They searched out for Kip’s
sister, Alania, only to discover they were twins and she wanted to get revenge.
She was going to go with the party on their next trip and raise hell at the
caves. The elf decided to go full Legend of Zelda and buy flute. He asked, “Do
I know how to play it?” I responded, “Yes, you’re an elf. I am sure you spent 1
full year of your life devoted to music theory.” The fighter then asked, “Can I
play it?” I looked coldly, “No, you are not a beautiful creature, like the
elves.” They rested, made merry, and decided to head back to the caves.
You beautiful elven bastard. |
They
finally got not one, but two random encounters. I was excited, I wanted them to
have to deal with something that was completely not on their terms. Then I
rolled the random generation, day 1 herd animals (deer), day 2 Halflings.
Neither was a threat, they did get to talk with a “rival” adventuring group as
the Halflings were headed to the caves too. They believe they had just gotten
eight new NPCs to boss around, but since they didn’t try and negotiate with the
Halflings they ventured into the goblin caves. The party decided to go into the
caves they had not tried yet, cave A. I rolled and the usual surprise at the
entrance of cave A was not there, and they entered in full formation.
They
wanted several yards into the cave and sprung the pit trap almost immediately,
the elf managed to fall in and was reduced to 2 hit points, and more
importantly they had to get him out. They were in no rush, and the guards from
section 2 come pouring into the section and begin stabbing into the pit at the
elf. They respond by firing some arrows back and the elf makes it back to the
surface. I was hoping they would try and negotiate, because the Dwarf knows Kobold,
and has a decent CHA. He tells them, “Get your gold and bring it to us, then
leave the cave with your lives,” and proceeds to flub the CHA roll too. This
just angers them, and they send a runner off into the deeper part of the caves,
and continue to verbally spar with the party, with the occasional “F--- You
Smoothskins”. With one round of completely good aim, the party kills all the
Kobold with missile fire. They traverse the pit, and begin to raid the bodies.
All the while I am telling them about the time passing. They find a lever on
the other side of the pit to reset the trap, and head into room 2. Room 2
without guards is just generally empty, but the ransack it. When they come back
to the T-section they notice 3 Kobold commanders,1 Kobold “King”, and 3 more Kobolds
across from them, and 8 Kobolds blocking the way out of the cave.
Silly little monster, but they can be deadly. |
One of
the brand new player of a thief immediately states, “Pull the lever, it will
block the group of 8 from getting to us.” This decision most likely saved the
party from a TPK. This battle went on for some time but here are the
highlights. The king was slain by the dwarf hitting him with an oil flask and
he burned to death over two rounds. The 8 Kobolds decided to enter the pit and
try and climb up each other to scale the walls. The fighter decided to throw
some of his Owlbear steaks into the pit to see what happened. I try to give
everything a chance, so I decided to give the Kobolds a save versus magic with
a +5 bonus to not care about the meat. They rolled a 1. Their make-shift
ladders collapsed and they began fighting among themselves over who got the
meat. The thief then pulled the lever again, sealing the squabbling runts to
kill each other. The kobold commander were not slouches though, and managed to
kill two party members, the Elf and the Fighter. This brings the death count to
4 this campaign, 2 elves, and 1 fighter, and 1 NPC. I now keep a dead pile on
the whiteboard at school of the character sheets of the deceased, see the
picture below.
The gone, but not forgotten. Students added the writing for flair. |
The 3
remaining party members looted the Kolbolds and found the King’s golden
necklace worth 1,200 GP. You would have thought they won the Mega Millions
Jackpot. They were dancing around the table, handing out high fives, and
general cavorting. Now I need to consider the fate of the dead in the party.
The first elf that died, never came back so I did not have to deal with it.
These players do want to continue. I don’t want people to completely fall
behind. I think my policy will be you can keep half of the XP of a previous
character. Thus, there is a penalty for dying, but it is not a complete loss. I
think this is reasonable, but tell me what you think in the comments. Do you
have a better strategy for dealing with stuff like this?
That
was all for this week, the player continue to surprise me in multiple ways.
They are absolutely brilliant in some situations, and completely clueless in
others. Seems like just another day playing D&D.
Missed the other Episodes? Look here to catch up.
I went ahead and created a Facebook group for the blog, if you are interested the link is here.
I went ahead and created a Facebook group for the blog, if you are interested the link is here.
Yeah, if your goal it so keep the party all at roughly the same level(s), then half the XP is doable for new characters.
ReplyDeleteFun episode. I'm totally shocked they didn't go raid the Owlbear's lair after killing it. We were all about the treasure when we played. Then again, maybe we were too "murderhobo"? Oh well, more fun for later! Enjoying the ongoing AARs.
"DED"? Tell me you're not their English teacher....
I honestly believe they forgot about it. As for the "Ded" the thought it was funny.
ReplyDeleteAh! Okay. LOL!
ReplyDeleteYeah, it was, "They're not just dead, they are DED!"
ReplyDeleteI think there's something to be said for not trying to keep party members at comparable levels. Leaders and roles emerge. There's a potential for camaraderie when players know the new guy is squishy, and clawing your way up to level 4 means so much more when you had to earn every point.
ReplyDeleteThat is an interesting perspective that you do not hear often. I agree that which is hard fought often means more.
ReplyDeleteCan't wait for the next episode :)
ReplyDeleteThank you, we play tomorrow.
ReplyDeleteI actually agree with Jarrett concerning making the new guys work for it all. I just figured you had decided on the course already.
ReplyDeleteHmm...T-Minus 3 hours till game time and I have to make a decision. I have to think on it.
ReplyDelete