Can’t…get….enough – http://www.giantitp.com/comics/oots0001.html
Can’t…get….enough – http://www.giantitp.com/comics/oots0001.html
Dudes, you must see this- I’m not finished yet, but this is special.
Crowd-sourced Star Wars, remade shot for shot by fans all over the world in 15 second segments.
This really happened-
This guy is going to be a handful once he gets those 1st level spells down~
6 Giants (four male, two female)
1 wand of unknown capability
For a total of 2434 experience and 500 gold for each player (gold Xp has already been accounted for)
Murphy- 200 XP for Web
Matt – 500 XP for tactics
Jim- 200 for da Bears
Healing and 20s/1s will be allocated on of before Thursday
Okay – so here is the basic XP for the combat and spoils from the last two and a half sessions I ran. This tally is missing Clerical and Druidic healing in combat, as well as any of the Crit/Fumble bonuses. This also does not include XP for Bobby’s Magic Animal Adventure session (though it does include my part of that evening).
1st level: 32 orcs, half-orcs, and men-at-arms
3rd level: 3 orc guards
4th: 2 orc slavers, 5 giant ants
5th 2 guards, 1 orc assassin
6th: 5 giant weasels, Jaspers, Troll, 5 apsis (insect dudes, Doppelganger)
7th: Grumash Cleric, O’won
9th: 2 Slaver Guards
total combat XP: 17,981
ring of ?: O’won
Bracers of ?: O’won
ring of ?: Jaspers
potion of ?: Jaspers
plate armor of ?: grumash cleric
3 necklaces- 1000 each
3 gems- 500 each
1 gem 2000
magicy animal hides- 1500 each
total spoils XP 26981
necklaces, gems, and magic items need to be allocated to players
Combat, Gold and Magicy Animal Hides Xp for each party member:
2569 combat xp + 842 recovered gold xp + 1500 magicy animal hide Xp = 4911 XP
All players receive 4911 xp and 842 gold – this does not include gold or xp for gems or magic items, healing in battle or crit/fumble bonuses/negs. ownership to be determined at start of next session.
In addition: Murphy +300 for web spell on O’won and Jaspers and Sleep on slaver guards; and Trevor 500 for journal entry
(posted by infravision on behalf of beerboxrobot)
So Vorschlapt, completely dishartend by the fact that the crew let some whack job magic user go, armed to the teeth, while i was taking my customary mid-battle dump, promptly wiped my ass on the fallen (by combining my spring attack and a dogie butt-scoot maneuver) and promptly chased after him. The crew chose not to follow. Being of immense strength and agility i quickly caught up to him and relieved him of his utterly distasteful magical possessions. As i stuffing the robes in his mouth and tying a knot around his head an assassin came out of hiding and stabbed me in the back while the accosted got me with shocking grasp doing a fair amount of damage. Being of barbarian nature im not used to being surprised. Feeling overwhelmed i did the very unbarbarian like thing and ran twords my crew screaming help like a little girl. As if to help me save face the wizard cast web on me to stop me from fleeing and remind me that killing such magic users is worth death. Thinking a small child was in danger the group came to my rescue. Upon seeing the murderous mob the assassin cast invisibility and vanished saying some spiteful thing or another. Adrionous in all his glory threw a web spell right back twords him. As of now the web spell is in mid-air as is the fates of the team, the slaves were trying to rescue and the lone Hammer Brother we found.
Here, here – straight from the Centaur’s mouth:
How Experience is Granted: Have You Ever Been Experienced? ~ A Disclaimer
XP is meted out in Five Ways:
8 1st level half-orcs
3 3rd level orcs
2 4th level orc
285 experience each + individual rewards
–Adrionus: +100 for timely Sleep spell
+200 for effective Web
–Sancho: 50 for picking off Skeletons
Additional XP: Darius Belmont– 500 XP for initial journal entry on Ojai Gaming Boards (all players will receive 500 XP for an initial in-character journal entry)
Treasure XP: whoever searched the guard for keys to unlock the slaves found a gem worth 1000 gold. Was this Jim? Disputes will be settled by a roll off at the beginning of the next session. Winner of the dispute (if there is one) receives the gem and an additional 1000 XP.
Session 2: Alec, Bobby, Dustin (Samhein 1/2 XP), Jim, Junior, Matt, Trevor
17 1st level half-orcs
3 1st level orcs
3 3rc level half-orcs
4 4th level half-orcs
1 7th level half-orc
Encounter XP: 390 each + individual rewards
Bronzefist: +80 for attempting to find trap on secret door
Cassandra: +110 for turning ghoul; +10 xp per hit point healed during melee. we will roll at next session to approximate
Darius: +100 for sweet Double Impale on Nat 20
Pele: 170 for ghouls turned; +10 xp per hit point healed during melee. we will roll at next session to approximate
+10 xp per hit point healed during melee
Sancho: +10 xp per hit point healed during melee. we will roll at next session to approximate
Vorshlapt: +100 for Blender Mode
Sancho gets recovered gold in XP; a sweet short sword
Six players found a potion and six gems. Gems are worth 500 gold each and thus 500xp each.
Totals: (Not including one 1000 gp gem or Hit Points healed in melee for the Clerics and Druid, also will alot XP for a few items found)
What are we doing playing D&D when we could be playing STRONGHOLD!
Dig that catchy soundtrack!
Ditchers are laborers who dig castle moats and building foundations. They are a necessary step in establishing a stronghold. The going rate for ditching in normal soil is 1 gold to hire on, plus 1 silver per cubic foot dug, and 2 gold when the job is finished. Ditchers will rarely travel with a party, however they may be hired on at a stronghold in other capacities.
If Ditching is required in hard clay soil, sand, granite or some other difficult terrain, prices rise accordingly. And specialists may be necessary.
Zombies make excellent ditchers if the PC’s alignment allows for that sort of thing. There is no monetary cost for zombie ditchers and though they dig more slowly than living counterparts, as they have no need for rest, the per day effect is the same. The moral/alignment cost is a different matter.
A camp-follower is a civilian who travels with a party or military unit from place to place, usually as a prostitute. Camp followers may be male or female, and though they may have children with them, the children may not serve as “camp followers,” per se. Camp followers raise hireling and henchmen morale (the degree of which depends on the camp follower to party-size ratio).
Base Price: 10 gold per week (human) ((specialists will cost more so prices may vary))
half-orcs – 5 g. per week
gnomes -15 g. per week
dwarf, elf, half elf, halfling – 20 g. per week
AD&D Module A1~ Slave Pits of the Undercity was originally designed for tournament play and provides pregenerated characters levels 4-7 with included magic gear and spell lists. We will use our characters with optionally augmented gear. For flavor, please read the Preamble post.
continues after the jump
After a harrowing and nearly catastrophic adventure at sea, the party that had set forth by merchant ship from the City of Greyhawk washes up onto the Pomarji Coast. There- Pele, Sancho, Adrionus (is that right, Murphy?), Ingbee and Pathfinder the Ranger- are dragged from the water (except the magician who levitated to shore) by three figures and provided with tough but hearty bread and fresh water. This new group of rescuers consists of a robed human with dark skin, a woman in armor, and a withered gnome who makes the gesture as a Friend of St. Cuthbert, and rather surprisingly he addresses each of the beleaguered party by name (and Pathfinder actually receives a warm hug from the gnome). Both humans are wearing tabards, black on grey, depicting seven keys issuing forth from a single circle.
After a short rest, the gnome, who introduces himself as Yado, explains to the party that news of the sunken merchant ship will travel quickly and that the coast is far from safe. Patrols from three-day distant Highport are afoot, the merfolk will soon arrive at the shores seeking to plunder drifted corpses and stragglers, and that even on the best of days, the old coast road is notorious for hidden eyes and ears. Urging caution, quiet and haste – the old gnome, with a surprising spring to his step, leads the party forth on an arcing four day journey traversing through forests and wooded hills. The journey is first to the north, and later south, but always heading west. Several times the group is tested by creatures of the woods, some more natural than others. Twice, night watches are disturbed by hungry wolves and Pathfinder reports numerous signs of a dire-bear tracking the party. All of these besiegements are brief, however, as the strength and spells of the full party dissuade any serious threats. Pathfinder, more out of pride than necessity, spends the last day’s march covering tracks, masking odors, and leaving false trails for the dire-bear. Rather disgustingly, he insists that the party “leave their leavings” in a single bag so as to not leave a trace of passage. Rather amusingly, Pathfinder is the only member of the group who carries the bag.
Over the four day journey, the situation at hand is explained to the four travelers from Greyhawk.
Overview: Highport is the most populous city in the so-called Orcish Empire of the Pomarj. A squalid, stinking port of some 15,000 souls, it is the gateway to the northern plains of the Pomarj and the fearsome Drachensgrab Hills. Highport has long been a haven for pirates, slavers and scum of all sorts. Cold-blooded mercenaries offer their sword arms to the highest bidder here, while privateer captains gamble away their ill-gotten gold, stained as it is with the blood of innocents. By day, unscrupulous traders throng its markets, trafficking in slaves and contraband. By night, orcs, goblinkin and some say even the ebon-skinned drow make the streets their own. Temples to fell gods such as Nerull, Incabulos, Gruumsh and the enigmatic Earth Dragon thrive here. Life in the City of Chains is often short, brutal and – above all – cheap.
History: Highport was founded in 305 CY when the Poor March (as the Pomarj was then known) was a possession of the Kingdom of Keoland. The sundry barons of the March were vassals of the Dwur Prince of Ulek. Distant from the affairs of the Court of the Lion Throne, the human nobility chafed under a dwarven liege lord. Thus, when Prince Corrond of Ulek broke with Keoland in 461 CY, the barons in turn declared themselves the Free Lords of the Poor March in 463 CY. Highport became capital of the loose confederation of petty fiefs. For half a century, it flourished under the rule of the House of Bilarro, its merchants growing fat on the trade that mineral wealth of the Drachensgrabs and the decadent tastes of the Marcher lords attracted.
In 513 CY, Highport’s good times came to an abrupt end. Hordes of orcs, goblins and giant kin, driven from the Lortmil Mountains in the wake of the Hateful Wars, descended on Highport. The city’s defenders fought valiantly – throwing back no less than five assaults before the sixth shattered the gates and carried the walls. The slaughter that followed came to be called the Night of Bloody Spears, after the victorious orcs decorated the walls with the impaled bodies of the defenders.
For 60 years, loose coalitions of orcs and humans ruled the city, re-establishing a semblance of order after the slaughter. In these years, Highport acquired a fell reputation. Where once merchantmen thronged its quays, pirate ships now jostle for berths.
Yado explains that the Order of St. Cuthbert is far from the only religious order affected by the slavers. Cities and towns from the Ulek States to Greyhawk have lost noble family members, brave soldiers and promising members of the faith to these uncouth slavers from Highport. A select council of higher-ups in a diverse coalition of faiths, calling themselves the Seven Servants, has covertly united under a single goal to harry, weaken and undo this unusually organized and efficient network of slavers. Initially, the orders of Ulaa and especially St. Cuthbert were adamant in organizing a large scale display of force against Highport, but cooler heads prevailed recommending small groups of infiltrators and saboteurs to gather information and to incur less chance of retaliation against captured loved ones and enslaved followers of the faiths.
The Seven Servants represent most of the major non-evil Flanaessian orders- and consists of faiths of the following deities:
The journey ends at the foot of a great mountain range. The forest juts up against a wall of cliffs extending for miles in each direction. With no warning nor discernible marking, Yado leads the party to a certain point along the cliff base and walks straight into the cliff wall and disappears from sight. This elicits smiles from both the female cleric and the monk, and raises a moment of confusion among the rest of the party. He re-emerges seconds later with half his body sticking out of the seemingly solid cliff-base, beckoning the group to follow.
The powerful illusion is masking a small entrance into a narrow tunnel which opens up into a sizable cave. Running water can be heard trickling somewhere in the back, as well as the bray of mules, and at a word from Yado, torches on two side walls shine forth, though no smoke seems to come from them. The cave promises rough but dry living quarters, and clearly this has been where the monk, priest and gnome have been basing their recent operations. There is a rough cooking area, “beds” of branches and grasses, and several chests. The floor is littered with donkey shit.
It is explained that this cave is the better part of two days journey from the northwest corner of Highport. The cleric, a priestess of Istus, the Pholtussian monk, and Yado, a servant of Baccob, were sent forth from the Ulek States to the west, as the two humans were posing as slavers, while Yado accompanied them in secret. The coalition of the Seven Servants sent them forth with caged rapists and murderers who would’ve been condemned to death, and instead sent them to be sold into slavery with their “slaver” captors. Calling themselves the Seven Key Ring, a low-level slaving company, the group has been staging intelligence gathering operations for the last several months.
After two nights at the hidden camp, Yado sends Pathfinder (who turns out to have been a Celestia(n)n agent under orders of the Seven Servants all along) off with eerily detailed instructions and a course to follow. He is to travel several days to the North and East in order to intercept the traveling caravan which has been moving south from the Greyhawk region. There, he will use birdcalls to attract the attention of the last two members of the party – the barbarian and St. Cuthbertian paladin who have been acting under orders as hired on extra muscle for a Highport bound caravan. The caravan is dismayed to find one evening that their hired help deserted them as the barbarian and heavily armored fellow seemed to just vanish and loudly clank off into the night forest, respectively.
Ten nights after departing, Pathfinder returns to unite the party in full. In this time, the remaining party members may have decided to undergo cursory information gathering missions on the edges of Highport. Only the cleric of Istus and the monk may enter the city, shy of an invisibility spell. They have already established themselves as slavers, and though Seven Key Ring tabards have been provided for all party members, the racial make up of Highport is not incredibly inviting to an elf, half-elf or halfling. Yado recommends against the St. Cuthertian cleric entering the city without need, as the numerous foul worshipers might easily detect a sworn cleric of a lawful good God. Particular attention is drawn to a run-down temple on the Northwest edge of town as it is suspected of being a player in the slave ring.
Once reunited, the situation is again explained to the party. As it turns out, the Paladin and Barbarian were sent south by Cuthbertian emissaries of the Seven Servants. Out of nowhere, Yado summons an impressive feast, complete with dark wine and honeyed roast boar (by this time the donkey shit has been cleared out and piled in a corner). After the feast and an evening of swapping tales amongst the reunited group, Yado solemnly commands the party’s attention. With great display, Yado mutters some incantations in a language only Ingbee can understand (though the magician suspects this to be a Gnomish dialect) two of the chests magically open and reveal carefully wrapped precious items.
“These boons are presented by the wishes of the Seven Servants, and in their name and names you all must swear these items to service,” Yado explains in a flourish. “These mighty gifts have been sent from all seven arms of the coalition, and given into service by the very families and parishes that have lost their sons, daughters, Brothers and Sisters to these slavers upon which we war.” As there are no chairs in the cave, Yado is able to look each member of the party directly in the eyes as he goes around the campfire in turn. “To don or use these items herein means to swear them in service against the slavers. May they be used in the name of freedom or justice, all must be employed in the struggle against draconian tyranny! With them, you will win forth or with glory, die in the attempt. Should you prove false, or your will weak, these must be returned the Servants of the Seven, or great calamity more perilous than death will befall you!”
At this point, Yado utters an entirely alien incantation and begins handing out the padded bundles, insisting on a solemn oath to employ these gifts in accordance with the will of the Seven Servants from each party member.
Any who so choose not to swear the oath do not receive the magic bundles, though may gear themselves with basic armor and weapons. Regardless of the oath, everyone gets a tabard with the symbol of the Seven Key Ring.
*- Bobby- Though the fanatics of your religion indeed argue against the existence of other Gods, they easily acknowledge the existence of other faiths (thus their involvement in the Seven Servants, albeit with an attitude of mockery, derision, mock derision, or derisive mockery.
**- Murphy- if you choose not to swear the oath, you still get the spells and components, but neither the spell-book nor wand (see Postscript post)
Please note: these rules aren’t in play until the DM says so
The DMG had some really fascinating things to say about the mechanics of charging. The rules are presented in an odd oder, so here are all the listings for FURTHER ACTIONS in the COMBAT section:
Close To Striking Range: This merely indicates that the party concerned is moving at base speed to engage the opponent. This action is typically taken when the opponent is over 1″ distant but not a long distance away. Play goes to the next round after this, as melee is not possible, although other activity can, of course, take place such as that detailed above (half-movements and such).
Charge: This action brings the charging party into combat on the charge round, but there are a number of considerations when it is taken.
~~Movement Rate Outdoors: Movement bonus for charging in normal outdoor settings is 33%% of base speed for bipedal creatures, 50% forquadrupeds.
~~Movement Rate Indoors: The indoor/dungeon rate is greatly reduced due to the conditions. Therefore, all movement at the charge is double base speed, remembering that encumbered creatures are not allowed the charge. Note: The opponent must be within 10′ distance at the termination of the charge in order for any blows to be struck during that round.
~~Armor Class of Charging Creatures: There is no dexterity bonus allowed for charging creatures. Creatures with no dexterity bonus became 1 armor class lower, i.e. easier to hit. Thus on AC 3 creature becomes AC 4. There is no penalty to AC 10 creatures for charging, however.
~~Melee At End of Charge: Initiative is NOT checked at the end of charge movement. The opponent with the longer weapon/reach attacks first. Charging creatures gain +2 on their “to hit” dice if they survive any noncharging or charging opponent attacks which occur first. Weapon length and first strike are detailed under Strike Blows . Only one charge move can be made each turn; thus an interval of 9 rounds must take place before a second charge movement can be made.–
The difference between the indoor outdoor movement may seem odd at first, but remember you are traveling in yards when outdoors. More importantly, those of us with longer weapons (talking to you, you two-handed swordsmen, pole-arm users, bastard and long-sword wielders) – ((not talking to you, you Freudian armchair analysts)) – if an opponent is sporting a weapon shorter than yours, you can hit them first on a charge with an automatic +2 to hit. You lose your Dex bonus to your AC, or suffer a neg 1 for that round. But still pretty sweet!That being said – there are some times when charging is definitely a bad call.
Set Weapons Against Possible Opponent Charge: Setting weapons is simply a matter of bracing such piercing weapons as spears, spiked pole arms, forks, glaives, etc. so as to have the butt of the shaft braced against an unyielding surface. The effect of such a weapon upon a charging (or leaping, pouncing, falling, or otherwise onrushing) opponent is to cause such opponent to impale itself and take double normal damage if a hit is so scored.
So I am thinking that the important take-home message of these charging rules is to look before you leap, or rather, check before you charge. If your weapon is longer than you opponents, consider charging. If they have any pointy pole arms, do not charge! But you know what, you already knew that. Odds of your having a weapon longer than an opponents spiky pole arm in near moot, but still important to keep in mind. Now here is a fascinating little bit of info:
Weapon Speed Factor: (edited) When weapon speed factor is the determinant of which opponent strikes first in a melee round, there is a chance that one opponent will be entitled to multiple attacks. Compare the score of the lower-factored weapon with that of the higher. If the difference is at least twice the factor of the lower, or 5 or more factors in any case, the opponent with the lower factored weapon is entitled to 2 attacks before the opponent with the higher weapon factor is entitled to any attack whatsoever. If the difference is 10 or greater, the opponent with the lower-factored weapon is entitled to 2 attacks before the opponent is allowed to attack, and 1 further attack at the same time the opponent with the higher-speed-factored weapon finally is allowed to attack. Note that such speed factor considerations are not applicable when either closing or charging to melee, but after on initial round of combat, or in cases where closing/charging was not necessary, the speed factor considerations are applicable.
Yes. Yes! Reasons to be a dagger wielder! Reasons to have a short-sword. According to these rules – Ingbee, with his short-sword (Speed Factor 3), should get two attacks each round when fighting against an opponent wielding a flail (SFs 6 or 7), for example. Hell, if he is fighting some pole-arms, that is three attacks! Per round! Ulla forbid Igbee’s ever mixing it up with two handed swordsmen, but that is awesome to know! Dagger users, with the Speed Factor of 2, they can get multi-attacks all over the place. Sweet beans!
– While perusing the AD&D DMG, I came across a few rules/tactics of note I am thinking we should be aware of both as players of the game and in light of the current party. Found some great stuff on attacks of opportunity and running the fuck away (yeah, yeah, yeah, I’m playing a halfling thief). Well, it’s not exactly an “Attack of Opportunity” per se, but it certainly looks like an opportunity to attack! ~ DMG, p. 70, COMBAT (MELEE)
Breaking Off From Melee:
At such time as any creature decides, it can break off the engagement and flee the melee (break it off). To do so, however, allows the opponent a free attack or attack routine. This attack is calculated as if it were a rear attack upon a stunned opponent. When this attack is completed, the retiring/fleeing party may move away at full movement rate, and unless the opponent pursues and is able to move at a higher rate of speed, the melee is ended and the situation becomes one of encounter avoidance.
– Okay, first of all – that is bad ass! This goes for both monsters and players, though I suppose that in the case of fighting an intelligent creature with no discernible “back” then the bonus would be mitigated accordingly. The rules for stunned opponents and attacking from behind are as follows (even though we are all probably pretty familiar with this rule):
Rear Attacks: Opponents attacking from the rear gain a +2 to hit, negate any consideration for shield, and also negate any consideration for dexterity.
Stunned, Prone or Motionless Opponents: Treat all such opponents as if being attacked from the rear, but in this case the ”to hit” bonus is +4 rather than +2.
Magically Sleeping or Held Opponents: If a general melee is in progress, and the attacker is subject to enemy actions, then these opponents areautomatically struck by any attack to which they would normally be subject, and the maximum damage possible according to the weapon type is inflicted each time such an opponent is so attacked. The number ofattacks or attack routines possible against such an opponent is twice the number normally allowed in a round. Otherwise, such opponents may be automatically slain, or bound as appropriate to materials at hand and size, at a rate of one per round. Note that this does not include normally sleeping opponents (see ASSASSINS’ TABLE FOR ASSASSINATIONS).
-Then I read something rather terrifying and intriguing. Melee in D&D is Fight or Flight!
Who Attacks Whom:
As with missile fire, it is generally not possible to select a specific opponent in a mass melee. If this is the case, simply use some random number generation to find out which attacks are upon which opponents, remembering that only a certain number of attacks can usually be made upon one opponent. If characters or similar intelligent creatures are able to single out an opponent or opponents, then the concerned figures will remain locked in melee until one side is dead or opts to attempt to break off the combat. If there are unengaged opponents, they will move to melee the unengaged enemy. If the now-unengaged figures desire to assist others of their party, they will have to proceed to the area in which their fellows are engaged, using the movement rates already expressed.
– Now first of all, this was just flat out strange being told what a character would do in melee. What if I don’t want to engage an unengaged enemy? What if I want to stab the engaged one? Reading this initially, it didn’t really hit me, but that is because I didn’t realize exactly what Breaking Off combat entailed. So my reading of this rule is that once a character has engaged with an opponent, they need to stay on that opponent until they are downed or until they break-off the attack (break it off). And so it follows that once an intelligent creature is engaged in melee with a character, that fight is to the death or until a character breaks it off (break it off). As terrifying as that is, note the extremely important detail that this only applies to single combat and that makes perfect sense. If two somethings are attacking another something, the out-numbered something should be able to strike at any of his attackers who are in range. Perhaps this is obvious, but I find this an important rule to be cognizant of- even if it sounds a little scary.
– But then check out this gem!:
Flank attacks: All flank attacks negate any defender armor class addition for shield. Attacks against a rear flank, where the opponent is virtually unable to view the attackers, negate dexterity armor class bonus.
-Holy fuck, yes! Ok, so yeah – this tactic can certainly be used against a few shield toting members of our current party, but our Cuthbert Campaign has enough melee capable players that flanking and rear-flanking are viable options. Remember what a bitch that Moat-house Asshole was? Shoulda been Flanksteak! This is only really an option when ganging up on a single target, but it should be in the party’s repertoire for appropriate situations.
That being said, what was that bit in Breaking Off From Melee about pursuing (break it off)?
PURSUIT AND EVASION OF PURSUIT:
abridged for wordiness
Pursuit And Evasion In Underground Settings:
When player characters with attendant hirelings and/or henchmen, if any, elect to retreat or flee from an encounter with a monster ar monsters, a possible pursuit situation arises. Whether or not pursuit will actually take place is dependent upon the following:
1. If the MONSTER MANUAL so states, then pursuit will certainly occur.
2. If the monster or monsters encountered are semi intelligent or under, hungry, angry, aggressive, and/or trained to do so.
3. If the monster or monsters encountered are of low intelligence but otherwise suit the qualifications of 2.. above, then pursuit will possibly occur
A. If the party outnumbers the potential pursuers, then pursuit is 20% likely.
B. If the party is about as numerous as the potential pursuers, then pursuit is40% likely.
C. If the party is outnumbered by the potential pursuers, then pursuit is 80% likely.
D. If condition C. exists, and furthermore, the potential pursuers conceive of themselves as greatly superior to the party, then pursuit is 100% certain.
Modifiers To Pursuit: There are several circumstances which will affect the pursuer. These are:
1. Barriers: Physical or magic barriers will slow or halt pursuit, i.e. locked portal, a broken bridge, a wall of fire, etc.
2. Distractions: Actual or magic distractions will be from 10% to 100% likely to cause pursuit to falter or cease altogether.
A. Food: Food, including rations and/or wine, will be from 10% to 100% likely to distract pursuers of low intelligence or below, providing the food/wine is what they find palatable.
B. Treasure: Treasure, including precious metals, gems, jewelry, rare stuffs such as ivory or spices, valuable items, and/or magic will be 10% to 100% likely to cause pursuers of low or greater intelligence to be distracted.
3. Multiple Choice: It will mast often come to pass that the pursued take a route which enables them to cause the pursuer(s) to have to make decisions as to which direction the pursued took in their flight.
-Now there are a bunch of finer points and percentiles and chances listed in the DMG for different conditional circumstances, but the gist is that if all else fails, dropping food and treasure is a hilarious and awesome way to give yourself a chance for escape. This may not be a paladin’s cup of tea – but what if he were say, saving a baby from some cultist bandits that will sacrifice the helpless infant the moment they get their grubby hands on it? That’s some highly noble tactical withdrawal going on. (Actually, that isn’t such a great example as I am pretty certain that heavy armor restricts running speeds, so let’s say it was a band of peg-legged cultist bandits and the point stands.) Additionally, rules are provided for parties on the run, and modifying movement rates by the slowest party member. There are also detailed rules for evading pursuit outdoors which take into account terrain modifiers and lighting conditions.
So there we go. Breaking Off From Melee rules, Attacking in Single Combat, Flanking and Rear Flanking, and the nuances and options to consider when pursuing or evading pursuit. Tactical options, people!
Eeek and Alas! I have caught an egregious error on my part. This being my first thief in any game format, and 1st Edition being rather odd in some places, I totally overlooked the fact that thieves can’t take bow proficiencies in our game. Only fighter types and assassins are allowed to put holes in people with arrows sans penalty.
As such, and somewhat fittingly since I brought the topic up in our mega-thread, Incandenza will now be a dart-chucker/plumbata lobber! I have already apologized to Alex and asked him not to change the bad-ass mini he made because it is just far too cool looking. Maybe after the next part wipe I can roll up a halfling assassin.
Apologies to all for the sloppy oversight!
Topic: Darts – Question: What the Fuck Is Up With Darts?
Introductory Aside: I am not at all suggesting new table rules to the Cuthbert Campaign, I am just raising some discussion-worthy questions about game mechanics.
The AD&D Players Handbook is actually pretty fair with Damage and Range as far as Darts are concerned when indoors: Damage vs Small and Medium creatures: 1-3 and Large is 1-2
Short Range: 1.5 (15 feet); Medium Range: 2 (20 feet); Long Range 3′ (30 feet)
It is important to note that anything beyond Short Range for all weapons should instill penalties to hit at neg 1 for Medium, and Long Range at neg 2.
However Outdoors, the Range becomes yards instead of feet – so now we are talking: 45 feet for Short; 60 feet for medium; and 90 feet for Long.
These become rather improbable distances for dart throwing – and it got me to thinking -wait, why are players always throwing darts in First Edition?
We imagine our wily Magic Users throwing darts when they employ them. (I suppose a Thief might use them as well, though it is a rare thief who uses a precious weapon prof on darts instead of throwing daggers or bows – Assassins get an additional weapon prof to the Thief subclass, so I could imagine that class utilizing them.)
They do have a rather attractive triple rate of fire per round, which does indeed make them a viable combat option (for mages in particular), but it got me to thinking: Why would anyone throw a dart in combat? We are used to the idea of thrown darts, but this is purely(?) from the game of darts, not the weaponization of darts. If anyone has illuminating information on the martial use of darts, hit me the fuck up, but the only effective uses of darts in a combat or hunting setting that I am aware of entails some sort of blowgun, or a similar means where the dart becomes a projectile. (Note: not talking about poison traps and the like – thought even then there is usually some sort of spring or propulsion mechanic)
Should (in a not by-the-letter D&D setting) dart usage beyond short range necessitate a blow gun? Don’t those outdoor distance figures imply a blowgun or some means of propulsion beyond a hand toss? Are outdoor dart-users supposed to be lobbing darts up to 30 yards?
I’m not interested in fudging ranges, rate of attack, or damage- I am simply questioning the concept. What do people think? Should Dart-Tossers be carrying around blowguns? In a non by-the-letter campaign would you just nerf the outdoor distances and leave it as is? Does anyone care about Darts at all? So many questions, and only YOU can supply the answers.
Next up in my D&D Q&A: Weapon Proficiencies- Why Magic Users Can’t Use Slings, and Why Druids Can Use Machetes (Scimitars) But Not Bows and Arrows.
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Sane and Back Again by Ingbee Gardenza
Gods Bless the Millow-Marsh- I dearly miss your laughing brooks, your merry folk, and where your biggest worry this time of year is fending off the dire-boar and making sure the villages have proper stores of ale for the Harvestfest. Alas.
Folk here can be terrible and cruel- but I must confess my surprise at how quickly I have taken to some of these strange twigbreaking plodders I find myself with. The Cudgel Lovers are headstrong and brash, but I they are fervent in a scuffle, and even if my kill count has notably surpassed theirs, they may be over-zealous but they fight the good fight. I find myself preferring the company of the forest friend- he came to my aid when the oafenkinds retreated without warning- and I mean to keep the favor returned. But that being said, I even enjoy the inconstant one with the clearly tortured past. He swings a mean blade when he cares to- and is highly competent in the field. I have yet to make up my mind on the eldrich fellow. All who practice the arcane arts are inscrutable in their own way, but being an elf to boot does nothing but further obscure.But I will not be dissuaded that easily.
In our travels today we encountered a startlingly large representative of Viperidae Muy-Grande. She was inhabiting a dark room filled with bats. Highly irregular and yet strangely thrilling on a purely herpetological level. We removed the fangs and venom sacks for further study.
Although today there was blood and fighting, we fought with clearer hearts and minds; though we lost our retarded ranger to a highly acidic ceiling slime, (a truly gruesome sight that no-doubt will haunt my dreams) I was able to dispatch with the over-sized viper specimen with flair, and I personally neutralized at least four zombies to boot. I do so very much prefer the zombies, as morbid as that may sound. I just simply cannot abide the bandits. I can almost respect the otherness of the creatures of the dark. Cutthroats and highwaymen, however? They will kill you in your sleep. They tried their hands on me. Now they lay silent for a thousand thousand nights. Restless. Foul. and yet I am still here.
Living here among the Others, if you can really call this living and not just simply surviving – it has taught me much as to what our kind can do. We may not stand as tall, but I can kill a man as well as man can. My blade is just as sharp, my arrows just as true. And all people are the same height when they’re dead. Ignoble will fear me. Friends will love me. And life will be the better for the singing of my steel and the thrumming of my bowstring. I am in and I am here.
The world of “man” is fearsome, but our kind can make ourselves heard here. We have less to fear than we thought. Man is not the true evil – Evil is. My companions may be strange, but they are fierce. Who is to say? – with some luck and some foresight, we may just make a difference.
Tonight, we retreated back to town. Not all that heroic, though I must say the bed is hard to complain about. With a full meal in our bellies and healing on the way, gods be good- We may just turn up something about those missing paladins – or at least smack some Evil around. Another day, another dungeon. I hope to be writing here in these pages again right soon.
by the hand of ~ Ingbee “Incandenza” Gardenza ~
Sane and Back Again by “Incandenza”
I Am In Here…
The sleepers all keep looking at me, and neither one of us can wake. Our eyes are in our throats I think I think. But you think I don’t know. Me. But you’re not sure. They’d Kill You In Your Bed! Red Neck Treasure Pockets Pricked and Pried!
. . *sigh*. .
Well anyway, you CAN’T say they didn’t deserve it those nasty toadstools! Fucking Other Brigand Scum, right- fellows? A little jig with the jugular – and sure as a Tallfellow-tit- you best come to meet ’em straight on! It was either them or us, it was. And I’d rather it be us than them, when all’s said and said, you see.
Oh right, and while I’m at it I may as well wish to be back in the Millow-Marsh at the Shavepenny Mongoose- my feet upon a stool pulled up in front of a warm crackling Winter Fir in the hearth! Or howabout a belly full of mung-wine, a canon of the Westbend’s absolute primo Old Toby – and after even there’d be lil’ Pinecone Amy and her rutabaga patch! I am in here. Stupid, stupid, Stout.. You are living with Others! With twigbreakin’ Plods! How did you ever expect anything other than the very bloodbath it was? take it. soak it in.
Oh gods-in-the-morning that’s right- a bath! I’d freaking kill for a bath -Ha! well. that is, if I haven’t already. One might say, you know, if they were at all inclined that way. So that’s all I’m just saying, really. I might be. Maybe the only one in here, even- but I am in here at least – Okay? It is sad here among the Oafenkind – not at all like back home.
Neither am I , really.
On this day and a half, I’ve killed six giants. Six.
We turned into our rooms having had too many cups and not enough winks, and I was as close to the Moth Mother’s milk as a man can get without a nipple in his kisser, when what do my weary eyes see but three, three, armed bandits coming into my room to rob me blind and carve themselves up a spitstick of this here hin-self. And I panicked. -my attack was futile. Separated from my sword and in the dark, I hid, I fought, and hid again. If it wasn’t for the rather dour eldrich fellow, my hide was as close to being riddled as a ring, with me there hiding under the bed- cowering, bleeding- and then, well- I guess you could say it was like magic.
The three murderous giants at my cabin all, as improbable as it may sound, fell asleep simultaneously and fell to the floor- sleeping. Sleeping they lay- and then sleeping they bled. I was upon them as quick and as sure as I could. I’d seen no remorse in these eyes, men but not men. The cold eyes of bandits. Toadfucking Wartdicked Bandits! Life among the giants is truly cruel- I have seen it, I’m afraid. They tried to kill me in my sleep. I was in there. Barely armed and half their size. They sent three at me- godsdamnin’em bunnybangers! I am in here Sleeping!
We slept next back at the Welcome Wench, I rented a room for the lot of us and we were keeping watch. The Club Priest and Forest Friend can both apparently heal, which is incredibly useful, and quite a good thing too since I’d had the right stuffing stabbed and beaten out of me.
So then acquired a new partner when we brought on an extremely well outfitted drunkard named Chipple or Elmo, or some such thing. – I suggested we use a page from the ol’ Truffletom Tiggly’s Roundabout Route Rout and we stutter-stepped our leavin’ town to throw off any more neerdowells. Can’t wait to tell that one round a round or twelve at the Old Furry Wubbly .
Next torchlicker I took was with a single shot from my full-bow (number four)- the arrow flew kestrel straight into his left eyehole and he fell to the ground, as another monster charged me and missed me wide-left with his mace. The funny plodder Jerome yelled praises of me and to challenge the other Others. It gets blurry after that.
Asshole with an impressive if slightly fascist looking baddass shield. Couldn’t hit him for anything! More stabbing than the bushes round a maypole but just could. not. hit that shit.
More eldrich, more snoozing, more slept. more red bloom trick. (that’s five) no thought. no chance. no way, men.
I waved my steel at the well armored plod, for a bit but it continued to be of not much effect. The last of the sleeping ones woke shortly after. He rose armed and next he fell as I swiftly sent him back down to meet the earth. My sword flashed the red of him when I pulled it from his side.
Next the elf-fellow simply rapsnaps and Zap! There goes Presto Shieldo! He crumpled to the ground as an eerie purple light flashed into his very self. Then we fell upon their bodies gutting through like mad badgers in a honey-hole.
My hands are shaking as I write this. I found things. Things on them. Things in me. Things found too. I am here still. Right. In here.
Need to Sleep They Kill You In Your Sleep DEAD- (MAD BADGERS)
. .**sigh**. .
Sane and Back Again
by the hand of ~ Ingbee “Incandenza” Gardenza ~