Thursday, October 31, 2019

Outcasts – Session 02 – Part 1: Walkin’ and Talkin’

[Tiny sleeps in, but Lars joins the group and the Three Investigators look into a case of stolen crops.]

[This game uses a modified version of the first ever roleplaying game.  These rules will be released as Adventures in the Green RPG in the (far) future.  Game session happen once a month.  This is the first half of the session that happened October 19, 2019.]


Player Characters:
Lars – male halfling Apprentice thief
Bigz Bigguns of the Big’uns Clan – female goblin Adept
Porkins – male human Medium

Not appearing this episode:
Tiny – male minotaur Veteran


Sunday, Sextilis 17th, 523rd year of the Aegean Kingdom
Tiny slept in this day.  Unable to awaken the sleeping minotaur [they sleep very soundly], Bigz and Porkins wandered the town market, where they ran across Lars, a halfling acquaintance of Bigz who recently completed his apprenticeship training.  Lars was looking for some quick income, as were Bigz and Porkins.  The trio scoped out the mostly empty market square [the next Market Day was not until Freysday] and decided maybe they should check the job board.

The job board had several job listings, but the only three that paid enough to interest the trio were:

  • A reward of 150 gold coin for convincing the feral goblin squatters in the Watch Tower Ruins to leave.  There was also a disclaimer that the sheriff will not pay burial expenses for those who try and fail.
  • A 10 gold coin reward from Adolphus Osricsson, the mayor of Eggstetten, for investigating missing crops and putting a stop to the theft.
  • A notice that the Burgwindheim steading was having troubles with giant ferrets and now pays a 5 silver coin bounty on giant ferret tails.  Bounties could be claimed from Thord Grizzlykiller in Burgwindheim.

While going after the feral goblins in the Watch Tower would have been emotionally satisfying, Bigz was of the opinion that the group was still not strong enough to try that again, especially with Tiny sleeping the day off.  The ferret tail job was promising, but did not pay enough.  The crop investigation seemed to have the best pay for the least danger, so they decided to pursue that job.

Eggstetten was a farming village about a two hours walk from Smolberg.  The trio went to the docks and took the ferry across the Jeetzel River and set south on the River Road.  Bigz was a bit nervous as they passed the Watch Tower Ruins, but nothing happened and they continued past.  At Kaidorf, some riverside wharfs and support buildings that acted as the river landing for Eggstetten, they turned west, away from the river.  Eggstetten itself was about half a mile from the river along a glen that opened onto fertile plains.

When the trio approached the village gate they were challenged by some guards asking their business.  Bigz explained they were there to investigate the missing crops and looking for the mayor’s office.  The guards sounded somewhat dubious about the truth of that statement, but the lead guard pointed the trio at a slightly larger house inside the village walls as the mayor's.  Bigz thanked the guards and the trio headed to the indicated house.

The group found a door with a sign that indicated it was the mayor’s office and walked in.  The mayor’s office was a single, somewhat large room that occupied the front half of the building’s ground floor.  A three-foot tall railing separated the area immediately around the door from the rest of the room.  A large man with an impressive handlebar mustache looked up from some paperwork on his desk [on the other side of the railing] and asked what they wanted.  Bigz explained [again] that they were there to investigate the missing crops.

Mayor Adolphus got up and opened a low door in the railing and invited the trio to seats over in the front corner of the room.  Once everyone was seated, the mayor explained the job.  Crops had been stolen from three different farms out on the north fringe of the croplands Eggstetten farmers worked.  The three farms were

  • The Kuhlefische steading run by Godric Kuhlefische
  • Vanechka Tosyaski’s farm
  • Maks Elderwood’s grove

Mayor Adolphus had sent some of his village guard to investigate, but they came back slightly beat up by the farmers.  The mayor admitted he may have sent the wrong people, but he didn’t have many people available, hence the job posting.  Bigz agreed to take the job and asked for directions and something as proof they were working for the mayor.  The mayor called in a scribe and dictated a letter authorizing the trio to investigate the crops under his authority, said authority to last until Freysday, Sextilus 21st [the end of the week].  Market day was on Cromsday [the day before] and the heads of the farms would be in.  If the trio had no answers by then, he wouldn’t need them any more – he’d send for soldiers from Smolberg.  Further, pay was contingent upon the adventurers either stopping the raids or providing proof of what or whom was stealing the crops so he could send soldiers after them.  He then gave the trio instructions on how to get to each farm and the trio left.

The trio left the village and followed the mayor’s directions north to the Kuhlefishe stead.  The dirt road they followed passed through croplands with occasional copses of trees.  After a half an hour of walking they arrived at the Kuhlefishe Stead.  The stead was a mixture of crops and orchards.  Across the road was another farmer [his name was Torr] weeding a field and they stopped to talk with him a bit [he wasn’t particularly helpful] before approaching the gate to the Kuhlefishe Stead.

The head of the steading was Godric, a farmer in his forties who was wearing a heavy leather apron over his clothes and carrying a crossbow.  Once the trio of adventurers showed him their authorization letter, Godric walked the them over to his apple orchard.  Six of the trees on the edge of the orchard had been picked clean of cider apples.

The adventurers looked over the area for clues.  The ground was tracked all over as the soldiers the mayor sent previously walked all over everywhere.  There did not seem to be any sign of ladders.  Lars and Bigz climbed up into trees and immediately found scuffs and rope burns on the tree branches indicating inexperienced climbers had been up in the trees and used ropes to haul themselves up and/or shake the apples from the tree limbs.  Porkins found an iron spike with saw teeth along one edge out beyond the edge of the orchard.  He brought it to Godric’s attention, which caused some tension with Bigz as she recognized the spike as one of hers that the goblins of the Watch Tower had taken [see Session 1, Part 2].

The adventurers suggested that it was likely that feral goblins had stolen the apples.  Godric asked where there were any feral goblins, the trio confidently informed him that feral goblins had taken up residence in the ruins of the Watch Tower along the River Road.  Godric walked over a couple of steps, pointed southeast, and ask, “You mean that watch tower over there?”  Looking where he was pointing, the adventurers realized they were just under a half mile from the Watch Tower and could clearly see the ruins on the hill from here.

Bigz told Godric they didn’t want to draw any immediate conclusions and needed to see the other two farms before reporting back to the mayor.  Godric asked where else they were going and Bigz told him the Tosyaski farm and Maks Elderwood’s grove.  Godric warned them that Vanechka Tosyaski, the owner of the farm, was of the shoot first school of thought and gave them advice on how to approach the farm safely.  The adventurers thanked him.

On the walk over to Vanechka’s farm, the adventurers discussed what they had found.  The iron spike was definitely one of the ones taken from Bigz a couple weeks ago and she reclaimed it.  She also let Porkins know she did not appreciate him bringing it to Godric’s attention and she would like it very much if he did not repeat that at Vanechka’s.  Bigz didn’t want to get shot by the cranky farmer.

As they approached the gate to Vanechka’s farm they walked along part of the front fence of the property.  There were numerous signs warning that trespassers would be shot and the split rail fence noticeably provided little cover.  The front gate to the farm had several signs of its own and was in clear line of fire from the front porch of the house.  There was a bell hanging from the gate post and Bigz started ringing it loudly and calling out the group’s presence.

Eventually a large human peasant woman came out the front door of the house, carrying a loaded heavy crossbow.  She called out to Bigz to stop making that racket and what did they want.  Bigz yelled back that the mayor had sent them to investigate the missing crops and they had a letter authorizing them to do so.  The woman thought about it and then told them they might as well come in then.

The woman introduced herself as Vanechka Tosyaski and walked the trio around the right side of her sturdy farmhouse to some crop fields near the back edge of her property.  The thieves had stolen tomatos, potatos, and goats, clearing out about a half a field of the vegetables, plants and all.  Vanechka pulled out some rails from the fence she had set aside after fixing the fence.  They all showed signs of being sawn through [poorly].  The ground was churned with the passage of many feet.  Out past the fence the adventurers found some goblin-sized footprints, goat tracks, and wheelbarrow tracks that led off to a nearby copse of trees.  They lost the trail among the trees but were satisfied the tracks generally headed towards the Watch Tower.  The adventurers told Vanechka what they suspected and that they still needed to go over to Maks Elderwood’s place before reporting back to the mayor and made their good-byes.

The adventurers followed the road around to the southeast, turned off the road where the mayor’s instructions indicated, and followed a small stream to a large grove of trees.  Maks Elderwood was a nut farmer with hickory, hazelnut, and walnut trees making up large sections of the grove.  His low house was flanked by two enormous oak trees and Maks was sitting on his porch, smoking something aromatic from a pipe.

Bigz introduced the group and displayed the letter of authorization from the mayor.  She asked what crops he was missing.  He responded with, “Better I show you.”  He then walked the group back through the grove to a far edge.  There he displayed three tree stumps and a lot of sawdust.  He told Bigz that he had been away for several days making religious observances and came back to discover that someone had cut down three of his walnut trees and dragged them away.

The adventurers looked around.  There was a lot of sawdust in three areas near where the trees had been and furrows in the ground.  It looked like the tree limbs had been cut off to make it easier to drag the trunks away.  None of the limbs and very few of the twigs from the fallen trees seemed to be left behind.  The ground had been walked all over, but there were a few goblin tracks still visible and what might have been hobgoblin tracks as well where the tree trunks were dragged away.  The adventurers thanked Maks for showing them the site and told him they were going to follow the drag marks.  They expected the marks led to the Watch Tower, where feral goblins were known to be squatting.

After they were away from Maks’ grove, the trio discussed their findings while following the obvious drag marks.  They were very certain that the goblins of the Tower were responsible and concerned that the goblins were fortifying or repairing the tower.  This suggested the goblins were planning on staying for a while.

The tracks did lead to the hill the Watch Tower was on.  The tracks circled around the edge of the hill to the north.  Lars suggested the team go around the other way in case the goblins were watching the approach.  As they circled around to the south of the hill they discovered a cave entrance into the hill itself in the southwest "corner" of the hill.  The entrance was partially concealed by some trees and bushes and could not be seen from the Tower itself.  The adventurers made note of this and kept circling the hill.  When they reached the southeastern corner of the hill they ran out of cover and stopped.  They could see the front of the Tower from here and Lars took his first detailed look at the tower.  The trio could see that the front entrance now had both doors, the left one obviously new, and that the doors were closed.  There did not appear to be any other noticeable fortifications or repairs to the Tower or the few other ruins on the hill.

End of Part 1


Behind the Greens
[This is where we paused playing for a dinner break.  The rest of the session will be covered in Session 2, Part 2.  Foreshadowing: they finally explore that cave!]

[Tiny's player could not join us for this session, but Lars' player, who missed Session 1, could, so the group size stayed stable.  Next session should have all four players, which they will need.]

[Part 1 of this session was a lot of investigation and talking to folks to get information.  The players had to do the talking as OD&D doesn’t have skills for them to roll against.  I like this as it makes for a more organic role-playing experience.]


Outcasts
Session 01, Part 1
Session 01, Part 2


Session 02, Part 2


Thursday, October 17, 2019

Outcasts – Session 01 – Part 2: A Worse Ending

[The same three adventurers look to make some money clearing out the Watch Tower of goblins.  It does not go as planned.]

[This game uses a modified version of the first ever roleplaying game.  These rules will be released as the Adventures in the Green RPG in the (far) future.  Game session happen once a month.  This is the second half of the session that happened September 28, 2019.]

Player Characters:
Bigz Bigguns of the Big’uns Clan – female goblin Adept
Tiny – male minotaur Veteran
Smols Wedge – male “gnome” Medium

Added Later:
Porkins – male human Medium


Hernesday, Quintilis 25th, 523rd year of the Aegean Kingdom
After killing a bunch of goblins at the old Watch Tower and capturing one of them for questioning, the three outcast adventurers hauled their captive back to Smolberg.  [See Part 1 for details.]

Back in town, the adventurers turned their feral goblin captive over to a sergeant of the town guard.  They explained they found feral goblins in the Watch Tower and killed some, but they were not certain if there were more.  The sergeant took their captive to see if there were any specific rewards and asked the adventurers to come back in a couple days.

Magusday, Quintilis 26th, 523rd year of the Aegean Kingdom
Bigz cast Cure Light Wounds on Tiny while Tiny and Smols rest and heal from their wounds.

Cromsday, Quintilis 27th, 523rd year of the Aegean Kingdom
Tiny and Smols finished resting and healing from their wounds.

Freysday, Quintilis 28th, 523rd year of the Aegean Kingdom
All healed up, the adventurers checked the town public announcement pillar for anything interesting.  There was a notice from the Smolberg Town Guard offering a reward to get the feral goblins to leave the Watch Tower.  Intrigued by the word “reward,” the adventurers went to the Town Guard headquarters to get details.  There they learned that the reward was 50 gold coins, a serious amount of money.

Bigz decided to go to the Land Office to find out who owns the land the Watch Tower is on.  Maybe it might be available for purchase or the current owners might pay an additional reward for removal of the goblin squatters.  The bureaucrat at the land office was not especially helpful, but did tell Bigz which form to fill out.  Bigz spent an hour filling out the form and turned it in, only to be told that a reply would be available in a week.  Bigz shrugged and left.

With nothing else to do in town, the adventurers took the ferry across the river and then walked south, through the woods, to get to the Watch Tower.  This time, the adventurers decided to sneak up the hill to the watch tower.  Finding the entry hall much as they left it, minus the goblin bodies, plus blood stains.  Tiny once again approached the door on the right, but kicked it open rather than knock.

The room beyond was an impromptu goblin barracks, full of once-sleeping goblins who were now awake.  Smols immediately cast his Sleep spell and put all 14 goblins back to sleep!  Tiny entered the room and started using his axe to kill the sleeping goblins.  Smols hopped down from Tiny’s back and used his knife to cut throats.  Bigz tied up one of the sleeping goblins to question and take back to town later.

Unfortunately, the noise of kicking open the door drew alert goblin guards from the room across the entry hall.  They snuck up on the slaughtering adventurers and threw spears at Tiny.  Two of the spears hit, heavily injuring Tiny [5 of 7 hit points in damage].

This fight went much worse than the previous fight.  The adventurers faced 10 awake goblin guards and had only killed 5 of the 14 sleeping goblins before the noise of the combat started waking those goblins up.  The adventurers were surrounded and fighting for their lives, trying to kill the goblins before the goblins got a lucky shot in on them.  Bigz cast Cure Light Wounds on Tiny to heal him up while all three adventures did their best to kill goblins.

Tiny attempted to force an opening through the goblins for Smols and Bigz to follow, but took a big hit from a spear as more goblins could now target him [6 points of damage from a single hit].  Smols wanted to follow, but two goblins skewered him with their spears, killing him [two critical hits, back to back].  Bigz also took a major injury and saw death.  She instead surrendered, hoping the goblins would accept it.  She also called out to Tiny to surrender.  Tiny was angry with the goblins for killing his friend Smols and bellowed loudly, but eventually surrendered as well.

The feral goblins, still in shock about the suddenness of the fight accepted the surrender.  [The goblins knew they could kill the two adventurers but the adventurers had killed 8 of them in the short fight and none of them wanted to be the ones who died taking down the adventurers.]  The goblins made the adventurers strip to their small clothes and then leave, allowing them to take Smols's body and keep Bigz's holy symbol [the goblins didn’t want to get a deity angry at them for stealing it].

Despondent but alive, the adventurers fled the Watch Tower for the nearby forest.  There Bigz attempted to revive Smols, but he was gone.  [Rolled low on the Mortality Table and received the result “That’s a bad way to go.”]  Bigz and Tiny dug Smols a shallow grave and buried him in the forest before returning to town.

Quintilis 28th through Sextilus 4th, 523rd year of the Aegean Kingdom
The remaining two adventurers, sans gear but burning with a desire to get even, took jobs for a week to earn enough money to replace their gear and heal up.

Tiny, heavily injured but still strong, spent his time chopping wood.  After subtracting the the cost of renting an [over-priced] axe, Tiny earned 4 silver coins.  [Tiny has an INT of 6 and WIS of 6, so he felt this was a good deal.]

Bigz found a wealthy and [after I mis-read the rules] generous patron who hired her as a healer for a princely sum of 300 gold coin.  While working for her patron, Kismi the Sybaritic Sorcerer, Bigz met a human Medium named Porkins.  While Bigz mostly ignored the humans working for her patron, but one day she was angry and cursing in Mü, the language of minotaurs, and one of the humans snorted at her comments.  This sparked an interest in Bigz.  She and Porkins took to talking [in Mü , of course] and he wanted to be an adventurer, but wasn’t willing to strike out on his own.  Bigz smiled wide.  She had such a deal for Porkins.

Sextilus 5th through the 8th, 523rd year of the Aegean Kingdom
With pay in hand and a new adventuring partner, the group spent several days re-equiping with gear and armor, especially plate armor that fit Tiny.  Bigz also used Cure Light Wounds to finally heal up Tiny as all the wood chopping he had done kept him from healing naturally.

Magusday, Sextilus 6th, 523rd year of the Aegean Kingdom
Geared up, healed up, and well fed, the adventurers decided to check the job board for something that would pay well but wasn’t going after the goblins yet.  Bigz felt the group needed some additional experience before going after the “gnawers” at the Watch Tower.  Besides, the reward for removing the goblins was now up to 100 gold coins.  If they waited another week it might go up even higher.

The adventurers checked the town public announcement pillar and found a job protecting a merchant taking goods to Grossestadt [a large city down the Weser River] from river pirates.  This seemed like a good job for the group of adventurers.  After tracking down the merchant [who liked the visual deterrent a minotaur would bring] they negotiated pay of 100 gold coin each for the trip down river and back.  The merchant, Aron Kalteswasser, explained that the dangerous part of the trip was the trip back when the boat would be poled upriver, against the current and at the boat’s slowest speed.  As a result, they would not get paid until the group returned to Smolberg.  The adventurers were fine with this.

Cromsday, Sextilus 7th, 523rd year of the Aegean Kingdom
Early in the morning the adventurers climbed aboard the river boat at the Smolberg docks.  The boat set sail shortly thereafter, following the current down the Jeetzel River.  Late in the afternoon, the boat transitioned from the Jeetzel to the Waser River and sailed down the Waser.

Sunday, Sextilus 10th, 523rd year of the Aegean Kingdom
Early in the morning the boat arrived at Grossestadt.  The Aron instructed the adventurers to stay onboard the boat while he delivered the cargo.

Later in the day Aron returned to the boat and told them they would be staying in the city overnight.  The adventurers could get off the boat but should stay in the vicinity of the docks.  The merchant had arranged sleeping space at a hostel in the docks area for them and the boat crew and paid for it.  They were on their own for food.

Moonday, Sextilus 11th, 523rd year of the Aegean Kingdom
Late in the day Aron returned to the boat with a chest he locked up in the hold.  The boat’s crew poled the boat out of the city docks and started the laborious process of poling the boat upstream.

Magusday, Sextilus 13th, 523rd year of the Aegean Kingdom
Mid-afternoon, a group of river pirates pushed a skiff into the Waser River from a concealed spot on shore.  Two of the pirates rowed in quick conjunction while three of the pirates pointed loaded crossbows at the crew, calling out, “Ahoy!  Prepare to be boarded!”

Bored out of their minds, the adventurers sprung to attention.  Bigz started slinging rocks at the pirates with the crossbows while Tiny and Porkins waited for the pirates to close.  Bigz killed one of the crossbowmen just as the skiff pulled up to the boat.

With a bellowing warcry, Tiny, clad in plate armor, leapt from the boat to the skiff and attacked the skiff’s bottom.  The skiff nearly capsized and immediately started taking on water.  This caught the pirates off-guard and their crossbow shots went wide of their marks.

Tiny, satisfied the skiff would sink, attacked what he perceived to be the lead pirate, cutting in half the man and his crossbow [critical success].  Bigz killed the third and final crossbowman with her sling while Porkins waited  it seemed to him Tiny had things under control and casting a spell would have been a waste.  The rowing pirates jumped from their skiff and started swimming away.  Tiny jumped from the sinking skiff onto the pirate swimming upstream, grabbing the pirate and pulling him under the water.  This attack drove the air from the pirate’s lungs and he immediately drowned.  The last pirate, swimming with the current and staying under water as long and as often as he could, escaped.

Tiny, still holding his breath, slogged along the bottom of the river to shore.  The boat pulled over to pick him up and he spent the rest of the day cleaning and oiling his armor to keep it from rusting.

Yggsday, Sextilus 16th, 523rd year of the Aegean Kingdom
The boat arrived back at the Smolberg docks.  Aron gladly paid the adventurers for work well done.  Bigz asked for and received a letter of recommendation from Aron for the group.
End of Session


Behind the Greens
[Yes, I will be using Kisme later as an adventure hook – assuming Bigz lives long enough for it to happen.]

[What does Mü sound like?  Imagine every scene in a MCU movie with Groot in it, but shorten his dialog to the word “Mü”.  That’s exactly what it sounds like.  The players started using it in play and it became the defacto language of the adventuring group, especially since it is the only language Tiny speaks.]

[After the near-TPK, the players greatly enjoyed the fight with the river pirates.  It was running late, so I only ran the one attack.  Perhaps word got out.  The players wanted to level their characters before going back after the goblins, plus they wanted to wait for the next session when the fourth player would be available.  I’m fine with this, but pointed out that direct assaults on the front door where all the goblin guards are might not be the best plan and maybe they should do some thinking before returning to the Watch Tower.  I think they took the hint.]


Outcasts
Session 01, Part 1


Session 02, Part 1 [Not Written Yet]



Thursday, October 10, 2019

Outcasts – Session 01 – Part 1: A Hard Start

[Three adventurers looking to make some money investigate reports about the Watch Tower Ruins.]

[This game uses a modified version of the first ever roleplaying game.  These rules will be released as the Adventures in the Green RPG in the (far) future.  Game sessions happen once a month.  This is the first part of the session that happened September 28, 2019.]


Player Characters:
Bigz Bigguns of the Big’uns Clan – female goblin Adept
Tiny – male minotaur Veteran
Smols Wedge – male “gnome” Medium

Added Later:
Porkins – male human Medium


Hernesday, Quintilis 25th, 523rd year of the Aegean Kingdom
A motley group of near outcasts in the town of Smolberg comprised of a goblin, a young minotaur, and a “gnome” [really a short and filthy human] overheard rumors of things seen at the abandoned watch tower ruins across the Jeetzel River and a little way upstream.  With no other plans and hoping to make some coin, the outcasts decided to investigate the rumors.

They rode a cheap ferry across the river to Waldrand landing and took the River Road south.  Smols had a harness that he called a minotaur saddle that he used to ride Tiny.  The harness was similar to a backpack, but without the container part and adding a low bar that Smols could stand on.  Some clamps and a strap around his chest anchored Smols and freed up his hands for casting spells.  [Google “standing toddler backpack” and you’ll see one.  Really.]

After casually walking for an hour the group arrived at the foot of the hill the Watch Tower sat on.  The hill was a little steep, so Bigz pulled out a cob-goblin-made iron spike and used the serrated edge on it to cut off a tree branch to use as a walking stick.

[Note: “Cob-goblin” is a shortening of “cobbler goblin”, one of the nicknames given to goblin that live in close proximity to human settlements.  They collect human junk and broken things and cobble together “fixed” versions for cheap resale.  They also collect wood scraps to soak and create wood pulp for paper making.  Due to a quirk of their psychology, everything they cobble together has a saw-tooth edge on it somewhere “in case you need to cut some wood.”  This includes iron spikes, books, helmets, and even clothes.  Hey, you never know when you’ll need to cut some wood.  Cob-goblins tend to dress in the styles of the humans they live near.]

The group hiked up the front of the hill.  About halfway up they noticed a low wall in front of the watch tower and investigated.  The wall outlined a corner in a paved but overgrown walkway.  Ahead of them were stairs down the side of the hill.  To their left the overgrown paved walkway led to a flight of stairs to a portico area in front of the entrance to the watch tower.  They could just make out the large doorway and noted one of the two doors was missing completely.

The group followed the path to the Watch Tower and climbed the stairs to the portico area.  Not seeing or hearing anything unusual, they stepped into the dim entry hall.  It was 20 feet wide by 30 feet deep with a side passage on each side wall at the far end of the room.  Tiny pushed open the remaining door to let in some additional light before wandering in, Bigz following along behind the minotaur and his “gnome” rider.

The left-hand passage opened to a room while the right-hand passage contained a single, closed door.  Tiny walked up to the door and started knocking.  Bigz and Smols both turned to observe the other passage while Tiny knocked, so they saw six “feral” goblin guards walk forward from somewhere off to their right, deeper in the room.

[Note: “Feral” in this case indicates goblins that do not live in close proximity to humans and follow “traditional” goblin ways.  They feel that cob-goblins has forgotten what it means to be “true goblins.”  Cob-goblins hate this and refer to feral goblins as “gnawers,” claiming they use their teeth to fix everything by chewing on it.  Both sides feel they are true goblins and the other side are fools.  I think you can see which way the ensuing encounter is likely to go.]

After Bigz and some of the “gnawers” exchanged near-ceremonial insults, both sides prepared to fight.  The goblins each had two spears and the six visible goblins were ready to throw theirs.  Fortunately for the adventuring outcasts, Smols got his Sleep spell off first, dropping all six goblins he could see.  Tiny stepped forward and killed a sleeping goblin with his axe.  Bigz used her sling to kill another sleeping goblin.  Some additional goblin guards stepped forward from around the corner.  One threw a spear at Tiny and missed entirely.  [Cue "sad trombone" sound.]

The adventurers concentrated on killing the sleeping goblins first, before they woke up and joined the fight.  They were mostly successful at this, killing five of the six before the last one woke up from the combat noise.  As a result, Tiny took damage from the awake goblins.  Tiny stomped on one of the goblins, pinning it to the floor and held it there for the rest of the battle.  This affected his accuracy for the rest of the fight [not as part of a game mechanic but dramatically, he started rolling really poorly after this point].  Smols flung his dagger at one of the goblins attacking Tiny and missed widely.  A “gnawer” attacked and dropped Smols to zero hit points in response.

While Tiny held the surviving goblins at bay, Bigz cast Cure Light Wounds on Smols and revived him.  [See my notes below in Behind the Greens about this.]  The morale of the feral goblins started to wane at this point and individual goblins started fleeing the fight.  Bigz killed one trying to escape out the front of the tower.  Smols flung his dagger at one of the goblins fleeing deeper into the tower and hit Tiny instead.  The remaining feral goblin attacked Tiny, trying to finally kill the minotaur, and was only stopped by the minotaur’s shield.  Tiny killed the goblin in return [finally rolling a hit].

With all the feral goblins dead, Smols tied up the one Tiny was standing on.  They took their captive and exited the tower, retreating down the stairs and into the forest just north of the watch tower hill.  There they questioned the feral goblin but the only thing they learned of use was that the feral goblins had moved into the tower about two months ago with “lots” of goblins.  The timing mostly matched up with when the rumors of "things moving around the tower" started.

After discussing their options, the adventurers decided to haul the feral goblin back to town to see if they could get a reward for the goblin and the information as to what was in the tower.

End of Part 1


Behind the Greens
[So while we are using the 3 LBB version of D&D, I’m using this campaign as a testbed for writing my own version of those rules.  My goal is to use the rules as written, no matter what strange things that leads to.  I’m using select rules from Supplement 1, including the Thief class, and a few choice rules from other versions of D&D.  This includes the Mortality Table from Adventurer, Conqueror, King System.  Therefore, when Smols went down to zero hit points, that was not the immediate end of him.  Immediately after the fight we calculated the modifiers and rolled on the table.  He had a lot of positive modifiers to the roll and rolled high, so he saw visions of lost companions while down but immediately rebounded.  This mechanism makes beginning characters a little less fragile without inflating hit points and with some uncertainty – as will be apparent in part two.]

[This campaign only plays once a month, but we play 8-10 hours with a dinner break, so most session reports will be spread across two parts.  I want to avoid a full-on Wall-o-Text each blog entry.  Part 2 of Session 1 will cover the events after our dinner break and the further perilous adventures of the Outcasts.]


Outcasts

Session 01, Part 2 [Not Written Yet]