Showing posts with label morons. Show all posts
Showing posts with label morons. Show all posts

Friday, September 7, 2012

Hommlet Session 1 conclusion: The Grim Reaper loiters at the Moathouse

This post was scheduled to go live back in January.  For some reason it never did, and I never corrected the matter, though I must have noticed it at the time.  It's a bit dated now, but here it is nonetheless:

Readers may recall what went down when the gang took on the murderous frogs of Emridy a while back.  As a refresher for those who don't care to go there, the party consists of 3 PCs: Ahmad the Prestidigitator, Ponce the Paladin, and Jerry the Rogue(Apprentice), as well as several of the stock NPCs recruited from Hommlet: Elmo the Ranger, Kobort the Dimwit, Furnok the Thief, and Zert the Warrior.  Spugnoir the Second Level MU had already met his end against the frogs outside the gate earlier in the same session.  Before we go any further, I should make you aware of a few changes I've made to the moathouse:
  • the 3 crossbow-wielding brigands in room 7 have upgraded to short bows.
  • I've added an undercroft level between the main floor of the moathouse and the dungeon level.  The undercroft is accessible directly from the bailey of the moathouse via two large, vacant doorways which lead to a stable located to the right of the gate.  I innocently threw some skeletons in there for good measure. 
A crappy photo of my incomplete moathouse revisions
I did not at all foresee that these two seemingly innocuous changes would create a death trap that would leave half the party dead.

Once inside the gates of the moathouse, the players saw the opening to the stable and headed straight for it.  As soon as the entire party was in the open, the Brigand archers opened up on them from the arrow slits on the north side of the bailey, taking out Ponce the Paladin and causing the rest to run for cover in the stables... where 7 undead skeletons rose out of the rubble.  Jerry the Rogue (apprentice) soon met his end at the blade of a skeleton sword; two PC deaths in just 3 rounds.  But that was not the end of the Reaper's day; while the party was still engaged with the skeletons, a few of the brigands snuck down to the bailey and launched spears and javelins into the players' backs before bolting back to cover.  Their surprise attack inadvertently did the party the favor of taking out Zert, who is actually an evil agent of the Temple, but at that moment they really needed his sword against those skeletons.

No matter, they managed to eliminate the rest of the skeletons without any more fatalities; thanks almost entirely to the mighty axe of Elmo and sword of Kobort.  And Ahmad the Prestidigitator's uncanny hit point total (7) came in handy as well.

Including the death of Spugnoir at the end of the previous session, the party had been reduced to half of their original number in only a few minutes of game time.  And they were pinned down in the stables; the only door out--other than the open entrance from the bailey--was barricaded and Elmo and Kobort, despite all their 18 so-and-so strengths, blew their chance to open it.

But those two, at least, were still unscathed and, convinced that the brigands must not be too tough, they took it upon themselves to storm the entrance to the moathouse counting on nothing more than their insurmountable ACs, exorbitant Strengths, and excessive hit points to carry the day. Pretty brave, huh?

Under fire from the arrow loops and facing polearmed brigands blocking the doorways at the top of the stairs, our heroes fought there way into the "Black Chamber" where they were outnumbered 4 to 1.  Elmo was surprisingly inept with the dice on this day; he was stymied for several rounds by the halberd-wielding brigand at the door, all the while taking arrow fire from the adjacent arrow slits.  But he finally disarmed the halberdier and moved to the aid of the ailing Kobort who, thanks to his adroitness at dispatching the pole-armed bandit that stood in his way, had been taking on the rest of the bandits on his own--including the bandit leader with whom he'd been trading blows while two others marauded his flanks.

Once inside, Elmo succeeded in drawing the attention of a few of Kobort's assailants but soon found himself surrounded as reinforcements arrived from adjacent rooms.  Though any hit from Elmo's axe meant a death sentence for the brigands, he managed to take out only 3 of them over many rounds of fighting.

Furnok the thief--excuse me, the Ferd--arrived just in time to take on one of the archers who had just arrived from the arrow loops in the adjacent room and at last Kobort bested the Brigand leader in the war of attrition they'd been waging, and the rest of the brigands took to their heels and fled through their escape hole in the tower.  The boys were worn out and lacking in missile weapons, so they made no effort to pursue the fleeing brigands through the swamp. They gathered their dead and cleared out before dark with only a few coins purloined from the 4 brigand corpses to show for their losses.  It was with more than a little shame that the depleted party straggled back into town later that evening with barely enough cash to pay for funeral arrangements for the fallen.

Unbeknownst to the party, the surviving brigands returned to the moathouse later that night and dug up their treasure stash in the rubble before fleeing the scene for good.

Tuesday, May 24, 2011

Sartorial Sorcery: Pointy Hats Explained

I finally figured out why wizards wear those blue robes and pointy hats with the lucky charms pinned to them: the dorky duds serve as antennae for the mana that they require to cast their spells!  Hear me out: Mana floats about us unseen much like the ether that fills outer space but it can only be harnessed for magical purposes by those who can concentrate it into a useful force.  The best way to focus arcane energies is clearly to make them laugh at you.  So theurgists and thaumauturgists alike don the most garish garb they can muster in an effort to incite the mirth of mana.  An unfortunate side effect is the de facto celibacy such attire certainly causes.   

It's the same reason MUs suck at combat and yet still won't wear armor; mana serves only those who humiliate themselves.  What better way to humiliate yourself than to pursue a career where your life is constantly at risk yet the only thing between you and the dragon's maw is a silly robe and a wooden stick?  "Hahahaha," says mana as the orcs rush your ridiculously resplendent conjurer, "ok, here's your magic missile."  Mana sure has an evil wit.

Pointy ears and hat?!  Double the laughs!
This also explains why elven multi-classed MUs get to cast spells whilst wearing armor: they've got those silly ears sticking out of their helmets!  HAW HAW HAW!  From there it's easy to extrapolate why half elves are weaker spell casters than either of their parent races*: their ears have been diminished in the crossbreeding,  reducing commensurately their ability to elicit the mirth of mana.

Silliness applies to gnome illusionists as well: they've got those big-ass noses to make the mana smirk.  The forces of magic, however, apparently have an aversion to the hirsute--who doesn't?--thus halflings with their hairy feet and the profusely bearded dwarves are unable to focus the eldritch powers at all.

*as per the PHB 1978, half elves can only achieve 8th level while full elves can achieve 11th and humans are unhindered in their advancement

Thursday, January 21, 2010

Death to the Mad Archmage! or We actually play the game.


Following up on our hockey night/character generation session Bob and I actually got together the next night to get started on our Old Style quest for 1.6 oz. coins and positively integered magical armaments. Bob has approved my decision to use Joseph Bloch’s Castle of the Mad Archmage (CotMA) based on the high quality of his blog posts over at Greyhawk Grognard and the nice price tag of his module. Actually, those are my reasons for choosing it; Bob’s reasoning goes more like this: “Whatever, let’s just play.”

And to Mr. Bloch I owe a humongous apology for the butchering his handiwork receives here. Please folks--and thank goodness there are few of you reading this--don’t allow my experience to taint what, in the hands of a competent DM, is a fine adventure.

I should explain our methods a bit, as they’re more than a little unorthodox. As discussed previously, we rolled up 6 characters, one from each of the classes (Fighter, Magic User, Cleric) and races (Elf, Dwarf, Hobbit-gnome-leprechaun) available in S&W who we’re pretty much running jointly, like so many pieces on a chess board. And for various reasons that don’t seem at all reasonable now that I'm trying to type them up for public review, we thought it would be perfectly ok if, rather than having one DM, we would alternate the task at each encounter, depending on a roll of the dice (low = Bob’s the DM, high = Me). Neither one of us has read the module, so we’re going in this blind and stupid. And oh yeah, we’re calling the DM the “Reader.”

Essentially, we are co-playing 6 players while simultaneously co-DMing a dungeon that is unknown to either one of us. Let me know if anyone cares anymore.

To make matters worse, neither of us has a functional printer to print out either the rules we’re using (Swords & Wizardry) or the module, and we’re way to cheap to print them out at a copy shop, so we’re just reading the PDFs straight off the screen of Bob’s laptop. Holy crap is this annoying, but here we go!

We skip all the traditional meeting up in the tavern business and head straight down the stairs to the 2nd level: and a huge spider drops on our asses. Actually our heads, but it misses. We don’t know for sure how a huge spider differs from any other spider,  but neither of us has rolled a 20-sider in combat since the Mulroney administration, so we have at it with extreme gusto. The party retaliates, both of the fighters in the front row (Sigurd the Ranger and Polvo the Dwarf, for those following at home) hit for some pretty hefty damage and the spider immediately realizes that it’s in over its head and skitters back into its web. We break out the missile weapons and take pot shots into the web until the critter’s corpse falls to the floor. We ended up breaking a lot of arrows this way; next time we’ll torch the webs like good old schoolers, but we really wanted to roll them 20 siders. [Edit: one of the ways in which huge spiders differ from the other varieties is that they are not web-builders. Insert blushing emoticon here. --Dice-chucker, 5/29]

We randomly chose one of the two doors out of the room, walked down the hall and popped open the first door we found on the left: 2 armed dudes. This time I am Reader and, reading that they are part of a posse of brigands who normally steal from half-dead stragglers wandering out of the dungeon, and that they have cohorts in several adjacent rooms; I decide that they will try to parlay until they can set off the alarm that I’ve decided is in their room, thus alerting the rest of their gang. They manage to engage the Party in conversation and trip the alarm. Suddenly the doors to the other rooms open up and the rest of the brigands come out in the hall.

Then this happens:

Bob: Hold on! You aren’t the Reader of all those rooms, only this one!
Me: But they’re all part of the same group; they act as a team!
Bob: Too bad, that wasn’t in the agreement. We’re supposed to roll for each door.

Bob is having none of my loosey-goosey rule adherence tonight—he hasn’t had anything to drink and there’s no hockey game to distract him—so we roll for each of the rooms that the brigands came out of and more or less split them. We decide that upon hearing the alarm the party backed out of room 35 and prepared weapons. Suddenly faced by 10 brigands instead of 2, they brace for combat.

Bob and I quickly confer about what kind of strategy these brigands would have in place and agree that our party looks far to fresh and are conspicuously lacking in bulging sacks of coinage to be of interest. So the brigand leader calls out: “Ahoy, wayfarers, welcome to the CotMA; don’t be alarmed; we’re dungeon security. We make sure none of the critters wander out and stuff. Let us know if you need anything, we’ve got torches aplenty if you find yourself in the dark.” And they let us pass. We decide that the party is dubious and decides to return down the hall to the spider room rather than risk an ambush as they pass through the midst of this gang. "Suit yourself, and have a happy adventure” yells the Brigand leader as we beat a cautious retreat toward the spider room.

Ok, so the incident itself was pretty uneventful but here’s the bizarre thing, our co-DMing thing had lead to us actually working together as a team to determine how the dungeon would react to the presence of the players within its confines. We were playing the part of the dungeon! Man, this was mind blowing. My enthusiasm for this experiment just went through the roof!

So we turned tail and retreated down to the spider room and proceeded through the other door, wandered down and popped open another door. Roll the dice: Bob’s the reader.

Bob: There are a bunch of troglodytes in this room and in two adjacent rooms, how should we run them? [it’s now assumed that any multi-room encounters shall be run cooperatively]
Me: Troglodytes? I don’t remember much about them. How smart are they? Are they neutral?
Bob: [does a search on the S&W PDF; now that’s kinda’ handy] uuuuh… no troglodytes here.
Me: and I didn’t bring my Monster Manual.
Bob: You wanna fight them?
Me: Not feeling it, no.
Bob: Me either. Screw it, these rooms are empty

And so we moved on. Lesson for the kids: A little preparation here would have really helped the situation.

We come across the little closet of a room off the main hallway—remember, we’re both looking at the maps. The dice say that I’m the reader:

Me: Two skeletons in here, and they attack!
Bob: Should we have Brodsky [the cleric] turn them?
Me: There in a freakin’ closet, where would they go?
Bob: I don’t know; I say we do it and find out.
Me: Your call, I’m just the DM around here.
Bob: [rolls a 17] Sweet! Can you change them to wraiths; I would have turned them too!
Me: They turn tail and run… to the furthest wall of the closet and try to climb it.
Bob: We bash them to bone meal to put on my rose beds [merciless—though inept—dice rolling ensues]
Me: Does attacking them break the spell?
Bob: You’re the Rules Fascist.
Me: Having survived your onslaught they turn to attack
Bob: Asshole
Me: You called me a fascist, what’d you expect?
Bob: You relished it last night.
Me: I still do.

Now we’re back to a more traditional approach; when faced with a mindless opponent, Bob and I are no longer a team running a dungeon, we’re merely alternating the DM role on a room to room basis. This seems a lot less intriguing, especially considering that neither one of us has an idea of what’s going on in here—we didn’t read the front matter of the module and, although we can see the entire layout, we don’t have any idea who or what is behind each door. It kinda’ feels like we’re playing Dungeon, which shouldn’t be surprising since we’ve injected all of the interest and complexity of a Parcheesi piece into this event. I think I'm gonna' have to take some drastic measures to bolster the atmosphere around here, like maybe read the front matter before we play again.