Showing posts with label ToEE. Show all posts
Showing posts with label ToEE. Show all posts

Tuesday, July 9, 2013

First blood! After play report 7

Cast:
Calawas - Elf Thief (Katz)
Amalia - High Elf Cleric (Paraj) - absent
Volbak - Dwarf Knight (Jim)
Lamaevhun - Wood Elf Scout (Tim)
Ilsildel - High Elf Wizard (Martin)
Chief - Wood Elf Barbarian (Catherine)

Hirelings:
John Porter, employed as a laborer and horse-hand by the party
Titus Longfellow, employed as a man-at-arms by Isildel
Matthias Wimbledon, novice of St. Cuthbert, employed by Calawas

This was a short session, so not too much happened. The party was down at the back end of a hole that had turned into a worked stone passage leading underneath the Moathouse, confronted with a sliding wall behind which they heard voices.

After a lot of dithering on their part, the party decided to force the issue, and the thief got out his crowbar. Assisted by the resident muscles and nearly herniating himself, Calowas finally levered up the wall, after which the barbarian went about lifting and holding it. When he'd gotten the wall about half-way up, the party heard from the other side the shouted words, "Hold! Stop and identify yourselves!" and saw four pairs of boots and four sets of chainmailed legs.

Calowas lost no time and dropped to one knee to fire his bow. He saw four men, dressed in heavy mail and wearing black tabards with a yellow eye in the center, with leveled crossbows. He shot, but his arrow bounced off the chest of the man he fired at.

They shot, and their bolts didn't bounce. Two sank into Calowas' chest, puncturing his lung and spleen. One missed, going wide and bouncing back along the corridor, and the last blew a hole right through Chief's leg. She fell, dropping the wall and frothing into a berserk rage from the pain.

The one saving grace here was that the barbarian was both crippled and without her hammer to hand. She promptly tried punching out the dwarf, who calmly blocked while the Wizard spun up his Sleep spell.

After she calmed down, Matthias rushed forward to check on Calowas, who as it turns out was still alive but badly in need of surgery, which he attempted to provide. Unfortunately, the enterprising thief bled out before his lung could be patched up properly.

That's the point where the party decided to head home to cut their losses and come up with another plan of attack.

Notes


This marks the first death, and the splitting of the family. Really, Calowas has been asking for it for a long while now, going off alone and fighting things while severely wounded.


It seems like my players are under the impression, despite my warnings to the contrary, that they can 'win' every encounter. Hopefully this cured them of that.

The guards have ST 30 crossbows. They can wind them up with a crank well enough, but they're definitely a fire-and-forget deal. I wasn't sure I wanted to do this, since some part of me still doesn't want to take such advantage of the rules, and 4d+4 imp seems kind of harsh, especially four times. Still, I went with it because I'd have no qualms if the guards were PCs, which seems a pretty fair test when the PCs are supposed to be special because of point totals only.

Thursday, June 27, 2013

Down the back way: After Play Report 6

Cast:
Calawas - Elf Thief (Katz)
Amalia - High Elf Cleric (Paraj)
Volbak - Dwarf Knight (Jim)
Lamaevhun - Wood Elf Scout (Tim)
Ilsildel - High Elf Wizard (Martin)
Chief - Wood Elf Barbarian (Catherine)

Hirelings:
John Porter, employed as a laborer and horse-hand by the party
Titus Longfellow, employed as a man-at-arms by Isildel
Matthias Wimbledon, novice of St. Cuthbert, employed by Calawas

Our intrepid heroes came back to Hommlet with purses considerably fuller than when they left it last to the smell of smoke in the air. The villagers seemed tense, and the half-trained militia was out in more force than before, but life seemed to be going on as usual. They stopped to weather the night in the Inn of the Welcome Wench, where Volbak once again discovered ale and they learned that a great amount of smoke had come from the Moathouse a few days ago and put everyone on edge, though the plume was out now. Had the Moathouse burnt down in their absence?

There was only one way to tell, so after sunrise and Master Gundigroot's impeccable victuals they reclaimed their ponies and set off on the old overgrown trail.

It wasn't long before they found the Moathouse and the source of smoke. Someone had burned a wide, wobbly circle - three hundred feet, give or take a little - around the whole thing, razing off the underbrush and making unmarked approach basically impossible.

They did the sensible thing and set up camp outside the circle in the swamp - an uncomfortable and wet affair, but also unmarked so far as they could tell - and decided to spy out the surrounds.

 The first thing they discovered is that someone had worked to close a portcullis over the entrance to the Moathouse, though the drawbridge was still down, half-rotted as it was. Lamaevhun saw no real signs of occupancy, but as he poked around in the bog outside the kill-zone he stumbled across a large, foul-smelling hole in the ground about six hundred feet out, big enough for two men abreast and tall enough for a man on horseback.


He went back and informed the party, and after some discussion, they decided to leave John with the horses and the camp and head down the hole to see where it went. They got there without incident and started filing down the hole, finding that it was a nasty, rank and foul den of something or other - bones strewn about the place, along with offal and other filth - when, just Titus (keeping rearguard) stepped down the rampish first portion to the dank inside, he crumpled like a sack of meat.

Amalia and Lamaevhun were in back, and luckily heard the sound of rattling armor and the dull thud as the hireling went down. They turned around and were faced with a large, hairy, foetid beast with a nasty-looking club in one hand splattered with blood and a questionable-looking bag in the other.

Things weren't looking that good. Titus was dead, and the two people who could reach his assailant were the Cleric and the Scout. Lamaevhun lost no time drawing and shooting, and Amalia drew her sword and attacked, but the whatever-it-was didn't seem hardly fazed. It just dodged out of the way, took a cursory swipe at Amalia, and started dragging Titus off, though they could tell it had a hard time with his heavy body. Meanwhile the rest of the party wasn't really in position to help: Chief and Volbak were in the front, far enough away from the melee to take too much time getting there.

Meanwhile Chief had found some kind of impaling stick trap down there in the murk and Calawas went forward to look at it.

Fortunately, Isildel was in the middle and had by now forced his way to the back, and Amalia got in one lucky swing that made the whatever-it-was think twice about dragging off Titus. It dropped him, kicked something in the bushes that put up a jangling of bells much further down in the hole, and for a few seconds there was a sort of chase - them slowed by the bog, it slowed by its wounds - before it dropped down into the reeds and disappeared right before their eyes.

Isildel wasn't having that. He didn't know exactly where it was, but exactly isn't necessary with threshold magic, so soon there was a  12-yard wide fire. Up popped the nasty with a howl and booked it out of the fire...then lay down again.

That's fine. 12 yards wasn't enough? How about THIRTY?! I AM AN ANGRY WIZARD!

http://randomselect.ie/wp-content/uploads/2011/09/20110203192255-inferno.jpg
Yeah, it was kinda like that.


Up it popped again, howling louder than before. After a few seconds, it collapsed in the middle of the blaze. About thirty seconds later as the three were trudging back to the hole, there was a loud explosion and some differently-colored tongues of flame for a bit, then all was still.

(Fortunately for them, the fire didn't catch on its own too well, what with the swampy terrain.)

Oh, and it turned out that Matthais checked Titus over and found that he wasn't really dead, just very close. Some magical healing fixed that up well enough and, after a bit of rest around the entrance to the hole, the party went back in. Calowas had long since disarmed the primitive tension trap.

About fifty feet further down the hole, it became a tunnel of wet but dressed stone and took on a gentle but definite downward slope. After another few hundred feet, Calowas in front heard what he took to maybe be voices and the scrape of leather against stone, so they doused the arrow they'd been using as a light source (Continual Light) and he crept forward in the dark.

Pretty soon he found a wall. Feeling along it, the edges seemed like they fit into grooves in the tunnel walls, as though this thing were meant to be lifted out of place. Putting his ear to the wall, he heard muffled voices beyond.


==================================

Notes


This session showcased two things very well: One was the true potential nastiness of an absurdly high level of stealth (aided by Chameleon and Camouflage) on the part of the bugbear. -20 for being in plain sight and being watched when you drop into cover? No problem! The other was the advantages of Threshold Magic as a system.

Isildel was able to throw gross magical power at the problem to solve it. At the same time, I could see Martin making the decision, "Do I want to blow all my tally now, on this? Or do I save it up for something else, and dribble it out a little at a time?" So far, a Tally of 30 has worked fairly well, and it promotes real decision-making about a limited resource.

For some reason, session recaps are really hard for me to write, and I think that's part of why I've been negligent with this blog (on top of everything else). I still have a lot to do, though. Since the best way to do a difficult task is to actually sit down and do it, I'm going to post the rest of the session recaps until I'm all caught up. Any further ideas I have can always sit as draft posts.

Wednesday, June 19, 2013

Re-stocking the Temple

"Any group of humans or small humanoids within the dungeon is able to replace its losses (to adventurers) at the rate of one per day. Larger humanoids (3 + 1 or more Hit Dice) can replace one each three days; monsters can replace their numbers at the rate of one per week.
If the Temple forces are not heavily pressed by the party, they actually grow at the rates given above." - Temple of Elemental Evil, by Gary Gygax and Frank Mentz
I feel comfortable saying that, with Dungeon Fantasy's different off-time pacing, this would be downright murder on a party. You go back to town for a week and the dungeon is back at full strength! Well, at least the parts you visited are. The other levels? They're stronger. Enjoy!

No, thanks. So, what to do? After all, the dungeon should restock and change at least somewhat. At the same time, I can't reveal everything here, because I have at least one player who reads this blog.

First is to split the dungeon up into sections. Rather than restocking the dungeon as a whole, I think it makes more sense in this case to treat different parts of the dungeon as different groups. Decide what geography belongs to which groups, and note down whether a given group has a particular character - for example, one group might be composed more of brigands and normal demi-humans, while another might lean toward subterranean monsters, and a third toward  undead.

Each section should have a source that can be dealt with by PCs. This could be a single leader, an inner cabal, an attractive resource, or whatever. If something happens to the source, the members of this section either desert or join another section over the next week. Assume that half the remaining members desert regardless, and that the other half is split between compatible factions that have room. By 'compatible' I mean that the section doesn't have an emphasis contrary to the emphasis of the section it's poaching from; brigands are unlikely to join eldritch horrors. Special cases (e.g. conversion of those brigands into skeletons for the undead section) are at the discretion of the GM.

Then, for each section, decide how much capacity they have, and where they are now in filling that capacity. This is probably most easily done by counting empty rooms that could be turned into full rooms and fudging a bit for dungeon backstory. The Temple was sacked fifty years ago; at that time it was a major force of evil in the land. Lots of structural damage was done, and the Temple is nothing like what it was once. Knowing that, I'm going to eyeball it and say that most or all of the sections are at 80% capacity. This means both that each group of creatures could grow by 1/5th before being at capacity, but also that 1/5th of the number of populated rooms is how many empty rooms could be used to house new recruits. (Example: let's say section 1 has 20 populated rooms and 33 not populated. This means that 4 of those empty rooms could have recruits move in.) Once a section is at 100% capacity, it won't grow any further. (If you like, continue to roll to restock and instead of adding replace monsters.)

Each section can also have modifiers on either the Restock Chance or the Restock Roster table. For example, one section in the Temple has a Restock Chance modifier of -1 but a Restock Roster modifier of +6.

Once you've done all that, roll weekly on the table below:


Restock Chance
Roll (2d6)Result
2Catastrophe! Roll twice on the restock table and lose that many forces.
3-7No change
8-9Roll once on the restock table. Recruit for losses only; do not gain extra forces.
10-11Roll once on the restock table.
12Roll twice on the restock table.



Restock Roster
Roll (1d6)Result
0Appropriately-sized group of local fauna moves in. (E.g., horde of rats, 1 bear)
11 easy to find recruit. (E.g., 1 brigand)
21d6 easy to find recruits.
32d6 easy to find recruits, or 1 uncommon recruit. (E.g., 2d6 orcs, 1 gnoll)
41d6 uncommon recruits and 1d6 easy to find recruits.
5Either 2d6 uncommon recruits or 1 rare recruit, and 1d6 easy to find recruit. (E.g., 2d6 ogres or 1 werewolf, plus 1d6 brigands)
6Roll twice more.
71d6 rare recruits and 1d6 easy to find recruits.
81d6 rare recruits, 1d6 uncommon recruits, and 1d6 easy to find recruits.
91d6 rare recruits, 2d6 uncommon recruits, and 1d6 easy to find recruits.
102d6 rare recruits, 1d6 uncommon recruits, and 2d6 easy to find recruits.
112d6 rare recruits, 2d6 uncommon recruits, and 3d6 easy to find recruits.
122d6 rare recruits, 3d6 uncommon recruits, and 3d6 easy to find recruits. Alternatively, 1 unique monster.


Any new group will have only their own equipment and pocket-change as treasure, along with whatever was already in the room. (Plug for Dungeon Fantasy Adventures 1: it has a random pocket-change loot table in the back.) However, any new group that gets another batch of reinforcements will have appropriate treasure, to represent their successes.

Feel free to assign modifiers, especially to the second table's roll. If a section is particularly strong or well-known, it should get plusses, as everyone wants to join the winners. A weak section should get minuses. There might be situational modifiers as well - for example, the Cult of Our Aquatic Masters might get a hefty bonus after a local flood. 

Consequences of Success


What happens when the PCs knock out a section? For 1d6 weeks, nothing. That area remains deserted. After that time is up, roll another d6. On a 6, a new faction takes up residence; make it roughly as strong as the surrounding factions. This can either be a completely new force, or defectors from the other factions making common cause and setting up their own power base. On any other roll, divide the empty area between the nearby factions. This will probably be a roughly equal division, but if one faction is significantly stronger than the others it might claim more. Move one or two groups from their current places in the section to the new area, but otherwise wait on restock rolls to add recruits.

Notes


The tables above aren't organized by foe difficulty, but instead by ease of recruitment based on the fuzzy factors of likelihood of joining the cause and the population of the realm around the dungeon. "Easy to find" doesn't mean "mook" and "uncommon" doesn't mean "worthy", though the categories probably roughly track one another. This reflects my bias that the behaviour of the world should track only loosely with the capability of the PCs. If you disagree, the wording is easy enough to switch, I think.

Where did these numbers come from? Nowhere. I thought them up out of the blue. If you're inclined, please playtest this and give me feedback, but use at your own risk. Still, I hope it's helpful, and I did at least familiarize myself with the probabilities involved beforehand.

Also, as an aside, does anyone know how to make tables in Blogger without editing the HTML? I'm fine with doing that, but it'd be nice if I needn't.

Wednesday, June 12, 2013

Random Encounter tables are useful: After play report 5

Cast:
Calawas - Elf Thief (Katz)
Amalia - High Elf Cleric (Paraj)
Volbak - Dwarf Knight (Jim)
Lamaevhun - Wood Elf Scout (Tim)
Ilsildel - High Elf Wizard (Martin)
Chief - Wood Elf Barbarian (Catherine)

The PCs had decided to head back to Verbobonc to clear their debts by getting rid of their absurdly large book and do their general buying and selling in a large town instead of tiny Hommlet.

The walk there was mostly uneventful, though they did come across a group of traders and peasants making the trek out to Hommlet, until the third day. On that day, near dusk, they saw dust in the distance and wisely decided to get off the road and onto a nearby hillock.

No sooner had they accomplished this than the dust resolved itself into twenty-odd horsemen. From the road these horsemen claimed to be collecting a toll for use of the road in the name of on Lord Diego. Pretty much everyone in the party thought this was a ruse, and a poor one at that, since the admittedly well-equipped men didn't bother with any standards or devices other than a red armband.

After several tense minutes which involved two of the "men-at-arms" entering the camp while leaving the other eighteen on the road in a show of goodwill, Volbak, who has taken on the role of party leader, decided to let them take their tithe and go. Which they did, claiming a pair of crystal goblets and a fine broadsword "for the safe use of the road through the territory of Lord Diego, rightful ruler of these lands."

They reached Verbobonc without further incident.

In Verbobonc was a bit of accounting and a bit of rumourmongering to the effect that the eastern reaches are again becoming unsafe unless you travel in large groups - though not everyone in the city believes that. Notable expenditures included Isildel learning Create Fire after the fiasco with the green slime and the hiring on of a porter by the party, a shield-bearer by Isildel to cover him while casting spells, and a healer by Calowas. Despite groaning over the cost, they chose to pay all three the monthly rate.


In addition, Calowas got an audience with one of the Duke's chancellors and informed the man about the band claiming to be working for a Lord Diego. That got a serious frown and a "we'll send some people to look into it" to which Calowas responded, "We'd be happy to be those people" and the chancellor responded, "No, I think we'll send some soldiers to look into it." Bandit lords claiming territory out from under the rightful duke is nothing to sniff at.

On the way back, the trip out through the populated lands was marked only by the occasional farmer using the road to travel to his neighboring village. However, once they reached the Kron hills, about three days out from Hommlet they were overtaken by a gnomish patrol. Relations with the gnomes were cordial to the point where they camped together and they got a chance to try some of the gnomish marching brew. It was potent stuff; so much so that the party isn't sure where Amalia ended up for the rest of the night.

From the gnomes they learned that there has been an increase in orcish and hobgoblin overland movements to dangerous levels. This very patrol had, four days previous, rousted two trolls from a relatively new den in the hills.


Oh, and did we mention the green dragon? But don't worry about that; it's hardly ever seen.



The next morning they set out and in another three days' time they made it to Hommlet, where the smell of smoke hung in the air, and that's where we stopped.

Notes


Don't ever leave a session report as long as I have for this one. I have a strangely good memory for details, but still, it's best to report on these things when they're fresh.

I never actually expected to get use out of my random encounter tables. Not only did I get use out of them, but we actually had a whole session based around them, and they created a plot to boot. Furthermore, with the exception of the accounting in the middle, I'm fairly sure all of the players were engaged and interested in the game. Goes to show that random encounters overland aren't the same thing as random encounters in the dungeon.

Speaking of accounting, does anyone have any tips for making that go as quickly as possible other than do it all between sessions? Sometimes that's not feasible, since I can't end each session back in town.

Tuesday, April 30, 2013

Nulb set pieces: Cugel the Sage

Down the main way along the river a bit from the Boatmen's Tavern is an old ramshackle hovel hung with crude trinkets that glitter and jingle in the wind and rudely scrawled over in faded red paint with "Cugel the Wise". It's not much to look at, and neither is the proprietor.

Cugel is usually clean, but he smells and looks of poverty, his clothes mostly rags except for his hat, which is a nearly ridiculously large and floppy thing with a very gaudy hatband ornament that looks like a piece of cheap mother-of-pearl. His wares are almost without exception trash, though he swears up and down they're potent magical charms of all sorts - against illness and scrying and for love and against magics, etc. etc. If someone were to actually take the time to poke through all of it, and had an eye for such things, he just might (5 or less on 3d6) find something of actual value, though Cugel is unlikely to part with it without charging far more than its worth.

Cugel is a rat and a scoundrel who spends most of his time and money at the Boatmen's tavern cheating at cards and shilling his useless trinkets to the gullible. However, one thing he does have is information, and pretty much all the natives will vouch that, in this particular, he is both accurate and honest.

Given a day and $100, he will answer any question about the Temple and its surrounds. His answers won't always be complete, and very seldom they will be, "I don't know," but they will always be accurate.



Cugel's relevant skills, if they need to be rolled for some reason instead of just giving the information, include:

Area Knowledge (Temple of Elemental Evil) - 18
Hidden Lore (Temple of Elemental Evil) - 14
Hidden Lore (All other specialties) - 16
History (Temple of Elemental Evil) - 18

A note on price: I'm trying to set a price that's low enough Cugel might be approached, but high enough the PC's won't just dump cash on all their problems. It's open to adjustment, especially based on the local economy.

Monday, April 29, 2013

In which elves steal, dwarves are hairless and I'm sorely tempted to use horde pygmies: After play 4

I have some catching up to do due to my hiatus. Fortunately, today at work everyone left me alone so I could get my actual work done. And now I'm home at a reasonable hour. Yay!

Cast:
Amalia - High Elf Cleric (Paraj)
Volbak - Dwarf Knight (Jim)
Lamaevhun - Wood Elf Scout (Tim)
Ilsildel - High Elf Wizard (Martin)
Chief - Wood Elf Barbarian (Catherine)

Calowas' player couldn't make it tonight. Since I don't have the luxury of having each session be a different trip into the dungeon, but I don't want hangers-on, the first thing that happened during the session was that an urchin-boy came running into the moathouse, exhausted and dirty, and handed Calowas a card. "Oh no!" Calowas moaned, "I"m late for the Thieves' Union meeting!" and he ran off into the wilderness, putatively back to Hommlet to attend at the local chapterhouse. (Obviously, they're an outpost from Nulb.)

Anyway, the party was nearly done with the top floor of the moathouse; there was some discussion as to whether it was worth finishing the place off, or if they should just try the door they found earlier that led downstairs. After not too much discussion, Volbak took the lead and opened the last door...onto a very moldy kitchen. It was obvious that this place hadn't been cared for for ages.

There was some interest in the mold from the usual suspect, but it turned out both to be not magical nor particularly hallucinogenic, so interest was quickly lost after Volbak took a salutary essay into the kitchen to look for something of value - old cutlery, pots, or something. No luck, but then, they didn't want to stick around to search. I can't say I blame them; the place reeked something awful.

That accomplished, they headed down the stairs, where it quickly became clear that the door had swollen shut due to long exposure to moisture. (The moathouse is in a swamp, after all.) With much banging (and a little hinge-oiling) they finally managed to slam the door open, whereupon Volbak stumbled through the arch...and some green goop fell on him.

Let me say here that I run green slime nasty. The AD&D Monster Manual states that in 1-4 melee rounds you're basically screwed, sorry, that's it. I ran this as 4d cor per turn until you die, and non-sealed armor protects for two turns as it seeps in. (I think in future, if there is future, I'll run it as 2d, but after 1d6 rounds the only way to make it stop is with a Cure Disease and Remove Curse.)

Volbak quickly went down while the party tried to figure out what to do. Isildel tried apporting it off, and got some, but it quickly grew to replace the lost mass. A quick Naturalist roll told them this stuff is vulnerable to fire, and they had ten gallons of lamp oil, but they were using Continual Light for a light source, and the wizard didn't have Ignite Fire...

Turns out, though, that he did have a lit rope. (It's his Signature Item; we discussed this beforehand and I okayed him having a 'comestible' Signature Item, simulating the fact that he always has some around.) So, with a splash of lamp oil (taking 1d6 seconds) and the application of an open flame (taking 2 seconds), the slime-covered dwarf went up like an effigy of Guy Fawkes, still making his various HT rolls to stay alive while the cleric, Amalia, poured holy energy into him as fast as she could.

After the slime was gone, the barbarian tackled him to the ground to put out the fire - and discovered the second dollop of green slime over the archway. Fortunately, the party was prepared, and Chief just lost her hauberk and gained a few scorchmarks.

That was enough of that. The party decided discretion was the better part of valor and carted off their severely wounded comrades back to Hommlet, where Canon Terjon (standing in for the absent Canoness Ydey) agreed to care for the wounded dwarf for a suitable donation to the Church.

The party spent the week in town. Unfortunately they didn't hear much they didn't already know, mostly because Hommlet is not the place to go if you want news. However, they did contact their debtors in Verbobonc, the local Wizard's Society, and they learned that they could erase their debts from underwriting the expedition by returning the book they had found. After their comrade was recovered, they returned to the Moathouse, determined to get at least something out of this debacle by claiming the Manual of the Sea. So, they rented a draft horse and a wagon, and they apported the huge chunk of valuable stone out of the Moathouse and onto the wagon. 

While they were dragging the book back, when they passed Burne's castle-in-progress, they were summoned to meet him by a page. Turns out, unsurprisingly, the local wizard is also interested in magical artifacts. While they couldn't come to an agreement (Burne was willing to offer a goodly amount of coin, but not quite enough to rid them of their debts), they did pawn off a few things they'd found in the Moathouse thus far, including a vial of pacified green slime.

======

From judging how things looked and sounded at the table, pretty much everyone had a good time.  I do badly need to work on my treasure document. At the moment I have it interspersed with the pages of the module, which works fairly well for linear treasure procurement, but doesn't work if someone has questions as to value or weight. I think instead I'm just going to have two folders - one with the module and monster/trap stats interleaved, and the other with treasure, for easy reference.

Also, I need to put together an Excel doc to keep track of treasure weight, so I can watch that appropriately. Best of all would be if each of the players had one, so they could track weight in real-time, but that might be asking for too much accounting at the table. I'm not sure how fun that would be for them.

Finally, I was glad that my post on portage for Dungeon Fantasy got some play. They needed to rent a horse and wagon. I knew how much that would cost, and I knew how much horse they would need, with a simple lookup.

Monday, April 8, 2013

Temple History and Hazards

One of the things I like about the backstory of the Temple of Elemental Evil is that it has been sacked before. This has several advantages, and a few quirks to it:
  • This explains why the Temple, despite being the seat of serious Evil, is fair game for a set of character ~ 4th level by removing organized resistance
  • This allows really cool faction play by removing a central power structure
  • This allows really strong foes to be present for the 'oops' factor, but gives a good explanation of why they don't just stomp on the PCs posthaste
  • It gives the Temple some cool history that can be discovered in the game, through PC events (rather than through narration)
  • It gives hints about archaeology in gaming for those interested - that is, Gary's group (and Chainmail before) was involved in the sacking of the temple.
That last one is purely a GM's pleasure, of course. However, the other four bullets can be appreciated by players, either passively or actively - that is, the GM can bring them out in play and they can be noticed and enjoyed. I'm particularly interested in doing so with the fourth bullet, because I think the module itself handles the first three pretty well.

This is a formerly-sacked temple. Furthermore, it hasn't had any serious upkeep since after its desolation, nigh around fifty years ago. It's an imposing and impressive artifice, but it should still probably be falling apart. This fact isn't well-represented in the materials, though it's certainly available to inference. So what should we do with it?

First, the Temple should be dirty. Old leaves, vines, encroaching roots, rats, and just general grime and dirt, as well as old bloodstains and in some under-travelled portions even old, old corpses either dehydrated or mostly collapsed and scattered. This isn't just atmospheric; this can attract vermin (like rats...hordes of rats) as well as obscure signs of traps or other important dungeon features. It's not all one-sided either; the occasional body may contain valuables, or a rubbish pile might have accumulated some interesting detritus over the years.

I don't want to go so far as to have players digging through trash to find valuables in the same way they might in a first-person-shooter, though. Video game memes should stay in the video games. Anything that is valuable will be pretty obvious to the most cursory inspection, I think, and just have been not encountered by the intelligent denizens.

The other part of making the Temple old involves architecture. Specifically, portions of it should be falling apart, or dangerously unsound. The easiest way to model this in the game is with descriptions and with 'traps' - that is, pits and deadfalls and broken flooring and whatnot. These should be fairly obvious, since they aren't set specifically to trap adventurers, but should nevertheless present an obstacle, especially to a party not able to take its time due to being chased by monsters or whatnot. Possible other nuisances include unintelligent denizens, like black puddings and cubes and the like, mostly cleared out but still attracted to the edges of humanoid activity and the detritus of old battles.

Wednesday, March 27, 2013

Honey I shrunk the PCs: After play report 3

Cast:
Calawas - Elf Thief (Katz)
Amalia - High Elf Cleric (Paraj)
Volbak - Dwarf Knight (Jim)
Lamaevhun - Wood Elf Scout (Tim)
Ilsildel - High Elf Wizard (Martin)
Chief - Wood Elf Barbarian (Catherine)

Last session ended with the ignominous death of my beloved bandits. (Actually brigands - there is a difference.) The thief, undeterred by his wounds, immediately set about casing their quarters, finding some small change, a few rations, and the Manual of the Sea, a manual of Shiphandling written by the mad Dwarf Durgin Ulubad. It's quite ornate, quite magical, quite valuable (the letters are inlaid aquamarines!) and also 1,400 lbs - the pages are slabs of stone. Yep. This was actually the slab that Calawas was tossed onto for later interrogation in the last session - the book protector is just light enough that the Barbarian could move it without herniating himself.

Cue appropriate amounts of dickering about treasure, spurred on when the party found silver and even a bit of gold on the bodies of their enemies. (I'm using the bog-standard DF values for copper, silver, and gold, which makes gold very valuable.)

Funnily enough, the thief and the scout (who were, for pretty much the whole session, in single-digit HP range - more on this later) were stuck in the bandit hole-up when this noise attracted a swarm of dire rats from the pantry. Things were looking a bit sticky, because your typical ROUS brings friends, until the resident Problem Solv-err, I mean wizard Glued them to the floor. Let's see: rats with ST 9 need to make a ST-5 check to move one hex, then do it again to move another...nope. Like shooting fish in a barrel. Or rats in a trap. Still, this stirred up the indigenous wildlife a tad, so that after folks were done looting the bodies, things had been riled up.

Rather than waiting for healing, Calawas hobbled ahead, going down the southern corridor to check out - oh, hey, wait, is that a bloated decomposing body? Awesome! Does it have any stuff? What? No? Sure it does! Let me squish around in it a bit!

And that's how he didn't notice the Huge Fierce Green Snake Barring the Way! -I mean, curled up in the corner. Or rather, shortly afterward he did, after it missed him. Cue hijinks that involved setting a corner of the moathouse on fire, the already half-dead thief getting poisoned and narrowly escaping with his life thanks to the attentions of the party cleric and the barbarian not killing everyone simply because the wizard prepared Sleep that day. (As noted before, Berserk and Sense of Duty to Adventuring companions creates some powerful synergy for DF.)

Well, that's all well and good - off to the nearby room! What's in here?

At the same time, the scout and wizard, who had wanted to go down the other hallway, get ambushed by a tick. Yes, not that impressive, though it was the size of a human head. More of a freakish annoyance than anything else. After that, there was serious talk of going home - it was around 1900 game time - or at least resting. They eventually decided to clear out one of the rooms, bring the horses into the Great Hall, and post a watch, hoping for the best. Well, what do you know, the best happened - they weren't molested in the slightest, despite the swamp being thick with prowling wildlife. Good thing, too, because the cleric is their only source of healing, and she's beginning to feel stretched. Part of that is that she didn't even focus on healing so much as being a "divine caster" - i.e. the one who deals with undead and other icky stuff.

Afterward they tossed more rooms, finding a few pieces of worthwhile treasure but not much. They finally approached the last room, having already found the stairs and cordoned them off for later exploration, and discovered that the room was an old barracks with a giant lizard. Well, that was easy. The barbarian and the knight took care of him, and we broke there. I fully anticipate the thief going through its guts and trying to swallow anything he finds.

===========

Okay, so I'm coming to realize that I need to help rein in Calawas' player. He likes the limelight, and most of the time other people enjoy him having it up to a point, because he's a good actor and a funny guy. However, other people need to be able and allowed to do things. I need to work on including them.

Also, I need to work on presenting random encounters in a better way. The Moathouse is especially egregious, what with wandering nasty wildlife and ghouls and so on, to the point where there were a few jokes about Gygaxian ecology and spontaneous generation. I think this will die down as the random encounters make more sense, i.e. are more able to be rationally integrated into the backdrop. However, we'll see. It's still an area to work on.

The party badly needs a leader. This is related to the first issue, but the whole session was effectively them flailing around - getting things done, certainly, but mostly because everyone was rescuing the thief when he went off and did stupid stuff on his own. It's in some way self-correcting; if he keeps wandering off alone while bleeding out and barely able to move, something will eat him. As it is, he only survived because I drew the interior of the Moathouse two sizes too small.

Finally, the Manual of the Sea really makes me happy. It's quite valuable, but also quite heavy, and a little crazy to boot. It presents a conundrum to the players and is also the reward to that conundrum. There was talk of clearing out the Moathouse and setting up a museum, even. And it's all thanks to the random tables in Dungeon Fantasy 8

Tuesday, March 19, 2013

Barbarian meatgrinder

So, last session I let the Barbarian bring a maul to a sword party. My poor bandits weren't expecting anything of the sort and were brutally murdered. Brutally! I wept. The children wept. The little puppies wept. (I even had the players wincing at one point - I'm particularly proud of that.) But! lo! a voice from the heavens! I looked into the Holy Writ and it said '13‡'.

Glory! My (next) bandits were saved! That damn dirty ape-err, I mean, technologically challenged exemplar of the Elder Race could no more deal out double-fisted death every turn with a mere 16 ST. Muahahaha!

So I spoke to the player about this, and last night we came up with a solution. (It helps that she's my wife - it means easy access to her opinions on the matter.) At first she wanted to go with a mace, but I explained the delicious advantages of wielding a Reach 1,2 weapon  when all your foes are stuck at Reach 1. So that was out. Still, she didn't like the idea of not getting two attacks every round. "But with a maul," I explained, "you would need to be effectively ST 20 in order to hit with it every round. Instead you'll be taking an All-Out Attack (Strong) and then readying the maul your next turn." I toyed with the idea of making a house rule saying that if you All-Out Attack (Double) you can switch that second attack for a Ready, but no - that was explicitly debarred in the rules, and I respect that when something is explicitly mentioned as a bad idea, Evil Stevie and Dr. Kromm mean it. (Side note: I'd pay money to see a riff off Dr. Horrible's Sing-a-Long Blog starring Steve Jackson, Sean Punch, and Warehouse 23.)

We cast around for options. She had five points to spend; those obviously went into Striking ST 1. (I allow my players to upgrade Striking ST to full-bore ST if they're lacking ST that the 250-point template calls for.) Okay, ST 17 still isn't enough to wield a maul without it becoming unready. Hmm...what other Two-Handed Axe/Mace weapons are there?

http://www.helsinki.fi/~pjojala/Viking_axe_War_Hammer_medieval.jpg
She liked this one specifically.
Oh. Warhammer. A sledgehammer with a spike on one end. And that's only 12‡, you say? Where's the dotted line? 1.5 times 12 is 18; only 9 more points and she'll be swinging that monster twice a round.

My innards ache in sympathy just thinking about it.

(As if that weren't bad enough, going back over her character sheet, I realized that the maul was Dwarven - what berserker barbarian who also has Sense of Duty (Adventuring Companions) also needs a Dwarven weapon? - and that she never spent the extra $900 of debt per person the party was loaned from the Arcanists' Assembly in Verbobonc. So now our Barbarian has a silvered warhammer and real armor as well. Oi, vey. It's a good thing the Knight is badass in his own right.)

Friday, March 15, 2013

Build your own Nulb

As anyone who's familiar with the T1-4 supermodule knows, while Hommlet is super detailed, Nulb is not. Instead, you're given a representative sample of buildings and characters who interface with the overarching line of adventure, and told to go to town building your own village.

(See what I did there?)

Well, my players have already made it clear they're not particularly interested in poking townsfolk when there's treasure to be had in the hands of the local bandits in a nearby dungeon. And I say, good on them. (I like Hommlet, I like thinking about it, I like building background for it, but I don't want to force uninterested players to grovel through it. Let them choose their own adventure.)

So, for Nulb, I'm going to try something different. I'm going to keep it as a skeleton village - obviously the important personages will stay in place, and some building names and even some history will appear. However, any real fleshing out of the town will be up to the players, around the table. If they come up with something good, I'll write it down, and it will be so.

How's this different from what I normally do? After all, GMs should steal good ideas from their players.

Mostly, the difference in this case is I'm being explicit. When my group gets to Nulb I'm going to pause and say something to the effect of, "Look, guys, this is Nulb. It's a sketch village. It's a dive, with bandits and mercenaries and docks and etc. Buildings are in disrepair and many are vacant, and the whole place is inhabited by all sorts of scum."

"There are rumours to be had in Nulb, and people who know things. However, it's basically a blank slate. If you want to leave it that way, that's fine - the rules in DF 2 for abstracting Town fit right in. If you want details, they're yours to make, and I'll run with them."

Obviously there will be changes and twists to player suggestions, but I like the idea of letting them build a town if they like. It's less work for me up front and more fun for me, because I get to discover the place as they do. And they don't have any danger of an infodump or unfamiliarity with the town. If they don't care, it will be obvious, and we'll move on. If they do care, then they get to take an active hand in something they care about.

Wednesday, March 13, 2013

Into the Moathouse: After play report 2

Wow, it's been far too long here. Explanations are in order: first I lost my car to a roadside glacier (because it was better to hit that than the schoolbus), and then my wife got sick. With work ticking up on top of that, I simply haven't had time to do justice to this blog.

Hopefully now that I have a new car and my wife is on the mend, we can return to a normal posting schedule.

Cast:
Calawas - Elf Thief (Katz)
Amalia - High Elf Cleric (Paraj)
Volbak - Dwarf Knight (Jim)
Lamaevhun - Wood Elf Scout (Tim)
Ilsildel - High Elf Wizard (Martin)
Chief - Wood Elf Barbarian (Catherine) Player absent, character present

We had our second session last night. I'm quickly learning the virtues of preparation beforehand; I didn't have much chance to prep anything new or even look at my old stuff, so this was successful only because I had previously done a lot of thinking about what the entrance to the Moathouse would be like.

Last session ended in the middle of combat with the frogs outside, with Lamaevhun in bad condition in the belly of a frog. At the same time, Calawas was charging into combat with a spear, barely keeping astride his ill-trained pony, looking set to go out in a blaze of glory.

Fortunately, Lamaevhun managed to wriggle his knife out while inside the belly of the beast. With his strong right arm, he quickly dispatched the beast and got down to the messy business of cutting himself an exit.

Meanwhile, the rest of the party marshalled well, cutting the frogs to shreds in short order. They even managed to avoid losing their horses, due to some amazing rolls on my part for horse morale. (Basically, I was having them make Fright Checks every other round - and they all passed. Every single one.)

Frogs dispatched, they fairly quickly decided to butcher and cook them. French cuisine is, after all, appreciated by all delvers, even the most uncultured. This was fortuitous for more than rations, though, as in the belly of the largest frog they also found a one-caret amethyst, in finest Gygaxian tradition. (How you find a rock about the size of a pea in the guts of a frog the size of a horse, I don't know. I don't question these things.)

Little did they know at the time that there was a pair of bandits watching them despatch the frogs, and then periodically poking their heads back out to see what the ruckus was about. So, when Calawas got bored and wandered into the Moathouse courtyard to poke about, he was shot several times and silenced before he could get a sound out. The bandits thereupon dragged him back to their hideout for questioning, to get the exact disposition of the forces outside, purpose, etc. (At this point, Katz, the guy who plays Calawas, started playing the barbarian instead, who is normally played by my wife. She was home sick.)

Fortunately for Calawas, the Lamaevhun noticed his absence not too long after he left, and Ilsildel even thought he heard a scuffle of chain against stone in a lull in the conversation. (I called for Perception checks; Ilsildel made his by six.)

In short order the party hobbled the horses, banked the fire, and went to take a look. The bandits for their part were mostly prepared, figuring the party would come in after their comrade.

For those of you who don't know or don't remember the first floor of the moathouse, the courtyard doubles as an abbatoir. The walls are pierced by murder holes, and the only entrance to the inner keep is up a small set of stairs and through a set of stout double doors. However, the bandits didn't have enough men (only eight) to take full advantage, and the doors are in bad disrepair, one completely off and the other only holding on by one rusty hinge. So when the party entered the courtyard, they bided their time until the party was close enough, at which point the four with crossbows let fly while four others set up a two-man deep blockade on the stairs.

They missed, causing the Ilsildel and Lamaevhun to drop to the ground. Neither of them care. Hooray for Heroic Archer. Also, they failed to consider the effect a raging barbarian with a Reach 2 weapon would have on their formation. Oh, and with someone behind you it's very difficult to retreat for +1/+3 to defenses. What should have been an easy victory for the bandits quickly turned into a slaughter, and then a rout. The bandit leader called for terms after Lamaevhun dropped one of the front line with an arrow, and Volbak split his head open like a melon.

Terms were accepted...sort of. Volbak made his roll to check his Bloodlust, but our barbarian didn't snap out of the berserker rage, which led to the line of the night:

Volbak, stepping up after a wounded bandit who has already dropped his weapon and is stepping back out of combat: "You realize she isn't going to stop." With Jim's delivery in a Nolan-esque Batman voice, it was very scary, especially if you were a bandit.

At that point it was every man for himself. Lamaevhun and Ilsildel worked together to light up the great hall with an arrow, and Amalia put a Sunbolt through the leader's shoulderblades for max damage, earning her first kill. Shortly thereafter they patched together one of the footmen and found Calawas, alive and hastily bandaged, tied up and slung onto a large block of stone.

We ended there, because it was ten o'clock. Everyone earned five character points (the first milestone being penetration into the moathouse and dealing with the bandits). Volbak earned the MVP point for 1) being awesome on the front line, and 2) having the best quote. Next session will start with finding and divvying up the loot, then deciding whether or not they want to go back to town.

=======================

Notes:

The players have taken fairly well to me giving tactical suggestions. It both speeds along the fight and makes them more effective. At the same time, I've put in an effort to have more narrative flair. I feel it's pretty weak so far, but with time and practice I'll get better and more comfortable again.

One thing about the barbarian: I realized about halfway through the session that I'd brought the wrong character sheet. Instead, I had a higher-powered one (by 25 points) that had a maul instead of a mace. Normally, being 150 points, he wouldn't have enough strength to attack every round with a mace. I let it slide for this session though, because it was awesome. However, had he been played correctly, the bandits would have been much tougher opponents.

We got through one and a half fights in three hours, shoving in a fifteen minute break and some roleplaying/logistical discussion in between. It's a pretty good pace. I think it's helped along by a) me getting more comfortable with the capabilities of my NPCs, b) help provided by me and one of the players on tactical decisions, and c) an interest in fast play instead of strict rules-correctness.

I made a mistake in the mapping of the Moathouse: rather than remembering that the squares on the map are actually 10' squares, I went with 5' squares in my transposition to hexes. This means the moathouse is about 2/3rds the size it should be. (5' = 2 hexes, and 10' = 3 hexes, or close enough for government work.) Whoops. Maybe I need to take the maps, blow them up, and put them on hexes, but that seems like a lot of work. Either way, the first and second floors won't line up, if anyone cares.

I need to figure out what to do with players when their characters get killed. Fortunately, in this instance, there was another PC to jump into. However, generally speaking between sessions I want PCs to drop out (stay at camp, feel sick, whatever) when their players aren't about. The party so far has refused to hire on help; should I give them some hirelings who usually stay with the horses anyway? I'm not sure. One thing I know I don't want is for someone to have to just sit there and watch everyone else.

Tuesday, March 5, 2013

Know your options:

Next up: Bard and Cleric! These two are both less complicated than your front-line combatants, and so require less advice.

Bard


Before we get into this, understand: you are not a combatant. If Knights are front-liners, and Clerics and their ilk are second-string, you're assuredly third rank. Stay out of combat if at all possible.

Now we'll discuss your options.

In melee, your primary skill starts out at 14. This gives you a parry of 10, possibly with a +1 from a buckler. Frankly, if you're forced into combat and are the focus of something's aggression, your best bet is to take All-Out Defense for the +2 to your defenses, retreat for another +1 to parry and +3 to dodge, and get out of there.

If you aren't the focus of something's aggression, what are you doing in combat? Oh well, we'll assume you find yourself in that situation anyway. Your primary task will probably be to soak up a defense roll so the Knight or Barbarian can land a hit. If you're certain you won't be the focus of retaliation, you should go ahead and take All-Out Attack (Determined) and trade the +4 for a -2 to your foe's defense. Or, for heavily armored foes, don't forget All-Out Attack (Strong) for the extra damage.

For ranged combat, your primary skill is a 13 or 12. You must aim in order to hit anything. This means you'll be shooting every two to four seconds (most favorable is with Fast-Draw (Knife), least is with a Bow and without Fast-Draw (Arrow)). That sounds grim, but let's be clear: this is where you should be. You should never be in melee if you can help it, and if you're not slinging songs about (which, frankly, is a perfectly good thing to be doing - it's your schtick) you might as well be shooting things.

Your primary goal in ranged combat is to soak up defenses so someone actually good at fighting can hit something. Don't bother aiming for a specific location unless you need to to be considered a threat. Just aim, subtract the range penalty, and fire.

Cleric


You're a second-tier fighter, nowhere near as good as a Knight or Barbarian but still not totally helpless in a fight. With a skill of 14 in both weapon and shield, you can hit your opponent %90 of the time and defend competently. Congratulations; you meet the baseline required to be considered a threat. Unless you have compelling reason to do otherwise, aim for the torso. Don't worry if they defend against you - unless they're dodging, that's one more defense they can't use against the Knight.

On the defensive, always remember to retreat for the extra +1/+3. With a shield, your defense is 12 or 13, which gives you a %90 chance of success with the retreat. If facing opponents doing Deceptive Attacks, switch to All-Out Defense - as a cleric, you want to keep your FP instead of using it for Extra Effort. Someone will be along to help you shortly, since a cleric under attack is a high priority issue.

Let's talk Sunbolt. This is your go-to ranged option. The most important thing about Sunbolt is, you want it to hit. Unlike the Scout, for whom landing arrows is nice, for you landing Sunbolt is necessary. You spent a lot of energy and time to get it up, and all that's wasted if you miss or your enemy defends against the attack.

This means two things: always Aim for at least one second to get the +2 Acc, and pick a target that's already being harrassed or otherwise can't defend well. Don't bother with aiming for the face or eyes; the special effects are a trap.

Friday, March 1, 2013

Know your options


This is less a post and more asking for help. You have been warned.

As was pointed out to me by my most knowledgeable player (who may be more knowledgeable than me about GURPS, quite frankly), one of the things that could help immensely in convincing my group to make the switch from, "I hit it with my axe," to, "I take a Rapid Strike with the Flurry of Blows option to Feint once and then aim a swing at the leg with -4 for Deceptive Attack, which puts me at 14 because I have Weapon Master and Axe-Mace at 21," is to come up with a condensed list of tactical recommendations. However, y'all collectively have played a lot more GURPS than I have. So I need some advice from the community; I'm trying to boil things down.

Preferably, I'd have a class-by-class list of recommendations for different situations, along with explanations of why and wheretofore. For example, "As a Barbarian, you'll be relying on beats,"..."As a Scout, don't forget to aim for body locations, and try to take multiple shots,"..."As a Knight, remember Weapon Master makes you badass for reasons a,b,and c,"..."As a Wizard, stay out of combat," etc.

Before I start out, I should point out that +Douglas Cole has already done the groundwork for me, as well as some of the synthesis, and +Peter V. Dell'Orto has some reflections on making that useful to the GM.

(Who am I kidding? Is there a single one of you out there who didn't find out about this blog through one of those two? Still, it's polite, and I enjoy crafting links.)

The first principle, no matter who you are or what your profession, is this: you almost always want a skill of 14 when attacking. That's not at least 14; that's 14. Though even here there's a decision; maybe you want a 16?

Decide: is it more important for you to critically hit, or for you to hit? The rubric for this decision is simple: if you're unlikely to do damage with a simple hit (either because defenses or DR are too high), then you need a crit. Aim for skill 16. Otherwise, you don't; aim for skill 14. (There are a number of exceptions to this: for example, it's okay to go for skill 13 with multiple attacks, or even dip down to skill 12 if you're desperate, but the rule is pretty firm.)

From here, setting aside the people who shouldn't see combat at all, we naturally divide into two groups: melee and ranged.

Melee consists of Barbarians, Clerics, Druids, Holy Warriors, Knights, Martial artists, Swashbucklers (I won't be covering these two), and Thieves. Ranged consists of Clerics, Druids, Scouts, Thieves, and Wizards. (I'm only considering DF 1. Sorry, Innkeeper fans!)

For this post, I'm going to try covering Barbarians and Scouts. I'll be aiming this squarely at the templates as written, despite the fact that my PCs will have lower skill levels due to having lower point totals. Also, I'm totally ignoring grappling.

Barbarian


As a barbarian, your asset is your strength, not so much your skill. At best you will have Combat Reflexes and Weapon Bond along with skill 17 with some weapon. More likely, you'll have skill 16 or even 15. The basic threatening monster will have skill 14, which means defense of 10, +- any special abilities, like a high dodge or a shield.

In combat, Beats are your friend. (MA100) Especially important is that you can Beat without an extra action, if your attack was blocked or parried. If an enemy blocks, this means you (or the Knight!) will be more likely to hit him next round.

As a rule, try not to go below skill 14 with your main attack. Also, remember the Extra Effort options (especially Heroic Charge, which lets you move ant attack with less of a penalty, and Flurry of Blows, which lets you Rapid Strike better); you'll need them.

In combat, decide if your foe is high-skill or not. If he is, stick with Skill 16 and shots for the torso. If not, your go-to maneuver is a Deceptive Attack (-1), for -2 to hit (giving you skill 14 or 13). If he's tough to hit, consider a Telegraphic Attack (+4 to hit in exchange for +2 to defend). Don't worry so much about aiming at particular spots; you do enough raw damage that it doesn't matter that much.

Defensively, seriously consider taking the Defensive Attack option. For -1 damage per die (and you're doing a lot of damage already), you get +1 to Parry or Block, or the ability to parry with a U weapon.

With High Pain threshold you'll never suffer shock penalties, but you still don't want to get hit. Your defense is probably somewhere in the 11-13 area, which is decent, but not as good as a Knight's. Remember to retreat while defending, which gives you +1 to parries and blocks, and +3 to dodges (bringing your 10 to a 13, possibly your best score). Also, you don't want to get hit, because while you have a lot of HP you probably don't have a lot of armor. Don't forget your Luck or Extraordinary Luck, if you have it.

For berserker barbarians, embrace the beast! Remember you get +4 on rolls vs. knockout and death, meaning you'll practically never fail. (Only on an 18.) Your combat options are limited, though. You must attack the nearest foe, and you must All-Out attack. If your foes are highly skilled, take the +4 and trade it for Deceptive Attack against their defenses (usually for a total of -3). If they're not, go with Double, possibly also trading one for a Rapid Strike (with Flurry of Blows, costing 1FP) for -3 to your skill for three attacks, split how you like.

Scout


You're a ranged character. With skill 16 or 17 in melee, that might not seem true, but don't believe it - it's a lie. You're a ranged character. Those 20 points you sank into Heroic Archer prove it. Speaking of which, remember Heroic Archer and what it means. Here's the breakdown: no penalties for footing or positioning or actions, and if you don't move you've already aimed. So unless you can't avoid it, don't move. That takes your skill 18 and drives it up to skill 20, and you'll need that extra skill to overcome range penalties.

Unlike the combat monsters, you'll want to aim at body-parts or at chinks in armor; your base damage is too low to do much otherwise. Chinks in armor is tough at -8, but against large foes might be worth it.

The base effective skill you want is 14, because if you don't hit your foe doesn't even need to defend. Memorize the Size and Speed Range table from 2 yds to 20 yds, which is your maximum effective combat range. The further along this scale your target is, the fewer options you have. At 20 yards, just shoot once a turn for the torso.

While it depends on the exact nature of your opponent (high defenses? high DR? lots of people?) With high defenses, you'll want a lot of arrows on one target, to soak up defenses, or maybe a ranged deceptive attack, which is allowed. With high DR, you want to find weak spots and drill on them. With lots of foes, you'll want to send out a lot of arrows.

Also, remember: if you aren't being attacked, there's no reason not to claim the extra +1 from All-Out Attack (Determined).

One of your hallmarks is rapid fire. For a Fast Draw and two Bow rolls at -3 (or -1 if you have Weapon Master (Bow) or use 1FP) [*Note: Use of FP for this isn't RAW, but it has a nice symmetry with Flurry of Blows, so I allow it.] you can fire every turn. Do this every turn that the range is 7 yards or less. (Skill 18, +2 because you stood still, -6 is 14. 14 is your magic number.) If you use the FP or also have Weapon Master (Bow), aim for the vitals.

Speaking of aiming for the vitals, aiming for the vitals is your go-to maneuver. Expect to pretty much always soak that -3 to skill to aim for the vitals; the x3 damage multiplier is too nice not to. Other options are either not as good for you (arms and legs take less damage from impaling and piercing) or have better modifiers but are harder to hit (like the skull and eyes). In fact, a lot of the time you will be balancing aiming for the vitals with shooting every turn. Average damage through chainmail to the vitals is 3.5 x 3 = 10.5, or enough to take an average man down to a consciousness check in one turn.

What should you aim at? There are two schools of thought. The first is to aim at whatever's attacking the melee fighters; forcing it to use a defense against your attack makes their attacks more likely to get through. Another is to focus on whatever might be able to hurt them (or, say, the wizard) but that they can't hurt, like enemy archers. Which you subscribe to should depend on the situation.

If you're ever in a situation where you need to roll melee combat skills or defenses, leave. That is not your role. All-Out defend and get away.



You can think of that as a sort of first draft.  The hope is that I'll be able to both pretty them up and add more to them, like what the Knight should do. Most will be simple, e.g. "As a Wizard, your main combat experience should be missile spells, and you want skill 14 with them if possible. Don't forget to All-Out Attack (Determined). If you're ever in combat, leave."

Is there anything I missed? Are my recommendations contrary to your experience? Do you have a better, clearer, more concise way of saying what I need to say? Please, let me know.

Wednesday, February 27, 2013

Communicate the Threat

Spurred by a long comment by one of my players on my first after-action report, I've come to realize that there are a few specific things I can do better both for my enjoyment and for the enjoyment of my players.

As I said before, I'm interested at least on some level in what I'll call "tactical play"; that is, in making combat and the exploration of the dungeon that interfaces with it into a realm of interesting, relevant choices.

There are a few prerequisites for this to work. The first is that communication of the tactical reality is clear. Decisions made without input aren't decisions; decisions made on faulty input aren't meaningful.

This is in fact one of the great boons to using monsters straight out of the monster manual, and also potentially one of the great sticking points for a conversion. It's obvious to anyone who has played D&D for more than one session that goblins are less dangerous than gnolls, and bugbears trump both. You don't mess with a dragon unless you brought serious firepower. Medusae are a sticky business. And so on. So, one of the goals of my conversion should be (and is, to a large extent) to preserve at least the relative threat-level these monsters present. When PCs meet an ogre, they should expect a tougher time than they had with the three kobolds in the last room. (Especially with large NPCs in GURPS, this is difficult but not impossible.)

Let's take an example where this broke down: the frogs outside the Moathouse.

Giant frogs aren't immediately evident as big nasty creatures. The mere fact that they're simply dire versions of animals tends to put them on a lower rung than, say, evil humanoids or the undead. Without other input, their threat assessment is inferior. However, that's clearly not the case. So, what could I have done, as a GM, to properly establish that this encounter was meant to be dangerous?

First, let's talk about what I did do. I made it very clear, several times before our first session, that without smart play this could very well turn out to be a high-mortality game. Also, I helped with character creation as much as I could in the communal format we used, and tried to make it clear that there was a vast difference in combat performance between roles specialized for it (like the Knight or Barbarian) and those not (like, say, the Scout).

...but that's it.

I gave them no useful information about this specific encounter, save that a) they're giant, dog-sized and larger frogs, and b) they're ravenous and will attack without quarter. (I believe I very clearly quoted from the book there, because it amused me.) So, quite naturally, my players assumed this might be a bit sticky, but that they would probably walk over it with only some little difficulty.

Those of you who know T1 know that's not true. The book is very clear - this is throwing the characters in at the deep end. So what could I have done, proactively, to make that clear, especially to players new to  tactical play?

First, there should have been more environmental clues. Bones near the pool, divots in the road, or generally something to indicate that they are now in dangerous territory.

Second, I can and should specifically call for rolls vs. the appropriate monster-recognition skills, Naturalist, in this case, and then given the PC(s) with those skills the rundown on these monsters. "Oh, these particular frogs have the dark-blue spotted backs of the Greater Voracious Lump-Backs - very dangerous, even to a patrol of armed men, especially in large numbers!" (Or whatever.)

Third, if in my judgment the encounter is liable to go completely foul without some crucial bit of knowledge, I should just straight-up give it to the players. "Guys, these frogs do 1d+1 cr with their tongues some can swallow SM+0 creatures. Also, there are six of them." Realism be damned if it leads to a bad night. (Note: I don't think we had a bad night. Actually, it seems like everyone had fun, even if the Scout's player is a little disappointed in his character's already-imminent death.)

None of this is the same as coddling the players or playing in easy-mode. In no case would I give away information that would reduce the necessity of my players to make decisions as to how to achieve their goals. Also, if surprise is an essential element of the encounter, so be it - you wouldn't know that bugbear is hiding in the rafters because you didn't look hard enough and he's sneaky, sorry. However, when that bugbear makes himself evident, unless bugbears are meant to be some strange exotic creature people have never heard of, the players should know - even if I have to straight-up tell them - that bugbears are almost as strong as ogres and are smart enough to use guerilla tactics.

Monday, February 25, 2013

In Which Hommlet is Left Surprisingly Intact: After play report 1

Cast:
Calawas - Elf Thief (Katz)
Amalia - High Elf Cleric (Paraj)
Volbak - Dwarf Knight (Jim)
Lamaevhun - Wood Elf Scout (Tim)
Ilsildel - High Elf Wizard (Martin)
Chief - Wood Elf Barbarian (Catherine)

Our intrepid group of adventurers made it down the road from Verbobonc to see the little village on a hill with its strange new Church, bringing only some little gear and their travel-worn ponies. They came originally from a sylvan community on the shores of the Nyr Dyv, being a sort of extended family that was sent out "to make something of themselves" and, perhaps more importantly, to stop being near home. (The dwarf was adopted because his parents have strange ideas about the origins of the species; nobody's had the heart to tell him yet.)

They came with a decent amount of debt underwriting their expedition from the purser's Guild in Verbobonc, and so were quite interested in employment, and fast. (The pursers are known both for their usurious rates and for their legbreakers.)

Riding past the Church, their druid (not pictured above) spotted the standing stones of Jaroo's grove in the distance and set off in a beeline to, "Contemplate the inner mysteries of nature," over the wizard's objections that, "You can do that here, dude! I brought, like, fifty feet of rope!"

Instead of messing around in the town, they made a beeline for the Inn of the Welcome Wench, hoping to find lodging and, well, some wenches. What they found instead was more expenses, but Master Gundigroot was kind enough to put them up for the night with a basic meal in exchange for the party wizard making all of his lighting require no oil for the next week or so. During their copious conversation on the nature of the fare and serving staff, Lamaevhun and Isildel shared this gem:

"Dude, try the turnips, they have awesome turnips."
"I prefer the stuff I can kill myself."
"Dude, you can kill turnips! Can't you hear their screams when they bite into you?"

This went on for a bit, until the traders entered the establishment and managed to garner instant dislike from Calawas. Nevertheless, after a bit of verbal sparring, it was made clear to the greedy little bug- I mean, the party thief, that a chance for coin was afoot, so they repaired to the trading post for a bit of more private conversation.

It seems that Lareth is the leader of a band of ruffians that Gremag is convinced is harming business. After some wrangling the PCs secured the right to keep anything they find (of course!) and even a pouch of a hundred copper, which elicited quite the interest from Calawas when Rannos, the slow stupid one, went to open the safe. Also, they completely blew off the offer of a man-at-arms to go with them for only $15 a day.


After that, they decided to retire. Early and fresh next morning (at about ten o'clock, after getting rid of hangovers and having breakfast), they set off for the half-day's journey to the old moathouse everyone had been telling them about, passing by Burne's construction with only a few glances and leaving the druid behind to his contemplations.

It all went well and I read some box text (we're enjoying the box text), until they came upon a pool that the scout discovered was home to a colony of voracious monstrous frogs! He got off a shot, but then was quickly snared and swallowed, discovering that the larger ones had teeth. This caused Chief (an otherwise unassuming individual who has both Berserk and Sense of Duty (Fellow Adventurers)) to go a little crazy and start playing golf, smacking one of the dog-sized frogs straight into the side of the moathouse. The rest of the party dithered and got ready while the horses miraculously stayed their ground, sealing the scout's doom. (He was around seven hexes ahead, which was great for the rest of the party, but very bad for him when he missed his perception roll. Also, we discovered that our dwarven knight has a move of 2 with encumbrance. Whoops.)

===========================
Notes:
  1. Three hours is enough time to do some roleplaying, but not enough for serious dungeon delving it seems. I should probably be prepared to stop in the middle of combat pretty much always.
  2. They didn't have a lot of interest in intrigue in Hommlet. I'm okay with this. They willfully stumbled into the one truly interesting thing going on, and none of the module requires that they care about Hommlet in the least.
  3. My players are prone to distraction. I knew this before; our last GM (the guy now playing the scout, poor man) basically had us run riot over his campaign with some nights where we didn't even play but fifteen minutes or so. Fortunately, they also respond well to direction. I don't want or need to be tyrannical, since half the joy of this group is getting together to talk about stuff, but they're attentive when I take the reins to get back to the game.
  4. I need to brush up on GURPS combat a little from a GM side. I know the rules, but it's been a while, so I have some trouble remembering to apply them all at times. There were definitely a couple moments where the frogs did some things they oughtn't be able to. Also, I need to firm up their stats a bit to deal with corner cases.
  5. I badly need to teach my players how to play, or they're all going to die. For example, our scout had a full second to himself to react to these frogs. He knows also that he's out in front, a goodly number of yards away from help. So what does he do? He shoots one frog once in the torso. With skill 16 and 5 yards away, without help coming, he should have at least gone for the vitals, or (if standing still instead of doing a Move and Attack to retreat) maybe use 1 FP to shoot the vitals twice (Heroic Archer makes that a 10 or less, or 11 if you don't want to defend - low, but when faced with a bunch of enemies without backup, quantity has a quality all its own). None of this occurred to the player, though, nor to anyone else at the table. However, my work is predicated on the idea that the players know their options.

Monday, February 18, 2013

Rumormongering in Hommlet and Nulb

Ah, rumours. That venerable conceit, that ingenious method of imparting information to the players. Rumours are true, rumours are false. Rumours come on tables and charts, they come in the form of maps, they come from the old man in the tavern and the city guardsman who used to be an adventurer, before he took an arrow to the knee.

One thing you should realize up front: I'd never heard about rumours and their mechanics before discovering the OSR.

Sure, I knew the old rag about the old man in the tavern. I even purposefully started a campaign that way once. But quests are different from rumours. Before I found the OSR, I had never even considered rumours as existing, much less the mechanisms of their dispersal or their uses and pitfalls.

I don't know how this happened. Certainly it has something to do with never playing a version of D&D before 3.5, though I'm kind of surprised I didn't pick it up in the AD&D books on my father's shelves that I spent hours with.

Okay, no, I'm not that surprised; I was mostly into them for their cool pictures, especially of monsters. I was so into the monsters I actually read their descriptions.

Anyhow, now I'm in the position where I want, nay, need to give rumours to my players. So what do I do?

Obviously, I construct a rumour chart and roll a d20 (or d30), and for getting fancy I allow carousing to increase the chance or number of rumours you get.

So let's talk about Hommlet. Hommlet is a small town that mostly wants to keep its head in the sand, with some bad elements mixed in trying to tear things apart. The townsfolk don't know much and they don't want to know much about the Temple; sure, there are some folks that do, but the PCs should be talking directly to them instead of just rolling on a chart if they want that information. Information that should come from specific sources shouldn't be part of a rumour mill.

What sorts of rumours can they pick up in Hommlet, then? The Moathouse is right down the way; most everybody knows about it and knows at least a little of its history. Those living on the southeast side of town might know a little about the comings and goings thereabouts, but not much. The villagers' information on the Temple of Elemental Evil is even more sketchy. Talking to Burne or Jaroo directly might yield fruit, but just drinking at the inn isn't going to get you much more than the hopeful talk of other adventurers.

If the PCs spend the week in Hommlet, they don't get a rumour for free. Carousing can get you one rumour, though.

Nulb, on the other hand, is a hotbed of activity. Seriously, just look at the banner; you've never seen a more wretched hive of scum and villainy. (Unless you're a Martial Artist who took the Wizard lens. Then, maybe.) PCs who stay in Nulb get one rumour for free. If they carouse, for each two points they succeed by, they get another, until the chart's dry for that week.

Simple. Easy. Another distinction between the two villages. I might even institute a Nulb-specific "if you fail at carousing, something bad happens" chart, though not as severe as that link, methinks.

Friday, February 15, 2013

Levels in the temple

One of the advised conceits in D&D is the correspondence of dungeon level with character level. If you're level one, you should stay on level one of the dungeon. If you're level two, venture down to level two, and so on.

This is violated quite a bit, especially later on, but it's still at least implicit in 1st edition. Needless to say it doesn't work in GURPS, since GURPS doesn't have levels.

It can be broadened out to say, "Further down means more dangerous," and fortunately this is the way the Temple operates; they expect you to be around level six or seven by the time you hit Temple level three. So how am I going to salvage this in GURPS? I don't quite know.

I've spoken before (as have many others) about the difference in the power curve between GURPS and D&D. In fact, it's more accurate to describe them completely separately. Nevertheless, I want to preserve the feel of the temple, transitioning down to tougher monsters as the party grows stronger, and having the party grow stronger, rather than presenting a roughly homogenous difficulty that only slowly grows.

The first part of this is figuring out the rate of advancement. For my game, I want the PCs to hit 250 points, the base point value for the DF templates, by the time they finish level 2 of the Temple. This strikes me as fairly fast advancement (though it remains to be seen if I'm mistaken about that), since the PCs are starting at 150 points. Nevertheless, I can tie point rewards to geographical features. For example, once the PCs discover the secret room on Level 1 (disclaimer: I'm not looking at the map at the moment; I don't know if one such exists) they get ten points. If they recover the treasure horde in room 136, it so happens that's enough to earn them 5 points when they go back to town, for paying off their debts. You get the idea. Extra rewards (for roleplay, awesomeness, or whatever) will be above and beyond, so that it's possible to advance faster if they play well, or slower if they play poorly. (One could argue that I should place more points, because the assumption is that the PCs won't find every treasure, but looking at

Every twenty-five points is a 'level', for purposes of building new characters. If your character dies, your new character gets his last point value that evenly divided by 25. (So, if your character had 186 points, your new one gets 175. Don't die.)

So much for characters. Unfortunately I doubt I'll be able to give too much in specifics on this blog, but one of the stats to write down for treasure hoards, secret rooms, and other desirable areas is character point value.

For monsters, the process is a little more difficult. I want to maintain roughly the same constitution in the temple; if AD&D players are fighting githyanki in the temple, GURPS Dungeon Fantasy players should also be fighting githyanki. However, numbers obviously need to change; HP does not an interesting encounter make. However, I discussed this in more detail in a recent post.

Still, I'm hoping that skill level may make a difference. I understand that 14 is the minimum level to challenge 250 point DF characters. Maybe 12 will work with less skilled PCs. Still. I understand there's a fairly hard lower level of skill that matters. Hmm.

Unfortunately, it looks like what I'll need to do is put together a skeleton crew ("This room has at least one ogre; this room has at least a roper and three trolls.") based around what the module says, then tweak it in play to actually fit. Unfortunately I don't have the experience to do otherwise. This is distasteful to me, but there it is. I suppose it's all right so long as I haven't given any hints of a contrary nature about what's to come if I bump the bugbear count from two to fourteen before the PCs hit the room.

I can at least map out relative difficulty levels in the module from room to room and use those to guide my placement, if nothing else.

Friday, February 8, 2013

First session a week from Tuesday

Well, you know I'm excited. We wrapped up the other campaign (by throwing the GM for a loop and doing the sensible thing - calling the police) and we're set and ready to visit Hommlet. I have the Moathouse and the town ready for them to tear apart as they will, though I'm still fiddling a bit with Lareth's hoard.

Hommlet itself was especially easy, of course - if the PCs get into trouble, I can throw mook guards at them, and if they don't, then I don't need combat stats, and everything else is already in the module. Oh, except the relationship charts and the thinking-through how I want people to behave, which I've done in previous posts.

Whether or not the PCs experience any of that depends of course on what they do. It's quite a viable strategy for them to stroll into town, go to the barkeep and say, "Hi, we're adventurers; point us at the nearest dungeon!" or for them to get involved in the political intrigue below the surface. Who knows? I certainly don't.

Besides, they've decided they're all a bunch of pansy elves (and one adopted dwarf who doesn't know it - he just thinks he's a short and hairy throwback). All the villagers are too smelly and crude for them anyway, right?

We'll see. I look forward to having a real play report to put up here.

Wednesday, February 6, 2013

Dispel Magic Aura

One of the pieces of wisdom floating around about GURPS Dungeon Fantasy is that mages aren't responsible for the damage output like they are in D&D. Instead, that's the fighter-types. Sure, a Wizard might be able to kick off a 17d Stone Missile, but that's once, whereas the Knight is doing 3d+6 a turn.

Unfortunately, one of the pirmary ways to make a cool effect on a monster that is otherwise 'mundane' is to say that magic works weirdly on it, or it has strange immunities to magic.

This could have the unfortunate effect of further marginalizing mages as combatants. "Oh, great - not only do my spells do diddly-squat to the owlbear compared to an axe, but now I have to overcome Magic Resistance, too. Remind me why I volunteered to play the Wizard?" In fact, this can already be seen in some ways just with the standard monster tropes: the Body Control mage can't do much against a zombie or a golem, but the knight's sword works just fine. (Sure, the golem has DR 10. The knight doesn't care when his average damage is 16.5.)

One solution is just not to use those special properties, and it has its merits. If, instead of making your creature Immune to Mind Control you remove its vitals, it has a wider appeal. Unfortunately, this doesn't work well for monsters that are generally accepted to be humanoid. If your mind-flayer doesn't have a heart, fine. But if your orc doesn't have guts, it's a little weird, and if that holds true for not only orcs but goblins, gnolls, ogres, bugbears and giants, I'd cry foul.

So we're "stuck" with the idea that mundane monster special abilities need a magical basis, but not wanting to further marginalize mages who engage in combat. Where does that leave us?

To answer that question, I asked myself, "Where are wizards and their ilk useful in combat?" and the answer I got was twofold: they buff the damage dealers, and they remove obstacles to them dealing damage.

Enter the idea of a Dispel Magic aura as one answer. Think of it like a cross between an Affliction and a Mana Damper. (Technically, you could probably build it as an Affliction with Aura and Based on Different Attribute: Spell Level, with the effect of "Dispels temporary effects and suppresses permanent ones." Slap on an Area or Emanation enhancement if you want it to be activated by proximity instead of touch.)

The way I envision it is that anyone who touches or is touched by a creature with a dispel magic aura immediately loses all temporary spells placed on him, resisted by the highest (or lowest, or not at all, depending on how much of a pain it is) spell level he has on currently. That Knight was Great Hasted by the Wizard? Not anymore. Oh, also, whoops, but the Continual Light went out.

If the attacker doesn't have any temporary enchantments on, then hitting the creature with a magic weapon temporarily suppresses one level of enchantments on the weapon. (So, for example, if the weapon is a +3 Accuracy +4 Puissance Penetrating Weapon (2) Ghost Weapon Dancing Sword, after it hits it becomes a +2 Accuracy +3 Puissance weapon without any of that other stuff.) Conversely, if the creature hits an opponent, that opponent's armor (or other miscellaneous gear, GM's call) temporarily loses one level of enchanment.

In order to avoid this being a huge bummer, there are a few restrictions. First and foremost, loss of permanent enchantment is purely temporary. I'm leaning toward it being of 1 minute duration, as long enough to cover any but the longest fights, but short enough not to be a hassle out of combat timing. (Different hits stack effects but just reset the timer for easy book-keeping.) Secondly, this only affects spells on other people. Missile spells, area spells, and Regular spells cast on the creature itself act normally, meaning that magic users can still affect it.

Since I'm not trying to sell books, I'm not going to stat up this power according to the RAW. Instead, I'll just note it down like so:

Dispel Magic Aura: This aura suppresses magic. Anyone who touches or is touched by the creature with this power immediately loses all spells cast on himself or being concentrated on at the moment of contact, subject to the resistance of the highest spell level in effect. In addition, any strike on the creature suppresses on 'level' of enchantment on the striking object for one minute, with multiple strikes causing cumulative effect but not cumulative time. Any hit by the creature suppresses one 'level' of enchantment on the armor or miscellaneous gear of the person hit, in the same way.
I imagine gnolls in the world of the Temple will have this. After all, they're twisted magical amalgamations of hyena and man, created long ago by an evil archmage as shock-troops to use against his foes. 

Monday, February 4, 2013

Piles of hitpoints in the Temple

One of the things that happens in the Temple of Elemental Evil is that, in order to ramp up the difficulty as you go down levels, the monsters get nastier. Instead of orcs you fight gnolls, instead of gnolls you fight ogres, and so on. The number of opponents stays the same or thereabouts. I imagine this works fairly well in D&D, but in GURPS it's a disaster. One of the first things you learn/are told as a GURPS GM is that piles of hitpoints do not long encounters make. That ogre might be intimidating to a level 1 party, but to a bunch of 100-pt characters it's a pushover.

Instead of a hitpoint economy, GURPS has what I'll call a maneuver economy. (I use that term to distinguish it from the action economy of 3.x edition D&D). What I mean by this is that combat is won by the side most able to do effective things each turn. At the same time, the ability to do effective things is fairly well constricted (with the exception of certain advantages or spells like Great Haste), so for non-exotic opponents it translates pretty well into 'number of combatants on your team'. There are exceptions, of course, which is why I put the emphasis on the maneuvers rather than the allies.

This is the case because, generally speaking, GURPS characters can't 'soak' attacks as well as high-level or high-hit-dice D&D tokens. in D&D you can win a war of attrition by having more to start with. In GURPS, not only is it a lot harder to have more to start with, but your combat effectiveness is tied on a turn-by-turn and overall basis to your damage taken.

Okay, so I haven't said anything new. Anyone who has GMed or even just played GURPS for more than a month or two understands the above, at least on an intuitive level. So, how to translate the D&D difficulty scale over to GURPS, especially when dealing with 250 point characters?

There's the simple answer, which I might go with: hire more NPCs. Instead of having two orcs, have five. Later on, instead of having two gnolls, have eight. The problem with this approach is that combat difficulty in GURPS is very difficult to judge, and it's a very fine line between outcomes, at least when judged by the numbers. (A smart party whose incentives are divorced from combat may very well find a way to avoid those eight hyena-men.)

The more complicated answer is to make your combat NPCs exotic; that is, give them traits that allow them to even the action economy out against multiple foes. (I mean traits like Extra Attack and Altered Time Rate, or even Compartmentalized Mind). The problem with this approach is that the opponents in the Temple are known (to me), and one of my goals is to hew fairly closely to the original, while still making it interesting to play.

I think what I'm going to do is, first, in the lower levels of the temple especially, pad out the numbers with less-nasty monsters. This works fairly well inside the world, too; it's quite believable that a small troop of bugbears has a posse of goblins at its disposal. (Plus, doing this might allow me to sneak in some more interesting fodder-type monsters, like gibberlings and xvarts (not to mention norkers). I don't have a feel for exactly how to do this yet, and I imagine each encounter will involve decision about how much to pad (and how to change room descriptions to account for the extras).

In addition, I like the idea that our well-known humanoids should still have some surprises in store (much like Peter D's hobgoblins, for which I sadly cannot find a more specific link). Therefore, I might decide all my githyanki are mana-dependent, or that kobolds are, due to their strange physiology (being the degenerate spawn of Elder Things) resistant to cutting damage, for two fictional examples.

Hopefully soon I can share more specifics. We game again tomorrow night, where we will hopefully finish up the currently running campaign, leaving the next-but-one Tuesday for the players to explore my version of Hommlet.