Showing posts with label DnD. Show all posts
Showing posts with label DnD. Show all posts

Monday, October 7, 2024

A "Dungeons & Dragons" Adventure - Comic Book Back Cover Ad

On the back of one of my comics - ROM: Spaceknight issue #28, March 1982, I found this advertisement for Dungeons & Dragons drawn by Bill Willingham.

As always, these are pretty goofy. Mysterious powers, an easily-scared (and easily-comforted) elf, a dragon-scaring sword, not a lot accomplished. At least there is a dungeon and a dragon.


The great sword Naril indeed. Just bite him, dragon, he's got like AC 4. And nothing more comforting after a red dragon nearly roasts you than relaxing by a warm fire, eh?

Wednesday, September 6, 2023

D&D on Death Row

My friend Tom shared this with our gaming group. It's an article about men on death row, playing D&D as best they can while locked up and waiting for execution.

It's grim. But it's good. Any they have better handouts and maps than I've made in years. I make no comment here on the justice system or on the death penalty . . . just on the gaming. It's about the only time I've been interested in reading someone's character background.

When Wizards and Orcs Came to Death Row

I love the spinners to replace dice, the game length (9 a.m. until bed time), and the dedication it takes to keep generating material to play with.

Thanks for sharing, Tom.

Tuesday, September 21, 2021

Fight like an Archmage: lessons from Threshold of Evil

I read this excellent post today about a "Dungeon" adventure that was very influential on me, Theshold of Evil:

How a Real Archmage Fights: Threshold of Evil and D&D’s Most Underrated Wizard

The article is full of spoilers for the adventure, but if you're not going to play this module as part of a very high-level AD&D campaign, you're probably okay reading it.

I learned a lot from that adventure, like:

- archmages don't fight fair.

- archmages sure don't just sit back and wait until you chop your way through low-level minions and single demons and dinky traps and then fight you. Oh no. They watch you from afar as you slog through their best defenses and Wish bad things upon you.

- archmages don't throw their spare magic items into a treasury, they issue them to Simulacrums. And I finally saw what Simulacrum was really good for.

- archmages don't care if you think they are good, or evil. Or to quote one of my favorite all-time quotes from my favorite all-time fantasy author, "Ferocious mad-killer sorcerers do not whine because nobody likes them."

- archmages have henchmen and allies that are worthy of archmages.

- and seriously, archmages don't fight fair.

It's a brutally tough module; it's the brute force equivalent of Tomb of Horrors in a way. Oh sure, you won't have deathtrap rooms with "death with no saving throw," but you get direct enemy action from a powerful, powerful foe who doesn't take his enemies lightly, or use a flyswatter when a hammer is needed.

Fun, brutal stuff. I'm glad to read that someone went through it and ended up as my groups likely would have, had I been able to run that in AD&D.

Monday, June 21, 2021

A-Series: What use is Raise Dead in a tournament?

The Pregens in the Slavers series - A1, A2, A3, A4 - come with some magic items, naturally. In A1-A3, Karraway comes with a scroll with Raise Dead.

What the heck is it for?

For bringing back a dead PC, obviously, so they can jump right back into the fight! Boo-yah! Heck yeah, look how well-equipped these guys are! Those fighting the slavers are serious.

Except that in AD&D, Raise Dead takes weeks to recover from. You're helpless when you come back. It's not a quick way to get a dead PC back in action. It's a poor way - compared with Resurrection - to get a dead PC back eventually, if they make their System Shock roll.

Looking back at the version of Raise Dead in Men & Magic - book 1 of the original D&D books - it still requires a recovery time of weeks.

So why give it to the tournament PCs?

I can really only think of three reasons.

- it lets the PCs question a dead slaver by bringing him/her back from the dead to question. They'll be helpless. Useful as a plot device - ask Icar where to go next!

- it gives the impression the PCs have the resources to survive casualties. When you go to the next round, you can have all of the PCs because you can have raised them from death.

- it was added post-tournament to let the PCs bring back casualties between modules.

I don't know of any evidence for that last one. I have no proof, but not reason to suspect otherwise, for the following: the PCs are the tournament characters as-written. I'm curious if there is anything else out there that can explain it.

Any reasons anyone can see that makes this make sense, without having to provide for additional gear or handwaving away rules? I'm genuinely curious.

Friday, May 28, 2021

Random Thoughts & Links for 5/28/21

Just a few thoughts before I go finish my manuscript.

- I was looking at the pricing for spellstones that duplicate potions . . . ones that slipped my notice. Like an Invisibility spelltone for $400, when an Invisibility potion costs $2,450. Sure, the potion losts 1dx10 minutes, and the spellstone 1 minute. But no one buys an Invisibility spellstone for anything but ephemeral combat advantage or protection, and no one drinks an Invisibility potion for long-term exploration, either. So the spellstone is very likely underpriced.

If you had the elixir, you could sell it for $2450 x 40% = $980, which nets you 2 spellstones and $180. A wealthy delver with a solid Merchant skill can turn it into 6 spellstones, and that's definitely more useful.

I'm looking at others - some seem like economic issues (one is underpriced vis-a-vis the other), others don't. Haste, Strength, Wisdom, and a few others need side-by-side comparisons. I should have just said no to special-order spellstones. It's been a nonstop headache . . . and the PCs depend on them to win fights, and so the boss fights tend to be harder because the foes need to be able to counter such items to be relevant, which only pushes the arms race of getting them.

Advice to new DF GMs - don't allow people to just buy spellstones, potions, etc. at whim. Just don't. The game becomes about them.

- Here is a nice look at some new advantages in Delvers to Grow.

- A look at "Cleave."

- Wizardry: Proving Grounds of the Mad Overlord is a brutal, brutal game to start. I started laughing when I was reading about his high-stat, well-equipped badass. Yeah, Wizardry rips through delvers like crazy. You need to just gut it out, get a few guys up levels, and then use them to support up the guys with potential. And survivors have potential all on their own. It's a tough, unforgiving game.

Friday, March 26, 2021

Random Links for Friday 3/26/2021

- This looks so fun. I love the colorful minis of this era of warfare.

A little bit of DBA
More Medieval HOTT

Honestly, though, I clicked on it because a) I didn't know what DBA stood for, and b) DBA was the short-hand for a band I like - one I saw live a lot right before I moved to Japan - Dirt Bike Annie.

- Can you backstab a shark? Heh, no. Or double yes, according to someone who commented on my comment!

I Need a Ruling

Fun stuff. Don't try this in my DF game, you'll regret it. And I will really, really laugh.

- A short look at initiative in D&D versions:

Initiative in D&D from Original to 3e

Das Schwarze Auge is another game that I'm interested in knowing more about. Sounds like they had fun playing it:

Playing Das Schwarze Auge after 28 years

- I really liked the Elric story that took place in Nadsokor. I assume that story is where ward-pact demons - a tough monster in Wizard's Crown - came from.

I wish I knew who borrowed my copy of "Stealer of Souls," though. It's been gone for a couple years and I don't want to replace it. Or replace my copy of Shadow Blizzard, either, not that we're talking about Pehov books. But yeah, guys, give me my books back.

- Not gaming, but if you're interested in warfare theory you might like this:

AN IRREGULAR UPGRADE TO OPERATIONAL DESIGN

- The weather is getting nice, and we've been getting vaccinated (some of us) - a mix of pre-existing conditions and jobs that are prioritized for distribution. So maybe we're looking at an outdoor, in-person game sometime soon. If not DF, then something else. I think playing online by default might be the new thing, though - it's just so much easier for our guys who live 1-2 hour one-way drives away from game.

Saturday, January 2, 2021

2020 in Gaming

Out with the old year, in with the new. 2020 is over. How was it for gaming?

Running Dungeon Fantasy

We had 20 sessions of DF this past year, from session 125 - session 144. That's up from 12 the previous year, and it's one of the best.

Honestly, COVID-19 is what gave us the Felltower-20. It was easier to ensure we had enough people to play with a Zoom and Roll20 based game. Roll20 made it possible, but not easy, and we've had issues with that VTT the whole time. But it did make it possible to play.

We had 10 or 11 different people play this year . . . and we've had multiple sessions with 10 people. Oddly Roll20 allowed for our more casual players to make a commitment to continous play, which is why Wyatt went from "drop in" to "mainstay," for example.

The PCs fought the draugr, again, and lost, again. They had a few empty delves. But they also found the second Bell of D'Abo, and rang its luscious, globular form and penetrated the dark . . . secret of Princess Olivia . . . and had an excellent fight made worse by common delver thoroughness. They also engaged and banished the Lord of Spite in another epic battle featuring things like a "plan" and "tactics" and "staying on target." Varmus, like Porkins, was a casualty, but the job was done.

Playing Gamma Terra

One reason we had so much DF is that we had only one session of Gamma Terra. Our GM is too busy to prep for game, so no game. That sucks, because I really enjoy getting to play.

AD&D

We kept up what's now a tradition of playing some old AD&D modules, too.

We had two sessions of AD&D - two sessions finishing Part I of A2 Secret of the Slavers Stockade. This was fun, although the PCs really killed themselves with two moves - standing and fighting in bad circumstances, which might work for superior fighters vs. inferior ones in GURPS DF, but costs resources you can't afford to lose in AD&D, and trying to avoid an "obvious trap" by wasting a lot of time and resources. Still fun, but it was tough to GM at times.

I hope to get in part II of A2 very soon.

Other Games & Gaming

Not a lot. I played some video games - I started and finished Conan: The Cimmerian. I made significant progress on Ultima IV but stalled out because the final dungeon is like a day's worth of work. I finished Might & Magic I and started Might & Magic II but quickly stalled.

I didn't get any books published but I did write an article that'll see publication in the latest iteration of Pyramid. Ironically I had plenty of time to write, but SJG's change in writing policies made it less lucrative for me to do so . . . and then I started working full time and part time again, simultaneously, and that put paid to doing more writing.

I painted pretty close to 0 minis this year. I just couldn't get up the enthusiasm, and some issues with my glasses and hands meant paiting was difficult. Plus, Roll20 made painting a mini and then uploading a picture of it harder still.

I did try to get a short, weekly game going, too. But half the group seemed interested, all had different ideas of what to play, and everyone shot down the ones I could run. Someone else volunteered to run something, got busy . . . and it didn't happen. Oh well.

My goal from 2019 was more gaming and more painting. I got in a lot more gaming, but less painting. So it goes. I hope to keep up the pace of gaming in 2021! It's been enjoyable getting to spend more time gaming with my friends.

Monday, November 2, 2020

"Gary Gygax hated magic." - Did he?

I saw this comment on CRPG Addict's review of Dark Queen of Krynn:

"It seems to stem from how Gygax hated magic so he purposefully made it difficult to survive as a wizard and made magic tough to learn."

This is not the first time I've heard something like this. I responded with a request for a source.

But I'll ask here, too. Does anyone have a quote from Gary to this effect? One from an early player that felt that Gary felt this way?

Magic changed from OD&D to AD&D, but in my opinion it's mostly in adding some complexity (spell components, timing on casting) that provides a mild brake on magic . . . but still keeps it quite powerful and game-shaping and game-changing.

It's also a comment I find hard to square with Gary's most famous characters being magic-users. Not exclusively, but even so, a couple of them have their names all over some potent spells in AD&D.

So, where does this come from? Actual Gary, or something that's been attributed to him in some roundabout fashion?

Tuesday, October 6, 2020

Possible ways to implement Weapon vs. AC Type modifiers in AD&D

It's tempting to use Weapon vs. AC Type for our next AD&D foray (into A2, part 2), but how?

Not counting "don't use it at all," I see four options:

Only versus specified armor type.

Basically, use it as written, ignore weapon vs. armor type when it doesn't apply.

Pros: We get to try it out. Some weapons will really benefit in some circumstances.

Cons: Adds a lot of complexity, but only sometimes. Penalizes everyone who doesn't know their weapon vs. armor type well enough to choose targets, or weapons, well. (This applies as a con to all of the below options, as well.

Versus all armor, with an assigned type.

Use it as written against specified armor types, but then assign a "type" to non-specified armors. Enemies with natural DR will get a "type" assigned.

Pros: More widely useful.

Cons: Have to assign an armor "type" to everything.

Versus all armor, by AC.

Ignore armor type, use it versus armor class, and just use it - with everything below AC 2 treated as 2.

Pros: Easiest version. No work, just lookups.

Cons: Penalizes some weapons types pretty much universally. Makes no sense.

Versus worn armor, by AC.

Pretty much like the option before - worn armor only, but use AC.

Pros: Second easiest version. No work, just lookips.

Cons: Penalizes some weapons types pretty much universally. Makes no sense. Requires complexity sometimes.


You'll notice I regard occasional complexity as an issue. Each time a rule sometimes applies, but not always applies, it means we spend a moment checking each case to see if it applies. That takes time even in cases where it doesn't matter.


Overall? I'm still not sure. I'd like to try just to be able to say I did, and to give an actual play assessment of what it brings to the table . . . but it feels like choosing the least-bad option. As a result, I'm still not sure.

Sunday, September 27, 2020

AD&D Session 8: A2 Secret of the Slavers Stockade, Part 2

Today we played our 8th session of AD&D, where we run through old modules as-written just because it's fun. We use AD&D as much as possible as-written, except where the rules are nonsensical (Weapoon Speed, say) or impeded play (Initiative). But generally we revel in them. It's a nice vacation from GURPS.

Today we played the rest of the first part of A2 Secret of the Slavers Stockade, as part of a planned series of sessions that will eventually take us through the aerie (A3), and dungeons (A4) of the Slave Lords.

We had a slightly different mix of players, as four people who played last time couldn't make it, and one that couldn't last time, could. So we had lots of two-PC players.


SPOILER ALERT! This will absolutely spoil chunks of the adventure for you.



Characters

Elwita, Dwarf F6 (J.D.)
"Ogre", Human F5 (M.H.)
Freda, Human R4 (M.L.)
Karraway, Human C6 (A.J.)
Blodgett, Halfling T5
Dread Delgath, Human MU5 (M.D.)
Phanstern, Human I5 (V.L.)
Eljayess, Half-Ef C3/F3 (A.J. then V.L.)
Kayen Telva, Elf F4/MU4 (M.H.)

We picked up where we left off last time - the PCs in a room, having hacking down a door that leads to hobgoblin barracks.

The PCs decided the way to go was back - retreat past the pit, move to the other door they'd spotted, and find a way down or South (into the complex) that way. They used Kayen Telva's scroll of Hold Portal to lock the "bear door" closed, crossed the pit by climbing down one side and out the other, and ran to the door to the West. It was dusty near it. They forced the door but it took several rounds. Meanwhile, hobgoblins had finally forced the east door open once the Hold Portal ended and advanced to the pit. One had a sling, the others swords.

Phanstern asked Kayen hold to say, "Jump in the pit and lay down!" in Hobgoblinese (Hobgoblinian?) and then ran to within 30' of them. The slinger hit him for 2 HP with a sling bullet. Phanstern won initiative managed to get his spell off the next round, casting Hypnotism. Unfortunately, despite needing a 17 to save, four of the six targets saved! Two jumped into the pit and layed down. The others climbed down. The leader launched a sling bullet at Phanstern, hit him, and did 3 HP of damage . . putting him to 0 and down.

The other PCs managed to force the door open. Beyond it they saw a cobwebbed and dusty room, heard low moans, rattling bones, and saw a ghostly form fluttering. They rushed it, with Dread grabbing the door to close it. Eljayess cast Light (which I let last way too long, actually.)

The "ghost" turned out to be a curtain, the moan a breeze through a crack in a fireplace wall, and the bones a wooden wind chime. They closed the door and spiked it shut.

They explored the area and found nothing but another door. They spent a fair amount of time checking rooms in a clearly burned-out area of the keep, found a hanged hobgoblin, saw eerie messages, had poltergeist-like weirdness happen, looked fruitlessly for secret doors, and eventually realized it was a dead end. So they unspiked the door and went back the other way. As they went, Karraway pulled on torch sconces to activate secret doors (or whatever) but it did little. The hobgoblins had taken the torches, and Phanstern was gone, too.

The pit was reset, so they crossed it carefully and forced the door. The room was cleared, with everything piled to the side near the north door they'd hacked down. They sent two over to check the piled "desk," casks, etc. and the rest started on the south door. As they did, seven hobgoblins burst into the room - six plus a sergeant. They charged the PCs. In a brisk fight, the PCs killed them all - but took some wounds in the process. They decided to head north to clear out the hobgoblins and find the way into the complex, hoping for stairs down ("stairs down" was a theme by now.) They heard lots of them coming - dozens, maybe.

So they backed off to the south door. Dread Delgath used Wall of Fire from his Wand of Fire, using 2 of its 4 charges, to block the hobgoblins off.

They forced the south door open, and again, the mummies appeared. They opined they weren't mummies, but Karraway got ready to turn them anyway. They advanced slowly. They spotted a metal mirror on the west wall, and were sure it was a secret door. They were only willing to spend one round looking, a few of them looked around for loose flagstones, triggers, wall buttons, pulled on torch sconces, etc. A round wasn't much and they couldn't find a trigger. They headed towards the impatiently moaning and gesturing mummies. Eventually they got most of the way down the hallway and saw it had a mirror at the end on an angle - the mummies rushed around the bend and attacked. As they did, the secret door they'd suspected opened up and out came six hobgoblins and a leader with a sling - the same ones as before, actually, from two previous encounters. The PCs didn't have anyone keeping watch on the rear so risked surprise on a 1-3, but I rolled a 6. They ended up in a double-ended fight as the hobgoblins charged. They had an option to fight two-across or three-across, and they chose three. Dread cast Slow and Karraway tried to Turn Undead.

The back rank was Freda, Eljayess, and Kayen Telva (with 5 HP left). The front faced the mummies with Elwita, "Ogre," and Karraway. They slogged out a fight. Freda killed a hobgoblin right away and then couldn't hit for the rest of the fight. Kayen Telva took 4 HP of damage and stayed in melee until eventually he took another hit and dropped at -2 or -3 HP. One of the mummies got killed right away, and then Dread's Slow went off. They hacked down the slowed "mummies" in a round or two. After Kayen went down Karraway turned and cast Hold Person on the hobgoblins in the back, holding the leader and two others. They meleed the one still standing for maybe 4-5 rounds as the door behind them was being hacked down. They finally put him down, just as Karraway finished beating the held hobgoblins to death (it's slower than Gold Box video games make it seem, by strict AD&D rules). They sent Freda to check the secret door, but he didn't see much as the door was hacked down. They ran. They forced their way into the next room, but hobgoblins pursued them. Karraway spiked the door shut with two spikes as the hobgoblins who took the secret door burst in from the north. They fought them and took them all out, but again, lost some HP doing so. They forced a door to the north into a carpeted hallway lined with curtains. Freda tried to slash one down but almost broke his sword on the wall. So they spiked the door shut behind them, and ran up the corridor, seeking to put as much space between them and the hobgoblins. They found a door and forced it open, easily, and found it was a looted storeroom. They headed along. The curtains and carpet ended suddenly. They advanced.

And Elwita and Ogre fell into a pit. It was 10' deep and 7' across. They took a lot of damage - the pit was 1-6 for being 10' deep, plus 3-6 rusty spikes for 1-6 each. Elwita took 26 HP, "Ogre" 9 HP. Freda jumped the pit hoping to help them across, but hit a black-painted wire 4' off the ground and fell back into the pit and took ~25 HP. Elwita and Freda were both out. Blodgett and Kayen were in the pit, bleeding to death. They managed to get "Ogre" out, grab some gear from the fallen, and run as they heard hobgoblins coming.

From there they kept forcing doors, and eventually found their goal - stairs down! They found them in a damp room with tuns of water with spigots. They spiked the door shut and went down the stairs . . . and found their way to the fort's well. No exits.

They unspiked the door and continued on.

The next room they penetrated had stadium seating on the four walls, filled with slack-jawed and staring humans neck-shackled to the wall, surrounded by flittering shadows. A hobgoblin stood slack-jawed at the far end. They moved in to kill the hobgoblin and get across the room, but felt anxious as they did. As they reached the far end, they barely heard a sound, just at the bottom edge of their hearing. It unnerved them a bit but they made their saves. In a moment, a cloak from the far wall detached itself and flew at them, moaning - a cloaker! (They'd fought one in my GURPS game.)

It tried to moan them into nausea, and failed. They chopped at it, and Elwita, Karraway, and "Ogre" all hit it. It tried to Hold "Ogre" and succeeded. It enveloped "Ogre" and started to tail-smash Elwita. They just couldn't hit it, and eventually it knocked out Elwita with its tail. Dread burned it with Burning Hands twice, which hurt it badly and finished off unconscious and held "Ogre," putting him below -10 HP. Eljayess drank his Potion of Speed, passed his System Shock roll for aging a year from magic (a 30 against a 97% chance) and finally hit it with his spear and finished it off.

Then there were three. Eljayess speared the hobgoblin in the eye, Dread took his cloak (it was a Cloak of Protection +2 it turns out), and they headed in further. They spent a little time trying to force a door before deciding to just check the hallway to the end.

At the end, they found a door and immediately forced it. (As in, "We force the door [roll, roll] and I made it.") So they just ran to the door and bashed it in . . . and found themselves entering a kitchen/feast hall, with a raging fire, a barricade of casks and barrels and a big wine cask in the middile, facing this guy, and his minions:



Icar, the 7' tall black man in black plate with no eye holes in his helmet, wielding the Two-Handed Sword +1 "Death's Master." (And the main reason I wanted to run A2, part 1.)

We checked but no surprise.

Eljayess still had 3 rounds left of his Potion of Speed, so he launched a Javelin of Piercing at Icar and hit for 8 damage.

Initiative was tied.

Some hairy humans threw axes - all at Karraway - and one hit, just as he finished a Command spell on Icar to "Surrender!" - he made his save with ease, rolling a 17.

Dread threw a flask of oil into the fire. It splashed on Icar, who ignored the burning oil on himself.

Karraway's second javelin (Haste) hit Icar and did 11 more damage. 19 so far!

Next round, hobgoblins popped up and threw axes, Icar kicked out the supports of a big wine cask and sent it tumbling at the party, and the humans ducked and hid.

Dread's second oil flask missed badly and hit no one. Eljayess ran in, sword out, and took cover. The rolling wine barrel took out Karraway, knocking him out (he was down ~2 HP) and ending the Spiritual Hammer spell he was trying to cast, and Dread was hurt and stunned for 1 round. The hobgoblins threw axes at Eljayess but missed (medium range and low AC, as he upgraded gear as PCs went down.)

The next round Icar moved up and attacked Eljayess, and wounded him, and then got his second attack (# of AT 3/2) and finished him off just as Eljayess was trying Command to "Surrender."

Not that Command would have ended the fight - surrender, yes, but it's 1 round duration.

Out of options, Dread Delgath attacked Icar with his dagger, rolled a 17, and missed. Icar cut him down.

And thus ended the attempt to defeat the slavers.

Notes

Well, that was fun. I'm glad they got to the final battle. I assumed Icar was confident in his fort, and not willing to stop his party just because of attackers . . . he'd deal with them personally if they made it that far. An upside of evil is you can sacrifice your minions without a care, and a downside is you can't trust them to do the hard work and need to put in a hand personally. I'm sad they didn't get there with enough juice in the tank to compete in it, or even win it. It wasn't looking good at the start of the session and it wasn't really possible after the second pit trap. Even hits on every strike and failures on every enemy save in the last fight wouldn't have won it for them.

Speaking of which, that second pit trap was obscenely lethal. Detecting it would have been possible with some caution, but once you fall in it . . . 1d6 damage plus 1d4+2 x 1d6 damage. So a range of 4-42 damage. Average 3.5+(4.5*3.5)=19.25 points. That's more than average damage for falling in a 50' pit or getting hit by a fire giant (5-30, av. 17.5). Plus, the more spikes you land on, the more damage you take? Very old school, but wouldn't the more spike you hit potentially mean more distribution of landing force and thus less depth of penetration? And AC doesn't matter, so landing on it in plate armor and landing on it with nothing . . . same. It just seems a bit much. In a campaign game, I'd nerf that trap a lot.

The whole mission was really on the edge of failure after that first bloody fight in the courtyard. Once the PCs lost Blodgett, they lost a lot of ability to deal with locks and traps. They also really wanted to avoid the straight-up-the-middle approach the tournament module demanded, and spent a lot of time trying to get around the "obvious" mummy trap. Hacking up the door to the north meant that I had to deploy monsters not included in the tournament - lots and lots of hobgoblins. They cost the PCs ammunition, spells, charges off the wand, and HPs they couldn't get back. I couldn't let them off like the tournament demands because they legitimately made efforts to get to the guard barracks and spent extra time messing around, noisily and violently.

The "mummies" didn't fool them - no one thought they were mummies - but it did result in an excess of caution that harmed them greatly. Net/net, that set piece encounter worked. They dithered in front of it, and when they eventually went for it they were down on HP, characters, and spells. They ended up losing a PC in the fight, wasted time Turning, used up 2 precious charges on the wand (on the other hobgoblins, thank to their first attempt to avoid the mummies), used up their only 3rd level M-U spell, and a Hold Person spell. So maybe they didn't buy them as mummies, but they ended up paying more than it was worth to defeat three disguised hobgoblins. They rightly suspected a trap, and worried it was a pit, but never really chose any of the options early enough - attack, search for a secret door, or use magic such as a Fireball to just clear the area.

Hold Person - save vs. spells, or paralyze? I went with Spells.

Karraway has a scroll of Raise Dead. That's utterly useless in a tournament setting for AD&D. I'd thought it must be because this was written pre-AD&D, but no, it's a 1980 tournament. So what gives? Assumption you wouldn't run the spell by the book, just a feel good item, a way to question the dead if you bring them back? They used it on "Ogre." So he's a slave, now. Heh.

Oddly, they ended the game with a lot of spells left. No obvious offensive ones, but ones like Spider Climb, ESP, Invisibility, (Although Kayen died with Sleep, though, and Charm Person), a Potion of Clairaudience, Suggestion . . . I think they just didn't know how to use them. Maybe next time I'll divvy up the characters a week out so people have time to read the spells and think about how to try and use them.

Next time we play, I'm going to do a post-session inventory. People weren't sure how many spikes they had, how many arrows, who had what item from Blodgett, etc. I made us type out remaining HP in Roll20 but I think it's worth going for the whole deal.

Also next time we play, we're using Weapon Speed. Maybe Weapon vs. Armor Type, too, just see how it actually plays out.

But again, this was a lot of fun. I love GURPS, but I am having a total blast running AD&D. It demands a very different approach in some ways, yet rewards a lot of the same sensible actions. You just have different resources for the job.

Next AD&D will likely be A2, the subterranean levels, with the same PCs. IIRC they upgrade, gear anyway, for A3. We'll start afresh like we did with this one. I'm hoping to play it soon, while AD&D is still in people's heads.

AD&D Today - A2, Section A, Part II

We're playing AD&D today - Part II of A2, Section A. When we last left, the PCs were down Blodgett, the halfling thief, out of healing, and fairly well mauled.

They'd just hacked down the door to what seems like the hobgoblin's barracks area. Behind them is a trapped hallway with a door outside, where the guards are alert. Ahead of them is a long hallways with three mummies, and some hobgoblins that took a shot at them with a slign from behind.

What will they do? Forge on ahead - whichever direction "ahead" means here - or try to fight it out in place? Will they find the secret of the slaver's stockade and complete their mission? Or will they ignominiously submit to a "what would have happened, had you lived" post-action assessment?

Let's find out, shall we?

Saturday, September 26, 2020

The Rest of My Order - Zayene & Arcane Treasury

I mentioned my (re-)purchase of Battlesystem yesterday.

What else did I get?

I purchased some Rob Kuntz stuff.

First of them, the one I went looking for, was El Raja Key's Arcane Treasury. I saw a mention of it over on The Blue Bard, and then looked and saw a review over on Grognardia. They intrigued me enough to take a look. It doesn't seem to be available in PDF, but it wasn't much on Noble Knight Games.

So now I have this:


While I was there, I figured I'd fill out my "Zayene" series of adventures.

I picked up the first of these, the D20 version of M1 Prisoners of the Maze, at a gaming store that was down the block from my martial arts school. That's the same place I purchased the Silver Anniversary set, too. I purchased the second either there or another game store. Now I've finally gotten the last two. I don't particularly mind that they're different editions.



I'm not sure I'll ever run them, although the first one especially has a lot going for it, especially as a one-shot and not a campaign drop-in. I'd need to basically re-write it for AD&D or GURPS, though, as I don't run 3rd edition-compatible D&D. It would be easier to re-write it for GURPS than for me to convert it to AD&D, though. I'd actually be better off getting the original versions if I intended to run them in AD&D. The other two that I just purchased, I'm not sure yet - I need to spend the time to read them all in a row.

Friday, September 25, 2020

Battlesystem 1st edition - repurchased

I received a package from Noble Knight Games.* Someone mentioned a book I'd never heard of, which sounded interesting. I couldn't find a PDF for sale, so I checked Noble Knight Games. They had it, along with modules 3 and 4 in a 4-book series I own 1 and 2 of. But I figured, while I'm there and ordering, I should see if they have some other things I'd like.

One of them was a boxed set of TSR's Battlesystem.

They had two - one unpunched, and one partly-punched. The unpunched had a better box condition . . . so I ordered it. It arrived today:


The cover depicts the fantasy battle we all want to have played, but didn't.



Everything is as-described. It lacks the minis, which is fine. Less fine is the fact that the record sheets have clearly been folded over in the box for years. Ugh.

But hurrah! I have an intact copy of the AD&D mass combat system. Thanks to a used bookstore pickup years ago, I own the original Companion Set and Masters Set books so I have War Machine, too.


The annoying thing is, I owned Battlesystem. As far as I know, I still own it. While I did give away all of my duplicate books at one point, and I did box up and sell off a big whack of gaming material, I don't recall selling Battlesystem. I doubt I would - I really like the rules, and I still have pieces of the sheets (both the originals and hand-typed ones for my own big battles) in one of my folders. I found it when I went digging for my battlesystem rules.

I just couldn't find the rest of the rules.

I have the two minis from the set, and painted the one I liked better. I have all of the counters (well, I'm sure I lost a few). But the box? Long gone. The rulebooks? I just can't find them. The painting guide? It's not with my mini painting guides I have handy, and I can't lay my hand on it. It's very mysterious. Like I said, it's not something I would have given away, I don't throw out game materials, and who would buy random bits of Battlesystem even if I did sell it?

Hopefully I'll stumble across it.

As it stands, though, now, I have a complete set, minus the minis, unpunched. The counters will stay unpunched in case I ever do sell it. I have enough if I want to use the system anyway. Another 801 counters isn't going to make my left better. All I really needed was the rulebooks and tables.

I'm not sure I'll get to use it, but I hope so. I played a lot of Battlesystem in the 80s. I played every battle in the book, and ran the battles from Dragonlance modules, too. I bought H1 Bloodstone Pass and played that out by myself since no one wanted to play a mass-combat centered game.

I have to admit I was surprised when I found some real hate for Battlesystem on the blogs back when I started reading them. Or just antipathy and a general, "It sucks" attitude. I really like it, and I found it worked as scale-modified AD&D pretty well.

We used it in my big Unearthed Arcana-era AD&D game in high school. Only myself and one of my players thought that was interesting, and ending the campaign with a big battle (using Old Stoney, the castle from Dragon magazine, as the objective) was probably a mistake. It was probably going to end anyway, as people had started to drift out of gaming or into different groups. Which was also too bad because everyone was name level by that point - an 8th/12th ranger/druid, a 10th or 11th level Cavalier-based Paladin, an 11th level magic-user, a 9th level fighter a small army of troops and some henchmen, another paladin around 8th level, a thief of some significant level (11th? 12th? I can't recall), and they had just started as a group to enjoy bossing around the NPCs. A lost chance, I suppose.

Now, all I need to make me really happy is a replacement copy of X10 Red Arrow, Black Shield. I should just invest the money in getting the PDF version I do own printed nicely and the counters printed on cardstock, so I could play it again. I know that in my current group maybe 1-2 people might be into it, but I suspect most of the group would just want the war in the background and chafe at needing to do diplomacy and just want to kill things. That reason alone stays my hand on the "Print" button.

In any case, thanks Noble Knight Games. I'm quite pleased.



* I remember ordering from them back in the day when they'd mail a .csv file with a list of books. My copy of Elric! and Sea Kings of the Purple Towns and some Twilight:2000 modules are from them. I missed out on Sorcerers of Pan-Tang, which someone else bought before my order arrived. That was . . . mid-90s?


(Editing later - Rob Conley has an Ascending AC Adaptation for Battlesystem.)

(Editing Even Later - James Maliszewski did an interview with Douglas Niles, game designer for Battleystem.

Tuesday, September 22, 2020

AD&D Rules: Weapon & Armor Class Adjustment

Another post about AD&D - which I mean as 1st edition AD&D, as I never played and won't be running 2nd edition.

Today: Armor Class Adjustment, aka Weapon vs. Armor Type.


This is one of the rules I wanted to try, but never really played with. I'd bust it out when I was trying to run combats just like the one in the AD&D DMG (p. 71), and the adjustments were written on the AD&D record sheets, but it didn't really see any play. That's despite some bits that would have make a munchkin smile - more on that, below.

Weapons getting a bonus or penalty versus a specific armor type is one "those rules" in AD&D. You know the ones - fiddly, very specific, based on some odd assumptions, and provide a lot of complexity for a relatively limited gain. And it's spread across two books, as usual - the adjustments are in the PLAYERS HANDBOOK, and how to apply them appears in the DUNGEONMASTERS GUIDE.

WEAPON TYPES, "TO HIT" ADJUSTMENT NOTE

If you allow weapon type adjustments in your campaign please be certain to remember that these adjustments are for weapons versus specific types of armor, not necessarily against actual armor class. In most cases, monsters not wearing armor will not have any weapon type adjustment allowed, as monster armor class in such cases pertains to the size, shape, agility, speed, and/or magical nature of the creature. Not excluded from this, for example, would be an iron golem. However, monsters with horny or bony armor might be classed as plate mail if you so decide, but do so on a case-by-case basis. Naturally, monsters wearing armor will be subject to weapon type "to hit" adjustment.


It applies to armor, using weapons, and not against monsters unless you choose to use it. And it's explicitly optional, which is not always the case for AD&D rules. I think the best explanation of its use in play isn't in any of the books, it's in Dragon Magazine #74, in an article explaining how to use the Combat Calculator.*

Regardless of the actual armor class a piece of equipment provides its wearer, the apparent AC of that armor is the same as for all armor of that type. The armor class adjustments given in the Players Handbook, and reproduced on the Combat Computer, only apply to apparent armor classes ? those between 2 and 10 inclusive. For example, a man in +3 chain mail has an armor class of 2, for combat purposes. But the apparent AC of his armor is 5, just as for all types of chain mail. The armor class adjustments for weapons apply to all objects of a certain armor type, magical or not.
Laura and Tracy Hickman**, Dragon #74, p. 41 (June 1983)

This rule is easily misunderstood, too. It's weapon vs. Armor Type, not versus Armor Class. It's an easy mistake to make - such as here.

The problem of monsters, and armor type for unarmored monsters, is an issue. Most people deal with it by ignoring this whole rule. A gamer named Rob Paige mailed Dragon Magazine to find out, and received this answer:

Armor class dilemma

In regard to the Combat Computer in issue #74: I have found it a great help in running my campaign, and I think you did a great job in explaining how to use it. However, I have a problem with apparent and enhanced armor class.
Obviously, not all creatures wear armor with set AC values, but instead they depend on their natural armor and/or dexterity. The article states, "regardless of the actual AC a piece of equipment provides its wearer, the apparent AC of that armor is the same for all armor of that type." This presents problems.

Suppose I wish to handle melee between a group of adventurers and a xorn. The xorn wears no armor, is not too quick on its feet, and (to the best of my knowledge) doesn't improve its AC value through any magical means. Thus its AC value of -2 must be enhanced by its natural stone-like shell. What is the apparent AC of stone-mail?

The same goes for the apparent AC of, say, Asmodeus. To the best of my knowledge he does not wear any armor. Since his AC of -7 is obviously enhanced by some means, what would his apparent AC be - 10? That can't be right.
This is mostly a minor complaint (since I'm sure there are many DMs out there who disregard AC adjustments altogether) but if there is any reasonable answer to this dilemma, I would be happy to hear it.

Rob Paige
Cheney, Wash.

We checked out this question with Tracy Hickman, who is on the TSR design staff was the creator of the Combat Computer. He told us what we expected to hear - namely, that no provision exists in the AD&D(tm) rules for taking AC adjustments in to consideration in cases like the ones Rob describes, which is why the Combat Computer didn't address the question.

The problem can't really be solved (short of an official addition to the rules), but it can be handled in one of two ways:
(a) Don't use any armor class adjustment for weapon type against creatures with an AC of better than 2, when that armor class can't be equated to an "apparent" AC, or (b) Treat any "problem" AC as if the creature in question had an actual armor class of 2, which is as low as the armor class adjustment table in the Players Handbook goes. - KM


Dragon #82, p. 4 (February 1984)

"KM" is Kim Mohan, editor of Dragon Magazine at this time.

The logic in the answer makes sense - either use it where it applies, or apply the bottom modifier to everything below. With Unearthed Arcana, the existance of Field Plate (AC 2, 1 with shield) (which is also in the DMG, p. 27) and Full Plate (AC 1, 0 with shield) extends these rules to AC 0. In case B you could treat everything below AC 0 as AC 0.

Neither is really satisfying, though, is it? The first is more so, to me, but it's not that great. Once you're chucking the rule sometimes, why are you not chucking the rule the whole time and just making your life easier? It's really not as easy, as, say, armor divisors in GURPS that only work against worn DR - differentiating worn DR from natural DR is easy enough as it's defined seperately in the ruleset from the get-go. In D&D, what makes your AC your AC is really only clear for PCs and NPCs, and can be guessed to a degree with humanoid foes.

The second means that against anything with AC 2 (or AC 0) or better, certain weapons are just totally hosed . . . and others are great. Two-handed swords get a +2 to hit against everything in the game. Monks have enough trouble with open hand, but now they'll be at -7 to hit anything with negative AC (-9 if using UA and AC 0, and even worse with a bo or jo.) Geez, thanks. The only saving grace on that is that -7 is so damn much it just sets all below-zero ACs to -8 to -10***, which at a sufficiently high level a monk can hit with a 17-20. The 17th level Grandmaster of Flowers hits AC -10 on a 20. Meanwhile Joe Schmoe level 1 fighter with a two-handed sword (+2 vs. AC 0, or AC 2) hits AC -7 with a 22 (a natural 20, +2, if using the rules under Progression on the Combat Tables, DMG p. 82).

Like I said, unsatisfying. This starts with a good, basic idea - some weapons penetrate armor well, some are designed to fight less-armored folks and do better against them - ye old longsword vs. rapier comparison (one's for dealing with armored foes, by armored foes, and the other for killing other people in town). Then it turns it into a quick shopping trip for the best weapon vs. AC 2 (or AC 0) and just using those, and hosing people who chose poorly. I also makes for nonsense like ghosts (AC 0) and brownies (AC 3) being best dealt with by using armor-piercing weaponry, just like red dragons (AC -1) and bullete (AC -2 in spots) or umber hulks (AC 2).

There are some aspects to the rule, though, that make it attractive to bonus-hunting players:
- one magic item, the Staff of Striking, is always the best possible weapon versus an AC type. That's a +2 to +4 to hit every type of armor.
- two-handed swords are amazing. Weapon Speed 10 sucks if you're using those rules, they need a lot of room - 6' - but get a +1 to +3 against every armor type except AC 10. +2 or +3 against most armor types is huge - it takes 18/00 ST to get a +3 to hit, and this would stack.
- the footman's flail is an excellent one-handed weapon, especially if you use ruling b) from Kim Mohan's answer. Amusingly, it's -1 vs. AC 10 and +1 vs. AC 9, so picking up a shield gives you +1 to your AC and the flail comes and negates it.
- A morning star is a good second, although it doesn't get that sweet plus against everything that answer b) give the footman's flail.
- daggers and shortswords make great backstabbing weapons against magic-users, who are usually going to be AC 10 armor type, getting +3 and +2 to hit, respectively.
- long bows are amongst the best anti-armor ranged weapons. Not composite ones, though, just traditional ones. This is the "Crecy and Agincourt were won by bows shooting through plate" line of thought, which I think more modern history has discarded.

Some of those make the rule attractive to use - you get some real choice in weapons, and trading off a shield and a faster and lighter sword for a zweihander suddenly seems an awesome choice, and not just for 1d10/3d6 damage. I'd expect to see a lot of guys who take two-handed sword, footman's flail, and dagger for melee and a longbow for their missile weapon.

Of course, this requires: - another number to look up; - another number to apply to AC prior to a table lookup; - accepting the fishy numbers (and weirdness were armor type changes if you have a shield, and mysteriously matches the next better armor without a shield) - deciding how to deal with monsters, both for and against.
I've mentioned Anthony over at The Blue Bard a few times in this series. He uses these rules . . . but applies it to Armor Class, not Armor Type. He also only applies it for weapons, for PCs, so monsters don't use these rules. Like I said before, I'm not sure I could live with that.

This falls under one of those rules I'd like to try, just to see how they affect play - especially in scenarios where the PCs face a variety of armor types with a variety of weapons. But they're really a set of rules that don't completely cover the game system in front of you. The gaping hole of how to handle monsters and monster attacks - either ignore them or apply a patch - doesn't really add a lot of attraction to using it. But I might try, just to get the actual play experience of them. You really need to see a rule in actual play to see how it really plays . . . but you don't need to see how a rule will play to know if you're interested in trying it out or not. So we'll see.


* I had one of these, assembled and working . . . and I sold it years ago when I was clearing out old stuff, along with a bunch of character record sheets for AD&D. I kind-of regret selling the record sheets, but honestly I didn't need them and don't need them. I really regret selling the combat calculator, especially right now. I may need to make one using this post.

** The Dragonlance Hickmans, yes.

*** Really, really important rule in AD&D - Important Note Regarding "To Hit" Adjustments, DMG, p. 70. Modifiers that lower your "to hit" instead improve the AC of the target, so you're not making it impossible to roll a 20 and hit some of the ACs where only a 20 can hit (see Progression on the Combat Tables, DMG p. 82) if you're using that optional rule. Not that the example combat uses them this way, but it's worthy of its own post.

Monday, September 21, 2020

AD&D Rules: Weapon Speed Factor

I'm going to do a faily steady series of posts for a while about AD&D - the rules I use, the ones I don't, why I do things the way I do, etc. We've played some sessions of AD&D and I think I'd like to get a slightly more frequent use of the rules system in at some point.

Today: Weapon Speed.



First and foremost - I don't think I ever played with Weapon Speed Factors (hereafter, Weapon Speed or WSF.) I played in plenty of games where we wrote it down but not one where I recall playing it. If we did, it wasn't by the rules as written.

I do intend to play with Weapon Speed at some point - and maybe even Weapon Type vs. Armor - in one of the A-series of adventures, just to try it out in actual play. This post is meant to explain why I haven't done so yet and my feelings about the rules approach behind them.

It is worth noting that I co-authored GURPS Martial Arts, and it explicitly contains rules for weapon length and speed in it for those who seek extra detail. It's not that I think weapon speed is a bad concept, just that I think the execution in AD&D is needlessly complex.

Weapon Speed Factors

This material is based on the AD&D DUNGEONMASTERS GUIDE, pg. 66-67

According to Simultaneous Initiative, if both sides tie the initiative die, WSF determines who goes first. A fist isn't a great weapon but with a WSF of 1 it smokes a longsword (5) which beats a two-handed sword (10). As a base, it's a way to break ties.

The issues for me comes up in this next part: Weapon Speed Factor.

In the second paragraph, it says:

When weapon speed factor is the determinont of which opponent strikes first in a melee round, there is a chance that one opponent will be entitled to multiple attacks.

If WSF of the slower is twice that of the faster, or +5 higher, the faster weapon gets to strike twice before the slower weapon. If it's 10+, the faster weapon gets two attacks before, and then one after, the slower weapon. (That second case, by the way, only comes up for WSF 1-3 weapons vs. the Pike at WSF 13 - no other weapon has higher than a 10 or lower than a 1.)

Further, WSF does come up on non-tied initiative, for multi-segment spell-casting vs. fast weapons. You:

1) Subtract the losing initiative die from the winning, treating negative results as positive.
2) Compare the WSF of the combatants, applying #1 as a modifier.

And then, well, here is what the DMG says verbatim:

Example: A sword with a factor of 5 (broad or long) is being used by an opponent of a magic-user attempting to cast a fireball spell (3 segment casting time). If the sword-wielding attacker was represented by a losing initiative die roll of 1, the spell will be cast prior to the sword's blow. A 2 will indicate that the spell and the blow are completed simultaneously. A 3-5 will indicate that the blow has a chance of striking (if a successful "to hit" roll is made) before the spell is cast, arriving either as the spell is begun or during the first segment of its casting. Suppose instead that a dagger were being employed. It has a speed factor of only 2, so it will strike prior to spell completion if the initiative roll which lost was 1-4 (the adjusted segment indicator being 1, 0, 1, 2 respectively) and simultaneously if the die score was a 5. If the weapon being employed was a two-handed sword (or any other weapon with a speed factor of 10, or 9 for that matter) there would be no chance far the reacting side to strike the spell caster prior to completion of the fireball. Note that even though a spell takes but 1 segment to complete, this is 6 seconds, and during that period a reacting attacker might be able to attack the magic-user or other spell caster prior to actual completion of the spell! If combat is simultaneous, there is no modification of the weapon speed factor.


I find that difficult to parse. ADDICT spells it out better:

a. When the attacker wins initiative, the weapon will always strike prior to spell completion.
b. When initiative is tied, a straight comparison of weapon speed factor to spell casting time will determine which occurs first. Simultaneous results are possible.
c. When the attacker loses initiative, subtract the attacker’s losing initiative die from the weapon speed factor (treating negative numbers as positive), and compare the result to the spell casting time to determine which occurs first. Again, simultaneous results are possible.

The two spell casters have closed to melee range. Bigby starts casting power word, kill (one segment). Riggby attacks with his staff of the serpent. If Riggby wins initiative, he will strike first. If initiative is tied, the one-segment spell will beat the speed factor 4 staff. As it turns out, Bigby wins initiative 6-4. Riggby’s speed factor (4) minus his losing die roll (4) equals 0, so he actually beats the one-segment spell. (He still needs to score a hit, though.)


I find that pretty ugly. Take a look at that example. Riggby can beat a 1-segment spell if he wins initiative, or loses with a high die roll, but he loses on a tie. Bigby is better off with a tie than a victory, depending on the victory. If he wins 2-1, or 3-2, he's fine. If he wins 3-1 or 4-2, he's still okay. If he wins 5-3, it's a tie (1 segment spell, WSF 4 - 3 = 1) and if Riggby hits, he interrupts the spell. If he wins 6-5, he's in a tie again, but he's not with a 2-1 or 3-2. Margin of success doesn't matter quite as much as the losing die's number relative to its weapon speed. Since you treat a negative as a positive, a WSF of 2 and 6-4 loss means a 2, not a 0, and now you're slower than the spell again. And if that's not the case, the wording of the rule is not conducive to understanding what is the intended result there. The DMG example seems to support the idea that a lower WSF can sometimes be worse than a slower one for beating a spellcaster getting off a spell.

Does your head hurt yet? Mine does. Maybe I'm reading it wrong . . . but I don't think so.

(BTW, it's cute but annoying to chose similar-sounding names to explain a difficult concept.)

Conceptually, one of the big issues I have is how and when they matter. Most of the time, they do not matter at all. If your side wins the initiative roll, WSF doesn't matter at all. It's only on a tie that they matter. The weird Gary Gygax thing you see in, say, surprise, where 1 = surprised, 2 = completely surprised, 3-6 = not surprised rears its head here. Rolling a 4 on initiative when the other guys roll a 3 is not as good for you as if you rolled a 4 and the other guys rolled a 4, too, if you have a faster weapon. If you have a slower weapon, no matter how much slower, it doesn't matter if you win the initiative. If you have a faster weapon, no matter how much faster, it doesn't matter if you lose the initiative. Rather than just make the roll a determination of initiative and WSF affect that, or using WSF instead of initiative to determine strike order, it's this weird tiebreaker that can result in a vastly superior or inferior result that either winning or losing initiative.

But that's not true with spells. With them, you need to apply this second comparison where the initiative die matters.

Not only do people with much-faster weapons want a tie, people with much-slower ones are better off losing initiative than tying. Spell casts need clear victories on initiative, with a very low roll for the bad guys. For a monster, unarmed, WSF is presumably a 1 (Fist or Open Hand). But maybe not. I've seen how Anthony over at The Blue Bard writes this up, but he handles multiple attacks in a way that obviates the need to know most monster's WSF. Nothing in the AD&D DMG or MM discusses attack speed for monsters.

I'm not the only one who found this mind-bending. Way back in Dragon #71, Ronald Hall had an article* called "Attack Priority." That's the article that helped me understand what the heck the DMG was saying on p. 66-67. Cut me some slack - my reading comprehension isn't perfect, and I was probably 12 at the time when I got that as a back-issue ordered from TSR's Mail Order Hobby House. I didn't use that system in the article at all, but I did find it interesting. The idea of an initiative system that works like die roll + modifiers = when you go . . . it's workable, even with initaitive for a side and modifiers for weapon speed. It needs a full retool of the AD&D system, like in Ronald Hall's article, but it would use weapon speed and spell casting time well.

Like I said, I'll use WSF soon enough just to try them out. I'm not sure how I'll deal with the initiative and attacks vs. spells bit, especially when I fold in multiple attacks (a post on that coming soon.) But like I said, conceptually, I think WSF are a mishmash. The value of iniative dice mattering so thoroughly makes for a confusing system. I'll have to give that a think before I implement it. And it will play some hell with my way of using initiative dice rolls to place initiative. I don't want to make a WSF house rule to use it, so I'll need to test out the rules as written and see how it plays out. This quote attributed to Gary Gygax doesn't help, much:

"Forget weapon speed factors. I must have been under the influence of a hex when I included them in the bloody rules."

If you think I've got something wrong in the above, by all means, point it out . . . but I need some rules citations (not just "see DMG 66-67" either - I'm seeing them now) to back you. I'm interested in the rules as written, here, and thus I need to be able to read the source and confirm interpretations are backed by them.

* Discussed in a kind of backhanded manner here.

Saturday, September 19, 2020

AD&D - Why Segments make 1-Minute Rounds Work for Me

I used to hate the 1-minute melee round length in AD&D. It felt way too long for what happens. It did match those swords and sorcery books, where Moorcock and Burroughs and the like routinely describe people fencing for 10, 20, 30 minutes - even an hour - before a telling blow is struck. Realistically ludicrous, given the speed at which you can execute a strike.



But now, having run AD&D several times in the past couple of years with 1-minute melee rounds but using segments . . . I don't dislike the 1 minute round anymore.

Segments make a big difference.

It's something I wish I understood back in the early 80s when I was running AD&D.

If you're not familiar with them, here is a brief description based on my understanding of the rules.

Segments are six-second increments of time in AD&D. 10 of them comprise a round. Actions taken in combat occur on a specific segment of a round.

How we run them - and I believe this is by the rules as written, is that you roll initiative. Higher die has the initiative. The other side takes its first action on the segment number indicated by your die, and vice-versa.

For example, the PCs have encountered some hostile ogres. Neither side is surprised, and both are hostile - the ogres because they're CE, the PCs because they're PCs.* They roll for initiative. The PCs roll a 3. The ogres roll a 1. The PCs act starting on segment one. The ogres, segment three. Thus the PCs get to go first, and have a bit of time to act before the ogres do. The ogres still have a lot of time to act, it's just they don't get priority like the PCs do.

You can roll a 5 for initiative and the monsters a 4, so you go on segment 4 . . . and move (1 segment), ready a weapon (1 segment), and attack (1 segment) and resolve that attack on segment 6. If all they need to do is attack (1 segment) or cast Magic Missile (1 segment casting time), they resolve that attack on segment 5 and beat you out.

If you roll tying numbers - say they roll 4 and 4 on the next round when it begins - you start your round simultaneously. Weapon Speed matters if you're using it** as does the amount of stuff you need to get done.

I find that establishing initiative and then having possibly interspersed, pre-declared actions makes for an easy to run but chaotic-in-effect melee, and it adds a lot of tension. It's not roll, tune out, listen for your damage, ask who's still up, and then make your rolls.

Other reasons I like segments:

- you can have abstract combat with non-abstract timing, which is something players eventually crave. They want to throw a flask of oil and then slam the door. They want to wait for someone to come melee them. They want to move, attack, and then move back. You can make all of those pieces of one shorter combat round, but given segments you can organize them into an overall whole and require the person doing more to take more time to do it. If you come up on segment 2 from initiative and have 3 things to do before you strike, and your foe is on segment 3 and only needs one . . . he's going to strike first. It feels organic and excellent.

- it builds in hesitation. Someone I always admired in 1st edition Twilight:2000 was the Coolness Under Fire mechanic and hesitations. You were required to take a few "dead" moments in a series of turns, based on your CUF rating. (Aside - I didn't like the 0-hestitation for a CUF of 0, which everyone tried to angle for and would mysteriously roll up if you turned your back. But anyway.) AD&D segments do this. There is a real difference between rolling a 2 for initiative and winning against a 1, and rolling a 6 and beating a 5. One gives you a lot of time to act; the other contains some dead time, wasted moments. Those can be critical in a situation with timed effects.

- it allows for actions that are too long for a round. You can always spill over to the next round. This combines well with the previous situation - if you start a spell on segment 6 that takes 6 segments (Disintegrate, say), it won't go off until segment 2 of the next round. If your foes go on segment 1, they can interrupt you. If they have a 2, it's tied, and it goes off simultaneously. If they go on 3, your spell beats them. It adds a lot of tension to a decision to move and cast, because your segment or two of movement can mean the difference between getting the spell off or not. Depending on initiative.

I don't think you need segments to make combat work, but if you dispose of them I think shorter combat rounds are the way to go.

I do also agree with the complaint that, if I can do XYZ and finally attack on segment 10 and get a normal attack, it's reasonable that I could attack multiple times. Start on segment 1 and get 10 segments worth of attacks if you're not moving and neither is your foe - shoot 10 arrows a round, say, or swing 10 blows. Yeah, that does make some logical sense. But I feel like you lose some of the above - the need to time things, the overlap of actions, etc. And you really end up with straight-up GURPS style overlapping turns, and really should dispose of per-round initiative as something of no value to the system. You lose out an the fiction-like approach of a few telling blows landing and lots of action going on in favor of maximized attacks and a lowered ability to non-combat things. "Hold them off while I pick this lock" is a one-round thing in AD&D; in GURPS it's a whole combat and you may as well just drop the picks and join in and pick the lock later if you win.

If you'd like to read more about segments, check out The Blue Bard's post on them. I found these after we started using segment-based combat in our run through of WPM. Or read ADDICT. Or both.


* Aren't PCs always hostile to things with treasure and/or worth XP? The whole idea of clearing a dungeon is centered around maximizing both.

** I don't, but it's a post worth of explanation why not.

Tuesday, September 15, 2020

AD&D Rules Questions - stacking save bonuses, blindness

A few AD&D rules questions came up.

Consulting only the AD&D core books and Sage Advice from Dragon or similar sources, does anyone have a definite answer on these?*

Dexterity adjustments for Saving Throws

I don't recall ever using this, but a player pointed it out:

Defensive Adjustment refers to the penalty or bonus applicable to a character’s saving throws against certain forms of attack (such as fire ball, lightning bolts, etc.) due to dodging ability. It also applies to the character‘s parrying and/or dodging ability in missile or melee combat; in this case the penalty subtracts from the armor class (q.v.) of the character, making him or her easier to hit, while the bonus adds to the defensive value of the character’s armor class, making him or her harder to hit.
- PLAYERS HANDBOOK, p. 11

Like I said, I never recalled that coming up in play back in the day. I guess we never noticed it.

I can pretty easily make some judgment calls about when to apply it.

But does the bonus stack?

Halflings get a bonus to saves vs. Rods, Staves, and Wands, and Spells, at +1 per 3 1/2 points of CON. Dwarves get the same bonus.

Do these stack? If you attack a halfling or dwarf with a Fireball or Lightning Bolt spell, do they get both benefits?

It doesn't seem like a CON bonus should matter against a spell that is helped or hindered by DEX.

Blodgett the halfling - DEX 18, CON 16 - has a -4 AC adjustment and a +4 vs. rod, staves, wands, and spells. Dread Delgath uses his Wand of Fire to create a Fireball and catches Blodgett in the blast area. Does Blodgett save with a +4 (DX adjustment), +4 (halfling CON-based adjustment), or +8?

I can't seem to find anything in the PHB or DMG that makes this clear, and nothing useful turned up when I searched for it. My ruling on the spot was DEX only, since I can't see why a CON-based resistance to magic helps you duck the blast of a fireball or avoid the direct stroke of a lightning bolt.

Does the Wisdom bonus vs. Will-force spells stack with this? It might . . . it's much more plausible that they'd both affect magical spells that overlap in effect. But I'd likely rule as I would above - it's either/or, although in most cases it's likely you should get the better of them. Inconsistent, perhaps, but not terribly so - and if the inconsistently bothers my players I'll just go with Wisdom affecting will-based and CON affected all other spells.

I do think that the bonus from Wisdom should stack with the CON-based bonus. One is all spells, the other will-affecting spells - it's reasonable to me that a general resistance to magic changing or affecting magic should overlap with a willpower-specific one. DEX and CON, that seems iffy. But AD&D is really brutal, and a generous approach is probably warranted to help with that. I'd like to be rules-consistent, though.

Effects of Blindness

I can't seem to find any listing for the effects of being blind. We extrapolated from the penalty for an invisible foe (-4 to hit.) It seems like it should do more, but I can't see what the rules call out as an effect in combat. Looking at the Light spell, if you cast it on someone offensively, it causes a -4 to hit, -4 to saving throws, and -4 penalty to AC. I didn't remember that during play. That might have saved a few HP had the ape's AC been lowered from AC 6 to AC 10.

Is there a canonical rule besides that for blindness?

Aside: It's highly amusing that the 2nd level Illusionist spell Blindness cannot be undone by Cure Blindness, according to the Illusionist spell's description . . . yet Cure Blindness will counter the effects of Power Word, Blind, an 8th level magic-user spell. You need to be 16th level for that. The illusionist? 3rd level. It would seem more logical if it was the other way around. The Illusionist spell lasts until the illusionist ends it or you hit it with Dispel Magic.


* I say this because, yeah, I'll take a look at OSRIC, and I'm curious if AD&D 2nd edition makes this clear, and so on . . . but I want to know if AD&D 1st edition has a canonical answer.

Monday, September 14, 2020

AD&D Session 7: A2 Secret of the Slavers Stockade, Part 1

Today we played our 7th session of AD&D, where we run through old modules as-written just because it's fun. We use AD&D as much as possible as-written, except where the rules are nonsensical (Weapoon Speed, say) or impeded play (Initiative). But generally we revel in them. It's a nice vacation from GURPS.

Today we played some of the first part of A2 Secret of the Slavers Stockade, as part of a planned series of sessions that will eventually take us through the aerie (A3), and dungeons (A4) of the Slave Lords.

SPOILER ALERT! This will absolutely spoil chunks of the adventure for you.



Characters
Elwita, Dwarf F6 (J.D.)
"Ogre", Human F5 (J.M.)
Freda, Human R4 (M.L.)
Karraway, Human C6 (A.J.)
Blodgett, Halfling T5 (J.L.)
Dread Delgath, Human MU5 (M.D.)
Phanstern, Human I5 (V.L.)
Eljayess, Half-Ef C3/F3 (J.M. then J.L.)
Kayen Telva, Elf F4/MU4 (T.P.)

The adventure began with the nine PCs inside the curtain wall tower fortifications, having climbed up inside following the advice of a slave who'd escaped. It was empty, and dusty, but the two clerics felt a sourceless unease.

The PCs forced a nearby door and went into a guard structure. It was lit by moonlight from the arrow slits.There were stairs up and down and a door to the east. There was dust, and tracks in the dust coming from the stairs to the door they'd entered from. They debated checking the far door, but Karraway argued their mission was the slave lords, not clearing every room, so he wanted to avoid distraction.

Blodgett check the stairwell and saw the up section was bricked up, the down had tracks from a barefoot human leading toward a wooden door. Blodgett checked for traps, and failed badly, and proceeded down the stairs.

He set off a trap that dropped a globe that shattered with a bright flash, blinding everyone. He was also hit with something for a few points of damage, and then they heard rattling noises as some small things hit the floor. The guys in back pretty much all tried to back out of the room at once, blindly, and got jammed up in the doorway. Blodgett carefully turned around and crawled up the stairs, feeling round things everywhere - they'd turn out to be glass beads. After four minutes, the effect wore off. They could see the stairs covered with glass beads, all the way down to the door below. Blodgett swept them aside with his hands and they went down the stairs carefully, and unlatched the door.

(Per the module, the slave just got lucky and missed the traps. Odd, because the chance to set it off is 100%. Yay, unfair!)

From there they found themselves in a courtyard. As they stood in the shadows scanning for guards, a breeze kicked up and slammed the door behind them shut. They heard the latch fall. They hid as best they could, but after a moment the crickets started singing again and the guards just kept on patrolling in the darkness. They found this odd.

They sent Blodgett over to scout the gatehouse, which was blocked by a big patch of mud in front of the gate. The gate itself was jammed a few feet up, so you could crawl under. He got close, but not too close, and then waved the group over. They carefully moved over. Suddenly, the crickets stopped singing. They stood around and waited to see why. A round later, an ankheg burst out of the mud and attacked. It bit Elwita for 16 HP of damage (on 3d6). They fought back, as Karraway cast Silence, 15' radius on the mud near the ankheg. They meleed it for several rounds, wounding it, and then got a flurry of hits and killed it. In the melee Freda accidentally shot Elwita in the back for 1 HP of damage. After the battle "Ogre" slathered himself completely with mud. They were all caked with it from the waist down, at least, and anyone in melee got it everywhere.

Silently they crawled under the portcullis, and found the tunnel lined with boxes, barrels, and sacks of bits of twine, wood chips, dried rags, and like materials. Blodgett wanted a ball of twine and wasn't happy there wasn't one to take. They looked up but couldn't see if there were any murder holes. In any case, they moved through and out the other side, still undetected. They heard hobgoblin voices speaking, but couldn't make out too clearly what was said - but they hadn't detected the PCs.

On the other side was a parade ground. They sent Blodgett over to the other side to scout an archway leading to an internal courtyard. He did, and waved them over. They ran over and moved into the courtyard. It was lined with bushes on the sides, had a trellis around the sides, two trees, and a central fountain. The party sent someone over to scout the fountain - Blodgett. He reported it full of algae'd water with a trickle of water coming down. They sent half the group over to the fountain to wash the mud off, which was drying and slowing down their actions (-2 "to hit" rolls.)

Blodgett, Dread Delgath, Phanstern, and Eljayess took a position near, but not in, the bushes against a wall. Blodgett and Eljayess kept an eye on the roof of the keep in case guards came here.

(I had mentioned the mud caking into armor joints, on weapons, etc. and the magic-users assumed that didn't include them. Lesson - ask!)

As the others washed off, carefully, having taken the time to move to the fountain as quietly as possible, Eljayess and Blodgett spotted hobgoblins coming out onto the roof! (Their alertness reduced the change of surprise from 1-4 to 1-2, and I rolled a 3.)

The fighters declared they were getting out missile weapons, and we rolled initiative.

The hobgoblins won, and two of them tossed a fishing net over the four muddy PCs waiting by the entrance. They were caught and tangled up, unable to attack or cast spells. The other two hobgoblins loosed arrows and missed their targets.

The next round, as the PCs were ready to fight, more hobgoblins appeared - a total of 12 - and they started loosing their arrows at targets chosen at random. The PCs shot back. The netted PCs took out daggers (Eljayess her sword as she lacked a dagger) and started to cut the net. Despite needing only four hits vs. AC 9, and 2 attacks per round against it, it took them almost 6 rounds to get free.

The fight was basically that for most of the first six rounds - the PCs loosed arrows (and Elwita crossbow bolts) from by the fountain vs. the hobgoblins. They were behind the roof's protection so they had AC 2, not AC 6, thanks to cover. The PCs missed more than they hit. The hobgoblins just kept up random targeting, shooting at whoever seemed like the best target at the moment. After two rounds Karraway cast Hold Person on three of them; two failed their saving throws and one made it against a 17. The PCs eventually killed most of the hobgoblins, but also loosed almost every arrow - "Ogre" all 20 of his, Kayen Telva many of his, Freda all of hers plus one of her Arrows +2. Everybody took arrow hits in the fight, often multiples, including the magic-user and illusionist and thief. After a time Kayen and Karraway ran over to help free the netted PCs, and Karraway managed to shield Blodgett and cast Cure Light Wounds for (IIRC) 5 HP. They decided to run for the double doors into the keep. They did, and killed one of the held hobgoblins and the last non-held one on the way. At the trees, two carnivorous apes jumped down and attacked. Two more followed as the group caught up. Blodgett snuck around the back, having hung back the whole time and off to the side in cover. The other hobgoblin stopped being held by this point and started to shoot, pausing only after the apes attacked. He was killed shortly after by someone's archery. Dread Delgath threw a Magic Missile spell into the fray and put three missiles into one ape and wounded it.

As the melee went on Dread waded in with a staff, and missed a lot. Phanstern wanted to cast Paralyzation and just position it to catch the apes but not his friends, but it was a melee, not a ranked combat, so he could not do so. He cast Blindness on one ape, instead.

In a steady melee they killed the four apes, but not without loss. Blodgett moved up silently (Boots of Elvenkind) and tried a backstab on one, but missed despite the +4 to hit. The ape randomly chose one of the 5 guys who attacked it to attack back - the dice said Blodget. It got him for enough damage to put him to -2, dropping him (and taking him out of the adventure, per DMG p. 82, under Zero Hit Points:) They scooped him up and moved to the door.

They briefly discussed healing in the courtyard, despite the alarms and sounds of hobgoblins moving to reinforce the fallen one, "Ogre" couldn't force it and it was clear it needed multiple people. Kayen Telva used Knock to open it, and they headed inside. There they found a corridor, heavily trafficked (according to Freda) to the east which ended in a door, with very little ever going west, where it also ended in a door. The hallway was lit by torches in brackets on the south wall.

They used up a potion and their remaining Cure Light Wounds spells here, and then headed east, "Ogre" strapping Blodgett to his back, after they divided up his magic items. They checked the door for traps, but without Blodgett there wasn't much to see. "Ogre" opened the door, they heard shrieks, and a giant grizzly bear standing on its hind legs pounced on them!

It turned out to be a taxidermy'ed bear on a wheeled carried down a short ramp, and it fell on Elwita for minor damage. They pulled Elwita free. They checked the group, and found that their back ranks were gone - Dread, Phanstern, Kayen Telva, and Eljayess.

They'd fallen down a pit, the sound unheard under the metal shrieks of the wheels and the rumble of the bear down the ramp, and the L-shaped trap had slammed the "wall" down to the "floor" and trapped them.

They yelled, "pit!" and "help!" but couldn't hear anything. Dread cast Light and they formed a human pyramid, so Kayen could tap the ceiling with a javelin to get attention.

In the hallway, the PCs weren't sure - teleportation? Paralyzed and surprised? They felt around for them, called to them quietly, noted with interest that all of the dust on the floor near where the PCs had been was gone, now, and discussed using a Potion of Clairaudience to listen for them . . . but Karraway decided that was a waste and decided not to. They figured out the best thing to do was re-trigger the trap and see what happens. So they set the bear back up, closed the door, tied Blodgett's rope to it, and stood where the others stood . . . and set the trap off.

They fell down a pit. The "human pyramid" was hit by the spinning wall and knocked down, but it did keep the trap from fully sealing. They figured out what happened, and spiked the pit walls in place with two iron spikes, put Freda up with a human pyramid, and then climbed out. Everyone had taken some damage from the fall, the "human pyramid" guys all took 4 from getting hit with a wall, and they went into the room beyond. Blodgett was almost dead by this point - he's at -7 HP, and they stabilized him. He's not looking good to make it.

They found a rough "office" with a table, a barrel, a chest, a used but clean fireplace, some wood, and two doors - south and north. North was locked and barred from the other side, they determined. The south door was not. They spent some time checking the chest, and found it was empty. So they stacked up and forced the door. They saw 110' of corridor ending in a door, lit by torches.

The far door opened, and three mummies staggered out, moaning! Freda shot an arrow at one (Kayen had given her his arrows.) It spanged out of the air roughly 30' short of them. They halted. The mummies advanced slowly. The PCs waited, mostly ready for melee and debating how to use Wall of Fire - they realized a Fireball would fill up a huge space, and might include them. The mummies advanced maybe 10-20' and waved their arms, moaning loudly and angrily. The PCs wouldn't budge. Karraway tried Turning the mummies, but was unsuccessful. After a while, the PCs backed off a bit and the mummies back up a little, too. In the end, they both ended up going out the doors and the PCs closed theirs.

Deciding it was some kind of trap, they checked the north door again. They started to hack it down with Kayen Telva's hand axe (this takes 1 turn.) After a few rounds, the south door opened, revealing hobgoblins with swords. The PCs were surprised for 2 segments, -1 for being prepared, and -1 for Freda being a Ranger with solid DEX. One in the back shot a sling stone into the room and missed Freda. (Who normally wouldn't be included in a surprise round, but I'd ruled it a random shot into the crowd, not a melee vs. a foe, so she was fair game.) Freda shot an arrow the next round, then the hobgoblin shot her and wounded her, and then the hobgoblins slammed the door. The PCs rushed the door, but it took 3 rounds to kick it open (bad rolls.) No hobgoblins at all - just 110' of corridor. They closed the door.

They heard noises from outside, making it clear the fortress was really alert. They finished hacking down the door, and saw some corridor. From the sounds they heard - swords being drawn, armor being put on, boots, grunts and growls and oaths - it was clear they'd broken into a barracks area. "We can't leave this behind us!" someone opined (I think Phanstern.)

It was late, so we ended there - the PCs in a room with a stuck trap on one side, some mummies down a long hallway to the south, and a hacked-down door leading to a lot of hobgoblins to the north. Last time they were torn between going west from the double doors, or going north towards the hobgoblins to fight them. We'll see where it goes.

Notes:

- rules-wise, one thing we did this time was split up multiple attacks - especially including the ROF 2 bows - into two phases of fire per Initiative for Creatures with Multiple Attack Routines from DMG p. 62-63. I thought it might be clunky, and we never did it back in the day. I was reminded of it reading a post about high-level AD&D play. It turned out to be really interesting, especially when both sides had split fire (so Initiative mattered) and when only one side did (so they got arrow shots off before initiative was determined.) I can't wait to see how it works in melee when we're playing with 7th level characters.

- we used the proficiencies and languages assigned last time, and the decision to make Blodgett a "mixed" halfling with 30' infravision. The player running him argued to be a full Stout halfling but honestly, I should have just gone with a normal no-Infravision halfling.

- almost immediately, the players decided the mission was "free the slaves." Er, no, it's defeat the slave lords. Freeing their slaves is great for the slaves they have no, but the mission is clearly to deal with the heads of the operation.

- immediately, my players dismissed the handout with the physical description of the fort as being useless, confusing, filled with jargon ("curtain wall"), and just proof that it needed an illustration and TSR was too cheap for one.

So it was with glee that I quoted from it at length to answer questions they asked as we played. "How tall is this wall?" "Is there a second courtyard?" "Is the keep one story or two?" Gee, maybe it's in the handout that I told you to read and you dismissed as useless?

Also, amusingly, I described the stairs on in the first room, saying "At the foot of the stairs, partially hidden in the darkness, is a barely discernible wooden door." And was promptly asked, "Where is the door?" and "We should check the bottom of the stairs to see what it is" and "I'll check the door by the stairs while Blodgett goes down to see what's there." I re-read the description - door at the bottom. At the bottom, I was asked, is it locked? "It's latched on the inside." "Is that on our side?" Yes. Geez, you simply cannot pick the perfect wording for descriptions to answer questions unless you get incredibly detailed. If you do, like the description of the fort, people stop listening or don't read it.

- Blodgett's player wanted a 6' staff to check for traps. I said, no, you have what you have on the sheet. We started inside the stockade, per the tournament start, and I wasn't going to allow for "and I have a ________" addition to the sheet. Use what's there, that's part of the challenge, even if you the player would have brought A, B, and C to do X, Y, and Z with. It was a nice thought, but one to save for during the session or for a game where the PCs get to equip themselves.

- my players wondered, and I checked - there doesn't seem to be any explanation of why there is an ankheg right in the entrance area. It's not mentioned as being charmed, so the explanation might be that it just burrowed up to that area to try and grab something to eat. It's clearly there as an obstacle for tournament play, but an explanation would have helped.

- the Silence, 15' radius spell use was critical to getting in without getting mauled by guards. Unfortunately, they took too long at the fountain being careful, and were spotted by alert guards. Had they gone right in, washed up quickly, and hurried ahead . . . they'd have avoided a lot of the difficulty. Sometimes "slow and cautious" costs you.

- one of my players live-blogged to his friends, who were baffled by the idea that apes and hobgoblins were on the same team. What the hell? I said, "Tell them to check the Monster Manual." It was a thing . . . later editions of D&D may have removed it, but that doesn't make it weird or nonsensical. If you played AD&D, you'd suspect carnivorous apes were around if you ran into hobgoblins.

- Never, never, never grind out an ambush. Never.

The PCs actually did better than I thought combat-wise against the hobgoblins, eventually wiping out 11 of 12 (and then killing the 12th) along with four carnivorous apes. However, the +4 AC the hobgoblins enjoyed made turned a large number of what would have been hits vs. AC 6 into misses vs. AC 2. So they expended most of their arrows - Freda had to resort to Arrows +2 just to hit. Ogre shot off all 20 arrows, Kayan 12, Elwita shot off 8-10 bolts, I think, and Freda shot off 12 arrows and at least one Arrow +2.

They won the fight, but ended it mauled:

Elwita at 32 out of 54 HP, "Ogre" at 22/45, Freda 23/40, Blodgett -2/25, Dread Delgath 15/25, Phanstern 4/25, Eljayess 14/25, Kayen Telva 9/25. They lost a few HP earlier and Elwita took a bite from the ankheg, but most of that was from the fight.

Had the hobgoblins been ruthless about shooting less-armored targets and the netted folks, it would have been a massacre of at least 1/3 of the party, possibly more. Their tactic of randomly shooting whatever target seemed opportune helped a lot.

Personally I think a GURPS mentality took over - hunker down, grind it out, you'll win the fight and heal up and it'll be fine. The wizards couldn't cast, but Dread could have used his wand . . . Pyrotechnics could have covered them with smoke. No one took cover, although me not marking it on the map probably didn't help. Not until people ran out of arrows did anyone try to go help the trapped PCs. Had the tournament provided for reinforcements, it would likely have just ended there. This is why I think A2 is unplayable as a "dungeon delve" for the levels allowed for . . . 3rd to 6th level PCs just can't assault a fortress and live, and the slave lords won't just sit there and absorb repeated attritional attacks. But anyway. The point is that this fight could have been a "oh crap let's all rush over, free the mages, take cover, and force our way inside!" and it became "let's kill everyone and then get out of here." It works in DF, it's disaster in AD&D. For all that people say HP are a resource, you just can't get them easily. If you play in a more generous campaign with lots of short delves, long times between combat, and higher frequency of healing potions (purchased in town, say, with your plentiful cash), you're really not in practice ready to assault a fortress with three Cure Light Wounds spells, one Potion of Extra-Healing, and one Potion of Healing. That's 59 HP of healing maximum, 8 HP minimum, and 34.5 HP on average back. They lost half of that with one blow from the ankheg.

- The briefly discussed idea of using Clairaudiance to listen for the missing PCs being dismissed was priceless. It would have worked. They checked a lot, but never did listen at the floor to hear anything.

I briefly considered using the saving throws for items table but decided it was just mean at that point.

I'm not certain the adventure pictures the trap the way I did, but my way was funnier. They reset a trap and set it off on themselves, and left no one in safety. The module is very clear - you cannot hear yells from below at all. You can hear tapping if you listen for it, but they checked the walls, the door, etc. but no one asked to listen at the floor . . . they all stood and talked and walked around.

- Early in the session, people were very good about declaring actions. By the last 1/3 of the session, people started to declare actions out of order, roll for actions as they declared them even before initiative, etc. It got messy. I think practice will improve that.

- My players were pretty good with gathering information. I've noticed the ones who've played with other GMs tend to ask the same question a few ways around, trying to feel for a different answer. Generally, I repeat what I said. I'm not that great with giving clues, I think, but I do my best to provide the best information your senses can give you. If you hear things and I don't specify what direction, it's because you aren't sure. If I say you see a vaguely human shape in the darkness, I'm not concealing that it has a second head, or a two-handed sword, or whatever. It's what I said. I do my best to not have trigger words. Sometimes you need to be specific about your actions, but I try to ensure senses give you everything they should without needing additional wordage.

- The "mummy fight" was interesting. Pretty much, the PCs refused to advance (or throw a fireball, since it would fill 33 squares with fire) and waited it out. When they didn't come, they decided to hack down the door. The hobgoblins came and attacked, but when the closed the door and the PCs finally forced it and found them gone, they closed it again and moved on. They're clearly done with the mummies, but managed to cut their way into the hobgoblin barracks. You'd think "barred and locked." So I'm not sure how next time will go. You have to love hacking a door down, then saying, hey, this doorway is insecure, we have to go through it and fight what's on the other side because there is no door to stop them!

Fun session overall, although I'm disappointed that so much time was spent on that big, possibly critically-costly battle in the courtyard such that we couldn't finish it. I'm genuinely enjoying running AD&D . . . I may have to give some thought to actually running it as a side thing. Yes, it would have been better to decide that in March when I had more free time coming to me, but when I offered doing a fantasy game as a side thing was shot down categorically. So here we are . . . I may have to run it, after all, for whoever wants in.
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