Ive gleefully mentioned to several people in the chat room that Ive got an in-person C&C game starting up. Other than a couple of pick-up one-shot games this will be my first time running a regular C&C game, and my first time running any game period in quite some time. I intend to try and keep a campaign journal running once we begin play, but I was thinking about starting it right now (before the campaign even gets going). That way the thread would follow my entire campaigns process, from the planning stage onwards. Maybe this will prove to be useful to someone, or at the least just an interesting read. If not, then it will just be the boring part that you skip past to get to the good stuff.
Ive already got the setting chosen (and that was quite a process in itself, many good options), Ive collected some general campaign background information for the players into a primer (not the prettiest thing, but it works), and now Im starting to pore over the books and consider any house rules/revisions/alterations that I might want to go with based upon my own desired style of play and off what I know about the players. My gaming background is varied but mostly 2nd Edition, and Im introducing C&C to the players who are all used to that same edition. So to help get them acclimated to the rule-set quicker and easier Ill be comparing and contrasting C&C to AD&D 2E mostly. Ive already got a couple of ideas of things that I might want to add, but that'll come in time.
And so Im beginning at the beginning (where else? ): with character creation. Ive got a tall collection of rulebooks sitting on my desk (the D&D Rules Cyclopedia, AD&D 1st Edition Players Handbook and Dungeon Masters Guide, AD&D 2nd Edition Players Handbook and Dungeon Master Guide, and of course the C&C Players Handbook softcover). Let the good times roll
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The cheese stands alone...
Bill's Castle Zagyg Campaign
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capitalbill
- Hlobane Orc
- Posts: 112
- Joined: Tue Jul 14, 2009 7:00 am
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capitalbill
- Hlobane Orc
- Posts: 112
- Joined: Tue Jul 14, 2009 7:00 am
Ok, so this post turned out a heck of a lot longer than I originally intended. Sorry about that folks.
Creating the Character
The attribute modifier system is unified across each of the six attributes not distinctive, one for each stat as in 2e and 1e.
This reminds me of the ability score modifiers from basic D&D; and its nice not to have six different tables (much cleaner and lighter this way). Although it doesnt state that a characters Strength modifier adjusts damage with thrown ranged weapons (but it does so later in the Combat section of the book). Ill also be coming back to the Dexterity modifier when I get to the Initiative rules.
Generating attribute scores: BTB- 3d6 six times, arranged to suit (as Method I in 2e).
House Rule: roll 3d6 seven times, drop the lowest score, arrange to suit (Im mean, but Im not 3d6 in order mean!).
Primary and Secondary Attributes: BTB- 12/18 for primary/secondary attributes
House Rule: +6 to primary attributes, use 18 for all challenge bases, this makes more sense to me and is easier to explain.
Classes
Weapon proficiencies: all members of the class are proficient in the use of all weapons listed; -4 penalties on all to hit rolls for weapons not on list.
I like not having to work with weapon proficiencies as with 2e, this gives players more options and involves less bookkeeping. And it certainly gives me much less of a headache compared to the weapon mastery system from basic D&D.
Alignments: Other than the Assassin (any non-good) and the Druid (any neutral); the Paladin (Lawful Good) is the only class that dictates the alignment- all other classes can be of any alignment desired.
Ive always played fast and loose with alignments (players decide on how their characters view the world and role-play based on that), Ill keep to that philosophy.
Lack of Level Titles for classes
Level titles are one of the things I always kind of liked from 1e and basic D&D, but not something Im going to resurrect (except maybe for their use as titles within a church, guild, or other organization).
No race as class system
Probably the biggest thing that I enjoy when playing basic D&D games, but I think its better to just leave it as a charming facet of that game and not bother trying to mimic it in C&C.
Fighter: class abilities- weapon specialization, combat dominance, extra attack.
Weapon specialization as with 2e, the two other abilities help strengthen the fighter class- one big weakness with 2e BTB.
Ranger: class abilities- combat marauder, conceal, delay/neutralize poison, move silently, scale, traps, survival, track, favored enemy.
I like that the Ranger does not have any spell-casting abilities, unlike 2e the focus here is completely on being a wilderness warrior.
Rogue: class abilities- back attack, cant, climb, decipher script, hide, listen, move silently, open lock, pick pocket, traps, sneak attack.
Not too keen on the name, I kind of prefer the term thief; I prefer these different skill names but Im going to have to work on not using the 2e terms by habit.
House Rule: Rogues will henceforth be known as Thieves. For all intents and purposes, the thiefis like the rogueonly more nefarious and not a tad bit evil.
Assassin: class abilities- case target, climb, death attack, disguise, hide, listen, move silently, poison, sneak attack, traps.
I was never a big fan of the assassin class back in 1e, but I know that these players will enjoy having this option- and I think the C&C version works out a little bit better.
Barbarian: class abilities- combat sense, deerstalker, intimidate, primeval instincts, whirl wind attack, primeval will, ancestral calling.
I like the barbarian arch-type (Fafhrd, anyone?), and I like the C&C treatment.
Monk: class abilities- fast movement, hand to hand combat, iron body, stun attack, deflect missiles, iron fists, slow fall, feign death, fast healing, iron mind, death strike.
Like with the assassin, I never really got into the monk class from either basic D&D (Rules Cyclopedia) or 1e. I doubt Id play a monk in C&C, but I like this write-up better.
Wizard: class abilities- arcane spells.
Pretty standard here, not sure about the 0-level spells but I guess they just kind of take the place of cantrips (also saves the wizard from being one and done at first level so to speak); also not big on the number of spells a magic-user starts with in their spell book.
House Rule: Wizards and Illusionists begin play with all 0 level spells and ten 1st level spells (five of which are chosen by the player, five at random).
Illusionist: class abilities- arcane spells, sharp senses, disguise.
Though not stated with the class description, Illusionists in C&C are also given access to healing spells. Im definitely not sure about this, with the old-school class arch-type philosophy the Cleric class is the healer. I also think that the Illusionist is distinct enough with the other class abilities so as to not be just an example of a specialist wizard.
House Rule: Illusionists do not have access to healing magic as that falls under the purview of the Cleric class.
Cleric: class abilities- divine spells, turn undead.
As with the wizard, pretty standard here; the write-up does mention that Clerics may be worshippers of one deity or of an entire pantheon. Ive always preferred the specialty priest idea from 2e. Although I do like that Clerics do not receive any spells at 1st level in basic D&D I think I am definitely in the minority, Ill leave that quirk to that game.
House Rule: All Clerics must choose one deity to serve. They will usually revere the entire pantheon (with the possible exception of evil deities, whom they will probably fear), but they have one patron who they serve.
Druid: class abilities- bonus languages, nature lore, divine spells, resist elements, woodland stride, totem shape.
I think the C&C rule-set deals with Druids very well, they seem like their own class and not just an example of a specialty priest as with 2e.
Knight: class abilities- birthright mount, horsemanship (deflect, cover, fall softly, leap, charge), inspire, embolden, demoralize, battlefield dominance, call to arms.
Although I didnt entirely like the Cavalier write-up from 1E Unearthed Arcana, I see a place in the game for this kind of arch-type. I like how C&C treats the Knight, although Im not sure why the birthright mount ability states the Knight receives a riding horse but then stats out both a riding horse and a light war horse.
House Rule: Knights receive either a riding horse (1-8 on a 1d10) or a light war horse (9-10 on a 1d10) at the beginning of play.
Paladin: class abilities- cure disease, detect evil, divine aura, divine health, lay on hands, turn undead, divine mount, aura of courage, smite evil, divine healing.
As with the Ranger, I appreciate that C&C didnt give the Paladin a spell-casting ability. I feel that the class abilities themselves cover the class arch-type.
Bard: class abilities- decipher script, exalt, legend lore, fascinate, exhort greatness.
Im a bit torn with this class: I like both of the Bard models: the 2e jack-of-all trades, and the historical warrior-poet. A multi-class combination can fit the jack-of-all trades arch-type, so Ill leave the Bard as is.
Next up are the races and multi-class rules. Ill have to review the two systems given in the C&C Players Handbook, as well as anything on the boards and in the Crusader. These guys will definitely be taking advantage of multi-classed characters.
Please feel free to chime in with ideas, advice, suggestion, feedback, and whatever. So far only a few tweaks here and there. Thanks for reading.
_________________
The cheese stands alone...
Creating the Character
The attribute modifier system is unified across each of the six attributes not distinctive, one for each stat as in 2e and 1e.
This reminds me of the ability score modifiers from basic D&D; and its nice not to have six different tables (much cleaner and lighter this way). Although it doesnt state that a characters Strength modifier adjusts damage with thrown ranged weapons (but it does so later in the Combat section of the book). Ill also be coming back to the Dexterity modifier when I get to the Initiative rules.
Generating attribute scores: BTB- 3d6 six times, arranged to suit (as Method I in 2e).
House Rule: roll 3d6 seven times, drop the lowest score, arrange to suit (Im mean, but Im not 3d6 in order mean!).
Primary and Secondary Attributes: BTB- 12/18 for primary/secondary attributes
House Rule: +6 to primary attributes, use 18 for all challenge bases, this makes more sense to me and is easier to explain.
Classes
Weapon proficiencies: all members of the class are proficient in the use of all weapons listed; -4 penalties on all to hit rolls for weapons not on list.
I like not having to work with weapon proficiencies as with 2e, this gives players more options and involves less bookkeeping. And it certainly gives me much less of a headache compared to the weapon mastery system from basic D&D.
Alignments: Other than the Assassin (any non-good) and the Druid (any neutral); the Paladin (Lawful Good) is the only class that dictates the alignment- all other classes can be of any alignment desired.
Ive always played fast and loose with alignments (players decide on how their characters view the world and role-play based on that), Ill keep to that philosophy.
Lack of Level Titles for classes
Level titles are one of the things I always kind of liked from 1e and basic D&D, but not something Im going to resurrect (except maybe for their use as titles within a church, guild, or other organization).
No race as class system
Probably the biggest thing that I enjoy when playing basic D&D games, but I think its better to just leave it as a charming facet of that game and not bother trying to mimic it in C&C.
Fighter: class abilities- weapon specialization, combat dominance, extra attack.
Weapon specialization as with 2e, the two other abilities help strengthen the fighter class- one big weakness with 2e BTB.
Ranger: class abilities- combat marauder, conceal, delay/neutralize poison, move silently, scale, traps, survival, track, favored enemy.
I like that the Ranger does not have any spell-casting abilities, unlike 2e the focus here is completely on being a wilderness warrior.
Rogue: class abilities- back attack, cant, climb, decipher script, hide, listen, move silently, open lock, pick pocket, traps, sneak attack.
Not too keen on the name, I kind of prefer the term thief; I prefer these different skill names but Im going to have to work on not using the 2e terms by habit.
House Rule: Rogues will henceforth be known as Thieves. For all intents and purposes, the thiefis like the rogueonly more nefarious and not a tad bit evil.
Assassin: class abilities- case target, climb, death attack, disguise, hide, listen, move silently, poison, sneak attack, traps.
I was never a big fan of the assassin class back in 1e, but I know that these players will enjoy having this option- and I think the C&C version works out a little bit better.
Barbarian: class abilities- combat sense, deerstalker, intimidate, primeval instincts, whirl wind attack, primeval will, ancestral calling.
I like the barbarian arch-type (Fafhrd, anyone?), and I like the C&C treatment.
Monk: class abilities- fast movement, hand to hand combat, iron body, stun attack, deflect missiles, iron fists, slow fall, feign death, fast healing, iron mind, death strike.
Like with the assassin, I never really got into the monk class from either basic D&D (Rules Cyclopedia) or 1e. I doubt Id play a monk in C&C, but I like this write-up better.
Wizard: class abilities- arcane spells.
Pretty standard here, not sure about the 0-level spells but I guess they just kind of take the place of cantrips (also saves the wizard from being one and done at first level so to speak); also not big on the number of spells a magic-user starts with in their spell book.
House Rule: Wizards and Illusionists begin play with all 0 level spells and ten 1st level spells (five of which are chosen by the player, five at random).
Illusionist: class abilities- arcane spells, sharp senses, disguise.
Though not stated with the class description, Illusionists in C&C are also given access to healing spells. Im definitely not sure about this, with the old-school class arch-type philosophy the Cleric class is the healer. I also think that the Illusionist is distinct enough with the other class abilities so as to not be just an example of a specialist wizard.
House Rule: Illusionists do not have access to healing magic as that falls under the purview of the Cleric class.
Cleric: class abilities- divine spells, turn undead.
As with the wizard, pretty standard here; the write-up does mention that Clerics may be worshippers of one deity or of an entire pantheon. Ive always preferred the specialty priest idea from 2e. Although I do like that Clerics do not receive any spells at 1st level in basic D&D I think I am definitely in the minority, Ill leave that quirk to that game.
House Rule: All Clerics must choose one deity to serve. They will usually revere the entire pantheon (with the possible exception of evil deities, whom they will probably fear), but they have one patron who they serve.
Druid: class abilities- bonus languages, nature lore, divine spells, resist elements, woodland stride, totem shape.
I think the C&C rule-set deals with Druids very well, they seem like their own class and not just an example of a specialty priest as with 2e.
Knight: class abilities- birthright mount, horsemanship (deflect, cover, fall softly, leap, charge), inspire, embolden, demoralize, battlefield dominance, call to arms.
Although I didnt entirely like the Cavalier write-up from 1E Unearthed Arcana, I see a place in the game for this kind of arch-type. I like how C&C treats the Knight, although Im not sure why the birthright mount ability states the Knight receives a riding horse but then stats out both a riding horse and a light war horse.
House Rule: Knights receive either a riding horse (1-8 on a 1d10) or a light war horse (9-10 on a 1d10) at the beginning of play.
Paladin: class abilities- cure disease, detect evil, divine aura, divine health, lay on hands, turn undead, divine mount, aura of courage, smite evil, divine healing.
As with the Ranger, I appreciate that C&C didnt give the Paladin a spell-casting ability. I feel that the class abilities themselves cover the class arch-type.
Bard: class abilities- decipher script, exalt, legend lore, fascinate, exhort greatness.
Im a bit torn with this class: I like both of the Bard models: the 2e jack-of-all trades, and the historical warrior-poet. A multi-class combination can fit the jack-of-all trades arch-type, so Ill leave the Bard as is.
Next up are the races and multi-class rules. Ill have to review the two systems given in the C&C Players Handbook, as well as anything on the boards and in the Crusader. These guys will definitely be taking advantage of multi-classed characters.
Please feel free to chime in with ideas, advice, suggestion, feedback, and whatever. So far only a few tweaks here and there. Thanks for reading.
_________________
The cheese stands alone...
- Sir Osis of Liver
- Unkbartig
- Posts: 822
- Joined: Mon Oct 27, 2008 7:00 am
I like the idea of the summary to your players.
As far as some of your concerns go, I wouldn't worry too much. Case in point, the illusionist. I have no problems if the party wants to take a back-up healer so that the cleric isn't doing it all. I don't think it's a bad idea at all to bust standard archetypes. That is one of those points for those who consider C&C to be its own game, and not just a knock-off of 1/e AD&D. Same thing goes for your concerns with the assassin. There's one running in my group right now, and he runs as the royal assassin (who doubles as a cleric, so as to keep people from figuring out who he really is). The assassin is a very usable class in a creative player's hands.
As far as some of your concerns go, I wouldn't worry too much. Case in point, the illusionist. I have no problems if the party wants to take a back-up healer so that the cleric isn't doing it all. I don't think it's a bad idea at all to bust standard archetypes. That is one of those points for those who consider C&C to be its own game, and not just a knock-off of 1/e AD&D. Same thing goes for your concerns with the assassin. There's one running in my group right now, and he runs as the royal assassin (who doubles as a cleric, so as to keep people from figuring out who he really is). The assassin is a very usable class in a creative player's hands.
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capitalbill
- Hlobane Orc
- Posts: 112
- Joined: Tue Jul 14, 2009 7:00 am
Sir Osis of Liver wrote:
I like the idea of the summary to your players.
As far as some of your concerns go, I wouldn't worry too much. Case in point, the illusionist. I have no problems if the party wants to take a back-up healer so that the cleric isn't doing it all. I don't think it's a bad idea at all to bust standard archetypes. That is one of those points for those who consider C&C to be its own game, and not just a knock-off of 1/e AD&D. Same thing goes for your concerns with the assassin. There's one running in my group right now, and he runs as the royal assassin (who doubles as a cleric, so as to keep people from figuring out who he really is). The assassin is a very usable class in a creative player's hands.
This is mainly an exercise in thinking out loud (or would that be typing out loud ); I'm just trying to run myself through the C&C rule-set in kind of a crash course in preparation of running a game, giving some consideration on things I might do differently. And I'm looking for any feedback you guys have for me on potential rule tweaking, maybe there is something I'm thinking about trying out that you guys already tried and it didn't work for this or that reason- that kind of thing.
I might not have been clear regarding the assassin, personally I never desired to play one- but I'm not intending on disallowing the class and actually compared to other depictions I do prefer the way C&C deals with the assassin. Regarding the illusionist being able to cast healing spells, I'd love to hear how that's working out for anyone who's doing so. I might not allow illusionists access to healing right now- but maybe it works out better than I'm thinking and you all will change my mind.
And the main reason for me comparing C&C to 2e is just to give the players some reference point. I'm not intending on pitting the two together and saying one is better than the other (although I guess that I am commenting on my own personal preferences here and there ).
Thanks for chiming in Sir Osis, keep 'em coming guys.
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The cheese stands alone...
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capitalbill
- Hlobane Orc
- Posts: 112
- Joined: Tue Jul 14, 2009 7:00 am
Races
The races each have lists of languages that are commonly known; characters are allowed an additional number of languages equal to their Intelligence modifier. The rules dont specifically state how many base languages characters get.
As with weapons and classes, I like the simplicity of the way C&C handles languages; no proficiencies to keep track of.
House Rule: Characters receive their native language and common as base languages. They may choose other languages off their races list (modified as necessary for the setting) equal to their Intelligence modifier. However, unless it fits their background- they do not know how to read and write in any languages (base or additional).
Average heights are provided for the races, given by sizes (small, medium, and you can extrapolate a large category if needed). Age categories (Middle, Old, Venerable, and an upper bound so to speak) by race is also provided (I am assuming that a "+2d%" translates to a +2d10). Average weight however, is not provided- unless I missed something.
House Rule: Use average weights from another rule-set, such as 2e or 1e.
Typical classes are given, the rules stipulate that Castle Keepers may alter the preferred classes but it seems that BTB there are no set restrictions on classes based on race.
What, no barred classes and level limits? I kid, I kid. I like that the options are completely open here- although there will be in game role-playing repercussions for strange choices (for example: the dwarven wizard is not trusted by the rest of his kin-folk, and continuously amazes everyone he meets who are not used to encountering dwarven magic-users).
Available races cover the usual bases: dwarves, elves, gnomes, half-elves, halflings, half-orcs, and humans.
Players will no doubt encounter sub-races such as deep dwarves and wild elves, these alternative races will more or less conform to the standard races abilities (modified where needed). Players who desire to use such races for their own characters will be dealt with on a case by case basis.
Skipping Completing the Character, Equipment, and Magic for now; onwards to Combat and encounter resolutions.
_________________
The cheese stands alone...
The races each have lists of languages that are commonly known; characters are allowed an additional number of languages equal to their Intelligence modifier. The rules dont specifically state how many base languages characters get.
As with weapons and classes, I like the simplicity of the way C&C handles languages; no proficiencies to keep track of.
House Rule: Characters receive their native language and common as base languages. They may choose other languages off their races list (modified as necessary for the setting) equal to their Intelligence modifier. However, unless it fits their background- they do not know how to read and write in any languages (base or additional).
Average heights are provided for the races, given by sizes (small, medium, and you can extrapolate a large category if needed). Age categories (Middle, Old, Venerable, and an upper bound so to speak) by race is also provided (I am assuming that a "+2d%" translates to a +2d10). Average weight however, is not provided- unless I missed something.
House Rule: Use average weights from another rule-set, such as 2e or 1e.
Typical classes are given, the rules stipulate that Castle Keepers may alter the preferred classes but it seems that BTB there are no set restrictions on classes based on race.
What, no barred classes and level limits? I kid, I kid. I like that the options are completely open here- although there will be in game role-playing repercussions for strange choices (for example: the dwarven wizard is not trusted by the rest of his kin-folk, and continuously amazes everyone he meets who are not used to encountering dwarven magic-users).
Available races cover the usual bases: dwarves, elves, gnomes, half-elves, halflings, half-orcs, and humans.
Players will no doubt encounter sub-races such as deep dwarves and wild elves, these alternative races will more or less conform to the standard races abilities (modified where needed). Players who desire to use such races for their own characters will be dealt with on a case by case basis.
Skipping Completing the Character, Equipment, and Magic for now; onwards to Combat and encounter resolutions.
_________________
The cheese stands alone...
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capitalbill
- Hlobane Orc
- Posts: 112
- Joined: Tue Jul 14, 2009 7:00 am
Well, this has been a good exercise for me. Thoroughly read through the C&C Players Handbook, and covered the entirety of the system in three posts (although one was excessively long).
The Castle Keeper & the Game
Siege Engine, Combat, Attribute Checks
You have to love the fact that the core of the rules system is covered in about 20 pages. The way combat is resolved and the attribute check system will be the most foreign elements to the players. Im making up a cheat sheet for them that lays out how initiative, combat, and attribute checks (for saving throws, skills, stunts, creative hi-jinks, whatever) is handled. Ok, done- what am I supposed to do with the other half of the sheet?
House Rule: Initiative- roll 1d10, add Dexterity modifier (if applicable), subtract weapon speed (cribbed from 2e), highest wins and descending order from there.
House Rule: Changing the 12/18 prime/secondary attribute system to a flat 18 challenge base; players will add 6 to any checks involving prime attributes.
Equipment
Encumbrance System
Ive never really been a stickler for using encumbrance systems, not going to start now. Ill just be using common sense and eye-balling it; if any problems develop then I might have to begin enforcing encumbrance.
House Rule: use your common sense on encumbrance, if your character is carrying too much weight (CK discretion) then his movement rate and combat effectiveness may be adversely affected.
Magic
I already mentioned the change Ill be implementing regarding spell books and initial spell selection. I had been considering using the 2e Wizards and Priests Spell Compendia in place of the C&C spells; however, I changed my mind (the faux leather just couldn't sway me ). I think the spell selection in the C&C Players Handbook is sufficiently adequate. The players are going to be interested in doing some magical research and spell creation anyway, and the collected 2e Compendiums will serve as great sources for them to use when trying to design new spells. Im still not sold on Illusionists having access to healing magic. Has anyone played or ran a game using the new spell lists for Illusionists? How has it worked: good, bad, indifferent?
I've now got a handful of rules tweaks, including a couple that I just haven't made my mind up about. The two that I'm sitting on the fence about are:
Illusionists and healing magic
Incorporating weapon speed into Initiative
So, what say you all? What kind of experience have you all had with these two issues? Any feedback will be welcome, step right up.
_________________
The cheese stands alone...
The Castle Keeper & the Game
Siege Engine, Combat, Attribute Checks
You have to love the fact that the core of the rules system is covered in about 20 pages. The way combat is resolved and the attribute check system will be the most foreign elements to the players. Im making up a cheat sheet for them that lays out how initiative, combat, and attribute checks (for saving throws, skills, stunts, creative hi-jinks, whatever) is handled. Ok, done- what am I supposed to do with the other half of the sheet?
House Rule: Initiative- roll 1d10, add Dexterity modifier (if applicable), subtract weapon speed (cribbed from 2e), highest wins and descending order from there.
House Rule: Changing the 12/18 prime/secondary attribute system to a flat 18 challenge base; players will add 6 to any checks involving prime attributes.
Equipment
Encumbrance System
Ive never really been a stickler for using encumbrance systems, not going to start now. Ill just be using common sense and eye-balling it; if any problems develop then I might have to begin enforcing encumbrance.
House Rule: use your common sense on encumbrance, if your character is carrying too much weight (CK discretion) then his movement rate and combat effectiveness may be adversely affected.
Magic
I already mentioned the change Ill be implementing regarding spell books and initial spell selection. I had been considering using the 2e Wizards and Priests Spell Compendia in place of the C&C spells; however, I changed my mind (the faux leather just couldn't sway me ). I think the spell selection in the C&C Players Handbook is sufficiently adequate. The players are going to be interested in doing some magical research and spell creation anyway, and the collected 2e Compendiums will serve as great sources for them to use when trying to design new spells. Im still not sold on Illusionists having access to healing magic. Has anyone played or ran a game using the new spell lists for Illusionists? How has it worked: good, bad, indifferent?
I've now got a handful of rules tweaks, including a couple that I just haven't made my mind up about. The two that I'm sitting on the fence about are:
Illusionists and healing magic
Incorporating weapon speed into Initiative
So, what say you all? What kind of experience have you all had with these two issues? Any feedback will be welcome, step right up.
_________________
The cheese stands alone...
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capitalbill
- Hlobane Orc
- Posts: 112
- Joined: Tue Jul 14, 2009 7:00 am
First session is complete! All in all, it went very well. Only one player was able to start, so the session worked out to be a dry run so to speak. We're likely skipping next weekend and the other two players will join the first on Saturday the 12th. Started the session around 1 pm, ended around 9 pm. Spent about 2.5 hours on character creation, rules explanations, and just generally getting to know each other. Spent about 5 hours on the short adventure I created via the Towers of Adventure set. Finished about one hour past when we should have (on a roll but I was running out of steam), but completed the adventure.
Two biggest things that I learned: while playing online is nice, I really missed playing in person; and I wasn't quite prepared enough to run everything with the smoothness that I used to be able to do (I've got some rust to shake off).
I will post a true campaign journal entry tomorrow, I am tired now and am going to sleep!
_________________
The cheese stands alone...
Two biggest things that I learned: while playing online is nice, I really missed playing in person; and I wasn't quite prepared enough to run everything with the smoothness that I used to be able to do (I've got some rust to shake off).
I will post a true campaign journal entry tomorrow, I am tired now and am going to sleep!
_________________
The cheese stands alone...
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capitalbill
- Hlobane Orc
- Posts: 112
- Joined: Tue Jul 14, 2009 7:00 am
Oops, forgot that I hadnt ever posted this.
The Cast of characters-
Anravir Swiftfingers Telarn: the players character; an escaped slave of the Great Kingdom who has made his way to the East Mark in search of adventure (elven 1st level wizard/rogue).
Peter Bowstring: a non-player character from Towers of Adventure; a simple woodsman from the thorp of Farmsly (just off the Dunfalson Pike) in the Barony of Redfort who is travelling with Anravir for adventure and loot (human 2nd level fighter).
The campaign began on a bright and sunny Modinsday morning, in the early days of the month of Harvester in CY 300. Shortly after breaking camp, Anravir went in search of wild berries to add some flavor to his morning meal of rations. He has been traveling eastwards on the Dunfalcon Pike, making his way towards the Free Town of Yggsburgh. A recently escaped slave of the Great Kingdom, he was putting some distance between himself and the part of his life that he was trying to forget. He had heard that the East Mark was the place to go for those in search of freedom and adventure.
While following a game trail deeper into the woods flanking the Pike, Anravirs keen elven senses heard a slight noise approaching him from the rear. He quickly ducked into the dense foliage seeking cover. A hearty woodsman soon appeared on the rise; although the woodsman seemed to be quickly (but quietly) moving down the same game trail that Anravir had been following, he did not seem to be tracking the elf. Suddenly a loud crash broke the idyllic peace of the forested surroundings. The woodsman stepped off the game trail himself, and melted away into the underbrush. The loud noises slowly grew louder as the party making the commotion drew closer.
From over the rise, two squat and scaly humanoids scampered into view. They were filthy beasts, wearing raggedy armor and wielding rough weapons. Behind the first two came a second pair; these two were struggling to drag a medium sized wooden chest behind them. Bringing up the rear followed another of the foul creatures; this last one was loudly cursing at the two dragging the chest. Anravir wisely chose to stay amongst the dense trees and let the humanoid party pass.
Not long after the humanoids passed out of view the simple woodsman stepped back onto the path, gripped his long bow and began to follow the trail left by the foul creatures. The dragged chest was leaving a deep furrow in the ground, which proved to be very easy to follow. After the woodsman passed out of view up the trail, Anravir himself stepped out of the foliage and began to follow the human after the humanoids.
After finding the woodsman crouching at a precipice overlooking a valley, Anravir quietly greeted the human. The human introduced himself as Peter Bowstring, a local farmer and hunter from the nearby thorp of Farmsly. He explained that a small group of kobolds had taken up occupancy in the area and had been raiding merchant wagons travelling down the Pike. Late the previous day Peter had come across their latest victims, left to rot alongside their burned out wagon. He couldnt pick up their trail away from the battle site (he reckoned that the kobolds were carrying the chest at this point), so he returned to a part of the woods where he had come across their trail before. He followed that until he almost ran into the kobold party returning from the battle. He had been fleeing (unseen) the kobolds when Anravir had first seen him. Peter asked the elf to help him in ridding the woods of the kobold menace. Anravir accepted the woodsmans request and the two moved down towards the abandoned tower rising out of the middle of the valley.
During their discussion two kobolds had emerged from the tower and were half-heartedly keeping watch at the front of the tower. Anravir and Peter split up and circled around the tower. Anravir snuck up closer to his kobold, and using his magical arts picked up a stone from the rocky outcropping at the tower entrance. He flung the stone at the back of the other kobold, who subsequently turned towards the first angrily assuming that he had thrown the rock. As the two began to quarrel, Anravir and Peter seized their opportunity to attack: Peter firing arrows at his target from the cover of the woods, and Anravir hurling daggers at the back of the kobold nearest him. Two of the elves daggers found the kobolds flesh before it could close into battle with the elf. Peter was not so lucky with his arrows, his first shot missed badly but the second pierced the kobold in the arm. Seeing his fallen comrade and the arrow sprouting from his limb, the kobold threw down his arms and ran away from the pair of adventurers. Neglecting to hunt the kobold down, the woodsman and the elf stayed behind their cover: Peter in the woods with his bow trained on the open doorway of the tower, and Anravir crouched down behind a short rocky outcropping with his daggers at the ready.
From out of the tower crept a third kobold, investigating the brief occurrence of noise. Having shook off his jitters, Peter Bowstring cleanly took this kobold down with a head shot. Not wanting to risk entering the tower full of kobolds, Anravir took out his flask of oil. The elf wadded a piece of cloth up into the neck of the bottle, lit the cloth, and threw the bottle into the center of the tower through the open archway. A satisfying crash and flare up exploded out of the tower. Two lit kobolds came running out of the tower; but before they could stop, drop, and roll Anravir signaled for Peter to open fire. The woodsman dispatched the two flaming kobolds and moved across the clearing to rest alongside the elf. After they let the fire die down, the two slowly entered the ground floor of the tower.
While clearing the ground floor Anravir came across the remnants of a card game, interrupted by his and Peters attack. The elf gathered up the deck of cards and the pot (roughly 21 thalers, or copper pieces); a later investigation showed that the deck of cards had far too many face cards to be used in a proper game of chance. The other room contained the grain and other provisions that the kobolds had been seizing from the merchant shipments. Anravir came across a crate of cooking spices and took a jar of cinnamon and a crock of flour. The elf had devious plans for the materials.
Slowly moving up to the second floor, Peter and Anravir were disturbed by an eerie statue whose eyes seemed to follow the pair as they moved around the floor. The first room on this floor had three portioned sections containing dirty sleeping pallets made of straw and moldy woolen blankets. The room was otherwise unoccupied. Failing to pick the lock on the door of the other room on the second floor, the crafty elf spread some flour on the floor in front of the door. After trying to check out the upper floor through a large section of the ceiling that had rotted away, Anravir and Peter carefully crept up the staircase to the third floor.
The careful elven wizard/rogue discovered a trip wire crossing the stairs about a third of the way to the top. Keeping low and close to the wall, the elf tripped the wire with his hand. A dart sprung from a hidden trap at head level and stuck into the mortar on the far wall. The elf tripped the trap twice more, releasing two more darts before the trap was unloaded. Anravir cut the wire as close to the walls as he could and pocketed the four feet or so of slick wire. Once at the third level the elf peered back downstairs to see whether any flour had been disturbed from in front of the locked portal. Seeing that it had not, they proceeded to the only door on the third level. Again, the lock exceeded the skill of the novice rogue and Anravir was not able to open the door. Thinking quickly after detecting the slightest of movement from inside the door, the elf knocked on the door and attempted to mimic the kobolds voices. This elicited more movement, but failed to get an of the rooms inhabitants to open to door. The elf then blew several handfuls of flour into the room from under the door, hoping to frighten the kobolds. After this attempt failed, the hearty woodsman rushed the door and threw his shoulder into it. Breaking down the door, the two rushed the room but found it empty. The door to the inner room was ajar; the elf hugged the wall beside it while the human covered the entrance with his bow.
Anravir used his magic to create a ghostly human-sized image which he sent running into the room; he quickly followed this with throwing the rest of his flour into the room. After waiting a minute, the elf and the human entered the inner room. They found what must have originally been a noblemans bedroom, the chest that the kobolds had been dragging, but no kobolds. As the flour was settling down the two searched the room, but still could not find the kobolds. As they were pondering their next move, Anravir noticed that the flour still floating in the air seemed to be circulating towards the fireplace before settling on the ground. Looking at it closer he noticed footprints in the soot coating the bottom of the fireplace. A quick search of the surroundings revealed a hidden mechanism in the arm of the upholstered chair sitting next to the fireplace. Anravir depressed the button and heard a click come from within the fireplace. He had found the trigger for the secret door concealed within. Sliding the released panel out of the way he ducked inside the crawlspace and saw that a couple of loose stones in the exterior of the tower wall had been pulled away and the gaping hole had provided an escape route for the rest of the kobold party.
Failing to find the kobolds before they left, the elven wizard/rogue turned to the chest. After not finding any traps, he successfully picked the lock and opened the chest. Inside the chest was a set of saddlebags and a finely crafted dagger with a gold and turquoise jewel worked into the pommel. He found a bundle containing a yellow citrine gem and a small pearl inside the saddlebags, along with a coin purse containing 40 crowns (or gold pieces). After finding the treasure the pair decided to go back down to the second level and break down the locked door.
In a misguided attempt to surprise anyone who might be hiding on the second level, Anravir jumped down through the large hole in the floor between the third and second level. His ten foot drop ended badly, he landed wrong and rolled his ankle. Hobbling around, he followed Peter around the second floor. Peter again broke down the door, but they found nothing of any great value inside. This room was also being used as a storeroom for the kobolds misbegotten goods. A pile of bags of flour and a row of empty kegs of ale greeted the two. After some searching, Anravir discovered that two of the kegs hadnt been tapped yet. He used a nearby tap to give himself access to some healing medicine. After numbing the pain, the two departed the tower.
Peter led Anravir back to his homestead on the outskirts of the thorp. The next day the elf rested and kept his injured leg elevated, while the woodsman returned to the tower and retrieved the two barrels of dwarven stout. Peter has decided to leave his farm in the capable hands of his sister Sarah, and accompany the elf to the Free Town of Yggsburgh. They plan to leave in the morning, hopefully meeting up with a merchant along the way and riding in numbers.
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The cheese stands alone...
The Cast of characters-
Anravir Swiftfingers Telarn: the players character; an escaped slave of the Great Kingdom who has made his way to the East Mark in search of adventure (elven 1st level wizard/rogue).
Peter Bowstring: a non-player character from Towers of Adventure; a simple woodsman from the thorp of Farmsly (just off the Dunfalson Pike) in the Barony of Redfort who is travelling with Anravir for adventure and loot (human 2nd level fighter).
The campaign began on a bright and sunny Modinsday morning, in the early days of the month of Harvester in CY 300. Shortly after breaking camp, Anravir went in search of wild berries to add some flavor to his morning meal of rations. He has been traveling eastwards on the Dunfalcon Pike, making his way towards the Free Town of Yggsburgh. A recently escaped slave of the Great Kingdom, he was putting some distance between himself and the part of his life that he was trying to forget. He had heard that the East Mark was the place to go for those in search of freedom and adventure.
While following a game trail deeper into the woods flanking the Pike, Anravirs keen elven senses heard a slight noise approaching him from the rear. He quickly ducked into the dense foliage seeking cover. A hearty woodsman soon appeared on the rise; although the woodsman seemed to be quickly (but quietly) moving down the same game trail that Anravir had been following, he did not seem to be tracking the elf. Suddenly a loud crash broke the idyllic peace of the forested surroundings. The woodsman stepped off the game trail himself, and melted away into the underbrush. The loud noises slowly grew louder as the party making the commotion drew closer.
From over the rise, two squat and scaly humanoids scampered into view. They were filthy beasts, wearing raggedy armor and wielding rough weapons. Behind the first two came a second pair; these two were struggling to drag a medium sized wooden chest behind them. Bringing up the rear followed another of the foul creatures; this last one was loudly cursing at the two dragging the chest. Anravir wisely chose to stay amongst the dense trees and let the humanoid party pass.
Not long after the humanoids passed out of view the simple woodsman stepped back onto the path, gripped his long bow and began to follow the trail left by the foul creatures. The dragged chest was leaving a deep furrow in the ground, which proved to be very easy to follow. After the woodsman passed out of view up the trail, Anravir himself stepped out of the foliage and began to follow the human after the humanoids.
After finding the woodsman crouching at a precipice overlooking a valley, Anravir quietly greeted the human. The human introduced himself as Peter Bowstring, a local farmer and hunter from the nearby thorp of Farmsly. He explained that a small group of kobolds had taken up occupancy in the area and had been raiding merchant wagons travelling down the Pike. Late the previous day Peter had come across their latest victims, left to rot alongside their burned out wagon. He couldnt pick up their trail away from the battle site (he reckoned that the kobolds were carrying the chest at this point), so he returned to a part of the woods where he had come across their trail before. He followed that until he almost ran into the kobold party returning from the battle. He had been fleeing (unseen) the kobolds when Anravir had first seen him. Peter asked the elf to help him in ridding the woods of the kobold menace. Anravir accepted the woodsmans request and the two moved down towards the abandoned tower rising out of the middle of the valley.
During their discussion two kobolds had emerged from the tower and were half-heartedly keeping watch at the front of the tower. Anravir and Peter split up and circled around the tower. Anravir snuck up closer to his kobold, and using his magical arts picked up a stone from the rocky outcropping at the tower entrance. He flung the stone at the back of the other kobold, who subsequently turned towards the first angrily assuming that he had thrown the rock. As the two began to quarrel, Anravir and Peter seized their opportunity to attack: Peter firing arrows at his target from the cover of the woods, and Anravir hurling daggers at the back of the kobold nearest him. Two of the elves daggers found the kobolds flesh before it could close into battle with the elf. Peter was not so lucky with his arrows, his first shot missed badly but the second pierced the kobold in the arm. Seeing his fallen comrade and the arrow sprouting from his limb, the kobold threw down his arms and ran away from the pair of adventurers. Neglecting to hunt the kobold down, the woodsman and the elf stayed behind their cover: Peter in the woods with his bow trained on the open doorway of the tower, and Anravir crouched down behind a short rocky outcropping with his daggers at the ready.
From out of the tower crept a third kobold, investigating the brief occurrence of noise. Having shook off his jitters, Peter Bowstring cleanly took this kobold down with a head shot. Not wanting to risk entering the tower full of kobolds, Anravir took out his flask of oil. The elf wadded a piece of cloth up into the neck of the bottle, lit the cloth, and threw the bottle into the center of the tower through the open archway. A satisfying crash and flare up exploded out of the tower. Two lit kobolds came running out of the tower; but before they could stop, drop, and roll Anravir signaled for Peter to open fire. The woodsman dispatched the two flaming kobolds and moved across the clearing to rest alongside the elf. After they let the fire die down, the two slowly entered the ground floor of the tower.
While clearing the ground floor Anravir came across the remnants of a card game, interrupted by his and Peters attack. The elf gathered up the deck of cards and the pot (roughly 21 thalers, or copper pieces); a later investigation showed that the deck of cards had far too many face cards to be used in a proper game of chance. The other room contained the grain and other provisions that the kobolds had been seizing from the merchant shipments. Anravir came across a crate of cooking spices and took a jar of cinnamon and a crock of flour. The elf had devious plans for the materials.
Slowly moving up to the second floor, Peter and Anravir were disturbed by an eerie statue whose eyes seemed to follow the pair as they moved around the floor. The first room on this floor had three portioned sections containing dirty sleeping pallets made of straw and moldy woolen blankets. The room was otherwise unoccupied. Failing to pick the lock on the door of the other room on the second floor, the crafty elf spread some flour on the floor in front of the door. After trying to check out the upper floor through a large section of the ceiling that had rotted away, Anravir and Peter carefully crept up the staircase to the third floor.
The careful elven wizard/rogue discovered a trip wire crossing the stairs about a third of the way to the top. Keeping low and close to the wall, the elf tripped the wire with his hand. A dart sprung from a hidden trap at head level and stuck into the mortar on the far wall. The elf tripped the trap twice more, releasing two more darts before the trap was unloaded. Anravir cut the wire as close to the walls as he could and pocketed the four feet or so of slick wire. Once at the third level the elf peered back downstairs to see whether any flour had been disturbed from in front of the locked portal. Seeing that it had not, they proceeded to the only door on the third level. Again, the lock exceeded the skill of the novice rogue and Anravir was not able to open the door. Thinking quickly after detecting the slightest of movement from inside the door, the elf knocked on the door and attempted to mimic the kobolds voices. This elicited more movement, but failed to get an of the rooms inhabitants to open to door. The elf then blew several handfuls of flour into the room from under the door, hoping to frighten the kobolds. After this attempt failed, the hearty woodsman rushed the door and threw his shoulder into it. Breaking down the door, the two rushed the room but found it empty. The door to the inner room was ajar; the elf hugged the wall beside it while the human covered the entrance with his bow.
Anravir used his magic to create a ghostly human-sized image which he sent running into the room; he quickly followed this with throwing the rest of his flour into the room. After waiting a minute, the elf and the human entered the inner room. They found what must have originally been a noblemans bedroom, the chest that the kobolds had been dragging, but no kobolds. As the flour was settling down the two searched the room, but still could not find the kobolds. As they were pondering their next move, Anravir noticed that the flour still floating in the air seemed to be circulating towards the fireplace before settling on the ground. Looking at it closer he noticed footprints in the soot coating the bottom of the fireplace. A quick search of the surroundings revealed a hidden mechanism in the arm of the upholstered chair sitting next to the fireplace. Anravir depressed the button and heard a click come from within the fireplace. He had found the trigger for the secret door concealed within. Sliding the released panel out of the way he ducked inside the crawlspace and saw that a couple of loose stones in the exterior of the tower wall had been pulled away and the gaping hole had provided an escape route for the rest of the kobold party.
Failing to find the kobolds before they left, the elven wizard/rogue turned to the chest. After not finding any traps, he successfully picked the lock and opened the chest. Inside the chest was a set of saddlebags and a finely crafted dagger with a gold and turquoise jewel worked into the pommel. He found a bundle containing a yellow citrine gem and a small pearl inside the saddlebags, along with a coin purse containing 40 crowns (or gold pieces). After finding the treasure the pair decided to go back down to the second level and break down the locked door.
In a misguided attempt to surprise anyone who might be hiding on the second level, Anravir jumped down through the large hole in the floor between the third and second level. His ten foot drop ended badly, he landed wrong and rolled his ankle. Hobbling around, he followed Peter around the second floor. Peter again broke down the door, but they found nothing of any great value inside. This room was also being used as a storeroom for the kobolds misbegotten goods. A pile of bags of flour and a row of empty kegs of ale greeted the two. After some searching, Anravir discovered that two of the kegs hadnt been tapped yet. He used a nearby tap to give himself access to some healing medicine. After numbing the pain, the two departed the tower.
Peter led Anravir back to his homestead on the outskirts of the thorp. The next day the elf rested and kept his injured leg elevated, while the woodsman returned to the tower and retrieved the two barrels of dwarven stout. Peter has decided to leave his farm in the capable hands of his sister Sarah, and accompany the elf to the Free Town of Yggsburgh. They plan to leave in the morning, hopefully meeting up with a merchant along the way and riding in numbers.
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The cheese stands alone...
-
capitalbill
- Hlobane Orc
- Posts: 112
- Joined: Tue Jul 14, 2009 7:00 am
Second Session (moving right along with a solo player for now)
After taking a day off to rest his foot and sample Sarah Bowstrings amazing apple pie, Anravir accepts Peters offer of his bow and sword in exchange for a share of the found. After eating breakfast in the morning of Wodinsday at the Farmers Daughter tavern, Anravir politely turns down a merchants offer of a free ride to Yggsburgh. The elf desires to do some wilderness exploring along the way, and does not want to be tied down to the Pike. Anravir gives the two barrels of dwarven stout to the merchant, who offers to feed and put the elf and the woodsman up for an evening at the Outs Inn when they arrive in town. Thanking the merchant, the elf and the woodsman leave the thorp of Farmsly behind and push on into the forests south of the Dunfalcon Pike.
Anravir noticed a deep well in the center of the thorp, finding a nearby stream he decides to follow it back towards the town and look for where it flows into the earth. Apparently his roguish nature is leading him to seek out any coins that might have been thrown down into the well. Along the way Peter and Anravir narrowly avoid running into a black bear drinking at the waters edge. After locating the underground passage of the stream, the elf strips his load off and goes for a swim. Periodically surfacing at air pockets the elf makes his way back to the cavern at the bottom of the well shaft. After pulling himself up onto a ledge, the elf finds numerous thalers and a few florins scattered around. While scooping up the petty coinage Anravir upsets a venomous snake who strikes out at him but misses. He cautiously backs away from the snake and drops back into the water. The snake neglects to follow him and Anravir swims away in one piece.
Finding their way back to the game trail, the pair retraced their steps and started following the trail towards the Pike. Avoiding a split in the trail that showed some bear prints the two continued on their voyage. A short distance away the pair noticed a clearing a bit off of the trail. They split up and circled around the clearing; carefully creeping through the woods. Sneaking into the clearing Anravir finds what seems to be a recently departed campsite. Some of the bedrolls are still spread around the clearing, and a faint bit of smoke drifts up from the fire pit. Fearing a quick return by the camps inhabitants Anravir sets a tripwire across the game trail and lies in wait in the foliage beside the trail. After waiting for about an hour and having to shoo a deer away before it set off his trap, Peter and Anravir hear loud noises from down the game trail. From where they think the trail meets back up with the Pike come the sounds of battle!
Cautiously heading down the trail towards the Pike, the elf and the woodsman come up behind an apparent ambush. They see two kobolds at the edge of a precipice overlooking the Pike hurling javelins down at a merchants wagon. Sneaking close, Anravir hurls a dagger at one kobolds back while Peter lets fly with an arrow at the other. Aided by surprising the kobold ambushers the two make short work of the humanoids. At the precipice Peter and Anravir see two guardsmen in dire straits, locked in melee with two kobold warriors apiece. Two more kobold javeliners hide in the foliage on the far side of the Pike raining missiles down at the wagon and at the merchant and his wife. Using one of the dead kobolds javelins, Anravir attacks the closest kobold across the way. Unfortunately his lack of skill with the javelin showed and his throw missed. Peter had better luck with his longbow and soon took the other kobold out. Seeing the plight of the guardsmen, Anravir risks an attack from the last kobold javeliner and steps out from behind his cover to cast a pall of magically deep sleep over the kobold warriors. The elf succeeds in knocking out the four kobolds, but also knocks one of the two guardsmen out as well. The last kobold standing seizes the opportunity and sinks a javelin into Anravirs side. This however left him open to an arrow from Peter, who skillfully pierced the kobolds neck with one of his lucky arrows. Seeing no immediate danger, the two descend from the precipice to the roadside and dispatch the slumbering kobolds.
Before they can introduce themselves to the merchant, Anravir narrowly dodges a javelin thrown from another hidden kobold. Standing in a dense copse of trees are two more sizable kobolds; amazingly enough these two seem to be finely armed and armored. Ducking behind the merchants wagon for cover the elven wizard/rogue thinks quickly. Using his powers of magic and illusion, the elf creates an illusory magical wand and proceeded to fire illusory missiles at one of the two new kobolds. The simple mind of the kobold target cannot see through the elfs illusionary attack and believes that he has been mortally wounded. Dropping his shield and axe he lurches backwards and holds himself up by grasping a tree. The other kobold rushes to the firsts side and starts pulling him backwards, away from the road. Peter and Anravir sprint across the road towards the other side and start up the hill leading to the precipice that hides the two kobolds. The uninjured kobold sees the pair coming, thinks about standing by the other kobold, then thinks better of it and starts running full speed away from the approaching woodsman and elf. However, he cannot outrun the long bow of Peter Bowstring and is taken down on the run. After dispatching the wounded kobold with a hefty swing to the head, the two search the strange foes. Each is well armed, well armored, and amazingly- clean. One is armored in a fine set of chain mail with a fur covered helm; and armed with a javelin and a short sword. The other is wearing an engraved suit of plate mail with a great helm and shield; and armed with an axe and a short sword. Both are wearing blue tabards with a coat or arms, and wearing a brass gorget around their necks. The one suited in plate mail has a coin purse and a small sack hanging from his belt. The other one had nothing besides a small coin purse. In total, the two kobolds had 42 gold crowns- quite wealthy for kobolds. The small sack contained just two items: a strange metallic disc fashioned out of gold, silver, and brass with a small diamond in the center of a symbolic cross; and a leather scroll case.
Anravir used his skills in deciphering scripts to attempt to read the kobold language on the scroll. He managed to make out several lines before the words blurred together and disappeared off of the page. He wrote down the passage for later investigation: Go out to the East Mark and lead our advance attack. We are counting on you to the scroll was signed Captain Burgun. Rolling up one of the kobolds tabards in his bag for future research, Anravir and Peter take the fine armor off the kobolds and return to the merchants wagon.
The merchant introduces himself as Alan Parson, his wife is Rebecca, and the two guardsmen are his sons- Joshua, and Jonathon. They were headed into Yggsburgh when they were ambushed by the kobold party. In thanks for their rescue the merchant offers the elf and the woodsman a ride into town. Tiring of their exploration, and eyeing the newfound loot the pair of adventurers accept Alans offer and make themselves comfortable in the wagon. As darkness approaches, the two find themselves in the suburban Outs neighborhood of the Free Town of Yggsburgh. Deciding to save some money, Anravir and Peter agree to meet Alan and his family within the next couple of days for a meal at the Outs Inn (where the Parsons are staying) and hop out to seek lodging at the Boatman Tavern. After purchasing a quick bite and a drink Anravir books a private room overlooking the Canal for himself and Peter. As a result of the days escapades, the two turn in early that evening. The following day, Thorsday, Peter travels into town to seek out an old acquaintance that had moved to town and opened up a shop as a bowyer/fletcher while Anravir stays inside resting and studying his magical arts (a comely serving wench or two might have aided in keeping him inside).
On the morning of Freysday, Anravir eats a simple breakfast at the Tavern and plans his exploration of the Free Town of Yggsburgh- the town has so much to offer, he is not sure where to start.
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The cheese stands alone...
After taking a day off to rest his foot and sample Sarah Bowstrings amazing apple pie, Anravir accepts Peters offer of his bow and sword in exchange for a share of the found. After eating breakfast in the morning of Wodinsday at the Farmers Daughter tavern, Anravir politely turns down a merchants offer of a free ride to Yggsburgh. The elf desires to do some wilderness exploring along the way, and does not want to be tied down to the Pike. Anravir gives the two barrels of dwarven stout to the merchant, who offers to feed and put the elf and the woodsman up for an evening at the Outs Inn when they arrive in town. Thanking the merchant, the elf and the woodsman leave the thorp of Farmsly behind and push on into the forests south of the Dunfalcon Pike.
Anravir noticed a deep well in the center of the thorp, finding a nearby stream he decides to follow it back towards the town and look for where it flows into the earth. Apparently his roguish nature is leading him to seek out any coins that might have been thrown down into the well. Along the way Peter and Anravir narrowly avoid running into a black bear drinking at the waters edge. After locating the underground passage of the stream, the elf strips his load off and goes for a swim. Periodically surfacing at air pockets the elf makes his way back to the cavern at the bottom of the well shaft. After pulling himself up onto a ledge, the elf finds numerous thalers and a few florins scattered around. While scooping up the petty coinage Anravir upsets a venomous snake who strikes out at him but misses. He cautiously backs away from the snake and drops back into the water. The snake neglects to follow him and Anravir swims away in one piece.
Finding their way back to the game trail, the pair retraced their steps and started following the trail towards the Pike. Avoiding a split in the trail that showed some bear prints the two continued on their voyage. A short distance away the pair noticed a clearing a bit off of the trail. They split up and circled around the clearing; carefully creeping through the woods. Sneaking into the clearing Anravir finds what seems to be a recently departed campsite. Some of the bedrolls are still spread around the clearing, and a faint bit of smoke drifts up from the fire pit. Fearing a quick return by the camps inhabitants Anravir sets a tripwire across the game trail and lies in wait in the foliage beside the trail. After waiting for about an hour and having to shoo a deer away before it set off his trap, Peter and Anravir hear loud noises from down the game trail. From where they think the trail meets back up with the Pike come the sounds of battle!
Cautiously heading down the trail towards the Pike, the elf and the woodsman come up behind an apparent ambush. They see two kobolds at the edge of a precipice overlooking the Pike hurling javelins down at a merchants wagon. Sneaking close, Anravir hurls a dagger at one kobolds back while Peter lets fly with an arrow at the other. Aided by surprising the kobold ambushers the two make short work of the humanoids. At the precipice Peter and Anravir see two guardsmen in dire straits, locked in melee with two kobold warriors apiece. Two more kobold javeliners hide in the foliage on the far side of the Pike raining missiles down at the wagon and at the merchant and his wife. Using one of the dead kobolds javelins, Anravir attacks the closest kobold across the way. Unfortunately his lack of skill with the javelin showed and his throw missed. Peter had better luck with his longbow and soon took the other kobold out. Seeing the plight of the guardsmen, Anravir risks an attack from the last kobold javeliner and steps out from behind his cover to cast a pall of magically deep sleep over the kobold warriors. The elf succeeds in knocking out the four kobolds, but also knocks one of the two guardsmen out as well. The last kobold standing seizes the opportunity and sinks a javelin into Anravirs side. This however left him open to an arrow from Peter, who skillfully pierced the kobolds neck with one of his lucky arrows. Seeing no immediate danger, the two descend from the precipice to the roadside and dispatch the slumbering kobolds.
Before they can introduce themselves to the merchant, Anravir narrowly dodges a javelin thrown from another hidden kobold. Standing in a dense copse of trees are two more sizable kobolds; amazingly enough these two seem to be finely armed and armored. Ducking behind the merchants wagon for cover the elven wizard/rogue thinks quickly. Using his powers of magic and illusion, the elf creates an illusory magical wand and proceeded to fire illusory missiles at one of the two new kobolds. The simple mind of the kobold target cannot see through the elfs illusionary attack and believes that he has been mortally wounded. Dropping his shield and axe he lurches backwards and holds himself up by grasping a tree. The other kobold rushes to the firsts side and starts pulling him backwards, away from the road. Peter and Anravir sprint across the road towards the other side and start up the hill leading to the precipice that hides the two kobolds. The uninjured kobold sees the pair coming, thinks about standing by the other kobold, then thinks better of it and starts running full speed away from the approaching woodsman and elf. However, he cannot outrun the long bow of Peter Bowstring and is taken down on the run. After dispatching the wounded kobold with a hefty swing to the head, the two search the strange foes. Each is well armed, well armored, and amazingly- clean. One is armored in a fine set of chain mail with a fur covered helm; and armed with a javelin and a short sword. The other is wearing an engraved suit of plate mail with a great helm and shield; and armed with an axe and a short sword. Both are wearing blue tabards with a coat or arms, and wearing a brass gorget around their necks. The one suited in plate mail has a coin purse and a small sack hanging from his belt. The other one had nothing besides a small coin purse. In total, the two kobolds had 42 gold crowns- quite wealthy for kobolds. The small sack contained just two items: a strange metallic disc fashioned out of gold, silver, and brass with a small diamond in the center of a symbolic cross; and a leather scroll case.
Anravir used his skills in deciphering scripts to attempt to read the kobold language on the scroll. He managed to make out several lines before the words blurred together and disappeared off of the page. He wrote down the passage for later investigation: Go out to the East Mark and lead our advance attack. We are counting on you to the scroll was signed Captain Burgun. Rolling up one of the kobolds tabards in his bag for future research, Anravir and Peter take the fine armor off the kobolds and return to the merchants wagon.
The merchant introduces himself as Alan Parson, his wife is Rebecca, and the two guardsmen are his sons- Joshua, and Jonathon. They were headed into Yggsburgh when they were ambushed by the kobold party. In thanks for their rescue the merchant offers the elf and the woodsman a ride into town. Tiring of their exploration, and eyeing the newfound loot the pair of adventurers accept Alans offer and make themselves comfortable in the wagon. As darkness approaches, the two find themselves in the suburban Outs neighborhood of the Free Town of Yggsburgh. Deciding to save some money, Anravir and Peter agree to meet Alan and his family within the next couple of days for a meal at the Outs Inn (where the Parsons are staying) and hop out to seek lodging at the Boatman Tavern. After purchasing a quick bite and a drink Anravir books a private room overlooking the Canal for himself and Peter. As a result of the days escapades, the two turn in early that evening. The following day, Thorsday, Peter travels into town to seek out an old acquaintance that had moved to town and opened up a shop as a bowyer/fletcher while Anravir stays inside resting and studying his magical arts (a comely serving wench or two might have aided in keeping him inside).
On the morning of Freysday, Anravir eats a simple breakfast at the Tavern and plans his exploration of the Free Town of Yggsburgh- the town has so much to offer, he is not sure where to start.
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The cheese stands alone...