Showing posts with label Basic Fantasy RPG. Show all posts
Showing posts with label Basic Fantasy RPG. Show all posts

Monday, July 13, 2015

Basic Fantasy RPG - Gold in the Hills - Session Notes

 

Back to Basic... Fantasy RPG


Last night my eleven year old daughter ran us through Gold in the Hills, a Basic Fantasy RPG adventure by Ray Allen featured in Adventure Anthology 1.  If you missed the video you can catch it here:


We thought that it would be fun to share our character builds with you, just in case you'd like to play the exact same adventure, with our characters.  We followed the rules for character creation... mostly:  


Here's what we came up with:

Rezlin, Human Fighter played by Daddy
  • Level 1
  • Str 10, Int 12, Wis 11, Dex 6, Con 18, Cha 13
  • AC 13, HP 7
  • Equipment:  Mace, 2 spears, dagger, backpack, leather armor, 6 torches, tinderbox, waterskin, shield, 12 gp.
Gavis, Dwarf Thief played by Daddy
  • Level 1
  • Str 9, Int 8, Wis 15, Dex 15, Con 13, Cha 9
  • AC 14, HP 5
  • Equipment:  Light crossbow, 10 quarrels, dagger, quarterstaff, leather armor, backpack, thieves' picks 7 tools, 50' hemp rope, grappling hook, waterskin, 1 gp
Elfaretta, Elf Magic-User played by Evie
  • Level 1
  • Str 10, Int 15, Wis 13, Dex 12, Con 13, Cha 12
  • AC 11, HP 5
  • Equipment:  Quarterstaff, 50' hemp rope, manacles, winter blanket, 45 gp
Munsterr, Elf Fighter played by Evie
  • Level 1
  • Str 12, Int 12, Wis 5, Dex 11, Con 14, Cha 12
  • AC 16, HP 7
  • Equipment:  Long sword, long bow, 20 arrows, chain mail, shield, 6 torches, tinderbox, 4 gp


Steel Fisted Goblins


As one final note, in our video Carrie referred to a new creature: the Steel Fisted Goblins!  After the game we reviewed the two minor changes to these terrible creature she generated on the fly:  

  • Identical to normal goblins, but they get a 1d4 damage steel fist punch that causes lethal damage.
  • Instead of giving 10 experience points they give 20!

I still don't know why these beasties were carrying around daggers...



Goblin sighting!



Wednesday, January 21, 2015

Quattro con Carnage - Session 5 - Savage Worlds



Get Savaged!

 
If you've been following along with our Quattro con Carnage 4-in-1 experiment, you know that we've reached the halfway mark in our little quest through four different systems.  Actually, that's no longer correct, but I'll get back to that point towards the end of this write-up.  This post, session 5, marks an important transition in QcC as we move from systems that could be considered old school renaissance (OSR) to a more modern RPG system.  After two weeks of the stalwart and steadfast Basic Fantasy RPG, and another two weeks of the zany randomness of Dungeon Crawl Classics, we turn to a system that embraces pulp action adventure like no other I've ever tried! 
 
So break out your wild dice, bennies, and playing cards, because its time to play Savage Worlds!
 
For those of you who are new to Savage Worlds I'll give you a very brief primer.  Developed by Shane Lacy Hensley of Pinnacle Entertainment Group (PEG), Savage Worlds is a generic RPG system designed to maximize action-adventure gameplay while minimizing gamemaster preparation.  Compared to the other games we've tried, as well as others on the market, I would consider Savage Worlds to be "medium crunch".  The tagline "Fast, Furious, Fun" used by PEG to describe the Savage Worlds system carries through the entire deluxe rulebook.  Creating a character can take less than ten minutes, or more than several hours if you want to dig through all of those great books you have on your shelf. 
 
Savage Worlds works on a die-step mechanic, so all attributes and skills are ranked in the following order:
 
d4 - d6 - d8 - d10 - d12 - d12+1 - d12+2...
 
To perform an action or make a test the character rolls the die-type associated with the skill or attribute, as well as a wild-die.  The wild-die is always a d6, and only player characters and important NPC's and adversaries (wild-cards) get to roll this special die during a test.  The highest result of either die determines success.  Typically rolling a "4" or higher means a success, although in melee combat a player character must beat an opponent's "parry" score.  The system also uses a concept called exploding dice.  If you roll the maximum value on a die, roll it again and add it to the original score.  If you beat your target number by four points or more, that's considered a raise and extra special goodness may happen, such as additional damage, or an added effect.
 
Here's an example of a typical action: 
 
Marc's character, Lomman, is trying to persuade a group of evil gnomes to back away from a combat.  His persuasion die is a d8 and he needs to typically beat a target of 4 to use this skill.  But since the party had just murdered a whole team of evil gnomes, the GM decides this is more difficult and assigns a penalty to the roll: a -2.  Lomman rolls both the d8 for his persuasion die, as well as a d6 for his wild-die.  The d8 turns up as a 5, which would usually be a success, but at a -2, the end result is a 3.  The d6 rolls a 6!  Explosion!  Marc rolls another d6 and gets a 5.  The total result for the wild-die is an 11, -2 for the penalty, so the end result is a 9.  This is a success with a raise, so the GM decides that the evil gnomes not only stop combat but two of them completely flee the scene in fear. 
 
Quite the opposite of typical OSR games, to build a character in Savage Worlds the players work with "point buy".  There are five attributes for each character:  Agility, Smarts, Spirit, Strength, and Vigor.  As a Novice character with zero experience points, a character starts with a "d4" in each of these attributes, and the player is given 5 points to raise them.  Each point raises an attribute by one step (d4 to d6, d6 to d8, and so on.)  Characters also gain fifteen skill points to do the same, with a cost of one skill point to start at a d4 for a skill, and an additional point as the skill ranks stack up.  Each skill is tagged to an associated attribute.  While it is possible to raise a skill above the attribute it is connected to, it costs two skill points per die type to do so, not one. 
 
To further expand upon a new character, players can choose edges (similar to feats in the d20 systems), as well as hindrances.  Edges give characters new and exciting abilities, magic, and connections to the campaign setting.  Hindrances give the players interesting opportunities for role-play, as well as points that can be cashed in to raise attributes, skills, and buy new edges. 
 
Converting our heroes of Tannryth from Dungeon Crawl Classics to Savage Worlds was a breeze.  Three of the players had created Savage Worlds characters before and only needed minimal pointers in making the translation, which was great!  The results were pretty exciting! 
 
Please note that each character was created with twenty starting experience points, placing them at Seasoned rank, with four additional advances.

Dramatis Personae con Carnage


Umbrin, played by Jeremy
A guard-for-hire from Tannryth once in the employee of a wealthy Archon
  • Attributes:  Agility: d10,  Smarts: d6,  Spirit: d4,  Strength: d8,  Vigor: d8
  • Edges:  Mighty Blow, Frenzy, Combat Reflexes 
  • Hindrances:  Bad Luck, Cautious, Greedy
  • Skills:  Fighting d10, Gambling d4, Healing d4, Intimidation d6, Notice d6, Riding d4, Shooting d8, Streetwise d4
  • Spells/Powers/Signature Gear:  Battle Axe (one handed again!)
  • Notes:  In Basic Fantasy RPG Umbrin was rather vanilla.  In Dungeon Crawl Classics he was pretty awesome as a concept, but really couldn't hit anything.  Savage Worlds really brought the best features of a classic fighter to the forefront.  I don't want to spoil anything but if there was one character during this first game that really came to life, it was this amazing warrior!

Lomman Senan, played by Marc
A devout crusader of Ogmios looking enforce some "justice healing"
  • Attributes:  Agility: d6,  Smarts: d6,  Spirit: d10,  Strength: d6,  Vigor: d8
  • Edges:  Arcane Background: Miracles, Power Points, Holy Warrior
  • Hindrances:  Vow (Ogmios), Pacifist, Quirk (Constantly thinking about Elven ladies)
  • Skills:  Faith d8, Fighting d8, Healing d6, Notice d6, Persuasion d8, Knowledge History d4
  • Spells/Powers/Signature Gear:  Healing, Smite, Deflection
  • Notes:  Lomman's edges and hindrances really flesh out the "cleric" feel of the character.  The wild and crazy disapproval risk is obviously gone, however once Marc rolls "snake-eyes" on a Faith check we'll get to have a little fun with his patron deity. 

Rydian Ornitiar, played by Andy
An Aarenian relic-hunter who longs to recover a lost family artifact
  • Attributes:  Agility: d6,  Smarts: d12,  Spirit: d8,  Strength: d4,  Vigor: d4
  • Edges:  Wizard, Rapid Recharge, Power Points
  • Hindrances:  Lame (using this for the "weakness" afflicting Rydian while under the effects of the Queen of the Ever After's Quest), Vow, Quirk (gives bad advice)
  • Skills:  Fighting d4, Spellcasting d10, Knowledge Arcana d8, Shooting d6, Investigation d8, Persuasion d6, Notice d4
  • Spells/Powers/Signature Gear:  Bolt, Armor, Elemental Manipulation
  • Notes:  In Dungeon Crawl Classics Rydian was a "blaster master", and little has changed.  If anything, as Rydian has progressed from Basic Fantasy RPG as a "Fighter/Mage" to more of a pure magic-user in Savage Worlds. 

Jorin Everlast, played by Craig
A pilfering initiate to the Embrace who just "made bones" 
  • Attributes:  Agility: d8,  Smarts: d6,  Spirit: d6,  Strength: d6,  Vigor: d8
  • Edges:  Thief, Assassin
  • Hindrances:  Wanted (Major, the Embrace), Loyal, Quirk (Hates big people)
  • Skills:  Notice: d4, Climb d6, Lockpick d6, Stealth d8, Fighting d8, Shooting d8, Streetwise d4, Throwing d6
  • Spells/Powers/Signature Gear:  Short sword, short bow
  • Notes:  Jorin was a thief in Basic Fantasy RPG, and then a small death dealer in Dungeon Crawl Classics.  Now in Savage Worlds Craig was able to take some of the best concepts from both and blend them back into his Halfling. 

Drogos, played by Andreas
Dwarven blacksmith, last survivor of Happenstance, and holy convert to Ogmios
  • Attributes:  Agility: d8,  Smarts: d6,  Spirit: d6,  Strength: d8,  Vigor: d8
  • Edges:  Hard to Kill, Arcane Resistance, Arcane Background (Miracles)
  • Hindrances:  Curious, Greedy, Vow (Minor)
  • Skills:  Gambling d6, Fighting d8, Intimidate d4, Repair d8, Streetwise d6, Throwing d8, Blacksmithing d6, Faith d4
  • Spells/Powers/Signature Gear:  Trusty Hammer, Spells: Smite, Summon Ally
  • Notes:  Since Drogos was the newest character, having just joined during Dungeon Crawl Classics, Andreas had a blank slate with which to work.  While Lomman looks more like a Cleric, Drogos has the look and feel of a dwarven Paladin... albeit one that struggles with gambling, greed, and extreme curiosity!


Happily Ever After


Trapped at the bottom of The Fall, now within the confines of the Ever After, our four adventurers and their new holy blacksmith took a long look around the desolate landscape.  The ground was covered in mud, dirt, and ash, with sickening black pools of stagnant water dotting the landscape every dozen yards or so.  The few trees that stuck straight out of the ground were just broken, leafless branches.  Visibility was reduced to one-hundred feet due to the thick and choking mist, and the only sound was a hissing wind that occasionally would change to a dull, high pitched wail.  But the crew were here for a mission, and with Rydian's physical condition deteriorating due to the Queen of the Ever After's quest-curse, they needed to get their bearings quickly. 

Rations would only last a couple of days, and there were only a few gallons of fresh water between the five souls.  Luckily, they were all adorned in heavy winter gear and were thus protected somewhat from the strange elements.  But they weren't expecting the wastingWhile the team were talking, the four original heroes noticed their new dwarf's hair had turned a bit more white, and his face had aged several years.  Rydian softly explained to the party that non-elves were subjected to this wasting, and that every day there was a risk of supernatural aging.  The elf mage wanted to take the team south-west to the elven cities within the Ever After, but when it was revealed that the Lost Chasm the team sought was to the north-west along the edge of the Fall, Rydian found himself overruled. 

So the team marched, trudging through mud and soot, pushing through damp and weird mires, and desolate landscapes while trying to resist the urge to stumble into the slime below.  But only five hours into their trek the party was subjected to an event that Rydian would later reveal to be an Afterslide.  The entire landscape shifted forty-five degrees to the west, and the party started to tumble.  Luckily for the group they were able to grab a hold of the few trees standing about, and while Rydian missed the branches, he tucked and rolled out of danger.  Fatigued due to the mass of mud that collapsed upon him, the elf still kept from getting dragged underground to his potential doom. 

Unfortunately the Afterslide pushed the party away from the Fall, which they were using as their compass.  But bright thinking by the ex-guard of a foresting company, Umbrin, got the party quickly back on track.  Since visibility was limited to one-hundred feet, the warrior had each party-member stand in a single-file line, with one-hundred feet separating each member.  Slowly Umbrin commanded his "troops" to move in a circle, with his own position acting as anchor.  Since the Fall was only four hundred feet away, it didn't take long to find the shear cliff-face and return to their trailblazing. 

Making camp was easy for Rydian, who had no problem sleeping in the slime and muck, but the rest of the party was less than excited about the prospect of sleeping atop a churning, moving surface.  Umbrin chopped down several trees for Rydian to light with a flick of the elf's fingers, but was disturbed when the broken branches sprouted poor, pathetic faces that started to wail and cry.  No matter, they still burned just fine.  While Rydian told a dark and depressing tale of his Uncle Thad, who had been killed by an Afterslide, the rest of the team set up their camp.  Without sleeping bag or tent Lomman was forced to sit on his shield propped against a tree.  Jorin climbed a few branches and perched himself high above the ground, not too far from Drogos who fashioned several broken trees as a cot.  Umbrin took one look at the elf and figured if the pointy-eared dandy could sleep on the ground, he could too. 

The party was rotating watch, but when Lomman went to wake up Drogos the entire team was treated to the fierce shriek of a terror-filled dwarf!  Drogos stood up abruptly while shaking his arm.  The rest of the team looked on in horror as the dwarf showed that the "tree" he was resting upon had swallowed his limb up to the elbow.  The face on the broken branch was grotesque and obviously quite angry, chewing away with a sickening glee.  Drogos carried the branch towards the fire, hoping to burn it off, when he realized that there were six more pogo-stick like mini-treants hopping through the mud. 

Treeples!

While Drogos burned the branch off his arm, revealing the sore but functional limb to still be intact, Lomman stepped forward and tried to talk the Treeples out of combat.  But the sight of their friends burning, chopped up, and in obvious pain caused the Treeples to react quite violently.  Each of the tall creatures sprouted a pair of splintered arms with razor-sharp points.  Jorin and Drogos were both skewered horribly, while Lomman, Rydian, and Umbrin each parried the rather clumsy Treeples.  Rydian started firing bolts of fire at the creatures, and when multiple blasts did little to affect the tall plant-men, the elf invested his power into one big firebolt that took down a creature.  While Drogos ran forward, hammer in hand, and Jorin pulled the giant splinter from his belly, Lomman ran to the Halfling and started performing healing rites.  There were still several Treeples left, and the party wasn't able to fend them off.  Everyone looked to Umbrin with hope and fear in their eyes. 

Grimly the human warrior turned to the remaining four Treeples and clutched his axe.  Gritting his teeth the savage Umbrin let loose a terrible warcry and started a-chopping!  The first Treeple Umbrin struck exploded in a blast of splinters that sprayed a nearby creature, blasting it into oblivion as well.  Turning his frenzy on another Treeple, Umbrin hacked it in half and then grabbed both halves and swung them at another in a fit of rage.  The rest of the team just looked on with both fascination and disgust as Umbrin murdered every last Treeple standing.  It was truly a mighty deed!

 "I was a guard that worked for a guy that dealt with lumber… so I know how to cut the hell out of some trees," Umbrin quietly stated. 

With the Treeples out of the picture the party sifted through their remains.  Lomman warned the party not to loot the dead in this cursed place but Rydian didn't care.  He grabbed three of the splinters and fashioned them into very effective arrows, while picking up a long "club" that remained on the ground.  The Treeple Cudgel was long and on one end there was a petrified visage of the once-living creature as a club-head.  After a few more hours rest it was time again to move on. 


Another five hours into the next day's march the party saw a figure floating in the distance.  It was an alluring and strangely out of place elven female, dressed in white garments, hovering above a pool of stagnant water.  Everything about this scene felt absolutely "wrong" but the curious Drogos, and elf-lady-loving Lomman just couldn't resist.  The dwarf and cleric had to approach, and when they got close to the pool the beautiful radiance of the image couldn't be denied.  Drogos was especially captivated, and even when Rydian tried to explain that the image was some kind of phantasm or illusion, the dwarf refused to step away.  The elven female moved towards the dwarf and asked if he would like to dance, and Drogos just nodded.  While the elf and dwarf romantically spun above the sickeningly sour pool, Umbrin happened to hear a strange sucking sound. 

Just below the floating feet of the elf, the entire pool had drained and only a mouth remained.  A big, eight foot wide mouth!  It was a Sensual Worm!  The creature's elven illusion soon disappeared and Drogos fell into the beast's maw.  Despite a few arrows from Umbrin and Jorin, the creature had the dwarf in its gullet before anyone could react.  But then it began to belch and convulse.  The worm pushed up and out of the ground, and soon all thirty feet of the creature was laid out above the sinkhole, a giant mass stuck in its throat.  When Drogos tumbled free of the worm's mouth, he explained that he summoned an ogre using his Summon Ally spell, and the ogre was most likely still inside the worm's throat. 

While still trying to figure out what the hell just happened, the party happened to look north along The Fall and noticed another hole in the ground, although this one was much larger.  Could it be the Lost Chasm they were seeking? 

 

Most Notable Quotations



"I took 'hates big people' since Umbrin kinda pisses him off every time he talks." - Craig had no problem selecting his hindrances. 

Andy - "Are there roads in the Ever After?"
Marc - "Where we are going we don't need roads."

"I'd say the hell with town, lets just get this shit done and get out of here." - Umbrin didn't want to waste any more time in the wilds of the Ever After. 

"That dirt ate my uncle!" - Rydian explains his trauma during a bedtime interlude. 

"Ooh, I wonder if the pools are flammable?" - Andreas never found out... sadly. 

"The fact that the trees grow faces when they burn makes me a little iffy to sleep on them." - Umbrin chose the ground. 

Jim - "Your arm is in the mouth of one of the faces in the branches."
Jeremy - "Called it!"

"That's like a GM Intrusion, but we don't get paid!" - Marc was not a fan of the GM using his own bennies. 

"Four weeks!  FOUR WEEKS!" - Jeremy's warcry.  In four weeks of gameplay, Umbrin hadn't been worth a damn in combat.

"Does it do 'treeple' damage?" - Marc punned. 

"I just realized I'm getting swallowed… so… is it watery, is it dry, is it Sarlacc'y?" - Andreas was looking for the right adjective. 


Behind the Schemes

 
This adventure represented our first night in Savage Worlds as well as our first time trying a taste of a classic Hex Crawl.  I had several more ideas that we didn't get to use, including a chase scene with flying undead goblin heads, a second Afterslide, and a Wave of Ash.  They will have to wait for a future campaign. 
 
For most of our group, this was their first Hex Crawl, and I tried to explain that the concept was similar to a fantasy "Oregon Trail."  The party had to find ways to navigate the terrain while doing away with foul beasts and gaining treasure and experience.  We had a bit of a debate about the gear and equipment, and whether or not I as a GM should have let them prepare better for this portion of the adventure.  To me, full preparation would have made the scenario too easy, and I think that the risk of running out of food and water, and not knowing all of the possible dangers made this part of the campaign much more dramatic. 

One other point I'd like to make is that the entire group enjoyed the concept of the Interlude.  In Savage Worlds, during any rest the GM can call for an Interlude, in which a chosen player has to tell a story of their characters' past.  Not only does this give the players a chance to expand upon their backstory, it also helps them develop the campaign mythos as a whole.  Maybe Rydian's Uncle Thad will need to show up in undead form at a later time!
Earlier I alluded that our Quattro con Carnage may not be limited to four systems.  True, I will be running one more session of Savage Worlds and then two of the Cypher System (still using these characters), but then +Marc Plourde will run two sessions of Green Ronin's AGE system, using the Dragon Age RPG sets.  I'm especially excited for this part (which we are nicknaming "Cinco con Queso" for now) since I'll be a player!  More details to come!

Oh, and in case you were interested, I thought I'd provide the stats I used for our big-bad tonight!  Enjoy!

Treeples
  • Attributes:  Agility: d4,  Smarts: d6,  Spirit: d6,  Strength: d12+2,  Vigor: d10 
  • Skills:  Fighting d4, Notice d8, Stealth d8
  • Pace:  4
  • Parry:  4
  • Toughness:  9(2)
  • Special Abilities:
    • Armor +2
    • Piercing Arm: Str+1d6, AP 2 non-rigid armor

Miss a Quattro con Carnage Post?  


All of the fun so far:

Wednesday, January 14, 2015

Quattro con Carnage - Session 4 - Dungeon Crawl Classics



Killing All the Characters!


Recently I was chatting with a good friend of mine, the amazing author and all-around gaming professional Andreas Walters of Metal Weave Games, about OSR gaming and my Quattro con Carnage campaign.  Andreas has a lot of great thoughts and concepts on the subject, and since we still had room in our group, I invited him to roll dice with Jeremy, Andy, Marc, and Craig.  But there was a catch…

I was going to let him play four characters, not one.  

At first this must sound like a great deal, but I know that all my fellow Dungeon Crawl Classics fans will know exactly what I was thinking.  With a new player at the table who needed a character, there is only one true way in DCC to start from scratch.

Character funnel!

In the Dungeon Crawl Classics Roleplaying Game each new player traditionally comes to the table with four 0-level characters.  These expendable wannabe heroes all possess mundane, NPC-type jobs and backgrounds, and are designed for one important task: to die horrible deaths for the GM's amusement.  

#MwaHaHaHa!

At the end of the first adventure, the poor sod left standing becomes that player's character and is given a 1st level class to choose from.  

For Quattro con Carnage, having Andreas join the team meant that we could experience a true character funnel mid-campaign, despite having started in another system.  Our plan was that Andreas could choose from any characters that survived this adventure, and bring them into the Savage Worlds portion of QcC as a full, Seasoned character.  Using Purple Sorcerer Games' 0-level party generator, we were able craft a magnificent troupe of newbie adventurers: a noble, a radish farmer (complete with sheep), a halfling gypsy, and a dwarven blacksmith.  

Now that we built these shiny, new PC's, it was time to murder them.  


Dramatis Personae con Carnage


Umbrin, played by Jeremy
A guard-for-hire from Tannryth once in the employee of a wealthy Archon
  • Warrior
  • Level: 2
  • Alignment: Neutral
  • Str: 14,  Agi: 12,  Sta: 11,  Pers: 12,  Luc: 14,  Int: 10  
  • Hit Points:  18

Lomman Senan, played by Marc
A devout crusader of Ogmios looking enforce some "justice healing"
  • Cleric
  • Level: 2
  • Alignment: Lawful
  • Str: 10,  Agi: 8,  Sta: 17,  Per: 17,  Luc: 11,  Int: 12
  • Hit Points:  14

Rydian Ornitiar, played by Andy
An Aarenian relic-hunter who longs to recover a lost family artifact
  • Elf
  • Level: 2
  • Alignment: Lawful
  • Str: 13,  Agi: 15,  Sta: 12,  Per: 8,  Luc: 14,  Int: 18
  • Hit Points:  12

Jorin Everlast, played by Craig
A pilfering initiate to the Embrace who just "made bones" 
  • Halfling
  • Level: 2
  • Alignment: Neutral
  • Str: 14,  Agi: 16,  Sta: 13,  Per: 11,  Luc: 9,  Int: 9
  • Hit Points:  15

The Villagers of Happenstance, played by Andreas
A group of survivors willing to stay in their hometown and defend it against evil and snow
  • Jarvia, the Noble
  • Lothair, the Radish Farmer
  • Idelle, the Halfling Gypsy
  • Drogos, the Dwarven Blacksmith


Let's Open All the Doors at Once



When Umbrin, Lomman, Rydian and Jorin entered Happenstance there wasn't a single soul on the snow covered roads.  Any signs of life would've been quickly buried by the blizzard's blinding fury.  So when the four adventurers approached the ominous keep, strangely untouched by the blizzard, they were quite surprised to find four townsfolk, alive and equipped with meager adventuring supplies.  Jarvia, a noble human of Happenstance, introduced herself and the rest of her "party": Lothair, a local farmer armed with pitchfork and a live sheep, Idelle, a traveling halfling fortune-teller, and Drogos, an impulsive yet brilliant craftsdwarf who had the personality of Lothair's sheep [Personality score of 3].  

Jarvia claimed that the keep was an evil, abandoned building that the townsfolk did their best to avoid.  Situated along the edge of the Ever After, the keep had been all but forgotten until a recent earthquake caused the structure to move closer to the ledge.  Immediately a powerful blizzard blew into Happenstance, and it almost seemed as if the weather was emanating from the skies above the keep.  

Lomman knew that the team was going to have to enter the keep to uncover the source of the murderous cold, and began saying a prayer to Ogmios for protection from evil.  But Lomman's thoughts had been somewhat improper as of late.  The cleric found his mind wandering towards Rydian's new patron, the King of Elfland.  Lomman then wondered if there was a Queen of Elfland, and how she would look?  Was she beautiful?  Was she available?  Would she find a human cleric of Ogmios attractive?  What if she were to…

Just as Lomman's thoughts turned towards mature subjects, the cleric felt like mind was completely invaded by a powerful, yet jealous force of law.  It was his god Ogmios, and the deity knew Lomman's new lusty secret!  Lomman felt his god's disapproval in a very serious way, and some of his power began to slip from his soul.  To regain Ogmios' favor, the crusader would need to convert a new follower very quickly.  Luckily the dwarf Drogos was an agnostic, but seemed open to a higher calling.  Lomman performed a ritual of conversion right there on the spot, and managed to regain the favor and grace of Ogmios in a mere instant!  

[GM's Note:  This is what happens when your cleric rolls a "1" on a spellcasting check… in DCC there are penalties to having poorly trained dice.]

Since she was the last surviving noble in Happenstance, Jarvia pulled her longsword from its scabbard and entered the keep, Jorin only a few feet behind.  The halfling's torch illuminated the building's aging but well maintained foyer, revealing two hallways to the north and one to the east.  The first hall to the north seemed to lead to a coat room, full of dusty leathers and old cloaks.  Umbrin took a ten-foot pole that the party had been carrying around, and started shoving it into the coat room, hoping to disturb any traps or terrors that hide within.  

Although devoid of traps, there were six shrieking terrors!  A  small pack of giant rats darted out of the coat room and started gnawing on the party.  The entire troupe stared in horror when the lead rat climbed up Lothair's chest, tore out his throat, and buried itself waist deep in the man's trachea.  Shaking the bewilderment from their heads the team pulled their weapons and started to slash, stab, and smash at the dangerous vermin.  Rydian backed up as far as he could and began unleashing arrows.  In seconds the battle was over, and the team experienced their first tragic death.  It would not be their last.  

The coat room yielded a modest reward: over one-hundred gold pieces, several dozen silver, and a quartet of finely crafted daggers, all kept in a rather boring strongbox.  The party divvied up their find and moved into the next room to the north, a dimly lit library.  

In the center of the library was a small table, with a single blue candle burning next to an ornate book.  Umbrin pushed the sheep (to be named "Chewie") into the room first, and when nothing happened the rest of the party entered the library.  Drogos' curious mind was greatly intrigued by the book.   The tome was opened to a beautiful illustration of a frost covered landscape.  Almost as if he was mesmerized by the scene, and before anyone else could stop him, the dwarf lifted the tome.  

The entire room started to spin for everyone in the keep.  The warm walls of the building were quickly replaced by a frozen white hall, one-hundred feet across and nearly fifty feet high.  It was a massive igloo, with a single archway to the north leading to a scintillating hallway.  Realizing that they had been teleported, Rydian snatched the book from Drogos' hands and examined the pages and binding.  Aided by his connection to the King of Elfland, the elf revealed that the book was titled "The Iceshard Wasting", and it had a connection to the "Queen of the Ever After."  

Lomman started to wonder about this new, and potentially attractive queen before catching his impure thoughts.

Rydian told his team that book triggered the teleportation spell, and that they were now on  another plane of existence.  They would need to find a similar gate or gate key to return them all to Tannryth.  Since he was the one that got the party into this mess, Drogos took the scouting sheep and walked through the archway to the north.    

The hallway was lit by strange flashing colors on the outside of the ice block walls.  At the far end of the frozen hallway was a simple door made of a stray gray substance.  On the outside of the gray door was a pattern of jewels arranged in the star, and these little ornate bits were just too much for Drogos to pass up.  The dwarf tried prying one of the jewels away from the door, but ended up getting blasted by a cold, white beam of energy.  Idelle stepped forward and decided to open the door, and the cold beam struck again, killing the little halfling gypsy instantly.  

There was no time to pray for Idelle's soul, as the next room seemed to be just as deadly.  Longer and wider than the hallway, there was a door on the opposite side, but on either side of the portal stood a pair of statues.  Each statue was holding an icicle tipped spear pointed at the door Idelle had just opened.  Umbrin pushed the sheep into the room, but it only managed a pair of steps before one of the statues chucked a spear, impaling poor Chewie.  Rydian didn't have a way to disarm the statues, but he could possibly open the door on the far side of the room if he could muster enough power with his lone Cantrip scroll.  Invoking an ancient rite of spellburning, the elf closed his eyes tightly and used a telekinetic bolt to push open the door.  But when he opened his eyes his left eye kept twitching…

… and twitching… and twitching… until the end of his days.

Lomman realized that a prayer could possibly keep him safe from harm, and therefore he could be the perfect "bait" for the last three spears.  Grabbing his Shield of the New Mountains and saying his "prayers", Lomman carefully entered the room.  The three statues still threw their weapons, however.  Two of the spears clattered against his divinely reinforced shield, but the third hit the cleric just below his right thigh.  

Lomman had taken a spear to the knee!  

The rest of the party helped Lomman up, and he was able to heal his wounds while the rest of the team checked out the last remaining icicle tipped spear.  A single-use magical weapon, the weapon could prove useful later.  

Umbrin and Rydian approached the northern door looking into the next chamber.  It was over fifty feet across and nearly as long, and near the north-west corner stood a massive thirty foot tall statue of a barbarian on a great pedestal.  The barbarian statue was pointing at the floor near the entrance to the room.  No matter, the team still entered the room en masse, to no ill-effect.  

As the party began to investigate the three doorways exiting the large room, one to the north, one west, and another on the eastern wall, the statue slowly started to shake and move.  Drogos moved closer the doorway to the east and a ball of "cold fire" flew out from the statues finger, which the dwarf quickly dodged.  The team started to spread out, and run all across the room like a pack of mad cats.  Rydian ran to the eastern door and pushed it open.  Bad idea!  The room contained seven piles of bones that rose from the floor and started to shamble towards the elf.  Jorin ran up next to the door and closed it, but then felt a blast of cold fire splash all around, as he and Rydian were engulfed and continued to burn.  

Umbrin had jogged over to the western door and opened it wide revealing a long hallway that turned south.  Before the warrior could further explore, however, the two townsfolk Jarvia and Drogos ran past him, and turned the corner entering another large room with a single stone throne…

… and a giant friggin' snake with an icy horn in its head!  

The snake announced itself as "Sssissurrragg," the ice demon serpent.  Jarvia was about to call for help but the snake uncoiled and sunk its teeth into the noble's face.  She was dead before she hit the floor.  Drogos chucked the icicle tipped spear at the creature and then began to scream like a little gnome child.  Hearing the dwarven blacksmith's cries, Umbrin dashed into the ice demon serpent's chamber, battle axe in hand.  It really didn't matter what weapon the human warrior carried, he couldn't hit the snake.  Ever.  Perhaps it was fear, or stress, or just simple performance anxiety, but Umbrin would swing, and swing, and swing and not land a single blow.  So we'll skip those scenes.  

While Drogos was screaming and Umbrin cursing his piss-poor luck, there was a lot of activity going on still in that central chamber.  Rydian and Jorin, both in absolute agony as they burned coldly, were on the ground rolling back and forth hoping that it would put out the blue flames.  Luckily for the elf and halfling, Lomman leaped onto the great statue's platform and the addition of his armored weight broke the mechanism that allowed the great mass to turn.  Rydian was a sucker for pain, however.  While Lomman was healing Jorin's wounds, and Rydian had only just stopped burning, the elf opened the northern doorway revealing a long, frozen pool and six crystal statues that were marching about the room.  

Rydian closed the door, and hoped the statues didn't see him.  

It was around that time that the door to the east burst open.  The seven shambling skeletons poured into the central chamber, each looking to get a piece of the little elven bastard who disturbed their eternal rest.  But Rydian was done getting kicked around.  Again invoking the rite of spellburning, Rydian swore an oath to the Queen of the Ever After,  that he would do her bidding so long as she aided in his magic missile spell.  Five bolts of lightning flew from Rydian's fingers, striking down five of the skeletal shambles.  The two remaining fled as Lomman the cleric pulled his holy symbol of Ogmios and commanded them to turn and retreat.  

Meanwhile…

Hearing Umbrin's incessant cursing, and the repeated clatter of battle axe on stone floor, Jorin charged into the ice demon serpent's chamber with two short swords ready for action.  Jorin sliced the snake several times, causing it to coil in pain.  Seeing an opportunity to prove himself to the rest of his team, Drogos ran over and pried the longsword out of Jarvia's cold dead hand.  With a single swing the dwarven blacksmith sliced the Horn of the Ice Demon from Sssissurrragg's skull, killing the creature instantly.  

The entire structure instantly started to melt, and the party all regrouped in the central chamber.  There was only one door left to the north, and despite Rydian's trepidation, he opened it.  But instead of seeing a frozen pool, there was water, and an ethereal figure hovering just above.  The entity announced itself as the Queen of the Ever After.  She had bestowed upon Rydian great power, and now demanded a quest in return.  The elf was to take the Iceshard Wasting and the Horn of the Ice Demon, and carry them to the Lost Chasm located deep within the Ever After.  Doing this would return the Queen's power, and also remove the "quest" curse that she placed upon poor Rydian.  The Queen told the party to jump into the pool of water, and as each did so, they found themselves in the center of the old keep.

Stepping out of the dilapidated structure, the adventurers realized that it was no longer cold or snowing, and the keep had slid to the very bottom of the Fall, nearly a thousand yards straight down.  Beyond the Fall was the Ever After, and all of the terrible, horrible dangers that awaited.  

"Any of you guys have a ladder?" Umbrin quipped as he hefted his unlucky battle axe onto his shoulder.  


Most Notable Quotations



Jim - "He has a sheep, a live sheep."
Andreas - "It's a mount."
Marc - "What you do in your personal time is your own business."

"I have a sheep if you'd like to convert it… he's very faithful." - Andreas was trying to help Marc out.  

Jim - "In a few years, or sooner, this will collapse into the Ever After." 
Jeremy - "So this is a temporary problem?"

"Can't draw blood, can't think about women, this is the worst job ever." - Lomman hoped Ogmios didn't hear this comment.  

"Give me that book you simpleton." - Rydian was done with Drogos' impulsiveness.

"I just want to note, we didn't tell her to open the door." - And thus Andy takes no blame for Idelle's death.  

"The sheep is 10 feet into the room.  The room of death.  I have no intention of getting the body." - Lomman was so brave!

Marc - "You don't want to mess with the statue."
Jeremy - "I don't want to mess with the statue, I want to mess with what the statue is wearing."
Marc - "I think that qualifies as messing with the statue." 

"… 'and then without parley or hesitation' the mother-fucker attacks!" - Jim put a great scene-description together.  The first part actually came from the DCCRPG core book… the GM added the mother-fucker.

Jim - "Has he ever hit anything?"
Jeremy - "Once… he killed a rat…" 

"Despite DCC's best efforts, your dice are making it look like crap." - Marc was questioning Jeremy's enjoyment of the evening.

Behind the Schemes


Initially I was going to offer "Quest for the Silver Sword" during the BFRPG segment of QcC as a potential quest.  The snow storm curse was taken from this module.   When the party didn't choose this quest, but seemed interested in taking care of Zerlina's Rest's blizzard problem, I merged the first part of Quest for the Silver Sword with "The Portal Under the Stars", a DCC adventure.  So if you are familiar with either adventure you may notice that they are cobbled together in a rather haphazard way!  Actually I only used the first part of "The Portal Under the Stars", and then reskinned most of it using ice.  Cold fire, igloo walls, an ice demon… yeah… I made all that up!  

Reactions at the end of our Dungeon Crawl Classics portion of Quattro con Carnage were interesting.  Both Marc and Andy seemed to enjoy the magic systems for Cleric and Elf respectively.  Andy said in particular that liked the twist on magic, and that wizards and elves could keep casting spells until they botched a roll.  

Comparing the DCC version of Lomman to the BFRPG version, Marc stated "I definitely feel that Lomman felt more capable…", however his dice rolling didn't aways make it feel that way.  I'm really excited to see Marc's take on DCC when he writes his blogpost!  

In the end, I felt really bad for Jeremy and his character Umbrin.  Jeremy's dice weren't rolling the way he'd like, and desire rolling a 1d20+1d4+2 for every attack, he only landed one blow the entire evening.  Of all the character class mechanics I wanted to see, Mighty Deeds was high on my list, and I can't even remember if Umbrin pulled off a single attempt.  

Sorry Jeremy!

In the end I'm a little sad to switch from Dungeon Crawl Classics RPG to Savage Worlds.  I love Savage Worlds, but I was just starting to get the hang of GM'ing this game's crazy combat scenes.  But my initial promise was to stick to two sessions per system, and I'm not about to change.  We're at the halfway point, and about to see what Savage Worlds can do with old school fantasy characters! 

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Wednesday, January 7, 2015

Quattro con Carnage - Session 3 - Dungeon Crawl Classics

Yes, these definitely go together!


Welcome to Dungeon Crawl Classics


Last night, after two weeks of exploring Tanryth (Realm of… Something) using Basic Fantasy RPG, my Quattro con Carnage players experienced their first system transition.  It was time for some Dungeon Crawl Classics RPG, a tremendously epic system by Goodman Games!  DCC takes the old-school feel of 1970's era, Appendix N'spired adventuring, and throws in some of the best mechanics from more modern RPG systems.  Ascending armor class and base attacks, reflex/fortitude/will saving throws, and a difficulty class based thieves' skill system are just a sampling of the updated rules.  

With a new system, there obviously had to be some adjustments to our cast of characters.  The most noticeable difference is that while Basic Fantasy RPG uses a race/class combination, Dungeon Crawl Classics uses "race as class."  An Elven Fighter/Magic-User in BFRPG is very similar to an Elf in DCC, but a Halfling Thief loses most of its rogue-skills when shifting to the Halfling class.  

Another obvious change was a reduction in level.  Our hometown heroes were 3rd level in BFRPG, however DCC runs from 0-level through 10th.  If this were a "native" DCC campaign, the characters would begin at 0-level, with 1d4 hit points.  By level three they'd effectively have three hit-dice.  

Another important change was the attributes.  DCC uses Strength, Agility, Stamina, Personality, Intelligence, and Luck.  Personality takes the place of both Charisma and Wisdom, while Luck is... different.  In DCC, a character's Luck score affects fumble and critical hit rolls, but it also can be spent to improve scores by burning it off on a one-to-one ratio (or two-to-one for Halflings).


Dramatis Personae con Carnage


Umbrin, played by Jeremy
A guard-for-hire from Tannryth once in the employee of a wealthy Archon
  • Warrior
  • Level: 2
  • Alignment: Neutral
  • Str: 14,  Agi: 12,  Sta: 11,  Pers: 12,  Luc: 14,  Int: 10  
  • Hit Points:  18

Lomman Senan, played by Marc
A devout crusader of Ogmios looking enforce some "justice healing"
  • Cleric
  • Level: 2
  • Alignment: Lawful
  • Str: 10,  Agi: 8,  Sta: 17,  Per: 17,  Luc: 11,  Int: 12
  • Hit Points:  14

Rydian Ornitiar, played by Andy
An Aarenian relic-hunter who longs to recover a lost family artifact
  • Elf
  • Level: 2
  • Alignment: Lawful
  • Str: 13,  Agi: 15,  Sta: 12,  Per: 8,  Luc: 14,  Int: 18
  • Hit Points:  12

Jorin Everlast, played by Craig
A pilfering initiate to the Embrace who just "made bones" 
  • Halfling
  • Level: 2
  • Alignment: Neutral
  • Str: 14,  Agi: 16,  Sta: 13,  Per: 11,  Luc: 9,  Int: 9
  • Hit Points:  15


Running Around Half-Cocked



After returning to Zerlina's Rest following their successful exploits at the Fountain of Health, Umbrin, Lomman, Jorin, and Rydian found Rhadaro's gratitude to be quite generous.  The dwarven armorer, grateful that his daughter was healed, handed Lomman the Shield of the New Mountains, and informed the party that their expenses at the Silver Reed were fully paid for the next four days.  The morning after their return, the party slowly made their way down to the Silver Reed's inviting dining room and helped themselves to breakfast.  A decision had to be made as to the next mission the heroes would undertake.  

There were still several opportunities for adventure in Zerlina's Rest.  Even though it was mid-autumn, an unseasonably brutal blizzard was blanketing the town.  Rydian feared that his recommendation to Erik the Rifter, the man hoping to free the village of Happenstance from an eternal winter, may not have worked.  

Do you remember Rydian's suggestion?  Here, let me refresh you… and yes… this is exactly what Rydian told Erik:   

"Go find some things I know exist that will take a while to procure, like, you know, feathers of somethin' or other, or some plants that grow over here, and boil it in a pot and spread it over the door frames, then burn it for a while, then winter will go away after a few days."

So… yeah… maybe the blizzard in Zerlina's Rest was Rydian's fault.

Jorin, a member of the Embrace (Halfling Mafia), still hoped that there was a chance he could retrieve the pail of milk from the cursed estate across the lake, and make good on his  commitments to the organization.  But as the diminutive thug looked across the room and at the Posting Pillar, a strange dagger caused his heart to sink.  Approaching the blade, Jorin knew it to be a calling card of the Embrace, a sign that a debt needed to be collected.  Since he had only "made bones" with the Embrace due to a family connection, Jorin had a limited amount of time to make good.  If the Embrace knew that Jorin was in town, and had passed up the mission to the cursed estate in favor of the Fountain of Health, the halfling would have a big problem.  

While Jorin was looking at the dagger, careful not to touch it, Ferra the traveling bard approached, gazing at the Posting Pillar.  She asked about the knife, and then asked if Jorin was interested in helping with a small quest.  Umbrin approached the woman and invited her back to their breakfast table.  The bard claimed to be sick with a cough, but needed to take a journey to Everain the next day.  She was hoping that some herbs acquired in the fields to the south of town could help with her ailment.  Lomman hoped that he could heal the woman by laying on hands, and offered to do so.  Unfortunately, the cleric's deity seemed to have a strong disapproval of the bard, and the attempt failed.  The party in turn agreed to find the herbs for Ferra, and return them as soon as possible.  

Blizzard.  Milk.  Herbs.  Could the new heroes of Zerlina's Rest complete all three quests?  

They sure as hell were going to try!  

Umbrin and Lomman headed over to the town docks.  If they could get a boat modified to cross the frozen lake, maybe they could quickly bring the milk back to town before heading over to Happenstance.  Most of the fishermen weren't interested in heading out with the weather, but there was one man… one strange individual… that claimed to have mounted skies on a boat before.  His name was Calhoun.  Crazy Calhoun to most of Zerlina's Rest.  Calhoun claimed that his forty-foot fishing vessel could easily take the party across the lake, but he was missing a sail.  Calhoun claimed that one of the other fisherman stole the sail, and asked for it to be retrieved.  Lomman and Umbrin approached the other fisherman, but realized that the sail had actually been acquired in a semi-honest game of Three-Dragon Ante.  Calhoun was being less than honest, probably because he was a bit nuts, but this didn't stop the party from heading back in to town with the hopes of finding a sail.  

After Lomman made a pit stop at the Temple of Ogmios to make a sizable donation (and therefore get rid of some of this disapproval with his deity), the party reconvened and continued scheming.  Rydian admitted to the rest of the party that he could be more effective as a spellcaster with a patron, a sorcerous entity that could bestow great magic.  To create a patron bond, however, a ritual would need to be performed, and after several weeks of preparation before the Fountain of Health quest, Rydian was ready.  Gathering his team, the elf traveled south into the wild fields.  Not only could they help Rydian with his ritual, most likely the proper herbs for Ferra could be acquired south of Zerlina's Rest.

Just a few miles south of Zerlina's Rest, following a trip that took several hours due to the terrible weather, Rydian stopped the party and started arranging the small stones for his patron bond spell.  Drawing the ceremonial marks on his face and then cutting into his skin to create permanent scar-like tattoos [spellburn!] Rydian cast the spell, and gained the attention of the King of Elfland, a powerful fey.  But as the Elf began to pack his material components into his backpack, he noticed several torches just south of the team.

"Well, well, well, what have we here?" snarled one of the voices.  

A cadre of eight thuggish halfling mafiosos, each trailing a pair of longswords too big to carry, came out of the storm. It was the Embrace, and they had come for Jorin!  The mission to collect the herbs must have been some kind of setup.  The Embrace gangsters demanded that the party accompany them to the docks, where they would immediately depart for the cursed estate.  Alternatively, they could hand Jorin over.  While the new heroes started to consider their odds against the small little demi-humans, the leader of the gang quickly quaffed a potion and grew to the height of a human, but with halfling proportions.  As Jorin and Umbrin jumped into combat, the other seven thug halflings drank similar potions…

The team was now facing eight Dire Halflings!  

The battle was swift but brutal.  Umbrin couldn't land a blow for much of the fight, possibly because he switched his fighting style just a day earlier, choosing now to fight with the weapon two-handed rather than with a shield.  Rydian's spellcasting was extremely effective, nailing one of the dire halflings with a terrifying magic missile made out of acid, and then summoning a strong magic shield to help deflect attacks.  Jorin's twin short blades may not have had the reach of his old compatriots' longswords, but they were much faster.  After killing the lead halfling with a pommel strike to the throat, Jorin waded into the rest of the dire halflings, cutting, stabbing, and crippling.  

Poor Lomman had terrible luck in this battle.  After taking a few nasty strikes by the dire halfling swords, the crusading cleric cast a paralyzing prayer on his hammer.  He'd manage to land one hit on a dire halfling before getting cut down, falling face first into the snow apparently dead.  By the time the rest of the team was done finishing off the gangsters, it seemed like Lomman was done for, but Umbrin believed there to be a bit of life left in the priest.  Lomman's breath was weak, so the team carried him as fast as they could back to the Silver Reed, letting him rest for the night after patching his wounds.  

The next morning Lomman felt a little better, so he laid hands on himself and then the rest of the team.  The blizzard was getting worse, and the party didn't have time to just wait around healing naturally.  Soon they were ready to head off to Happenstance, and Umbrin and Jorin arrived with four riding horses and proper traveling equipment.  Three days later the party was in Happenstance, searching for the source of the never-ending storm.  The village was completely frozen over, each building covered in snow and ice.  

Each building but one.

On the side of a great cliff, overlooking the Ever After, there was a small keep that seemed to be untouched by the weather.  As each member of the team gazed upon the ominous structure a wave of fear washed over them.  Within the walls of that foreboding building lurked something truly evil.  

Something that was just begging for a little "justice healing."  


Most Notable Quotations



"On the scale of porridges, so-so is quite high!" - Marc knows good porridge  

Jim - "A horse is 75 gold pieces."
Jeremy - "What about a snowloper?"  

"Was that a one-horse sleigh?" - Andy was up for a trip to Happenstance.

"Winter can wait." - Jorin didn't quite know the Stark family's words.

"This here is my traveling companion, Jorin Evershort." - Umbrin to Ferra
"He's lucky I can't pick pockets anymore." - Craig

"When you said 'bard' I should've just transposed hippie." - Marc has a thing against bards.  

"Calhoun's a card… you'll like him… I think." - Umbrin thought that the new piratical NPC would get along great with his team.  

"Gods are gangsters in this game…" - For Marc, having to pay his church 50gp to get rid of each point of disapproval was getting old.

"Before we go, I'd like to buy a ten foot pole and a flag and attach them to the halfling!" - Jeremy


Behind the Schemes


With only one game of DCC under our belts, I didn't notice that much of a change for the majority of the evening… at least not until late in the night when we entered combat.  The non-combat portion of the session was virtually identical to BFRPG, and without a significant skill system, we handled most of those scenes through role-play (my preferred method!)  But once combat was entered, there were a few interesting developments.  

Unfortunately for both Marc and Jeremy, the battle was not in their favor.  Lomman ended up taking the brunt of the party's damage initially, and "died" towards the end of the battle.  Umbrin just couldn't it anything. Luckily for the Cleric, however, DCC has a rule called "Recovering the Body", that allows one last chance against death.  If a player character falls in combat, and "bleeds out" (exceeds a number of rounds equal to the PC's level), they may very well be dead, but if another player character attends to the body, the "dying" player can roll a simple Luck check.  On a success, the character lives!

Craig's halfling, Jorin, had modest success in battle, wielding his two short-swords very effectively, and spending his luck points wisely.  In DCC, any character can spend Luck, on a 1-to-1 ratio, but Halflings can spend on a 1-to-2 ratio.  But if there was a big winner in this game it was Andy.  As an Elf and a spell caster, Rydian's Magic Missile was devastating, and his Magic Shield kept him away from death's door.  When Rydian missed on his Magic Missile, thus losing the spell for the day, he drew his two-handed sword and started swinging away. 

Next session we'll be engaging in quite a bit more combat.  If it's as bloody as it was last night, we may have more than one player character making those final Luck checks.  

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