Grimwardens Journal entry 01 [Or what happens back at camp while you adventure]

So landfall soon, and the real job of shaking these wastrels into something approaching real soldiers begins. This squad seems to be one of the most scrambled and dysfunctional of the lot. Why Zath insists on training up peasants and malcontents I shall never know. Its all well and good declaring that “All should have a chance to show their potential” when its not you that has to draw that potential out! Wizards and their patrons! Been sniffing the sulphur again I fear.

Still if they fail they are easily replaced I supposed. I may be surprised this time; perhaps!

The following day we all went about our business tracking down the first leads to bring these blaggards to their much deserved justice. It seems we were all sucessful to one degree or another. Master Pope managed to get some information from the city watch that our quarry indeed passed through these parts. They seem to have split up however but as I suspected at least one of them seems to still be in the local area though not within the Town precincts.

It appears that the Enchantress Dark Odo and her scarfaced accomplice Vivlok are lurking nearby. A rumor brought to us by Mistress Calistra seems to indicate this wizardess somehow obtained permission to explore the abandoned Holy Site of these sour faced folk some ways down the coast. She and her band of followers never returned, but interestingly a mysterious boatload of “hunters” has appeared in town every week to claim some of the Lizardman bounties and buy supplies shortly thereafter.

This is an encouraging start! That upstart woman should never have been taken under Master Zathabarius’s wing. Still she tried to use him an now vengeance comes from him. Such is the wheel of life! I would surmise that Odo and her surviving guards have established a robbers base in or near the ruined Temple vault. We shall see as we plan top explore it on the morrow.

To that end I have charted a fishing smack to sail us across the estuary to the ruin’s locale. Horses and other draft animals seem to be very short supply here indeed though I see master Temerian has located a few at least, perhaps we can purchase at least a cart horse and a wagon for our supplies after this foray?

Mercifully the bay was comparatively still as we made our way to the abandoned temple of the Sandlanders. I heard the captain of our vessel muttering some last minute advice to some of the novice troops and made sure I was able to hear the man:

“…Climb one o those towers..” he began “… light a lamp at the highest point and I’ll no to come an’ fetch ye. But I’ll not stay closer than a mile otherwise.”

Not suprising, these folk talk a good game but whenever the thought of fightng any of the Lizard people that despoiled thier home comes up they turn tail! No matter let them fish and farm perhaps later this would be a good place to establish a chapter house for the Band. Plenty of work gaurding and raiding the Lizards for them maybe. But for now we needed to make a good start to this mission.

“We’ll take care of that.” I stated flatly. The tower nearest the coastal edge seemed to be the most intact. I’d take second squad to secure that while first squad made a reconnaissance of the Temple. Besides I think I saw a land path leading up through the cliff to the coastal cliffs nearest that tower. If I was right we could cover both the Temple and any likely escape routes. It was probably what the towers builders had in mind in any case.

Squad one moved towards the most obvious feature of the Wharf. The large ornate doors set into the cliff face facing it. A few seemed to be checking out the small inlet on the coastal side as well. Not bad, but I noticed nobody had even set a watch on the most obvious (and therefore most suspect) entrance to the Temple: The large open doors to the left of us. Wearily I sent two men to check out each of the other  tower while the bulk of us headed to the the one by the passage down from the cliffs.

There was a wrecked funeral barge in one of the docking bays, partially submerged. It could have been a hiding place for Lizard folks to I bade my lookouts in the ruined tower to cover it with thier bows as well. That tower was half gone and unsafe so I wouldn’t risk more than a couple of the more nimble fellows to watch it.

The two intact towers were damp and full of storm wrack as might be expected, but otherwise empty and gave good cover. I got the men to gather anything that looked like it would make a fire – just in case we were hear overnight and then went to check on fist squad.

Naturally they had disappeared in to the Temple. Presumably they had picked a path and begun their exploration. I saw what appeared to be a secret panel popped out of the still sealed central door lieing on the ground beside it. Well spotted I thought as I turned back towards our camp.

“Above you!” Came the call from one of the watchmen….

Landfall (at last!)

After some agonising hours (at least from the dwarfs point of view) the walled seaport town of Newsandport comes into view. High walls of stone surround a modest sized settlement and grisly desiccated corpses of some kind of non human decorate gibbets placed a bow-shot from the walls.

Part of the delay was the Captains insistence on waiting on a pilot boat from within the harbour. Many of the senior guild-members insisted that they sail right on in but the crusty sea captain simply stared them down and pointed to the two huge arbalests mounted either side of the harbours breakwaters. Shuddering you see his point; a hit from one of those things would stave a hole the size of a cow in the side of your ship.

Bormir hanging grimly from the side gazed at the walls and roofs of the town critically. Mostly very new construction he thought. Not even as old as he was, hastily done too as so much of human architecture seems to a dwarfs practised eye.  His attention is dragged away from there architectural  critique by Senior Guild-member Leonardus calling the apprentices over.

“As you can see, and much to your relief no doubt, we’ll be making port within the hour. The Idlewind itself will be in port about a day maybe two replenishing the water stores and doing abit of minor trading.  Soon after that we’ll be off again heading for Kingsport on the far side of the Island for our own missions.  I have been here once or twice and while no metropolis it has the basics for your comfort! A decent pub as well as a blacksmith and even boasts a small library for those so inclined.

“One thing you especially need to know, the folks here abouts have little sense of humour, especially with non humans you’ll be largely ignored I guess, at least the stouter members of your squad initially. Think nothing of this, these people are still hurting from when an invasion of Lizard folk sacked there older settlement down the coast some fifty years ago. There is a bounty on Lizard folk tails of about 5 gold a piece if you get the opportunity. Gaining a few of these may go a long way to winning you some genuine respect and co operations with the locals in general perhaps.

“Our information is that a the group you have been assigned to track and bring to justice, disembarked here and almost immediately got into a dispute with each other about something. It is likely they split up, but some may be still hanging around nearby either under there own names or under alias’s. Once you get the locals to talk to you you can find out more I surmise. I presume by now you have each studied the Warrants entrusted to you and have some idea of whom your looking out for? If not, do so immediately!

“There is a small but powerful church here of a sect called the Church of the Eternal flame. Don’t know what there about they seem to be a purely local religious group. Still they have real power so their god or demon or whatever it is has some authority. Try not to antagonise them, its from them the bounty on Lizard-man tails gets paid I should point out. Get in good with them and they may help you further.

“Now any questions before we hit port?” he concludes, looking each of you in the eye in turn.”

Excerpt from the Captain of the ship “Idlewind”

Dear god! The things I have seen in my time! Normally I don’t mind the charters from the Guild of Hunters but this lot. Oh dear oh dear… I don’t know weather to spit, laugh or cry!

I guess everybody needs to start some place. But this is the first time in my long years as a sea captain that I have seen such a bunch of raw recruits. I mean half of them don’t know each other beyond there guild names, half seem excited to be on the first commission the other half dreading it.

Looking at their leaders relaxing drinking MY rum on the fore deck I think I figured it out. The Bounty hunters are a hard lot; almost as hard as the sea, this is a sink or swim venture for them. Some of the new folks will die but those that don’t and actually manage to bring to justice a few of the names on that Bounty list will be worth the Guilds time and money in training further.

A harsh system but I see the logic in it even if there is small compassion.

But compassion in there line of work would be almost unknown I suppose. I wish them well this motley crew but I do not envy them. I shall stay with the sea.

Xp System

So as I have been asked about the XP system a couple of times of late let me put the guidelines out here for you all.

I set up a chart showing the XP needed for the various levels here already but how its awarded is something that might be of interest.

First of all DCC doesn’t hand out XP purely for combat or for treasure discovery. Instead it bases Xp awards on the comparative challenge to the Players on a per encounter basis. All that is required is that a player participate in an encounter in a meaningful way for them to get the same reward as anyone else. In practice its kinda hard NOT to get some xp each encounter this way, you’d have to actively be trying to avoid all contact with the Monster or other challenge to get nothing at all.

Encounter Challenges come in five basic types:

Trivial: This is an encounter where there is at most only a small chance of a party member taking damage, or needing to expend some kind of resource (money, spells etc) to achieve it. Generally these encounters award 0 or maybe 1 Xp

Easy: There is a chance that a party member could take notable harm here or have to expend some effort to overcome them. But the chance of a fatality is still low. These encounters generate 1 -2 Xp to all participants

Normal: The party members involved will know they are in a fight here or have to expend some brainpower or effort to overcome. A moderate chance exists that somebody could die if you screw things up or get unlucky. Typically these get you 2 – 3 Xp

Challenging: Chances of death or significant loss of another kind are high here. A fatality is not guaranteed but folks will get hurt badly if you mess up or the other Guys get lucky. 3-4 Xp each.

Heroic: To overcome this; somebody is going to have to dance with death here if you are to escape let alone prevail… 4 – 6 Xp each.

Now a single room in a dungeon is not necessarily an encounter of course. It can be and sometimes an encounter can migrate in status as you go through it. For example a simple encounter could jump two steps if the Rogue fails to Kill that guard and he summons help when you were hoping for stealth…

In the last session I judged that despite the fact you’d be coming one at a time getting the drop on a Villain about to ravage a prisoner was likely an easy challenge unless either his dice were real good or your were real rubbish. So Tem, Felix & Phaedra all got 1 Xp from that alone. had the passage leading there had a trap or alarm to overcome that might have bumped it up a grade at least.

Likewise although there was no combat, Jospeh, Mogdar & Arvid had to make multiple skill checks to discover the concealed passage into the complex. As it happened all that happened was Arvid slipped and got a bit wet. But in theory they could have dropped into the water and drowned if the dice had gone against them so a 1xp Award for a trivial- easy “encounter” was justified. Had a random Lizard man patrol poped up while they were on the rope line then that woulda jumped it to a Normal or even Challenging encounter right away, as they would have been fighting at a disadvantage.

Naturally good role playing and playing one character traits Class and Alignment will always garner a point or two along the way as you would expect.

Gaining Luck is explicitly linked to playing your alignment. So neutrals need to alternate between something that could be considered planned and acts of spontaneity. Lawfuls should plan and think ahead, Chaotic.. Well you get it. Occasional spur of the moment acts (good or evil) will keep you on track there 🙂 Generally at the end of any story arc (Mini scenario) there will be a point or two of luck to all survivors in any case.

 

Session 3 Awards

First of all thank you for a very enjoyable game!

Sorry if I hurried you through the translocation from the starter adventure area to the Campaign proper. Hopefully I can post some info on your surroundings here that those of you with leisure time can read up upon in lieu of Role playing it out in session.

Well the inevitable extra time needed to finalise some characters cut into adventure time though not as much as I feared but apart from the fact you split right down the middle I thought it went OK. You are all getting into your characters and everyone had at least one decent idea/in character quirky bit in the town so I am going to class the town work as a simple encounter for 1 XP each

Once you got to the start of the dungeon proper there was again some solid (if rather [Justified] Paranoid) ideas. Tom may I just say that in all the years I have run variants on this adventure (the core adventure is 39 years old as of next month BTW) You are the first to look for the “Water entrance” that the rumour said the Lizard folks used. A few teams have also found the secret door but most have traipsed happily into the Open “front door” believe it or not LOL! Right so this will be new for all of us in some ways!

So there were three basic encounters done I think. One covering the town planning and info gathering. Then one done by the group that went in via the secret passage and a third by the Cavers that found the side water way.

So Basic award is 2 xp each to each character for the session, plus some individual awards based on bright and sensible ideas Role Play and so forth.

  • Ben. I am so glad we have Mogar as a front line fighter! I suspect though he comes from unlikely begging he may surprise us with his strength in the end! Good job on info gathering in town and not simply dropping your armour to go into the crawl space, I expect you woulda won had it been you instead of Tem in their first but probably taken more damage than needed. +2 Xp
  • Dave. Well you nailed it with Felix, I didn’t get which special card you had got until I saw it but the good news is: When I saw it I went “doh! How did I miss that!” Perfectly done. Gonna have to work on that perception ability though eh. I mean a dead end in a dungeon behind a secret door 😀  +4 Xp
  • Lori. Couldn’t say at the time how much I was laughing on the inside as Phaedra did her “Undead test!” on the party as we started ROFLMAO! Probably just as well you didn’t splash the familure with Holy Water in the end. But its definitely NOT undead! +2 Xp
  • Mat. Let me be clear… Temerin is NOT stealing a horse right before you go on a boat nope, nada, nix to that! That said LOL! Good call on the spell casting as well, sorry I forgot to bring your spell book with me (I have it now in my gaming bag!) Playing a spell-caster in an unfamiliar system is always an added challenge so Bravo. +3 Xp
  • Sam. Thinking back I do see how you were attempting to play your card 🙂 It was almost a shame that after Joseph’s detailed work examining the secret door the Elf walks up and spots it almost right away! Still good in character play, Arvid and Mogar would have gotten a lot wetter sooner without the smart work of running out a guide line as you did. Also good thinking on prearing for the “Boss battle” as you did, +3 Xp
  • Tom. Ahh man of many godz! I see I see how you were setting up for your cards instructions but in part the luck of the dice denied you. I Failed to roll a random twice while you were all assembling on the Docks, But I sense you have some ideas still as you explore the side entrance you have found. Loved the creative use of the special spell. But as I recall you did get one Goof as you first tried it, so your disapproval is a 1 Or a 2 for the balance of the game day. Remember that 😉 +2 Xp

OK as before I’ll make a back up XP post to make sure folks know what they scored. Those that left their character sheets with me I’ll add them on automatically never fear.

The rest of your “Warband” along with your back up characters I am going to say is going to take over one of the semi ruined Watchtowers on the wharf, in case you are wondering. Makes most sense to take over something vaguely fortified as its right there, don’t you agree? In subsequent adventures they may not be so near to hand, But the “Camp” will never be more than three or four hours away at any time (Say 10 miles maximum) It will all depend on the individual circumstance of the Adventure in question.

 

Standard Equipment Gift

Well as you may have guessed that now you are fully fledged adventurers you get some bonuses.

Essentially the back story of this game is that after your “adventure” in the woods you collectively impressed the New Mercenary Commander Zathabarius.

He has offered you all slots in his Mercenary band and in return for a couple of years service is footing the bill for all your basic training to the class of your choice, but as no soldier goes out without basic equipment: The following is all issued to you:

Standard Equipment assigned by the Company of the Justice Moon (Bounty Hunters)

Leather armour. Mages may opt for Padded instead. If you have better from any source you can use that no issue. This is for those that were not so fortunate.

Dagger
Plus choose from :Short-sword, Mace, Hand Axe or Spear

Those with a strength of 13+ May also select Broadsword or Long sword.

Those with Agil 13+ may opt for a Short-bow + 20 Arrows OR a Medium Crossbow + 25 Bolts

If you don’t choose a bow of some sort you can also add a small shield or Buckler

Anyone with a Luck of 15 will be given a flask of Healing elixir 4 Doses curing 1d3 hp/ dose.

Anyone with an Int of 15 will get a small case of cartography materials, including a spy glass and are tasked with recording and mapping as needed.

Your troop will be organised into a Warband of 20 in total. There will be an NPC quartermaster for this (Axel Grimwarden). My “Plan” if you will is that your Active players will form a sort of “Away team” that will sally forth on Missions, while the balance of your squad will hold a base camp nearby. Naturally if somebody cant make it to a session as soon as it is practical that Character will be assumed to be “recalled ” to camp.  Likewise in the event of a death you can activate a secondary Character who was back in camp etc.

This also means that you are free to customise the Party from the available characters as you desire based on preference and the particular mission (as you understand it). Secondary characters will accrue exp at a rate short of the active characters but not so much that they will get more than one level removed from that of the Active group. So if you die at worst you will be playing a character One level below your deceased main’s level.

Anyhoo wanted to put this up now in case anyone else is an insomniac like me. Will explain more and better during the next session 🙂

Session 2 “Who invited the Orcs” [Stylised write up.]

Travelling on your little group of survivors from the massacre of the Fayre came to a sharp ridge in the forest, going around the defile would have taken you out of the way for some considerable distance. While the group pondered how best to proceed Boggis rejoined them having evaded the Orc he had been left to distract, and although covered in small scratches and sporting a burned hand the Gongfarmer lived!

So without further ado a rope was fetched and Felix the Halfling heaved up the embankment. He seemed to land easily but the fellow didn’t seem to get what was required of him and the the thrown rope was thrown back again by the drooling Hobbit.

But it was a small set back and soon others stood atop the ridge when a voice called out a warning. Two wolves were closing rapidly. The other halfling, (the angry one) was mid climb as the first came into sight. In some confusion Big Jon’s axe nearly cut the rope the Halfling held onto, but he scrambled up none the less.

Arrows, bolts and stones flew out to rake the bushes about the charging animals but still they came on. SOme of the group still awaiting their turn on the ground were separated by the Wolves charge. Rodger Magee being bowled over and into thick bushes by the first attack. With an Oath his brother scrambled back down and dove after them.

Split by the Wolves sudden charge some confusion reigned. More shots were fired some wildly into the bushes at anything thta moved. Then suddenly a cry of pain rang out. The Halfling had stabbed Big Jon! As the stricken woodsman toppled down the slope the bellicose Halfling scrambled back down eager it seemed to spill more blood.

At that moment the Orcish handlers of the trained wolves arrived and a sharp fight ensured. At the end of it the maddened halfling had joined Big Jon in death (possibly to the relief of many) and perhaps a third of your number was now lost at the foot of the rise. With more orc possibly on the way woulds were bound but the reduced group pressed on…

Still at the foot of the ridge a fierce fight ensued as a half dozen Orcs caught up with the Magee brothers and Arvid the Hunter and a few others. The fight was long and everyone suffered a wound but in the end the companions prevailed slaying all but one of the Orcs, before the last of them fled.

Meanwhile on the top of the ridge it seemed that your guide had deserted you! However trusting to fate the group rallied and pressed on along the path he had indicated as fast as they could. This was not really that fast as Bormir the dwarf was badly hurt. He had fallen in the fight with the Orcs but had merely been stunned rather than slain. Still the Dwarfs brains had been addled as it took two to half carry half drag him down the earthen trackway.

Perhaps a mile down the way the familiar aroma of Boggis again was discerned. Evidently he had slipped after the errant guide and they were now returning somewhat shamefacedly to the group.

“The Manors not a mile further” the exhausted young mercenary rasped out. “But there no way to get there the damn Orcs are ahead of us and sieging it!”

A spyglass was produced and the situation indeed seemed dire. A little over a mile down the road there was a clear camp of Orcs with bonfires burning and arrows being exchanged (you guessed) between them and embattled fortified Great House.

But all was not lost, riders from the Justice Moon company came across your position before too long. The few dragoons left at the Manor had been ordered out of the confines of the stone building and ordered to comb the surrounding area: avoiding combat if they could to warn and bring News to any bands of survivors such as yourselves. Even better than that they had a flask of Healing elixir of master Zathabarius’s own manufacturer. Oe draught of that and the stout Bormir was clear headed and back on his own too feet!

Seeing some of the group was still injured it was decided they could take Master Felix with them as they circled the camp and hoped to rejoin the fortress via the rear gate. As they discussed this suddenly the mysterious Phaedra began to shake he Bone rod and cried out in prophetic ecstasy. The forests light seemed to darken and the peal as of distant thunder echoed over the land as the Shaman spoke.

Deeply impressed one Dragoon offered her his horse saying she belonged back at the manor where her (apparent) powers might best assist the Master Zathabarius. He would stay and firm the defence of the group as it wa snow inevitable that the Orcs would stumble across their gathering ere long.

Moving into the forest where the trees would cover the flanks, the diminished group set themselves to make a stand if the Orcs should discover them before help did.

Zaltor and Boggis hid in the bushes a length of chain strung between them to trip the unwary. Temerian and Skirelli climbed a tree each and strung thier bows. The rest gathered in the center of the small clearing as bait to any that stumbled across the crude trap.

Trap? Wishing Rats were still with them hurriedly some stakes were sharpened and some snares hastily fashioned out of the remaining rope. Then the group settled in to wait the storm.

Ere long Temerians’ elven eyes spotted movement. Wolf scouts heading your way, and what had to be their handlers not far behind. Suddenly one wolf stopped as if scenting something and they came bounding into the edge of the clearing. This was what Boggis and Zaltor were waiting for. Tightening their chain just as the beasts burst into the clearing they succeeded in tripping one charging beast, quickly Mogar dispatched it before it could recover from being stunned. The other wolf was also cut down by an arrow and a blow from the main group and the Trapped chain tripwire was hurriedly reset.

Not a moment too soon! The patrol of Orcs soon missed their scouting wolves and charged after them. Some few fell to the chain tripwire but one of them that stayed on his feet dealt brave Zaltor a fatal blow!

Bellowing like a maddened bull the Orc champion leading the band charged forward where Bormir the dwarf faced him down. Catching the Orcish sabre on his twin picks Bormir drove the weapon into the ground then struck back with a cruel upper cut that would have ended the Orcs breeding rights had it not killed him!

Blades flashed and arrows flew, but in the end the Orcs fled leaving half their number on the floor bleeding.

As the Orcs routed away their cries of anguish caught the attention of Arvid and Rats who were toiling along behind them, having bound their wounds and struggled up the rough slope. Arvid slew one with a well placed arrow, but young Pug Magee seemed to everywhere at once with his captured dagger. Claiming three of the Orcish band.

Tracking them back they were reunited with their fellows and although a few straggler Orcs again harassed their encampment, they survived some hours with the only casualty being their young Guide, who, perhaps shamed by the villagers courage, had fought as hard as any but perhaps too long as the nearly the last Orc to discover them took his life.

Werely beyond belief the huddled group of survivors weathered the next few hours until the sound of another Mercenary Patrol brought them food and relief as they were escorted to the safety of the Fortified manor at last…

Okies that will have to do 🙂 As I say any of you that wants to add comments or even a post from your viewpoint is more than welcome. Still this ought to serve to keep anyone who had to miss the session a rough idea of what happened eh! Onto the next session!

Session 2 Awards

Yaaay! We made it! Before either you all died or got bored or… Anyhoo on with the show:

Ok heres how this works will all of you please select from your survivor(s) a Primary character and a secondary Character to advance to 1st level.

On reflection I think we’ll stick with one toon at a time for now, so please assign MAXIMUM hit points for your chosen class to your Characters for first level (adjust by Stamina Bonus as normal)

Attempt to improve ONE stat as described here. Choose wisely will you improve a primary or just try and offset a penalty Hmmm 🙂

If you elect to play any Kind of Spell caster: Please message me! We can work out your beginning spell book out of session easily enough over the next week. Cleric types give me an outline of your God/Philosophy etc. In addition to the Base spells I am more than willing to work with you to create a custom spell or two that reflects your deity’s particular focus 🙂 This should keep each Cleric unique and special rather than generic.

As you all bravely elected to go through the 0 Level “Funnel” adventure then after you are trained in your opening class, You have a Month Out of game time if you have any special spell/effect or other pre adventure preparation you wish to attempt. Somebody got some raw Mithril you could have that forged into a weapon or a bit of armour etc, for example.

XP & Luck Awards:

Officially you need 10 Xp to go from 0 Level to 1st Level. But I am playing the (official) option to allow any survivor of their opening mini adventure to make it to 1st level. However, Your XP total remains as it was so in addition to the 4-5 XP most of you earned last time this sessions awards are as follows.

To each survivor, Base 4 xp: and ONE Permanent Luck Point.

Individual awards:

  • Ben (Not Dave) +1 Xp to each character. Dice were a little kinder to you I see 🙂
  • Dave (Not Ben) +1 Xp to Each survivor! The combination of good play and Aggressive rolling of “1s” was entertaining. +1 Luck to one Character (whomever made the most Fumbles/1s I suggest!)
  • Lori +1 XP & +1 Luck to Phaedra for going all creepy Witchy and managing to pull off the best use of a simple Cantrip in an age LOL!
  • Mat +1 Xp & +1 Luck to your daring Dwarf for cheating death and making an “Nut Shot” on the Orc leader…. Also +1 Xp to your Taciturn Elf for coming as close to “Leading” as I have ever seen with actually giving orders.
  • Sam Solid performance again, Almost feel sorry for the Death of Sweeny Todd but such is adventuring. +1 Xp to each survivor
  • Simon & Tom: I wrote your guys out of the main stream early then played out a Mini encounter for them all later off screen as it it were. I’ll fill you in the details individually shortly. But as with everyone all survivors get the 4Xp & 1 Luck as mentioned above.

So by my count most of you should now have between 8 & 12 Xp or thereabouts 😀

 

Session 1 “Who invited the Orcs” [Stylised write up.]

OK here a little something for those interested to chuckle over. Will try and get something down here each session but no promises have only so much time after all! if anyone else wants to post their point of view Please please do! its all good fun PLUS if some folks can’t make it to a session then it should allow them to feel they are still involved if we can keep the narrative going in some way here 🙂

As the members of the previously disliked Mercenary Band hurried from captive to captive, you couldn’t help noticing how young they seemed. While they stayed strictly professional it was clear these young troopers were under some considerable strain. Still they offered hope of escape from the hated Orc band.

Scrambling to retrieve your scanty possessions from the heap of pillaged goods nearby you saw at least one fight break out and a townsman (you didnt really know them well) get stabbed by what looked like… Yes a surly looking Hobbit!

Saner heads seemed to take control and most of you were able to retrieve what simple goods you had on you before the Orcs descended. When most of the freed villagers had gathered about the surviving Mercs the older one began to speak.

“Look there not so many of us here as you might think. Most have gone to draw them off so we could get you free. Stay with us as the main Orc force is attacking the Princes castle right now. Though he has outriders everywhere. If you try and make it back to your villages chances are you’ll be cut down by wolfriders or worse before you get half way.
Our manor is half the distance away and less patrolled. I think the Orkies thought we were still holed up in the Manor when they raided. My master and most of the rest of the company are heading to relive the Prince’s men right now. Soon as they do that they’ll all head back to our fort so that’s the safest place right now.”

The Youthful trooper fixed the assembled still shocked villagers with a beady eye.

“So gather your things and move out right now if you know whats good for you!”

Amazingly at least a few folks promptly moved back into the wrecked gathering area! One dwarf desperate to check for survivors (or something) among the burning hulks of the Dwarf smiths cottages.

A few others headed back towards the still heaped pile of belongings that lay unclaimed. Watching from the edge of the woods while still waving them to hurry up you saw a Wolf suddenly break in to the clearing from the other side!

With a snarl it loped towards the group nearest to it. But then; showing great daring a man stepped in front of it and Yelled “Sit!” You thought you had seem him about some kind of herdsman or the like. But this was no sheep dog conditioned to respond to the firm voice of command! Instead the Wolf leapt for him narrowly missing the fellow. Some of the group began to back away, while others went over to help the bold “Animal tamer”

The fight was short and brutal with more Orcs arriving on the heels of the wolf a moment or two later. More townsmen fell, one clutching his throat: crushed by the wolf’s jaws, but the would be wolfmaster was not among them. He managed to stumble back to the main group a few minutes later a little ragged and dragging something that had wrapped itself about their leg.

The bold dwarf also rejoined you edging back to the group from a roundabout route.

In the near distance Orc shouts and wolven howls could be heard. The absence of the villagers had obviously been noticed.

“Ok a group this bigs easy to follow, we split into groups of a score or less so we at least leave lots of confusing trails for them to follow!” declared one of the Mercenaries.


Your group trudged on. One chap; Boggis had been rendered unconscious in the earlier scuffle and had to be carried. Well not exactly carried when they discovered he was the local Gongfarmer some wag strapped him to a pole like a shot stagg and two folks carried him thus for now!

He was just coming too when the Skinny guy in the front held up his hand.

“Something up a head, looks like maybe a wagon?” declared the man.

“Any sign f life?” snapped the young Merc leading this motley band.

“Aye somebodies there staring at the cart wheel. Musta cracked a bearing or something”

“Huh, one time being late may have saved his life” spat the Merc. “Ok we can’t stop to repair his goddam waggon, call a warning and lets keep going. If they got any sense they’ll follow us.”

A couple of folks scrambled down the slope to the cart, while The Rat catcher covered them with his light Crossbow. The rest of the group marched on.

From what you could see the Man by the cart seemed not to hear them as they called out their warnings. Another of you, one of the Village blacksmiths you seemed to recall scrambled down the hill to the cart.

Suddenly as the Smith appeared a shout and a cry of surprise rang out. Dashing back to see what had happened to your surprise the Carter had vanished and something like a snake had lashed out as the Smith approached! The group near the cart scattered away from it using the Carts bulk to get between whatever it was that had struck down the smith.

Twangg! A crossbow bolt darted into the center of what you had assumed was just the shadow of the cart. Instead the bolt severed a tendril of some writhing slime horror that had masqueraded as the (presumably) dead carter.

The mad Hobbit slashed at the nest of stalks that suddenly sprouted from the creature’s main body, perhaps in the surprise of the unexpected assault poor Boggis was dropped virtually in the uncanny creature as his “porters” fled in panic back to the group. A tendril lashed the Halfling and the snarling hairfoot fell as if struck by an axe.

Panic was about to set in but somebody kept their head. Soon smoke began to wisp from the abandoned cart bed. Another Bolt struck the mass of protoplasm with unerring accuracy causing the thrashin tendrils to vibrate straight up as if a nerve had been struck by the now dissolving bolt. Boggis, still lashed to the pole rolled himself away and down into the ditch by the side of the road; safely out of sight perhaps?

Whatever the Bolt had done to the creature it was enough for the downed villagers to be recovered. Sadly the Blacksmith was no more, but after a slap or two and a dose of water the Hobbit struggled awake once more. A little groggy but still full of vim and vigor and cussing.

“They’ll find that fer sure!” Muttered Rats MaGee, tossing his thumb to the smokey plum billowing from the ruined cart and the roasted monster below it. “lemmie see if I can give ’em something else ta find!”

Five minutes later the Rat catcher has laid a snare or two, this time sized up to catch Orc legs and even a couple of his largest rat traps now lay in wait to trip the toenails of any Wolf that stepped too near.

“Might slow ’em down at least” He muttered as the group got underway again….


A couple of miles passed without further incident. Either MaGee’s traps had been unusually successful or else the other groups were being unlucky at your advantage but either way the motley group of villagers wasn’t complaining.

“I see something moving ahead” declared the Elf. Sure enough an Orc was plainly visible through the thinning trees. A closer look showed that a thin Birch tree had been crudely felled across the track you were taking and perhaps four or five Orcs were inexpertly laying a trap for refugees or others. By great good fortune you had spotted them first!

“No help fer it” the Merc Guide snarled. “they is right in our way”

“Fine w’ me!” Snorted a Dwarf and to the amazement of some he tore off towards the Awaiting Orcs!

“Fook!” snapped MaGee as he levelled his crossbow at one of the surprised Orcs.

“He has much brave faith yes?” Lisped a skin clan Hunter as he unshipped his Bow and took a shot at another of the Orcs.

One of the Orcs spun backwards behind the makeshift barricade a missile embedded in its shoulder, Evidently at least one had a Bow as well as a crude black fletched arrow shot over the head of the charging Dwarf to little effect. Suddenly a Wolf crashed from the brush on one side f the barricade and charged into the fray! Not to be upstaged by a Mutt the Woodchopper slipped his axe off his shoulder into a two handed grip and strode to the Barricade almost sundering it in two with one well muscled chop at the light wood.

Staring dumbfoundedly at the Villagers he was nominally “protecting” tore at the Orcs the Mercenary lad grabbed for his sword and advanced cautiously forward.

But the wrath of the Dwarfs burns as hot as their forges and by the time he got to the Barricade the shot Orc had met his foul gods as he was stabbed from below and under his mailed skirt. MaGee’s crossbow had tagged another – between the eyes by then and the assorted “weapons” of the Villagers had laid the others low. The Wolf had come crashing down at the feet of one Dwarf an arrow in its chest. Carefully the Dwarf hacked the wolfs body. There would be no surprises this time.

In a moment the would be ambushers were dead. With a cackle the Hobbit began rifling the pockets of the nearest one. Not willing to let him have it all this time the rest of the “warriors” followed suit. Soon a small pile of wealth was theirs including the Orcs crude armour and weapons.

“Hurry it up we gotta go” quoth the unlikely guide.

“one minute more” replied Rats Magee as he sliced a stake sharp and set it into a snare for any pursuit once more…


And that’s as much as I can recall and dramatise without going into ridiculous detail LOL. Sorry if nobody got a mention that wanted one. Please write you r own version if you want I have have no problems there! More the merrier (and funnier!). See you all tomorra for Part 2 in which I trust we’ll finish this little intro jaunt and get you settled into choosing your Main(s) from the survivors of this romp in the woods…

Session 1 Awards

Ok we’re underway! Going to PM this to you individually just to be sure, but want a record on this sites Journal hence this post as back up 🙂 Feel free to comment on it below if you wish.

Righto, here’s the XP system in action. DCC works on an XP by “encounter” basis. Technically you should earn 10 xp to get to 1st level status. But I figure anyone that survives this will be brevetted to 1st level regardless. Still it should be possible to earn a touch more than that with good play so I am going to introduce you to the system now if I may 🙂

Righto, by my notes you had 4 separate “encounters” of a fairly straightforward sort. Normally that is a basic 1 xp per encounter to all participating characters. Notice participation is not “fought in combat” not everyone is a combat monster so thinkers and stealth types are not penalised provided they did something that advanced progress (or might have had their recommended course of action been followed).

I know its not easy at all to play 3-4 characters in an unfamiliar system however so don’t stress that you may not have “Participated”.

So Basic award is 4 xp each to all surviving Characters. Then there’s a few XP and or Luck points  for clever ideas or memorable moments.

  • Ben. Sadly it was not your night through no fault of your own. So in recognition (& Compensation!) I award your survivor +2 Permanent Luck (18 always Max – Just for the record)
  • Dave. The dice seemed to be fighting you the other night so I award you an extra ordinary +1 to Luck for caring on regardless! (May choose which toon gets it)
  • Lori. Despite being offered as sacrifice to the slime God the Boggis the fragrant lives! The Godz smile +1 Xp and +1 Luck to him.
  • Mat. Love your Bellicose Hobbit! +1 Xp for being so memorable! Not sure on his long term survivabilty mind you but, seriously Looooool!
  • Sam. Solid performance in unfamiliar system with a weird mob. +1 Xp to the Character of your choice.
  • Simon. Very well played on the trap laying. Let me explain why: The Ooze encounter was a bit of a red herring. I had in my notes that if you stopped for any significant time with that then your delay would have added to the total possible encounters you could have before you get to safety. However: As soon as some Orcish pursuer even noticed one of your traps any pursuit would have slowed. Orcs may be barbaric but they aint stupid! So I am waving the encounter penalty I had planned on and instead awarding you +1 xp for playing to your characters strength.
  • Tom. Hmmm what can we say…. I have not got a handle on what sort of character your hunter will develop into but easily. +1 Xp to him for the role play.

Just as a general note, always attempt to describe HOW a character is effecting something. See my examples here. Its only natural to reach for a “Skill roll” but what we are after here is described skill use, the better the description of what your doing the LOWER the DC check, so it should pay to put thought into an idea 🙂