Treebore
First Post
Well, I am running the free adventure that leads into the new Keep module coming out.
So these are spoilers, so if your primarily a player, quit reading.
The final battle went brutally. Two rules type things though. The kobolds were in a totally dark cave, but in their descriptions, in the module and in the HMB, they do not have any ability to see in the dark. None. So I just went ahead and assumed they did.
Second, I did not spot a map scale. Is there one? I assumed 10 feet per square, was that correct?
Now, for the fight.
Party composition was a Dwarf Fighter, Halfling Cleric, Human Mage, and Dwarven Thief. Attributes ranged from 5 to 17, with the vast majority being around 10. We did old school roll ups, IE by the book, and no switching, so they got the +50 BP bonus for doing so.
No ranged weapons, no one could afford them. Except a sling for the Halfling. Who worships the NG god of Healing.
The Halfling hates Kobolds. The Kobolds were noted as hating Halflings. This comes into play shortly.
The Dwarf Fighter leads the way into the cavern, with a torch. They did not know the cavern was 70 to 80 feet deep. So the dwarf enters. Lit by the torch. Arrows fly. The range has them doing d12. Dwarf's Defense was +2. So I thought he had a fairly decent chance.
I rolled a 8. The dwarf rolls a 5. Damage ensues, two ones. Next roll. I roll an 11. Dwarf rolls a 10. Damage ensues. Third roll, I roll a 10. Dwarf rolls a 15. Good, he may live after all, because he was beat up by the wolf and the snakes on the way here, and was already down 10 HP when this fight started. The next two d12 rolls both beat his defense rolls on a d20. He is now down to 3 HP.
He runs behind the wall when the count gets to 12. The party is freaking out at this time because they now realize they would have to run through a valley of arrows to get to the Kobolds. So I freeze the count and the party debates strategy.
They finally decide on having the halfling go out and taunt them, and when they come in close enough the mage will cast his last Deep Slumber of the day upon them. He also casts Aura of Protection on the halfling to help hiim from being caught by too many arrow hits, which gives the Halfing a total of +12 on defense. (Guess who had 16's and 17's for his attributes?)
So now the count resumes, the spell is cast and the halfling goes out, and by this time the count is to 18. As the halfling comes out to taunt, the Kobolds are ready to shoot their next volley, so they do. Despite the range, and the fact that it was a halfling, one arrow still manages to hit the Halfling.
The Halfling taunts, I have him make a roll, calling it easy based on the Kobolds description of hatred for Halflings. They take the bait and run towards the halfling, dropping their short bows and drawing their daggers. The Halfling stands there screaming insults as they charge him. The MAge, peeking out around the nearby corner, casts Deep Slumber as the group gets within range. Much to the consternation of the mage three of the Kobolds resist his spell, 3 do not, including the leader. The three remaining awake fail to understand the significance, apparently due to their hate filled attention on the Halfling (rolled a 100 for them to understand the change in the tactical situation, FAIL!!)
So as these Kobolds move to close in on the halfling, everyone else moves out. We engage the Halfling and the Kobolds on 22. The Halfling rolls badly on defense and fumbles on his attack. Guess what? The Kobold rolled a Nat 20 on his PERFECT DEFENSE! Halfling gets hit a few times, but is still up. He has 10 HP at this point. The rest of the party engages on 23, all missing. Again, a kobold rolls a PERFECT DEFENSE on the Dwarf Fighter. Fortunately for the fighter I roll a total of 4 damage, so he take s 2, 1 HP left.
To sum up, rolls continue to go rather crappy for the players PC's, and well for the Kobolds. The Halfling tells the thief to go around and Coup De Grace the three sleeping Kobolds, he does. By the time He kills the leader, the dwarf goes down, before he finishes the second one, the Halfling goes down. The mage runs. The kobolds give chase (I made another roll to see if they would remember the thief behind them, they don't). The thief shrugs and kills off the remaing two while the Kobolds chase the mage.
The mage eventually outruns them, so the Kobolds return. Meanwhile the dwarven thief hides behind the crates to the right. When the Kobolds come back in they see that their leader and two others are dead.
They shrug their shoulders, pick up the Halfling body, and head over to have a feast and drink to their most recent victory and victuals.
An hour later, the kobolds full on halfling and wine, go to a deep glutonous sleep. (Rolled a 6 on their check). The Thief sneaks out of his hiding place. I decide that since they are stuffed, and at least moderately drunk, that it would be "easy" for him to sneak around and Coup De Grace them in their sleep. He successfully does so, all 3 rolls perilously close to being failures.
Meanwhile the Mage had come back and decided to wait outside the cave for the Thief. His desperate need for someone to still be alive, besides himself, keeps him there long enough to see the Dwarven Thief walking out to see if the mage had actually gotten away. When he sees the Mage stand from where he had been waiting he says, "I, El Bandito the Fourth, have slain all of the kobold scum!" The mage whoops, and they go in and strip the kobolds, their dead comrades, and the cavern of everything of wealth, including the lead powder. They decide to bury their friends here, near the lake.
They then go to the lake to quickly clean themselves of the smell of urine. They then transport everything back to the wagon, re install the wheel and locking pin they had removed, and go back to town to collect their reward, sell their loot, and drink to the deaths of their friends.
A fine Hackmaster finish, I think.
So these are spoilers, so if your primarily a player, quit reading.
The final battle went brutally. Two rules type things though. The kobolds were in a totally dark cave, but in their descriptions, in the module and in the HMB, they do not have any ability to see in the dark. None. So I just went ahead and assumed they did.
Second, I did not spot a map scale. Is there one? I assumed 10 feet per square, was that correct?
Now, for the fight.
Party composition was a Dwarf Fighter, Halfling Cleric, Human Mage, and Dwarven Thief. Attributes ranged from 5 to 17, with the vast majority being around 10. We did old school roll ups, IE by the book, and no switching, so they got the +50 BP bonus for doing so.
No ranged weapons, no one could afford them. Except a sling for the Halfling. Who worships the NG god of Healing.
The Halfling hates Kobolds. The Kobolds were noted as hating Halflings. This comes into play shortly.
The Dwarf Fighter leads the way into the cavern, with a torch. They did not know the cavern was 70 to 80 feet deep. So the dwarf enters. Lit by the torch. Arrows fly. The range has them doing d12. Dwarf's Defense was +2. So I thought he had a fairly decent chance.
I rolled a 8. The dwarf rolls a 5. Damage ensues, two ones. Next roll. I roll an 11. Dwarf rolls a 10. Damage ensues. Third roll, I roll a 10. Dwarf rolls a 15. Good, he may live after all, because he was beat up by the wolf and the snakes on the way here, and was already down 10 HP when this fight started. The next two d12 rolls both beat his defense rolls on a d20. He is now down to 3 HP.
He runs behind the wall when the count gets to 12. The party is freaking out at this time because they now realize they would have to run through a valley of arrows to get to the Kobolds. So I freeze the count and the party debates strategy.
They finally decide on having the halfling go out and taunt them, and when they come in close enough the mage will cast his last Deep Slumber of the day upon them. He also casts Aura of Protection on the halfling to help hiim from being caught by too many arrow hits, which gives the Halfing a total of +12 on defense. (Guess who had 16's and 17's for his attributes?)
So now the count resumes, the spell is cast and the halfling goes out, and by this time the count is to 18. As the halfling comes out to taunt, the Kobolds are ready to shoot their next volley, so they do. Despite the range, and the fact that it was a halfling, one arrow still manages to hit the Halfling.
The Halfling taunts, I have him make a roll, calling it easy based on the Kobolds description of hatred for Halflings. They take the bait and run towards the halfling, dropping their short bows and drawing their daggers. The Halfling stands there screaming insults as they charge him. The MAge, peeking out around the nearby corner, casts Deep Slumber as the group gets within range. Much to the consternation of the mage three of the Kobolds resist his spell, 3 do not, including the leader. The three remaining awake fail to understand the significance, apparently due to their hate filled attention on the Halfling (rolled a 100 for them to understand the change in the tactical situation, FAIL!!)
So as these Kobolds move to close in on the halfling, everyone else moves out. We engage the Halfling and the Kobolds on 22. The Halfling rolls badly on defense and fumbles on his attack. Guess what? The Kobold rolled a Nat 20 on his PERFECT DEFENSE! Halfling gets hit a few times, but is still up. He has 10 HP at this point. The rest of the party engages on 23, all missing. Again, a kobold rolls a PERFECT DEFENSE on the Dwarf Fighter. Fortunately for the fighter I roll a total of 4 damage, so he take s 2, 1 HP left.
To sum up, rolls continue to go rather crappy for the players PC's, and well for the Kobolds. The Halfling tells the thief to go around and Coup De Grace the three sleeping Kobolds, he does. By the time He kills the leader, the dwarf goes down, before he finishes the second one, the Halfling goes down. The mage runs. The kobolds give chase (I made another roll to see if they would remember the thief behind them, they don't). The thief shrugs and kills off the remaing two while the Kobolds chase the mage.
The mage eventually outruns them, so the Kobolds return. Meanwhile the dwarven thief hides behind the crates to the right. When the Kobolds come back in they see that their leader and two others are dead.
They shrug their shoulders, pick up the Halfling body, and head over to have a feast and drink to their most recent victory and victuals.
An hour later, the kobolds full on halfling and wine, go to a deep glutonous sleep. (Rolled a 6 on their check). The Thief sneaks out of his hiding place. I decide that since they are stuffed, and at least moderately drunk, that it would be "easy" for him to sneak around and Coup De Grace them in their sleep. He successfully does so, all 3 rolls perilously close to being failures.
Meanwhile the Mage had come back and decided to wait outside the cave for the Thief. His desperate need for someone to still be alive, besides himself, keeps him there long enough to see the Dwarven Thief walking out to see if the mage had actually gotten away. When he sees the Mage stand from where he had been waiting he says, "I, El Bandito the Fourth, have slain all of the kobold scum!" The mage whoops, and they go in and strip the kobolds, their dead comrades, and the cavern of everything of wealth, including the lead powder. They decide to bury their friends here, near the lake.
They then go to the lake to quickly clean themselves of the smell of urine. They then transport everything back to the wagon, re install the wheel and locking pin they had removed, and go back to town to collect their reward, sell their loot, and drink to the deaths of their friends.
A fine Hackmaster finish, I think.