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Redmark Session 46 : A Halfling on the Hookah

Redmark Date: Third Age—April 21, 1331

The annoying halfling

The group enters a room and finds a halfling huffing a hookah. He’s chained up in a room with silky, sultan-like pillows. As the party speaks with him, he alternates between his own annoying, high-pitched voice and a crazier voice from a chromatic wizard that’s using the halfling as a medium to channel his voice and mind.

One of the party casts Zone of Truth and forces the halfling to answer questions, which reveal that he’s a lying little halfling who has set a trap for the group.

He reveals, however, that the Tree Sword, Spathixifos, is to the East and nadir.

A battle breaks out. Ghost Dancer polymorphs the halfling into a tiny snail. Stan the GM’s eyes get wide and he grins a terrible grin. He disappears to the bookshelves and returns with—a mini of a giant snail.

Before the party can finish off the snail-halfling, he turns into mist and disappears.

In the room, Quintos finds Black Razor, a sentient, soul-eating sword, under a pillow.

Into the nadir

The party goes back to the water-filled chamber they came across when they first entered this endless cavern-dungeon. They pass the gynosphinx, who is annoyed that the party isn’t dead yet.

Ghost Dancer turns into an octopus—and Marcus gets octo-curious.

They open the drain, and whoosh down stairs and into a hallway. After the water finishes draining, the rest of the party comes down, and they discover a large, oval room of murals. Murals that show an Urthjarl Stone.

Another mural shows the Tree Sword.

And then Black Razor tells Quintos that it has a quest: to go to Dassaria to the King’s throne room in Mystkar. It is there Quintos will see Black Razor’s full power.

Loot Report

  • Black Razor
Nobody expects a giant snail

Nobody expects a giant snail!

Redmark Session 45: We find El Aserradero

Third Age—April 21, 1331

Like you’ve never seen a floating stream before…

After making it to the other end of the slippery hallway of traps, the group enters a room with a fast-moving floating stream running through it and kayaks on the floor nearby.  Taking the obvious clue, one by one we climb into stream with our flesh golem servant holding a kayak in place for us.

It’s a trap!

Enjoying the wind in our face and the spray of water, the group enjoys a short ride through a dark tunnel.  Quintos spends a short period upside down as his kayak gets flipped over but manages to right himself.

As we see light at the other end of the tunnel, we are caught in nets and pulled out of the stream by a group of human fighters waiting for us to arrive.  A battle ensues, Ghost Dancer & Quintos in the group fire off spell after spell, Lundie slams Whelm into the ground to send out a shockwave, Ivamel takes advantage of the stun from the shockwave to dispatch the leader of this group.  Lundie gets surrounded, Quintos stays inside his net, and Ghost Dancer gets surrounded as well. The battle has the group separated and this end having a devastating effect. Ghost Dancer makes a break for it past three of the fighters and each is successful in get a hit on him as he runs past.  This drops Ghost Dancer, he is down, and they are looking for blood. Lundie runs over and tries to intercept with his shield, but there are too many strikes for him to deflect. Three of the fighters kill Ghost Dancer. This rallies the group and they dispatch remaining fighters. Ivamel taking down three in one round.

Floating River Trap

Floating River Trap!

After the battle, Lundie is able to use one of Marcus’ diamonds he has, pray to Moradin for his grace on the life of Ghost Dancer, and Lundie uses Revivify on Ghost Dancer comes back to life and the group is relieved that their friend did not suffer the ultimate fate.

After the battle, Ivamel notices that the leader of the group is Sir Bluto from Stonehelm who had a price placed on his head by King Corwyn of Stonehelm.  Ivamel cuts off his head and places it in a sack to receive the reward for his capture/demise.

Quintos casts Speak with the Dead on the head of Sir Bluto and asks five questions:

  1. How did he get here?
    1. Was teleported here by a wizard
  2. Where does the key go?
    1. To the secret door at the south of the room
  3. What is at the end of the hallway to the south?
    1. A terraced aquarium
  4. What was the wizards name that teleported you here?
    1. He did not know
  5. Where is the urthjarl stone that is supposed to be in this dungeon?
    1. It is in the tomb of King Melsnase
      1. Group recalls that King Melanase is from the 2nd Age and fought alongside the gnolls

Is it an aquarium?  Is it a zoo? I think it’s both.

After a short rest…

Continuing down the hallway, we enter a room that is a terraced aquarium/zoo.  One level aquarium the next level a zoo. With the bottom floor holding two Manticores.   Ivamel & Quintos shoot at these two from the top which after a few rounds cause all the glass to break which was holding in the water.  This causes a giant pool and the monsters in each level to fight each other. After the water drains, the group find a secret door with the help of Whelm, behind this door is a “safe” we think from Earth.  Ghost Dancer uses the shatter spell on it to bust the lock on the “safe”. There is loot inside!

Loot Report

  • Boots of Striding & Springing from Sir Bluto – Lunde now wears these
  • Key – from Sir Bluto – opens secret door out of the room he was in
  • 6,000 SP from “safe”
  • One diamond worth 3,000 GP from “safe”

Redmark Session 44: The Heated Hallway

Date: Third Age – April 20, 1331 & April 21, 1331

After dispatching (temporarily) the vampire, the party head back the way that they came. With no further places to go, they have rested and feel restored, Lundie feeling more powerful, albeit with a sentient weapon speaking to him. They pass the room with swinging platforms with ease, now knowing how to do so. Upon arriving at the one-way gate (turnstile), the party find Ghost Dancer’s axe beak missing. Realizing the dangers that could still be lurking in the water, Marcus speaks a few magical words and the party is able to then walk upon the surface of the water. They use this strategy and meander all the way to the opposite side of the mountain’s interior. They pause upon arriving in a certain hallway. As they make their way down the hallway, they note large copper-like pieces covering the walls on both sides (and the ceiling too). Moving along the hallway all of their metal items begin to heat up rapidly to the point of causing severe damage. After experimenting for a while, Marcus places all of his metal items into his tent and drags it behind him until he exits the area with the metal plates. Following suit, soon the other members of the party were through the hallway.

In this new area, as they are waiting for their items to cool down, the party are attacked by several monsters. Thinking quickly and ignoring the damage he would take, Marcus picks up his red-hot weapon and presses a button, causing a force shield to surround the group. Quintos casts a spell, summoning darkness and otherworldly tentacles to attack some automata from a side room before they could attack. Before long, the same is done on the opposite side of the room. The vampire appears again but quicky leaves before being attacked, biding his time for revenge.

Heated Hallway

Heated Hallway!

The enemies now dispatched, the group takes a few moments to finish cooling off their items and re-equip themselves. There is a hallway with a small room beyond. Inside this room there are three pieces of floor, with empty spaces sandwiched between. Sending in the golem, he quickly slips on the ground and careens into one of the pits, his skin pierced and shredded in the process. After further experimentation, a rope connected to an arrow is anchored in a door across the two pits and the party slowly work their way across.

Top Stuff I Want To Run Someday (2019 Edition)

Been thinking about the ‘stuff I’m itching to run someday’ so thought I’d jot it down. Interesting how things evolve: see my post in 2017, my post in 2016 and my post in 2014 of things I was itching to run in prior years. This year I’m also adding two additional categories: ‘Currently Prepping’ and ‘Other Players’ Campaigns’.

Currently Prepping

These are settings which I’m actively running as one-shots and building out ready-to-run campaigns. Any of these would be candidate campaigns to run after my Redmark campaign concludes.

Sandbox City Campaigns

  • Mage Cops™ (Rarescape) — Wizard constables tackle crimes-of-the-week in NYC.
  • Crimefighters (Rarescape or Icons) — Need to test out the Supers rules before this setting would work.

Star Wars d6Star Wars Campaigns

  • Brak Sector Rebels (WEG d6 1e) — The Brak Sector is a sector of space that serves as a staging area for Imperial Navy missions into the Outer Rim Territories. Rebel forces have made substantial gains in this former mining sector. You play Rebels undertaking missions for the Alliance in this part-Sandbox/part-military-missions campaign.
  • Arkanis Sector Privateers (WEG d6 1e) — You play privateers (pirates) working for the Rebellion to harass and disrupt the Empire.

Other Players’ Campaigns

There are campaigns which other players in my Thursday Night Dice group have said they’d like to run or play at some point.

  • Bailey — Superhero (prefers a crunchy rule system), Star Wars (original rule system preferred), D&D.
  • Jeff L.— 13th age for a short campaign. Anima.
  • Mason — Game of Thrones inspired campaign (currently considering Fantasy Age or a d100 ruleset for this future campaign).

Stan’s Other Backlog

Swords & Sandal / Sword & Planet Campaigns

  • Legends of Lemuria (Rarescape) — Think John Carter of Mars.

a9fae6c1b8ea2a0ca4902edf6cd14820Hard Sci-Fi Campaigns

  • Blood & Steel (Imperium RPG, Traveller, or Rarescape) — After investigating a space anomaly, a group of fighter pilots find themselves on a starhopping quest to save humanity. (Think Battlestar Galactica)
  • Scientorium(Imperium RPG, Traveller, or Rarescape) — Hidden away by sheer distance and forever shrouded from the minds of the curious lies a mammoth artifact from the previous galactic age, the library of Scientorium. Its strange experience chambers offer passage to a million histories on a million worlds, secrets and technologies undreamed of. Now abandoned by all but its automated security systems and enigmatic caretakers, its workings are oddly twisted and jealous, meting out reward and punishment in equal measure. This is a classic science fiction saga, an epic journey across space and time in the vein of Niven or Heinlein!
  • Eris Beta-V(Imperium RPG, Traveller, or Rarescape) — A team of explorers investigates a magnificent ringed gas giant with its numerous moons. Ancient artifacts of enormous power can be found among the rings and asteroids. Every moon is a unique world to be explored. When the system’s valuable commerce is threatened by unscrupulous agencies, the team must root them out and put themselves at great risk on the icy fringes of interstellar space.
  • Eschaton: The Dark Star(Imperium RPG, Traveller, or Rarescape) — Interstellar explorers investigate a mind-boggling megastructure hidden in deep space. (Think Ringworld)

Fantasy Campaigns

  • World of Redmark: Caress of Steel (D&D 5e) New sandbox D&D campaign based on the 80’s Rush albums ‘Caress of Steel’ and ‘Fly By Night’.
  • Middle-earth: Darkening of Mirkwood (Adventures in Middle-earth/5e)  — The Necromancer may have been cast out of Dol Guldur, but a lingering darkness remains over Mirkwood, a shadow that will grow ever longer as the years draw on – unless a band of brave adventurers step forward and hold back the gloom.
  • Middle-earth: 4th Age Quest (Adventures in Middle-earth/5e) – Adventure in Middle-Earth a millennium before the Lord of the Rings. “Know this, people of Gondor: were it not for the selfless souls in Arnor who with flashing blades and spilled life-blood fought against the Witch-King and his foul blight in Angmar, our free lands would not have known peace, and our bright cities would long ago have crumbled into forgotten ruins.”

Mini-Campaigns (~ 3-6 sessions)

  • The Secrets of Cats (Rarescape or Fate) — You play magic cats secretly working to save the world.
  • Firefly: Civil War (Firefly Cortex Plus or Rarescape RPG) — Epic mini-campaign conclusion to a Firefly campaign Todd, Mason and Stan were running a few years back.
  • Reich America: The Shadow Covenant (Rarescape RPG) — Resistance fighters uncover a terrifying secret about the Final Reich.
  • Solomon Kane (1600’s Fantasy/Horror/Monster-Hunters) — (Rarescape RPG) — Cut a righteous path in a world of evil! You have seen the path to redemption, a road paved in the blood and bones of the evil you must defeat to save the world from its unholy taint. Face that which preys on men’s dreams, their fears, and their very souls. Walk The Path of Kane. Your enemies span the globe, reaching out from every shadowy corner of all four continents. Men, magic, and monsters of the darkest hearts and basest desires threaten the very world you tread. Humanity is lost without the will and steel of good folk like you.

Stormtrooper Speed Test

I wanted to get a sense of the relative speed to run combat when using Traveller 2e, Star Wars: The Roleplaying Game 1e (the West End Games d6 version), and my own mass-combat wargame rules based on One Page Rules. Here are the results, along with my rules cheat sheet I used when running the mock combat.

The Setup

There are 5 Star Wars Stormtroopers firing at 5 Rebel agents who were discovered undercover, disguised in Stormtrooper armor. Both sides use identical stats.

Units don’t move, take cover, or do anything special (for example, characters don’t take reactions such as Dodge). It’s just a Napoleonic-era style division line fighting.

In the two RPGs, untill two opponents are down, fire at person across from you (or 1st person to your left if the person across from you is down). After two opponents are taken out, focus fire on the most wounded opponent. Combat continues until one side is eliminated.

After each round I stop to stap a picture of the end of round status.

Actual combat in a real RPG game would take longer than any of these simulations of course since there is table banter, people moving minis around, rules discussions, and so forth, so these numbers only give a relative sense of combat time.

The Results

One Page Rules Combat

[su_box title=”Wargame Stat Block” style=”default” box_color=”#8ff2ff” title_color=”#000000″ radius=”3″]

STORMTROOPER SQUAD [5]: Quality 5+, Defense 5+, Attacks: Assault Rifles (24”, A1), CCWs (A1)

[/su_box]

Combat Rules Summary

Attack: Roll d6s for each model to hit.

Damage: d6’s for each model to defend. 5’s or better hit, and 5’s or better defend. Hit models are removed from combat.

Wargame Combat Results

Wargame Combat Results

Star Wars d6 Combat

[su_box title=”d6 Stat Block” style=”default” box_color=”#8ff2ff” title_color=”#000000″ radius=”3″]

Imperial Stormtrooper: All stats are 2D except: blaster 4D, brawling parry 4D, dodge 4D, brawling 3D. Stormtrooper Armor: adds +1D to Strength code for damage purposes only. Reduces Dexterity code and all Dexterity related skills by 1D. Stormtrooper Weapons: Blaster pistol (damage 4D), blaster rifle (damage 5D).

[/su_box]

Combat Rules Summary

Attack: Blaster Rifle (5D to hit, TN 10 (for short range))

Damage: 5D damage – 3D Strength/Armor soak

Wound Resolution

Wound Taken: by comparison of rolls; Damage roll’s multiple of Strength+Armor.

  • DR<SR = Stunned (Prone, -1D per stunned level, if >= STR (2) unconscious, wears off end of creature’s next turn).
    Marked by [su_label type=”default”]Green Chips[/su_label]
  • DR>SR = Wounded (Prone, -1D till healed, can’t act this round).
    Marked by [su_label type=”warning”]1 Yellow Chip[/su_label]
  • DR>2xSR = Incapacitated (Prone, out of combat).
    Marked by [su_label type=”success”]1 Red Chip[/su_label]
  • DR>3xSR = Mortally Wounded (Prone, out of combat).
    Marked by [su_label type=”success”]2 Red Chips[/su_label]

Model Down = prone.

Prone Characters: +2 target number to hit , -1D on skill checks, costs an action (at -1D) to rise from prone. You can always fall prone without penalty at the end of your movement.

House Rule: A Strength to resist damage roll must be at least double the damage roll to completely soak it, so just beating the damage roll (but less than double) is still a stun (for normal damage). (this is from the 1e Rules Companion)

Combat Rules Outcome

d6 Combat Results

d6 Combat Results

Traveller Combat

[su_box title=”Traveller Stat Block” style=”default” box_color=”#8ff2ff” title_color=”#000000″ radius=”3″]

Imperial Stormtrooper 7773C8 Age 22  1 term Cr12,000
Skills: Rifle-2, SMG-2
Gear: Blaster Rifle 3D, Stormtrooper Armor +8 Protection

[/su_box]

Combat Rules Summary

Attack: Blaster Rifle (+2 to hit, TN 8)

Damage: 3D damage – 8 Armor soak.

Wound Resolution

After 14 points of damage the character is out of combat.

  • 1-6 Hits
    Marked by [su_label type=”default”]Green d6[/su_label]
  • 7-12 Hits
    Marked by [su_label type=”warning”]Yellow d6[/su_label]
  • 13+ Hits
    Marked by [su_label type=”success”]Red d6[/su_label]

Combat Rules Outcome

Traveller Combat Results

Traveller Combat Results

Tracking Conditions in Star Wars d6

After running the simulated combat here’s what I am thinking about tracking damage in Star Wars:

Initial Thinking

  • Prone — Lay the model down on the table to indicate they are prone / crawling.
  • Shaken (1 Green Poker Chip) — The condition of ‘you can’t act’ we will call ‘Shaken’. We will house rule Shaken to clear at the end of the creatures next turn (as opposed to ‘can’t act this round or next’).
  • Stunned (1+ Yellow Poker Chips) — We track stunned with Yellow Poker Chips. You can have multiple Stunned tokens. Stunned effect clears at the end of the creatures next turn.
  • Wounded (1 Red Poker Chip) — We track stunned with a Red Poker Chip. Note that you can’t clear this condition during combat.
  • Incapacitated (1 Black Token) — Usually you remove incapacitated enemy NPCs or creatures from the board, but if you want to keep them on the board (for example, you want to keep the opponent alive and need to know how bad they’re hit) you can keep them on the board with one Black Token.
  • Mortally Wounded (2 Black Tokens) — Like incapacitated, but with 2 Black Tokens.
  • Dodge — We don’t track creatures doing a Dodge with Tokens. Instead, players track when their character does a Dodge and alerts the GM when it impacts combat. The GM tracks NPCs doing a Dodge. Usually, only important named NPCs would do a Dodge action.

After this initial post I came up with another way to track damage

  • Prone — Lay the model down on the table to indicate they are prone / crawling.
  • Stunned (1+ Green Poker Chips) — We track stunned with Green Poker Chips. You can have multiple Stunned tokens. Stunned effect clears at the end of the creatures next turn.
  • Wounded & Can’t Act (2 Yellow Poker Chips) — We track Wounded and Can’t Act with a Yellow Poker Chip. Note that you can’t clear wounded condition during combat, but the Can’t Act clears at the end of the character’s next turn.
  • Wounded & Can Act (1 Yellow Poker Chip) — We track Wounded with a Yellow Poker Chip. Note that you can’t clear this condition during combat.
  • Incapacitated (1 Red Chip) — Usually you remove incapacitated enemy NPCs or creatures from the board, but if you want to keep them on the board (for example, you want to keep the opponent alive and need to know how bad they’re hit) you can keep them on the board with one Black Token.
  • Mortally Wounded (2 Red Chips) — Like incapacitated, but with 2 Red Chips.
  • Dodge — Dodge action is tracked using special acrylic Dodge tokens.

Also consider using Litko tokens such as these:

Analysis

Here are the key metrics from the simulation:

Wargame

  • 12 combat rounds
  • Total Time 3:07 minutes = (3*60)+7 = 187 seconds
  • Average Round = 16 seconds
  • Average Time Between Player Dice Rolls = 8 seconds

Star Wars d6

  • 3 combat rounds
  • Total Time 5:53 minutes = (5*60)+53 = 353 seconds
  • Average Round = 118 seconds
  • Average Time Between Player Dice Rolls = 59 seconds

Traveller

  • 6 combat rounds
  • Total Time 11:52 minutes = (11*60)+52 = 712 seconds
  • Average Round = 119 seconds
  • Average Time Between Player Dice Rolls = 119 seconds

Insights

OPR Wargame rules are 4x Faster than Traveller — The One Page Rules wargame system is about 4 times faster than Traveller combat. So you can run a mass combat that would take 2 hours in only 30 minutes when using OPR wargame rules.

Star Wars Combat is as Fast or Faster Than Traveller — Star Wars d6 combat resolved in half the time the same combat took to resolve in Traveller. Part of this I think is Traveller armor provides serious protection, whereas the Stormtrooper armor I think was a bit nerfed. If you increased the Strength and/or Armor of Star Wars combatants, I think it would take longer to resolve. This was surprising to me; I assumed that the different wound levels would increase combat time. Aside from this though, it seemed it was easier to hit opponents in Star Wars d6, making me think that surprising opponents and taking cover is a big deal, maybe even more impactful than in Traveller.

d6 Math is Simple and Fast — Star Wars d6 flowed much more smoothly than I expected. I was thinking it would feel more like Savage Worlds. What I noted was that (like Traveller) dice selection was fast (everything is a d6, unlike Savage Worlds or D&D). In Star Wars d6, most math is addition, with the only other math the quick multiplication of comparing Damage to Strength. It’s pretty simple to eyeball a number and say “is my Damage double the Strength roll?” You don’t even have to do the math — I can quickly decide 13 Damage is higher than but not double a Strength roll of 11 even without doing the multiplication. So in most cases you’re just adding dice scores together. Thinks like Armor let you add or subtract dice from the dice pool which is easier than math (this reminded me of Cortex, where physically adding and subtracting dice is done before the roll, making things easier). Compare this to Star Wars d6 2e or Savage Worlds where you take the results and do division on it to determine wounds. Even Traveller feels a bit more complicated — you’re subtracting 8 from the skill check to determine the Effect, and then subtracting Armor from the Damage result. Star Wars d6 notion of ‘add, compare’ feels simpler and faster than Traveller’s ‘add, subtract, add, subtract’ or Savage Worlds ‘add, explode, add, divide, compare’.

Traveller is More Predictable — Star Wars feels more ‘swingy’ than Traveller and its harder (for me anyway) to eyeball and determine likely outcomes. Traveller is more consistent (target number is always 8) and damage and the outcome of battles seems more even and predictable.

Damage Tracking Using Tokens in Star Wars is Smooth — Damage tracking was simpler in Star Wars than I was expecting when using Tokens. For Traveller, I use d6s which take a second to flip around to find the right set of pips on the die. Colored tokens in Star Wars can be placed under the mini and take less space on the battlemat. Unlike Savage Worlds, there is no ‘unshake’ option, so (aside from Stunned tokens), wounds, once received, stay with you. So combat is fast, and there is not a lot of extra dice rolls or fiddling with tokens to unshake or remove tokens.

 

 

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