The Monastery II

Day breaks, and so does the rain. With a lot of help from Miguel and Elias, Werner takes the sack of table settings to the local pawn shop, where the owner takes pity on him and offers to buy the loot for 60% of its value. He feels somewhat cheated, and rolls against Overconfidence-12 (10) and Stubbornness-12 (10), deciding not to haggle, in case the merchant points out the many dents under the thick layer of rat-dropping patina. The party receives $248, $100 of which goes straight to the innkeeper, who waits outside tapping his foot. 

The party needs a fourth member. Lottie says that she knows a guy, and pops out of the tavern for a few hours. Despondent, the party sit around the fire for the morning until she returns, with a large, muscular man in tow. She introduces him as Garret (so-named for his birthplace), a part-time farmer, part-time bodyguard. He's a real mule of a man - stubborn, with a habit of kicking off at inconvenient times, and he never learned to read, but he more than makes up for it with broad shoulders and a mean kick. The cutpurse vouches for him, and he couldn't lie if he wanted to, so the party shakes his hand and asks how quickly he can start.    

He arrives ready for adventure, with a medium heavy shield on his arm and a long knife, a throwing hatchet, and a flail at his belt. A small haversack contains his personal basics and a day's rations, slung over his lightly padded body armour, which extends down his sleeves and to his hands, and includes a hood to go up over his head. A muddied pair of well-worn boots protect his feet. The whole ensemble does slow him down a little, but no matter - he's confident he can take it. 

The party sets out from Sternvale at midmorning and arrive at the monastery by lunchtime, making good time on the drier ground. The cutpurse quickly runs her hands over the door mechanism and another grinding clunk marks the door unlocking, causing it to swing back towards the staircase with a thud. Elias lights up his lantern once more and they descend into the darkness, with Lottie leading the way once again. 

Exploring the monastery

As they approach the open door, Lottie listens constantly for the sound of scratching paws and snuffling noses, but doesn't hear anything besides the party's footsteps echoing in the halls. She leads the party down the corridor they skipped before, counting up the paces - "8, 9, 10, turn right, 1, 2…" until they end at what appears to be a stone wall. She takes off her gloves and runs her fingers over the stone, searching for any secret entrances or mechanisms, but finds nothing. The party turns around from the dead end and returns to the open door, this time from the opposite side. Elias leans out, letting the lantern illuminate their end of the dining hall. Black pools of dried blood stain the closer end, surrounding the dark corpses of the battered rats. They advance into the room, careful to avoid the cutlery and chairs that lie on the stone, but making no particular attempt at stealth - the clumsy monk would probably make things worse. As they approach the centre of the room, the opposite wall comes into view, flickering in the light. A door on the left end, an archway on the right. They decide to take the archway. 

The archway carries on for a short while before doubling back on itself for about twice as far, passing to the side of the dining hall. At the end lies another wooden door. Lottie doesn't hear anything behind it, but lets Miguel take the lead regardless. He readies his club and opens the door with his shield, letting Elias step behind him to light the way. 

Inside seems to be some kind of storeroom for mundane items - boots, cloaks, habits. Most of the wardrobes hang open, with left-behind clothing strewn across the floor. A pungent smell of decay hangs in the air, but Lottie is sufficiently hardy to rifle through the clothing. 

Lottie: Search, vs 12 = 12: 7, success by 5. 

The rooting around pays off - she enlists Elias and Garret to pick buttons, buckles and brooches off of the clothes, finding a pouch's worth of bronze jewellery in total ($156.25, 2.5 lb). This takes around half an hour, while Miguel watches the two doors on the wall they came in from. With the job done, the party continue on. Hearing nothing beyond the door, they crack it open and look beyond to see a T-junction. Across from them is a portcullis hanging from an archway; to the right is another door. Lottie peers through the bars to find another small, square room with an exit on the far side, but no visible mechanism for raising the portcullis. Garret offers to try lifting it, but Elias suggests that it's probably locked by a mechanism - not worth the effort. 

The sleeping quarters

Lottie: Hearing, vs 13, -4 (door) = 9: 3, critical success by 6. 

Goblin: Hearing, vs 10, -4 (door) = 6: 11, failure by 5. 

Creeping towards the door, Lottie hears the sound of metal scraping against stone on the other side. She whispers to the others that there's someone on the other side, and they decide to try and surprise whoever's in there. She notices a lock on the door and kneels down, slipping off her gloves and taking her lockpicks from the pouch on her belt. 

Lottie: DX-based Lockpicking, vs 15, +1 (good tools), +5 (easy lock) = 21: 13, success by 8. 

A quiet click later, and the lock slides open. Lottie steps aside, letting Miguel and Garret stack up at the door and ready their weapons. Elias' Stealth is still the worst, so his is used for the Quick Contest to achieve surprise: 

Elias: Stealth, vs 6, -1 (encumbrance), +5 (normalisation) = 10: 6, success by 4

Goblin: Hearing, vs 10, -4 (door), +5 (normalisation) = 11: 8, success by 3. 

Because the scores are both low, the lower score is raised to 10 and the higher score by the same amount.

The party wins, so the goblins have no idea what is going on as Miguel slams through the door. A large fire - over which lies a spit, bearing a giant rat corpse with a suspiciously angled foot - sits in the middle of the room, illuminating the absolute mess that the squatters have made of the monks' sleeping quarters. Aside from the routes to the exits, which stand at the far side and left corner of the room, there is only a couple yards' radius around the fire that aren't strewn with chicken bones, detritus and matted sleeping furs. In these piles of musty clothes sit a half-dozen goblins wearing ragged leather jerkins and caps, with hatchets at their hips - either a small raiding party or an offshoot tribe using the monastery as a foothold to gain some notoriety. Regardless, no mercy for greenskins is to be found here. Combat begins. 

Turn 1

Lottie readies her long knife, taking the moment to do so carefully. Garret begins his adventure as he means to go on, entering the room with a roaring Move and the crack of his flail against his shield. Miguel does similarly, although a little more reserved; he takes his place next to Garret on the periphery of the fire, using an All-out Defence (Increased Dodge) to advance carefully.

Goblin 1: Surprise, vs 9 = 9: 7, success by 2

Goblin 2: Surprise, vs 9 = 9: 5, success by 4

Goblin 3: Surprise, vs 9 = 9: 13, failure by 4

Goblin 4: Surprise, vs 9 = 9: 10, failure by 1

Goblin 5: Surprise, vs 9 = 9: 13, failure by 4

Goblin 6: Surprise, vs 9 = 9: 6, success by 3

Goblins 1, 2 and 6 realise they're under attack, but aren't able to do anything yet; 3, 4 and 5 remain baffled. Elias kneels down and puts his lantern on the floor.

Turn 2

Advancing slowly, Lottie takes an All-out Defence (Dodge) and ducks forward into the room behind Miguel's shield. Garret steps onto the heap of rags, swinging his flail around his head, making it obvious to all and sundry that the goblin in front of him is screwed, and swings it at him: 

Garret: Flail, vs 15, +4 (Telegraphic), -2 (bad footing), -5 (face) = 12: 13, failure by 1. 

Failure by 1 hits the torso, thankfully for Garret. 

Goblin: Dodge, vs 8, +2 (Telegraphic), -4 (stun), -2 (side) = 4: 13, failure by 9. 

Garret: Flail damage, 2d+3 cr: 11, -1 (DR) = 10 injury. 

Goblin: Major wound, vs 12: 9, success by 3. 

Even though the goblin succeeds here, I generally rule that a major wound causes an NPC to surrender, flee, pass out, whatever - you need to be pretty crazy to want to keep fighting like that. 

The flail just misses the goblin's face but caves in his collarbone pretty well, crumpling goblin 5 into the pile of rags, furs and mould that they've been sleeping in. Miguel steps forward towards the fire and readies his club, taking an All-out Defence (Double). Goblin 1 turns to the party with a step and draws his hatchet; Goblin 2 does much the same. 

Goblin 3: Surprise, vs 9, +1 (turn bonus) = 10: 11, failure by 1

Goblin 4: Surprise, vs 9, +1 (turn bonus) = 10: 11, failure by 1

Goblin 6 steps back away from Miguel and draws his hatchet. Elias takes a Ready to hold his quarterstaff in two hands, using his step to come out of his kneel. 

Turn 3

Lottie doesn't fancy stepping into the junk pile, so she remains in the clear area behind Miguel, taking an All-out Defence (Increased Parry) to hold her blade at the ready. Garret steps off back into the vicinity of the fire, taking a Wait: if Goblin 6 advances towards Miguel and himself, he'll swing at him with an Attack manoeuvre. Miguel steps forward towards the fire with an All-out Defence (Increased Block), leaving his shield side exposed but trusting Garret to guard his flank. If Goblin 6 attacks him, at least he'll be ready for it. 

Goblin 1 races forward, running along the edge of the clearing to approach Garret and take a chop at him with a Move and Attack manoeuvre, but the blade goes short. 

Goblin 1: Axe/Mace, vs 12, -4 (Move and Attack) = 8: 11, failure by 3. 

Goblin 2 goes for broke, making an All-out Attack to rush at Miguel and hack at him. Miguel wants to save his Block for Goblin 6 - he can't Parry to his shield side - so he deflects it with his club. 

Goblin 2: Axe/Mace, vs 12, +4 (All-out Attack) = 16: 11, success by 5. 

Miguel: Broadsword Parry, vs 10, +2 (DB) = 12: 9, success by 3. 

As he would have succeeded without the shield, this is just a club parry - no need to worry about the shield!

Goblin 3: Surprise, vs 9, +2 (turn bonus) = 11: 7, success by 4. 

Goblin 4: Surprise, vs 9, +2 (turn bonus) = 11: 13, failure by 2. 

Goblin 6 spots a chance to join in the assault on Miguel and steps behind him. This triggers Garret's Wait - he leans out and tries to meet the goblin's forward momentum with his flail. The goblin's ribs suddenly change direction before the rest of him, and he crumples into a heap beside the fire. 

Garret: Flail, vs 15  = 15: 10, success by 5. 

Goblin 6: Axe/Mace Parry, vs 9: 14, failure by 5. 

Garret: Flail damage, 2d+3 cr: 11,  -1 (DR) = 10 injury. 

Goblin: Major wound, vs 12: 9, success by 3. 

Elias rushes up behind the two front-line fighters, staff at the ready. 

Turn 4

Lottie takes a Wait: if a goblin tries to move past Miguel, she'll run it through with her long knife. Garret goes for another swing with his flail, this time at whatever target presents itself on Goblin 1: 

Garret: Flail, vs 15 = 15: 9, success by 5. 

The goblin's Move and Attack manoeuvre last turn means he can't parry with the weapon he used to attack, or retreat - so he's left with a flat Dodge. 

Goblin 1: Dodge, vs 8 = 8: 10, failure by 2. 

Garret, Hit location: 11, groin. 

Garret, Flail damage, 2d+3 cr: 7, -1 (DR) = 6 injury. 

This isn't a major wound, but the goblin will suffer 6 shock on its next turn. Everyone in the vicinity winces. 

Miguel takes the opportunity afforded by Goblin 2's All-out Attack to line up a home-run swing. 

Miguel: Broadsword, vs 15, +4 (Telegraphic), -7 (Skull) = 12: 11, success by 1. 

Miguel: Club damage, 2d cr: 9, -3 (DR) x4 (brain) = 24 injury. 

Goblin: Major wound, vs 12, -10 (skull hit) = 2: 7, failure by 5. 

The goblin is knocked unconscious instantly and collapses sideways into the fire, sending cinders and chunks of burning fuel towards the other end of the room. The spit hits the stone floor with a loud clang. Goblin 1 squeals in pain and tries to duck backwards with an All-out Attack (Increased Dodge), covering his injured groin as best he can. The two exits behind them are closed, so Goblin 3 tries to sally past Miguel with a Move towards the way the party came in. This triggers Lottie's Wait - she turns it into an Attack manoeuvre. 

Lottie: Knife, vs 14 = 14: 16, failure by 2. 

The goblin slips past the tip of her blade and rushes for the door. In other news, Goblin 4 finally stops looking around like a panicked dog - he seems to have figured out that they're under attack. 

Goblin 4: Surprise, vs 9, +3 (turn bonus) = 12: 10, success by 2. 

Elias turns to face the party's flank with an All-out Attack (Increased Parry), holding his staff across his body. 

Turn 5

Lottie turns to swipe at the passing Goblin 3, aiming for its thigh to stop it from running. As it comes from behind, it receives no defence against the blow. 

Lottie: Knife, vs 14, +4 (Telegraphic), -2 (Leg) = 16: 14, success by 2. 

Lottie, Long knife damage, 1d-1 cut: 3, x1.5 (cut) = 4 injury. 

The cut is deep, but not deep enough to stop the goblin from running. Blood spatters across the floor, but it's anyone's guess as to whether it noticed the hit in its panic. Garret advances on the retreating Goblin 1, aiming a snap of his flail under its guard, but it slips away from him. 

Garret: Flail, vs 15, -2 (Leg) = 13: 13, success by 0. 

Goblin 1: Dodge, vs 8, +3 (retreating), +2 (All-out Defence) = 13: 11. Success by 2. 

Miguel smacks his club against his shield and advances on Goblin 4 with an All-out Defence (Increased Block). Goblin 1 continues its All-out Defence, putting more distance between itself and the large man with the flail, while Goblin 3 sprints past Elias' lantern and into the darkness. Lottie considers going after it, but isn't brave enough to give chase on her own. Goblin 4 clambers into the firepit clearing with a step and makes a swing for Miguel, which he blocks deftly enough that the blow slides away harmlessly. 

Goblin 4: Axe/Mace, vs 12: 9, success by 3. 

Miguel: Block, vs 10, +2 (DB), +2 (All-out Defence) = 14: 5, success by 9. 

Elias steps beside Miguel and swipes at the goblin with his staff at full extension. It breaks off the attack a moment too late. 

Elias: Staff, vs 13 = 13: 5, success by 8. 

Goblin: Axe/Mace Parry, vs 9, +1 (retreating) = 10: 11, failure by 1.

Elias: Hit location, 10, torso. 

Elias: Quarterstaff damage, 1d+2 cr: 6, -1 (DR) = 5 injury. 

The monk catches the goblin in the ribs and it cries out in pain. 

Turn 6

Lottie steps up behind Garret for safety, just in case anything else arrives. For his part, Garret is getting frustrated with Goblin 1 escaping. He rolls against his Bad Temper-12 (11) and keeps a lid on it, but decides that the goblin needs to be put down quickly. He squares up his shield and rushes at the goblin, using a Move and Attack. 

Garret: Shield, vs 15: 12, success by 3. 

As this is a slam, the -4 penalty and cap of 9 don't apply to the Move and Attack. 

Goblin 1: Dodge, vs 8, +3 (retreating), +2 (All-out Defence) = 13: 15, failure by 2. 

Garret: Shield rush damage, 1d-2 cr: 0, +2 (shield), -1 (DR) = 1 injury. 

Goblin 1: Shield rush damage, 1d-3 cr: 2, -2 (shield) = 0 injury. 

Goblin 1: DX to avoid slam knockdown, vs 11: 9, success by 2.

The attack lands, but the goblin slips out of the brunt of the damage and avoids falling over. Garret growls. Miguel tries to hit Goblin 4 in the solar plexus for a quick takedown with a quick Attack. 

Miguel: Broadsword, vs 15, -3 (Vitals) = 12: 8, success by 4. 

Goblin 4: Axe/Mace Parry, vs 9, +1 (retreating) = 10: 14, failure by 4. 

Miguel: Club damage, 2d cr: 8, -1 (DR) = 7 injury. 

Martial Arts expanded on hits to the vitals, allowing crushing attacks to target them but without the injury multiplier. The chance for knockdown is what Miguel's aiming for, though. 

Goblin 4: Major wound, vs 12, -5 (major wound to vitals) = 7: 10, failure by 3. 

Goblin 4 falls to the ground, wheezing. Goblin 1 keeps doing what it's doing, backing away towards the closed portcullis at the far end of the room. Elias walks past the collapsed Goblin 4, circling the fire to advance on Goblin 1. 

Turn 7

Hugging Garret's shadow, Lottie joins the emerging pincer attack on Goblin 1, using an All-out Defence (Increased Dodge) just in case it tries to make a break for it. Garret's mad now - he rushes at Goblin 1 again, this time with an All-out Attack, aiming to knock it to the ground. 

Garret: Shield, vs 15: 8, success by 7.

Goblin 1: Dodge, vs 8, +3 (retreating), +2 (All-out Defence) = 13: 11, success by 2. 

Goblin 1 sidesteps the obvious attack, letting Garret move towards the wall. Miguel gives into his Bloodlust and stamps on Goblin 4's head. Goblin 1 watches Garret run past him and embeds the hatchet into his leg.

Goblin 1: Axe/Mace, vs 12, +4 (Telegraphic), -2 (Leg) = 14: 14, success by 0. 

Garret's now in the periphery of the light from the fire - if the goblin had normal vision he would be taking a -3 to hit for the darkness, but goblins have Infravision. 

Goblin 1: Hatchet damage, 1d+1 cut: 5, x1.5 (cut) = 7 injury. 

It's a nasty wound, but Garret's a tough sort, and it's not quite enough to bring him down. Elias, arriving a moment too late to stop the attack, steps up to the plate regardless and swings for the back of the goblin's head with his staff. It lands a little low, but he hits hard enough to crack bones.

Elias: Staff, vs 13, +4 (Telegraphic), -5 (Skull) = 12: 13, failure by 1. 

Elias: Quarterstaff damage, 1d+2 cr: 8, -1 (DR) = 7 injury. 

Goblin 1: Major wound, vs 12 = 12: 11, success by 1. 

Combat ends.

The goblin groans in pain but stays standing long enough for Lottie to run up behind him and slip her long knife between its ribs. It gurgles and collapses into a heap. Garret turns and kicks it until his temper cools down while Elias tries to calm him down. Miguel has occupied himself with stalking around the fire, dragging the goblins into the light and hitting them with his stick until they stop twitching. Each adventurer loses 2 FP to the exertion of combat, except the lightly-equipped thief, who only loses 1. 

Once Garret stops stamping on the dead goblin, Elias takes a minute to wrap a dressing around the gash in his leg (healing him for 1 HP), and says a few words of prayer to put 3 FP into healing him for another 6, God's blessing knitting the wound together. 

Elias: First Aid, vs 14: 9, success by 5. 

Elias: Major Healing, vs 13: 11, success by 2. 

"There," he says, giving Garret a hand to his feet. "Good as new." Garret's used to taking whacks, but the wound healing within moments is a first for him. He tries to look gruff, but the gratitude is very clear on his face. Miguel stands guard while Lottie takes a moment to breathe, the adrenaline of the combat overwhelming her Post-Combat Shakes-12 (9). She keeps hold of her senses and takes five minutes to pat down the corpses. 

Lottie: Search, vs 12: 13, failure by 1. 

She finds their very light purses, containing 13 coppers in total, but nothing more valuable. Garret bundles together the goblins' five hatchets and slips them into the party loot sack, which he ties around Elias' quarterstaff while the monk is busy collecting his lantern. The party consider picking through the goblins' sleeping pile but weigh the low odds of success and against the awful stench, and decide it's not worth it, at least for now. Now, they get to decide what to do next. 

Lottie: Per-based Traps, vs 13, -4 (task difficulty), -3 (darkness) = 6: 11, failure by 5.

Elias: Vision, vs 13, -4 (task difficulty), -3 (darkness) = 6: 8, failure by 2. 

Miguel: Vision, vs 10, -4 (task difficulty), -3 (darkness) = 3: 12, failure by 9. 

Garret: Vision, vs 10, -4 (task difficulty), -3 (darkness) = 3: 15, failure by 12.

They see four exits to the room: an archway to the left, a portcullis to the north-west (through which a further door is visible), a closed door to the north-east, and the open door they came in from to the south. A fifth secret door is on the wall they came in on but the dim light means they don't spot it. Working on the same principle as before, they decide to advance through the archway. Lottie and Miguel take the lead, while Garret and Elias take the rear. The corridor makes a sharp turn and travels north along the outer edge of the sleeping hall for a long way, before turning left and continuing on. They advance until they reach the end of the corridor but find another dead end. Despite Lottie's best efforts, they don't spot any secret doors, so they return to the goblins' quarters. As they pass, the light from the lantern gives them another chance at spotting the secret door. 

Lottie: Per-based Traps, vs 13, -4 (task difficulty) = 9: 15, failure by 6.

Elias: Vision, vs 13, -4 (task difficulty) = 9: 12, failure by 3.

Miguel: Vision, vs 10, -4 (task difficulty) = 6: 12, failure by 6.

Garret: Vision, vs 10, -4 (task difficulty) = 6: 10, failure by 4. 

The library

They step over the goblin corpses and approach the doorways to the far end of the room, a streak of Garret's blood marking where he lost his cool. Again, the portcullis has no obvious controls from this side or the other. Lottie looks over the door. 

Lottie: Per-based Traps, vs 13, -2 (task difficulty) = 11: 11, success by 0. 

She's about to work her magic on the lock when she notices a narrow wire running up from the door into a loose stone in the archway - a trap! Cowardice-12 (4): she steels herself and slips off her gloves, but warns the party to stand back, just in case. "This is clever work," she notes, carefully prying the stone from its mountings and observing the mechanism. "Probably the architects when they built this place." She lies as easily as she breathes - the trap is sloppy, probably set by the goblins.

Lottie, DX-based Traps, vs 14 = 14: 15. 

Sloppy though it may be, it clearly works. A slip of the fingers snaps the cord under tension, and the party hold their breath. They jump when a huge thud is heard from the other side of the door, rattling the hinges and splintering the planks out towards them, but after a few moments pass, it appears that's all that was waiting. Lottie sighs in relief and goes to find the door unlocked. She slips her gloves back on and stands up. "You first," she says as she lets Miguel past. The door pulls open, letting a crude-looking branch hanging from the ceiling by a length of rope swing another inch or so into the doorway. 

Gingerly sidestepping past it, the party continues into the doorway. The path splits after a left-hand turn - onwards they can see a dead-end with a lever set into the wall. Lottie looks around for traps, but finds none, so Miguel pulls on the lever. A mechanical grinding noise is heard, and the sound of metal scraping on stone echoes down the hallway, but no visible change is made. They go down the other hallway to find an ironbound door. They don't hear anything on the other side, so Miguel nudges it inwards. Inside, they find their original goal - a small library, with bookcases lining each wall. Some books lie strewn on the floor, while a small pouch sits in the corner, the base covered in dirt and the mouth tied with a leather thong. It doesn't have the same layer of dust as the rest of the room, suggesting it's been disturbed recently. A quick rifle through finds 5 silvers and 30 coppers, amidst a small collection of goblin bone charms of no interest to anyone except other goblins and goblinologists, and a shiny silver ring. 

The books become the topic of conversation, and they consider how on earth they're going to get them back to town. None of them have the slightest clue about book quality - Garret can't even read - so they resolve to take as many of the lighter books as they can reasonably carry, and hope that some of them turn out to be valuable. Elias hands the bindle to Garret. They can fit at most 10 books of the smaller in there without risking it tearing; they thank their lucky stars that the goblins had enough sense to put leather slips over the edges of their hatchets. Garret hefts the 40 lb sack onto his shoulder with a grunt and gestures for Miguel to lead the way out. 

Homeward bound

They try the other door, which leads back to the portcullis they saw before. Another corridor turns a corner to the right, and Elias takes a few paces down it with his lantern to confirm that it's another dead end. The corner hides a pull-chain from the portcullis side, which Miguel activates. The sound of a chain on a winch turns and the portcullis in front of them opens, leading them back to the sleeping quarters. Passing through the goblin heap, the light catches on the secret door, and Lottie points it out. 

Lottie: Per-based Traps, vs 13, -4 (task difficulty) = 9: 8, success by 1.

Elias: Vision, vs 13, -4 (task difficulty) = 9: 10, failure by 1.

Miguel: Vision, vs 10, -4 (task difficulty) = 6: 12, failure by 6.

Garret: Vision, vs 10, -4 (task difficulty) = 6: 11, failure by 5. 

The party makes a note of it and carries on. They note that the first portcullis has opened now, but retrace their steps through the cloakroom and dining hall back to the stairs. Once again, they close the secret door to prevent any interference before taking half an hour to rest in the abandoned monastery. In the sunlight, it's a very different feeling, as holes in the ceiling that had yesterday let in water reveal sunbeams in which motes of dust dance and twirl in the breeze. Elias is still a little tired, but he joins the party in leaving after their rest, not wanting to waste the rest of the day. 

Returning to the tavern, Garret tips the sack out onto the floor, much to Werner's dismay when he sees the books. He asks them to wait for a few hours while he checks them for valuable information or any special traits. 

Werner: Speed-Reading, vs 14: 9, success by 5.

Werner: Research, vs 14, +2 (extra time) = 16: 13, success by 3. 

He's able to flip through them quickly, and in only two hours he's identified five of them as common primers, 3 as uncommon primers, and one as an esoteric primer. The last one he asks to hang onto to research further. The party shrugs and collects the other books to take them down to the pawn shop. The merchant isn't feeling quite so charitable today, and gives the party 40% value, take it or leave it. They receive $290 on top of the cash, so they've earned a total of $433.

Spoils: 

• Bronze clothes fasteners ($156.25, 2.5 lb)

• 5 silvers ($20, 0.02 lb each)

• 43 coppers ($1, 0.02 lb each)

• 5 hatchets ($40, 2 lb each)

• A silvered bronze ring ($18.75, 0.1 lb)

• 5 common primers ($25, 3 lb each)

• 3 uncommon primers ($50, 3 lb each)

• 1 esoteric primer ($75, 3 lb)

• Grand total: $868, 40.56 lb.

Kills: 

• Garret:

○ 2 goblin hatchet-men

• Miguel:

○ 2 goblin hatchet-men

• Elias: 

○ 1 goblin hatchet-man

Today's lesson: Fighting is best done by big men with shields. 

Commentary: Take a breather

One thing I missed in the previous session was the fatigue cost for combat. It's not entirely my fault, though, for reasons you'll see in a minute. The Basic Set declares that fatigue costs apply after a battle that lasts longer than 10 seconds. Fatigue being the real limit on a dungeon run is a commentary section in itself, but the long and the short of it is: violence tires you out. Resting exposes you to more violence (in the form of wandering monsters). Don't dilly-dally!

Now, most GURPS combat at melee range doesn't last for 10 seconds, unless you're really playing defensively, so this doesn't come up as often as it should - and whether wandering monsters appear is a constant question mark in my mind, given the time an encounter takes - so fatigue costs aren't applied as harshly as they could be. Having seen this, I assume, the DFRPG makes a subtle change to the rules - the fatigue cost applies to any combat, not just those lasting more than 10 seconds. This vastly changes the dynamic. Even without using any extra effort in combat, magic spells, or special abilities, a lightly encumbered adventurer needs to rest for 20 minutes after every fight to be back at top form. Healing costs even more fatigue - Elias dropped 2 for combat, then 3 for one relatively small heal. Once you reach less than a third of your FP you're useless - halved strength, Move and Dodge, so he was one more heal away from complete exhaustion. 

I like the rule change - it makes resting much more tense. Taking half an hour to treat injuries is now a real cost - that's halfway to another wandering monster check and another fight that burns fatigue. Dungeon crawling should be the fantasy medieval equivalent of a special forces raid - get in, get the goods (or eliminate the HVT, rescue the hostages, etc), get out before they can muster their forces on you. 

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