Wednesday, January 31, 2024

Character Challenge 30 of 31: Uncle Heinlich

We are back to the vigilante game and the Grey Cat will roam again. And as a result, think I may expand on her hapless Uncle Heinlich. From her character write up:

Uncle Heinlich (from the old country; similar to the aunt in the 66 Batman show, so clueless but was her guardian until she turned 21). Manages the various holdings though questions some of her choices.

Seeing as I don't really need stats, I've added to my Heimlich Codex. The codex has 8 Heimlich's now. Most with a niece they need to take care of. From that entry:

Heinlich Lincoln, the slightly befuddled uncle of Anna Elizabth Lincoln. Her parents were killed when she was 16, and being the eldest brother of her mother, he stepped in to raise the orphan. Known as “Little Orphan Anna” in the yellow journals, Heinlich has done his best to raise her though she did not need much. He is totally ignorant of her double life as the Gray Cat, a costumed vigilante.

A bit soft in the head, and very soft in the heart, he is quite jovial. Speaking with a heavy German accent, he is often misunderstood and barely speaks English. Short at just over five feet, he is nearly as round as he is tall. Some have laughed at the man, yet despite his appearances, he is a shrewd businessman. Helping to run his niece’s burgeoning business empire, he is on the board of three of the various companies. 

He is also completely unaware of the Cat’s Lair under the mansion they live in. Originally part of an abandoned subway station, Anna has had contractors expand it out quite a bit, each working on a different section and not knowing the full extent of the updates. Heinlich just believes that the wine cellar is larger than it was when Anna’s parents were alive. 

With a twinkle in his eye, he offers guests at the mansion drinks and appetizers, made by one of the several maids that keep the mansion clean. He is a bit uncertain about Joseph Quentin, Anna’s trainer. But as his niece has been doing gymnastics since a wee lass, he hopes that there is nothing untoward happening in their intense training sessions. 

from the Codex

2024 Challenge


Day 18/19: OSE Guards
Day 22: OSE Gnoll

Tuesday, January 30, 2024

Character Challenge 29 of 31: Classic Traveller Scout

Behind again - Mondays are a tough day, long day for me. They end well as I am gaming usually, but then I don't have time for a lot of anything else. I am so looking forward to retirement! Though that is still 5 years away. And speaking of retirement, our Navy doctor managed to get into retirement without too much loss of her stats. And so perhaps we'll see if I can get a character to survive into at least the basic retirement of 5 terms,

5A857A - another almost-noble. And honestly, I have no character in mind, so let's go with the draft from Book 1. And Scouts - and without that high endurance. We may end up with several characters before I get one that survives! And yes, our nascent character dies an ignoble death in the Scouts in his first year (by d4).  

A69846 - strong and good endurance, but not much else going on. Not sure how the 2nd character drafted into the Scouts as well, but at least this guy gets a +2 for survival. And lives for the 1st term, getting +1 EDU and Navigation-1. And of course, Scouts get Pilot-1. Making re-enlistment, we survive term 2 and get JoT-1 and +1 INT. I am cycling through the 3 tables he has available to him. Term 3 he survives and gains Ground Car-1 and Medic-1. Term 4 he is still alive, gaining +1 DEX and Grav-Belt. Oddly grav vehicles are not on the book I have. Need to survive another term, but first, aging rolls: -1 STR but the other stats stay clear. For his 5th term he only survives due to his endurance! Gains Navigation-2 and +1 END. Feeling age coming up, and having reached my retirement plan, and not being forced to stay in, we are mustering out! And I never noticed that the Scout cash benefits are really, really good compared to all the others! Just what are the Scouts doing to be able to save up that much cash? The "other" I could see as that is often considered the rogue character, what with forgery and bribery skills. We'll do 2 cash benefits for Cr70,000 and 3 benefits getting a blade, a gun and +2 EDU. At least he can use those weapons without a penalty, though no positive DM. One of the advantages of classic character generation!

Ian Carther, Scout, 97A986 age 38

Navigation-2, Pilot-1, Medic-1, JoT-1, Ground Car-1, Grav-belt-1
Cr70,000

Following his brother into the Scouts, Ian stayed in the service for 20 years. Sadly, his brother died in a horrific training exercise in deep space. An able navigator and capable pilot, he is also trained in first response medical aid, and has an actual driver's license that has the grav-belt endorsement on it as well. With his bushy beard, Ian is recognizable and gregarious. Able to fix just about anything for at least a few minutes, his trusty toolbelt always on his. He managed to retain that after leaving the Scouts, the original requisition form somehow never making it back to the base where he mustered out. Along the way, he achieved his GED basically, and hit the gym pretty regularly. 

https://www.artstation.com/artwork/WlgVv


Imperial License TAS Form L-001

2024 Challenge


Day 18/19: OSE Guards
Day 22: OSE Gnoll




Sunday, January 28, 2024

Character Challenge 28 of 31: TFT Master Physicker Erirderlun Earthfury

Well, by semi-cheating I did catch up yesterday, though as there are no real rules per se... but I feel I cheated in some way. But if it was not challenging, then it would not be a challenge! And RIP Brulk - died in his first adventure! I was running TFT for the Saturday group and we had some really bad rolls, and those pesky skeletons had some really good rolls. Half the party was killed, and one of the remaining two only got away via a luckstone she had managed to get earlier in the adventure. On the bright side, I will give those 2 survivors the XP to level up a bit, but the other two players will start at 32-point characters. 

Which leads me to a question for today's character: I do not have any rules for a mortician or funeral type of person. Yes, a cleric could deal with that, and the Dungeon Ducks are actually followers of the Goddess of Death. And for some reason I know I read somewhere about a death listener, but cannot remember now of that was in a book I was reading, in some game book, or some combination of things as I want to think I read it in a book, then created a character around that. And also pretty sure it is in a supplement I have, but not positive. However, a doctor is often in forensics and all that, but I recently did a Traveller doctor (technically a Naval doctor, but still, she has her medical degree). So we'll go back to a cleric, and as this was the Fantasy Trip, we'll do a Fantasy Trip cleric type of build with physicker. Funnily enough, out of the gate Goblins have the highest IQ score, though how many people will trust a Goblin healer? But for the race I'll use the random race and we get Dwarf, and a male Dwarf. I'm also going to make this a 34-point character - he's been around a bit, and some experience under his belt and beard. A 34-point character is considered high average.

Noting that master physicker is an IQ 14 skill we have to start there and work backwards. We'll put 6 points into IQ for that 14, then 2 each into ST and DX to get him at least almost able to hit something if he goes into combat. Be nice if I had him at the 17 IQ level for the Cleansing spell: but as it also takes 20 ST per hex, that is indeed a high-level spell! But we will give him the clearheadedness spell: sometimes he has to cast it upon himself when working late and long hours. Of course, having someone who can completely remove your hangover may be worth some good silver or gold in some places!

ST 11    DX 8    IQ14

Clearheadedness Spell (IQ10) 3

Axe/Mace (IQ 7) 2

Literacy (IQ 8) 1

Diplomacy (IQ 10) 1

Naturalist (IQ 10) 2

Woodsman (IQ 11) 1

Master Physicker (IQ 14) 2

Physicker  (IQ 11) 2

Erirderlun Earthfury Dwarf Physicker

Erirderlun Earthfury is a disappointment to his father: instead of following the family's tradition of expert stoneworkers, Eriderlun took tutelage from the clan's physicker. Years of study led him to also study with Elven rangers, human doctors, even Orc shaman who had some medical skills. He learned diplomacy will often give you what brute force cannot: shared knowledge. Joining the Vanguard of the Iatrikos , Physicker Earthfury has been roaming the lands for the last year or so, honing is woodsman and naturalist skills by living off the land, and practicing his medical knowledge where he can. While quiet until his 4th mug of ale, Erirderlun is quite knowledgeable and seems to be able to get along with just about anyone with a perfect phrase and has been known to de-escalate tense situations so he would not have to use his healing arts. Although he does carry an axe with his family's crest on the blade. His father, despite not liking his third child's chosen profession, has gifted the wandering physicker with one of the reknown Earthfury Goats. Normally used for climbing both inside and outside the mountains of the clan, these sturdy beasts have patience and the fortitude to carry heavy loads through the tunnels. Genny has been Erirderlun's companion for the last 2 years now. 

https://www.artstation.com/artwork/XxQN0



2024 Challenge

Day 18/19: OSE Guards
Day 22: OSE Gnoll


Saturday, January 27, 2024

Character Challange 25-27 of 31: Traveller K'kree

Okay, now 3 days behind. In which case we will have to do a triple character generation. Years ago we played a Conan game, and our characters were all related: we had a pair of twins, and I played the uncle. We had a lot of fun with that, even outside the game where we carried on in-game conversations via text. And in re-reading that 2.5 year old post, the group never really got back together. I'm in a subset of that group now where we do get face to face every other weekend, and weekly via Discord. But it is not the same as the larger group tended to shift around a bit so we would play with different people. But we are still playing and the current group plays well together.

So I need a family, and a game system to generate them in. I do have the K'kree rules, and as those classic Traveller aliens cannot be by themselves and need their herd around them, we will try that. For those unfamiliar with these centaur-like creatures, they rule the Two Thousand Worlds ruled by the Steppelords. They are often portrayed as very militant vegans, and as noted in the book: the "creation of characters differs quite considerably" as compared to the other races. You basically have to generate a small clan as the K'kree never go anywhere by themselves. 

We need to generate the patriarch, a wife or wives, servants and bodyguards. And have a reason they are out in the universe versus staying safe at home. And I am sure I am going to make mistakes as this is the first time I've tried to generate a K'kree. They were just too alien for me to get my head wrapped around to be able to play them or even have them as NPCs. 

Needing 3 characters, we'll do the patriarch, his wife, and the head bodyguard. And K'kree are large - their physical stats are 2D+6 for the most part, though education really varies based on the character. And fortunately, there is a K'kree name generator so I have 3 names I will use: K'gangka Agughar, Argree Rearl!'rr, and Gnaatku the bodyguard. 

And this tiny herd may be found at various starports, usually in the merchant quarter if there is one. K'gangka misses the merchant life, and does a bit of trade to help pay for his small 2000 ton merchant vessel. On the edge of the Two Thousand Worlds, he is still not comfortable around those who eat meat, but years has taught him a little forbearance though meat will never be served at any of his meals. His wife will serve him daintily, and the guard Gnaatku is always watching anyone who comes near the patriarch.

An initial roll of the stats gives us this information:

Character

Str

Dex

End

Int

Edu

Caste

Patriach K'gangka Agughar

13

11

16

10

11

5

Wife Argree Rearl!'rr

9

10

7

6

1

5

Bodyguard Gnaatku

13

7

11

2

1

3

And after going through character generation, this is our stats for this tiny herd:

Character

Str

Dex

End

Int

Edu

Caste

Age

Patriach K'gangka Agughar

11

9

15

12

12

8

61

Wife Argree Rearl!'rr,

7

10

5

6

3

5

57

Bodyguard Gnaatku

13

7

11

2

1

6

24

 

Patriach K'gangka Agughar

B9ECC8 age 61
Streeetwise-2, Broker-2, Medical-1, Computer-1, Forgery-1, Enclosure-1, Admin-1, Bribery-1, Merchant-1, Jack-of-Trades-1

A well-born K'kree served 6 terms as a Well-born in a relatively low caste. His 1st term in the military in the K'kree space arm he picks up Computer-1, Medical-1, and Streetwise-1. He also has Admin-1 because he is a well-born. He was asked to stay in the space force for his 2nd term and picked up +1 Edu and Streetwise-2. After that, he spent his time in various clan activities. His 3rd term as a trader he learned Bribery-1 and his caste got bumped to 6. The 4th term as a trader he picked up Merchant-1 and got a bit smarter with a +1 intelligence. His 5th term as a trader he picked up Jack-of-Trades-1 and Broker-1. His final term as a merchant he learned the knack of forging documents with Forgery-1 and picked up the Enclosure-1 skill to help with his claustrophobia. This is also the only term he made his caste roll for an extra skill where he picked up another level for Broker-2. Aging also took a toll, as he missed all but one of his aging throws! Mustering out he gains +1 education, a ceremonial halberd, +1 caste, +1 int, Merchant and another +1 caste. 


Wife Argree Rearl!'rr

7A56635, age 57

Diversion-1, Steward-1

Serving 5 terms as K'gangka's first wife, she improved her education a bit and picked up the Diversion-1 skill, learning to be aesthetically pleasing with various ceremonies and dance. She is quiet, has raised several children who have gone off in their own careers. She is adept at keeping her family's quarters on spacecraft pleasing despite the small space available. (Note that a K'kree spacecraft are huge compared to regular Traveller: they start at 1000 tons. K'kree need a LOT of space!)



Bodyguard Gnaatku

D7B213 age 24

Auto-Pistol-1, Halberd-1, Grav Vehicle-1

This is Gnaatku's first job after serving in the Army, where he picked up the Auto-Pistol-1, Grav-1 and the Halberd-1 skill. Terminating his service to service his patriarch, Gnaatku is always present, always wary. He is the driver for their grav vehicle as well. 


Thursday, January 25, 2024

Character Challenge 24 of 31: Dolmenwood Grimmalkin

A fey cat creature. While I'd like to say its three forms are three characters as I am a bit behind, that would be cheating! From the revised PDF:
Grimalkins are shape-shifting cat-fairies renowned for their magic of illusion and their love of eating rats. They can take on three different forms, described below. Grimalkins originate in the fairy realm of Catland, ruled over by the fearsome Queen Abyssinia—the Queen of All Cats. Those grimalkins who enter Dolmenwood live as wanderers and adventurers.

Cunning Humanoid Form—Estray A grimalkin’s normal form is that of a humanoid cat, wearing clothing, speaking, and walking upright. A grimalkin in estray is, by all appearances, a humanoid cat, beautiful or ugly, with fur covering their little body.

Fat Moggy Form—Chester In chester, a grimalkin resembles a normal cat in all respects—though perhaps fatter than the average mouser. A grimalkin in chester can understand language but can only respond in wordless yowls and meows.
Fey Predator Form—Wilder The primal, fey form of a grimalkin. A grimalkin in wilder is difficult to perceive clearly in the mortal world as more than a gleaming pair of deranged, predatory eyes beyond the throw of the lantern’s light.
I miss playing Space Cat...

Rolling up the stats, dexterity is the highest, and as thieves are one of the classes they are allowed in, there we go for a class. Though after rolling that lute, bard would be nice but is charisma is not quite there. Rolling on the tables, we get Jaspy Pouncemouse, a swindler who swindled the wrong person in the Undying Land so decided perhaps the human world would be a good place to spend a few decades in. 61 years old and standing 3'2" tall when in her Estray form, she has pointy ear tufts, extravagantly long whiskers, and silver fluffy fur. She speaks in a mirthful and mocking voice but has mercurial mood swings. Her regal ermine cloak tends to flap around a lot but is well-cared for and covers her ratskin vest and breeches. It also blends in really well in the shadows and is leather lined. Since coming to Dolmenwood, she has been searching for the perfect place to build a secret palace that she believes will fit her self-inflated view of herself. From the Fay she believes that dreams are the true reality, and Dolmenwood is a shadow of a dream. She carries a lute that is always out of tune in the morning, but by evening is perfectly tuned.

Grimalkin have some nice bonuses: being small they get a +2 AC against large opponents (larger than human-sized), eating a giant rodent heals 1 point of damage, a single glamor, target of 5 for listening, magic resistance and of course the shape shifting which confers a few nice things as well. 

Her glamor is through the keyhole, allowing her to get through any door with a keyhole. A handy glamor for a thief! And once per day per door, making this pretty powerful. 

The thief skills are on par with OSE in general, so in game play the book would be needed to for all the rolls. Rolling she has leather (and hence her cloak is leather-lined, and apparently ratskin clothing is tough!). The 3 daggers fit well, particularly for her backstabbing skills, but going to swap out the long sword for a short sword as she is too short to carry a sword longer than she is, unless you count her tail.


Wednesday, January 24, 2024

Character Challenge 23 of 31: Classic Traveller Navy

Mondays are always too busy so I never got to post a challenge then. I did the challenge yesterday from the last of my emergency stash, so we'll do a shorter character challenge today, which generally means Classic Traveller as a few dice rolls and you have a character!

Starting with the traditional UPP, I roll 8A579B - a knight off the bat! An even roll and a woman noble. Using Book 1 Navy as social works best there. The education +2 to get in and...she only gets in by the skin of her teeth and that +2 education bonus. Already we have a story of someone who was almost passed over, but got in by a good word from one of her teachers (and in newer versions of Traveller that would be formalized as a contact, but there is no reason we can't backport other rules. One of the many reasons I love Traveller!)

Term 1 Age 18-22

A fresh Naval recruit Aethyl von Smythe is commissioned as an ensign in her first term, but does not quite muster the wherewithal for a promotion. She picks up Engineering-1 and Cutlass-1 as skills. She worked in the engineering decks, practicing with the traditional Naval cutlass in her spare time.

Term 2 Age 23-26

Ensign von Smythe gets promoted to Lieutenant, gets her Pilot-1 certification, and through working out hard in the gym, gets +1 strength. 

Term 3 Age 27-30

Promoted to Lt. Commander, she learns emergency procedures with Vacc-Suit-1 and has powered through her Gunnery-1 certification.

Term 4 Age 31-34

Easily surviving again, Lt. Commander von Smythe was passed over for promotion. Probably as she was studying hard for Medical-1

Term 5 Age 34-38

Survival has not been an issue, and apparently, she was noticed and promoted to Commander. She also earned her Electronic-1 and Medical-2 certifications. 

Term 6 Age 38-42

Age is starting to take its toll: she failed the strength aging roll: despite her earlier gains, too much time in zero gravity has impacted her a bit. She passed the other rolls so we are actually back at her original stats.  She survives and is passed over for promotion. She gets Navigation-1.

Term 7 Age 42-46

Deciding to press her luck, she loses another strength but passed the other two aging rolls. She does make her promotion to Captain which bumps her social to C, Baroness. and gets a +1 intelligence and her medical-3 certification. And decides she is old enough to enjoy herself more in the civilian world.

Mustering Out

As I did not roll 12, she does retire. Having 7 terms of service and rank 5, she gets 10 rolls. We'll do 3 on the cash and 7 on benefits. This nets her all of Cr11,000, her Naval cutlass, a membership of the Traveller's Aid Society, +2 education and +1 intelligence, another +1 intelligence, another +2 education and a weapon, which I am using to bump her to Cutlass-2. Additionally, her retirement of Cr8000/year to be collected at any Naval port.

Captain Aethyl von Smythe, Baroness of Winneauer, Doctor

7A5ADC age 46
Medic-3, Cutlass-2, Pilot-1, Gunnery-1, Engineering-1, Vacc-Suit-1, Electronic-1, Navigation-1
Cr11,000, Cutlass, Traveller's Aid Society

From the Magyar Sector, Aethyl von Smythe was born the 2nd of 6 children. With her sister, she joined the Imperial Navy and rose up through the ranks. While her sister made Admiral and is still in the Navy, Aethyl, feeling the pangs of age, decided she would rather tour the universe on her own. Mustering out, she realized that her years of service really paid off: granted a barony on Winneaur and her medical license, she has the freedom to do as she likes. Often found in the Traveller's Aid Hotels on various worlds, she has been known to sign on as a ship's doctor on strange whims. While she does not need to work she did spend 6 months as ship's doctor on a tramp freighter that went beyond Imperial space just to "see what is out there". Her book knowledge serves her well as she uses that in new situations.
Baroness Dr. von Smythe at a medical facility she toured after mustering out


The planet was the 1st planet when hitting the random button on the TravellerWiki. Maybe I'll expand that out and make some maps later. When I have time!

Tuesday, January 23, 2024

Character Challenge 22 of 31 - Durva Brighthand, Gnoll and a game recap

Mondays are busy, and even though I had this one stashed away, I never got time to post and cleanup anything. And as we had the not particularly well-run battle last night, we can present this character who was at the battle, but when the tide turned, he and several of his gnolls turned tail and left to try again another day. Which I also need to present to the players as they were busy fighting the kobolds. There will be a brief game recap at the end of this post.

Last October we had our own challenge for October: an RPG thing a day. While in theory it was supposed to be fairly general (at least I thought that was the intent though others say it was specifically for this game so I will admit being confused as normal), we also put some effort into making things we could actually use. As one of the players is bringing a gnoll pack to attack Windemere Crossing at the behest of their god Yeenog. Obviously, this is going to happen as I even scheduled it on the calendar, had the Elf princess be seen as she and her guards went to the Silver Pirate in, and there have been two sightings of kobold scouts. Why kobold scouts? Because I misread the story! Why we have a kobold mage as a character as well in this challenge! 

According to the Revenge of the Horde:

To a gnoll, clan is everything. Individuals may disagree, fight or even kill each other, but the good of the clan comes before all else.

They are scavengers through and through. The guidebook indicates that there are several types of gnolls: plains, gutter, rock gnolls. Thinking that the rock gnolls fit best for this area as the plains are far to the south (and east and west perhaps as I don't have a world map, so those areas are still "here there be dragons" waiting to be filled out as needed). Gutter gnolls are the city-dwelling gnolls. 

Rock gnolls plan their attacks more thoroughly than other gnolls. They may also speak common languages and even do some trade. Windemere Crossing has not had any experience with gnolls in anyone's memory. Perhaps because their shaman has used magical disguises for their scouts.

Durva Blighthand is a gnoll Alpha. Their shaman Gougher Spliteyes speaks to their good Yeenog. Durva led the attack against the Elven enclave in the mountains, killing the Elf Lord. Leader of the Bitter Fields pack, he wears the Elf Lord's skull on his breastplate. A viscous hunter and often a cruel leader, he wants to expand the clan's reach. While his pack thinks of him as a king, he leads by example, and is at the forefront in the battles they wage. 

Knowing that the Elf Queen is in Windemere Crossing, he wants to take over that town for the clan. It's tall walls and stout gates would protect the clan and trap those who live inside now. The pack is already moving, and he has information from his scouts that have been in the area for weeks now. These scouts look like kobolds, or dwarves, or other creatures thanks to the magic pendants Gougher Spliteye crafted from the skulls of those creatures and his magic.

Durva Brighthand Gnoll Alpha

STR 13    INT 11    WIS 10    DEX 12    CON 15    CHA 9
AC 15 (shield + natural armor) HP 32 Att 1 x weapon, heavy spear 1d6+2 MV 90 (30)

Part of a large warband when attacking Windemere Crossing, their main goal is to capture the Elf Queen and also to take over the village. However, there are now 3 squads of military people there (spearmen, archers and swordsmen) as well as a few town guards. I need to figure a good way to handle mass combat.

Regardless, the war party of gnolls will have Durva Brightand leading the group of at least two dozen gnolls. 

Game Recap - The Battle of Windemere Crossing 28th Haelhold

Heading down the mountain, as they come into sight of Windemere Crossing, they see off in the distance a caravan leaving the trade town. The town seems quieter than normal, and the town guard, Anya Van Rynel directs them to the town hall, where an emergency meeting was taking place. Usman, a trader, was speaking to the town tribunal, with the military heads in attendance. He had barely survived an attack on the caravan by a group of gnolls, and only by the swift axe of Nasliope, the tall woman standing next to him but watching the even taller burgermiester carefully. They were planning to attack the town, in search of some Elven queen they had been following. Then the city bell began to ring, and the battle commenced.

While I had tried to plan for an exciting mass battle, it was not to be. The characters took to the east gate with the spearmen and defended the gate against the kobolds. They managed to keep them from the walls, with Quinby and Baldur cutting the ropes from the grappling hooks. The partially finished gate was being held close with the might of the spearmen until the kobold mage used a lightning bolt to destroy the gates. At that point, Krag took off, swinging his mighty sword. Quinby kept slinging stones at the increasingly irritated mage. And as normal, there was a lot of misses in there from all side. They group saw Lurbok coming up behind the mage, but he was stopped by two of his entourage. Baldur had leapt down from the wall and drove his spear right through the kobold. Enoki tried as well but landed off-center. There was a bit of battle there, with the spearmen usually missing, but at least the kobolds kept missing as well. After several rounds of missing the kobold guards, Lurbok did manage to actually hit and kill one of them but by then he had taken a lot of damage and was killed in next attack. Enoki has been running over there to help, and he did cast his spores. but the mage actually made his save, so there was no effect. He battled the two kobolds and managed to kill one, then landed the final blow on the mage that killed the kobold. There was a crowd of spearmen fighting kobolds with the characters, and while only 1 spearman died, the group finally managed to kill of the 20 or so kobolds. Rennor had joined the scrum by then but also repeatedly missed. Krag gave Rennor her father's sword, Orc Biter, as she wept quietly. Quinby is the proud owner of a magical robe that gives him an AC or 15. I'll have to write this up. Perhaps there will be a downside. He also tried to make friends with Aedel. 

The other groups in the attack off-scene managed to fight off the small horde, losing 2 swordsman and 1 overly patriotic citizen. Lommarlum was severely wounded in the battle, and Baldur brought him back from the brink of death. Arrows have a pretty good shield against the gnolls who apparently had not thought through the walls with archers on top. 

We wrapped up there. Owlbear rodeo worked pretty well - I had the big map of Windermere Crossing available but I also made a quick and dirty wall for the city for that particular scene.

Battle at East Gate

In the end, most of the gnolls were killed, and there will be a bonfire outside of town. Lurbok's death will hit the town oddly: he was the stablemaster, and he died defending the town. But he was an Orc. His daughters (he has several) can take over the stables as they already did most of the work. Rennor is going to double down in training, getting used to her father's sword (which is a +2 sword for her, though oddly -2 against gnolls). As per Enoki, she wants to be a protector. Behing closed doors, the two Amazons have a lengthy discussion, resulting in the Burgermiester saying she will stay on until high summer but then has to leave. Nasliope is staying as her guard, though both women are big enough that few people want to mess with them. Under her cloak, sometimes a flash of metal can be seen as Paoatie starts wearing her armor again. 

I'll write up a few things and present that at the next session. I am obviously getting tired, so someone else can run a game for a while. I am hoping they want to come back to this, but we'll see what they want to do later. But at least everyone leveled up!

NPCs Met

Usman - caravan master / merchant
Nasliope - Amazon 
Burgermeister Paoatie - Amazon
Lommarlum - Dwarf captain of the military group
Aiden - archer captain
Anya Van Rynevel - town guard
a lot of dead kobolds and one dead kobold shaman
Aedel Snoodles - Breggle

2024 Challenge