Showing posts with label ADnD. Show all posts
Showing posts with label ADnD. Show all posts

Friday, June 11, 2021

OSRIC - Available on DriveThruRPG

Over the years the sites and means of sharing digital content have changed and OSRIC was among the early adopters. The First Edition Society started with using its website and then shortly used Lulu

Now the First Edition Society has released OSRIC and Monster of Myth on DriveThruRPG.


I hope this raises the visibility of the one of the two critical rulesets that ignited the Old School Renaissance as we know it today.

Monday, September 21, 2020

Advanced Edition Tables with Javascript

I continue to covert over some of the tables I made with Inspiration Pad Pro into Javascript. This time it is the Grenade Scatter tables from the DMG and the NPC Personae Table.

Enjoy!

Advanced Edition Tables


Friday, July 19, 2019

Classic D&D, Weapons.

My friend Chris over on Clash of Spear on Shield talks about Sling damage versus Large creature. Particularly how sling damage increases versus large damage and how he finds issues with that idea.

Which leads to a wider question of the consequences of the different options for modelling weapons, injury, and armor class in various editions of classic DnD.

Recap
In Chainmail man to man combat the odds of an opponent be killed was found on a chart cross indexing weapon versus a specific type of armor. You roll that number or higher on 2d6 and the target was killed.

This element was not in the original release of the 3 LBB (Little Brown Books) but worked it way in with the release of Greyhawk. There it was presented as a weapon versus AC chart. Using the chart would result in a modifier (or not) to your to-hit roll if you were using that weapon versus that armor.

The chart is derived from the man to man chart in Chainmail. Basically that was a 8 or better to hit was a +0 modifer and the rest were calculated from there. Although Gygax tweaked the number as it doesn't quite line up with the man-to-man chart.

Greyhawk also saw the introduction of variable weapon damage where each weapon used a different dice and/or modifier. Along with a different set of damage for large creatures.

Finally in ADnD we see weapon length, weapon space requirement, and weapon speed factors. Weapon length explicitly defined how far an opponent can be attacked, and weapon space defines how small of a space a weapon can be used effectively. Weapon Speed factors only came into play if initiative was tied and could result in multiple attack for the wielder of the weapon.

The State of the Mechanics
Not all of these mechanics found their way into people's campaigns. Either back then or today. Of these varying weapon damage is the one that is most commonly used. A different set of damage versus large creatures is not found as often. Weapon Length is sometimes a factor especially if the weapon is clearly a polearm meant to be used in the 2nd rank or further back. Weapon space requirements is also run on an ad-hoc basis.

Weapon versus AC may be a little less popular than Weapon Speed Factor but not by much. Both are are generally not used. Weapon vs AC involves yet another chart lookup, and Weapon Speed Factor was part of a initiative system so poorly understood that there are two separate interpretations and  multiple page documents to attempt to explain them.

My Take
So when it comes to my Majestic Fantasy Rules, my reasoning was a follows. The core of combat is the to hit roll versus Armor Class. It bundles actual contact with overcoming the armor into a single roll and an essential part of how classic editions work.

I think varying weapon damage is the way to go. Injury is caused by force. Force is determined by mass time acceleration. Different weapons have different masses and are designed differently to channel that mass into force. So varying the damage dice for different weapon is a good way to model this without getting overly complex.

Because damage is a result of force, which equal mass time acceleration, it doesn't make sense to me to vary damage for large creature. Instead a more straight forward method to give them more hit point or hit dice to represent their increased mass. Luckily classic DnD is consistent with this with the various giant versions of creatures so I don't have to do any work in this regard.

As for weapon speed I prefer individual initiative where everybody rolls 1d6 plus bonuses. High roll has the option of acting first. The classic weapon speed mechanic has little relevance for me as it tied tightly to the ADnD initiative system.

While I think that Weapons versus AC is one chart too many, I think the concept is sound. Different weapons are designed differently and some are more effective than other against certain types of armor. Despite the abstract nature of classic edition combat, it at level that I think a light touch would be add something to combat.

 I opted to handle this by noting any special bonuses in the description of the weapon. For example maces gets +1 to hit versus opponents wearing chainmail or gelatinous creatures like ochre jellies or black puddings.

This method allowed to add other interesting attributes to weapons with a similar light touch. For example an axe can be used to pin a weapon if the opponent fails their saving throw. Something I learned from reading how axe were used throughout history. Typically this is followed up by a blow from the shield or a takedown after grappling with the opponent.

You can read my take with the either of the following two free downloads.

The Majestic Fantasy Basic Rules
The Majestic Fantasy Equipment Rules

Thursday, May 23, 2019

OSRIC now has a wiki

OSRIC, the first retro-clone, now has a wiki available. A useful resource for people using OSRIC to run 1st edition campaigns. You can read the announcement on the Knights and Knaves forum.

OSRIC Wiki

Kudos to PresGas and his team for putting in the time to do this.

Monday, December 31, 2018

Baseline D&D Combat Simulator

For my final post of 2018, I am posting a link to a DnD combat simulator.

DnD Combat Simulator

While having two combatant whack at each other until one of them is dead is not very realistic in terms what goes on in a campaign. It is a useful baseline to have while designing a combat system.

The source code for this can be downloaded from.

DnD Combat Simulator Source Code

I developed a similar utility to use with a Majestic Wilderlands RPG based on Fudge and confirmed the feedback I got from my players that a +1 advantage seems to tilt the odds by a lot. No matter how I tweaked the combat procedure the steepness of the bell curve of 4DF dominates how bonuses work.

Ironically it wasn't until two years later I found d6-d6 fixes the issue as the bell curve is now the same as rolling 2d6.

With this utility one get a rough idea of how the changes over various DnD editions effected combat by plugging the various numbers as they existed in ODnD, ODnD+Greyhawk, ADnD and so on.

Hope this proves useful for your campaigns and I wish everybody a Happy New Year!



Monday, August 20, 2018

Updating the OSR Survey

For a long time I had this page attached to the blog. It is a survey of selected sites and links that promoted themselves part of the OSR or were about playing, publishing, or promoting a classic edition of D&D. It needs updating as it still get a significant number of hits

So  calling on the wisdom of the crowd for updated links and additional links to be included. The criteria is either it promotes itself explicitly as part of the OSR or the link is about playing, promoting, or publishing something based on the classic editions of DnD. This includes material like White Star or Star without Numbers.

I will look at the comments made for the next two weeks as well add in my own decisions.

My goal for the survey to give a novice a taste of the range of material and fuel further searches on their own. Along with selected items of personal interest that I wish to highlight.

With 3,000+ works identifying as OSR on RPGNow alone there no way a single individual can hope to present a comprehensive list unless that their primary interest. Even Guy Fullerton with Hoard and Hordes with a narrower focus on material supporting Gygaxian DnD, had to switch to a methodology of "stuff I am aware of" after 2012.

Tuesday, January 23, 2018

Making a campaign human centric with the least amount of violence to RAW

+Joshua Macy has a complaint that not uncommon, all the players in his campaign made non-human characters. Let's face it, non humans are cool kids of fantasy roleplaying. Most races have interesting backstories, memorable characters, and of course the racial abilities. Sometimes all three like with the Drow.

Starting with DnD 3.0, later edition attempted to rectify this by giving Human their own racial abilities. Typically extra flexibility by granting a feat or two, increased ability of the player's choice, or more skills. But still it seems lacking and rather bland.

The primary way I fixed it was to grant a 15% XP bonus for humans that works the same as the XP bonus due to having a high prime requisite. Read below the fold for my reasons why.

Thursday, October 26, 2017

Observations on what is Dungeons and Dragons

 After working with this stuff for a decade I observed that there are common elements in the RPGs that are consider compatible with one or more editions of DnD. I found it useful while working on my Majestic Fantasy Rules to keep these in mind as I develop various subsystem.  There is no right or wrong way of doing this but it is helpful to have a starting point. 

My view of what constitutes a minimum set of mechanic for a DnD related RPG are:
  • Six attributes: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma generated on a 3 to 18 scale with 10 being human normal average.
  • Saving throws to avoid bad things.
  • Armor Class as a target or an index to a chart to see if damage is scored.
  • A d20 to-hit roll
  • Difference races/cultures that offer a package of attributes bonuses and abilities.
  • Experience is represented by higher levels. 
  • Classes that are a package of abilities arranged by levels.
  • A character's health is represented by Hit Point when brought to zero incapacitates or kills the character.
  • Creatures can have hit dice instead of levels.
  • Creatures at a minimum have hit dice, hit points, movement, armor class, and a list of special abilities including attacks.

Beyond this anything is fair game. As long the above list is implemented it will be highly likely that the game will be seen as DnD compatible.

The Numbers
The interplay of the numbers used for the to-hit roll, armor class, hit points, and damage is a large part of what gives a specific edition their flavor.

You need to keep this in mind because the numbers work out differently for ODnD, ODnD+Greyhawk, ADnD, ADnD+Unearthed Arcana, Holmes Basic DnD, B/X DnD, BECMI DnD, ADnD 2e, ADnD 2e + Skill n Powers, DnD 3.0, DnD 3.5, PathfinderDnD 4e, and DnD 5e.  The good news it is not rocket science. Just need to figure out what edition you want it to be like and go from there.

Simplifying things even further the above can be grouped into broad categories:

  • Classic DnD (ODnD to ADnD 2e)
  • DnD 3.X (DnD 3.0 to Pathfinder)
  • DnD 4e
  • DnD 5e

The Stuff
If you noticed I didn't mention anything about specific classes, spells, magic items, lists of monsters, etc. To me these are setting details, either specific settings like my Majestic Wilderlands, Tekumel, Blackmoor, or Forgotten Realms. Or the generic fantasy that the core books of most editions of DnD assume.

With stuff like Dark Sun, Spelljammer, Eberron, Lamentations of the Flame Princess, Arrows of Indra, Spears at Dawn, and other worthy works, I think it been established a RPG can be considered DnD even if it depicts a radically different setting or different vision of the fantasy genre.

For most of these games this was accomplished by having a different set of class, items, monsters, and even different systems of magic.

Conclusion
The point of this post is to offer a useful starting point from which to develop your own take on the world's most popular roleplaying game.




Tuesday, October 10, 2017

How much is having Initiative worth?

So here is an interesting combat question how much initiative is worth to the side having it in various editions of Dungeons and Dragons?

When I was mucking around with Fudge, I wrote a program that simulated two guys whacking the other with swords. I did this to see how the number worked out over thousands of fight. I coded up GURPS Basic Combat and classic DnD Combat to use as comparison.

One of the things I did was randomized starting initiative at the beginning of combat. Then alternated sides from that point on. So I was playing around with it today and I noticed something interesting. When two combatant have equal stats with random starting imitative the odds look like this for 10,000 fights.

Alex Wins 5060
Brian Wins 4940
Average Rds 4.1268


So when I gave Alex starting Initiative all the time. The result was this

Alex Wins 5575
Brian Wins 4425
Average Rds 4.08065
Then switched to Brian

Alex Wins 4512
Brian Wins 5488
Average Rds 4.0986


The implication is that having initiative all the time increases your odds of winning combat by 4.5%. This is especially relevant to DnD 5th edition where the default is to roll initiative once.

Note: Both Alex and Brian had AC 12, +1 to Hit, 1d8 damage, and had 10 hit points.


Tuesday, September 27, 2016

Armor as Reduction

+Joshua Macy shared a post from Tales of the Rambling Bumblers about Armor as reduction.

The advantage of armor is that is distributes the force of a blow over a larger surface area than the weapon itself. The result that the force experienced by any one part of the target's body is considerably less despite the total amount of force being the same. Also note it points out why even the plate armor is not 100% effective in all cases. Not because of gaps but rather there are times when distributing the blow is not enough. A lot of time this will result in some form of blunt trauma.

Armed with this knowledge, it makes sense to represent armor as reducing damage right? That classic DnD got it horribly wrong with the Armor Class system. Well it turns out that classic DnD had a very good reason for using Armor Class in combat. It also goes hand in hand with levels and hit points.

It has to do with the game Chainmail. In Chainmail, you had man to man combat. You cross indexed the weapon you were using against the armor being worn by the target. You roll 2d6 if it equal to the target number or higher the defender is dead. In the fantasy supplement of Chainmail, a Hero could fight as four figures, and you had to deal four hit in mass combat OR man to man to take out a Hero. A Super Hero fought as 8 figures and took 8 hits to take out.

When Dave Arneson started up the Blackmoor campaign focusing on player playing individual rather than armies, his starting point for man to man combat was the Chainmail rules.
One hit = one kill was boring to Dave Arneson, so he expanded it to 1 hit = 1d6 damage and 1 hit to kill = 1d6 hit points. In addition instead having just three ranks of experience (Veteran, Hero, and Super Hero) he allowed character to be in-between those rank. A veteran+1 that could take 2d6 hit points of damage. This led to the concept of levels with the Veteran being 1st level, the Hero 4th, and the Super Hero 8th. Gygax used this as the foundation for his draft of Dungeon & Dragons. And it was carried over the final version released in 1974. In the Greyhawk supplement weapons damage was varied in the number and kind of dice used, and each class was changed to use a different dice for hit points. (MUs and thieves: 1d4, Clerics: 1d6, Fighters: 1d8) That what the abstraction of armor class, hit dice, and hit points means in D&D. Everything else is after the fact justification for how it evolved from Chainmail. The more interesting question is why did it stick around for so long? There are lot of examples where trail blazer in a field is supplanted later by another that finally gets it right. But the classic D&D abstractions persist to this day and enjoy widespread popularity.

Thursday, August 20, 2015

The Gold Box series is back!

At Good Old Games.

Don't know what the Gold Box series is? It is the first computer game I played that faithfully replicated the first edition rules of ADnD. Playing out Pool of Radiance was the first time +Dwayne Gillingham+Tim Shorts and myself actually played ADnD together. Since it was turn base we could switch playing our individual characters during combat along with the deciding what the best course of action for the rest of the game.

Saturday, July 11, 2015

I don't where to put my low stat.

This is a pretty funny video and one of the best DnD related songs I ever heard.

I don't where to put my Low Stat by Dr. Mary Crowell.


Tuesday, July 7, 2015

Delving into AD&D, The 1st edition Player's Handbook in PDF

Yup! The PDF for the Advanced Dungeons and Dragons Player's Handbook is now available at RPGNow. While it does have the reprint cover it has the remastered searchable text and the file size clocks in a 5.3 meg. I still have the version I bought off of Paizo and it was a series of scanned images at 23 meg. So the smaller size is appreciated.

While Wizards doesn't allow page extraction it does allow you to copy text and graphics out of the book.

This is absolutely fantastic. Now if they would just set it up for print on demand!

Monday, March 19, 2012

AD&D's Dual Classing doesn't suck (much)


Recently in an AD&D campaign a player lost his character and the DM decided to allow him to make a new character with the same amount of XP. After looking at the PHB he decides to go for Bard (which involves Dual Classing). We were 7th level characters when this happened.

To our surprise he was able to make a 3rd level Bard dual classed as a 5th level Fighter and a 5th Level Thief.

What happened is that the rough doubling of required XP to advance really worked in his favor. It required only a modest amount of XP to advance to 5th level in both Fighter and Thief and then to 3rd level to Bard.

The implication of this is that in AD&D 1st; Dual Classing isn't as onerous as it first appears. Because when you do it, it is likely that you will continue adventuring with the rest of the party. The XP award will not be what you getting when you were at low levels but whatever the party has been tackling i.e. deeper dungeon levels.  Advancement through the lower levels will be a lot more rapid than what occurred for the original levels.

When it all said and done it is likely the dual classed character will only be a level or two behind the rest of the party. By that point it is likely he would have exceeded his former levels and regained his old abilities. So as crazy as the old Bard looked it doesn't look as bad as it did before.

Friday, October 7, 2011

Into the Dark Lands with Boog Part III

Sorry for the belated post. This for the September 28th session. I will have the notes for this week's session up on the weekend. After the conclusion of this adventure Boog survived to be 2nd level! Also I rolled maximum hit points for a total of 26!
A bunch of rot grubs fell on Corum and Grim. Boog, Corum, and Grim manage to knock a few off. A few burrowed in and the party managed to burn them out. The shrine had a curtain made of flesh along with three wooden masks for the statue. Wolf, Goblin, and Bird. After searching the room the party went further in. Found a latrine and killed a goblin taking a dump. Pushing further in the party discovers a temple with four black goblins. The fight doesn’t go well and Boog fumbles his halberd away. Boog takes a potion of speed aging him by one year. The party manages to down the four black goblins when the Goblin Lord appears. It turned out that Boog was charmed a while ago by the Goblin Lord. The party had no choice to listen but to everyone’s surprise the Goblin Lord offered a truce along with information. As sign of good faith the Goblin Lord let Grim keep the glowing sword. We agreed to talk to Commander Sterling about the Goblin’s Lords Offer.

On the way back Grim saw a guild symbol drawn in the dirt of the path. Looking around he found Mo a fellow Halfling thief one of Waldron’s cronies. Mo is not happy with Waldron and told Grim that Waldron has set Bear’s traps along the path we were using. We headed back to the fort by a different way. We also learned that Waldron has five to seven men including Smoke and Manny.

Back the Bastion, the party got healed. While we were eating, Grim and Corum talked to Marshall one of the farmers. It turned out that Waldron is promising the farmers a lot if they would join him. Prall left the Bastion to join Waldron. We took Marshall to Sterling who was saddened that Manny left. Sterling mood picked up after we told of the truce offer and he readily agreed.
The next morning the party headed back to the Goblin Lord to tell him that Sterling agreed to the truce. The Goblin Lord seemed pleased at this and told us that one of the outlying villages, Cason, was going to be attacked by Hobgoblins. He also gave Boog a +1 Ring of Protection. It can’t come off unless Boog decides to let it come off. The Goblin Lord also assigned one of his Black Goblins to accompany us.
The party debated about whether to go after the Hobgoblins or Waldron and we decided that the Hobgoblins were priority. Cason was a day’s hike away so we left right away. Along the way we found a band of four hobgoblins and we ambushed them. The fight was nearly as bad as the Black Goblins and Boog injured his arm. Luckily it was his off arm so he was able to use his footman’s mace to continue fightings. Afterwards the party found a cave and retired for the night.
Here is the adventure record.

Front PageBack Page

Wednesday, September 21, 2011

Into the Dark Lands with Boog Part II

Tim had his second session of his AD&D campaign last night. Rusty Battle Axe joined in although we had technical difficulties with Fantasy Grounds. We gave up and plan to fix it later this week. Probably something to do with firewalls and their setup. What made it strange that his gamemaster mode looked like it would have worked. But the player side didn't work. So we did voice for Rusty and trusted his die rolls. Fed him the maps through Skype downloads.
Grim, Corum, and Boog woke up the next morning after the Goblin Raid adventure and got breakfast. Boog collected the extra bacon rations that were owed to him. He let the soldier (the one he gave the shield too) keep half of his bacon as Boog was feeling good about everything. After breakfast the party headed into the woods where they spotted Waleron talking with an elven mage. Mage was new to the area and not at the forts when the pass collapsed. The Elven mage went over and talked to the party and offered to take items that weigh no more than 5 lbs with him. He wants a large fee to do this. Unfortunately this meant that Boog couldn’t send his Ma a message. She is working at the Green Stag Inn at the Wayfarer’s crossing. Waleron look pissed because the party was there.

The party made it to the goblin cave without incident. Boog gives Corum the potion of healing. Once inside the party makes their way further into the caves where they find a room filled with goblins eating, sleeping, and gambling. After carefully planning, the party attacked and had the element of surprise. The fight didn’t go so well as nobody could seem to hit anything including Boog. Boog fumbled his halberd away and it nearly turned disaster when Boog critically fumbled with his mace and KOed Corum in the head. Boog and Grim managed to kill the rest of the goblin and got out of the cave with Corum.



The party got back to Jedebiah’s Bastion and got Corum healed. Waleron mocks Boog for his ineptness. Boog gets Corum’s helm fixed at Henry (the smith) while Grim talks to Jonathan. Jonathan wants to work out a deal with Grim to get some goods into his shop to trade with. The party works at their jobs the rest fo the day (Grim, leatherworker, Boog, teamster, Corum, healer). The party meets Sterling that night and after giving the report Sterling arranges for a fighter named Dixin to join the party. He wields a spears and seems like a good person. That night, while trying to get to sleep, Boog wakes up after a snake bites him. Luckily the snake wasn’t poisonous according to Henderix. When Boog some back he finds Waleron and his cronies laughing at him and Boog punches Waleron in the face. Everybody backs off before the fight turns serious but Waleron and his goons back up everything and leave the fort. Waleron tells Boog that he just signed his death warrant.

The next morning Boog and the party (plus Dixin) leaves and heads to the goblin cave. They find Bear the Trapper with the crap beat out of him. Apparently Waleron and his goons attacked him and stole all his equipment including traps. Boog give Bear his special dagger (normal but a fantasy bowie knife). Bear appreciates this. The party decides to deal with the goblin cave first and head there. Once in the party try to sneak in carefully but sets off an alarm trap. The party manages to hide in time except for Boog who starts fitting a big goblin with a magic sword. The goblin is quickly killed and looted. The party heads deeper into the caves and finds a unused crossbow trap at the end of the corridor. The crossbow needs repaired to usable.

The party opens one door and find nothing, opens another and finds what looks like to be a shrine. There is a silver bowl on a altar, a dead goblin before the altar and a curtain dividing the room. The bowl is carefully taken. The curtain was open to reveal a hideous statue of a god and then a bunch of rot grubs fell on Corum and Grim.



Brian got to 2nd level as Grim which is great he now has 11 hit points and better skills. Tim's critical tables are brutal but they mostly work in our favor except for Boog's head shot on Corum. Looking forward to next week.


Once again a copy of the adventure record sheet
Front side
Backside

Wednesday, September 14, 2011

Into the Dark Lands with Boog Part I

Monday Tim ran the first session of his Into the Dark Land campaign.The characters was me playing Boog and Brian playing Grim a Halfling Thief. The session was pretty good. One outstanding item as Tim's Background notes. Not only they were well written and interesting they were formatted like a professional product. You can see a copy of the campaign start document.

We started out in Jebediah's Bastion. Boog thinks that complicated so calls it Jeb's Place to himself. Boog came here to find enough gold so that his Ma wouldn't have to work in the inns anymore (she is a cook). Jeb's Place is at the exit of Wallace Pass the only way through the rugged Reznor Mountains. Beyond are the Dark Lands. Named because the of surrounding high mountains limiting the hours of full daylight. Goblins, Orcs, and other humanoids like it here and it all prime land.


Unfortunately bad luck strikes and a major landslide covers the pass blocking the only way back to civilization. Of course the goblins hear of this and attacks Jeb's Place and thus the campaign begins.

Just to let everybody know, Tim has a distinct style of drawing maps that I think is great. I am flattered to draw maps for him and probably do better on the actual dungeon maps. But he really should use his local maps, like the above of the bastion. Especially that RPGNow has a cheap full color option (16 pages for $3 or so) for publishers to use. They are great to look at and very evocative of his setting.


The Goblin Raid

Goblin’s attacked Jebediah’s Bastion. Boog and Grim stationed at the pass exit. Ten goblins repelled down. Boog killed seven while Grim killed three. Grim gets knocked down to zero hp while going after Russell the fletcher. Boog kills the goblin, and Russell promised Boog his share of bacon, especially after Boog gives him the metal from two swords.

Grim revives and is helped to the shrine to be healed. Boog takes the swords to Henry the blacksmith and gets 8 tokens for later use. Waldron calls Boog an idiot and Boog beats him after connected with two blows. Hendrix lectures Boog about fighting but heals him anyway. Commander Sterling wants to see Boog and Grim at the tower.

Commander Sterling wants us to go into the woods and try to find the Goblin Lair. Promises us extra rations as an award and will consider it a favor. We agreed and went off to get something to eat. We talk to Corum, our friend who is also a cleric, Corum is bummed that he can’t go. Grim promises to talk to Sterling about it. We go to sleep and in the morning head out to the forest. At the gate, the soldier ask Boog to get a shield for him. Boog get him to agree to give his share of bacon for the shield.

Grim and Boog head into the forest and walk for a while. At one point Grim smells smoke from a settlement. When Boog and Grim scout around they see a boar. Boog immediately starts hunting the boar with Grim nagging at him. Boog shoots the boar and then charges it. Then fail save and get caught in a net trap set by four Goblins. The four attempt to shoot Boog but only one manages to hit. Grim sneaks around and backstabs on of the Goblins. Boog rips free from the net, while the goblns take more shots at him. Luckily Boog doesn’t take a hit. Boog and Grim take down the remaining goblins and finds one of them alive. While interrogating, the goblin reveals that the Goblin Chief has hidden his treasure in the woods and he knows where it is. However Grim had a enough and kills the goblin. We kill the boar and string it up to drain.

We head down a path and find the Goblin cave, Boog and Grim surprise two Goblin guard, unfortunately one of them gets a lucky hit and Grim goes down. Boog manages to take down both and carries Grim out of the cave. Then Boog gets the two goblin bodies and hides them outside. Hopefully the chief just thinks they ran off.

On the way back Boog and Grim spotted Smoke, one of Waldron’s flunkies, searching the ground of a clearing. After a while he finds something, notes the spot and leaves. Boog watches as Grim searches who finds a locked box buried. It is guarded by a swing tree spike trap which is disabled. The box is dug up and Boog puts it in his pouch. Boog had to make a save when he accidentally set it off while trying to hid to give Smoke a surprise.


Boog and Grim make it back to the Keep. Everybody cheers at the sight of the boar carcass. Boog and Grim reported everything but the box to Commander Sterling. Sterling agrees to have Corum accompany us back to the goblin cave. After getting Grim healed they goto the shrine to open the box. Corum doesn’t like this and thinks we should report it. Inside we find two healing potion. Grim gets one, he needs it, and Boog gets one after Courm said he would turn it in if he got it. Boog plans to give it to him at the cave.
I am also in the middle of writing an account from Boog's point of view. I will post a pdf link when I get it done. The critical hit system was simple and bloody, I will leave it to Tim to post the details on that. We handled pummeling with a normal attack roll and doing 1d3 + str bonus for damage. I think it was 1/4 real and the rest subdue damage. I was real lucky to have the 18/00 strength as I think Waldron was somewhat higher than Boog.

This is a copy of the the adventure record both the front and back.
The updated character sheet front and back.
Looking forward to see what happens in the next session and having the Rusty Battleaxe join as his cleric Corum.

Note: These sheets can be gotten from the Mad Irishman.