A RAW OSE Solo Play Log of B1 In Search of the Unknown, Part 3
The Second Expedition to Quasqueton
Welcome to Part 3 of my solo rules-as-written Old-School Essentials play log of B1 In Search of the Unknown (1978) by Mike Carr. In this play through I try to meticulously follow OSE procedures. I heard from a few people who listened to Part 1 with Substack’s text-to-speech feature, like listening to a podcast. In response, I decided to aim for 4500-5000 words for Part 3. This should take text-to-speech software about half an hour to read. My plan is to continue this series until a party finishes the module but I have plenty of other posts in the works, which I will post in between new posts in the series. Any feedback is appreciated and may affect further entries.
Series
Part 1 (The first expedition to Quasqueton with 5 PCs.)
Part 2 (The rest of the first expedition, followed by a return to the keep, and creating replacement characters. Includes a detailed example of how I approach character creation for this game. Ends with preparations for the second expedition.)
Part 3 (The second expedition and its aftermath. I discover some discrepancies between earlier and later printings of B1. I also offer my reflections once again.)
Day 5
Around noon, Tilken felt fully rested and healed. We left the keep behind soon after, the scribe at the gate noting our departure, and we set out on the road east. Waiting for us 100 paces down the road was the hooded figure Tilken had seen in the common room. They called out.
“I would accompany you to the stronghold of Rogahn and Zeligar if you would have me. I have many talents and you could need any one of them once inside the cave.”
Wangi answered, “How do you know that is where we head? We could be headed anywhere.”
“I have ears and you haven’t been quiet about your intentions.”
“Show your face, stranger.”
The traveler lowered their hood, revealing a face that was like a deer or gazelle’s, with short fur covering it, and eyes like a cat’s. It was an odd countenance. “Your kind reacts with fear at the sight of my face. For that reason I hide it. If you can put aside your fear, you will find that I can be a loyal companion.”
We glanced at one another. Wangi and Amiyah wore skeptical faces. Oliver looked uncertain. Mati indicated that he was in favor of accepting the stranger’s offer. Tilken whispered, “The dangers of the place we are headed are many. The more our number the more capable of facing its dangers we’ll be.”
He turned. “What is your name stranger?”
“Thebe - although some call me Shield.”
Oliver was swayed by Tilken’s words. “I would have us accept your offer Thebe.” Wangi and Amiyah acquiesced.
We continued our journey together and discussed our plans with Thebe.
(Referee rolls for wandering monsters and rolls a 1. The chance of wandering encounters is 2-in-6 in this hilly forested region. The referee rolls a single crab spider. The referee rolls 1d12 to determine how many hours into the journey the encounter occurs. It occurs in the 8th hour, around 8pm. Neither side is surprised. The spider is 100 yards away.)
Round 1. (The spider wins initiative. The reaction roll indicates it's indifferent.) The spider moved amid the branches of a tree beside the road, putting the tree between us and itself (+5 to AC). The spider wasn’t in range of any of our weapons so we moved 30 yards toward it and Thebe aimed their crossbow from long range but their quarrel went wide.
Round 2. (The spider wins initiative.) The spider was barely visible behind the partial cover provided by the trunk.
We advanced 30 yards once more, putting us in 120’ of the spider. This time Thebe’s bolt struck the spider despite its cover (3 damage, 8hp left). Tilken, Mati, Amiyah, and Oliver launched sling stones from long range but Tilken’s shot was blocked by the tree trunk and others missed entirely.
Round 3. (The spider, now hostile, wins initiative. The referee devises a 1d2 roll to determine whether the tree is an isolated tree or if the spider has other trees nearby to move through to attack the party. The roll indicates the latter.) The spider moves 40 yards through the trees toward the party, staying in the cover of the upper branches and leaves (+3 to AC, ending 30’ of the party).
We retreated 30 yards away from any trees and launched a volley. Thebe’s crossbow bolt hit (5 damage, 3 hp left). Tilken and Amiyah missed. Oliver’s sling stone bashed the spider (3 damage) and the creature ceased moving amid the branches.
Near the base of the tree where we first spotted the spider, we found bones and torn clothing from one of the spider’s victims. Amid the clothes, we found a pouch with 98 silver pieces and divided the coins among us (15sp each). We regrouped, collected stones to replace those we’d lost, and each started on our iron rations for the day. Then we continued our journey into the night.
Tilken recognized the area around the cave and we set up camp 250 yards away and rested for the night at 11pm, rotating who stood watch.
(While I’m using the OSE procedure for wandering monsters during wilderness adventuring, I also use The Keep on the Borderlands ‘ overland movement rates and the chance of encounters while camping near a numbered location, such as the Cave of the Unknown. Within 300 yards of the cave the chance of an encounter while camping is 4-in-6. I roll a 2, indicating a creature from the caves seeks the party out. The encounter occurs at 4am and includes 3 giant rats, rolled on the upper level wandering monsters table.)
Day 6
Tilken was on watch when the rats approached.
(Neither side is surprised. The rats are 150 yards away.)
Round 1. (The giant rats win initiative.) Tilken saw the silhouettes of giant vermin in the darkness 150 yards away, even in the darkness. The rats were headed for the party (finishing their movement 110 yards away).
Tilken woke up the others.
Round 2. (Initiative is tied.) As the others came to their senses and grabbed their equipment, the rats came to within 70 yards. Tilken readied his sling and prepared to send a stone at any dangers that emerged from the night within range.
Round 3. (The party wins the initiative.) Thebe fired their crossbow while the others quietly readied to send a volley at the rats when once they were in range. Thebe’s quarrel missed. The rats came within 40 yards. The others released their volley at long range. Tilken and Mati both slayed their targets. Amiyah missed while Oliver’s stone struck true, killing the last of the rats.
We resumed our rest. While the disturbance put us on edge, we rested in peace after.
We awoke at noon. Mati prayed for the entangle spell while Amiyah for the detect danger spell. Prayers took an hour. Then we headed to the dungeon entrance (at 1pm).
As we entered we decided on a two-column marching order with Oliver at the front on the left beside Mati bearing the lantern. Wangi and Tilken followed in the second rank (on the left and right respectively). Thebe and Amiyah guard our rear (left and right).
Turn 1. We proceeded into the first passage and reached the door. It was locked this time.
Turn 2. (No wandering monsters). Thebe tried forcing the door and failed. Tilken succeeded but makes a racket.
Turn 3. (The referee checks for wandering monsters again due to the noise. 1 orc with a battle axe approaches from 90 feet away. The Party is surprised). We heard a creature striding toward us from beyond the light of our lantern.
Round 1. The creature closes the distance to 50 feet.
Round 2. (The orc wins the initiative.) The creature approached to within 10 feet of us, becoming visible in the light and ready to attack.
Mati slung a stone striking the orc’s head, killing it before it could come closer.
Turn 4. (No wandering monsters.) We proceeded forward.
Turn 5. We continued until we reached two doors (between areas 2 and 3).
Turn 6. (No wandering monsters.) We rested.
Turn 7. We listened carefully at the doors. Mati heard rapid tapping sounds from the behind door to the right (to area 3) but none of us heard any sounds coming from the other door. We decided to try the door to the left.
Turn 8. (No wandering monsters.) The door doesn’t turn out to be locked. Inside we find a long kitchen. We come to the door on the north wall at the other end of the kitchen and find it locked.
Turn 9. Thebe forces the door open. (Wandering monsters arrive. 2 berserker. Neither side is surprised. The berserkers are 50 feet to the north of the door.)
Round 1. (The berserkers win initiative. They are uncertain.) Tilken calls out, “We will leave you in peace if you do the same.” The berserker replied, “We’ll leave you in peace in exchance for food.” We discussed and decided we could spare two rations. Wangi offered two rations and the berserkers accepted and headed east.
Turn 10. (Wandering monsters. 4 giant rats. Neither side is surprised.) We heard some vermin moving in our direction. They were 90 feet north of us. We decided to attack since we had the advantage of range.
Round 1. (The party has the initiative.) We advanced 30 feet. The creatures still weren’t visible in our lantern light, although for an instant we saw eyes reflecting back from the darkness. We prepared to send a volley their way if they came into the light.
The rats came toward us, entering the light of Mati’s lantern. Oliver’s sling stone killed the first rat. Mati’s slew the second. Wangi’s and Amiyah’s stones went wide. Tilken’s hit a third (2 damage, 1hp left). Thebe’s quarrel killed another. The rats came within 20 feet of us.
Round 2. (The party wins initiative). Oliver slew his mark while Mati grazed one (1 damage, 2 hp left). Wangi’s stone hits the last rat (1 damage, 1hp left) and Amiyah brings it down (4 damage).
We regrouped after the skirmish.
Turn 11. Checking Tilken’s map, we realize that there is a large space (area 10) on the map between the corridors near this section of the dungeon. The corridors have flagstone walls but no doors facing this space. We wonder if there is something either expeditions have missed. We recalled the legends of secret passages left by Zeligar and Rogahn. We decided to look along the nearby wall (east wall of area 10). Three 10-foot lengths of wall were searched by two of us each, starting at the area just north of the door to the kitchen. We found nothing along this length of wall.
Turn 12. (Wandering monsters. 3 orcs. Neither side is surprised. The orcs begin 50 feet to the north.)
Round 1. (The orcs have the initiative. They are uncertain and confused.) We heard a number of creatures coming from the darkness to the north once more. They ceased their movement.
Tilken said, “We do not wish for harm to come to you, whoever you are. We will not block your passage if you also do us no harm.” (Referee rolls and determines none of the orcs speak common. In OSE 20% of intelligent monsters speak Common by default). The creatures replied in a language none of us could understand. They withdrew further into the darkness and their footsteps grew quieter until we could not hear them anymore.
Turn 13. We rest.
Turn 14. (No wandering monsters.) We continued our search of the wall, repeating the division of labor from before. Thebe and Amiyah both stumble upon the outline of a door well disguised by the very stonework of the wall. They find a loose stone.
Turn 15. We decided to listen at this door. None of us hear anything from the other side.
Turn 16. (Wandering monsters. 2 troglodytes, 40 feet to the south. Neither side is surprised.) A terrible stench filled our nostrils and we turned to see two lizard-like creatures, with skin the color of the stone itself, each walking on two legs.
Round 1. (Troglodytes have the initiative. Due to the troglodytes hatefulness no reaction roll is necessary.) The lizards charged at Amiyah and Tilken (due to being the nearest in the party’s marching order) and swung their claws. The first slashes Amiyah’s throat with two swipes of its claws, killing her instantly. The other misses Tilken with its right claw but catches him with the second (1 damage, 3hp left.) Tilken ducks its bite.
(The party rolls saving throws versus poison to not be overwhelmed by the stench. Thebe fails.)
Oliver swung his sword but the lizard lept away. Tilken’s blade missed as well. Wangi struck the troglodyte who’d slain Amiyah (5 damage, 8hp left). Thebe stabbed the same troglodyte (2 damage, 6hp left). Mati’s club hit the other one (1 damage, 12hp left).
Round 2. (Initiative is tied.) Oliver missed once more. Tilken slashed the wounded troglodyte and killed it (7 damage) just as the other slashed him with both claws, slaying him. Thebe missed due to the nausea. Mati misses as well. Wangi grazes the remaining troglodyte with her hammer (1 damage, 11 left) but one of its claws dig into Mati, the other claw and its bite not piercing Mati’s armor.
Round 3. (The troglodyte wins initiative. It passes its morale check.) It slashed Mati once more, killing the druid. It bit at Wangi but did not reach her.
Oliver’s blade swung wide but Thebe’s caught the lizard (2 damage, 9hp left). Wangi’s hammer pummels the creature (1 damage, 8hp left).
Round 4. (The party wins initiative.) The creature evaded Oliver’s swing, frustrating the warrior. Thebe stabbed the lizard (4 damage, 5hp left) while Wangi brought her hammer down (5 damage) and finally finished it.
Looking around we were shocked by the brutality of the creatures and the deaths of our companions, including Tilken, the most experienced of our number. We’d heard legends of troglodytes and wondered if we had just faced them. Carrying on seemed daunting at this point. We decided we would head for the exit and return to the keep. But first we’d find out what was behind that door disguised as part of the wall. It must guard something important after all.
Turn 17. We opened the door and went inside. We found an unusually shaped room containing dozens of casks and barrels. We pried open a barrel and found it full of hard candy. Another was full of water. We found another one containing candy. Others contained rye flour and sunflower seeds. We refilled our waterskins, took some candies, and sunflower seeds for the journey, and sealed all of the casks and barrels, disappointed that we hadn’t found treasure.
Turn 18. (No wandering monsters.) We rested.
Turn 19. We returned to the bodies of our fallen companions. Thebe picked up Mati’s lantern and took his two flasks of oil. We took their coins and rations and much of their other gear. Thebe took Tilken’s sword and silver dagger. We decided we’d try to get their bodies out to the surface even if it slowed us down [to 30’ (10’) since each body counts as 3 items].
Turn 20. (No wandering monsters.) We began carrying the bodies back toward the entrance, leaving their remaining gear behind.
Turn 21. We traveled east along the corridor (south of 8).
Turn 22. (No wandering monsters.) We continued east.
Turn 23. We headed south toward the exit past the door to the kitchen.
Turn 24. (Wandering monsters. 3 giant rats 110 ft to the north. Neither side is surprised.)
Round 1. (The rats have the initiative. Reaction roll of 12. Friendly.) We heard skittering coming from behind us to the north. (Rats reach 70 feet away.) We continue south 10 feet.
Round 2. (The rats win initiative.) The creatures turned east and out of sight.
Turn 25. We rested.
Turn 26. (No wandering monsters.) We headed south toward the entrance.
Turn 27. We continued south.
Turn 28. (No wandering monsters.) We continued.
Turn 29. We continued.
Turn 30. (No wandering monsters.) We rested.
Turn 31. We continued south once more.
Turn 32. (No wandering monsters.) We finally reached the surface (around 6pm).
Once we reached the surface, we dragged the bodies toward the woods. We had no digging tools so we searched for a natural depression. Taking short breaks to eat from our rations, we used our weapons and nearby rocks to dig it a foot deep. The ground was hard so we couldn’t go much deeper. After laying Mati down, we tossed his sprig of mistletoe into his grave. We laid the others down too. Then we covered the bodies with all of the twigs, pine boughs, stones, and dirt we could find. Wangi led us in a prayer for souls of the dead.
It became dark and we made camp (9pm). We slept.
Day 7
(The referee rolls and determines creatures of the cave emerge to seek out the encampment. 2 Giant centipedes are surprised.) During the night (at 1am) Oliver saw movement in the distance while on watch. 140 yards away he spotted 2 many-legged insects in the starlight headed toward the camp.
Round 1. He awoke the others.
Round 2. The centipedes moved 20 yards closer. Wangi retrieves her sling from her pack.
Round 3. The centipedes continued at the same pace.
Round 4. (Initiative is a tie.) Same. The centipedes were now 240’ away. Thebe fired a crossbow bolt at long range, missing.
Round 5. (Centipedes win initiative.) The centipedes came to within 180’. Thebe reloaded.
Round 6. (Centipedes win initiative.) The centipedes came to within 120’. Wangi’s sling stone hit one (2 damage) and it ceased moving. Oliver missed. Thebe hit the remaining centipede (1 damage, 3hp left).
Round 7. (The party wins initiative.) Thebe reloaded. Wangi and Oliver missed. The remaining centipede passed its morale check and came to within 60’.
Round 8. (The party wins the initiative.) Thebe missed. Wangi’s stone killed the centipede (3 damage).
We resumed resting.
In the morning (9am), we began the trek back to the keep. (The referee rolls no wandering monsters for the day.) During the trek we ate another iron ration each.
Around sunset (8pm) we arrived back at the keep’s gate. Tired and sullen we headed to the inn and rented space in the common room (3 sp). When we reached the common room we were surprised to find by three smiling faces.
Experience points from the 2nd expedition
98sp = 9 XP from treasure; 3 XP each
While the party consisted of six PCs: 1 crab spider (25 XP), 8 giant rats (5xp per rat), 1 orc (10 XP)
After three PCs died: 2 troglodytes (3 party members died during the fight, 25 XP each troglodyte), 2 giant centipedes (6 XP per centipede)
25 + 40 + 10 = 75 XP divided 6 ways, or 13 XP to each surviving character
62 XP divided 3 ways, or 21 XP to each surviving character
Each of the three surviving characters receive 34 XP each from monsters defeated. They receive a total of 37 XP each plus XP bonuses, leaving Thebe and Wangi with 41 XP each and Oliver with 39.
Reflections after the 2nd expedition
It's cool that Quasqueton has a few spaces not far from the entrance where a party performing careful mapping could infer the existence of a secret room. I can’t think of another adventure for beginning characters with a similar reward for mapping so early on.
I rolled many more 1s on wandering monster checks during this expedition.
In the 2nd printing (scanned and reproduced for OAR #1 Into the Borderlands by Goodman Games), wandering monster checks are rolled every 3rd turn. In the 6th printing, these checks are rolled every 2nd turn. Throughout this play through so far I’ve been rolling every other turn since that is the default for OSE. But the difference between checking every 2nd and every 3rd turn could add up in an expedition like this last one.
In both expeditions, a single encounter was responsible for all of the PC deaths. Four deaths during the first expedition, three during the second. In each case the monsters made six attacks each round. OSE’s troglodytes and fire beetles are incredibly dangerous monsters, even without surprising the party. I rolled on the high side for the troglodyte’s hit points, which didn’t help. Orcs, giant rats, and spiders have not yet posed a similar threat. I’ve been using the stat-blocks from the OSE rulebook for troglodytes and the other monsters. But rereading the stats for troglodytes in In Search of the Unknown, I’ve realized that the troglodytes in the earlier printing of B1 are have only 1 attack per round while OSE troglodytes and the troglodytes in the latter printing have 3 attacks per round. The latter B1 troglodytes are in line with OSE’s stats. The troglodytes on the wandering monster table have 5 and 6 hit points. While those hit point maximums are perfectly possible for a two HD monster, they are more likely for a 1 HD monster. But checking the troglodytes in the monster stocking section, I found one troglodyte with 10hp, out of the 6 examples in the book. So it's probably that they are two HD monsters. Troglodytes are not listed in the Holmes Blue Box or in original D&D. Even if the number of attacks is the only difference in the troglodytes, it has a large impact on play. I’ll keep an eye out for other differences in the stat-blocks between earlier and later printings.
Suffice it to say, between the frequency and the monster stat-blocks, wandering monsters are a bigger threat in later printings of B1. Were these changes playtested with this module? In the introduction to B1, Carr writes that the module is “less deadly and more forgiving than one designed to test experienced players”. Is that still true with these two changes? The effect of more frequent wandering monster checks will add up over time.
Because I doubt the changes in the latter version were playtested, I decided to try to play an expedition with the original module’s frequency of wandering monster checks and number of troglodyte attacks. And if I encountered further discrepancies I’d favor the earlier module.
I forgot to roll to see if the secret door to area 10 was locked. The module is explicit that all doors in the dungeon, including secret doors, have a 1-in-3 chance of being locked.
I didn’t check if the north door to area 2 was locked from the inside. I think I acted on the assumption that most doors can be unlocked from the inside. I’m guessing medieval locks needed to be unlocked by a key. But is the keyhole on both sides of the door? I have to assume it is.
On each expedition, I assume visitors can find doors locked that were not locked during previous expeditions.
Not having a thief to pick locks meant the party attracted one more wandering monster encounter than they might have otherwise.
The party entered Quasqueton with a higher movement rate [90’ (30’) instead of 60’ (20’)]. This may have saved us some encounters with wandering monsters early on but when a party doesn’t need to, or can’t, move more than 60’ a turn, the additional speed is not a significant advantage.
The party would have benefited from a couple more warrior characters. Tilken and Oliver were the two real warriors in the party this time. This party tended to have low ACs, low to moderate hit points, and low Strength modifiers, compared to the party of the first expedition. Perhaps the druid or wood elf could have taken better advantage of the animal friendship spell and gained a crab spider or giant rat companion, they didn’t attempt to. Their druidic and wood elf abilities didn’t come in at all. These classes may be better suited for wilderness adventures.
Variable weapon damage is an optional rule in Basic D&D and OSE. The default is that all weapons deal 1d6 damage. I wonder how big of a difference it might have made during this expedition if all of the party’s sling and club attacks had dealt 1d6 damage rather than 1d4 damage.
Another factor that could be making the adventure more difficult is random starting equipment. Rolling 3d6 x 10 gold pieces (average 105gp) and purchasing all equipment allows new fighters to usually be able to purchase plate armor and a shield. They might also be able to afford a short bow. Beginning with the best non-magical armor or weapons in the game is a big benefit of being a fighter at level 1. The random tables provided in Carcass Crawler 2 tends to make starting fighters a little more vulnerable. I still prefer to use the random tables both to save time and to interject an element of happenstance.
Running encounters with small numbers of intelligent creatures, I wonder if their numerical disadvantage vis-à-vis the party should affect how I interpret their reaction rolls. For instance, a reaction roll of 3-5 is hostile but not necessarily attacking. Is facing a party of 6 armed adventurers enough to keep these monsters from attacking? That could lead to many encounters bypassed without wits, skill, or luck but only with numbers. Since the wandering monster tables in B1 can lead to encounters with just one or two creatures, are wandering monsters less threatening as a result? I do think its fair that indifferent or confused results of the reaction roll can be interpreted in light of numerical balance or imbalance.
New fortune seekers for the third expedition
For the third expedition I wanted to try out the “Who Are You” table from the Notable Novices and Notorious Newcomers section of Axian Library, a 3rd-party supplement by Giuseppe Rotondo. The table gives a a new character a random interesting connection or characteristics. The results are proving to be advantageous.
Aderfi Sami, a fighter; a hitherto unknown stepsibling to another party member, the two of them happy to have met and both receive +5% XP bonus as long as both are alive and participate in a session. They know 1 legend: 9) troglodytes have moved into the complex in the absence of its normal inhabitants.
Judith Kacinambun, a magic-user; despite being an adventurer, Judith is sensible and sound-minded and her Int, Wis and Cha scores change to 15, if they were lower. She knows 2 legends: 13) Rogahn’s trophy room has battle relics and slain monster remains from his adventures, and 17) all treasures of Zelligar and Rogahn are cursed to bring ill to any who possess them.
Hadasha, a half-elf; Hadasha used to be a farmer and still owns a decent wagon and two draft horses. She knows 1 legend: 8) no outsiders have ever entered the complex and returned to tell the tale.
Day 7, continued
One of them greeted Oliver by name and introduced themselves as Aderfi Sami. They handed Oliver a letter.
Dear Oliver. I pray that your travels have been safe. In the time you’ve been away, I have remarried. I spoke of you to my wife’s family. My wife has five children from her previous marriage. Her fifth child was most interested in your doings. I am sending this letter with them. Their name is Aderfi. As a fifth child, they have few prospects and are committed to seeking their fortune out in the wider world. They are strong and skilled in arms and have my blessing in seeking you out to join in your ventures. May you watch over each other as siblings. Godspeed. Ciaran O’Donnell
Oliver looked up from the letter. “Well met Aderfi. Given that your letter is in my father’s hand and you have his blessing, then I will treat you as a sibling.” They hugged.
Aderfi replied, “I’m gladdened by this warm reception Oliver. Along the road to reach you, I met others, Judith and Hadasha here, in need of purpose. I told them of the stories of Rogahn and Zelligar’s stronghold and they are both as committed to finding the treasure as I am.”
“Sibling Aderfi, my companions Thebe and Wangi and I have just come from a few days in the wilds. We have returned from Quasqueton. Let us set down our packs and rest by the fire and I will share with you all that we saw in that place.”
Thebe and Wangi laid in their bunks watching the four gathered by the fire.
Hadasha spoke, “I’m eager to hear of what you found.”
Oliver spoke of the journey. Thebe and Wangi contributed details and suspicions. They spoke of Tilken and all they had learned from him and his tale of his first expedition to Quasqueton. Oliver told of the deaths of Tilken, Mati Keli, and Amiyah Wai to the strange lizards the previous day. The newcomers also shared the stories they had heard of the place.
All grew sleepy, for even the newcomers had been on the road that day and had only arrived at the keep a few hours before us. We drifted off and dreamt of lizards and jewels.
Day 8
Awaking in the morning (7am), the six took inventory over a breakfast of porridge and fruit in the tavern (2sp each). We decided we would try to move quickly and venture deeper within the dungeon than the previous expeditions had. Perhaps the riches lay in the further reaches. Tilken’s map showed a stairway to a lower level. Perhaps the lower level was where greater treasures could be found. Based on Thebe, Wangi, and Oliver’s experience, some monsters might be satisfied with food, so we decided to bring extra.
Hadasha paid for stabling and fodder for her two horses for the previous day (4sp). She considered whether it might be best to sell her horses and wagon and purchase a mule. Mules are said to remain calm while underground. Oliver had said the corridors of Quasqueton are wide and a mule could aid them in carrying equipment as well as any injured or dead. Hadasha decided to go through with it and spent the rest of the day finding buyers for her two draft horses for 40gp and for her wagon for 100gp. She bought a mule named Teja for 30gp and saddle bags for 5gp (leaving her with 105gp more than she’d had that morning).
Aderfi purchased a shield (10gp). Thebe purchased a sling for Aderfi. Hadasha bought a longbow and 20 arrows (for 45gp). Thebe sold their silver dagger (for 15gp) and bought a case of 30 crossbow bolts (10gp), 7 days of standard rations (5gp), and 2 more sheets of parchment. Judith bought a second dagger (2gp). Hadasha purchased 4 flasks of oil (4gp) and 7 days of standard rations (5gp) so we would not need to worry about running out. Hadasha also sold her polearm (3gp, 5sp) and bought a sword, a shield, and a small sack (21gp).
We stayed one more night in the inn (6sp).
Day 9
We set out before dawn once more with our new companions.
(Wandering monsters encountered in the first hour of the trip around 6am. 12 Hobgoblins 200 yards away. The hobgoblins are surprised.)
We saw a band of a dozen hobgoblins and knew we could not defeat them in battle.
Round 1. They could spot us at any moment so we hustled toward the keep, since we were not far from it. (Evasion by the surprising side is automatic in the wilderness.)
We reached the keep within an hour to the surprise of the gate guards. We told them about the hobgoblin band. They let us back in. We wondered if the hobgoblins were a scouting party. Word must have been passed to the captain of the guard. Twenty minutes later, a mounted patrol of 8 heavy cavalry and 12 medium cavalry soon left the keep riding to the spot where we’d seen the hobgoblins.
We waited for news in the tavern.
Two hours later we heard the signal horn that announced the cavalry’s return. We watched as they rode to the inner bailey. We counted all 20 cavalry alive and well. Judith spoke, “Did you route the hobgoblins?”
A heavy cavalrywoman replied, “We charged them and they scattered. I slew three but the rest escaped into the forest.”
(Referee note. A couple years ago I created a spreadsheet to calculate the results of battles using the War Machine rules from the Companion Set (1984) by Frank Mentzer. I decided it could be a fun use of the system to determine what happens when the cavalry met the hobgoblins in battle. The War Machine rules involve answering questions about each force, calculating a few scores based on the answers, and then rolling a d100 for each side. The higher number wins and the difference between the two results determines who controls the battlefield, who retreats and how far, how many casualties occur, and how fatigued participants are afterward. I would not want to do calculations in the middle of the session. It’s not a tactical skirmish system but a strategic-level resolution system.)
Until next time!