Showing posts with label mercenary. Show all posts
Showing posts with label mercenary. Show all posts

2020/06/13

OSR: Arms and Armour: The Power of Plate

OSR-type-games traditionally use one number to represent how hard a character is to hit. For the purposes of this article, we're going to call that number Armour Class (AC).Dexterity (the stat) might increase* that AC. Wearing armour also increases AC*. The higher** the number, the less like a character is to take damage.

*Or decreases, if you're using descending armour class, but you get the idea.
**Or lower, see above.


And that's usually fine. It's just a game after all. It's not a game about armour or even (arguably) a game about fighting.

But it's also not very realistic. Armour doesn't work like that.
Desperta Ferro no 4

How Does Armour Work

I'm going to lean on this article by fairly heavily. It (and the entire blog) explains complex topics in a clear, pop-culture-accessible way. You can also look up hundreds of videos of reenactors and enthusiasts doing surprising things in armour.

Armour is good. Humans are squishy. Everyone who could afford to wear armour did. "Afford", in this case, means both financially and energetically. Armour is heavy; if you can't do your job while wearing it, you'll die anyway.
 

Why Realism?

Because the real world, particularly the past, is interesting, weird, and unintuitive. If you can make realistic things work in your games, they can add a layer of complexity and value.

If you can't, they can add a layer of tedious and pointless bookkeeping. There are a lot of systems out there that claim to "fix D&D" by emulating "realistic medieval combat". Nine times out of ten, they're enthusiastic and detailed but utterly tedious. Stances and guards and fifty different kinds of polearms. Rules for every helmet. There's a market for that kind of complexity, but I like simple rules to explain complex concepts.
  

Trade-Offs

Cost and Abundance: tend to only matter in the first few sessions. Once the PCs have money, they'll try to buy the best gear locally available.

Inventory Slots: a better trade. The more Inventory Slots you fill with Armour, the fewer you have for weapons, tools, and supplies. (Inventory Slots are equal to a PC's Strength score, or 10, or 12, or some other arbitrary but low number.)

Stat Penalties: a strange trade. The better your armour, the fewer roles you can perform. You are less likely to set up an ambush and more likely to be caught while running away.

Assumptions

It's the 14th century... ish, Europe... ish. Full plate armour exists, but is not particularly common. Firearms and cannons are primitive. Everything exists in a murky transition between feudal power and monarchical states. Mercenaries are becoming more common. Wizards are present, but not common and not apocalyptically powerful.
 

Damage Types

For clarity.

Slashing. The most common type. Animals with claws, swords wielded by untrained users, etc. If you can do it with a bread knife, it's Slashing damage. Makes a horrible mess of unarmoured flesh but is defeated by most armour.

Piercing. Pressure applied at a point. Daggers, arrows, crossbow bolts. Arrows are a borderline case in some ways, but I didn't want to give them a separate damage type. Piercing damage punches directly through armour or, more likely, hits a weak point like a joint or a gap.

Bludgeoning. Pressure applied broadly. Hammers, chair legs, trampling. Big bruises, concussions.

Crushing. Unstoppable pressure. A hippo's bite, falling off a cliff, a hammer trap, etc. Turns plate armour into a squashed tin can. Typically, not reduced by armour or spells. Firearms and cannons might deal Crushing damage.

Elemental. Acid, Ice, Fire, Ice, Lightning, Stone (maybe? Might be covered by other damage types), Void (Sonic), and Water. Stuff you can't avoid, even in armour. Hot sand or oil deals fire damage.

Magic. The darkest magic. Or just regular magic. Bypasses mere metal, leather, and flesh. Sometimes deals damage directly to a creature's soul.
Branca branca branca!

Rules

 
Leather Armour

"Leather Armour" is fictional; armour made of leather existed. This tier covers quilted fabric, fish leather, wood, hide, etc. It's cheap. It's abundant. Leather Armour occupies 2 Inventory Slots and reduces incoming Slashing damage by 3. It does not penalize Stealth or Movement.

Chain Armour
Chain armour is expensive. It occupies 4 Inventory Slots and reduces incoming Slashing damage by 6.

Plate Armour
Very expensive. It occupies 6 Inventory Slots and reduces incoming Slashing and Bludgeoning damage by 6, and Piercing damage by 4.

Shields
Common. A Shield occupies 1 Inventory Slot and must be wielded in 1 hand. It reduces incoming Slashing, Bludgeoning, and Piercing damage by 2. A shield can also be sundered, destroying it but reducing incoming damage from one source by 1d12.

Magic Armour
Very rare, possibly temporary, possibly cursed. Reduces incoming Magic damage by some amount. Enchanted shields, amulets, charms or caps are also viable. Magic Armour can also decrease or completely negate Elemental damage.

Bits of Armour
You can subdivide armour into pieces, granting fractional bonuses or using hit locations. That seems like a lot of effort to me. Yes, a steel helmet and breastplate with limited other armour is realistic, but it rarely seems to come up in play. Either a PC can afford a full suit and wants the full benefits, or they can't and don't.

Axel Sauerwald

Weapons

This list is not exhaustive, but should let a GM assign both damage and size to most weapons.

Improvised
Improvised weapons typically occupy either 1/3rd or 1 Inventory Slots. They deal 1d4 damage and can be thrown 10'. A shield can be used as an improvised weapon.

  • Broken Bottles: Slashing
  • Rocks, Chairs: Bludgeoning
     
Light
Light Weapons occupy 1/3rd of an Inventory Slot. They can be thrown 30'.
  • Daggers: Piercing

Medium
Medium weapons occupy 1 Inventory Slot. If wielded in 1 hand, they deal 1d8 damage. If wielded in 2 hands, they deal 1d10 damage.
  • Swords: Slashing or Piercing
  • Axes: Slashing
  • Hammers: Bludgeoning
     
Heavy
Heavy weapons occupy 2 Inventory Slots. They deal 1d12 damage and must be wielded in 2 hands.
Big Swords Slashing or Piercing damage.
  • Big Swords: Slashing or Piercing
  • Big Axes: Slashing
  • Big Hammers: Bludgeoning
     
Reach
Reach weapons occupy 2 Inventory slots. They deal 1d8 damage, but let the wielder fight from the second rank of a formation, where they can't be hit by anything but Reach or Ranged weapons. They must be wielded in 2 hands.
  • Spears: Piercing
  • Complicated Polearms: Pick a damage type pair. Slashing and Piercing. Slashing and Bludgeoning. Piercing and Bludgeoning. Though I'd suggest making Bludgeoning damage harder to find, or reducing its damage to a d6.
     
Ranged
Ranged weapons occupy 1 Inventory Slot and have a base 30' range. They must be wielded in 2 hands.
  • Bows: 1d6 Piercing
  • Crossbows: 1d12 Piercing. Takes 1 round to reload.
     
All melee weapons add the wielder's Strength bonus (usually 0, sometimes +1 or -1, occasionally +2 or -2) to their damage.

Magic weapons either add Magic damage to an attack, or turn all the attack's damage into Magic damage (or Elemental damage).

  • A +2 Dagger might deal 1d6 Piercing damage and 2 Magic damage, or it might deal 1d6+2 Magic damage. Depends on your system and preference.
  • A +2 Dagger of Fire might deal 1d6+2 Fire damage, 1d6 Fire damage and 2 Magic damage, or 1d6 Piercing damage and 2 Fire damage. Again, there are a few ways to divide damage.
 

Additional Rules Clarification

Attack rolls vary with system, class, level, etc, but should be somewhere between 50% and 90%, in ideal conditions. Critical Hits, (a 1-in-20 chance) deal double damage.

Being prone reduces damage reduction by half. Depending on the system, prone targets may also be easier to hit with melee attacks. "Prone" covers conditions where a target is easier to hit. The more you can do to imperil or impede your target, the better your chance to hit.


Osprey #155

Fearful Symmetry

You can start to see how it all fits together.

Wearing Plate armour and carrying a Shield (the best available mundane defense) reduces most incoming damage by at least 6... but at a cost. A PC's damage output is reduced (because they can't wield a 2-handed weapon). 7 of their very limited Inventory Slots are full of stuff that's only useful in combat, 8 if you include a weapon.

Plate without a Shield still fills up 6 slots. Piercing weapons can sneak through a few extra points of damage, but in return, a PC can wield a mighty two-handed weapon and deal some significant pain.

Chain is a decent compromise. Damage reduction against the most common form of damage, especially in a dungeon, but relative vulnerability to both Bludgeoning and Piercing damage. A shield helps cover those gaps.

Leather only occupies 2 Inventory Slots, so it's viable for low-capacity PCs, or PCs who need to carry a lot of other items. It doesn't penalize Steath or Movement, so sneaky-types can wear it without fear.

No armour is also viable. If you don't get hit, you don't need to worry about damage reduction, and there are a lot of ways to not get hit. And you've got all those sweet Inventory Slots to fill with items that can save your life, or get you rich, in non-combat situations.

Inventory switching becomes a critical issue. In the GLOG, the first 3 Inventory Slots are quick-draw, meaning a PC can access them immediately. They could be weapons, vital tools, spellbooks, a lantern, etc. Anything else requires 1 full round to access.

If a PC wants to focus all their resources on combat, they may want to pick Plate armour (in their general inventory), a Shield (in 1 quick-draw slot), a Sword (in 1 quick-draw slot), and... well, something else. With 9 Inventory Slots full of stuff, and with weapon and shield at the ready, they're in trouble if they get into a non-combat situation. Holding a lantern or torch will be difficult; they'll need to drop it to draw their sword and raise their shield.
Wheeeee...
Cavalry charges hurt.


Rock Paper Scissors... Lizard Spock

The discussion so far has focused on equivalent arms and armour: fights where both sides have the same tools and tactics. But typical dungeon inhabitants change the considerations.

Giant Spiders, Centipedes, etc.
Armour as leather (-2 Slashing damage) or unarmoured. You could also add bonus damage from bludgeoning sources. Chitin is fragile. They typically deal Piercing damage (bites), plus secondary effects (poison, paralysis, etc.)

Goblins, Kobolds, etc.
Unarmoured, or Leather (-2 Slashing damage). Some organized goblins might have shields (-2 Slashing, Bludgeoning, and Piercing damage). They typically deal Piercing damage (daggers,  spears, arrows).

Orcs, Hobgoblins, etc.

Leather (-2 Slashing damage) or Chain (-6 Slashing damage). Sometimes Shields (-2 Slashing, Bludgeoning, and Piercing damage). Rarely, Plate (-6 Slashing and Bludgeoning damage, -4 Piercing damage), but typically with two-handed weapons instead of with a shield.

Mimics, Giant Rats, Zombies, etc.

No armour. Typically deal Slashing or Bludgeoning damage.

Skeletons, Golems, etc.
Immune to Slashing and Piercing damage. Typically deal Slashing or Piercing damage.

Oozes
Typically immune to Piercing damage. Frequently have other immunities. Typically deal bludgeoning or acid damage.

Ghosts, Liches, Other Horrible Things, etc.
Immune to everything except Magic damage. May take some types of Elemental damage. Typically deal Magic damage.

The conclusion seems clear. Bring many damage types, switch between them, and try to either deal Elemental or Magic damage. But rarity, risk, cost, and lack of inventory space will by necessity limit these options. There's no optimal solution, but there are a lot of interesting solutions. And that's very appealing.
KILART (choe, heonhwa)

Dungeon Tactics


Dungeons are weird environments. Medieval warfare is not designed for 10' hallways, pit traps, and goblins who can see in the dark.

Arms and armour adapt to the pressures faced by their users. Time lag exists, as it always has (and in some fields, always will), but it's worth examining what pressures medieval armour faces underground.
When history moved slowly, as it did before 1900, rulers were slow in learning realities in the exercise of government, and some, like the Bourbons, never learned at all. It took a very long time before rulers came to realize that armed service would have to be paid for or that they needed to concern themselves with the wants of the lower orders from whom their armies were drawn. We have been living since under Henry Adams’ law of the acceleration of changing times, which obscures for us the time lag that existed for our ancestors between the fact of change and the social and political understanding of what had happened.
-The First Salute: A View of the American Revolution

How the "fact of change" and the "understanding of change" will depend on your setting. Is crypt-robbing an established profession, with guilds and a long history? Arms and armour will reflect this. Is it new or sporadic? Arms and armour will be adapted, sometimes imperfectly, from battlefield use.

Maneuvering

Rolling, dodging, leaping, and climbing are all feasible in full plate.

Heat
Mines are warm, but so is the desert, and people wore full plate in the desert. Not worried.

Water
Evidence exists that it's possible, with effort, to tread water and swim along the surface for a few minutes in plate armour. I've yet to see anyone ascend from the depths in plate armour. Drowning is still a very real possibility if someone falls into water or is carrying other heavy items. Just because it's possible doesn't mean it's sensible.

Visibility and Awareness

Armour is noisy. A good helmet, by necessity, restricts vision and hearing. Both are flaws in a dungeon. Corridors echo. Pit traps and ambushes are obscured. I'd expect to see a lot of helmets with folding fronts or visors, so an armoured warrior could switch from scanning mode to combat mode immediately. Forgoing a helmet entirely is still silly, unless you're storing your brain elsewhere.

Training
Cavalry combat is useless underground. Horses are great on an open field. You can't joust, you can't practice a full-speed charge, and you can't rely on your fellow explorers. They're just in it for the gold, after all.

A wall of spears and pikes is still formidable... if you can get it to hold. A formation 30 across and 3 deep is sturdy. In a confined space, with no room to maneuver, wheel, or retreat in good order, that same formation in miniature is very vulnerable to disruption. One fireball, one panicking hireling, one lucky goblin, and the whole formation goes to hell. It doesn't have the width to fill gaps.

So I suspect most "realistic" dungeon fights would be two small groups encountering each other, sizing each other up, possibly charging to within 10' or so, and then, after some posturing, retreating.

Dungeon combat requires much more tactical finesse than most armies in the 14th century could manage. Groups need to coordinate and execute complex plans. They need to adapt to unprecedented situations.
 
Hirelings and Followers
Morale is crucial. People typically won't fight to the death. If they do, it's usually not for high ideals or promises of gold. It's because they want to protect themselves or the person next to them, or because they fear being shamed or outcast for their behavior. That's it.

A peasant hired to hold a torch will be quaking in their boots at every noise underground. At the first sign of combat, they're gone. Running is almost always a better answer than fighting.

A combat hireling will fight based on their leader's charisma; the personal bond between leader and follower, the expectation of a culture, the pressure of tradition. Better pay will help get your hirelings to combat but won't nessesarily hold them in line. A share, or a half-share, instead of wages binds the hireling to a group; they feel like they're part of a unit, not a disposable accessory. Morale tests and reaction rolls are critical.
 
Spare Shields and Weapons
It's definitely worth giving a shield or two to a hireling, but in a combat situation, retrieving a spare shield might not be viable. Access to a variety of weapons is also good.

Marching Order
For groups of 4 or more, marching order becomes critical. Who's in front? Who's watching for ambushes from behind? Where's the squishy wizard?

The most common plan seems to be to put your best fighters in front, your squishy support people in the middle, and backup fighters behind.

Ranged attacks in cramped quarters are tricky. Firing into melee is very dangerous (thought that might not stop a suitably motivated PC). In larger rooms, the ability to deal damage without putting yourself at risk is valuable.

Pedro Krüger Garcia

Downsides

This system can make some dice rolls meaningless.

Traditional One-Number Armour Class

  • It's your turn to act. You roll a dice. It's not a hit. Nothing happens. Boo.
  • It's your turn to act. You roll a dice. It's a hit. You roll and deal damage. Yay!

New Damage-Reducing Armour
  • It's your turn to act. You roll a dice. It's not a hit. Nothing happens. Boo.
  • It's your turn to act. You roll a dice. It's a hit. You roll and deal damage. Yay!
  • It's your turn to act. You roll a dice. You hit! Yay! You deal damage. Nothing happens. Boo.
Instead of a binary outcome (failure+no damage;success+damage), you've got 3 outcomes, 2 of which end in disappointment (failure+no damage;success+damage;success+no damage).

You could switch to an auto-hit system like Electric Bastionland. All attacks hit; armour reduces damage. Situational bonuses and penalties increase or decrease damage dice size or add extra dice.

But E.B.'s system doesn't really support leveling progression. You're as good as you're going to get when you start. Leveling (such as it is) improves your HP, but doesn't really change your effectiveness.

Bookkeeping
It require a bit more math. Modifying a standard character sheet to list all available damage reductions should save time. I'm not sure the tradeoff is worth it.

Testing
I'm still fiddling with these numbers, but that's the beauty of the concept. Once you've chosen your variables, you can change the values to suit individual tastes. If you think Leather Armour should provide more protection against Piercing weapons, add it.
 

Advantages

Arise My Minions
It makes mass combat math easier. The GM could roll all the attacks individually, but rounding methods save time.


40 goblins armed with daggers (1d6, piercing) attack a knight in plate armour and with a shield (reducing incoming piercing damage by 6). Goblins have a base 50% chance to hit, so 20 attacks hit. Of those, 1 is expected to be a critical hit, so the GM rolls 1d6x2. The Knight takes that much damage, -6 of course.

If the Knight is knocked prone, the goblins have a 70% chance to hit. 28 attacks hit. 1 is expected to be a critical hit, but all 27 other attacks deal 1d6-3 damage. Ouch.

Don't get knocked prone. Goblins will stick daggers in your eyes.

Rewards Versatility
Having a mix of damage types will almost always be rewarding. There's not one universal answer. Piercing damage is good. but some common dungeon creatures (skeletons and oozes) negate it completely. Ranged weapons are good, but you might not be able to use the. Etc. Again, it encourages interesting choices and compromises.

Alters Expectations

It's easy to tell a story about the past that fits our current notions. Just a big pile of tropes, reinforced by other bits of media that are also made of tropes, until any relation to reality vanishes.

Armour is good. Wear it if you can.

2019/11/07

OSR: Medieval Mercenary GLOG Campaign Recap

I fell so far behind on my session writeups that the whole campaign came and went without even one report. Here's the hasty remedy.

On a cold morning in early spring, a titanic black vault burst into existence in the middle of a dismal swamp. A faint octarine glow was visible for miles around. Scrying mirrors cracked. Spellbooks flung themselves from lecterns. Owls fell dead from trees; ponds boiled and cast up fishes.

Luckily, the region was sparsely inhabited. Dawn's light found the servants of the Baron Almaric de Lusignan peering down at the swamp.


They found only one survivor. Jericho, a pale and emaciated wizard in filthy rags and a tattered cap, hid under a sickly tree, weeping inconsolably. On his left, tied with rope, lay a mysterious door in a doorframe. On his right, the corpse of a deerling.

"We should take this, err, wizard back to the Baron," Ebin the Envious said, "and bury his friend in the swamp."
He paused, then whispered to his friend Linnaea. "Don't bury her too deeply. The Baron may want a meal. And chop off her head and bring it to me. You never know..."

For this unwholesome group clustered around the poor sun-baffled Jericho was not a congregation of saints. Indeed, they - and the baron they served - were a collection of ambitious rogues and outcasts.

-Ebin the Envious, human "apothecary" to the Baron, was an amateur necromancer. With his pet raven, sinister black cloak, and crooked staff, he doled out dubious cures and took payment in both gold and flesh.

-Vulwin Sarphine, elf wizard, was an exiled diplomat seeking refuge in a region unlikely to be visited by her cousins.
-Wardablorg, frogling summoner and cultist, gave spiritual advice to the Baron while dabbling in all manner of schemes.
-Linnaea, batling thief and general dogsbody to the plots of her lord.
-Sash, fishling thief and failed wizard apprentice. Dogsbody number two.

Their patron, Baron Almaric de Lusignan, owlling ghoul and noble, was rarely seen outside his crumbling manor. The few villagers who owed him homage avoided the shadowed keep wherever possible.

After briefly interrogating Jericho regarding his mysterious origins, vast wealth (carefully hidden but inadvertently referenced), and potent wizard powers, the Baron decided on a course of action. His followers would travel to Bosola, that turbulent but wealthy peninsula, and claim territory for their lord. He would migrate to richer and more populous lands when the time was right.

Branca branca branca!
Their journey through the mountains was fraught with peril.

They were ambushed by roving penniless knights. Jericho impressed all with his potent wizard powers, collapsing the earth and burying several attackers. Sash climbed a tree and threw flaming pinecones at his attackers while shouting "fireball! Ok, this next one really will be a fireball!" Ebin the Envious learned to cast mundane missile; a rock thrown at someone's head. "Mundane missile sometimes misses," he'd cry.

The group decided they needed a knight of their own and elected Wardablorg. The summoner was dressed in badly fitting and very dented scraps of plate armour, placed on a horse, draped in colourful fabric, and appointed group figurehead.

They paused briefly in St. Menthon to buy supplies. On the road, they found a necromancer's tower and cult. Burning and looting commenced, followed by a trip to Bovem. In that partially ruined town, they found work visiting a village in the mountains. A travelling trader hadn't heard from the village since the snows melted.

Jericho and Linnaea remained in town to on business, leaving just four adventurers (and a few hirelings) to travel for three days into the wilderness.

The adventure ended poorly for Sash, who was killed by a goblin ambush on a rocky hillside. The rest of the party, wounded and tired, found a gnome barbarian guide named Big Hamish MacFeegle and hired him... very briefly. The next day, another goblin ambush (and rather obvious pit trap) killed the gnome and Wardablorg's horse (borrowed from Jericho).

The village turned out to have the plague. The PCs looted the church's meagre hoard of gold and fled into the night. A third goblin ambush, on the return journey, killed a hireling but finally resulted in the extermination of the goblin tribe, partially thanks to Wardablorg's fighting prowess, but mostly due to Vulwin's bow. The goblin warlord's helmet of +2 Intelligence and obedient chain whip were looted.
The next day, the party hired Crazy Harry, his cannon, and his crew. They set off on a new mission. A foreign diplomat had been kidnapped by bandits. They were holding him in an isolated castle near Ardeno. The Company of the Red Banner wanted the diplomat back, but didn't want to pay the ransom. The PCs took on the job.

They had a cunning plan to reduce the bandit's strength. They purchased a large barrel of wine, poisoned it, then allowed the bandits to capture it. They then attacked the tower by night, surprising the guards, killing some of the inhabitants, shooting people with their new cannon, and generally wreaking havoc. Linnaea the batling lost a leg and elected to retire.

After interrogating their captives via vague and implausible threats, the party discovered the diplomat had vanished from his cell in the small dungeon below the castle. The bandits were baffled; the cell had only one entrance and it was still locked. Though they did insist the dungeon was cursed somehow.

The "curse" took the form of a bell. Anyone who rang it summoned a secret stone button that followed them around, appearing on any finished stone wall and migrating as they moved. Pressing the button temporarily opened a passage to a secret, magically concealed crypt.

Alex Brock
Note: I thought the idea of a cursed secret door was intriguing. How do you get rid of a door that follows you around, constantly tempting you to open it?

The dungeon itself, not the secret crypt, contained a system for lowering prisoners into a subterranean lake of ghost-infused water. Prisoners would be raised up, possessed and angry, and interrogated by pious monks hoping to drive the lost pagan souls to one afterlife or another. As a side effect, living creatures possessed by the ghosts turned blue and began to float. Even chickens. This becomes important later.

Exploring further, the party discovered the source of the ghost water; a reality-warping whale-sized slug-creature with tree-like hands, clusters of ruby eyes, and dozens of blubber-lipped mouths. They decided to leave it alone, and instead looted the rest of the tomb. A battle with some skeleton guardians very nearly went wrong, but Crazy Harry's cannon saved the day at the cost of the party's collective hearing and equilibrium. Wardablorg was revived with a dubious discount healing potion, which inflicted avianthropy on the poor knight. The light of the full moon would turn into a... seagull. Ebin the Envious used untested necromancy on Vulwin the elf, more or less tethering her soul to her body by the equivalent of a few scraps of magic thread. The necromancer only survived by using a cursed amulet acquired from Jericho; the same flesh-stealing amulet that had caused so much trouble in the underground wizard's previous adventures. While it healed one person, it stole life and chunks of flesh from anyone nearby.

Having retrieved the brain-damaged and memory-drained ambassador from the digestion pool near the whale-creature, the party elected to leave immediately and spend their ill-gotten wealth in a proper city. They traveled to Charron, entered the mercenary camp of the Company of the Red Banner, dropped off the diplomat, and relaxed. Wardablorg spent all their money on chickens, carts, chicken-handlers, chicken-cages, and canvas. If ghost-possessed chickens floated, the knight reasoned, they could be used to make a flying machine. Soaring through the air on a cloud of ghosts didn't appeal to the rest of the party, but the knight was insistent.

After a week-long binge, the group acquired a new knight. This one had actual title. Sir Reko Pizelle, a preening hawkling, decided to assist the group on a new mission for the Company of the Red Banner. A wizard's tower on the company's line of march occasionally vaporized passing scouts. They wanted the tower cleared.

Robert Litja
Unfortunately, the group never made it to the tower. On the road, they were ambushed by four minotaurs. Though they triumphed in combat, Vulwin lost an arm and their new knight was severely bruised. A hearty meal of minotaur hearts soon improved their strength and vitality, though Crazy Harry's two cannon-hauling hirelings sprouted horns.

At Sir Pizelle's suggestion, the party decided to explore the minotaur's labyrinth-lair. They avoided a an idol trapped by green slime, but, a few moments later, in a 10' wide corridor, ran into a stegocentipede.

Cackling with glee, Crazy Harry fired his cannon past Sir Pizelle at the front of the group, badly wounding the monstrous chitin-plated beast. From the back of the party, Vulwin the elf decided to test her looted spell orb.


Obtained in the mysterious dungeon where they'd rescued the ambassador, the spell orb contained 2 spells and 4 charges. The first spell was, testing showed, magic missile. The wizards had never bothered testing or identifying the second.

It was cone of flame.

Vulwin could only watch in horror as the roaring torrent of fire rebounded from the walls of the corridor, engulfing the entire party. Jericho tried to deflect the fire using magic; he botched it, acquired his first Doom, dropped to 0 HP, and was badly burned.

And then the Cannoneer's gunpowder charges went off. All seven of them, plus two bombs.

The resulting explosion demolished the party, the stegocentipede, and some of the walls.

Ebin's flesh-healing cursed amulet tried to stitch his body back together, but his soul had departed for its appointed afterlife. The resulting flesh amalgam (elf, human, hawkling, stegocentipede, looted skeleton parts, etc.) shambles the corridors of the labyrinth to this day. Embedded in its back is Jericho's door of holding, and inside the door is a king's ransom: 4,700gp in gold the wizard never got to spend.


And thus ends the tragic tale of the servants of Baron Almaric de Lusignan. Wardablorg, self-styled "Sir Gucci de Lusignan", survived by being elsewhere. Perhaps in some future tale, a chicken-ghost airship will drift overhead. Perhaps not.

In any case, what a way to go.

2019/11/01

OSR: Mercenary Stats & Tables

Here's part of the Monster Overhaul project. These handy stats and tables overlap nicely with my GLOG Mercenaries posts.
https://drive.google.com/open?id=18ntoQUInXVL2igbtXRoDDG58PFxyGxeJ

PDF


Providing tools to make "mundane" encounters interesting is tricky. It'd be easy to expand the tables, but would that really help a GM running a game? What tools are immediately useful, and what could be folded into other sections of the book?

Basically, if I'm going to take up 3 pages on Mercenaries, are the ideas present worth the page space?

I think so. Full-page statblocks aren't usually my thing, but I'd like to provide useful tools that most other Monster Manuals ignore or stick in an appendix, without filling a page with excruciating and difficult to parse details.

2019/08/25

OSR: Bosola (or Why 1380 Was A Very Exciting Year For Almost Everyone)

First, Magical Industrial Revolution made its funding goal (and then some!) While the book is being whipped into shape, I've finally got some time to work on more medieval content.

Before writing anything, I like to spend time "sharpening the axe". I'll pick and test a format, a world limit, and a goal. Working directly in publishing software helps. Will each location get a page? A half page? A column? A paragraph? Will tables be consistent? What information is vital? What information is repeated (and could be combined into one universal entry or table)? How will this information be used?


For the medieval Italy pointcrawl, I'm not really expecting the PCs to spend a lot of time inside towns and cities. Mercenaries were (for good reason) barred from walled towns. They'd create a camp nearby, usually by taking over a village or two, and sit around waiting for something to happen.

So while I'm not going to map or plan urban adventures, conflicts between cities will define the campaign. Luckily the real world provides examples in great abundance.

Real-World Background

I've decided to use 1380 as the base year. It's an... interesting time in Italian history.
  • Both of the original Popes in the Western Schism are alive and feisty in 1380.
  • The final war against Joanna I of Naples starts in 1380.
  • Genoa and Venice are grinding through the War of Chioggia. The Genoese fleet, theoretically blockading Venice, has itself been encircled and blockaded. 
  • Pisa, broken as a maritime power, is fighting for its life against Florence.
  • Milan is ruled by Bernabò Visconti; his unassuming nephew Gian Galeazzo Visconti has just started a 5-year plot to gain control of Milan.
  • After a staggering number of revolutions and plots, Siena has a stable, if completely ineffectual, government.
  • Bologna has just thrown off both Papal and Milanese rule.
  • The Malatesta have seized Ancona.
  • Florence is convulsed by revolutions.
  • Arezzo is up for sale; everyone thinks the price is too high.
  • Paul Palaiologos Tagaris reaches the peak of his ludicrous career.
  • France crowns a new and precarious king
  • Geoffrey Chaucer was in northern Italy in 1378, possibly as envoy to Sir John Hawkwood
  • The world gets ~2oC colder within a generation. New weather patterns wreak havoc. Crops fail. 
  • Basically, anywhere you look in 1380 something is either going awry, has just stopped going awry, or is on the edge of going awry.

Fictional Background

The peninsula is Bosola.

Bosola is the personal property of the Archpriest, donated by a pious emperor in a half-mythic era.  Bosola is also the personal property of the Emperor of Grept, distant successor of the aforementioned pious emperor. The dukes and nobles of Pellamy, north across the mountains, covet the rich cities and fertile valleys of the peninsula, and constantly interfere in wars and crises. The city-states of Bosola, enriched by trade and emboldened by lack of central control, have become independent nations in their own right.

Thirty years ago, a third of the world died. Villages stand empty. The Plague cut down young and old, rich and poor, soldier and scholar, priest and farmer. Smaller plagues still roam the land; even a hint of "the Pest" can wreck a military campaign or end a merchant venture.

Twenty years ago, the benevolent King Robert of Orvonca died without a firm plan of succession. His death, and the perceived weakness of the rich Kingdom of  Orvonca at the south tip of Bosola, lit the fuse on a series of bloody and destructive wars.

Ten years ago, Pellamy concluded a treaty with her enemies. Soldiers of fortune, out of work and with limited prospects, migrated or were chased to Bosola. Existing mercenary armies grew in power; new companies sprung up overnight.

Two years ago, the Church split in half. A controversial election placed the unstable and quarrelsome Archpriest Simon II on the throne of Molont. Backed by the rich country of Pellamy to the north, a group of cardinals disputed the results of the election and appointed the vindictive and ambitious Archpriest Ignatius I. The two Archpriests promptly excommunicated each other. Nations were forced to take sides. Bosola universally declared for Simon II; Pellamy for Ignatius I, Grept for whichever sides seemed likely to restore their lost lands in Bosola. The revenues of the Church also split; both Archpriests demand donations and sell offices to raise funds.

Last winter was hard one but spring is finally here. The mountain passes are finally clearing, and the armies of Bosola are once again on the move.


2019/08/07

OSR: 1d50 Missions for Small Groups of Medieval Mercenaries

As a late medieval mercenary, your time is divided between:
  • waiting around (something D&D can skip).
  • fighting a mass battle or siege (something D&D traditionally has trouble handling without switching to wargame scales).
  • staying alive.
  • having a good time.
Here are 50 missions for small groups of mercenaries (3-10 people, the size of a traditional D&D party).

Of course, ElfmaidsandOctopi got there first.



Jakub Rebelka




1d50 50 Mercenary Missions
1 There's a legend about that castle. They say, on the summer solstice, a fifth tower of pure gold appears at noon. And it's the summer solstice tomorrow...
2 For diplomatic reasons, you need to sack and burn this monastery while dressed as mercenaries from a rival company. Make sure you leave survivors. And don't loot anything too obvious.
3 See if you can find a path through that swamp. Map it or use markers. You may need to find a local guide.
4 This convent of nuns has a very important relic. Go steal it for the greater glory of the mercenary company. If the saint doesn't want to be stolen, you'll get smitten by lightning or something equally unpleasant.
5 The emperor of some foreign land is sending wax copies of his legs to a nearby city for custom-fitted armour. You're going to steal them and we're going to hold them for ransom.
6 The emperor of some foreign land wants to add a local beast to his menagerie. Go capture something magical and dangerous. Here's 50' of rope and a wooden mallet.
7 Our leader's favorite lover is very sick. A famous elderly physician resides two towns away, but refuses to travel to the camp despite offers of vast wealth. Go kidnap the physician... politely.
8 One of the Archpriest's legates is carrying secret letters to a nearby city. Insert this sealed letter among them. 
9 We need you to paint insulting slogans on these dead and diseased cows before we launch them over the walls.
10 There's a small castle along our line of march. It would be convenient if it was occupied before the bulk of our forces pass by. Bribe, fight, or bluff your way in.
11 Here's a laugh. Go ride out to this castle and tell the owner to surrender or we'll burn it at dawn. We won't of course. Too much trouble and it's too far away. But the owner might fall for it.
12 Apparently the queen of this town has a magic mirror that identifies pretty women for her. Weird, I know, but think of what we could do with that mirror! Go steal it.
13 There was a silver mine in the hills before the war. See if any of the locals remember where it was. It might still be operating. 
14 The court poet from a local city has written some very satirical verses about our leader. It'd be unfortunate if the poet met with a tragic accident on the road.
15 The enemy army has camped on a plain just below a dam. If someone breaks that dam, the river will burst its banks and sweep them away. Of course, it's behind enemy lines...
16 One of the Archpriest's legates is carrying vital letters. You need to steal them, copy them, and return them without the legate noticing.
17 Feint a night attack on this town, just to annoy them. Don't get killed, just make them raise the alarm.
18 The captain says he needs a tutor for his children. Go find someone suitable. A literate priest or something. They may need some persuading to work in a mercenary camp.
19 We've tried undermining the town's walls, but something keeps eating the miners. I mean the miners keep disappearing. Anyway, if you sort it out you'll get a nice bonus.
20 It's vitally important, for diplomatic purposes, this convent of nuns is protected. Make sure nobody bothers the nuns. That includes you. And keep your hands of their relics.
21 The enemy town has hired unbribeable killer mercenaries from Foreign Parts. They don't speak the local language so we can't corrupt them. Find someone who speaks their language, and quickly!
22 Our leader is hosting a banquet. Ride down to the coast, buy fresh fish, and get them back here before they start to smell. 
23 Our leader's astrologer-wizard started gibbering about "moondrops" and "beams of silver" and ran off into the night. Go find them and drag them back.
24 We need to bulk up our numbers before the assault. Go see if any of the local villagers can hold a sword or a spellbook. If they can and they want to fight, sign them up. 
25 Our leader is getting married. You lot need to get him a gift. Go steal something nice off the registry.
26 Remember that old manor house we took in the spring? Apparently there are tunnels below it. Some of the guards went in; only one of them made it out. Died in a tavern three days later, but his pockets were full of gold.
27 Go scout the enemy army and count their cannons. Don't get caught.
28 This fog isn't natural. It's a wizard business. Or a druid. Or worse. Head that-a-way and see if you find anything. We'll light a signal fire to guide scouting parties back home.
29 Here's the plan. You pose as deserters, sneak into the town, and spread the word that it will be violently sacked tomorrow. The nobles sneak their valuables out. We ambush them and share the proceeds.
30 Someone massacred a village and it wasn't us. Go take a look.
31 The wizard's tower is supposed to be empty, but something in there keeps lobbing spells at our troops. Fix it.
32 You look like clever people. Invent a terrifying weapon to impress our employers. It only needs to work once, during the demonstration. You've got a week.
33 You're our last hope. Get inside the town somehow and open the gates. 
34 To prevent the enemy from marching against us, set fire to all the grassland from here to the mountains It's been a dry month. Their horses will starve.
35 Some moron says he found "giant bones" down by the riverbed. There haven't been giants in these parts for centuries, but I hear a powder made from their bones makes your... well nevermind. Just go find them.
36 We're running low on horses. Go into the hills, find a village, and see if they've got any horses.
37 Go check on the condition of this road. Rumour has it goblins were seen in the trees, and where there's some goblins there's always more goblins.
38 See that hill? There are standing stones on the top with strange markings on them. Might be nothing, but you should check them for wizard business.
39 Our leader's worthless bastard son turned up. Take him on a "hunting trip" in the hills. I hope nothing conveniently tragic happens to the poor lad.
40 Your job is to deliver this letter to the leader of a rival mercenary company. Don't stick around for a reply. No seriously, it's best if you hand the letter to their leader and run.
41 We're running low on food. Go into the hills, find a village, and get as much food as you can. Take these two carts.
42 They say a tunnel went through that mountain in ancient times. Go see if you can find the entrance. It's not likely-smarter people have tried-but if you do you'll be legends.
43 They say there's a hidden village in the hills, inaccessible unless you know the path... or you're very smart. And you're very clever, right? Go find it and see what they're up to.
44 So we might have accidentally killed a bishop and his retinue. You could have been his twin. Put on this hat and robe, go where he was going, pretend to have a fever, and die of natural causes as soon as possible.
45 You need to fake a troop movement away from the camp. Convince any observers watching by night that we're sending a detachment to flank them. No, there's no budget. Figure it out.
46 The people paying us say we can only claim territory up to the border. The border stones are moveable if you've got a pickaxe, three oxen, and a cart. You only need to move... oh, two dozen. A mile or two will help.
47 An ambassador from a distant kingdom was kidnapped by some bandits. They're hiding in a small looted castle. The local nobles want the castle back but can't pay. The ambassador's ransom is unlikely to arrive.
48 A rival mercenary company just purchased a huge stock of gunpowder in preparation for a predicted siege. It'd be a real shame if someone set fire to it.
49 Old Simpkins, who sells us onions and those funny woodcuts, says bandits have been bothering him near the pass. Go sort them out. We like Old Simpkins.
50 A noble in a local town is stirring up trouble. Go assassinate him. Quietly, publicly, doesn't matter.