Finally Friday arrived. Some weeks seem interminable and this was one of those. Car troubles (on top of more car troubles) have been a major element of recent poverty, so we were especially thankful that a couple of the players stepped up to supply us with food for the night. Khar brought sandwich fixin’s and I was able to make a mouth-watering “Dagwood” and James brought a pumpkin pie (’tis just about the season) and he even brought my favorite food to go with it – whippped cream. So let that backdrop of deliciousness flavor the following story of what happened this week.
One more aside. James also brought a wargame called ‘Ogre.’ which s from Steve Jackson Games, and vame out int he early eighties. This was the classic edition in a small ziplock baggie, with a hex map and a bunch of cardboard cutout counters. We set up for a game = me on defense with a combined arm force against his one ogre. I have never played this game before, so I fell back on traditional combined arms defense for my set up. I put the objective – a command center, in the back corner and built an infantry ring of defense around it and my three heavy artillery. I had three rockets tanks placed near the infantry and on the left flank I had three heavy tanks meant to protect the flank and direct his approach and maybe if I am lucky, immobilize him before he ever gets to my side of the map.
Didn’t work out that way. He took a direct approach and my bullets pinged off his shell. On the third or fourth turn of maximum direct-line movement, he was in range of my command center, and automatically hit and destroyed it, winning the game. It was a sudden and anti-climactic victory, due mostly to my ignorance of the rules, but he did a great job of sloughing off my combined arms layered defense.. It goes to show you that a knowledge of warfare is not always enough to win a wargame. One must also have at least a passing knowledge of the rules. The game really comes down to the ranges – 8 for artillery, 3 for rockets, and 5 for his ogre, so getting him in the 6-7 range is key to victory. Never letting the ogre within 5 of the command post is key to not losing pathetically.
The discussion of Car Wars, also by Steve Jackson, came up, and I will be on the lookout for a retro-release of Car Wars. It is the only other game I ever played as seriously as dungeons and dragons, and I would totally play it again. I waonder what would happen if one game night, everyone showed up to autoduel? I actually still have all my car wars stuff from the eighties, including pages and pages of yet to cut out vehicles and roads. I might own just about every accessory released for Car Wars, up to a certain year,and that includes many Uncle Albert’s catalogs. Enough said.
Dungeons and Dragons Section
Play began with the party standing over the corpse of the blue half-dragon Langredossa in his tent in the center of the raider’s camp. The tent was empty except for a small folding chair and table, upon which a map lay unfolded. It showed the path of the cult heading across the desert towards the far off eastern city of Leucrotta. They now had all the information they needed and just needed to save the slaves./ Looking around, they notice they have not been spotted yet. There are three more commanders, who seem to be in charge, standing by a cave entrance at the back of the ravine. One is a black half dragon in purple robes,the other is a human female in shiny purple armor, and the third is a female blue half-dragon who might be the mate of the slain Langredossa at the heroes feet. The three commanders break up and start walking towards their three tents – the blue one is the one they are in.
The party sneaks out of the tent and of course the dwarf cleric has trouble being stealthy with his elephant mount. He rolls a natural one on his stealth check, with his modifier becoming a zero. This cannot be allowed to pass, so I ask him to roll on the penalty roll table. Thinking that double damage will still be zero, he scoffs at the idea but rolls – and gets knocked unconscious for 2-8 rounds. Not all damage is hit points!
More shenanigans happen, an eventually they save the prisoners and escape up a hidden back staircase just behind where the prisoners are kept. Convenient! Once back at Greenest,they spend a couple days resting and recuperating while doing a little home improvement on their new headquarters – a Sirius Black type mansion near the center of town. The cleric also trades in his big elephant for a pair of easier to handle dwarf elephants.
Once the monk npc whom they rescued is healed from his time in captivity, he comes around to thank them and ask a favor. He is going to his home town of Leucrotta to tell his master what he has learned of the cult, but he needs them to go back to the raider camp and check out what is in the cave. His master will pay them 150 gold each when they make it to Leucrotta. They (eventually) agree.
Heading back to the camp, they decide to use the secret back entrance near the cave mouth. They find the camp to be deserted but can’t see the cave from above, so the dwarf decided to go down to investigate. He chooses to ride his dwarf elephant like a surf board down the ravine’s edge, rather than leave the wide hipped elephant up top. I asked him if he is sure he wants to do this foolhardy thing, but he insists.
Of course I ask him to make a dexterity check on the way down, to stay atop the elephant as it slides down the nearly vertical jagged, rocky surface. Of course he rolls a two with his modifier becoming a one. Oh Joel. You never should have attempted this. The elephant decides to ride the dwarf down the final half of the ravine, and they end up at the mouth of the cave, the dwarf unconscious at zero hit points, with only his boots visible under the elephant’s seated butt. The rest of the party chose to descend using the secret carved staircase. Dwarf elephants have a long memory and the will not forgive the dwarf for his treatment of them. The other one he painted black, by the way. As the dm, I may need to take those elephants away from him.
They entered the cave after killing the guards and reviving the dwarf. They avoided the fungus garden and came to a cross roads. One had lots of feet traveling down it, the other one less so. Then the dwarf, in a scene out of Aliens, had his nose to the ground and said “feet many feet, getting closer. They are right on top of us! Where are they?!?” With his nose to the ground he couldn’t se any o the feet, so one of the players said “I look up” and there were three flying kobolds, six floating feet, coming towards them. It was a short battle, and we might have ended it there,or continued a little further, I can’t remember anything that happened after the feet incident.
Non dnd game night Saturday
Since I started with Ogre I guess I will not end with fantasy foot fetish, but instead go out like I came in, with talk of games other than dnd. On Saturday we had a non-dnd game night (Kind of specific, huh? prejudice one might say) that included the game 7 Wonders, which was a lot of fun to play. We did not use the feature about building your own wonder, which i think is a shame, and I blame losing because we were leaving out that major component.
I started off the game night with a three player round of Smash Brawl for the Nintendo Wii. It was vaguely fun, but not knowing what was going on 95% of the time made me feel like a 95 year old grand ma, so I don’t think I will ever play that game again. I did have much better success as Star Fox than I did as Donkey Kong. But at the end of the game I had 5 kills to my son’s 75 and joel’s 50+.
I had wanted to try out Dominion but it is for 2-4 players and there were around seven of us. Other games choices were Small World, which I won the one time I played,I think as ice barbarians or something. That was a fun game which I would play again. My favorite board game however, is Settler’s of Catan, which we also didnt play. There is only so much time in a game night!
The rest of the group went on to play a game I think might be called Resistance, where two of the five are spies, and they go on missions to succeed or fail (Wil Wheaton can tell ou more…). I had to go to bed, but I heard the rest of them playing that game, and they seemed to really like it, tons of laughter and what not.