Sunday, 3 August 2025

Trollopulous Adjusted Session 94 (Machodor #54); The Storm

Usama Loot Laden (and mount)
            

Timekeeping


This session took place on 14/11/2024, and the PCs adventured for 3 days.

Introduction


This session has taken a long time to complete the write up for. In some cases the fog of war was necessary but mostly I had to think a bit harder than normal and that always slows the process. The understand the context of this session I recommend you read the one before it

Player Characters Present


Slippery Pete (Level 8 Thief, wearer of the Hat of Disguise and wielder of the Black Dagger)
Sever (Level 8 Pegasus Corps Ranger of Machodor, wielder of Were'shbane and wearer of the Girdle of Cloud Giant Strength)
Giuseppe (Level 7 Paladin of Rome, Brovenloft, wielder of the Dragonslayer and the Shield of Protection from Missiles) with henchmen Bishoy and Tawadros (F5)
Sheamus (Level 6 Irish Fighter from Brovenloft, rider of the Rocket Cycle and wielder of the Drewblade) with henchman McScales (Lizardman F2)
Gurt the Green (Level 4 Paladin of Machodor, wielder of the Longsword+3) with henchman Solaire (P1) and Anri (M1)

Downtime


The players had varying bad dreams while trying to get some rest in the Gnoll caves. Natural anxiety, dread prophecy, who knows?

Session Report


As the sun rose on a clear morning, a sentry posted at one of the cave system's six entrances reported something strange at the exit to the little cul-de-sac like valley the ruined village was in; trees, lots of trees! Over night, seemingly by magic, a huge forest had formed. Going forward to investigate, they soon found their worst fears proven, the forest extended in such a way as to arc from one end of the exit to the valley all the way to the other side, half a mile away; creating an enclosed space that narrowed down to about 200 yards at its far end, and there in front of the trees was an army drawn up and waiting, the Talibandits. The party could see Usama himself ride forward, waving a white flag, escorted by 4 warriors and another bearing a banner.

Local map showing the caves


Three players rode forward, with three Pegasus riders backing them up. Only one of the players attempted to read what was on the enemy's banner, which written in Illusionary Script, and this required him to make a saving through, which fortunately for him he made and so was not magically Confused. With the banner a failure, but with them all in range; Usama's magic user ally, Invisible off to the side, cast her Lightning Bolt (much as she had done on another occasion); and all hell broke loose.  

Goodbye faithful steed
Combat #1: Usama's Treachery

Rounds: 2

Result: Party flees!

Highlights: The bolt got Sever, Gurt, and Sheamus, and their mounts, and sadly Convess the Pegasus failed his save and took full damage, which was enough to kill the faithful steed. By the time the survivors reacted the image of Usama had wavered and disappeared, it was an Illusion!

The magic user ran off somewhere into the trees, but when they tried to pursue they found them too thick to make it further than 10' per round (as per the spell); and to make it worse they heard the growls of summoned bears in there. They were forced to retreat.

The Talibandit troops jeered and laughed as the PCs raced back to the presumed safety of the valley, but it was soon apparent this this was no place of safety; numerous shots rang out from the mountains nearby. Durka Durka's tribesmen had taken up position there and were able to rain down shots with their enchanted acorns with impunity. The players whole force hesitated at the threshold to the village and tried to think of a way out of their predicament.

Slippery Pete volunteered to climb up there and took off to do so (an uncharacteristically brave move, but perhaps he figured he would be less of a target up there). The small unit of Pegasus archers tried to make and impression but were out matched in fire power, an soon forced to land. Now time dragged, would the battle start, or would attrition keep slowly piling up? I had no planned solution here, this was not a "round 1 this happens, round 2 that happens, the PCs can influence the out come by winning such and such set piece small scale combat." which I've seen advised around the place. No, bottled in like they were, the ball was in the player's court completely. You could sense the tension!

The first attempt to reclaim the initiative was to send some of the unwounded Pegasus air cavalry out in pairs to seek reinforcements, two went to Guarda, and two to Schloss Ragnar. The speedy mounts were able to evade the Durka Durka fire and get clear, but even they would not be able to reach their respective destinations and return with help in less than four hours. Could the PCs army hold out that long, would they try?

I wondered if they might seek safety in the caves. They could have tried, the entrances would have been defensible; but they found the former gnoll home instinctively unsafe, I guess. In fact, I'd dropped a clue or two (that had gone unnoticed) to the existence of an underground river that actually led out of the rear of the caves and could have been used to escape, or flank the enemy, or perhaps even led to the discovery of a path into the basements of Tora Bora...but we'll never know now.

Instead, Giuseppe came to the fore with a inspired tactic; he would take the dwarf unit up the mountain side and directly engage the Durka Durka's there. This was a great example of a player influencing the world around him, do dwarves really have such an ability? Well, it seemed reasonable to me at the time! Later I rationalised that perhaps dwarves could locate navigable ways to ascend that other races might not, particularly with Giuseppe able to lead them up there with Bonecrusher's Horseshoes of a Zephyr. I decided this put them in open or skirmish formation, but that was a small price to pay to escape the stalemate. Suddenly the hunters became the hunted. As they got moving the the Durka Durka druid's realised their danger and cast a number Obscurement spells, and at the same time Slippery Pete was moving in to flank them all by himself (so brave!). With his men on the mountain now in danger, the Durka Durka druid leader, Putda bin Outwillya, pressured Usama to advance and engage the enemy; and the bandit leader was happy to do so.

battlefield in action

Combat #2: Battle of the Ruined Village

Rounds: 11

Result: Party Victory

          Highlights: The enemy closed and sent both sides exchange missile file while setting up for a charge. Once this opening rounds passed each unit settled in for a slugging match back and forth, losing sight of other parts of the battlefield.

Usama, astride his might mammoth, was in the centre of his heavy foot on the left wing. When the units clashed, Sever and Gurt began wading through the 0-levels and soon met with the man himself. They did not have things their own way, Usama had many levelled henchmen to protect him, as well as some druids. In the end running the druids with all this going on proved a bit too much for me to fully exploit, I abducted later that maybe Putda wasn't all in with his support of Usama.

Meanwhile the other units had also crossed the no-man's land between them and engaged. The militia from Guarda suffered heavy losses with only the guidance of Sheamus to keep them together when one of their leaders fell. 

There were plenty of places to lose this battle, the place to win it was always going to be with the villainous Usama and those who faced him, and he gave as good as he got--both verbally and physically.

Usama in happier days

Finally the last of Usama's protectors fell and the man himself was on his last legs. The female magic user, who must have had a thing for her boss, tried to run up Invisibly and use a Fear spell to save him. However, she did not quite make it and instead effected one of the militia units and caught some of her own troops in the area of effect. Usama fell next round after a rousing speech no one recorded, and the magic user was then caught by Sheamus and his rocket cycle, which ran her over as she tried to flee back to the safety of the forest.


Among the vanquished were ten captured officers, men who lacked the malevolent zeal of their leader and were merely typical bandits seeking easy plunder. These men readily surrendered when Usama fell. Twenty archers, gripped by the last minute Fear spell, fled into the forest, only to meet a grim fate as bears devoured them. Vultures circled overhead as the party began the somber task of looting the fallen enemy.

Later that day, Sixtus arrived with reinforcements from the Pegausu Corps Sixth Company. Though too late to influence the battle's outcome, his timely intervention allowed the party to dispel an illusion cloaking a section of the forest that prevented their leaving the field. Within this revealed area, they discovered the Talibandits’ packhorses and carts, brimming with loot and harboring a few prisoners. The captured officers disclosed that Usama had abandoned his mountain lair, collapsing its entrances, with plans to relocate to the Ruins of Trollopulous.

The party gathered the loot and their fallen comrades, returning to Guarda. That night, a fierce thunderstorm tore through the battle site, as if nature itself recoiled at the Druids’ actions that day—though such musings remained speculative.

They reached Guarda by midday on November 16, 2024, and set about assessing the value of their hard-won spoils.


Some lessons learned


The unit template I'd prepared before hand really helped make this session manageable, but I immediately made some changes to it; eventually I want the units, particularly those owned by the players, to have these standing by like character sheets, ready to go at a moment's notice. At the time I was still thinking in these terms but have moved on to a different way of doing it.

Template use example with Giuseppe's "Swords!" unit

With theatre of the mind and mass battles, there is crucial cut off point were it is no longer possible for some players to visualise what is going on. This varies from player to player. Loosing track of things is also not necessarily bad, it can simply be a reflection of the fact that this mode of play can be more chaotic than anything a single party might encounter in a dungeon. 

However in this case the battle became more complex than necessary as I made the smaller Talibandit forces (20 archers, 20 cavalry) etc into their own units, instead of combining some of them. Since the cognitive over head is per unit--regardless of each unit's size--this is something I will avoid in the future. Similarly, for the forces of good, the two militia companies were so similar in make up that they were easy to confuse.

Experience rules

Something that is not covered in the DMG is the experience earned for Mass Combats. While Troops do not earn experience from kills or loot--given the possibilities of large amounts of both--I don't believe it is intended play for a group of player characters to get full experience just for tagging along in a battle.  On the other hand, players should be rewarded for the spoils of a mass battle when warranted. Ever since our first big battles at the beginning of the Machodor Sessions I have applied a scaling to the rewards; but, as with all things, judgement is required. 

So here is my method for balancing this: 

First calculate the ratio as per DMG pg.84 "If the average hit dice or level is 10 times greater than the average level or hit dice, there must be an adjustment of at least halving or doubling the experience point (x.p.) award as the circumstances dictate, except if the lesser group is approximately 20 times more numerous than the greater value group."

In this case it was approximately 350HD vs 350HD so 100% initial value is warranted.

Now for my additional calculation:

The Base XP adjustment is the scale used in the battle (i.e. 1/10 in this case). If the players are just tagging along in the battle then they get 1/10 the XP reward.

Now, adjust the base for the percentage of the forces on the PC's side that they have footed the bill for themselves, in this case the it was approximately 115 hit dice with 250 hit dice 

Further adjust the base for the kills by PCs themselves, in some cases this can be a very significant contribution.

For this battle is works out as:
 (115/250 [PC force component] + 1/10 [PC kill component] = 5.6/10) * 74,858XP = 29,943 XP

 

Session Statistics: 

Wilderness travel: 18 Miles

Combats: 2

Combat rounds: 12


Treasure & Items
5000 sp, 4000 ep, 5036 gp,
Gems (11): 10 gp Azurite, 10 gp Azurite, 10 gp Eye Agate, 100 gp Bloodstone, 200 gp Moonstone, 50 gp Obsidian, 500 gp Aquamarine, 500 gp Chrysoberyl, 500 gp Moonstone, 7 gp Tiger Eye Agate, 800 gp Emerald. Total Value: 2687 gp.
Jewellery (13): 5800 gp Sceptre, 11000 gp Coronet, 7000 gp Chalice, 6000 gp Earring, 4000 gp Decanter, 400 gp Sceptre, 4000 gp Clasp, 1200 gp Headband, 6200 gp Goblet, 1000 gp Ring, 400 gp Clasp, 800 gp Decanter,  500 gp Statuette. Total Value: 48300 gp.

Greater Identify expenses: -5,850gp
14 Magic Arrows+1 280xp
3 Platemail suits+ 2400xp
2 Shields+1 500xp
2 Scalemail suits+1 1000xp
Mace+1 350xp 
Lance+1 600xp
Knife, Buckle+2 200 xp
Spear+2, throwing 1200xp
Boots of the Skirmisher 1000xp
Evil Longsword bounty from the Authorities in Minas Mandalf of 5000gp

Level 1 Spell book: Read Magic, Light, Shield, Comprehend Languages 300xp to Anri
Level 2 Spell book: Web, Stinking Cloud, Invisibility
Level 3 Spell book: Lightning Bolt, Phantasmal force
Level 4 Spell book: Fear

equipment: 
40 suits of Platemail, 12 need repair
60 suits of Ringmail, 18 need repair
80 suits of Chainmail, 24 need repair
20 Bec de corbin
80 shields
30 spears
60 longswords, 18 need repair
20 morning stars
10 Short bows 100 arrows

Monsters
180 Talibandits 3600XP
1 Level 4 Druid 225 XP
41 Durka Durka warriors 1230 XP
Mammoth 4000 XP

Mass Combat adjustment 350HD vs 350HD = 100%;  
Scale 1/10
(115/250 [PC force component] + 1/10 [PC kill component] = 5.6/10)
74,858XP adjusted to 41,920 XP

41,920 XP & 52,423 GP Assignment
Slippery Pete (E) 5589 XP & 7178 GP
Sever (E) 5589 XP & 7178 GP
 army 1/2 share 3589 GP
Giuseppe (E) 5589 XP & 7178 GP
  and Bishoy & Tawadros (E) 2795 XP & 3589 GP
Sheamus (E) 5589 XP & 7178 GP
  and McScales (E) 2795 XP & 3589 GP
Gurt the Green (E) 5589 XP & 7178 GP
  and Solaire (E) 2795 XP & 3589 GP
  and Anri (E) 2795 XP & 3589 GP



Graveyard

Convess (Pegasus), treacherously killed by a lightning bolt from Usama's henchman wizard in session #94

Domby (Henchman with Dex 5), double surprised and turned into a pin cushion in session #87

Luke (Half elf Fighter/Cleric level 1), tragically killed by a normal hydra while trying to cauterise one of its neck stumps in session  #86

Gurt the Green (Paladin level 3),  killed by a hydra bite in session  #86 RAISED FROM THE DEAD

Pleasance (Footman level 0), killed by a phase spider bite in session #81

Siegward (Henchman Fighter level 1), killed by a phase spider bite in session #81

Tawadros (Henchman Fighter level 4),  killed by a phase spider bite in session #81 RAISED FROM THE DEAD

Patria (Footman level 0), killed by a two headed snake bite in session #81

Deltacron (Dwarf Fighter/Thief level 1/1), threw his last flask of oil at, and was level drained to death by, a Vampire in session #76

Petrov the Prestidigitator (Magic-user level 1), killed again by the toxic gas of an Achaierai in session #72

Petrov the Prestidigitator (Magic-user level 1), wrong place, wrong time; killed by Sever the Ranger in session #72 RAISED FROM THE DEAD

Red (Paladin Level 1), always popular with the ladies, he was eaten up by a female Roc in the Pizza Slice of Doom during session #67

Jacques Ocular (Magic User level 1), a fat green worm burrowed into his head and turned him into a Son Of Kyuss in Brovenloft in Session #43

Pino (Dwarf Footman level 0), Killed by a Frost Giant axe in the head in session #39

Paro (Dwarf Fighter/Thief level 2/2)  Killed by Winter Wolves and frozen in session #39

Zabib (1/2 Elf Fighter/Magic User level 1/1), Killed by Frost Giant rocks in downtime prior to session #39


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