Wrangling a Gaggle of Goblins

In my previous post A Safe Place To Camp I used a warband of Goblins as the force against the players. 19 Goblins used at top efficiency could do serious damage to any party of almost any level. Any arror or crossbow bolt in their case can get that open ended attack roll and deliver a killing blow. Organised ranks of light crossbow goblins loading and firing upon command can do serious damage particlularly to low level parties.

Defending Yourself in Rolemaster

Your defence in Rolemaster is a matter of natural ability through your character stats, physical protection through shields and armour, defensive skills such as ‘adreanal defence’ or ‘yado’ and then magic on top of all that. Most of these things add a positive bonus to your DB (Defensive Bonus) that is taken away from your attackers dice roll. Low level characters in Rolemaster generally do not have that much magical protection or the best armours this means that even a relatively unskilled crossbow goblin has a chance to hurt you. Multiply that by volleys of six bolts at a time and the odds are in the goblins favour.

On the other hand if the goblins are in disarray then they are a completely different proposal.

Big on Initiative

In all flavours of Rolemaster using a long weapon such as a halberd or spear gives you an advantage to your initiative in that first round of combat. This si because you can hit your opponent before they have finished closing with you. After that first round then the sheer length of the weapon is a bit of a hinderance. In rolemaster because wounds tend ot have a last effect, not just knocking off hit points, if you start to lose then you are likely to carry on losing in a vicious circle. Getting the initiative and then attacking first is valuable. Here our goblins, if they are allowed to get organised, can bring a lot of long weapons to bear on the characters and all with that initial initiative advantage. On the other hand if they are not given that time or using stealth the party can get in amongst them before the fighting starts then the characters have the advantage and are more likely to attack first. All damage is applied instantly in Rolemaster so if you stun your opponent then they are not going to hit you back.

Parry Saves Lives

Rolemaster is dangerous and wounds hurt. Parrying is the norm in combat. Just the same as you see in the movies where the protagonists circle each other probing for weaknesses in the others defense, so it is in Rolemaster combat. You can sacrifice some or all of your attack to deflect your foes attack. Our goblins though will find that hard with such a big weapon as the spears and polearms. They are pretty much half a good as a sword for parrying. This means that in this adventure the characters almost certainly will have to potential for greater defence and a better offence than our goblin defenders.

It really is a GMs call to decide how good a general Spartak the Goblin is and how he can organise his war band. Without changing a single number or creature in the adventure you can make this a warming up exercise for a new party to a humbling experience for a hardened bunch of adventurers.

What you should avoid is a total party wipeout as that is rarely ever fun!

A Safe Place to Camp

There are times when what you want is a world saving adventure and there are times when you just want to kill something. This little adventure is of the just kill something variety. This is really intended to be used with a beginning party of 1st  to 3rd level characters.

In many of the games I have played in it seems like Orcs get used almost as the default bad guy in beginning adventures. This time it is their weaker cousins the Goblin that is going to take the beating.

The entrance to this cave should lie on the parties route of travel and should offer some shelter from the rain or from a storm. As goblins are nocturnal the earlier the party decide to camp the more off guard the goblins will be. There are many lessons to be learned in this little side adventure, not least that it is sometimes better to run away to fight another day. The goblins operate at -75 during daylight so they will be very reluctant to chase a fleeing party. Mind you come night fall they will be out for revenge.

I have included far more goblins than any single party should be able to handle. The idea of charging in madly will probably get you killed but stealth can be your friend. The goblins are not good at coordinating but the players should be working as a team. Low level magic can work well against these 2nd level foes such as Sleep V and even projected light will give the characters the advantage.

You should remember that these round–headed imps  wear clumsy, stone clogs which certainly doesn’t help when they are trying to move quietly.

A Safe Place to Camp 01 (GM)

 

 

 

  1. Sleeping area: this area is where most of the warband sleep. They have nests made up of bits of cloth and vegetation such a furns. The goblins tend to sleep close to the walls as they feel less exposed and are not particularly trusting of their fellows. There are sleeping nests for twelve goblins here.
  2. SPARTAK’s sleeping ‘nest’: this area is where SPARTAK and his harem of five goblinettes spend their days doing whatever it is that goblin warlords like to do.
  3. Communial ‘Council’ Area: This area is not realy used that often. The goblins prefer to be further away from even the little little daylight that reaches here. What this is used for is pre-night raid prep talks. If there are disputes to be settled then the group will gather here sort it out the in a sort of no holds barred wrestling match.
  4. SPARTAK’s bodyguards: There are four burly Goblins here who like the rest are probably sleeping on duty or else slacking off. These are the body guard for the goblin leader. They have decent cured leather breastplates (AT9) and spears that they are wielding two handed. There is a flat topped rock in the centre of this area upon which are many flat pebbles and a leather cup. The goblins entertain themselves during the long summer days couped up in here trying to flip pebbles into the cup. The body guards names are RUSLAN, PETRO, OLGA and OLEK. If they are attacked they will try and form two ranks of two with their spears to the fore. If any of them fall then they will break and flee back to (13) below.
  5. Mess area: Small smoothish boulders have been scattered around here to serve a stools or seats. This is where the goblins come to eat and the northern wall is splattered with left overs flung from bowls and the floor to the north is covered with small bones and scraps.
  6. Work Area: This is where the war band are fixing armour, making weapons, fixing nets and even making shoes. Goblins love machines and as such mastered using leavers (wooden beams) to raise and drop stone blocks to cold forge metals (just poundng out the shapes). Stone hammers are in abundance.
  7. Dressing Chamber. SPARTAK has his armour (rigid leather 10) hung up on a T shaped wooden dolly. Beside it is his woolen cloak (no more than a cape on anyone else) and to the other side a low table holding his weapons (a dagger, short sword and light crossbow). He likes to make a big show of having his body guard ‘dress him for battle’ thinking it impresses the goblin minions.
  8. This area is fenced off using a crude home made corral just inside the narrowest point. Inside the corral is a young mountain lion cub. The goblins are planning on training it into a war cat.
  9. Entrance Guard Post:There are a pair of goblins here that have of course fallen asleep during their watch. They have light crossbows (Goblins love machines of all sorts) and halberds but nothing is loaded or to hand. These goblins are not brave and would rather raise the alarm and flee than die. They are called VSEVOLOD and WOLODYMYR.
  10. Kitchen: Such as it is. A large flat stone serves as butchery block and counter. There are basic rough made kitchen impliments suh as a stone club for use as a tenderiser, an old axe used for seperating joints of meat and cauldron style cooking pots and buckets for water. There is no designated cook, it is just whoever is bottom of the pecking order at that time.
  11. Weapons Store: The goblins are trying to make and stockpile spears, halberds and crossbows. The product of their labours are stored here in piles of shafts, piles of stone spear heads, a few halberd heads and so on. There are very few completed weapons as these are being handed out to the war parties members as soon as they are ready.
  12. Treasure Chest!:Out of sight behind this natural pillar is a small stone coffer holding the war bands loot. Currently standing at 14bp, 9sp and some pretty stones that hold no value to non-goblins.
  13. This area serves a dual purpose. It is SPARTAK’s and his body guards latrine and it is the fall back point for his body guard. The narrowing of the cave walls means it is easier to defend but also the buckets of urine can be thrown to put out torches. The goblins much prefer total darkness.

The total warband amounts to 19 goblins. En masse they will almost certainly kill any party but their leader is no genius. He has visions of crafting a phalanx out of them where a mass of spears and halberds will make them unapproachable. Their love of machinery draws them to the light crossbow and Spartak envisions ranks of crossbow goblins marching forward in regimented fire, reload,  and advance lines protected by a forest of spears and polearms. As it is the crosbows are slow to reload and these long weapons mean goblins struggle to parry and do not carry shields.

If the party enter the cave by day many of the goblins will be sleeping, one or two may be in the kitchen area. As evening falls they ecome more active with weapons being repaired and new ones being made in the workshop area. After night fall they will take a meal in the mess area. Late at night a patrol will be sent out of five or six goblins being three spear bearers and three crossbow goblins.

Each goblin is carrying just 1d10 bronze pieces as treasure. The four bodyguard goblins have have an additional d10 copper and Spartak has an additional d10 silver. That may not sound a great deal of treasure but this is only meant to be a minor distraction. Spartak and his crew are a breakaway group from a larget goblin tribe who have visions of world domination but are probably note going to realise those dreams.

If the players attack and then withdraw the goblins will try and harry them for days. Spartak will initially want to kill all bar one of the players. If they all die then no one will be able to carry the news of his victory and spread his fame. If the losses are too great on his side, say more than four or five actual fatalities then he will just try and drive them off and count that as a victory.

All the stats you need for the goblins are on page 123 of the RMC Creatures and Treasures or 571 of RMU Creature Law.

You can download a players map here.

Where is all the playable material?

The reason this blog exists is because someone asked on the ICE forums that amounted to ‘where is all the playable material?‘. Off the back of that I created this blog. It idea was/is that by having more fan based material may encourage more people into the rolemaster fold.

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Design-wise the blog has moved on a little.

It is nearly one year on and occured to me that I haven’t actually published a great deal of playable adventures. A couple of NPCs and a couple of monsters but not a single adventure.

So my next post will be just that. A small 1st to 3rd level adventure aimed at new to RM GMs and players. I need to check when my one year anniverary actually is, the only thing that brought this to mind was the domain name renewal notice, so it must be coming up soon.

Part of the reason I have not published much playable material is that I had kind of hoped RMU was on the near horizen. I was stalling waiting for that. I wanted to dual stat everything for RM2/RMC and the new RMU. As it is RMU is clearly not going to happen soon. You cannot make a masterpiece over night and juggling so many differing needs is not easy.

So next time you get to kill some goblins!

Who is Unified Rolemaster (RMU) For?

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This week Nicholas Caldwell published the October Director’s Briefing. I seriously recommend reading it if you are interested in any form of Rolemaster.

I think you should never be afraid of people who challenge your ideas or disagree with you. In business we say you will learn more from a single customer complaint than from 100 positive reviews. I love Rolemaster and think it is the best fantasy roleplaying game of all time (so far) and the second best rpg rules system across any genre. I have played a lot of games, as I am sure you all have. I also think Nicholas Caldwell is somewhat wrong in his conclusions of the right target audience for RMU.

It was me that asserted ICE needs RMU (http://www.ironcrown.com/ICEforums/index.php?topic=16590.msg201402#msg201402) in the original discusion for all the reasons that he quite rightly outlines. You cannot expect the company to support so many incompatible systems. That I agree with. I think that RMU should be developed first and foremost to attract new players into the RM world.

Here is my reasoning.

As the briefing states trying to perform the balancing act between the wants of the two existing systems requires compromises. Trying to balance the needs of three groups, the RM2ers, the RMSS (that sounds sinister doesn’t it?) and completely new players is an even harder balancing act. You do not need to worry about us old hands. The truth is that all that is going to happen is from two factions you will get three factions, RM2, RMSS and RMU. In the same way that in the D&D world there are still people playing 1st Edition AD&D today when the current version is 5th Edition so you will still have your RM2 players playing RM2 after RMU is released. So trying to unify the audience into a single market will not work.

Secondly if you completely ignored the existing players and just made the best possible new Rolemaster then those people who are starved of new RM material will buy in. Some people jumped from RM2 to RMSS and some jumped from RM2 to RMC. A proportion of those will adopt RMU just because it is RM and it is NEW.

If you just make the best possible Rolemaster, then by extension, you will attract more new players. I defy anyone to argue that ‘the best possible Rolemaster’ will be in anyway inferior to ‘the best possible compromise between all old versions of Rolemaster’.

In the Director’s Briefing he says “Gamers who like very rules-lite systems or cannot abide detail are unlikely to play any edition of Rolemaster.” the flaw in this argument is that I am both 100% committed to Rolemaster (I am a volunteer editor for the Guild Companion, frequent contributor to the ICE forums and one of the few RM bloggers.) and I am one of those people who like very rules-lite systems. Maybe I am the exception that proves the rule or maybe the designers do not like rules-lite systems so assume that the players are like themselves? Who knows.

It is true that targeting the existing players is the easiest audience for ICE to reach but ‘easiest’ is both subjective and relative. How hard is any audience to reach these days? There are 550+ followers of the Shadow World facebook page. A single status update about the release of the new version could reach more people than habitually visit the ICE website (the busiest day ever on the ICE forum saw 276 people). A copy of the game sent to the top games websites for review can reach tens of thousands of roleplayers who have never even seen a RM rulebook. If the game is designed from the ground up for the ‘new to RM’ audience the barrier to entry will be extremely low. Building for the existing userbase is like taking an extremely short ladder into an orchard. Yes it works great while you are picking the low hanging fruit but once that is all gone you have a much harder job on your hands and your early decision is now a  hinderance.

I would send a press release to the top gaming websites asking for beta testers with the only qualification being that they have not played any version of RM in the last 10 years. That would give you a completely different kind of feedback to what we are seeing right now. It may bring lost players back into the RM world. It will definitely give free publicity to ICE and ICE’s products. I would be extremely tempted to create a closed forum just for these ‘new to the fold’ beta testers so they do not get shouted down ‘because they do not know how to play Rolemaster’.

Don’t take this the wrong way. I have never written a game or published a game. I admire everything that has been done so far. I am only writing this because I want RMU to be a raging success. There are something like 7million roleplayers out there and probably 6+million have never had the pleasure of experiencing Rolemaster. I just want the next Rolemaster to be the best possible Rolemaster.

I am a commercial animal at heart and I would love to know ICE’s marketing plans, the market research they did before starting work and how they intend to reach those 7million potential customers. Somehow I don’t think they will let me in on the secret(s) though for which I cannot blame them. I am in no way affiliated with ICE.

My final comment is this. I think I said in that ‘target audience’ thread that I will not be buying RMU. The truth is that, as I have written before, the beta test has made me reevaluate what I thought about all aspects of the different RM rules and options. As a consequence I have gone out and bought HARP. I would not have bought that if it wasn’t for the beta test. Another example is that I was against the game concept of Talents and Flaws but now I get them. RMU is not finished and it is foolish to say ‘I haven’t even seen the finished game but I am not going to like it whatever you do’. That is not what I meant or how I meant it. What I meant was that at that precise moment there were elements of the game that, for me, were what Nicholas refers to as deal breakers. That was then, RMU is the future.

Player Character Downtime

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There have been three mentions of this recently on the Ironcrown forums. How do you handle the time when the player characters are not adventuring? This is also part of the problem I have with sea voyages as I was writing about recently.

The discussions I mentioned involved playing an alchemist who by necessity requires great amounts of time to create magical items, characters that take to crafting or mining and simply healing time for fighters. In my case I was thinking of enforced inactivity while on a boat or ship.

The easy option is naturally enough to hit fast forward and say two weeks later you are all healed, the alchemist makes his spell casting rolls  to see if he was sucessful, the crafter make their craft rolls and so on. You then get on with the adventuring.

In a one player/one GM game you can easily jump days, weeks or even years and no one will mind. You can just as easily roleplay every minute of every day. There was once a brilliant session we had where the party were rightly accused of a hideous crime but it wasn’t really their fault. They did kill the dwarven queen but the queen and her body guard were covered by an illusion so they appeared as Uruk Hai. Once the illusion was lifted it was too late, the queen was dead and her dwarven body guard were not in a listening mood. I was playing a fighter and I really did my best not to kill anyone but I even accidentally killed a couple of the bodyguard. I was limiting myself to ‘A’ criticals and still managed to roll a straight 00. I didn’t even draw my Falchion, that was with martial arts rank 1. When things are going against you there is nothing you can do.

Anyway, it is really hard to escape justice in a magical world and we ended up in a dwarven prison cell. Half the party wanted to bust out and anyone who got in the way had better be able to take care of themselves. Myself and one other were dead set against taking any more dwarven lives. The arguement raged back and forth for 8 realtime hours and was carried out entirely in character. An elven PC was suffering a curse that he always belived anything that was stated as a fact so we had to be really careful not to make ascertions too strongly or the elf would change his opinion and swing the vote the other way.

The end result was that only a few additional dwarves died and the Iron Hills are not on my list of holiday destinations.

We really tried not to kill anyone but some characters will take in on the chin and turn the other cheek and others will rip your head off and kick it down the corridor.

The point is though that the entire session ened up being 8hrs of just talk, effectively downtime with the party locked in a room followed by 2hrs of on the hoof escaping. If we had fast forwarded through the debate we would have missed one of the best scenes in the entire campaign.

There are other considerations here. If you hit fast forward only good things happen. If as a GM you say “OK six months pass and your business fails, you loose your house and you are about to be chased out of town by an angry mob who you owe thousands of silver to.” the player may be upset. That may be the logical result of the player trying to use very poor skills to achieve the impossible but the player would not accept that result. The flip of that is what happens when only good things or nothing happens?

Our alchemist having aquired all the necessary components in the previous adventure presumeably make a couple of rolls and walks away with a free magic item.

A mentalist does not need spellbooks and libraries to research spells, just meditation so during the same perriod all the pure and hybrid mentalists walk away with new spells.

Channeler only need to pray to research new spells so they get a free gift too.

Essence users cannot research new spells so easily, they do need research materials, libraries and possibly mentors but on the other hand if they have rune paper they could fully ‘charge up’ all of it with their most useful spells. Normally this is a risky task out on the trail as to create a 5th level rune takes about 15 power points. The result is that if the caster does that last thing at night and then gets disturbed or attacked he or she may be seriously depleted in power the next day. That way it can take weeks to replace the scrolls used up in a single encounter or adventure. My illusionist uses scrolls a lot for movement type spells from fly to change self and also for spell extension spells. Airlifting the party a long distance can pretty much wipe out his stock of runes.

The crafters on the other hand gain a lot of sellable assets or pure money. I don’t know about your games but I often find taking money off the players is harder than giving it to them. That is the problem with treasure hoards, they tend to be full of money.

The fighters on the other hand do not gain a lot from these extended enforced rests. Yes they heal their wounds and you be able to say, yes you can learn that new skill because you found a trainer while you were in town but that is still not much of a gain.

This is one of those things that I have never really been satisfied with how to handle it. A pure adventuring party is easy but the non-adventuring professions such as labourers through to alchemists do complicate the issue as they do need that down time to use the skills that are the reason for their existence.

Fate Points

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I have ever used Fate Points in a game before. I have mooted them to the players and generally the reception was not particularly possitive. As a consequence I had never really sat down and read the rules around them. They are not part of the core RM2 or RMC rules but I was familiar enough with the concept and the role they fulfilled.

There are times when you just do not want to fail that moving maneuver roll.

Last night I read the High Adventure Roleplaying (HARP) rules on Fate Points and I do think they are a good thing. It appears they are designed to help shove the story along where it would otherwise have stalled. Take for example the idea the the party have to resuce the princess from some deep underground orc fortress. The party come to a fissure in the tunnel floor and decide to jump it but the princess has swooned into the fighters arms some time ago and has not yet revived. The fighter takes a firm grip on her and leaps the fissure, and fumbles his roll. Dp you let the character and the princess fall to their doom?

In my game, yes I would. I would let him make a couple of other rolls to try and catchhol of some outcrop of rock and if he failed all of them I would have the pair of them crash into some ledge and take the appropriate damage. With Fate Points the player could choose to burn a couple of points and boost that leaping roll until he makes it. The player only starts with 3 points so you will not have the players skewing rolls all over the place but the onus is then on them to save their characters and not on me or you as GM to get them out of their predicament.

If they are on the ledge 100′ below the passageway with their escape just discovered by the orcs the party had better come up with a decent rescue plan pretty quickly. If they don’t then as a GM you could find yourself having to invent a new passageway along which they fighter and princess can escape. It could all unravel fairly fast if they are just having one of those bad dice rolling days. With Fate Points, the jump was made and the party escape, the princess was rescued and disaster averted and the universe did not have to be bent to save anyone.

I like the idea that the players have a distinctly limited supply and that although when they level up they can replenish them they can never have more than 5 in total.

I think in my face to face game this is pretty much happening already. There seems to me to be a fair amount of rolling the dice and then deciding which one is tens after the event. A practice highlighted a couple of years ago when one of the players accidentally picked up a D8 and a D10. He designated the D8 as the ‘tens’ and then managed to roll several open ended rolls during the session. Fate was truly on his side that day.

I generally do not live in fear of killing characters. I do not go out of the way to do it but I do normally give the players some sort of access to Life Keeping and Life Giving magic through either single use items, access to an NPC or herbs. There is a double punishment in there with the dead characters player now being on Tea Duty and there being some loss of assets to the party.

I was going to ask how people felt about Fate Points but I guess that those that like them will be using them and those that like me didn’t like the idea don’t use them and very few will have wavered between to two camps. I am defintely going to try them in the next game I run that is for sure.

You never know when you are going to need an army of mounted archers!

British Horseback Archery Association National Championships 2015
British Horseback Archery Association National Championships 2015

This is the sort of thing we get up to on a Sunday morning down here in deepest darkest Cornwall. When most people are reading the paper or having a late breakfast we are training the next mongolian horde. You never know when you are going to need an army of mounted archers!

It is one thing to discuss on the ICE forums whether this combat round model is realistic or not and (see the Beta 2 Arms Law discussions) it is quite another to see people who really can do these things for real. The thing is that role playing games are just that, a game. They are not realistic. If they were then characters would probably take a single hit and then roll around on the floor crying out for you not to kill them. No one is going to take a full on strike from a battle axe and then carry on adventuring for three more days!

In the same way what I was watching yesterday was not combat but sport. Yes they were drawing and firing five arrows in less than 12 seconds but they were not drawing the bow sufficiently to penitrate armour (mind you it took two people to get some of the arrows out of the wooden stands), they were not firing at dodging  and evading targets either.  On the other hand they were cantering unfamiliar* horses with no hands.

The point of this is that we get to pretend we are horsemen or women or warriors but it is actually very easy and relatively cheap to do many of these things for real (as long as you do not want to go running around killing people). You should look out for events and opportunities to give these things a try. I hope to be able to post a photo of me doing this in the new year!

*Horseback archery is carried out using a pool of horses which you are alloted by random draw. You do not get to use your own horse even if you have one. It is one of the things I like about the sport. The entry point is very low. The same is true of the Modern Pentathlon, another sport I am interested in.

Ship bound adventures

I have always thought this is the single hardest enviornment in which to run an adventure. The issue I have with ship bound adventures is how to deal with the long hours, days and weeks of plain sailing? It always feels to me that as soon as you mention a sail on the horizon the party leap into battle readiness because as a GM ou would not have mentioned it otherwise and besides they are adventurers and these things happen to adventurers.

How many times can you attack a ship with pirates, sea monsters, flying monsters and hurl it into natural storms, maelstroms and so on before the crew will be throwing the party overboard?

Twice before I have used ships successfully and both times the ship only featured in the very first session. In an introductory sessions for completely new roleplayers I had them start out on the deck of a ship hugging the coast. The players knew that was where they were going to start and so it was worked up into their character backgrounds as to why they were on the ship. This opening scene gave me an opportunity to show how the story telling element of RPGs work describing the landscape gliding by and letting the players talk to the crew and to each other in character. The captain explained the danger on this part of their journey were coastal pirates that paddled out to ships who were forced in tight to he coast because of the tides and currents. As night fell on their first day the lookout gave the call that canoes had set out from the shore. As so the adventure began with the players being lost overboard and making for a hostile coast where they knew they would be made slaves if they were captured while their ship sailed off into the night.

The second use was in a campaign I ran that shadowed the life of Thomas Pellow. He was a Cornishman that was captured by pirates and spent 23 years as a slave to a sultan. Her served in the army and had several adventures. In this campaign the party were bought and sold as a unit because of their curiosity value and used for many suicide missions because they had no choice but tot do as ordered. Again the ship was just a jumping off point and not really a part of the adventure.

There has to be a way of having epic voyages become part of the narrative without it just becoming a case of “20 days later you hear the lookout cry ‘Land ahoy'”, “Ten days after setting sail you see sails nick the horizon to the east” and so on; completely bypassing the entire life at sea element.

Has anyone ran successful ship bound adventures?

How Many Adventures Can You Have In A Tavern?

When I build anything from towns to taverns I always start with the people. Once I have created the people who provide the essential services to make the location work and then add their families I have a rough working population. That then tells me how large a place it is. In a tavern you need the landlord or barkeep, a chef/cook, a server or two. In a small out of the way place that could be a husband and wife with their own children or they could be staff and unrelated. What makes taverns though is the client base.

My first thought, inspired by the news that they are going to start filming the next series of Poldark this month was to have a couple of smugglers conspiring at one end of the bar. Whether any of the drinks being sold are contraband or not depends on the landlord I suppose but smugglers are a good way of introducing a sub plot.

Taverns are resting stops, the motorway services of their time so you are highly likely to encounter a royal/imperial dispatch rider or messenger or even two going in different directions. These two would have a natural affinity and are likely to be sharing what new and gossip they personally know regarding their missions even if they do not know the contents of the messages they carry. If something were to happen to one or more of these and the message simply had to get through…

Merchants are not that likely to sleep under the stars and depending on the nature of the world are likely to have a few guards or men at arms with them. Now whether they mix well and get on with their men at arms or not is a different matter. It may be that with those men at arms it has been nigh on impossible to rob any of these merchants on the road but now they are sleeping inside while their wagons are secured outside opportunity knocks.

I can also imagine a foolish young man showing off some valuable item for too many people to see. Maybe a jilted lover drowning his sorrows and showing off a betrothal ring to anyone who can answer why she won’t defy her father?

I think all of these are run of the mill and happening in every tavern in every game more or less. So what about some other less obvious adventure hooks?

So all of the above are happening in the tap room most likely but what about some fugitives hiding in the cellar? Why are they hiding? Probably because there is a gang of ruffians holding a dog or cock fight in the centre of the cellar. the ruffians are part of the smugglers crew who are too well know by the local law to drink in the tap room. There is of course also a secret passage from the cellar to either out on the road or down to a cove depending if the tavern is by the coast.

If any weapon is banned in the realm chances are there is a crate full of them down here somewhere. In my world swords carry a 1sp tax for any blade over 12″ long to try and discourage people carrying too many weapons. All it has achieved is to make 11″ daggers popular, made thieves conceal their weapons and created a black market for untaxed blades.

So that is the basement pretty full what about upstairs? The roof is where the homeless would often choose to sleep. They are out of the way of the law who may try and move them on. Heat rises so it is warmer than a doorway.

The attic is a really good place to have a secret meeting, hide bodies, store your deceased mother and her rocking chair and perform ritual magic and summonings. This would means that there is probably a dodge spell caster staying in the tavern. We may have met him or her in the tap room earlier or they could be keeping themselves to themselves in their room.

And so to the private rooms…

The best place to meet a thief or cut throat has to be when they are coming out of *your* room. At least at that point you can be pretty sure they are not just accidentally carrying off your saddlebags.

If the walls are pretty thin and you can hear everything then having someone performing an incantation or ritual all night and keeping the players awake is always interesting. If the party can identify it as some kind of ward against evil it is hard to complain about someone trying to keep you safe!

On the other side of the players room you can have two guys arguing, one plotting to murder a tyrant and the other against violence. This works well if at breakfast the next morning it turns out that the two people from that room are twins. Which one is the potential regicide and which is against it?

There are so many ways of offering your players adventures that this is just a selection of ideas I have had today. Any of these could spin off into a evenings diversion or a major adventure. It is up to them and you.

Too Much Treasure?

In a recent game I was in the party was walking around with something like 70,000gp in Diamond Notes (the Shadow World solution to mass currency transport). Depending on how you value a Gold Piece* that is the modern equivelant of between £8.3M and £350M ($13M – $539M) in cash. That was the cash surplus after four months of adventuring and treasure hoarding.

The first question is how much money do adventurers actualy need? They could retire quite happily and live out a life of luxury on that sort of money but then they would not be adventurers if they did that sort of thing. As a GM it sometimes becomes necessary to drain money from the players economy. One way is the herbalism method.

Imagine the scene, the party approach the doors of a remote monastry towards the end of their day firsst day in the foot hills. They ask for rest for the night which is given as well as food for their horses. While they are walking the grounds in the evening the players notice that there is an extensive herb garden. Furthermore they notice that the monks are growing some of the rarest herbs. Remembering the golden rule of “What the GM giveth the GM can taketh away” you let the party buy a quantity of otherwise rare herbs. Things like Ul-Naza. It is leaf that you eat and it is a natural antidote to any poison. The book price is 430gp a dose but what the monks charge is up to you. Other useful herbs that are expensive are things like Baalak that repairs shattered bones and Hugburtun that stops all bleeding. One dose of each of those is about 1,000gp. Vulcurax is a life giving herb and costs 1,000gp on its own.

So the party top up on some herbs before setting out to find the mountain pass. The next morning they somehow manage to upset a manticore and take a right kicking but luckily enough they had the means to cure the shattered bones, severed arteries and treat the poison barbs. It is just as well they had those herbs! If the party didn’t want to buy the herbs then of course they are now in deep trouble and may well have to turn back to the monastry to recover at which point you are not ony buying the herbs but also paying for the expertise in applying them.

At the end of the exchange I would always leave the party up on the exchange and having a dose of a life giving herb in the parties supplies is always useful but it also helps drain away some of that excess money. You could of course tell the party that they will be traversing Manticore Pass and the party may well choose to stock up on antidote before they even set out.

I like robust parties that I can give a real kicking to but they survive and win through. Herbs that are only really useful after the fight mean that you can really let rip during the combat knowing that you are not going to ruin the chances of completing the overall quest. When the party do win in the end, defeat the villain, rescue the damsel and so on they know it was because of their planning and ability and not because the GM spoon fed them. I used to play under a GM who would beat you down to 1hp and then suddenly no one could hit you and you would eventually win. It was obvious that the dice rolls were being skewed and it took the fun away from the game so some degree.

You don’t have to leave the party paupers and in fact most will not spend themselves down to the last tin piece but consumeables like herbs are a good way of lightening the purse of some of that excess treasure.

tres

*I read somewhere in one of the RM sourcebooks that a typical peasant has an annual income of about 2gp a year. If you consider the National Minimum wage as ‘peasant income’ then 1gp equal £5000 and dividing down then a 1 Tin Piece is just 50p. On the other hand if you see a peasant income as those people surviving on a dollar a day then one Gold Piece would be worth £118 ($183) and a Tin Piece would be a Penny (nearly 2¢).