Tue Mar 08, 2005 9:07 pm  
Greyhacking in Castle Karn (N2)

Part V.

Using N2 in a non-canon location of the Nutherwood.
(Also posted in non-HackMaster forums hence references to the product.)

-------- This Week --------

O.K. back to Castle Karn in N2:

The High Druid sends the party off with a promise of the blight cure provided they clean out Castle Karn (as per the original module.) Since one of the party members is a Druid/Ranger (June-Bug,) he negotiates a medium level tutor be sent along since he is eligible to level-up, thus saving schooling time. The High Druid agrees to send a tutor provided is not used for combat purposes and may fight only in self-defense. (Loss of an Honor point here for asking a favor.)

One minor skirmish along the was with random Gnoll encounter. No minor damage to the Party however the lead character (Berlin) lost his leather armor due to excessive armor hits. They take one Gnoll prisoner. No repair to the armor (or swapping armor with dead Gnolls,) is made. The Half-Ogre Berserker made a self-inflicted wound and almost killed himself, he had to purge his honor to negate the effect. I can see this character spiralling downhill into an NPC sometime soon if he doesn't do something heroic.

When the Party arrived at Castle Karn the Goblins were quartered in the barracks with guards posted outside. The Party agrees to send the Gnoll in with an offer of freedom if he can eliminate the guards.

After the Gnoll fails, the Goblins are alerted and the Party's Magic User (Montague) sends a "Phantasmal Fireball" (a HackMaster 1st level spell) through the barracks door and the Goblins mostly fail their saving throws, losing an average of 6 points of damage each. With a 20 point kicker this doesn't bother the Goblins too much.

With three doors to choose from, the Goblins emerge. I judge that about 3 Goblins per round may exit each door. Those that egress from the right-hand door are mounted on Worgs.

I ran all doors of the Goblin barracks simultaneously so each section ends when the session ends.

Left side door:

The party had prepped the attack. They had sent one Party member to the far left (the one who had lost armor) to taunt the Goblins, while the Bard and Thief position themselves and fire at emerging Goblins from the rear. They fail to cause much damage however and the Cleric all by his wee lonesome may not survive next week, although he'll gain an Honor point for the taunting and 5 more for entering into mortal combat sans armor.

Right side door:

At the far right door the Party Druid/Ranger faces the mounted Goblin/Worg combination along with his side-kick, an Earth elementalist. Contrary to the agreement, the tutor is brought along. (The party says that he wasn't brought in to fight only to instruct. However within the Castle grounds is too close to a free fire zone and this infraction will be duly reported.) The side-kick is brought down to (-5 hit points) by a triple hit on the 3rd wound by 3 Worgs. Player Characters should take better care of their side kicks. The Player of course wanted the medium-level Druid to heal the side-kick during the middle of combat with Worgs. Oops sorry. Maybe, if the fight is over in less than 5 rounds before the side-kick expires AND one presumes the none of the Worgs takes a bite while the side-kick is down. (Expect another loss of 2 points of Honor for an unnecessary death.) Another item to decide next week.

Center door:

The Half-Ogre Berserker finishes off Goblins like a Bass-o-matic and shuts the door after blocking it. A few managed to slip through and are fighting the Magic User and the Berserker's Cleric side-kick. This team of the Party is doing well and may be able to provide assistance to the right and/or left teams, next week.
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Tracy Johnson<br />Old fashioned text games hosted below:<br /><a href="http://invent3k.openmpe.com/empire/" target="_self">http://empire.openmpe.com/empire/</a><br />BT<br /><br /><br />