I am certain that this report on the efforts to bring Pelor's light to the heathen frontier West of Bonevale will find Knight Captain Dawes in good health and spirits.
I, Knight Guardian Percival, have led my team to establish a forward operating base at the ruined elven keep. Laborers toil to restore the keep to it's former glory while our principal members expand our hold in the area. There was a brief interruption in productivity due to an unsuccessful attempt by dopplegangers to infiltrate our ranks.
June, Zimon, Sanji, and I set forth to explore the immediate surroundings. We had encountered several points of interest nearby and were confident that we could free the area from any remaining evil on this expedition. Our search quickly revealed an idyllic meadow featuring a cottage, bleating goat, and freshly baked blueberry pie wafting a tantalizing aroma in our direction. I had to snatch Sanji's collar before he ran forward to grab the pastry.
Evil stalks the land in many forms, often tempting the unwary to their dooms either spiritually or physically. In the darkest, most dangerous forest in the land, one must be suspicious of even the most innocent-seeming interactions. This was no different and we retreated to consider our options.
Suspicion was not enough to justify immediate violence. Tales of witches and faeries using illusion to lure travelers were many and varied, but if this was just some innocent farmer or forester's home we couldn't just kick the door in. I crept forward to get eyes on the scene again and prayed for Pelor's holy vision to show me any evil within. Our Lord of Light never fails to guide me and this time was no different, revealing several Chaotic auras floating within.
Armed with this knowledge, our rules of engagement were determined. Chivalry is only owed the chivalrous. No quarter to Chaos. Sanji and his henchman established an ideal line of fire for his magical staff while the rest of us positioned to engage any enemies that might show themselves. I covered our mage's firing position which would turn out to cost us dearly.
Sanji launched two fireballs in rapid succession into the cottage, the second after hearing some casting within. There was some sort of witch or sorcerer aiming to retaliate. Our first tactical error was not applying as much firepower into the situation as we had. Sanji let off to conserve ammunition which gave the occupants time to recover while the rest of us advanced on the building.
A magical column of fire erupted around the mage's position, knocking him out of the fight effectively as he retreated for cover. Zimon was first in the building to confront the enemy, a deceptively beautiful young woman. The fireballs had vaporized most of the furnishings, leaving some smoke but no massive house fire to drive her out. I entered in shortly thereafter and we battled the clearly monstrous woman, who through dark magics repelled some of our attacks and was more stout than any human had a right to be.
She cursed Zimon with black lightning that flowed from her fingers, shriveling his legs and manifesting the "rickets" disease that allegedly plagues the southern ports. She also struck him down with supernatural strength following up to cave in the skull of Sanji's henchman. June and I were able to finish her off before any further damage was done.
As we investigated the aftermath, we realized these were not minor fae or witches, but hags, some of the most dangerous monsters to roam the dark places of the Oerth. Our reticence to apply every bit of firepower that we could as fast as we could nearly cost us as the surviving one had time to heal and buff herself with protective magics. If all three of the present ones had done the same, I would not be writing this report, but through Pelor's grace and wisdom we were able to overcome. Such formidable monsters stash quite a bit of treasure over their years, which we liberated and retreated with back to civilization.
A mercenary lieutenant in command of a platoon of longbowmen stopped us en route and sought employment. Due to the notoriously disloyal nature of mercenary officers, I suggested that he swear oaths to Law and the Light of Pelor before joining my service. He declined, as he did Sanji's attempt to recruit him as a more permanent henchman. LT Leon valued his independence apparently and we wished him luck and no ill will on his travels.
Fr Cassian was able to interrupt his meditations to cure Zimon's rickets and we spent some time shopping in Bonevale which is of no consequence to the honorable and busy Knight Captain Dawes.
Under the Light of Pelor and in the warmth of his embrace,
Knight Guardian Percival, Bonevale
Musings:
Well, we were nearly all killed. Hags are no joke.
It was a weird session in that mental energy wasn't there across the board. DM missed some things and so did I, which I feel is a failing on my part as the more experienced player/DM at the table. The mistakes this time went pretty much all in our favor so the very good score feels like it should have an asterisk by it.
The beginning of the encounter with the hags was TOTM, so some leniency was given with positioning and ranges of spells (Discern Evil). There was also a liberal interpretation of the Discern Evil which, while beneficial to me, I think is too generous. It's been acting as somewhat of xray vision, but I believe I should have solid line of sight to a target to see any aura about it. We weren't given descriptions of any occupants of the building so in hindsight I think my information about Chaotic entities within was too favorable. I will try to remember that going forward and police myself.
ACKS encourages initiative and surprise rolls per entity involved unless there are many of the same types of monsters. DM rolled surprise for the hags as a single unit. Due the their potency, he lamented that after the fact. They should have been individual rolls that likely would have resulted in us not getting our early fireballs off.
So what to do about it as a DM? Well, there is precedent in Uncle Gary's AD&D that treasure and xp can and should be modified by the ease in which it is acquired. A clever plan to overcome daunting odds is one thing, beating up on goblins for their lunch money at 5th level is another. It doesn't say much in the way of errors in play resulting in unlikely outcomes. ACKS also isn't AD&D, but when in doubt, you can't go far wrong by referring to AD&D for guidance.
I suppose if I was in his shoes, I could justify modifying the treasure a bit, since we began to realize some of our mistakes during the fight. Historically, though, I probably wouldn't have, so it's really just speculation about possibilities. I've made the same kinds of errors without adjustment in the past. It really depends on the situation, your mileage may vary, make a judgement call in the moment, etc etc etc. The key is don't make the same mistakes twice and treat every encounter as its own thing. You can't justify punitively adjusting a future encounter because the last one went sideways but you can speak to past experience and avoid the same pits.
We are well on our way to establishing a domain here. We intend to rule by Oligarchy, which are optional rules in the JJ to "get along gang" our domain growth. It's less efficient but should still be fun. It treats the "domain ruler" as its own entity with relevant domain management stats averaged from the Oligarchs. I've never used the rules so I'm excited to try them out. It'll let us pool resources to more quickly build something meaningful.
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