Saturday, February 25, 2012

Troll Fight Deconstructed - Gothic Greyhawk Game 55


Earlier this week, I made a post identifying all the things that stood out for us as "different" in AD&D combat (Playing AD&D Combat Like it's 1979) versus the classic editions we've played the most.  What motivated those observations is the fight described below.  Instead of the normal approach to a game report, I'm changing it up to include a round by round account of how this particular AD&D fight developed.

The party had camped for the night and deployed their standard watches; during one of the shifts, Moore (MU), Mordecai (Cleric), Shy (Fighter), and Digit (Thief), were sharing the watch.  The party typically can't be surprised when Moore is up and active, because his brownie familiar prevents surprise.  The watch men became aware of some monsters at encounter range, when a stench drifted into the camp and they heard the sound of claws clambering on rocks out in the dark.

The group won initiative, and adjusted their placement slightly; the fighter moved to the edge of the camp and "held his combat action", but the casters had no one to target yet and declared no spells; you can’t "attack the darkness".  The elf thief also passed.  They called out for everyone else to wake up; a handful of people started to stir (based on rolls).

One thing I mentioned in the combat post is that movement rates in AD&D are really big.  When the monster's turn came, they had enough movement to close to melee range from out of the darkness (and in AD&D, you can close slowly without giving the other side a swing).  As the monsters entered the firelight, the party saw it was a pair of trolls.

In round 2, Moore declared a fireball, and Mordecai declared a prayer spell.  The party won initiative, and Digit the thief moved off to the flank and ducked out of the light, attempting move/hide rolls.  Shy swung and tagged a troll.  The fireball was aimed so that it would roast the back of the trolls but not the character in melee with them - I make the player make a roll when attempting such finely aimed placement, and use grenade rules to determine the shift, so it's possible to catch your own guy in the blast.  But after reading how AD&D favors catching friendly characters in missile fire (because of the assumed movement during a round) I'm probably being too generous!

Meanwhile, characters that were still in their tents and under blankets started to clamber out and get to their feet in round 2.

On the troll's turn, Shy was targeted by both trolls doing their claw\claw\bite routines, and he took like 30+ damage.

For round 3, more casters were up, and all the arcane casters switched to magic missiles.  The rolled initiative was simultaneous, so spells would be delayed by casting times.  Previously, I said we'd use weapon speed to break ties in simultaneous combat, and the trolls had natural weapons, so their attacks would happen first.  Rolling multiple double damage crits, the trolls did enough damage to put the fighter well below -10 in a single round, killing Shy.  Whether Shy would have gotten a swing was immaterial to the result, but the group got upset that each monster's entire attack routine (like claw/claw/bite) all happens on the same initiative and doesn't get staggered down the segments like player multiple attacks.  Thus, I encouraged everyone to pour over pages 61-71 of the 1E DMG to get a handle on AD&D's combat system (and compare/contrast with how OSRIC streamlined things).

Digit had skirted the trolls and made a sneak roll to come up behind them; by now, other fighters like Leonidas and Kobra, who had clambered to their feet last round, charged the trolls on their turn.  Magic missiles went off a segment later, and the trolls were pounded by 3-4 magic missiles per caster (Forlorn, Moore and Konstantine all unleashed spells).

The fight ended on Round 4, with the party winning initiative and destroying the last troll.  They had plenty of wooden brands to thrust into the fire and cauterize the troll corpses.  Mordecai had been carrying a scroll with Raise Dead, and they decided to Raise Dead on the spot.  This generated a ruling; Raise Dead implies that a character needs a day of bed rest for each day they were dead; what if they were dead only a few minutes?

After seeing what a mess the AD&D weapon speed rules are (at least as presented in the 1E DMG), I'm fairly sure we'll be dropping them, and just using weapon lengths during a charge movement as a differentiator.  But the comments from the other day had some good suggestions, and I'm going to see how 2E suggested using weapon speeds and initiative.

One critique I have for the group's play is how they use the clerics.  We started this campaign using LOTFP (the original version) a long time ago; when the group got to the mid-levels and we agreed to work in all sorts of classic AD&D modules, we converted to Advanced Edition Companion (and now AD&D 1E) because AD&D's classic modules are combat-heavy and AD&D clerics fight as well as fighters - a big change from LOTFP's approach, where clerics never improve at fighting ability.  The group needs to keep that in mind; if the plate-armored cleric had supported the front line with Shy, it's likely they wouldn't have had to waste their Raise Dead.

I have a few quick questions for readers.  I remember Raise Dead caused a 1 point loss in Constitution, but I couldn't find that in either the PHB or DMG; is that only a 2E and later rule?

The AD&D Monster Manual has curious phrasing about trolls and regeneration.  Classic D&D specifically says trolls don't regenerate from being burned with fire or acid; AD&D phrases it differently.  Trolls regenerate (no exclusion for damage types), but the only way to permanently kill them is applying fire or acid.  I read that to mean trolls regenerate from everything, but when they're at zero hit points, that's when burning keeps them dead.  Maybe I'm reading it too closely; maybe you can't read anything in AD&D that closely.

For folks that follow these game reports for the story side of things, here's how the group got to this point:  they had apologized to the gnomes, and through diplomacy, brokered a deal where they would tackle the Black Temple and the monstrous forces that were harassing the gnome vale, while the gnomes would patrol the lost caverns in the interim.  The two groups would use caged pigeons and speak with animals to keep these disparate forces in communication, since they'd be many days apart across mountainous terrain.  The troll encounter happened after days of travel, when the group camped not far from the Black Temple.  They're planning a scouting mission for the following day.

Here was one significant thing:  one of the meatshield rangers earned a name!   The party was tracking the monstrous raiders from the gnome vale across various mountain valleys, but on the third day, a drizzle started around 3am, and by sunrise, the tracks had taken a couple of hours of rain.  The chance to track was down to 5% and dwindling hourly.

Meatshield 1 took the lead and the player attempted a tracking roll - and made it with a 03%!  The group cheered, since they were actually near the Black Temple and found it that morning.  They gave him an immediate promotion to a fully named henchman member of BK Inc.

Meatshield's new adventuring name is "Bing McQuest"; he can find anything for which they're searching.  They debated calling him Yahoo or Google, but figure they can save those for future rangers.

Friday, February 24, 2012

War Versus Sport... and A Game of Thrones




Bronn has just killed Ser Vardis Egen in a duel, and thrown him out of the Moon Door.  The Lady of the castle, Lysa Arryn, is furious.
Lysa Arryn: You don't fight with honor!
Bronn turns to face Lysa, smiling mockingly
Bronn: No...
Bronn points to the open Moon Door
Bronn: ...he did.

There was an idea that spread through the blogs a few weeks ago; a useful way to differentiate new school from old school play styles is to use a metaphor of War versus Sport.  (The idea started on an Enworld thread here:  Combat as sport vs Combat as war).

War:
There is no such thing as a fair fight.  Melee fighting is a last resort, and when it happens, players are expected to use every way possible to get an advantage and stack the odds in their favor.  The DM is under no obligation to provide balanced encounters, so survival is contingent on the players sizing up threats and responding accordingly, including running.  In game terms, Save or Die effects and level drains emphasize the dangers of casual combat.

Sport:
Later editions create the expectation that fights are essentially fair.  Elements like the challenge rating, encounter level, or encounter experience budget allow and encourage the DM to build combat encounters at or slightly above the group's power level, and the underlying game systems assume opponents are evenly matched.  Players can engage in combat with more confidence of victory, and more time is spent working through intricate tactics within the scope of a tactical combat, instead of figuring out ways outside of the combat to skew the results, as in the "War" approach.

Wow!  Every time I think about the difference between those two approaches to combat, I think of Bronn and last season's A Game of Thrones on HBO.  Bronn is a low-born, scrappy mercenary, who survives in a world of powerful, armored knights, through wits and strategy.

In the scene from above, he sees an opportunity for profit by agreeing to fight Sir Vardis in a trial by combat.  The loser will be thrown out of the Moon Door, an open hole over a yawning abyss; the castle is perched on a mountainside.  Ser Vardis expects a straight up duel, a fair fight; Bronn runs away, throwing obstacles in the knight's path like torches and candelabras, he makes the knight chase him up and down some stairs, even using the crowd as a barrier.  As Ser Vardis tires out, Bronn hits him in the hamstring from behind, limiting his mobility even further.  Then it's all over.

Bronn is OLD SCHOOL.

Season 2, chronicling the events of A Clash of Kings, should be right around the corner - I think it starts April 1st here in the US.  Rock on.  If you missed Season 1, it's worth catching online or on-demand... I read the books years ago, but found the TV series an enjoyable romp.  It provides a game master lots of inspiration for power politics in a fantasy game.

Thursday, February 23, 2012

How Do You Read Blogs?

I find that I am split between identities - I've been blogging as "Beedo", an old avatar name from time spent on discussion boards in distant years.  But G+ uses my regular name.  It seems that when you link your blog to your G+ account, the accounts merge and your blogger profile disappears.  Must Beedo die for my G+ account to fully live?

Here's a more serious question - how do you keep up with your favorite blogs these days?  The common options seem to be using Google reader or a similar feed reader- either by subscribing or following a blog; watching your G+ stream for posts; going to the blogroll of one of your favorite bloggers and clicking on blogroll links; bookmarking your favorites; doing a Google search when you feel like checking up on a place.

Before I push the shiny red button and explode Beedo into a cloud of electrons, it seemed like a good time for a poll - let me know how you keep up with your favorite blogs.  Thanks!

Oh - as for me, I tend to use Google Reader.  I urge folks that use blogger to go into their settings under feeds and allow full feeds; many times I can't click through to your place if I'm at the office, but I can still stay in touch with the feed.  Why limit your ability to be read and enjoyed?

Wednesday, February 22, 2012

Playing AD&D Combat Like It's 1979


It seemed like such a good idea a few weeks ago.  "Hey, you know what fellas?  AD&D is being reprinted!  We're already playing Labyrinth Lord with the Advanced Edition Companion - it's practically AD&D now, so why don't we just convert all the way?"

Let me tell how you that's working out.

First, the good news.  I still have a group of players, and the game hasn't blown up, but then again, I haven't sent out invites for next weekend's game.  (We'll see who shows up).  After a few days of pouring over pages 61-71 of the DMG this weekend, the general consensus from the guys seemed to be, "WTF, Gygax?"

I consider EGG a creative genius; I love his adventure modules, especially those classic high level AD&D romps from the 70's, with their blend of exploration and intricate, tactical combat.  But his gift was not the art of clear and understandable rules.

Here are our observations on how AD&D by-the-book differs from the beloved editions.

Surprise
There's a requirement of calculating how much the surprised side lost the roll, because they get punched in the face over and over again for that many segments - just bam, bam, bam, straight rights, to the kisser.  Luckily, I don't foresee this happening often; the group has 2 ranger meat shields and a Brownie familiar named Packer, so they usually can't be surprised, and since they clomp around in plate mail holding continual  light spells, the only monsters they can surprise are already deaf and blind.

Initiative
The high roll wins initiative, but then you calculate the number of segments between the two rolls to determine when the other side gets to go.  So when the party rolls a 5, and the monsters roll a 2, the party actually goes on 1, and the monsters actually go on 4.  Perfectly clear.

My house rule is that the winner is the low roll, and the sides act on the segment showing on the die; in the example of a 2 and a 5, the 2 wins initiative and acts on segment 2, the other side starts on 5.  It keeps the spirit of the rule without the awesome math.

One of the characters was getting double teamed by a pair of trolls last game, and wasn't happy that all 6 attacks were happening at the same time.  Of course, I knew there was a rule calling out "attack routines" like claw\claw\bite as a single attack sequence (and not the AD&D definition of multiple attacks, which happen staggered later in the round), but of course I couldn't find it mid-game.  (It's here in the section on initiative).

Random Missile and Melee Targets
When firing into a melee, you randomly determine the target - including friends.  It turns out you randomly determine the opponent for  a melee swing, too.  No more tactics around "let's whittle down the wounded monster".  Random, I say!

Closing to Striking Range
In classic D&D, every combatant can move 1/3 of their speed each combat round and still make an attack; the typical plate-wearing fighter can move 20' and swing.  Players get used to being able to move and attack.

AD&D handles things… differently.  First off, you can move your entire movement (60' - or should I say - 6") and then neither side gets a swing for the rest of that round.  Monsters that move 12" can cover a gigantic chunk of terrain - that's like the next zip code.  Then they move in carefully the last few feet and ensure neither side gets in an attack.  One of the guys likes this, from the perspective that winning initiative is no longer a penalty - you can saunter up and tie down the front liners.  Everyone else, not so much.

If you really want to move and attack, it's got to be a charge - you lose your AC dexterity bonus, run like mad, but you get a +2 to the swing.  However, the guy with the longer weapon gets the first attack when the charger enters melee distance, and you better hope they don't have spears or pole arms.

I don't mind the AD&D approach to closing to striking range, but the players hate it.  Most of the time, monsters are coming out of the dark, and the party doesn't even see them until they enter the lighted up zone, and then the monsters tie down the front line because they "closed to striking range".  Roll a new initiative.  Muhaha.

Weapon Speed Factors
Weapon speed factors are not very coherent.    I was using speed factors to break the tie in simultaneous combat, but after a closer reading of that section, I saw that it actually says you only use speed factors when both guys are using weapons!  So a natural weapon wouldn’t count, and you wouldn't break out weapon speed factors when fighting monsters armed with claws.  But then the very next sentence goes on to point out that fist/punch (a natural weapon that uses a weapon speed of 1) would strike before a dagger, at speed 2, if there was a tie, and I was back to being thoroughly confused.

I won't even go into the next series of paragraphs, which speak to how one combatant with a really fast weapon might get a bunch of swings before the other guy gets a single swing, all in the same round.  I have no idea how that's meant to interact with multiple attacks, attack routines, and who knows what else.  Everyone should be swinging daggers!

Luckily, there's this quote over on Dragonsfoot where Gary, in later years, had this to say about weapon speeds:

"Aargh!  Forget weapons speed factors. I must have been under the effect of a hex when I included them in the bloody rules."

When the boss says a rule is bunk, I'm glad to drop-kick it.  Hey, what are the odds that WOTC takes a Sharpie to the weapon speed factor section of their reprints and puts Gary's quote in the margins?

OSRIC to the Rescue
Let's say you want to jump on the AD&D bandwagon, like us.  The new books are coming out, and in a euphoria of gamer attention deficit disorder, you too retcon your campaign.  Don't end up with edition beer goggles!  There's no need to wake up in the morning, your hand draped over the 1E DMG, reaching for aspirin and alkaselzer and wondering if you went to one of those Elvis chapels to get permanently hitched to that efreet cover.

OSRIC dumps the weapon speed factors (per the boss's quote up there) and restates the AD&D combat rules simply and clearly.  You get all the perks of running AD&D combat without having to cross-index the text, like a Biblical scholar, and deal with the obfuscation.  Plus, the OSRIC pdf is well-hyperlinked and tablet friendly; you can get your own copy here:  OSRIC.  I can truly appreciate the awesome job those guys did!

The 1E DMG is a great read, but it's not the best reference for use while actually running a game.  I'm reminded how I started with Moldvay BX, and all those years playing "AD&D" back in the 80's meant that we were really just using the BX combat system with the player's handbook and monster manual.  Judging by my player's reactions, they're encountering the AD&D combat system for the first time as well.  Wish us luck as we continue to play (mostly by the book) as if the Moldvay BX edition was never printed in 1980.

I do think the players are *really* enjoying spell components and casting times in melee.  I've got a nose for these things.

Tuesday, February 21, 2012

Build Your Own Investigation

This week's blogthulhu is looking at different approaches to constructing investigations.  The goal of the series has been to outline a step-by-step approach to building a Cthulhu campaign that can be run as an investigative sandbox; previous columns are here:  Blogthulhu.  Let's look at the advice the core books have provided on structuring investigations.

Call of Cthulhu
The core book presents the classic overview of how a scenario unfolds:
  1. A mystery or crisis is posed
  2. The investigators become linked to the problem.
  3. The investigators attempt to define the mystery.
  4. The investigators use the clues and evidence to confront the danger.
  5. They mystery or problem is solved.
The key step in the classic view is step 3, defining the mystery.  Clues are gathered, NPC's are questioned, and the problem solving happens.  However, there's not a whole lot of method in the old COC book, just some sample investigations.  The other thing I've always remembered from COC is its use of an onion metaphor; each phase of the adventure is like the layer of an onion - once the players penetrate the first layer, they realize there's another layer underneath, and so on.

Trail of Cthulhu
Trail challenges the Keeper to develop three pieces of information - what is the plot hook that engages the characters, what is the horrible truth behind the scenario, and what is the trail of clues that leads from the initial plot hook to the horrible truth?

It seems like common sense to start with the end of the scenario (the horrible truth) and work backwards; start with the center of the onion and cover it with layers, working outwards to the last peel, so to speak.  One thing to be wary of with the Trail approach is this reliance on a breadcrumb trail of clues leading from point A to point B to point C; they call it "the spine", and if the idea is taken too literally, the investigation will seem linear.  In practice, though, it's fairly easy to make sure the path meanders, and to ensure there are events that ratchet the tension or sidetrack the action as the players probe the mystery - Trail calls them "confrontational scenes", and they're a way to introduce reactions by the other side.  Finally, there's this idea of "floating clues", which I'm not terribly fond of, unless I'm using a lot of improvisation in the scenario.  Floating clues are a tool to get an investigation back on track.

Last week's post mapped the flowchart of "The Haunting" as a dungeon, and it can be analyzed using the Trail approach fairly easily.  The horrible truth is that a previous owner of the house, now interred as an undead monster in a secret chamber in the cellar, exerts a baleful influence throughout the house.  There are two trails of clues to follow, a research path that goes through various library, newspaper, and court records, or a physical path that involves careful searching of the basement.  Finally, the plot hook involves being hired by the landlord, after the last set of renters ended up in the asylum.  Simple!  Phrased thusly, you could write an investigation like that, couldn't you?

There are many scenarios that don't use a linear breadcrumb trail of clues to meander along a path, but rather a "cloud" of clues surrounding the subject matter.  I rather think of them more like Call of Cthulhu's "onion peel".  There's a layer or two of obfuscation that conceals the truth, not single path.  I was taking a look at "Edge of Darkness", a popular introductory scenario for COC, and recently read another popular scenario, "Mister Corbett" (from Mansions of Madness), and both scenarios follow a similar structure:  they start with a simple, awful situation.  The players learn enough up front to head right to the site of the scenario, guns blazing (metaphorically, at least), or they can choose to take a circumspect approach and do non-linear research.   For that matter, both "The Haunting" and "The Kingsbury Horror" from last week are really close to this structure as well; while a few of the clues in both scenarios have prerequisites, creating a slight breadcrumb trail, the group is otherwise free to choose between following a research path or kicking down doors.

There are some high profile Cthulhu campaigns that involve lots of directive action by NPC's; the group of players is a bit like Rosencrantz and Guildenstern, popping in to observe a key scene when they're sent for, or sent to, a certain locale, and the whole thing involves a lot of puppetry by the game master.  Blech.  A few bad apples have created this reputation that "horror game means rail road".  This is false.  As I review more Cthulhu scenarios, I'll call out the ones that require Keeper puppetry to move the investigation along; there are plenty of well-done alternatives.

One final note; the past two weeks have focused on structure, and identifying structures that support the kind of agency we enjoy in old school games, like the dungeon crawl.  Structure does not equal content.  I'm considering what is to be said about making a good mystery, how much information is too much, and how to create an elegant puzzle that challenges the players.  Another thing to look at is the other elements I like to put in a campaign.  I've got a week to decide which one comes next...

Sunday, February 19, 2012

Review of Barrowmaze

I had the chance to read Greg Gillespie's* Barrowmaze this week.  Barrowmaze is a large dungeon beneath a barrow-ridden moorland.   It's not explicitly stated, but my sense is that characters would reach 5th level or so by the time they exhausted Barrowmaze's opportunities - that's a lot of adventuring.  The PDF is 87 pages and you can get it at the usual suspects (Barrowmaze at RPGnow); it's a great value for $6.66.  The statistics are officially for Labyrinth Lord and the Advanced Edition Companion.

The atmosphere of the dungeon makes an immediate impression.  Imagine a haunted moor outside of the nearby village, small hillocks shrouded in mist, hiding barrow mounds, or rings of standing stones, on the crests of the hills.  It's hard not to be reminded of the village of Bree and the famous barrow downs from Tolkien's The Fellowship of the Ring, and it made me realize - it's about time we've seen a cool published adventure that placed a large, sprawling dungeon beneath a haunted moor!

Continuing the theme, the dungeons under the moors are creepy, quiet, and strewn with undead.  A dark power has defiled many of the crypts, transforming the interred remains into hungry monsters.  But the treasures and magic belonged to an ancient culture, and the only thing standing between the adventurers, and great wealth, is whether they have the requisite courage.

Barrowmaze breaks the mold of the traditional vertical dungeon, extending horizontally, instead - the further one travels from the entrance, the more difficult it becomes.  It's loosely divided into four different sections of difficulty -the antechambers, the haunted tombs, deserted dormitories, and finally, the death vault.

The author has used some interesting techniques to reinforce the theme of plundering long sealed tombs.  There are frequent calls for excavation, or smashing through bricked up walls, to reach the hidden room beyond; much of the treasure is interred in burial catacombs (niches) carved into the walls, which require careful searching.  Time is always a factor.  There are 30+ new monsters, although 10 or so of them are conversions, bringing monsters to Labyrinth Lord that you may remember from the Fiend Folio or Monster Manual 2, like the Huecuva or Coffer Corpse.

Fun in the Barrowmaze!
The writing in Barrowmaze is informal; the design notes and introduction read like one gamer speaking to another gamer.  This tone, along with the many pieces of art by Stefan Poag, portraying parties of adventurers in various stages of combat or exploration, gives the adventure a strong hobbyist vibe.  Greg claims that Barrowmaze was the backbone of his home campaign, and it feels like a piece that started as a well-cared for home brew that has been elaborated and developed into a published work, ready for market.

I love the atmosphere of the sprawling labyrinth of crypts and ruins beneath a field of haunted barrow mounds, and I think this would be fun for any old school group to experience.  There are enough factions and mysteries beneath the hills to provide drama, and give a party actual enemies to plot against, besides the many undead horrors.  I guess the best praise is this:  I'm already thinking this one will go to the top of the queue when the weather warms up, and I start another weekend kid's game with my son and his neighborhood friends.  Barrowmaze would slot nicely into The Grand Duchy of Karameikos on the haunted moorlands beyond the town of Kelvin.

Hope you enjoyed the review!

*Greg's alter ego is Kiltedyaksman, over at the Discourse and Dragons blog.

Friday, February 17, 2012

Gothic Greyhawk Game 54 - One Mouthy Mage


Meeting the gnome king from Tsojcanth*

Player Characters:
Mordecai, a Cleric-7: Adam
Forlorn, an Elf F/MU 5/5: Bo
Mister Moore, Magic User-6: Mike
Shy, a Fighter-6:  JR
Leonidas the Paladin-5:  Nogal
Digit, the Elf Thief-7:  Z
Konstantine, Magic User-5: Smitty

Henchmen:
Phat Kobra, a Dwarf Fighter-5
Grumble the Smug, Halfling Thief-7
Donavich, Cleric-5
Boris, Druid-4
Meatshield 1, Ranger-1
Meatshield 2, Ranger-1
Ireena, a Fighter - 5
Vlad the Inhaler, Magic User-1
Meatshield 3, Cleric-1
*Italicized characters are back in Barovia

Since there hasn't been a lot of dungeon crawling lately, I'm endeavoring to keep these game reports brief.

The day after defeating the trio of hill giant brothers, our intrepid adventurers looted their cave, then sojourned through the southern passes towards the gnomish vale.  Mountain highlanders were encountered and befriended, in part due to the party's own clansmen, Meatshield 1 and Meatshield 2, and within a few days, they were escorted to the bucolic gnomish vale; the highlanders were vassals of the gnomish king.  (I have skipped copious roleplaying and blah blah blah).

I know the typical reader couldn't possibly remember the details of what's important in our weekly game sessions, or why the group is obsessed with finding an entire vale full of talking lawn decorations, so here are reminders why the group believes the gnomes are important:  1. They're convinced Tosjcanth is near the gnome vale.  Their target is still THE LOST CAVERNS OF TSOJCANTH, after all.  2.  Leonidas had a vision of a sword in a stone in the gnome vale, and is convinced Zeus granted him a vision of a holy sword he's meant to recover.

During a feast with the gnome king, they learned how the vale was under attack by minions of "the Black Temple", an evil place south and west of the vale.  A long winding tale was told by the DM (back story monologue…. ZZzzzzzzz) about the Elder Elemental God, the awful priests that sought to wake it, and a mighty patriarch and the Knight Valorous that broke the strength of the cult 150 years ago.  The knight died, his sword was sunk in a stone, and the surviving priests of the Black Temple looted the place and went elsewhere.  Now a new power seems to have claimed those ruins, a furious mountain giant, who seems to be building an army of gnome-hating minions.  The vale has been attacked repeatedly, and the stone that held the golden sword was carried off as booty.  Muhaha.  The DM chortles.

Now the group has a dilemma.  The mission they chose for themselves is to find THE LOST CAVERNS OF TSOJCANTH and recover the Demonomicon before their enemies find the book.  Their enemies, all seeking the Demonomicon for themselves, include: a Witch with her army of orcs; a vampire with his army of ghouls; an evil wizard they had once trapped and mortared in a brick cell; the Red Duke (whoever he is); the Prince of Lost Dreams (whoever that is); and the Demon Prince Orcus - because Forlorn read Orcus's Book of Unspeakable Shame and now has godly wisdom for it.  Drawing really poorly from The Deck of Many Things (twice) might have something to do with Orcus's hatred, too.

On the other hand, the group really like the gnomes for some reason, and feel bad for the little guys.  One of the gnome guards even said, "I used to be an adventurer like you, until I took an arrow to the knee", in a wee Scottish accent.  So cute.

Intense meta game thinking ensued.  "The DM clearly has two dungeons in mind.  Surely one is harder than the other, and that will determine the proper sequence.  Quick - everyone watch his face for a tell-tale sign."  Blink blink blink.

"Your move, players."

The gnomish king wouldn't actually tell them where THE LOST CAVERNS OF TSOJCANTH could be found.  "State secret, need to know basis, very hush hush".  The gnomes promised to send out patrols looking for the miscreant trespassers the party complained about (the witch, the wizard, the vampire, and so forth).  The gnomes promised to keep the entrance to the caverns hidden and safe.

"Oh yeah, you little buggers'll keep it safe all right", slurred the magic user Konstantine, standing up and interrupting the gnome king;  Konstantine is frequently role played by Smitty as a vodka-swilling lush.  "You little cone heads can't even protect yourselves!  A bunch of monsters stomped all over your vale and carried off the magic sword!"

Funny how all that hard work by the diplomats in the group can go 'poof' once the drunken loud mouth with the 8 charisma spouts off to the king.  There was no immediate reprisal - the gnomes know by reputation how capable is the group, they defeated Strahd after all - but the angry king, all 3' of him, stomped out in a huff, and various gnomes dropped insults and f-bombs towards Konstantine on their way out of the hall.

In the interests of making an apology and restoring goodwill, it seems the group will end the threat of "the Black Temple" and help the gnomes out, after all.  Good job, Smitty, the check is in the mail.


*I think this one is by Jim Holloway, from S4 THE LOST CAVERNS OF TSOJCANTH