Don't Forget Your Boots

Meandering aimlessly around the GURPS landscape

Dungeon Fantasy Nordlond #7: “Great, But Where Will We Get Enough Melted Butter?”

This was our first ever virtual session, thanks to social distancing. We played using Roll20, as I gather many folks have been these days. We ran into technical difficulties, which is to be expected, but we climbed quite a bit of the learning curve and made it work. Next time, we’ll probably do the same, but perhaps with some adjustments.

Spoiler Warning: This session gets us through to the big boss fight of Hall of Judgement, the first adventure set in Nordlond, Gaming Ballistic‘s Norse-themed campaign setting. Beware spoilers!

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To The North!

In case you haven’t heard, there’s now a lot more content for Nordlond: “Four New Nordlond Sagas: Available in PDF

As a backer, I’ve had a chance to look the new books over, and here’s my thoughts. (Spoiler-free, I hope, since I know my players read these posts and I certainly want to use this material in my game.)

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Idle Thoughts

A couple of follow-ups to recent post…

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You Can Pick Your Friends, But Then You Make A ST Roll…

Over the years, I’ve seen a lot of players look at the rules for picks getting stuck (from p. B405 in the basic set, or Dungeon Fantasy Exploits p. 39) and decide to take up the ax instead. Nobody wanted to risk having some dragon fly off with their main weapon stuck in its hide. So, I almost never saw it come up in actual play.

After the first few session of the current campaign, Blixa the mute barbarian upgraded from a maul to a warhammer. The attraction of swing impaling damage was just too much. For the first time, the possibility of getting a weapon stuck came up.

 

 

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Wilderness Catering For Delvers

In the current campaign, our heroes are engaged in a long journey through the wilderness, which is rather novel for our group. In discussing the challenges of the trip ahead, the players took a lot of comfort from the Create Food spell. They brought food, sure, and the scruffy bushwhacker types scavenged for fish and berries along the way, but they never really had a sense of urgency about it. If it came down to it, the cleric could miracle up some grub and they could carry on.

Well, last session, the pony with all the iron rations fell down a hole, so now the hypothetical has become practical. It’s time to work through some scenarios, do the math, and see where our heroes actually sit.

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Dungeon Fantasy Nordlond #6: “Just Bearly”

The group was quite a bit smaller this time around. We’re down three players from last time, with one long-term player withdrawing for personal reasons, one temporary sit-in who is no longer sitting in, and one player concentrating on homework.

Spoiler Warning: We’re working through the last bit of the second act of Hall of Judgement, the first adventure set in Nordlond, Gaming Ballistic‘s Norse-themed campaign setting. Here be spoilers! (And also stuff I’ve tweaked for my game, as well as several outright mistakes.)

This session found our heroes finishing up the last leg of the journey into the mountains and finally coming into the vicinity of the Hall, while finally coming face-to-face with a legendary adversary.

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Dungeon Fantasy Nordlond #5: “Passing Scenery”

This session, we were down one regular player, but made up for it by including another one of the kids.

Spoiler Warning: We’re working our way through Hall of Judgement, the first adventure set in Nordlond, Gaming Ballistic‘s Norse-themed campaign setting. If you might find yourself playing this adventure, beware spoilers!

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How Forced Is This March, Anyway?

Now that our heroes are going to be getting down to the real wilderness adventure, I’ve started taking a closer look at how much ground they’ll be able to cover.

They’re lucky enough to be heading out towards the end of summer, so there’s no shortage of daylight. At this time of year in Nordlond, they have about 14 hours to work with. For now, at least. If they take more than a couple of weeks to finish their quest, they’ll start to see the days getting shorter.

This group has two outdoorsy types with points in Survival, Blixa and Slingshot, so according to GURPS Dungeon Fantasy 16: Wilderness Adventures (page 23), they should be able to travel for 12 hours a day. Without at least one of the two, that would drop steeply as they lose time to disorganization.

However, Blaadao is not the most vigorous elf, and has Extra Sleep 1. Ordinarily, given the “one hour adventuring day” of most campaigns, I wouldn’t even allow it. But in this campaign, I’ve declared an intention to have more adventures outdoors. This is where he earns those two points. Either the group hangs around every morning, burning daylight and not getting closer to their goal, or they start out the day with their wizard short on sleep.

I’m curious to hear which strategy they choose…

 

This Ain’t No Hayride

When the party started planning their big wilderness adventure, they immediately obtained a wagon. I’m sure the whole group envisioned something like a Conestoga wagon or something in the style of “Little House on the Prairie“. One of the players even asked if it came with a cover. (Happily, I had the historical presence of mind to say no.) I believe there was even a bit of jockeying for a good spot riding on the wagon, rather than walking.

Upon reflection, and with a bit of casual historical research: not so much.

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In Hindsight: Undead

Last session had a whole lot o’ undead. For the most part, the party handled them through Turning. Once again, The Kid, a nymph bard, was faced with things that are unwilling to negotiate. This has me fretful on a couple of fronts.

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