Wednesday, February 9, 2022

Hexcrawling Tiny Hacks and Secret Rolls

Now that I have two sessions of a hexcrawl down, I thought I would share some tiny hacks and secret rolls happening. 

The first is using The White Box by Atlas Games for tracking purposes. In my last post, I used meeples for character tokens, reserving the red ones for opponents. 


Meeples are little figure tokens. The White Box is loaded with all kinds of cool stuff for gaming. If $30 is too rich for you, try a search for used on Abebooks. The White Box by Jeremy Holcomb on Abebooks.com. 

Using tokens for the party enables the players to see basic information without turning the Theater of the Mind into a game like Car Wars or something. The players were able to determine the approximate range and distance to targets and come up with plans for dealing with problems. 

Normally, I would grab whatever tokens were on hand for the players: a chess set, a Risk game, dice, etc., but I had other ideas for the tools in The White Box. 

Old School Essentials has a great item-based encumbrance system. You can download the rules and tracking sheets here. The quick gist of the rules is you can have 2 items in your hands plus 10 items in a pack and still move at 120'. Two more items drop you to 90" and so on. 


Since the majority of the stuff my players are carrying is not their personal property and also consumables like food, I had them use the small blocks from the set to figure it out. Green is the full 120" movement while yellow means 90", red is 60" and 30" is black. By doing this visually, the players were able to visualize picking items up from a pile of gear and load up their boots. 

I also have a few environmental hacks to help me DM my first hexcrawl. Since the players are on the Island of Sardinia, I have simply googled the weather in Palau, Sardinia. Todd Leback's Into the Wild has some great rules for generating weather, but this is one less thing for me to track. I'm 99.99% certain that Mr. Leback didn't expect someone to use his book to hexcrawl a real-world place, so there is that. 

The characters are also experiencing some other things not included in the session reports. Since they are on a grassy plain, their line of sight extends to the sea. Every time they enter a hex in a direction that faces the sea, I roll a 1d20. On a 1, they spot something in the water. 1 and 6 is their ship, 2 and 5 is a different ships and finally, 3 and 4 are one of those dreaded sea serpents. Additionally, once per hex, I allow the party to actively search for The Zypher. The only difference is they roll a 1d20 instead of me. Should this come up after I make my secret roll, I will override my roll with the party's die roll. 

This puts some agency in their powers of observation and planning. Quite a few times, a ship has passed by but it wasn't their ship. They seem to appreciate that detail because they are not ready to give up their quests, but if they did, the real civilized world calls. 

I cannot tell you how pleased I am with this collection of rules, from Todd Leback's Into the Wild to the hardcover of OSE's Rules Tome. This is my new favorite combo. Good thing too, because it looks like they'll have another kickstart campaign coming soon

Session 2 - Bounty on the Beach and a Ghoulish Discovery

Session two covered two days, which brings us to the 3rd day on the island. We break off from the action at midday of day 3. 

The party rested up uneventfully the first night and is trying to figure out what to do next. Not having horses has them hamstrung. They have too much equipment to carry and some of it like the saddles is pointless to take along with them. Bartholomew, Masha, Alex, and the two sailors are charged with determining what will go and what will stay. 

While they are busy with that, the rest of the party splits up into two teams, red and blue. Red Team is the Cleric Garven and William the Ranger. Alice the Elf, Rolf the Fighter, and Gerwinder the Paladin make up Blue Team. They decide to ditch most of their gear and set out exploring to the south by two different routes. 

And much to my embarrassment, I realized that I accidentally set up the party on the map of Sardinia, not Corsica. I scrolled too far south. Oh... I'll just roll with it.  

Each small hex is 1.2 miles and the weather is good. It's been cloudy and warm for winter, in the 60s (or 16° C). Since this map is based on a real place, I have simply been looking at the real weather in Palau, Sardinia. Why reinvent the wheel?  

Red Team moves to the grasslands at a slow pace. On the way south, they encounter nothing. Blue Team moves down the beach and onto the grasslands. The blue team has an animal encounter right away. They notice two strange-looking donkeys or mules following them. They are unable to approach them too closely but determine they must be some sort of feral ponies. 

On the way home, Red Team encounters Ezekiel the warhorse. The animal can speak to humans but is rather closed-lipped about how he got there. As the two teams return to camp, an odd thing happens. The feral ponies start to follow Ezekiel. The warhorse advises the Paladin that there is a herd of ponies and he has been trying to avoid the beasts since he got here. 

That of course begs the question of how he got here. 

Ezekiel tells the party that the horse sling fell overboard as the sailors tried to take it down. Two sailors went in the water with it. The horse jumped in to rescue them. Having done his duty honorably, he was annoyed when the men walked off northwest. 

Back at camp, everyone greets their newest adventurer. Bartholomew and the sailors are super excited to see the extra pack animals and tried to lasso one of the ponies. The thief took a kick to the chest for his trouble. 

While Garvin quickly ministers Barth's chest injury, Alex, Alice and William assess the ponies. They are too small to ride and too skittish to capture. It's an odd standoff as the ponies seem to be attracted to Ezekiel but too scared to approach the adventurers. 

The party settles in for night two on the island, no further along than when they landed. But they discover quite a few things about each other. It turns out that both sailors were rowers elevated to seamen. Sammy likes to fish and the George likes to whittle. They were leading the mules because neither is very adept at seamanship, yet. 

Ezekiel shares that the other two sailors took off towards the northwest. Gerwinder explains that the horse is being literally accurate. The last time the horse saw them, they probably walked exactly direction up the beach. 

Alex discovers that Sammy and Alice can sing and the music brings the ponies closer. Alice was able to toss some fruit at them and they tolerated it. Once to food was gone and the music stopped, they retreated. They hope the routine will tame the ponies, but they have their doubts. 

The day three plan has the party moving westward and then south. It wasn't the plan, but the two missing sailors are without food and water. Also, the party has more food than they can easily carry. The Ranger and Theif want to hang it in a tree. They can see the foliage of shrubs and small trees to the southwest. They'll be moving pretty slowly due to the load, but if they can find the other sailors, they can share their supplies and load. If not, they'll cache the extra food. 

I am using the item-based encumbrance tracker for OSE. The party is trying to tote their personal gear, two tents, and 24 saddlebags full of extra food and supplies. I've decided that each individual saddlebag is a little smaller than a backpack so two together are about the size of 1 and 1/2 backpacks. Each mule can carry 4 or one of the tents. Ezekiel can carry two saddlebags and a rider. 

Before setting out, they fill the rowboat with the saddles, extra baggage cover it with the tent, and rope it down. The sailors were great at this. 

They have 24 saddlebags. The equines are carrying 10, the two sailors are carrying 4. That leaves 10 extra bags. They leave the remainder at the campsite with the intention of reaching the stand of trees and shrubs by midday. This should leave time for them to cache some food in a tree and return for the rest. However, the party is of the opinion they may not want to or have to. 

They make it 3.5 of the 5 miles to the shrublands before trouble occurs. William spots footprints leading south. He gleans that two men passed through the area at a run. The terrain is undulating, so they don't see anyone in the distance even though it's grasslands. 

In a low spot, Ezekiel freezes and Misha lets out a shout of warning before unleashing a magic missile. Five men are approaching from behind the party, the magic missile strikes the first to little effect. Alice, Barth, and Alex pull their bows and step in front of Misha. The sailors form a second barrier between Misha and the attackers. The 4 fighter types have to turn around and rush back to defend the rear of the party, with Gerwinder and Ezekiel looping wide to avoid missile fire. 

In the first round, a flurry of arrows and missiles hits three of the men, but none drop. They are approaching fast. Misha and Barth with the two sailors start backpedaling. Alice advances with Rolf, Alex, Garvin and, William. The Paladin is just out of striking range. 

In the second round, the Paladin surges forward and slashes one of the men. As one, they turn on her. As the party rushes to her aid she yells out, "Ghouls!" Since all of the ghouls have attacked, the party runs straight into them. They down 3 ghouls as the horse stands over Gerwinder. 


Round three starts in a tie for the initiative. Alice barks, "Get back!" but no one listens. Alex and Barth have moved to each side hoping to angle an arrow into the ghouls next round. Everyone gets hit. All of the ghouls are down, but Rolf flops to the ground paralyzed moments after the last ghoul falls. 


Bartholomew makes an executive decision and unloads the tent mule so that Rolf and Gerwinder can be carried to the shrublands. He will stand guard over it with Alice. Once the party makes camp, they can come back for them. Garvin the Cleric makes only one change to this declaration, he will also stay with the Theif and Elf. 

This brings us to midday of day 3. We'll pick back up next session. 

Tuesday, February 8, 2022

Antiquity Tuesday - Guest Post by IAN BORCHARDT

This week, I would like to welcome my first guest poster, Ian Borchardt. I have annotated this post with some images for clarity. Also, my thoughts are in italics. I managed to keep my commentary to a minimum, which is also for clarity. This post came about as a MeWe response to last week's Antiquity Tuesday and Ian has graciously allowed me to use his response for the Blog. 

Thank you, Ian. And thank you readers. 

A legionary conturbium after the Marian reforms consists of eight soldiers, two slaves, and a mule. The items required to set up the camp were shared amongst the conturbium, which was the lowest indivisible group of Roman troops for that reason. Thus they were often assigned duties together. The two slaves and mule stayed at camp, so were often ignored in accounting for the components of a century. Thus you have the strange situation of a "100" only having 80 soldiers. The military slaves/servants (servus) made up the other 20 since they also had to be fed. Camp and the baggage therein was a pretty important part of military life, hopefully, kept separate from battles. Until you lost.

Tents highlighted in yellow, 1 per conturbium.
Image from http://www.trajans-column.org. 

Unlike D&D the legionary didn't fight whilst carrying this load. The two advantages of the furca, or carrying pole, was that you could wear armour whilst using it to carry goods and that it could easily be dropped if you were ambushed en route so that you were unencumbered in a fight. And you could carry the three pilums along with it fairly easily.

Ian's Icon

The furca continued to be a very convenient way to carry baggage for a long time (cf my icon, for example). The alternatives tended to be large wicker baskets and porter's trunks, which are not readily shed and more often used for carrying heavy loads. Slinging loads were poles was pretty common.

Wonderful inventions, poles. Although not very useful in a dungeon, but then any sensible legionary would have left the bulk of his gear back in the camp before they went exploring a dungeon.

The loculus, or goatskin satchel, was made from a single goatskin because that was the only way to keep it pretty watertight (as far as the rain was concerned). They were not particularly large as a result. It generally held the few personal possessions of the legionary. This and the other gear of the sarcina were carried in baskets or nets slung from the furca. Including food supplies and tools. All readily discardable in an ambush.

Loculus details from Trajan's column. 
Image from Wikipedia.

Most legionary food was prepared normally, and locally sourced. Again supplies were delivered to the conturbium as a whole to be prepared for all of its members by its members. This was fairly standard for most armies up to the 18th Century. technically the locals, if neutral or friendly, were given scrip for any supplies that were "requisitioned," but the ability to redeem that scrip depended on the local tracators. Iron rations were never really a thing until the 17th Century when you could determine an army was thinking of going to war because cheese and sausage were suddenly impossible to get for love and money (food that could easily be eaten cold). Most military preserved rations still needed cooking, even if they had a longish shelf-life and could be easily be transported. For example, salted food needs to be soaked to remove a lot of the brine before being prepared.

Next week, I will be trying out a recipe for Roman Hardtack from Pass the Garum, a food history website. As the recipe only has 4 ingredients, hardtack was probably invented and reinvented a zillion times over as a way to preserve the wheat harvest for lean times. (Edit - this has been canceled due to my daughter's Birthday Party. We will properly have cake instead.)

I also base my encumbrance rules on the Roman legionary but tend to consider armour as the primary encumbering item for determining movement rate. The next question is asking what you are doing with your hands, which I often find to be a more useful question to ask when you are carrying stuff than the weight of a thing. 

In many regards this is similar to RQ1/2 method of measuring encumbrance in the amount of things. The last question is the weight of what is being carried, which is the strength requirement. Usually such loads are self-encumbering from step two: what is he doing with his hands? Strength really only comes into it when they are trying to lift a specific load.

And I much prefer using Constitution in these matters, not least because it is the characteristic most associated in my game with the Peasant Caste.

Ian has saved me a post on Old School Essentials encumbrance rules. OSE has an item based encumbrance system which trades mass and weight for an item/bundle system which is intuitive and easy to use.

Sunday, February 6, 2022

Session 1 - A Very Bad Day at the Beach

I have the party all set. There are eight 4th level characters. The quick details are: 

  1. William, Ranger
  2. Gerwinder, Paladin
  3. Alex, Bard
  4. Rolf, Fighter
  5. Misha, Magic User
  6. Garvin, Cleric
  7. Alice, Elf
  8. Bartholomew, Theif

Their goal is to land on the beach of the island and move south, tracing the shoreline. They are looking for furred animals, freshwater sources, and any trails or paths that hint at the location of the shrine of Terminus. Their ship, the Zephyr will check in on them from time to time. The captain of the ship has found a nice place to put the explorers down, a rock shelf with very shallow water. Due to the wind and currents, the captain has to put the starboard side of the ship closest to land. 

The party briefly explored the beach while a group of 4 sailors brought their gear to shore using a large rowboat. Two of the sailors were left on the shore to watch the gear while everyone else waded out to the ship to help with the mules and horses. 

The ship used a sling to lower 4 mules down to the water. It took two people to settle the mules and get them wading ashore. Gerwinder and Rolf awaited the first horse, Ezekiel the warhorse to be lowered to the water. 

At that moment, the crew on the deck sees a surge of water coming towards them. There are sea serpents bearing down on the party in the water. 


Since no one is surprised due to the range, the captain bellows orders to raise the anchor and drop the oars in the water. Bedlam ensues because of the men in the water near the ship, the horses on the deck and the sling is still in the way of the oars. Only the port-side rowers get into the water. The ship is backward with the port side facing out to sea. 

The party loses the first round of initiative. The first sea serpent lashes out at the third mule but accidentally bites a sailor between it and the mule. Satiated, it turns away as the party is knocked to and fro. The first two mules make for the beach taking Garvin the Cleric and Bartholomew the Theif with them. Masha is pushed away by surge while the fourth mule and Elf use the same push to move away from the beasts.  

The Ranger, Fighter, Paladin, and Bard splash forward to meet the second sea monster with swords. Everyone else tries to get out of the water with the mules. 


The party loses initiative again and the sea serpent tries to devour the mule. The mule takes 4 points of damage and cannot land a hit. Only Rolf and Alex are in range to strike and manage to roll a 20 and 19, doing a total of 11 points of damage. 


The Serpent is hell-bent on taking the mule and stays in place giving Gerwinder and William time to close. It mistakes the sailor as an attacker and bites him. Onboard the ship, the captain gets the crew moving and the ship rows backward and sideways a bit.  


The mule thrashes away while the serpent finishes off the sailor. The Bard and Ranger miss, while the Paladin hits with another 20 for 7 more points of damage. Rolf barely manages to hit but rolls enough damage to kill the sea serpent. The first serpent has disappeared in the distance while the third is confused by the thrashing oars and combat. 


The last sea serpent rushes behind the party and they manage to wack it a few times. 


The sea serpent manages to grab the mule but takes a series of fatal blows for its effort. 

The tired party stumbles ashore. While not mentioned in the above notes, the party has taken minor damage from being battered by the surf. They don't have a lot of good options as the ship has pulled back away from the shelf. The first sea serpent is circling the corpses in the water. No one wants to wander out there and the ship doesn't have any weaponry. The crew does have slings and bows, but the crew is not confident in their own abilities considering the serpent could attack the ship and sink it. The bard and ranger have taken a couple of potshots with arrows, but it's ineffective. 

The captain and the explorers have a frustrating shouting conversation across the water. The explorers will take the two sailors with them south. They will leave the horses on the ship. The party takes stock of its resources and realizes how lucky they were. No one was wearing armor in that fight. 

They have their supplies, three mules, and two extra sailors in tow. The mules were meant to carry two large tents, water, and food, plus some equipment like lanterns, oil, firewood, and a handful of spears. Additionally, they have 8 saddles, 8 saddlebags full of supplies, and a rowboat. It's beginning to look like they have too much stuff. 

They decide to set a watch for the afternoon and set up one 8 man tent for the night. Since there are two extra members of the party, setting watches is easy and the night passes uneventfully. 

By morning, things are looking better. Bartholomew, Alex, and the two sailors have cobbed together a 3 or 4 man tent out of horse blankets, a pair of reasonably serviceable backpacks from some saddlebags, and hatched a plan to cache the saddles and extra supplies with one of the two 8 man tents. 

Two serpents are circling in the sea. Maybe more because the corpses are all gone. The ship nowhere to be seen.  

Also on the downside, someone has named all of the mules Barth-a-mule. The Bard pointed at the Paladin and she muttered an ungodly oath that it wasn't her. She also roundly curses her armor and the lack of a horse. These are real problems, she can't walk fast in plate armor and they have far too much gear for 10 men and 3 mules to carry easily. 

The Cleric, Theif, and Bard urge the party to stay in place one more day and night while they try to get a handle on all of the gear they have to transport.