Thursday, 7 May 2026

Managal Campaign, Part 4

 6th-12th Day of Last Rain (wet season). Food 0.1. Rest in town.

Encounter 1 in 20 (3x per week). 8, 13, 15, No.

Event 1 in 20 (3x per week). 9, 10, 7, No.

Urban Adventure 1 in 20 (3x per week). Not rolled (town grieving) and PCs decline.


The next 7 days are spent quietly for Managal, resting, recovering and grieving. Duke Rolf checks on the PCs often, expressing gratitude, sympathy, and reassuring them all costs are covered. The gem-encrusted belt buckle is traded with Governess Mae, who is responsible for the social welfare of the town. The cash is divided, a 20th-share is allocated to the PCs (75gp each to the living members of the party) as well as the other survivors and families of the bereaved. The Oakhill family agree to use their combined share to equip Vasily, a male Human Fighter with upgraded weapons and armour, and he joins as a new PC. Next, Naki, a male Halfling Thief (who is widely known as a bit of a cad about town) offers his services. He fits in well, a bit of a social chameleon. He wears his hair shaved to the skin, and is deeply tanned. Finally, the brave “medic” who saved Morgan volunteers as a spear-woman, and is equipped jointly by the town, her own share, and party hand-me-downs. She is Trix, a Human Retainer and when not helping the town healers she makes use of her skills in tattooing and needlework. She is quiet, and has a face full of freckles. Everyone seems happy with the new party. There is a brief nod of acknowledgement passed between Trix and Naki at their greeting. Ghost arrives late, lifting her arms wide to show off a bandolier of throwing daggers and a “utility belt” of carefully-packed oil flasks.


Thus the new party is Morgan, Ghost (and Bess the pony), Vasily, Naki, and Trix (Retainer). The party have upgraded some armour and weapons, bought a week’s more provisions, and plan to explore the forest to the east before swinging north and west.


13th Day of Last Rain (wet season). Food 7.1. Forced March (36 MP).

Encounter 1 in 6 (Day and Night). 3, 5. No

Event 1 in 8 (Terrain, Weather and Tide). 4, 8. Tide.

Feature 1 in 10 (Natural and Construct). 9, 9. No.


No disruption at all, so the hex is marked as clear. There is a Tide Event: “Sight/Eyes (hallucination): Prophet”.


Morgan is on watch that night, when he realises another pair of footsteps are patrolling the camp with him. To the Cleric it seems perfectly normal that the Great Prophet should be here with him, as the legendary man is clearly a servant of the gods. “No my son” utters the Prophet, as if reading Morgan’s mind, “I was wrong, this place is cursed. But the mist is clearing and we may return. Come, come with me and prepare the way!” Morgan takes a couple of steps, but then turns sharply when he hears a sound behind him - but it was merely a sneeze from Bess the pony, followed by two more. Then there is the rustling of blankets, as Trix turns over in her sleep. When all of the noise abates, Morgan turns again to follow the Prophet - but he is gone. Morgan shivers and says a quick blessing for the pony.


14th Day of Last Rain (wet season). Food 6.1. Normal Movement (30MP).

Encounter 2 in 6 (Day and Night). 5, 2. Yes, Night.

Event 2 in 8 (Terrain, Weather and Tide). 2, 4. Yes, Terrain.

Feature 2 in 10 (Natural and Construct). 10, 10. No.


Terrain Event = “Trap in the grass”. 50-50 to see which hex (first or second travelled) = 2nd. The trap is (roll a random crime for inspiration=) “Blackmail”. The first thing that comes to mind is that someone (d3=Morgan) saw the little nod that passed between Trix and Naki, and will confront them. Someone might get a little roughed up! Morgan will approach (1) Naki, (2) Trix, (3) Both. d3=Naki.


By nightfall, the group are half way to finishing the exploration of their second hex. They will have to finish the rest tomorrow, assuming they aren’t run-off in the night. PCs normally succumb to traps on 1-2 on d6. Usually there is a Save to avoid. I will assume the 1-2 already came up for Morgan and Naki, hence why they are in this situation, and give the Save to both. Failure will mean they will take 2d2 damage from a couple of punches.


Later, Morgan approaches Naki and stares down at him: “Listen Short-Arse, I saw that look you gave Trix, and you’re not fooling anyone calling yourself a ‘rogue’. She proved herself when the Stretched attacked. You hid in the sewers. You better pull your weight out here or you’ll get us all killed.”


(Naki rolls 17 = save, Morgan rolls 4 = fail)


“You spent that fight face down in the mud! Now shut your yap if you like having kneecaps!” Naki retorts. An enraged Morgan swings his fist, but the Halfling easily dodges, and true to his word, kicks Morgan in the knee, causing him to fall and take (2d2=4HP). Morgan curses and the others rush over to break up the fight. Bess brays loudly, and Vasily nonchalantly says “Look, now you’ve upset the pony”. The tension breaks and there are a few chuckles. Naki says quietly “We were in the north ruins placing range markers in case the Giants came. Nowhere near the battle.” Morgan’s face reddens. “The way you handle yourself, next time let me place the stakes. Now help me up, I tire of ending fights on my arse!”.


(‘Trap’ hit Morgan, -4HP, on 4HP). Encounter: 2 Giant Flies. Morale roll to see if they engage (2d6=11 vs 8, fail). The party hears the drone of large wings, but never see the creatures. Morgan restores 1HP overnight and the group moves on after breakfast.


15th Day of Last Rain (wet season). Food 5.1. Normal Movement (30MP).

Encounter 1 in 6 (Day and Night). 6, 3. No.

Event 1 in 8 (Terrain, Weather and Tide). 4, 6. No.

Feature 3 in 10 (Natural and Construct). 10, 5. No.


The party finishes up in the plains, finding nothing to report - then they move west, the rest of the day spent criss-crossing the nearest section of the forest that separates the plains from Managal. At dusk, when Ghost declares the light is too poor for any further progress, there are no disagreements. An hour or two in the morning should finish the task.


16th Day of Last Rain (wet season). Food 5.1. Normal Movement (30MP).

Encounter 2 in 6 (Day and Night). 6, 2. Yes, Night.

Event 2 in 8 (Terrain, Weather and Tide). 6, 1. Yes, Weather.

Feature 4 in 10 (Natural and Construct). 10, 1. Yes, Construct.


(Morgan +1HP). Weather = “Raging Torrent, must move back”. A swollen river blocks any westward movement. Construct = Ruined Monastery. Floors/Levels (1d6=) 2. The construct must be fully explored and cleared as necessary to deem this hex “safe” and earn XP.


A few hours before dawn, a deluge begins, and awakens everyone with the din of heavy raindrops on the tree canopy. “This might be a problem if that river we saw to the west breaks its banks”, cautions Trix. “No choice”, responds Morgan with a shrug.


Some random rolls show that there are 11 locations here, 3 above ground and 8 below. The entrance underground will be in (d4=) none of them, in the rubble somewhere. Is this the lair of the night time encounter? Rolling on dungeon or forest encounter table = Skeletons. Seems Likely = No! So what lives here? Rolling same as above = Cobras. Ok, so (1d6=) 1 Cobra lairs in the ruins, and some Skeletons live underground and patrol/wander at night. The underground entrance is a ‘concealed door’, so the PCs have a good chance of simply happening across it. None of the PCs spot anything at this distance, through the heavy rain.


Within the hour, Naki waves his hand from up ahead and beckons the group, pointing through the rain at the crumbling structure covered in vines and roots. “Typical monastery layout” says Morgan. “Looks like only 3 buildings are even partially intact”. “Can’t see no-one or nothing” adds Naki. They glance at sharp-eyed Ghost, who concurs.


The nearest building is (d4=) the remains of a shrine, but in a stroke of luck the group have to walk past the dungeon entrance to get to it. Both Vasily and Ghost point out the large shadow that is actually a hole in the ground nearby, but they (likely = yes) all agree unanimously to check out the rest of the ruins first.


The snake lair is in the (d3=) 2nd building. The Cobra is only 1HD but 7 feet long, has a blinding spit and a deadly bite, but sportingly will spread its hood in warning if it feels threatened. There is no surprise on either side between party and snake. Given this, the most likely course of action for PCs is to avoid the snake until all the ruins are clear, then go back and kill the snake. I feel this has a Likely chance of simply working, 2d6=Yes.


Will the PCs block the door of one of the structures and leave Bess the pony, or leave Trix as a guard? Likely to fence Bess in = Yes, and Bess doesn’t mind.


The PCs discover a large snake nested in what seems to be the remains of a bathing chamber. When it spreads its hood they back away, and leaving Trix on watch they explore the rest of the ruins for an hour, revealing nothing further. While everyone else was occupied, Trix formed a crude noose with branches and vines, and captured the snake. It is quickly beheaded, and Naki declares the evening meal to be “sorted”.


Monday, 6 April 2026

Managal Campaign, Part 3

Round 5:


Poor damage rolls on the Monster side, and excellent ones on the Town side have made a big difference. There are still 3 Townsfolk vs 2 Stretched on the right, and 2 guards vs 2 Stretched on the left, 2 guardsmen and Chipper/Ghost only face 1 opponent in the back line. The Bugbear Stretched are engaged with fresh spearmen in the centre. 7/14 Stretched Ones are down (or distracted) with a few injuries dished out, including to the bosses. “Medics” are waiting to drag victims to safety.
Morale: All Guards/Townies are at 9/17. No checks.
More Guards arriving? Unlikely = No
Medicine or potions arriving? Unlikely = No, and not in this fight.
Duke Rolf gets involved? Unlikely = No, and not in this fight.


Initiative:


T = 6
S = 6
H = 6
B = 4
Gh = 3 (needs Save, can only take minimal actions)
Ch (+2) = 3
M = (choose to go last)
Mo (-1) = 10% chance to die, d100=26, doesn’t die.
Je = 20% chance to die, d100=15, dead!


Ruins




^

T1




Town





S1

Je

M1







S4

T2/T3

H1






Ruins


B1/B2

H13/H14

Gh









S6

Ch



Duke





S7


H2






Ruins


S10

H10









S12

Mo

M2








H12





Ruins









Town


Up and down the line there are shouts and clashes of metal on metal. The Townsmen on the right flank repeatedly stab at a grasping Stretched One (T2/T3 hit S1, -5HP, on 0HP) but are unable to defend and 2 of their number perish in return (S1/S2 hit T2/T3 repeatedly, dead). In the centre, the 2 fresh guards stab at the Stretched Bugbears, further wounding one (H13/H14 hit B1, -4HP, on 6HP). The wounded abomination hits back to cause a shallow cut (B1 hit H13, -2HP, on 2HP) but the other tears a guardsman open (B2 hit H14, -6HP, on -2HP, dead). On the right flank, the guards remember their training and have great success (H10 hit S10, -2HP, on 3HP. H12 hit S12, -6HP, on -1HP, dead). One hapless guard is bludgeoned horribly by swinging chains (S10 hit H10, -8HP, on -6HP, dead) but his comrade leaps out of the way unscathed (S12 miss H12). In the back line, the Stretched One has to gather up his tangled chains (S6 miss Ch) but snarls so viciously at the guards that they cannot steady their spears (H1/H2 miss). Even Chipper cannot muster an effective attack (Ch miss) however Ghost is finally able to open her pack and retrieve lantern oil and flint. The “Medics” have finally got their chance and drag poor Jeddak (too late) and Morgan (d100=80, does not die from dragging) away from the front lines.


Round 6:


Deadly round before. There is only 1 Townsfolk vs 1 Stretched on the right, and 1 guard vs 1 Stretched on the left, 2 guardsmen and Chipper/Ghost face 1 opponent in the back line. The Bugbear Stretched are both engaged with only 1 spearman in the centre, who is probably doomed. 9/14 Stretched Ones are down (or distracted) with a few injuries dished out, including to the bosses. “Medics” have pulled back and will bind wounds next to save Morgan. From now I will lump all Town/Human Guard/Medic into 1 initiative score.

Morale: All Guards/Townies are at 5/17. Morale 6, 2d6=9. They (flee/retreat?=) flee.

More Guards arriving? Likely = Yes, and d4+1=4 Elite troops (L1 Fighters, equipped as PCs)

Do the “Medics” try to pull Ghost/Morgan out? 50-50 = No, but stay close ready to help.

Does Chipper stay to defend Ghost? Likely (they are PCs) = Yes, and at great risk.


Initiative:


Gh = 6 (needs Save, can only take minimal actions)

T/H/M = 5

Ch (+2) = 4

S = 4

E = 2

B = 1

Mo (-1) = 10% chance to die, d100=95, doesn’t die.


Ruins





T1



Town





S4



M1









H1

Va



Ruins


B1/B2

H13

Gh


Ri






S6

Ch



Duke





S7


H2

E1



Ruins


S10




E2







Mo

M2








H12




Ruins









Town


Ghost, sweating and panting, pulls a flint and steel, and sets sparks to a strip of her shirt. Wedging it in the oil flask, she looks up and meets the eyes of Chipper, who can see the guardsmen nearby starting to panic. As they break and run, Chipper smirks, and tightens his grip on his sword. “You always were an arsehole, Ghost.”


Opportunity attacks to an opponent’s back are 1 attack per creature, at +2. T1 survives on the right, as do H1 and H2 in the back line, as their foe has a chain caught in some nearby rubble, and it snaps. H13 turns his back on the 2 stretched Bugbears and by some miracle is only knocked unconscious. H12 also survives. The “Medics” back away, passing the Elite troops on the way in.


Chipper stabs at the stretched one who is flailing with a broken chain. His strike penetrates poorly but as fortune has it, he is tripped by the chain and falls onto his sword’s hilt, pushing the blade into the monster’s heart (Ch hit S6, -5HP, on 0HP). But the creatures looping arm slashes down his back, making him cry out in agony (S6 hit Ch, -4HP, on 2HP). However, the ‘back line’ is now clear of enemies. The monster chasing the remaining Townsman on the right flank slips in the mud (S4 fumble T1) while the remaining guard on the left is slashed across the neck painfully (S10 hit H12, -2HP, on 2HP).


Then the Elite guards come charging in. Vasily and Rina Oakhill reinforce the right, clad in chainmail and bellowing their family name - but none of the few remaining combatants return the call (was T3, now dead). Vasily wields a huge sword which severs two grasping fingers, while Rina swings a smaller blade but fails to draw blood (Va/Ri hit S4, -1HP, on 3HP). The other Elite troops rush the sole monster on the left and hack it to pieces (E1/E2 hit S10, -6HP, on -1HP, dead). The Stretched Bugbears, no thought of surrender, look around for new victims (1-2=Right Flank, 3-4=Back Line, 5-6 = Left Flank) and bound towards Chipper and Ghost. The lead abomination attempts to pull Chipper to the ground with his chain hooks (B1 hit Ch twice, Chipper saved twice!) and the trailing creature lashes out wildly in rage, attempting to swing his chains past the Human foe and into the half-orc, but Chipper’s defence and Ghost’s protective charm combine to keep her safe (B2 miss Gh due to Protection spell and being in “back line”, i.e. Chipper stood in front of her).


Round 7:


There are only 4 Stretched Ones left, one is distracted by stretching his victim. One Bugbear is uninjured, the other 2 have moderate wounds. “Medics” will retrieve Morgan if possible.

Morale: Do the Guards/Townies keep running? Morale 6, 2d6=7. They are gone.

Does one Elite guard intervene with the distracted monster? 50-50 Yes and to the death.


Initiative:


Gh = 6 (needs Save, can only take minimal actions)

Ch (+2) = 5

S = 5

Va/Ri/E = 5

B = 2

M = (choose to go last)

Mo (-1) = 10% chance to die, d100=46, doesn’t die.


Ruins







T1

Town





S4

Va


M1








Ri



H1



Ruins



H13

Gh









B1/B2

Ch



Duke





S7

^



H2



Ruins



E1










E2

Mo

M2











H12

Ruins









Town


Ghost cannot lift her arm to throw the oil (failed save) and can only watch as Chipper furiously defends against the Stretched Bugbears’ hooks (Ch miss). On the right, Rina suffers a claw to the hip, spoiling her attack - and Vasily forgets to strike, such is his concern with his sister (S4 hit Ri, -4HP, on 2HP. Va/Ri miss). On the left, one Elite runs at the distracted torturer, impaling it on his sword blade (E1 hit S7, -6HP on -1HP, dead), while the other runs towards the Bugbear/Chipper/Ghost melee and hacks the arm off the wounded Bugbear, which collapses, thick blood pumping everywhere (E2 hit B1, -6HP on 0HP). The last Bugbear swings his chains in thrashing arcs at the killer of his comrade, but the stout yeoman’s shield is impenetrable (B2 miss E2).


On the far left flank, a young woman holding a satchel full of bandages sees Morgan is finally clear of foes, and bravely runs in to bind his wounds (Morgan is now stabilised at -1HP. If he is not moved he is in no danger, although he needs bed rest or healing).


Round 8:


There are only 2 Stretched Ones left, One uninjured Bugbear with hooks and chain, and a wounded creature with no weapon. Does the Elite troop attack the Bugbear? Likely = No, and is stunned by the brutality and cannot act!


Initiative:


Ch (+2) = 7

B = 6

S = 4

Va/Ri/E = 4

Gh = 3 (needs Save, can only take minimal actions)


Ruins









Town





S4

Va


M1








Ri







Ruins



H13

Gh









B2

Ch



Duke





E1

E2







Ruins














Mo

M2













Ruins









Town


Chipper opens the account on the remaining Bugbear with a clumsy hit with the flat of his blade (Ch hit B2, -1HP, on 14HP). The Bugbear strikes out at his standing foes, cracking the ribs of the Elite guard (B2 hit E2, -5HP, on 1HP) while the sole remaining member of the Stretched One regular mob claws vainly at the shields of the Oakhill siblings (S4 miss). The guard who slew the torturer stands and stares blankly at the horror around him, oblivious to the ongoing battle (E1 miss turn as per Oracle result). Vasily and Rina circle around their remaining foe, and Rina takes advantage by slashing the vile thing’s throat (Va miss, Ri hit S4, -7HP, on -4HP, dead). The Elite trooper cuts some tufts of hair from the Stretched Bugbear’s head (E2 miss)


Ghost, lying in the mud, sees her chance (save, nat 20) and using her remaining strength throws the oil flask at the Bugbear. Unfortunately it splashes into a puddle and does not ignite. She closes her eyes and collapses (KO, GM fiat).


Round 9-11:


Only the Stretched Bugbear remains.


Ruins









Town






Va


M1








Ri







Ruins



H13

Gh









B2

Ch



Duke





E1

E2







Ruins














Mo

M2













Ruins









Town


The final creature knows no fear, only to spread the Tide. Imbued with demonic fervour, it smashes through the defenses of those around it, and screams can be heard from the terrified onlookers (B2 hit E2, -3HP, on -2HP, dead). Chipper again causes a minor cut (Ch hit B2, -1HP, on 13HP) but a swinging chain curls around his neck, throttling him into unconsciousness (B2 hit Ch, -3HP, on -1HP. d100=73, alive). Vasily and Rina dash over, brandishing swords, but Vasily walks into a haymaker (B2 hit Va, -4HP, on 2HP) while the monster continues to strangle Chipper (d100=65, alive). Shaking his head, Vasily thinks he sees a line of men forming up nearby, but cannot be sure, for he immediately goes on the counter attack (Va hit B2, -8HP, on 5HP). He breathes a sigh of relief as the stunned Elite troop returns to his senses, runs up and slashes mightily at the Bugbear (E1 hit B2, -3HP, on 2HP). He looks with a grin at his sister - only to see her throat torn out by a whirling hook. (B2 hit Ri, -3HP, on -1HP. d100=01, dead!). Vasily sinks to his knees in despair, not seeing the Bugbear breaking the thigh bone of his last remaining brother in arms (B2 hit E1, -4HP, on 2HP) nor the chain go taut and break the neck of Chipper (d100=07, dead!).


Round 12:


“Get down!” bellows Duke Rolf from nearby, where he has been rallying troops. But both remaining fighters are already on their knees. There is the sound of crossbows firing, and the whizzing of a dozen quarrels fills the air, and the remaining Stretched Bugbear is pincushioned (4 arrows hit, -21HP, on -18HP, super dead).


(“Do the bowmen return and open fire?” Yes, and … a squad of crossbowmen).


Casualties:


Many Stretched Ones on 0HP - executed, all 14 enemies slain.

Jeddak (PC) dead.

Chipper (PC) dead.

Rina Oakhill (L0 Elite/Retainer) dead.

2 Townspeople, including another Oakhill (L0 NPCs) dead.

10 Human guards (L0 NPCs) dead.

1 Elite troop (L1 Fighter) dead.


Survivors:


Ghost (PC) 0HP, recovered.

Morgan (PC) -1HP, recovered.

Vasily Oakhill (L0 Elite/Retainer) survived.

1 Elite troop (L1 Fighter) survived.

2 “Medics” survived.

1 Human guard, 0HP, recovered.

1 Townsperson, fled, survived.

3 Human guards fled, survived.


Treasure:


Bugbears have:

50% chance 1 gem (no)

55% chance 1d4 gems (no)

45% chance 1-3 jewellery (yes, 1, gem-encrusted belt buckle, value 2d8x100 = 1500gp!)


XP:


12 Stretched Ones - dead (37xp x12 = 444)

2 Stretched Bugbears - dead (175xp x 2 = 350)

1500 in treasure.

Total = 2294 / 8 (4xPCs + 2xRetainers = 5, +3 [Guards, Townsfolk, Elite]) = 287 each.

XP from exploration: 51 (treasure) + 440 (clearing hexes, fights) = 123 + 287 = 410 each.