Note: this post may contain spoilers for the House of the Three Squires from the TB book. Stop reading now if you might wind up playing it.
Also, this post is written from the perspective of a player, 'though my GM (Roland) will presumably be reading. Please avoid spoilers of your own when responding! Thanks!
Weâre giving TB a run through its paces, but not necessarily committed to the game long term, yet.
The party:
Durgan (Dwarf Crossbowman âBardâ, Belief: âRepay debts in kind, gold for gold and blood for bloodâ, Instinct: âAlways recount our tales of gloryâ, Foolhardy) [Pyske]
Ashlan (Human Cleric âFire Druidâ, Belief: âAs the wildfire cleanses and refreshes the Forest, so will I channel the Lady of Flameâs grace to cleanse and refresh the world.â, Instinct: âWhen stopping to rest always make time to reflect and analyze information I have just gathered for insight and understanding of the path forwardâ, Defender) [Dwight]
Abelard (Halfling, Belief: âTomorrow will be better than todayâ, Instinct: âAlways look for a way out.â, Calm)
Bo (Elf, Belief: âCome back with a full sack or in itâ, Instinct: âAlways look around for shiny thingsâ, Fiery)
Arriving at a local waystop, which Durgan claims is the best ale produced by humans anywhere in the area, the party discovers that the doors stand open and the occupants missing, possibly dragged into the cellar. A variety of oaths and vows are immediately discussed among the party.
Goals:
Durgan: âTake vengeance on those who would lower the local beer quality!â
Ashlan: âDemonstrate to the others the power and the glory of their new ally, flame.â
Abelard: âRescue any innocents who may be trapped below.â
Bo: âLoot the looters!â
Exploration:
T1: While examining some detritus, the party is attacked from the stairs below by 3 sling-wielding kobolds! (Twist)
T2: The party easily drives off the kobolds, but Bo is injured when charging down the stairs at them. (100% disp, Bo injured by trap, 1 preserved ration looted)
T3: Durgan clears some rubble formed into a barricade to the left exit, intrigued by the sounds from the room and heedless of the danger. (Durgan exhausted, 1 check, lantern lit, Bo dim)
Camp: The party makes camp, 'though the dust stirred up by the excavation causes coughing fits. Durgan passes his check to Ashlam for healing Bo; Ashlam manages to permanently injure Bo (Fighter -1). Instincts trigger: Ashlam leans a bit of info about kobolds, Abelard clears and opens the right doorway (Condition: Hungry, immediately removed by eating, but removes Fresh, 1 check).
T0*: After breaking camp, the party heads to the left room, where Abelard convinces a mangy mutt to follow the party, by feeding it a fresh ration.
I1: Boâs instinct is triggered to search the new room. He avoids a net trap, but finds a set of ale barrels, which appear quite valuable!
T1: The party immediately sets about building a ramp with which to haul the barrels up the collapsed stairs⌠and miraculously, succeeds despite the lack of Carpentry skill in the party. (4 barrels moved & cached on 1st floor, worth 2D each)
T2: With the left room cleared, and no other exits, the party moves through the right room and to the entry of an excavated tunnel. They smell the horrible stench of giant rats, which makes Durgan afraid.
T3: The party attempts to drive off the rats, and again win handily. (100% disp, Ashlam has unknown twist from being bitten, 4 checks)
We ended here for the session, awarding PP and FP.
Durgan (1 FP), Ashlam (2 FP + Embodiment PP), Abelard (3 FP + Teamwork PP), Bo (3 FP + MVP PP)
Loot: 1 preserved ration, 4 ale barrels (2D ea)
Expended: 1 fresh ration, 1 preserved ration, 3 & 1/3 oil flasks, 1 spike (recoverable), 1 rope (recoverable)
Conditions: Durgan (Afraid & Exhausted), Ashlam (Fresh), 5 checks
Huh, I donât think I had realized before just how much Durgan got beat up for 1 FP. Suppose Iâll have to hope for better results next time, when the vengeance really starts to flow.
Rules questions / issues:
- We mistakenly denied actions to creatures when their numbers were reduced. Surprisingly, this had minimal impact since by that time we were thoroughly winning.
- Bo was injured by the collapsing stairs, with no test or turn taken, based on his described actions. This seemed like a reasonable judgement call at the time, as we were not scouting. How should obstacles stack up if encountered in the middle of a conflict?
- The party chose to camp immediately after T3 to avoid losing the Fresh condition on the remaining 2 members, despite having just cleared the doorway. Mechanics winning over RP here.
- Bo was in dim light for his scout test, which we forgot to apply. Probably need a condition card for dim light.
- We did forget to count a turn for Abelardâs dog befriending, and were unsure if avoiding the net trap should have taken a turn.
- Our party was under-strength (4 members). As far as I know, we didnât adjust the module. Should we? We noted than an understrength party will have less help, but will advance faster (fewer ways to divide loot & Persona Points), etc.
- We realized halfway through that the crossbow is less effective than I had initially assumed. I has assumed any rolls that had successes applied the +1s, but we corrected to any roll which beat the versus obstacle. Is that correct? Should that also apply to independent tests with an Ob? So +1s just increases MoS?