Stephan Hornick
Community Goblin & Master of the Archive
Platinum WoA
Wizard of Story
Wizard of Combat
Borderland Explorer
Making Undead Cool Again
By JohnnFour | Published October 6, 2014.
Roleplaying Tips Newsletter #626
Brief Word From Johnn
How to Find Players Updated (Filling the Empty Chair)
After battles with tarrasques and two ages of man have passed, I've updated Filling the Empty Chair.My guide on the best sites to find players, and the best tips to find local gamers and groups, was updated Thursday.
If you registered for updates, you should have received the new edition in your inbox automatically.
If you didn't get the update, let me know (just hit reply to this email now).
Updates include:
- Reformatted for easier on-screen reading (especially on mobile devices
- New player registry site links added
- Broken links updated or removed
Can't Find a Player or a Game?
If you are looking for gamers and don't have my How to Find Players guide, grab the 2014/2015 edition. I've got it on sale this week to celebrate the new update.It shows you where the best Players Wanted ads are online, and where you can post your own.
And as mentioned above, in part two of the guide I show you 28 ways to find people in your neighborhood who game.
Get the How to Find Players guide here »
Johnn's Campaign: Assault on Orc Valley
Sometimes the dice tell the story of the session. Lady luck gives us a happy ending. Or not. Here's how Friday's game went down.
It's dark out, and the PCs are still celebrating their victory over the local gang of thugs at the inn, despite the ringleader getting away.
The wizard uses mage hand to impress the locals and harass the help. The fighter woos a farmer's daughter. The rogue entertains the crowd with rowdy songs.
A dirty, smelly dwarf saddles up to the bar and orders a drink (a new PC). He gets hammered fast. When a card game breaks out with the gambling addicted fighter and the two locals he cleaned out the other night, the dwarf sits in.
Then a stranger saunters in and seats himself beside the mage. As they talk he notices the mage hand. He asks the mage to give him a signal if the dwarf has a good hand at the card table, then he joins the game.
Thanks to a little arcane assistance, the stranger does ok. Then the game escalates into a tense hand with a lot of coin being pushed into the centre of the table. It comes down to the fighter, the stranger, and a card shark local. If the local wins, the fighter has to plough the farmer's field. Cards are revealed, and...the stranger claims victory. Everyone at the table gets suspicious, but there's no evidence of cheating.
The stranger takes his winnings and leaves the table with the girl the fighter was flirting with earlier. Everyone drinks more.
The next morning, the party splits up. Some are too hung over and refuse the call to adventure. The paladin and monk meet with the Townmaster to prepare for elections.
The mangy dwarf, fighter, and mage decide to investigate the orc bandits they heard were menacing the road up near Wyvern Tor. As the three travel along the Triboar Trail, they spot the wispy smoke of a roadside campfire up ahead. Then they hear the chilling sounds of torture.
The group rushes forward and discovers four hobgoblins holding a goblin over a fire, demanding to know where Cragmaw Castle - the goblin HQ - is located.
It's the party's first encounter with these tough, soldier-like creatures. Though only the druid is harmed, he nearly dies. A hobgoblin is taken prisoner.
The goblin is rescued only to be interrogated again, this time by his so-called saviors. He tells the PCs the castle is to the south.
Reviving and conversing with the hobgob prisoner reveals King Grol and the Spider operate out of the castle, as well. The party makes peace with the hobgob, who offers to join their cause against Glasstaff, the goblin king, and the mysterious Black Spider.
The party agrees. But when the hobgob is released, he immediately attacks. Despite overwhelming odds, the hobgoblin follows his training and honour-bound ways. He dies.
But all the fighting draws the attention of a nearby owlbear, which crashes into the PCs and starts beaking and clawing flesh.
The druid turns into a bear, and it's Mothra vs. Godzilla for several tense seconds as both creatures stand on their hind legs and pound away at each other.
It turns out the dwarf is a strong addition to the party, for he's victorious, and the PCs grab what loot they can from the hobgoblin camp and continue down the road, but not before killing the goblin.
Two days later Wyvern Tor breaks the horizon. The tall mountain is flanked by two others, giving the appearance of wings. The PCs encounter an orc bandit group and dispatch the ugly, brutish creatures. They track the orcs back to a valley, where an orc village stretches out. A large ogre sits in the middle of the village, growling orders, while orcs whip goblin slaves to work harder in the fields and gardens.
The party wonders if these odds are too much even for bears and mage hands to overcome. They decide to try a divide-and-conquer approach. They crawl close to the village and let loose their arrows, hitting the ogre leader twice with amazing shots.
The orcs charge, a group of almost a dozen hot on the retreating heroes' heels.
The druid wields his nature magic to help the party hide while the orcs run by. Then the PCs strike from behind in ambush.
The fight is intense. 11 against three. 3.5 if you count the druid-bear.
The fighter goes down. He gets healed and bounces up again. Then the druid goes down. Then the mage. It's just the fighter left, and there's three orcs.
The foes exchange mighty blows. An orc falls. Then another. It's just the fighter, who has only three health left, and a tall orc warrior, unharmed and enraged.
The orc hits! But the wily fighter summons all his willpower and somehow survives and even gets a second wind just in time for his counter attack.
With 10 fallen orcs, the fighter knows the only way he can kill this creature is to hit it with everything he's got. Maximum damage is the only result that will save the party.
The fighter swings.
And hits!
We all wait to see the damage....and it's box cars! Maximum damage. The only roll that would kill the orc in one blow.
Everyone cheers.
Lady luck blew on those dice that night.
We wrap the session up there. The PCs scout the village again after resting and find it deserted. With some careful tracking, they find the creatures holed up in a cave at the base of Wyvern Tor. They'll need more help to defeat the entrenched foes.
I like it when players take chances. You often get great, memorable stories that way. Like this time, when only one roll could save a TPK, and the group got it. Hopefully my dice are lucky next time.
We play again in a couple weeks. It should be interesting to see how the cave assault goes. I'm off the plot now, with an unscheduled stop with these orcs. The ogre leader is still alive, as are his best warriors. This cave is a holy site to the tribe. The shaman lives there. It was only out of desperation they dared retreat here with their families against the evil people from the human town. There's a surprise waiting in that cave for the PCs. And it'll surprise the orcs too....