Summary: http://([a-z0-9.]*)flickr → https://$1flickr
< [[image/right/noborder:http://farm6.static.flickr.com/5289/5349786429_36bbe5a7c2_m.jpg|The gaming table after the session|https://www.flickr.com/photos/kensanata/5349786429/]]
> [[image/right/noborder:https://farm6.static.flickr.com/5289/5349786429_36bbe5a7c2_m.jpg|The gaming table after the session|https://www.flickr.com/photos/kensanata/5349786429/]]
Today I ran the first session of my new Labyrinth Lord campaign. The game uses the Sea of Five Winds map of the Wilderlands of High Fantasy (Necromancer Games). Our starting village is Oathcoomb. It says that there is a male human lawful evil wizard (alchemist) called Pimple Purbody. One of the missions I had offered to the players was to go and buy glass wares in the Greydowns. Check out the (German) player map for the campaign.
Since Pimple is lawful evil, I tried to play him like a little devil. He tries to trick you into signing contracts that will have you in debt, he tries to lure you into breaking contracts, etc. At first, the players were surprised that negotiations didn’t go smoothly. I suspect they felt that the negotiation was part of the prologue, not part of the game itself. I quickly introduced a new character mentioned in the village description, Esgarig the inn keeper. He warned the party of Pimple’s deviousness, and offered free dinner and drinks for a table of ten if they managed to thwart the alchemist in some way, or at least fulfill the contract without falling for any of his traps. I think this allowed the players to accept the challenge.
At the Greydowns, the players decided not to show Pimple’s introductory letter, figuring that maybe he wasn’t too popular. I decided that this saved them 10% of the price…
How much money to award for a simple trip back and forth, some haggling and dealing with the alchemist and the inn keeper, a session of three hours? I decided that 1000 gp was about right. Pimple gave them 1000 gp to buy the glass wares. Upon delivery of 1000 gp of glass wares, they’d get 1000 gp to keep. Since the players managed to get a 10% discount, they ended up with a 1100 gp reward.
If the players were really devious and managed to trick the alchemist on his own terms using forgery and the like, they could double the amount to be earned. If they felt like playing chaotic, they could just steal 1000 gp. If they messed things up, they could end up with a debt of 1000 gp. That seemed like a reasonable range.
I had prepared a thing or two for the forest half way to the destination, but the players decided to take the ship to Longbottle and travel from there, avoiding the forest. No problem, I’m sure there will be other opportunities. I improvised 2d6 (nine) bandits on the way back. They were taken care of by a single sleep spell. Apparently the spell allows no save!
Ok, what did I use at the table?