Saturday, April 11, 2015

fun with treasure chests

I'm going to begin this post with an outright act of theft.  Here's a pic I swiped from an old post from Mike Monaco's excellent blog Swords & Dorkery:



Those are painted-up examples of Grenadier's old hirelings.  I am normally inclined to obsess over which minis have torches and rope but these guys have been on my mind for the past couple of days.  Most sessions I don't fuss over encumbrance, but sometimes when I'm feeling ornery I want getting that one really big haul out of the dungeon to be a whole adventure itself.  In order to avoid fiddly accounting but give the players something to think about, here are some draft Treasure Chest rules.

Small Chest
Also called a coffer, cask, or strongbox, these containers hold 200 coins (same as a small sack) or else 150 or so coins plus miscellaneous small stuff like jewelry, keys, a treasure map, etc.  Many of these boxes (say 4 in 6) have an integral lock.  Some of these chests are gilded or made of a precious substance, like the Franks Casket.  That would make them an item of jewelry in their own right, using whatever system you use for generating the value of jewelry.  Thus the the box could easily be worth more than the contents, which may only be apparent when the thief blows the pick locks roll and the party gronk smashes the dang thing open.

A small chest slides easily into a backpack, though the DM may want the player who stores it this way to lose 2d6 items from the pack before the box fits.   A week of rations as a single item for this purpose.  Alternatively, a small chest can be tucked under one's arm like a football carry.  There's no movement penalty for carrying a small chest in this fashion, but you can't do anything else with that arm: no holding the torch, no using a shield effectively.

Medium Chest
These are more serious loot boxes, holding 2,000 coins or maybe 1,500 coins plus an array of miscellaneous stuff. About 2 in 6 of these chests have an integral lock and only 1 in 6 are decorated sufficiently to give them value as art objects.

One adventurer can carry a full medium chest on their back or shoulder, as seen in the pic above, as long as they aren't weighed down by a backpack full of gear, their boss's golf bag full of magic swords, or any other big stuff.  Nor can they hold anything else in their hand or even wear a shield strapped to their arm.  Maximum movement rate for such a character is one category slower than the normal speed for their armor.  A henchweenie in leather carries a medium chest at a 90' move, one in chain goes at 60' and a dude in plate moves at a measly 30'.  A character carrying a chest is so burdened that they must spend a round putting their chest down.  Effectively, they are surprised an extra round even when the rest of the party isn't surprised at all.

Two characters can share the burden of carrying a medium chest.  They can wear backpacks and whatnot and move at the normal rate of the slower of the pair.  They can carry stuff in one hand or wear a shield on their arm.  They are subject to extra surprise as above, unless they opt to drop the chest, which gives a 1 in 6 chance of breaking the chest and spilling the contents all over the dungeon floor.

Large Chest 
A large chest holds 5,000 coins or 4,000 to 4,500 plus miscellany.  They tend to be heavily padlocked rather than possessing integral locks and rarely are decorated.

No normal character acting on their own can lug a large chest out of a dungeon; this is a two person, four handed operation.  The maximum move of this team is one category lower than the slower member of the team.  They are subject to an extra round of surprise as above.  If they drop the chest there is a 1 in 6 chance they or someone nearby will suffer a debilitating foot injury in the process.

The size of large chests can also be an issue when going through tiny secret doors, around narrow spiral staircases, etc.  Say a 2 in 6 chance of the chest getting stuck at least long enough to cause a sufficient fuss that the DM gets to make an extra wandering monsters check.

Final Thoughts
  • All these ideas can be found summarized below in a handy-dandy chart form.
  • The coin capacities I've given are based on reading threads on the subject on paizo, enworld and various other dungeonnerd fora.  You may want different numbers if you think a backpack should hold way more than 400 coins.
  • You'll be able to tell if you are using these rules right if the players argue over who has to carry the chests or if they pester you with questions about how much extra stuff they can cram into the chest.  A total victory on the part of the DM would be for the PCs to expend a resource like a potion of giant strength just to get the loot out of the dungeon.
CHESTS

Small
Medium
Large
Capacity, coins only
200
2,000
5,000
“ , coins w/stuff
150
1,500
4,000
Integral Lock?
4 in 6
1 in 6
no
Decorated?
2 in 6
1 in 6
no
Fits in backpack?
-2d6 items
no
no
Carry, one man
Use one hand
Uses 2 hands, no backpack, move slower
no effing way
Carry, two man
silly
Uses 1 hand each
Uses 4 hands, no backpack, move slower
If dropped
2 in 6 chance destroyed
1 in 6 chance destroyed
1 in 6 chance crushes foot

Tuesday, April 07, 2015

iso-dungeonry

Lately I've been scribbling a lot of dungeon maps.  I think because it's a stress reliever and this semester has been rougher than most.  Anyway, I've farted around with isometric graph paper once before and my love for 3-D dungeon environments is pretty well-documented, but until today I never tried to combine the two.  Composing isometric dungeons has always looked like harder work than the normal God'd eye view, but this morning I printed out some iso-type paper from here.

I thought I'd start by trying an isometric view of the sample dungeon from Moldvay Basic, with it's nifty maps by the one and only Erol Otus.


Here's what I sketched out based on those two images:


It's not a perfect replication of the information contained in the maps above, but I've got a better sense of how vertical layers interact now.  Though I think the caves at the bottom look too flat.

Saturday, March 21, 2015

Challenges System adapted to LotFP combat

The Challenges Game System was an 8 page restatement of D&D written by Tom Moldvay.  James Maliszewski has a brief rundown of the game here.  The one place where Moldvay seriously complicates his otherwise streamlined system is with the attack table.  It's an interesting one-roll alternative to fumble and crit charts, so on a whim I decided to rewrite it for Lamentations of the Flame Princess.

Putting the Hurt on the Monsters

Every character has a number called their net Attack Bonus or simply Base.  This number indicates how effective you are when engaged in combat with some foe.  It starts at +1 for all characters.  Attack Bonus can be modified by many factors.  Good factors, such as wielding a Magic Sword,  increase Attack Bonus while bad factors decrease it, like fighting while suffering from one or more Wounds.

Every character also has an Armor Class (AC), indicating how hard it is for a foe to strike you in combat.  A normal person in normal clothing has an Armor Class of 10, with higher numbers being better.  Factors that can improve (increase) your AC include a high Dexterity score, putting on some armor, and using a shield.  While some monsters also wear armor (which you can totally steal if you defeat them), other monsters often have an AC that reflects their scaly hide or supernatural invulnerability.

When you attack a foe you roll one twenty sided die (d20) add your Attack Bonus and subtract the foe’s Armor Class.  The net number is your Attack Result.  A higher number indicates a better strike to the foe, while a lower number indicates a weaker strike or an outright miss.  To figure out the exact effects of your attack, subtract your Target Number from the actual Roll and consult the Attack Chart below.

Attack Result = d20 Roll + your (modified) Attack Bonus - foe’s Armor Class

Attack Result
Effect
Any roll of “1” on the die
Miss clumsily, forfeit your next attack
-10 or lower
Miss clumsily, forfeit your next attack
-9
Miss clumsily, roll save vs. Paralyzation or drop weapon, thereby forfeiting next attack
-8
Miss and automatically lose initiative next round
-7
Miss and take -2 penalty to initiative next round
-6
Miss and take -1 penalty to initiative next round
-5
Miss, no other effect
-4
Miss, no other effect
-3
Glancing blow does exactly 1 point of damage
-2
A weak Hit for half normal damage (round down, minimum 1 point)
-1
A weak Hit for normal damage -2 points (minimum 1 point)
0
A normal Hit, no other effect
+1
A strong Hit for +1 point of damage
+2
A strong Hit for +2 points of damage
+3
A strong Hit for +2 points of damage that also inflicts a Light wound (-1 to attack rolls, etc.)
+4
A strong Hit for +3 points of damage that also inflicts a Light wound (-1 to attack rolls, etc.)
+5
A strong Hit for +4 points of damage that also inflicts a Light wound (-1 to attack rolls, etc.)
+6
A strong Hit for +4 points of damage that also inflicts a Serious wound (-3 to attack rolls, etc.)
+7
A strong Hit for +5 points of damage that also inflicts a Serious wound (-3 to attack rolls, etc.)
+8
A mighty Hit for double rolled damage that also inflicts a Serious wound (-3 to attack rolls, etc.)
+9
A mighty Hit for double rolled damage that also inflicts a Critical wound (-5 to attack rolls, etc.)
+10 or higher
A mighty Hit for double rolled damage that also inflicts a Critical wound (-5 to attack rolls, etc.), plus gain an immediate extra attack
Any roll of “20” on the die
Take the result above OR a normal Hit plus gain an immediate extra attack

EXAMPLE: Brother Hubert (a first level cleric), Lucas of the Invisible Sigil (a second level magic-user),  and Dulcia the Mighty (a fighter of third level) are exploring level two of the Festering Pits of Granfalloon when they find themselves face-to-face with 4 ornery gnolls.  An attempted parley falls flat, largely because the Gnolls speak no Common and the party doesn’t know any Gnollish, but also because Hubert’s body odor offends the nostrils of the monsters.  Weapons are drawn and combat ensues.  The party wins initiative the first round of combat, so Lucas of course throws his remaining Sleep spell.  Lucas rolls and gets a measly, pitiful 4 hit dice of effect, sending only 2 of the Gnolls to nighty-night land.  Brother Hubert and Dulcia sneer at Lucas’ paltry spell, then move forward to attack the remaining pair of active Gnolls.


Brother Hubert moves forward and attempts to brain one of the gnolls with his trusty mace.  His Attack Bonus is +1 versus the Gnoll’s Armor Class is 15.  Brother Hubert rolls a 12.  12+1-15 equals an Attack Result of -2.  That’s a weak ass hit for d6 divided by 2.  Brother Hubert rolls d6 for damage and gets a five, which is halved to 2.5 and rounded down to 2 points of damage.  Dulcia rushes the other gnoll, swinging her sword with precision and force.  Her total Attack Bonus, including a bonus from a high strength score, is +5.  She rolls a 14, for a net Attack of +4.  Her total damage is d8 (sword) +1 (high strength) +4 (attack result) or 13 points.  That’s not quite enough to kill this tough 15 hit point Gnoll, so he also suffer a Light Wound (-1 on to-hit rolls, saves, etc.).

The referee now checks morale for the Gnolls, but dice say the dimwitted brutes stay and fight.  The Gnoll fighting Brother Hubert comes at the cleric with a wicked axe.  He has a Attack Bonus of +3 against Brother Hubert’s terrible AC 13 (Hubert’s wearing Chain but suffers a -2 Dex penalty, because he sucks) and rolls a pitiful 6.  That’s 6+3-13 or an Attack Results of -4.  That’s a straight-up Miss, no fancy pants extra effects.  The other Gnoll attempts to cleave Dulcia in twain.  She’s wearing chain with shield, for an Ac 16.  Same Attack Bonus (+3) with a roll of 13.  13+3-16=0.  But wait!  Dulcia reminds the referee that thus Gnoll has sustained a Light Wound, knocking that 0 to a -1.  That changes a normal Hit to a weak -2 damage Hit.  The referee rolls 5 points of damage for the Gnoll, reducing it to 3 points.  Dulcia has 16 hitpoints normally.  She’s down to 14 at the start of this encounter due an earlier bite from an irate squirrel, so now she has 11 hp remaining.

Everyone has acted for round 1.  Initiative goes to the Gnolls.  The Gnoll going after Dulcia rolls a pitiful 4, for 4+3-16=-9.  Not only does this poor bastard miss badly, but he blows his saving throw and sends his clattering across the floor of the dungeon.  There’s a ledge nearby that leads down to the next level, so the DM rolls a 1 in 6 chance it goes over the edge.  A roll of 1 sends the axe down to level three.  The DM secretly rolls a wandering monster check to see if anyone down there notices.  He lives for crap like that, but no monster appears.  The other Gnoll, the one attacking the cleric, does much better, rolling a 12.  That comes out 12+3-13=2.  That’s a strong hit for a total of a whopping 9 points of damage.  Smelly ol’ Hubert only has 6 points, so the DM rules he is chopped in twain from stem to stern, covering all other participants in a gruesome rain of blood and guts.  

The wizard Lucas was going to slit a sleeping Gnoll’s throat this round, but seeing Hubert go down he opts to throw his dagger at an upright baddie.  His Attack Bonus while throwing is +1, he rolls 14 for 1+14-15 equals zero.  That’s a normal hit, no nonsense.  Lucas rolls 2 for damage, but due to low Strength that get docked to 1 point of damage.  The DM narrates some feldercarb about the Gnoll pulling the dagger out of his shoulder and licking the blood off with his hideous hyena tongue.  Dulcia asks the DM if she can righteously avenge her good buddy Hubert.  The DM knows this is a ploy to attack a threat rather than wasting a round with the now-unarmed, wounded Gnoll in front of her.  Just to be a dick, he makes her throw a Dex roll to switch targets quickly, which she easily passes.  Her attack roll against Hubert’s killer is a massive 17.  The math for that is 17+5-15 for a Attack Result of +7.  That’s a helluva a hit, for +5 damage and a Serious wound.  The total damage is 12, which is enough to kill this Gnoll.  That’s the end of round 2.

Initiative for Round 3 goes to the remaining Gnoll.  The DM does not roll another morale check.  He just rules the last guy runs like hell.  Since he has a Serious wound, that grants a -3 penalty to stuff, the DM rules that he is moving 3 points slower than usual.  The party could catch up, but they opt not to pursue.  Hopefully that won’t result in a crapton of Gnolls coming down on them later in the adventure.

So that’s how it might play out to use this chart. As with any addition to D&D-style combat, it adds some complexity which will slow things down. But with the chart on your DM screen and/or the charsheets, it should be easy enough to integrate this stuff.

Saturday, January 24, 2015

little rules

More like A Game of Kicking Ass
So last night my old BattleTech boxed set caught my eye and I pulled out the rule book and flipped through it.  You won't find a lot of posts here on the ol' Gameblog about BTech, but it is probably my number 2 tabletop game in terms of sheer hours of play logged.  My junior high/high school attended Frontier Wars, the vaguely Traveller-themed Bloomington, Illinois convention (GDW's home town, after all), not long after a letter from George Lucas's lawyers prompted the name change from the original BattleDroids to the now famous BattleTech.  A few guys had the whole set up with miniatures and everything going.  We were hooked.  I bought two games that weekend, BattleTech and Call of Cthulhu.  Not a bad haul for a snot-nosed farmboy with no idea what he was doing.

Anyway, I started flipping through the rulebook because I always loved the probably untenable Post-Apocalypse in Space vibe of the early BattleTech fluff.  The further along the game got, the more space operatic it seems to go, and the less I dug any part of it except the big robots blowing the bejeezus out of each other.  The one-two punch of the Clan invasions and  new rules in the Solaris boxed set soured us on the game.  But before those came out we played the crap out of this game.  I'm talking weekend long games with 36 mechs a side, plus whatever shorter games we could fit in during the week.

Which is why I surprised that as I flipped through the amazingly familiar rulebook that my eyes fell on a rule I do not remember.  I've played and read a jillion games with a jillion rules, but the two rule sets I know best are Moldvay Basic D&D and this rulebook.  To find a rule that I have no memory of whatsoever just flabbergasted me.

BattleTech normally uses a 2d6 hit location system to see what part of the mech you blasted.  A roll of seven hits the torso.  If your shot comes in from the right, it's a hit to the Right Torso, from the left its a hit to the Left Torso, and from the center arc the hit lands in the Center Torso.  With me so far?  A roll of snake-eyes on the same chart indicates the same locations hit, except that after the location listing it says "(Critical)".  Critical Hits are the key to defeating a BattleMech.  The normal way you get them is by blowing away all the armor in a location so you can start scoring internal damage.  A roll of '2' on the hit location chart is the other way.

For the more common way of scoring crits (piercing the armor shell) you go to the Critical Hit Effects Table and roll another 2d6.  2-7 means no critical.  An 8 or 9 means you get one roll on the location based critical chart for your target Mech (more rolling, yay!).  A 10 or 11 gives you 2 rolls on the appropriate crit chart.  A roll of 12 either scores 3 hits, or if the location is a limb, the limb is blown clean off.  Sweet!  One legged mechs are hilariously bad at hopping around the BattleField-I mean battlefield.  And other mechs can pick
No, no, no.  That's a Crusader
from BattleTech.  You're clearly
mistaken.
up your lost limb and beat you with it using the club rules.  Fun times.

Anyway, prior to yesterday I would have bet cash money that a 2 on the hit location chart sends you to the same Critical Hit Effects Table, or as we usually called it, the Possible Critical Chart, to see if you inflicted 0, 1, 2, or 3 rolls on the appropriate Torso chart.  It doesn't.  A rule at the bottom of page 14 says you roll 2d6 as per normal.  A 2-7 is no effect again, but an 8 or higher destroys the location.  Note that destroying the Center Torso destroys the Mech.

The consequences of this rule is that 1 in 36 hits to the front or back of the mech runs an almost even chance (41 and change percent) of being killed with one shot.  That doesn't sound like a lot but when you fire more than 36 shots per game and play regularly for several years, that ought to add up to a nice little pile of dead BattleMechs.

I've got a point here beyond complaining that I'm owed more kills than I am credited with in BattleTech.  (So are my friends from those days, to be fair.)  With the exception of super-elegant games like S. John Ross's Risus: The Anything RPG, little rules like this can fly under the radar.   I run up against these all the time in various editions of D&D.  The crummy helmet rule in AD&D1, the 1 in 6 chance of dropping anything held if you are surprised in Holmes Basic, the chance for anyone to find a trap in Moldvay are three examples off the top of my head.  Forgetting any of them won't kill your game, but remembering them add a little spice to the game.  Moral of the story #1: reread your rulebook once in a while.  You might find something cool even in a game you've been familiar with for 3 decades.

The other thing going on here is the effect of the BattleTech reference sheet.  The back page of the rulebook is all the key charts of the game.  Early on my group made photocopies for easy reference.  If we ever knew the special rule for snake-eyes hit locations we probably forgot it because the chart sheet didn't mention it.  Meanwhile, the Possible Crit Chart is right on the same piece of paper.  Why wouldn't we use it?  Moral of the story #2: If you think a fiddly little rule is important, put it in your easy reference sheet or on your screen.  For example, whenever I run a new edition of D&D, I make sure I have the specifics of Sleep on my screen or otherwise handy.  I've never seen an official screen that has the rules for one spell on it, but my screen for my game needs it.

Thursday, January 08, 2015

Dye-jobs and Doxies


There is no Volume II.
I honestly don't know how many times I've read the classic Judges Guild compilation Ready Ref Sheets.  If I recall correctly I bought my first copy (I own two) at a local convention back in the eighties.  Probably from the booth run by Castle Perilous of Carbondale, Illinois.  I've never been to their store, but for a very long time they were always my first stop at cons.  As Bubs likes to say, they got all types of crazy crap.  
"All types of crazy crap" does a pretty good job of describing the contents of the Ready Ref Sheets, now that I think about it.  Imagine if you took the 1st edition DMG, removed everything but the charts and sprinkled it with extra pixie dust and nonsense.  That's Ready Ref Sheets.  It's so jam-packed with random dice charts, slim but potent rules and useful charts that I discover or rediscover something upon every reread.
This time I found a gem in the section on Women (pages 5 and 6).  This part of the book is infamous for the small chart that allows one to calculate the bust, waist and hip measurements of female characters based upon their Charisma and Constitution scores.  But that's not what is intriguing me today.  Instead, I want to look at this chart:


Following this chart, nearly a quarter of all women in the City State of the Invincible overlord have fantastic hair colors, except for the 1% of them that are bald.  Note that, as written, neither race nor age modify this chart.  Furthermore, although Auburn is listed as a hair color, Red Sonja style full on redheads don't appear here.

The other column is even more amazing.  1% of the women in the City State are Newhon Ghouls/Carcosan Bone Women.  The asterisks indicate that furred women also have cat tales (evidence of cat girls in a D&D manual circa 1978!), feathery women have wings (are they functional or vestigial? the note doesn't say), and scaly women are "half mermaid."  Would that be one quarter fish, three-quarters woman?  If this chart is to be believed, the demographics of the Wilderlands is pretty wild before you even take monsters and demihumans into account.

The situation with Tress Tints gets even more interesting when you look at the modifiers.  One kind of woman you can encounter in the City State (via the gorgeous chart filling most of page 2) is "Daughter."  Few details are given, but the intent is clearly for the PCs to try to make some time with one of these gals and get in trouble with dad.  Daughter's are listed as taking a -30% penalty on the Tress Tints roll.  That means a Daughter can only have Sable, Auburn, Blonde or Brunette hair, with Brunette being the most like color by a large margin.  My read of this is that all the other listed colors are dye jobs.  The fathers of these Daughters won't allow them to wear their hair silver or lilac, so they all end up going out with their natural hair color.

Since Houris (i.e. prostitute) roll a +30% on this chart, I think the intention was that only women of dubious reputation or daring fashionistas dye their hair in the City State.  But here's the weirdest part: because a 00 is a result of Bald, any Tress Tint roll for a Houri of 70 or more will result in a bald sex worker.  

What the heck is going on in the City State that 3 out of ten prostitutes shaves their head?  Is this some kink that's popular with the local johns?  Is shaving your head part of the initiation ceremony to join the Courtesan Guild, which according to the random guild chart on page 3, is a real thing?  I don't know what the deal here is, but if your City State campaign does not include bald harlots then you are clearly doing it wrong.

Bubs says "Buy Ready Ref Sheets today!"

Friday, January 02, 2015

new Wyrminghall campaign, session 1

Wyrminghall before it fell into ruin
In the world of blind drunk adventurers, the one-eyed dwarf is a key member of the party.  Xorth the Insinuator, drow cleric (Zak Smith); Radomir the Rad, fighter (Eeri Oikarinen); and Sir Ward the Paladin (Reynaldo Madrinan) showed up to the dungeon totally blotto.  Initially, only the dwarf Otto One-Eye (Paul C.) is sober, but later the creep known as It Lives! (Robert Parker) joins the party.

The party had some difficulty gaining entrance to the hall, as Sir Ward accidentally pulled the massive front door down onto himself.  The noise of this nonsense drew the attention of some wandering killer platypi, one
the new face of terror
of whom tried to eat Sir Ward's face as he laid trapped under that damn door throughout the entire combat.  You know what I like about running FLAILSNAILS games?  Half the party pulled out guns and shot the platypi.  I had no idea that was going to happen.

Once inside the hall the players the menaces of weak floorboards, time slippages, mysterious purple mists, and a monstrous domestic dispute in the room next door.  The party came *super* close to a confrontation with the deadliest creature in the above ground portion of the dungeon with nary a clue that they were that near to their doom.  They recovered a single treasure: an elaborately carved ivory box containing a matching self-grooming appropriate for a dwarf lass, which was promptly sold off.

Sorta what they found under the pillow-monster's bed
Not too shabby for the opening session of a new campaign.

Thursday, January 01, 2015

This may seem somewhat familiar...

Official Wyrminghall Background Info

Lo! You have heard the story of the Dragon-Knights of old, now hearken to the tale of kind King Ægidius founded the realm known as the Little Kingdom. The former alehouse bully achieved this feat by subduing the great dragon Locheed and claiming its great hoard of treasure. He was able to achieve this victory with the aid of a phased plasma rifle in the 40-watt range. The king imprisoned his pet dragon in a great pit and built over it a great feast-hall, which became known as Wyrminghall, owing to the great wyrm contained below it. From his mighty hall the king founded Order of the Wyrm, a small order consisting of His Majesty and his nine bravest vassals. Although he paid nominal tribute to Alfred the Great, the lord of Wyrminghall ruled the Little Kingdom free of outside interference. 

Despite the king's ineptitude as an administrator, the Little Kingdom flourished, owing in large part to the fear of neighboring kings. None dared make war against the realm, for fear that the last thing they saw would be a flash of green scales shimmering in the bright sunlight, followed by an enveloping gout of fire. Another factor in the success of the kingdom was the influence of Queen Matilda, wife of the Lord of Wyrminghall. More shrewd than her husband, she was also known as a witch. It was said that she first expanded the pits below Wyrminghall, adding a series of vaults to better protect the treasures of the realm and fiendish traps to guard the vaults as well as a series of dungeons and torture chambers for the benefit of local tax evaders. Some tunnels below the hall are said to be the result of the dragon attempting to burrow his way out of bondage to the king. Another tale suggests that some of the excavations originated from deep below the hall, made by the the undergnomes known as the smurfnibblins in an attempt to locate the gold and silver of the king. 

The first Lord of Wyrminghall enjoyed a long reign, as many as eighty winters by some accounts, before dying in bed of a bad sniffle. His wife ruled as regent for several years until their son returned home from fighting as a mercenary in France. The son of the original king and queen of Wyrminghall, George, ascended to the throne. Barely adequate as a warrior and terrible at everything else, the second Lord of Wyrminghall's reign was short and disastrous, with most of the Dragon-Knights dying in battle against marauders or seeking service with a more worthy liege. The second lord died without issue, leaving the tattered realm in the hands of his henchman Sir Suovetaurilius. Eventually the hall was abandoned completely. What remained of the Little Kingdom was absorbed into the Kingdom of Wessex. Much later, Wilchester the Mad, one of the founders of the Invisible School of Thaumaturgy at Christminster University, briefly took up residence in the now ruined hall. No one knows when the dragon left Wyrminghall to return to its native Wales, but all authorities agree the beast is long gone from the vicinity.