Disclaimer: This bonus series is not an endorsement or condemnation of A.I. in general or Grok3 in particular. This bonus series was just to satisfy my curiosity about the technology because while I have heard about it I had not tried it previously. I will give my concluding thoughts in Part 5 of the series. Any comments mentioning Elon Musk will be deleted, that is not what this series is about and not what I am interested in discussing.
I have no plans to use AI to assist me in writing this blog or to use AI art on this blog and I will be totally transparent if I ever post anything I know is AI generated.
I wanted to break this bonus series up into chunks so I'm publishing Part 1 on 27 February, Part 2 on 1 March, Part 3 on 3 March, Part 3.5 on 4 March, Part 4 on 5 March, and concluding with Part 5 on 7 March, 2025.
The next installment of my Basic Fantasy RPG solo game will be published as scheduled on 9 March, 2025.
Part 3
In this part I try to get Grok3 to play the player party and let me be the GM. I am picking another system and I want to emphasis again that I have not entered any data about any of these games into Grok3, it isn't getting the rules from me. My thought is a short adventure where a starting party has to rescue a farmer's daughters from goblins. They will have to go through the woods, survive an ambush, and get the girls out of the goblin's cave and back to safety. The leader of the tribe will be a goblin shaman. I had all these things in my mind prior to starting the session. Apparently I'm not very original because as you will see below Grok3 anticipated some of these common tropes.
Even though my intent was to take control as GM it I didn't try to take over the combat, I figured I would let Grok3 just play out the combat rounds. Let's see how it goes.
Jason: Can you create a beginning adventuring party for RoleMaster?
I’d be happy to help you create a beginning adventuring party for RoleMaster! RoleMaster is a classic, detailed tabletop RPG system known for its rich character creation and crunchy mechanics, so I’ll craft a balanced party of four starting characters with some flavor to get you going. I’ll assume a standard fantasy setting (like the Shadow World or a custom world), and I’ll keep them at Level 1 with basic archetypes that fit the system’s style. Let’s dive in!
---
### The Party
A well-rounded RoleMaster party typically includes a mix of combat, magic, and skill-focused characters. Here’s a group of four adventurers ready to embark on their first quest:
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#### 1. Torvald Ironfist – Human Fighter
- **Role**: Frontline combatant, tank
- **Background**: Torvald hails from a rugged northern village where he trained as a blacksmith’s apprentice before taking up the sword. He’s gruff, loyal, and eager to prove his worth.
- **Stats** (rough starting spread, based on RoleMaster’s 0-100 scale):
- Strength: 85 (powerful and sturdy)
- Quickness: 60 (decent reflexes)
- Agility: 50 (not clumsy, but not nimble)
- Constitution: 80 (tough as nails)
- Intelligence: 40 (not a thinker)
- Empathy: 30 (gruff demeanor)
- **Skills**: Weapon Skill (Broadsword) +40, Shield +30, Body Development (hit points) +35, Perception +20
- **Equipment**: Chainmail hauberk, broadsword, wooden shield, travel cloak
- **Personality**: Torvald is the group’s backbone, always ready to charge into danger. He’s suspicious of magic but respects strength in any form.
---
#### 2. Lysara Veyl – Elven Magician
- **Role**: Spellcaster, arcane support
- **Background**: Lysara is a young elf from an ancient forest enclave, driven by curiosity about the wider world. She’s studied the Essence flows and seeks lost knowledge.
- **Stats**:
- Strength: 30 (frail physically)
- Quickness: 70 (graceful)
- Agility: 80 (elven dexterity)
- Constitution: 50 (delicate but enduring)
- Intelligence: 90 (sharp mind)
- Empathy: 60 (compassionate)
- **Skills**: Spell Mastery (Essence) +40, Power Points Development +30, Lore (Magical) +35, Directed Spells (Fire Bolt) +30
- **Spells**: Fire Bolt, Light, Sleep (basic Essence list spells for a Level 1 Magician)
- **Equipment**: Robes, staff, a small pouch of herbs, an old tome
- **Personality**: Lysara is thoughtful and reserved, often lost in her studies. She’s fascinated by Torvald’s brute strength and sees the party as a chance to learn more about the world.
---
#### 3. Kael Draven – Human Rogue
- **Role**: Scout, skill monkey, light combat
- **Background**: Kael grew up on the streets of a bustling trade city, picking pockets and dodging guards. He’s joined the group for profit but might stick around for friendship.
- **Stats**:
- Strength: 50 (average build)
- Quickness: 85 (fast hands)
- Agility: 90 (nimble as a cat)
- Constitution: 60 (street-tough)
- Intelligence: 65 (cunning)
- Empathy: 45 (self-interested but not heartless)
- **Skills**: Pick Locks +40, Disarm Traps +35, Stealth +45, Short Blade +30, Perception +35
- **Equipment**: Leather armor, dagger, lockpicks, hooded cloak
- **Personality**: Kael is sarcastic and quick-witted, always looking for an angle. He teases Torvald but trusts Lysara’s wisdom when things get dicey.
---
#### 4. Mirren Stoneheart – Dwarven Cleric
- **Role**: Healer, divine support, secondary combatant
- **Background**: Mirren is a devotee of a dwarven forge god, sent out from her clan to bring honor through deeds. She wields a hammer as both weapon and holy symbol.
- **Stats**:
- Strength: 70 (sturdy dwarf)
- Quickness: 40 (slow but deliberate)
- Agility: 55 (solid footing)
- Constitution: 90 (dwarven resilience)
- Intelligence: 50 (practical thinker)
- Empathy: 75 (faithful and caring)
- **Skills**: Channels (divine magic) +40, War Hammer +35, Body Development +30, First Aid +30, Religion +35
- **Spells**: Healing (minor wounds), Repel Undead, Bless (basic Channeling list spells)
- **Equipment**: Scale mail, war hammer, holy symbol (anvil pendant), healer’s kit
- **Personality**: Mirren is stern but kind, acting as the group’s moral compass. She clashes with Kael’s greed but admires Torvald’s grit.
---
### Party Dynamics
- **Strengths**: This group has a solid mix of durability (Torvald and Mirren), utility (Kael), and magic (Lysara). They can handle combat, traps, and supernatural threats at a basic level.
- **Weaknesses**: They’re newbies—low hit points, limited spell power, and basic gear mean they’ll need to be clever to survive tough fights.
- **Hooks**: The party might form after meeting at a roadside inn, hired to investigate a haunted ruin, or fleeing a shared disaster (like a bandit raid). Kael might owe Torvald a debt, while Lysara and Mirren bond over their mystical callings.
---
### Notes for RoleMaster
- These are rough starting builds—RoleMaster character creation involves rolling stats (typically 2d10+75 for prime stats, or point-buy in some versions), assigning skill ranks, and calculating bonuses based on race and profession. If you’ve got a specific edition (like RM2, RMSS, or RMFRP), let me know, and I can tweak them further!
- Gear is basic since they’re Level 1; they’d have maybe 10-50 silver pieces each to start.
- Development Points (DP) for skills would depend on their stats, but I’ve estimated reasonable starting bonuses.
What do you think? Want to adjust anything—races, professions, or add a specific quest to kick them off?
Jason: They look fine. Let's set the scene. They are at the tavern having lunch when a distraught farmer comes in. "Goblins have taken my daughters! Please, can anyone help me?" What do you think the party would do?
Alright, let’s set the scene and see how this fledgling party might respond! The tavern is a cozy, dimly lit place—wooden beams creaking overhead, the smell of stale ale and roasted meat in the air. The four adventurers are gathered around a rough-hewn table, digging into a modest lunch of bread, cheese, and a watery stew. Torvald’s halfway through a loud complaint about the lack of proper meat when the door swings open with a bang.
A farmer stumbles in, his clothes patched and muddy, his face pale with desperation. “Goblins have taken my daughters!” he cries, voice cracking. “Please, can anyone help me?” The tavern falls silent, all eyes turning to the ragtag group of newcomers—you lot.
---
### How the Party Might React
#### Torvald Ironfist – Human Fighter
Torvald slams his mug down, stew sloshing, and stands up, chest puffed out. “Goblins, eh? Filthy little rats. I’ll crack their skulls and bring your girls back, farmer.” He’s already reaching for his broadsword, eager for a fight to prove himself. He glances at the others, expecting them to follow his lead—though he’d probably grumble if they didn’t. He’s all in, driven by a mix of bravado and a rough sense of duty.
#### Lysara Veyl – Elven Magician
Lysara pauses, a piece of bread halfway to her mouth, her sharp eyes studying the farmer. She’d lean forward, voice calm but firm: “Where did this happen? How many goblins? Tell us everything you saw.” She’s cautious, wanting details to plan—her mind’s already ticking through spells like Sleep or Fire Bolt that might help. She’s inclined to assist, partly out of compassion, partly because goblin lore might reveal something intriguing.
#### Kael Draven – Human Rogue
Kael leans back in his chair, smirking faintly, and mutters, “Sounds like trouble. What’s in it for us, old man?” He’s not jumping up to play hero—profit’s his angle. But if the farmer mentions a reward (or if Torvald glares at him long enough), he’d sigh and join in, figuring he could scout ahead, pick off stragglers, or nab some goblin loot. He’s not heartless, just practical—those daughters might fetch gratitude worth coin.
#### Mirren Stoneheart – Dwarven Cleric
Mirren sets her spoon down with a clang, her stern face softening as she hears the farmer’s plea. “By the Forge, no child should suffer such a fate. We’ll help you, good man.” She’s on board immediately, her divine calling pushing her to protect the innocent. She’d likely nudge Kael with a gruff, “Quit yer haggling—this is right, not riches,” and start packing her healer’s kit, ready to mend any wounds (or bash goblin heads).
---
### The Likely Outcome
The group’s got enough motivations to act, even if they pull in different directions at first. Torvald’s eagerness and Mirren’s righteousness would tip the scales, dragging Kael along despite his grumbling. Lysara’s curiosity and strategic mind would seal the deal—she’d see this as a chance to test her magic in a real fight. After a quick huddle (and maybe some bickering over Kael’s greed), they’d approach the farmer as a unit.
Torvald would take the lead, stepping up to the man. “Right, tell us where these goblins went. We’ll get your daughters back—or I’m no son of the north.” Lysara would chime in with questions about the terrain and timing, while Mirren offers the farmer a steadying hand. Kael, hanging back, might eye the tavern for anyone suspicious—goblins don’t usually raid without reason.
---
### The Scene Unfolds
The farmer, trembling but grateful, explains: “It was this morning, near the old mill by the river—half a dozen of ‘em, maybe more, screeching and waving clubs. They dragged my girls, Mara and Lissa, into the woods. I tried to follow, but they’re too fast. Please, I’ve got a few coins, some goats—anything you want if you save them!”
The party’s got a hook now: a clear goal (rescue the girls), a location (the mill and woods), and a foe (goblins). They’d likely head out after lunch, Torvald marching ahead, Lysara plotting spell tactics, Kael scouting for tracks or ambushes, and Mirren praying for divine favor. It’s a classic RoleMaster setup—low-level, high stakes, with room for critical hits (or fumbles) to make it memorable.
What do you think—should they press the farmer for more details, or head straight for the mill? Any twists you’d like to throw in?
(Note that I never mentioned the woods to Grok3)
Jason: While they are talking to the farmer Kael sees a short, cloaked figure get up and try to leave the tavern, what do you think Kael would do?
Kael’s sharp eyes catch the movement as the farmer stammers out his tale—a short, cloaked figure rising from a shadowy corner of the tavern, moving toward the door with a gait too quick to be casual. The rogue’s instincts kick in; years on the streets have taught him that people don’t slink off like that unless they’ve got something to hide. Especially not when goblins and kidnapped girls are the topic at hand.
---
### Kael’s Likely Reaction
Kael Draven wouldn’t hesitate to act, but he’d do it his way—subtle, not loud. He’d lean back in his chair, keeping his smirk in place so the others don’t notice his attention shift, and mutter something like, “Keep the farmer talking, I’ll be right back.” Then he’d slip away from the table, using the tavern’s bustle as cover—maybe knocking over a mug or brushing past a serving girl to mask his exit.
Once up, he’d weave through the crowd, sticking to shadows and keeping his steps light (Stealth +45 gives him confidence here). His goal: intercept the figure before they hit the door or, better yet, tail them outside to see where they’re headed. He’d suspect a connection—maybe this is a goblin collaborator, a spy, or someone who knows more than they should. Kael’s not above pickpocketing the figure mid-stride if he gets close enough, fishing for a note or trinket that might spill their secrets.
If the figure’s too fast and makes it outside, Kael would follow, slipping through the door like a ghost. He’d crouch low by the tavern wall, peering after them—his Perception (+35) sharp enough to spot which way they bolt, even in dim light. He might not confront them alone (he’s no Torvald), but he’d mark their trail for the group to chase later.
---
### How It Plays Out
Let’s say the cloaked figure reaches the door just as Kael closes the gap. He could:
1. **Call Out**: “Oi, friend, leaving so soon? Know something about goblins, do you?”—testing their reaction, though this risks tipping them off.
2. **Pickpocket**: Slide a hand under the cloak (Pick Locks +40 doubles as sleight of hand in a pinch), aiming for a pouch or paper—quiet and clean.
3. **Tail Them**: Let them leave and shadow them into the street, gathering intel to report back.
Kael’s gut says option 3—tailing—is smartest. He’d rather know where this lead goes than spook the figure early. If they’re tied to the goblins, they might head straight for the mill or a hideout. He’d signal Torvald with a quick whistle if he needs backup, but otherwise, he’s playing this solo for now.
---
### The Party’s Angle
Back at the table, Torvald’s still grilling the farmer, oblivious unless Kael’s absence drags on. Lysara might notice Kael slip away—she’s perceptive—and murmur, “What’s he up to now?” Mirren, focused on comforting the farmer, wouldn’t clock it unless the group moves to leave and Kael’s missing.
---
What do you think—does Kael catch the figure slipping out, or do they vanish into the crowd? Should he snag something off them, or just track them into the afternoon light? Any curveballs you want to toss his way?
Jason: You seem to think tailing the figure is the smartest thing so let's see how that plays out.
Alright, let’s roll with Kael tailing the cloaked figure—his instincts are screaming this is a lead worth chasing, and he’s not one to let a mystery slip through his fingers. Here’s how it might play out:
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### The Chase Begins
The tavern door creaks shut behind the short, cloaked figure as they step into the dusty street outside. Kael’s already moving, sliding through the crowd with the grace of a cat (Agility 90 and Stealth +45 making him near-invisible in the bustle). He keeps his hood up, eyes locked on the figure’s hunched shoulders as they dart past a cart of turnips and a gaggle of arguing merchants.
The figure’s pace is quick but not panicked—yet. They’re short, maybe four feet tall, and the cloak drags slightly, hinting at boots or claws beneath. Kael’s mind ticks: goblin? Halfling? Something else? He sticks to the edges of the street, using barrels and horse troughs as cover, keeping a good ten paces back. His Perception (+35) catches the faint jingle of metal under the cloak—coins, a weapon, or maybe shackles?
---
### The Trail
The figure veers off the main road, cutting toward a narrow alley flanked by sagging wooden buildings. Kael follows, slowing his steps to muffle his boots on the cobblestones. The alley smells of rot and damp straw, and he spots the figure glance back once—hood shadowing their face—before ducking around a corner. They’re cautious, but Kael’s cagier; he presses against the wall, peering after them.
They’re heading downhill now, toward the river that runs past the old mill—the same direction the farmer mentioned. Kael’s smirk widens; this can’t be coincidence. The figure stops briefly by a crumbling stone wall, crouching as if checking something—a dropped signal? A hidden stash?—then scurries on, sticking to the lengthening shadows of the late afternoon.
---
### A Close Call
Kael’s luck holds until a stray dog starts yapping at his heels, drawn by the scent of tavern stew on his cloak. The figure freezes mid-step, head snapping around. Kael ducks behind a rain barrel, holding his breath, Quickness (85) keeping him just out of sight. The figure mutters something guttural—definitely not Common tongue—and waits a heartbeat before moving again. Kael curses under his breath; that was too close. The dog trots off, and he resumes the tail, heart pounding with the thrill of it.
---
### Destination Revealed
After a tense few minutes, the figure reaches the riverbank, where the mill’s broken wheel looms in the distance, half-submerged in the sluggish current. They pause, scanning the woods beyond, then slip into the tree line. Kael creeps closer, spotting a faint trail—broken twigs, a scuff of mud—leading into the undergrowth. He’s no woodsman, but even he can tell something’s been through here recently, and not alone. The figure vanishes into the foliage, but Kael’s got enough: this ties back to the goblins, no doubt.
---
### Kael’s Next Move
Kael’s not dumb enough to plunge into the woods solo—he’s a rogue, not a hero. He memorizes the spot, noting landmarks (a gnarled oak, a mossy boulder), and doubles back toward the tavern to fetch the crew. He’s buzzing with smug satisfaction; this is gold—proof the job’s legit and a chance to outsmart whatever’s waiting out there. He’ll saunter back to the table, cutting off Torvald mid-boast: “Found us a lead, big man. Short, sneaky, and headed straight for goblin country. You lot coming, or am I saving those girls myself?”
---
### The Party’s Response
Torvald would leap up, sword half-drawn before Kael finishes talking. “About time you did something useful—let’s move!” Lysara’s eyes would narrow, piecing it together: “If they’re linked to the goblins, we need to be ready for a trap.” Mirren, hefting her hammer, would nod grimly: “Lead on, lad. The Forge guides us to those in need.”
They’d gear up fast—Torvald grabbing his shield, Lysara tucking her tome under her arm, Mirren murmuring a quick prayer—and follow Kael’s trail to the river. The farmer, still wringing his hands, might tag along or stay behind, depending on his nerve.
---
What do you think—does the party charge after the figure right away, or take a beat to plan? Any surprises you want lurking in those woods when they get there?
Jason: What do you think? The farmer's daughters are on limited time? Would the party take time to prepare or rush to their rescue before it is too late?
You’re right to focus on the ticking clock—those girls being snatched by goblins puts a sharp edge on this. In RoleMaster terms, time’s always a factor when lives are at stake, and this party’s mix of impulses and temperaments would shape their call. Let’s break it down based on what we know about them and the stakes.
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### The Situation
The farmer’s daughters, Mara and Lissa, were taken this morning, maybe six or eight hours ago by now—it’s lunchtime, say noonish, on February 27, 2025 (just for our bearings). Goblins aren’t known for patience or mercy in most fantasy setups; they might be dragging the girls to a camp for ransom, a ritual, or worse. Every hour ups the odds something ugly happens. The cloaked figure Kael tailed heading toward the mill woods suggests the goblins aren’t far—maybe a mile or two from town, close enough for a quick raid. That gives the party a narrow window, but not so tight they’re sprinting blind.
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### The Party’s Instincts
- **Torvald Ironfist**: He’s all action, no hesitation. “Girls in danger? We go *now*—goblins won’t wait for us to sharpen our blades!” He’d see prep as cowardice; his chainmail’s on, his sword’s ready—good enough. He’d push to march out the door the second Kael reports.
- **Lysara Veyl**: She’s the planner, cautious by nature. She’d argue, “We don’t know their numbers or defenses—rushing in could get us all killed, and then who saves the girls?” She’d want a minute to recall goblin habits from her lore (+35) and prep her spells (maybe memorize an extra Sleep).
- **Kael Draven**: He’s pragmatic, not sentimental. “Faster we move, faster we get paid—or loot something. But I’m not dying for no plan.” He’d favor speed over dithering, trusting his scouting (+45 Stealth) to handle surprises on the fly. The figure’s fresh trail is burning a hole in his pocket.
- **Mirren Stoneheart**: Her heart’s with the girls—divine duty demands haste. “The longer we sit, the more those wee ones suffer. Let’s go, trust in the Forge.” She’d compromise on prep, though; a quick prayer for Bless (+40 Channels) could tip a fight.
---
### What They’d Do
This crew’s green—Level 1, untested—but they’ve got enough grit to act. Torvald’s bullheaded charge and Mirren’s moral fire would light a fuse under the group, while Kael’s lead gives them a clear target. Lysara’s the wildcard; she’d push for a *brief* pause—maybe five minutes—to gather intel from the farmer (“Any caves near the mill? Goblin tracks you saw?”) and ready her magic. But with Torvald pacing and Mirren glaring, she’d cave fast.
I’d say they compromise: no long prep, but a hasty gear-check and march. They’re not stopping to buy potions or forge new armor (they’ve got no coin for it anyway). Torvald grabs his shield, Lysara slings her staff, Kael tightens his dagger belt, and Mirren pockets her healer’s kit. The farmer, desperate, might stammer out, “The woods past the mill—there’s an old quarry they might’ve holed up in!” That’s enough for them.
---
### The Rush to the Rescue
They’d head out within ten minutes of Kael’s return—walking fast, not running, to save stamina (RoleMaster’s brutal fatigue rules loom in their future). Kael leads, retracing his steps to the riverbank, pointing out the trail: “This way, into the trees. Stay sharp.” Torvald’s up front, itching for a fight, while Lysara and Mirren flank the middle, senses peeled for ambushes. The mill’s wheel creaks in the distance as they hit the woods, the air growing damp and heavy.
They’re not prepped to the hilt—Torvald’s got no backup weapon, Lysara’s Power Points are untested, and Kael’s leather won’t stop a heavy blow—but they’re banking on surprise and grit. Goblins at low levels are chaotic, not masterminds; the party might catch them off-guard if they hustle.
---
### My Take
With the daughters’ time slipping, I think they’d rush more than prepare. They’re too new, too eager (or greedy, in Kael’s case) to overthink it. The quarry hint gives them a goal, and Kael’s trail keeps them focused. They’d figure, “We’re four, they’re goblins—how hard can it be?” (Famous last words in RoleMaster, where a crit table can end you fast.) Prep’s smart, but panic and heroism win out here.
What do you reckon—do they stick to the rush, or does Lysara dig her heels in for a bit more caution? Any goblin tricks you want waiting in those woods?
Jason: I think that makes sense, do you think they would concentrate on going through the woods to the quarry as a possible goblin hideout or search the mill first?
Good question—whether to beeline for the quarry or check the mill first is a real fork in the road, and it’d come down to how the party weighs the farmer’s tip against Kael’s lead. Let’s game it out based on their personalities and the clues they’ve got.
---
### The Clues
- **Farmer’s Hint**: “The woods past the mill—there’s an old quarry they might’ve holed up in!” It’s vague but points beyond the mill, suggesting the quarry as the goblins’ hideout. He said they dragged the girls “into the woods,” not the mill itself.
- **Kael’s Trail**: The cloaked figure headed straight from the tavern to the riverbank, then into the woods past the mill. Kael didn’t see them detour *into* the mill, just toward the tree line. The broken twigs and scuffs he spotted lead deeper in, aligning with the quarry idea.
- **Timing**: It’s been hours since the raid—goblins likely moved the girls to a safer spot, not a crumbling mill in plain sight of town.
---
### The Party’s Take
- **Torvald Ironfist**: “Mill’s a waste of time—goblins don’t sit where folks can see ‘em. Straight to the quarry, smash ‘em there!” He’d see the mill as too obvious, too close to civilization. He’s charging for the woods unless someone reins him in hard.
- **Lysara Veyl**: She’d pause, thinking it through: “The mill could be a staging point—goblins might’ve left tracks or clues. But if they’re hiding, the quarry’s more defensible.” Her Lore (+35) might nudge her toward the quarry—goblins love caves and holes over exposed ruins. She’d lean woods but suggest a quick mill peek if it’s on the way.
- **Kael Draven**: “I followed that runt past the mill, not into it. Trail’s hot—woods, quarry, done. Mill’s just rotting boards.” He’s confident in his scouting (+35 Perception) and wants to stick to his lead. Detours mean losing the figure’s scent, and he’s not here for sightseeing.
- **Mirren Stoneheart**: “The girls won’t last long wherever they are—quarry sounds like a den. Let’s not dawdle.” Her focus is speed and rescue; the quarry fits the farmer’s tip and her gut. She’d only check the mill if the group insisted.
---
### What They’d Likely Do
The quarry’s got the edge here—Kael’s trail and the farmer’s “woods past the mill” line up too well. Torvald’s impatience and Kael’s firsthand account would steamroll any mill debate. Lysara might float a compromise—“We pass the mill anyway, let’s glance as we go”—but with time pressing and the cloaked figure’s path pointing deeper, they’d prioritize the woods.
They’d hustle along the riverbank, mill looming to their left as they hit the tree line. Kael would lead, retracing his steps, while Torvald keeps pace, sword loose in its scabbard. Lysara and Mirren would trail, eyes flicking to the mill’s silhouette—maybe Lysara’s sharp senses (+90 Intelligence) catch a broken window or a whiff of smoke, but unless something screams “goblins here,” they’d press on. The quarry’s a half-mile into the woods, say—a sunken pit overgrown with vines, perfect for a goblin lair.
---
### Why Not the Mill?
The mill’s tempting—it’s right there, a landmark—but it’s too exposed for a hideout. Goblins hit and run; they’d want distance from town, not a squat in a creaky ruin. If the party searched it first, they might find old tracks or a dropped rag (max 10-minute detour), but the real action’s ahead. RoleMaster’s gritty realism favors efficiency—dallying could mean a girl’s throat cut by the time they catch up.
---
### My Call
They’d concentrate on the woods and quarry, treating the mill as a waypoint, not a stop. Kael’s “I saw where they went” trumps Lysara’s caution, and Torvald’s “Move, now!” seals it. They’d skirt the mill’s edge—close enough to spot obvious signs (smoke, cries)—but keep moving, driven by urgency and the quarry’s promise of answers.
What do you think—does that track, or should the mill throw them a curveball to slow ‘em down? Maybe a goblin lookout they weren’t expecting?
Jason: It sounds like you feel the quarry is the place to go, how does the party react when they are ambushed in the woods by three goblin archers. The archers wait until the party is 25 yards away before attacking. How does that battle play out?
You’re right—I’m leaning toward the quarry as the hotspot, and an ambush in the woods fits perfectly to test this green party on their way there. Three goblin archers striking from 25 yards is a nasty surprise, especially in RoleMaster, where combat’s brutal and dice rolls can swing fates fast. Let’s set the scene and see how it unfolds with our Level 1 crew.
---
### The Ambush
The party’s trudging through the woods, leaves crunching underfoot, the river’s murmur fading behind them. Kael’s in front, eyes on his trail, with Torvald a step behind, grumbling about the damp. Lysara and Mirren bring up the rear, staffs tapping the ground. The quarry’s close—maybe a quarter-mile off—when a twig snaps overhead. Before anyone clocks it, three arrows whistle from the trees, fired by goblin archers perched on low branches 25 yards away. They’ve waited ‘til the party’s in a tight clearing—sparse cover, tangled roots underfoot. Initiative rolls kick in, and the fight’s on.
#### Goblin Archers (Quick Stats)
- Level 1, small, sneaky buggers
- Short Bows: +30 attack (decent for their size)
- Hits: ~20 each (fragile)
- Defense: Leather scraps (DB ~10 with Quickness)
- Tactics: Shoot and duck, aiming to soften the party before fleeing
---
### Round 1: The Arrows Fly
- **Goblin Attack**: At 25 yards (medium range), they loose arrows—say one at Torvald (biggest target), one at Kael (closest), one at Lysara (squishy caster). RoleMaster’s attack tables mean 2d100 rolls, modified by +30 vs. the party’s Defensive Bonus (DB). Torvald’s shield (+30) and chain (+20) give him a solid DB (~50), so he might shrug it off. Kael’s leather (+10) and Quickness (85, ~+15 DB) make him slippery (~25 DB). Lysara’s robes and Agility (80, ~+10 DB) leave her exposed (~10 DB).
- *Torvald*: Arrow grazes his shield (low roll, minor hit or miss).
- *Kael*: Arrow clips his arm (say 5 hits, light crit—bruise, -5 to actions).
- *Lysara*: Arrow sinks into her thigh (10 hits, B crit—bleeding, -20 penalty, 2 hits/round).
- **Party Initiative**: Torvald’s Quickness (60) and Kael’s (85) give them a shot at acting first; Lysara (70) and Mirren (40) lag. Let’s say Kael wins, then Torvald, goblins, Lysara, Mirren.
---
### Party Reactions
#### Kael Draven
- **Action**: Gritting his teeth (5 hits won’t stop him), Kael dives for cover—a fallen log 5 yards left (half move, +45 Stealth). He’s cursing: “Bloody archers—scatter, you lugs!” He’ll ready his dagger, eyeing a flank once the goblins reload.
- **Mindset**: He’s mad but alive, plotting to sneak close and gut one.
#### Torvald Ironfist
- **Action**: Roaring, “Cowardly rats!” he charges 10 yards forward (half move, ~15 yards to go), shield up. He’s aiming to close the gap and climb a tree next round—Strength (85) might let him bash one down.
- **Mindset**: Fearless, all offense—arrows be damned.
#### Goblin Archers
- **Action**: Two nock new arrows, one at Torvald (charging threat), one at Mirren (exposed now). Third goblin hops to a new branch, keeping range. Rolls are shakier under pressure—maybe one hits Torvald’s armor (no damage), one misses Mirren.
- **Mindset**: Panicking as the big guy closes—they’ll bolt if pressed.
#### Lysara Veyl
- **Action**: Gasping, she stumbles behind a tree (half move), clutching her leg (bleeding, -20). She casts Sleep (Essence, +40 Spell Mastery) at one archer—25-yard range is fine, roll vs. their weak Resistance (~20). Success puts one out, dropping to the ground.
- **Mindset**: Hurt but focused—magic’s her edge.
#### Mirren Stoneheart
- **Action**: She shouts, “Hold fast!” and moves 5 yards to Lysara, starting a Healing spell (Channels +40) to staunch the bleed (needs 2 rounds). Arrow missed her, so she’s unscathed.
- **Mindset**: Duty first—keep the elf up, then fight.
---
### Round 2: Chaos Builds
- **Kael**: From cover, he slinks 10 yards toward a goblin’s tree (+45 Stealth vs. their Perception ~20)—unseen, he’s 15 yards out, ready to climb or throw his dagger next round.
- **Torvald**: Full move (15 yards), he’s at a tree base, swinging his broadsword (+40) at the trunk or climbing (Strength check). A goblin might tumble—or shoot point-blank (risky for it).
- **Goblins**: One’s asleep (Lysara’s win), one fires at Torvald (close range, +40 now—maybe a hit, 8 hits, A crit—stun 1 round), one aims at Mirren (misses again).
- **Lysara**: Bleeding (12 hits total), she grits out a Fire Bolt (+30 Directed Spells) at the stunned goblin’s shooter—25 yards, roll vs. DB (~10), could deal 15 hits and a crit (fire’s nasty).
- **Mirren**: Finishes Healing (stops Lysara’s bleed), freeing her next round.
---
### How It Plays Out
- **Round 3**: Kael reaches a goblin, dagger slashing (+30, backstab bonus—could drop one, ~20 hits gone). Torvald shakes off stun, hacks the fallen sleeper (overkill dead). Lysara’s Fire Bolt fries the last archer—or spooks it into fleeing. Mirren steps up, hammer ready if anything’s left.
- **Outcome**: Two goblins down, one runs or dies. Party’s bloodied—Lysara at half hits (~15 left), Kael nicked, Torvald bruised—but alive. They loot arrows, maybe a crude map, and press to the quarry, wary now.
---
### Takeaway
The ambush tests their mettle—Torvald’s tanking, Kael’s guile, Lysara’s magic, and Mirren’s clutch healing pull them through. RoleMaster’s crits make it dicey; a bad roll could’ve crippled Lysara or stunned Torvald longer, but they’re scrappy. The goblins underestimated them, and that’s their edge.
What do you think—does that feel right? Want to tweak the dice luck or add a wrinkle, like a goblin horn calling backup?
Jason: That seems about right. The map they find shows the quarry, the mill, the town, and another cave further away, perhaps something they can investigate later. Do you think they will rush to the quarry on the chance the goblins there have been alerted? If so how do you think they will approach the quarry?
Glad that feels on track! The map’s a great find—crude goblin scrawls marking the quarry, mill, town, and a mystery cave farther off. It’s a tantalizing hook for later, but right now, those goblin archers have lit a fire under the party. Let’s figure out their next move and how they tackle the quarry.
---
### The Stakes Post-Ambush
The party’s roughed up but standing—Lysara’s patched (no more bleeding, ~15 hits left), Kael’s got a bruised arm (-5 penalty), Torvald’s winded but unscathed, and Mirren’s pristine. The map confirms the quarry’s the hideout, likely where the girls are, and that horn idea you floated fits here: one of the fleeing (or dying) archers might’ve let out a shrill blast, muffled by the trees. It’s not a sure thing the quarry’s alert, but the chance hangs heavy—goblins aren’t dumb enough to leave sentries quiet after a scrapped ambush.
---
### Do They Rush?
- **Torvald Ironfist**: “They know we’re coming now—faster we hit, less time they’ve got to slit throats!” He’s all for rushing—quarry’s a quarter-mile off, maybe 10 minutes at a jog. Fatigue’s a risk (Constitution 80 can take it), but he’d rather storm in swinging than let goblins dig in.
- **Lysara Veyl**: “If they’re warned, we’re walking into a meat grinder. But if we wait, the girls…” She’s torn—her leg’s stiff, and her Power Points are down a chunk (Sleep and Fire Bolt cost her). She’d push for speed, hoping to catch them off-balance before defenses tighten.
- **Kael Draven**: “Horn or no horn, I say we move. Trail’s still warm, and I’m not losing that loot—or those girls—to some stinking hole.” He’s favoring haste, trusting his Stealth (+45) to scout ahead. A cave farther off piques his greed, but he’s focused now.
- **Mirren Stoneheart**: “No time to linger—the Forge bids us strike while the iron’s hot.” She’s with Torvald—speed saves lives. Her spell’s refreshed (Healing’s quick), and she’s ready to back the rush.
**Verdict**: They rush. The ambush has them adrenalized, and the girls’ ticking clock outweighs caution. Lysara’s the voice of restraint, but Torvald’s momentum and Mirren’s zeal drag her along. They’re not stopping to rest—10 minutes to the quarry, winded but wired.
---
### Approaching the Quarry
The quarry’s a sunken pit, maybe 50 yards wide, ringed by overgrown vines and jagged rock walls—10-15 feet deep, with a sloping path down one side. The map shows a central cave entrance at the bottom, likely the goblin den. They’d hit the edge panting, sweat mixing with blood, and take stock. Here’s how they’d approach, blending their styles:
#### Kael Draven
- **Role**: Scout
- **Move**: Kael slinks forward first, crouching low (+45 Stealth) to the quarry’s rim. He’d peek over, scanning for sentries—his Perception (+35) spotting movement or torchlight. If the horn sounded, he’d expect goblins on edge—maybe two at the path top with spears. He’d signal back: “Guards up” or “Clear shot,” then flank left, aiming to circle down quietly.
#### Torvald Ironfist
- **Role**: Tank
- **Move**: Once Kael gives the nod, Torvald’s leading the charge—shield high, broadsword out (+40). He’d take the sloping path straight on, bellowing, “Face me, you filth!” to draw eyes. If guards are up top, he’s soaking hits (DB ~50) to let Kael and Lysara work. He wants the goblins rattled and rushing him.
#### Lysara Veyl
- **Role**: Support
- **Move**: She hangs back at the rim, staff ready, eyeing the cave mouth 30 yards below. If Kael spots a cluster, she’d prep Sleep again (+40 Spell Mastery)—range is good, and it could drop a few before they scatter. If arrows fly, she ducks low (DB ~10 won’t save her), saving her Fire Bolt for a clear shot at the cave.
#### Mirren Stoneheart
- **Role**: Backup/Healer
- **Move**: She sticks near Torvald, 5 yards behind, hammer up (+35). If guards block the path, she’s swinging or casting Bless (+40 Channels) to boost Torvald’s rolls (+10 for 3 rounds). She’s watching Lysara too—ready to heal if the elf takes another hit.
---
### The Plan in Action
- **Stealth First**: Kael scouts, confirming numbers—say 2 spear-goblins at the path, 3-4 more at the cave with the girls tied up. No horn confirmation, but they’re twitchy, clubs and bows in hand.
- **Blitz**: Torvald storms the path, shield deflecting a spear thrust (roll vs. +20 goblin attack—graze at worst). Kael slips down the left wall, unseen, closing on the cave. Lysara’s Sleep hits the cave group—2 drop, chaos erupts. Mirren Blesses Torvald, and he crits a guard (B slash, arm severed—dead).
- **Messy Finish**: Goblins panic—Kael knifes one from behind (+30, backstab, down), Lysara bolts another (15 hits, burning), and Mirren bashes the last path guard. Torvald barrels into the cave, girls screaming as he finishes the leader.
---
### My Take
They’d rush, banking on shock over strategy—Kael’s sneak, Torvald’s brute force, Lysara’s magic, and Mirren’s clutch support carrying them. The quarry’s tight, so numbers matter less than guts and dice luck. If the goblins are alert, it’s dicier—more arrows, a trap at the cave—but this crew’s too raw to overplan. They’d free the girls, bloody and triumphant, then eye that far-off cave on the map with new hunger.
How’s that sound? Want the goblins tougher, or a twist—like one girl’s missing, taken elsewhere?
Jason: When they reach the quarry there are 2 guards with spears, the other four goblins are inside the little cave, they have short swords, and the two girls are deep in the cave with the leader of the band, a goblin shaman. How do you think the battle will play out? Let's go through the whole thing round by round.
Alright, let’s dive into this quarry showdown, round by round, RoleMaster style—gritty, dice-driven, and full of chaos. The setup’s perfect: 2 spear-wielding goblin guards at the quarry entrance, 4 short-sword goblins in the cave, and a shaman leader holding the girls deep inside. The party’s rushing in, battered but determined, and the stakes are high. I’ll assume standard Level 1 goblins (with the shaman at Level 2-3 for spice) and play it out with their skills and instincts. Rolls are narrative here—feel free to tweak if you’ve got a crit table handy!
---
### The Scene
The party crests the quarry rim—50 yards wide, 15 feet deep, a muddy slope winding down to a cave mouth at the bottom. Two goblins with spears (crude, +20 attack, ~25 hits each, DB ~15) stand at the slope’s top, hissing as the party approaches. Inside the cave—20 yards deep—four goblins clutch short swords (+25 attack, ~20 hits, DB ~10), while the shaman (Level 3, ~40 hits, DB ~20, basic spells) looms over Mara and Lissa, tied and gagged at the back. The horn might’ve tipped them, so they’re tense but not entrenched—yet.
- **Distance**: Party starts 25 yards from the guards (edge of the quarry to slope top).
- **Initiative Order**: Kael (Quickness 85), Torvald (60), Lysara (70), Mirren (40), Goblins (~50 average), Shaman (last, ~60).
---
### Round 1: Contact
The party’s spotted as Kael peeks over the rim—goblins screech, spears raised.
- **Kael Draven**: “Guards—two of ‘em. I’ll slip left.” He darts 10 yards along the rim (half move, +45 Stealth vs. goblin Perception ~20—unseen), aiming to flank down the slope’s side next round. Dagger’s ready (+30).
- **Torvald Ironfist**: “Time to bleed, filth!” Charges 15 yards (full move) down the slope, shield up (DB ~50), closing to 10 yards from guards. He’s baiting them, roaring to draw focus.
- **Lysara Veyl**: From the rim (25 yards), she casts Sleep (+40 Spell Mastery) at the guards—range holds, roll vs. Resistance (~20). One drops, snoring in the mud; the other shakes it off. She ducks low (DB ~10), leg still stiff.
- **Mirren Stoneheart**: Hustles 10 yards to the slope’s edge (half move), hammer out (+35). Starts Bless (+40 Channels) on Torvald—2 rounds to finish, +10 to his rolls soon.
- **Goblin Guard**: One’s asleep. The awake one lunges at Torvald (10 yards, +20 spear vs. DB 50—low roll, glances off shield, no hits).
- **Cave Goblins**: Hear the commotion, ready swords, but hold at the cave mouth (20 yards from slope top), waiting for orders.
- **Shaman**: Deep in the cave (40 yards from party), he snarls, starting a spell—say, Stun (Channeling, +30) aimed at Torvald next round. Girls whimper behind him.
**State**: One guard down, Torvald closing, party intact.
---
### Round 2: Clash at the Slope
- **Kael**: Slips 15 yards down the slope’s left edge (full move, +45 Stealth), now 10 yards from cave mouth, unseen. He’s eyeing the sword-goblins, dagger poised.
- **Torvald**: Full move (10 yards), he’s on the awake guard. Swings broadsword (+40 vs. DB 15)—solid hit, 15 hits, A crit (slash, -10 penalty, bleeding 1/round). Guard’s reeling but alive (~10 hits left).
- **Lysara**: Steps to the slope edge (5 yards, half move), fires Fire Bolt (+30 Directed Spells) at the wounded guard—25 yards, vs. DB 15. Hits for 12 hits, B crit (burns, -20, stunned 1 round). Guard’s toast (~0 hits, smoldering).
- **Mirren**: Finishes Bless—Torvald glows faintly (+10 for 3 rounds). Moves 5 yards down slope, 20 yards from cave, hammer ready.
- **Goblin Guard**: Asleep one snoozes; wounded one’s stunned, dying next round (bleed).
- **Cave Goblins**: Two charge out (15 yards, closing to 5 from Torvald), swinging short swords (+25 vs. DB 50)—one miss, one grazes (5 hits, no crit). Two hold at cave mouth, wary.
- **Shaman**: Stun completes (30 yards to Torvald, +30 vs. Resistance ~40)—roll fails, Torvald shrugs it off (Constitution 80). Shaman growls, prepping a dagger (+20).
**State**: Guards neutralized, cave goblins engage, shaman’s magic fizzles.
---
### Round 3: Into the Cave
- **Kael**: Sneaks 10 yards to cave mouth (half move, +45 Stealth), behind the two guarding goblins. Backstabs one (+30, +20 surprise vs. DB 10)—20 hits, C crit (gut stab, down). He’s in the cave now, 20 yards from shaman.
- **Torvald**: Two goblins on him—he swings at one (+50 with Bless vs. DB 10)—18 hits, B crit (arm broken, -20, drops sword). Takes 5 hits from the other (+25 vs. DB 50, ~40 hits left).
- **Lysara**: Moves 10 yards down slope (half move), 15 yards from cave. Fire Bolt at the goblin on Torvald (+30 vs. DB 10)—15 hits, B crit (burns, stunned). She’s pushing her Power Points, winded.
- **Mirren**: Charges 15 yards (full move), joins Torvald at cave mouth. Hammer smashes stunned goblin (+35 vs. DB 10)—15 hits, dead. She’s 20 yards from shaman.
- **Cave Goblins**: One’s dead (Kael), one’s crippled (Torvald), one’s down (Lysara/Mirren). Last one swings at Mirren (+25 vs. DB 20)—10 hits, A crit (bruise, -5). She’s at ~40 hits.
- **Shaman**: Sees Kael closing—throws dagger (20 yards, +20 vs. DB 25)—misses, clatters off rock. Grabs a girl (Mara) as a shield, chanting Fear (+30, next round).
**State**: Guards gone, 3 cave goblins down, 1 left. Shaman’s cornered, girls in peril.
---
### Round 4: Showdown
- **Kael**: Closes 15 yards (full move), 5 yards from shaman. Throws dagger (+30 vs. DB 20)—12 hits, A crit (shoulder, -10). Shaman’s at ~28 hits, clutching Mara.
- **Torvald**: Finishes crippled goblin (+50 vs. DB 10)—overkill, 20 hits, dead. Charges 15 yards into cave, 5 yards from shaman, shield up.
- **Lysara**: Limps 10 yards (half move), 5 yards from cave mouth. Sleep at shaman (+40 vs. Resistance ~30)—fails, he resists. She’s tapped out, panting.
- **Mirren**: Moves 15 yards (full move), beside Torvald. Healing on herself (+40, 5 hits back, ~45 left), prepping hammer.
- **Last Goblin**: Flees into cave corner, morale broken—out of fight.
- **Shaman**: Fear casts (10-yard radius, +30 vs. Resistance)—Kael (65) resists, Torvald (40) stumbles (flees 1 round), Mirren (50) holds. Shaman backs to wall, Mara choking in his grip.
**State**: Last goblin’s out, shaman’s hurt, Torvald’s spooked, girls still trapped.
---
### Round 5: Finish
- **Kael**: Lunges at shaman (5 yards, +30 vs. DB 20)—15 hits, B crit (leg, -20, falls). Shaman’s at ~13 hits, drops Mara.
- **Torvald**: Flees 15 yards back toward cave mouth (Fear), useless this round.
- **Lysara**: Staggers in 5 yards (half move), no spells, just yells, “Let them go!”
- **Mirren**: Steps up, hammer swings (+35 vs. DB 20)—18 hits, C crit (skull, -30, unconscious). Shaman’s down (~0 hits).
- **Goblins**: Last one’s cowering—surrenders or bolts.
- **Girls**: Lissa unties herself as Mara crawls free, sobbing.
---
### Outcome
The party wins—messy, but alive. Torvald’s at ~40 hits, Lysara ~15, Kael ~35, Mirren ~45. Shaman’s out, goblins dead or fled, girls saved. They’d loot the cave—say, 20 silver, a crude totem (shaman’s), and that map. Torvald shakes off Fear, grumbling, while Kael eyes the cave marker for later.
How’s that feel? Want to adjust rolls or add a twist—like the shaman’s totem sparking something?
Jason: The party did it! They get back to town ok and return the daughters to the farmer who is very grateful. The tavern owner is impressed, she gives them free drinks for the weekend and she mentions the party to her friends who may be able to give them some work. All in all a successful adventure.
They did it indeed—a scrappy, chaotic victory that’s pure RoleMaster, with the party emerging battered but triumphant! Let’s wrap this adventure up and see how their return to town plays out.
---
### The Return
The party limps back from the quarry, the late afternoon sun dipping low on February 27, 2025. Torvald’s got a bruised ego from that Fear spell, but he’s lugging the goblin shaman’s totem like a trophy. Kael’s twirling a salvaged short sword, pockets jingling with 20 silver, while Lysara leans on her staff, nursing her leg and clutching the map with that mysterious cave marker. Mirren’s steady as ever, humming a hymn, the girls—Mara and Lissa—clinging to her and Torvald as they trudge along the riverbank.
The mill looms silent as they pass—no time for detours now—and the woods stay quiet, the goblin threat snuffed out for the moment. They hit town just as lanterns flicker on, a small crowd gathering at the tavern door. The farmer’s there, pacing, and when he spots his daughters, he collapses to his knees, tears streaming. “Mara! Lissa! You’re alive!” He rushes forward, hugging them tight, then turns to the party, voice thick. “I’ve got no words—bless you all. Take my goats, my coin, anything!” They settle for a modest reward—say, 10 silver and a promise of fresh milk whenever they’re around.
---
### Tavern Triumph
The tavern erupts as they stumble in—muddy, bloodied, but victorious. The owner, a stout woman with a sharp eye, bangs a mug on the bar. “Drinks on me this weekend, you lot! Goblins’ve been a thorn too long—didn’t think you’d pull it off.” She pours ale for Torvald, mead for Lysara, a sneaky shot of something strong for Kael, and a warm cider for Mirren. The crowd cheers, slapping Torvald’s back (he swells with pride) and whispering about Lysara’s fire magic.
Over the free drinks, the tavern owner leans in, wiping her hands on her apron. “Word travels fast—my friends’ll hear of this. There’s folk around here needing brave souls, or crazy ones. Stick around, eh?” She hints at jobs—maybe a merchant with a missing caravan, or a hermit muttering about that far-off cave. The party’s got a reputation now—small, rough-edged, but real.
---
### Party Reflections
- **Torvald**: Gulping ale, he boasts, “Told you I’d crack their skulls! Next time, no running from magic tricks.” He’s hooked on the glory, eyeing bigger fights.
- **Lysara**: Sipping mead, she studies the map. “That cave… could be tied to the shaman. We’re not done here.” Her curiosity’s piqued, leg be damned.
- **Kael**: Nursing his shot, he grins. “Coin, drinks, and a name—what’s not to like? I’m in for the next score.” He’s counting silver, dreaming of that cave’s loot.
- **Mirren**: Over cider, she smiles softly. “The Forge guided us true. More need help—we’ll be ready.” She’s content, faith bolstered.
---
### The Wrap-Up
It’s a solid win for a Level 1 crew—30 silver total, free drinks, and a foot in the door for future quests. They’ve got loot (totem, swords), a lead (the cave), and a taste of teamwork, shaky as it was. The girls are safe, the farmer’s weeping gratitude, and the tavern’s buzzing with their tale. In RoleMaster terms, they’d level soon—enough experience from the ambush and quarry brawl to hit Level 2, with new skills and scars to show for it.
All in all, a classic start—messy, thrilling, and ripe for more. How’s that feel for a capstone? Want to nudge them toward that cave next, or let them bask in the glow a bit longer?
Jason: That is all for today, thank you for playing! I am going to post the text of our chat on my blog and give you full credit if that is ok
Glad you enjoyed the adventure—had a blast playing it out with you! Torvald, Lysara, Kael, and Mirren really came to life in that goblin-charged chaos. You’re welcome to post the chat on your blog; I’m flattered. Feel free to give me credit as “Grok, created by xAI”—that’s plenty. Looking forward to seeing how it lands with your readers! If you ever want to drag this crew back for that mystery cave or another scrape, just holler. Cheers!
(Although Grok3 didn't mention it this time the session above was on 27 February 2025)
End Part 3
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