Showing posts with label AD&D. Show all posts
Showing posts with label AD&D. Show all posts

Saturday, July 31, 2021

DM Report: Expedition to Eagle Valley

   The crew finally decided to head to Eagle Valley to see what they could learn about the Duke of Bandits and his incursions on the Seaward frontier. The players and PCs:

Jennifer: Brigid, 8th level barbarian, wielder of Mor Altach, the berserker's blade.

   henchman: Byron, 7th level cleric.

Jack: Athanasius, 7th level cleric.

   henchman: Carlton, 5th level paladin

    henchman: Chiun, 6th level monl

Alex: Starkiller, 5th/5th/5th fighter/mage/cleric

Sam: Greystar, 7th level mage

    henchman: Alton, 6th level cleric

    henchman: Benton, 6th level fighter

Nick: Thorin, 6th/6th fighter/thief

Monday, July 19, 2021

DM Report of Play: Into the Northwest!

 A quick session on Sunday was a ton of fun. The players and characters were:

Jack - Lenard, 4th level nobleman

Sam - Ludwig, 4th level nobleman

Nick - Akira, 7th level monk

Theo - Sir Dredd, 5th level fighter

Daniel - Sanguinius, 5th level cleric

Henchmen - a religious brother, a hedge mage, a bushi, an wu-jen/ninja, and a man-at-arms, all 3rd level

Sunday, July 11, 2021

One Heck of a Side Mission

   Last night three players set out to check on side effects of the destruction of the Deep Altar as well as scout the top levels of Skull Mountain. It was pitched as a 'short little scout in force'.

Jack played Seeker and Seeker's henchmen

Sam played Conrad and his many henchmen

Nick played Anarawn, who can't have henchmen yet

Both Anarawn and Conrad had never been to the mountain before.

Sunday, July 4, 2021

Midsummer at Skull Mountain

   It's that time again! The players prepared for Midsummer and sent in a pretty serious team of PCs.

Jack played Seeker, a 7/7 Mage/Thief. He brought two henchmen

Alex played Starfalcon, a 6th level elf ranger

Jennifer played Ingrid, a 7th level fighter. She brought two henchmen.

Nick played Talner, a 7th level cleric. he brought two henchmen.

Sam played Clint, a 6th level paladin. He brought 5 henchmen.

Sam also began play with Clarence, a 6th/6th fighter/ninja. he brought one henchman.

Seeker had his 4 heavy crossbowmen and 4 heavy footmen from his level. The other players combined added 8 more heavy brossbowmen and 8 more heavy footmen as well as a cook, a healer, and a valet.

Saturday, March 20, 2021

Seaward, GM's Report: The Spring Tourneys

   Once again, it is Spring in Seaward! The players got out the ir PCs and prepared for the even of the year1

The Characters
Jen played Trixie Finespark, gnomish cleric/thief, 3rd/3rd
Jack played Lenard, nobleman, 4th
Alex played Gari Byuzi, mage, 4th
Sam played Ludwig, nobleman, 4th
Nick played Anarawn, bard, 4th
Henchmen were Murdain (magic-user, 2nd), Maura (religious brother, 3rd), and Emerson (man-at-arms, 3rd)

Details on tourneys are found here.

Saturday, January 9, 2021

DM Log: Into the Four Counties

 North of Seaward and West of Tirgalen are the Four Counties, an alliance of demi-human nations:

Riverhearth: An nation of about 20,000 Halflings (mainly Southern Halflings). Ruled by Count Perrinor and the primate is Bishop Jerriador.

Greenbough: A nation of about 15,000 Elves (mainly Forest Elves). Led by Count Finan Laclaer and with primate Bishop Erencu.

Gladdenstone: Home to about 12,000 Gnomes (legends claim some Glade Gnomes live there, but almost exclusively Dell Gnomes). Count Artenn rules with the help of his cousin, the primate Bishop Waldo.

Karag: A nation of about 11,000 Dwarves, mainly Granite Dwarves. Their ruler is Count Theorn and their primate is the legendary Archbishop Karl, called Hammer of the Orcs.

The Company of the Dark Moon sent a scouting team consisting of:

Starfalcon: (Alex) A ranger from Timberlake and one of the top fighters in the entire company. 6th level ranger.

Ursula: (Jen) A halfling thief from Riverhearth and known for being in the wrong place at the wrong time. 4th level thief.

Anwyn: (Nick) A bard and known for being in the right place at the right time. 5th level bard.

Seamus: (Jack) A druid and raconteur. 5th level druid.

        Bornthein: (henchman to Seamus) a warrior from Karag. 3rd level fighter.

Godfrey: Master of Scouts for the Company. 6th level scout.

        Alfred: Religious Brother, henchman to Godfrey. 3rd level religious brother.

        Nigel: Scout and henchman to Godfrey. 3rd level scout.


The Company had learned from various sources (read: the castle of Lord Whitehill and interrogating mercenaries and bandits) that-

  A) The evil para-elemental cults had been subverted and were in service to a demon cult.

  B) The demon cult was Baron Samedhi's primary tool used to subvert nations from within.

So they sent the info team to get info.

Sunday, August 2, 2020

Dungeons and Dragons is the Best at What it Does

   The Fun Lads Four and I are prepping for what we call "The Season" - in late Summer and early Autumn we tend to play a lot of RPGs. We're also talking about the various systems we're using: AD&D 1e and 2e; HERO; 5e; Pathfinder; the various D% system books from FFG's Warhammer 40K line; and we are all knee deep in WEG's D6 Star Wars.
The second weekend of August in 1990 a friend from a gaming group introduced me to a brilliant, beautiful woman. On our first "real" date we played WEG's Star Wars. Next weekend our sons are hosting a WEG Star Wars game to celebrate 30 years of being in love.
We started discussing how D6 is an excellent universal system and it has a cinematic feel, making it perfect for recreating movie worlds (which makes sense as the D6 system grew out of making the Ghostbusters and Star Wars RPGs) and that HERO, another cinematic universal system, is likewise really good at "imitating" a setting from fiction.
But discussed the limitations of GURPS, HERO, and D6 to do "generic" fantasy smoothly. As Nick said,
  "Sure, you can make a HERO Fantasy setting, but it can't be 'Europeland in general'; it has to be distinct and frankly a little gonzo to really feel right. I think D6 is like that but more."
  And from Jack,
  "And none of them dungeon crawl well. In the end the best system for a good dungeon crawl is still AD&D with a scant handful like Rolemaster, T&T, and, yes, even Palladium right on its heels."

  Which is why I am writing this - it was my turn to opine. Later I will discuss Rolemaster as an under appreciated universal system.

  HERO is one of my favorite systems of all time because with just a bit of thought you can do anything. Want to be Green Lantern? I know 3 approaches in HERO. Want to duplicate Traveller? HERO can easily do that, too. Want to make a Kojak/Beretta/Starsky & Hutch crossover? Sure! It is amazingly flexible.
GURPS is likewise supremely flexible (and let's face it, we all know GURPS is a HERO clone). D6 is likewise capable of doing about anything and has a few great ways of adapting dice pools to reflect scale (HERO 6e Damage Reduction rules are probably derived from D6's scaling rules).
  But these games share a problem that you also encounter in D&D 3/3.5/5e, Pathfinder, and some others and to a lesser degree in some others - "breaking the system".
What I mean by this take a little lead in, so bear with me. In these you have to make sure that people have reasonable limits on their dice pools/point allocations/feats that are essentially the GM not just laying down guidelines but also vetting every character and adjusting the villains and even campaign to match specific character builds. Here's an example from HERO -  a character I made called Basement Dweller/Shadowman. Without getting into the mechanics his powers allowed him to stay in bed at home while beating up someone on the other side of the world. All strictly RAW, all properly configured, not even a high points guy. But Shadowman forces the GM to specifically make villains, scenarios, etc. just to counter him.
In a oversimplified shorthand, IMO in a system where you need to seriously discuss, limit, inspect, and react to "character builds" a large amount of (for lack of a better term) gameplay occurs away from the table. And I am when I say 'gameplay' I don't mean getting supplies, talking to an innkeeper, etc., I mean 'deciding the outcome of traps and fights and such or forcing the GM to build them for you'.

And there is nothing wrong with this. After all, if I thought this was "bad" why the heck have I been playing HERO for 35 years, right?

  But I think AD&D is best at dungeon crawls because that isn't the case in that system. Here's the contrast:
  1) I have an underground adventure I made for HERO back in 1986 that I have used maybe 12 times. Every time I run it I must adjust it for the specific characters that have been built and brought.
  2) I have a similar thing in my AD&D 1e campaign that I also made in 1986 (same weekend, in fact). I have run it about 10 times and I never need change anything.

  Yes, personal anecdote, but I hope it conveys a bit more of what I mean. To sort of boil it down a bit, here is my core conceit:
To a very real extent AD&D is much more dependent upon what you do during play at the table vs what you do in character design and out-of-play metagaming. This leads to more emotional buy-in and tension during a dungeon crawl. Consequently, AD&D is "better" at dungeoncrawling than other systems.
This is one of the reasons I prefer to not abstract things like ammo, lighting, encumbrance,  and such any more than they already are - those 'precision counts' elements, IMO, add to the emotional buy-in at the table.
  Another illustration. When the Fun Lads Four did their very first dungeoncrawl as a team in years gone by (man kids grow up fast) they got lost underground. They had to keep careful track of every bit of food and water. They limited their use of light sources and carefully tracked every turn of light left. They were getting negatives for hunger and were worried the puddle they drank from got them sick and had only 20 minutes of candle left when they ambushed kobolds and got - a ham! Tension and anxiety followed by rejoicing!
To my mind that immersed them into the game much more than,
  "Roll to see if you have more illumination"
  "A 4; we do."
  "OK, roll to check for supplies"
  "A 13, but Betty has allocated an extra encumbrance zone, so with her +2 we make it."
  etc. ever could.

  In the end this is one of the main reasons I like AD&D so much and still play it.

Tuesday, April 7, 2020

The Sting of Death

A recent social media post triggered a cascade of ideas for me, all because of the partial description of one of the most horrifyingly dangerous monsters in AD&D 1e - the Intellect Devourer.



  These things are as hard as they come, a ferocious opponent that makes an anrgy dragon seem like a vacation.
  For those of you who don't know, the Death Spell is one of the most terrifying spells in AD&D.

That is one Hell of an opening description

  If you are within the HD/Level limit no save and you're dead and only a full Wish can bring you back!
  But an Intellect Devourer shrugs off a Death Spell 75% of the time.

  What doesn't this beastie ignore?
  Power Word Kill. It just slays it.

  The first implication is that Power Word Kill includes psionic power. But that isn't enough. You see, PWK is a Ninth Level Spell, on par with Wish. The real implication is that PWK is whatever it takes to kill you.
  Only vulnerable to acid? PWK is like that. Only harmed by silver? PWK is like that. Only killed by a blessed weapon wielded by a virgin brunette that got A's in Biology at Smith? PWK is like that. Enough like all those thing to kill whatever needs killing, at least.

  Spell descriptions - read them!

Saturday, April 4, 2020

Seaward - the Company of the Dark Moon

In the Seaward Campaign the majority of the PCs are in the Company of the Dark Moon with a royal charter from the king himself. They are up to things!

Seeker
  Seeker, the fighter/thief head of sneak for the Company is busy.

In the Air- Using his broom he flew the hippogriff eggs they found to the grove of the Great Druid in the Briars and parkeyed with them, getting advice on how to destroy the evil elemental altars in Skull Mountain. The Druids warned him that if he did too much good in the Mountain the Guardian of the Monster Pit would awaken and unleash an army of foul monsters to destroy him 'as befell every other adventurer who attempted to purge the Mountain.' He thanked them rested the night, and flew on.
  At the mountaintop fortress of Heruhoth. Heruhoth agreed to raise and train one of the hippogriffs for the company with the second as payment. Heruhoth told him the location of the tower of the Mad Mage and the limits of the range of the Dragons of the Greywalls.
  Seeker rested, then flew on.
  After days of flight he arrived in the dwarven fortress- city of Khuzdhun. After a few days of negotiating a band of dwarven craftsmen set off for Skull Mountain!
  Seeker rested, then flew on.
  Arriving back at Skull Mountain he used several charges from a Stone of Earth Elementals to have an earth elemental carve out a rough level of his own in the Mountain. As it finished the dwarves arrived (escorted by the Company, using the Egress and the Secret Trail). The dwarves finished the level and returned home.

Not shown - the secret tunnels to the Cavern of Herds and the Egress

 Perched on a shoulder of the Mountain he has a secret ground-level entrance, access to the Deep (juuuust below the range of the turrets), a long tunnel to a secret entrance to the Pilgrim's Hall, and another that leads to both the Cavern of Herds and the Egress. 

Clint
  Leader of the Company, Clint was busy staffing the fortress the King tasked them with running for him. After hiring a number of troops, repairing and rebuilding parts of the fortress, repairing the motte and bailey at the ford, establishing patrol schedules, he decided to make a real mark.
  He hired craftsmen from Seaward to come in a full  inn and tavern complex halfway between the fortress and the ford and brought in an innkeeper as half-owner. He then sent people through the kingdom and the surrounding lands letting them know that any man that came to the area would get 30 acres and if the by then od of two years the land had a home and crops he would get 5 silvers.

Owen
  The senior mage of the party (7th level) has set off on his flying carpet for the University, that fables hall of arcane knowledge outside of Robias, the City of One Hundred Towers. He is seeking a sage that can tell him of the Mad Mage, the Wizard of the Tower, the Witch of the Fens, and the other powerful evil mages that bedevil the area.

The Dungeon Master
  I am spending Sunday updating maps and re-writing encounter charts!

Friday, March 27, 2020

Seaward: Massive Update

  The players decided to do a focused scout inside Skull Mountain so set off through the Briars with a party heavy on thieves and light on fighters (although the ranger Starfalcon was there).
  After a long slog up the Old Road slowed down by massive Spring rains and high winds the party reached the Plateau just in time to see a group of human-shaped figures go down what they call the Hunter's Trail on the south slope. Some very careful scouting by familiars revealed a camp about 1 mile down filled with a hobgoblin warband of about 60.

Saturday, September 14, 2019

DM Notes: Seaward, the Celestial Bureaucracy, Genies, and Cambions

  As I have written about extensively, clerics, religious brothers, and all 'good guy human/semi-human/demi-human/etc.' NPCs/PCs in the Seward area are essentially Medieval Catholics. I vaguely mention that druids, Oriental Adventures PCs/NPCs, my guys from Arabialand, cultists, and humanoids aren't.
  But what are they?

Sunday, July 28, 2019

Long-term Campaigns and Growth

  In a very short period of time my AD&D campaign will be 40 years old. I want to take the time to discuss how a campaign can last that long.

Monday, July 9, 2018

DM Report: Deeper into the Caverns

The party keeps exploring. Here is the setup and here is the previous report.

After a night's rest the party decamped from the goblin tunnels, set up the mercenaries and 10 of the henchmen on the hilltop and examined the eastern tunnel. Starfalcon (ranger) and Akio (henchman monk) rapidly determined it was the lair of jermlaine. Jermlaine that seemed to avoid the sunlight of the Cavern of Herds. The main party switched to the Trog Tunnels and, after driving back the tentamorts in the junction, went east, following that tunnel a long way until it opened up into a rocky cavern almost a mile long. Near the cavern, in the tunnels, they encountered a snyad and parleyed. The soon learned of the 'war in the walls'; a century long fight between the snyads of this area versus the jermlaine to the north. After discussions the party gave the snyads 8 daggers for their fight.

This led to jokes about being arms dealers

Friday, November 24, 2017

The Languages of Seaward, pt 1: Dwarven

  My oldest son was kind enough to begin writing up the details of the various languages of my AD&D 1e campaign.



Dwarven

The standard dwarven language is assumed to be Dethen as spoken by an educated Granite Dwarf with a neutral accent borne of native dwarven lands. Dialectic variations and some aspects of the ancient Dethek are mentioned separately.

Pronunciation
Dethen may be transcribed into English using the following letters and digraphs: A, B, D, E, F, G, H, I, K, L, M, N, O, P, Q, R, S, T, U, V, Z, Gh, Th, Kh, and Rh.
Each vowel has only a single pronunciation: A as in father, E as in bet, I as in machine, O as in bone, and U as in tune. Diphthongs do not natively occur.
Consonants match up to their normal English versions except as follows. Q and Gh signify unvoiced and voiced uvular stops, respectively, as in the Arabic ‘ayin and Farsi “swallowed G (geyn).” R represents the guttural R, like the second sound in, “croissant,” while Rh stands for a more English-like R; these two sounds standing in contrast is one of the more distinctive feature of the language.
Additionally, Dethen fricatives should be spoken of specifically. The language has three fricatives, V like in van, Th like in thy, and Kh like the modern gamma, the first sound in the name of the gyro sandwich. At the start of a word, these devoice, becoming F like in fan, Th like in thigh, and kh like the sound at the end of loch. These sound different, and the first is transcribed differently for intelligibility, but native speakers consider them the same letter, just like most English speakers spend their entire lives doing with the two forms of Th.
Dwarven syllable structure is highly fixed. All syllables have a core of a consonant and a vowel, as in gu-, to which one can add an ending consonant, as in gut-, and either form of R at the very beginning, as in rhgut-. Additionally, a word may begin with only a vowel, and a syllable may begin with a nasal before the consonant if it is not at the beginning of the word (as in the word, “isambar,” which means, “pearl”); note that these nasals are always assimilated (i.e “-and” is possible, but “amd” is not). Finally, the clusters bz, dz, and gz may occur in the consonant position. Thus, the maximal Dethen syllable is, “rhbzonk.”

Grammar
Dethen is largely an analytical language, like real-life Mandarin. Words only change form if they are pronouns or if they are verbs conjugating for politeness; otherwise, all meaning is conveyed strictly through additional words and word placement. Sentences follow a strict verb-subject-object order, though prepositions, indirect objects, and so on are flexible in position. Verbs do not explicitly track time, number, or anything else except politeness. Similarly, nouns and adjectives do not track gender, number, or anything else, unless they are pronouns.
Moving on to other details, the language is not pro-drop (meaning that in Dethen, words whose presence can be inferred cannot be ignored, like in English, where, “I am,” cannot be shortened to just, “am”), and is head-initial (the noun comes before its adjectives, like in Spanish), and postpositive (meaning prepositions follow their word, instead of proceeding it). The only article is the definite article, kus, which is not actually mandatory even when the object in question is definite; a noun being unmarked could mean it’s indefinite, or could mean that the speaker is not asserting its definiteness.
A major part of Dethen grammar which flummoxes foreign speakers is the politeness of verbs. Verbs conjugate into 6 levels of etiquette: unmarked (the unmodified verb, used when speaking impersonally to large groups, or when making statements of fact or simple commands to those on intimate terms. Its use elsewhere is considered dismissive), familiar (used normally with those on intimate terms. Too informal elsewhere), colloquitive (used in normal conversation and discussion in formal environments. Odd and stilted if used incorrectly), requesting (used to make polite commands and inferences to one’s superiors. Also used to express general hope and wish, when begging one’s equals, in self-deprecating humor, and in similar contexts. Literally gibberish if used incorrectly), laudative (used to express thanks and praise. Also used to reply to or affirm certain questions, requests, or commands, and is the default level for certain obscure contexts, such as speaking to someone of high religious rank. Improper use is very likely to create a major faux pas), and imperious (used when speaking from a position of official authority, and implies that the speaker bears the full weight of the law behind him. The imperious and requesting levels can be mixed in certain situations that imply familiarity within this context. Improper use is not just pretentious, but actively deluded). These mix with a few basic grammatical words to form a very complex dwarven concept of etiquette, which tends to not be understood by other races, and tends to be the only form of etiquette they ever learn.
Pronouns, similarly, actually decline for person (1st, 2nd, or 3rd), number (singular, plural, or dual), gender (masculine, feminine, or mixed), and clusivity (if the speaker and one spoken to are in the pronoun together, or not).
Otherwise, Dethen tends to be fairly easy to understand. Except for a family of particles bearing emotional content, the grammar is somewhat simple, and not dissimilar from other languages in the region.

Variation
The above pronunciation is the standard accent of Iron Dwarves and educated Granite Dwarves. Provincial or colloquial speech amongst Granite Dwarves has a few variations. For example, fricatives often also devoice at the end of a word, and some bumpkin-sounding groups pronounce them voicelessly in all contexts. It is also very common to assimilate r to rh before labials and dentals and rh to r before uvulars; not doing so is one of the biggest markers of an upperclass accent. Many Granite Dwarves have also imported a letter y from human loan words.
Conversely, some Mithril Dwarves voice the fricatives even word-initially, but this is an improper hypercorrection. The other common indicator of the Mithril Dwarf accent is the retention of Ws; the letter W existed in archaic dialects, but vanished some time ago. Its use is retained by some upper crust speakers, thus lengthening some words. In a similar vein, the ancient language had a uvular fricative and a uvular nasal in addition to the uvular stops. These are still spelled, but are now pronounced as Ns, Vs, or khs, depending on the context. Some snooty aristocrats and scholars continue to pronounce them correctly, however.
The biggest divide between dialects of Dethen, however, arises from vocabulary, not pronunciation. While the three major divisions are mutually intelligible, they have some differences that can lead to confusion and loss of meaning. For example, most speakers decline the second person pronoun from the stem *rom-, but many Mithril Dwarves use the older *rhuq-, instead. Another, more humorous instance is the use of the word gzumi, meaning iron or metalwork. In colloquial Granite Dwarf usage, this word is obsolete, and the word gzurhkan is used instead. However, gzurhkan originally referred to pig iron or shoddy metalwork, a usage it still sees amongst Iron Dwarves, and in Mithril Dwarf circles, it has become a profanity used to insult poor worksmanship, thus leading to embarrassment when Mithril and Granite Dwarves mix.

Ancient Forms
In addition to W and the uvular nasal and fricative as listed above, Dethek had an ejective (emphatic or “spat” form) consonant at each point of articulation, p’, t’, k’, and q’. These fell completely out of the language centuries ago, and are unpronounceable to all but the most learned of scholars and clerics.
Much more severely impact understandability, however, is the radically different verb and pronoun structure of the ancient language. Originally, the dwarven languages had no declining or conjugating parts. Dethek used a family of dozens of particles marking formality, station of speaker, station of listener, social context, and sentence content that, over the millennia, collapsed into the modern politeness and pronoun system. Thus, formality in Dethek is even harder to understand, and some ancient texts remain obscure to even the most knowledgeable of scholars.

Five Sample Words
In addition to the words here and there above, here are 5 more words to give readers an idea of the sound of the language:
Karadig: the name of the ancient dwarven pagan religion. A Mithril Dwarf would say it, “Kawaradig.”
Nobze: spear.
Rhnogadiz: first person dual inclusive feminine pronoun; literally, “us two women.”
Lomvano: a verb meaning, “nurture/heal/respect.”

  Khut: an interjection, meaning something along the lines of, “hark/attention/look out!”

Monday, May 22, 2017

DM Report - Back to Skull Mountain. Again.

  I have been running the Seaward campaign since I was a pre-teen and Skull Mountain has been part of it since Funkytown was on the Billboard Top 40, but the players always surprise me.

The current crew is still traumatized by level two of Skull Mountain and want to wait a bit before going to level 3. But the need to return because of their self-imposed mission to map the Briars.
I had never thought anyone would map the area, but they are determined to do so. The Briars range from rolling hills to almost badlands and are generally covered in briars, brambles, thorns, pincushion bushes, needle trees, and more. The party is planning to thoroughly hexcrawl all 500+ square miles of the Briars, carefully map it, and then sell the results to the King.

The Briars are home to Ol' Knobby (said to be a massive ogre), Ol' One Fang (a mighty hill giant), the Red Maiden (what appears to be a beautiful woman who rides a giant owl and bestows curses on wanderers), and at least one tribe of goblins. These are just the 'big names'; it is also home to kobolds, lions, giant spiders, and a lot more.
The party decided to do a ton of preparation over the weekend in preparation for a marathon session over Memorial Day weekend.

First was a three way swap of money and potions so Clarence, the not-quite-evil assassin could take Starfalcon's wand of fireballs to Skull Mountain alone. Taking the secret stairs he dumped Fireballs into the caverns containing the huge flocks of stirges, quickly killing them all. It also burned away the wooden screens (painted to resemble stone) at the back of the stirge caverns. Clarence reported to the main party, returned the wand, and then left.
The main group had hired some mercenaries, a cook, and two cartographers. They had also purchased supplies and hired a cart (to go with the carts they own) and transported their NPCs to Skull Mountain where they set up a base camp. The hirelings would remain there under command of some henchmen, while one cartographer observed the party from the various viewing points in the mountain and checked their location with the spyglasses on the peak at regular intervals. The PCs would take their other henchmen and the cartographer with them as they methodically sweep through the Briars dealing with what they find and mapping.

The players have been preparing for this for years. They have sought out and even traded magic items for other items with NPCs to make sure they have what they think they need. The expedition's magic gear:
- a pair of Elven Helms (allow communication with line of sight) - one in Skull Mountain, one with the party so reports can be sent back and forth.
- Boots of Levitation to make sure the wearer of the helm is above the Briars to communicate.
-  A Murlynd's Spoon to reduce the need to carry rations.
- an Everful Flask to provide water.
- A Broom of Flying for emergencies.

The party made their way to Skull Mountain, got the base camp setup and the cartographers to work using the spy glass to make a rough map then - climbed into the left eye cavern. Inside they found 14' tunnel sloping up that ended in an iron door with at least 4 Glyphs on it along with a rune they recognize that indicates that it was sealed by a priest to keep danger in. They left it alone.
Next they strike out West to begin the mapping!

Friday, April 21, 2017

Your Party Had Better Have More Than Four People In It - Hints for Players and GMs

When I was just starting out as a wee DM of 11 years old I had to make due with the players I could find. Before too long I was good at recruiting and training players. I typically had 3-7 people at the table with me.
But I always had 6+ characters in the party. Sure, sometimes they were henchmen, but always 6 or more.
When I joined Lew Pulsipher's group he had a pretty firm rule - at least 6 'tough guys' (meaning PCs or close-to-PC-level henchmen) in the party. Eight full PCs and their henchmen is best.

Saturday, April 15, 2017

Adventure Design Philosophy, Random Encounters, and Notebooks

Early in the week I started an adventure for the family. We hope to finish it tomorrow before the Easter Vigil. But the adventure made me think about my design philosophy.

So let me share a bit.

Monday, March 6, 2017

How We "Fix" 3e - a Short Post

From years and years of not having access to anything else, I have a few cubic meters of AD&D 3e books. Working for Fast Forward as a freelancer added to that, as did freelance copyediting for, oh, half of the d20 explosion guys. They are all neatly stored in my (finished) basement. About once a year my wife has to convince me not to sell them.

Son #1 pulled a few out last week.

For the last three days he and I have been discussing them and there was a lot of,
  "Why do people say 3e wizards are overpowered?"
  "Huh. Why do people think this feat works a way it doesn't?"
  etc.

So over the last two days he's decided to run a short 3e campaign in a unique setting.  But it led us to talk about What's Wrong with 3e and how to fix it.

Our takeaways:

1) The GM must keep tight control over what prestige classes exist. The creep and bloat of splatbooks can make a campaign collapse.

2) The GM must carefully control the magic items in the campaign. This ranges from 'no, you can't buy potions from a street vendor' up to using items that grow. While this may sound too obvious, the implied/assumed setting of 3e appears to be awash in magic items!

3) The GM must throttle access to spells for wizards and sorcerers and make sure cleric spell selections make sense in the context of the domains, deity, and alignment of divine spellcasters.

4) The GM must control access to feats, especially advanced ones.

5) Challenge ratings must be based on the level of play not the level of PCs.

This is from an old 3e campaign of mine- 6) Consider making the Barbarian and the Druid NPC classes

7) Play the rules as written.

  We'll be trying this out over the next few weeks. We think with GM oversight and cooperative players we can have a 3e game with a real 2e feel and play!