Showing posts with label Family. Show all posts
Showing posts with label Family. Show all posts

Monday, August 10, 2020

A Star Wars Game 30 Years in the Making

Back in 1990 I was in the barracks (I had just returned from 6 months of training and was shipping out to Germany in less than 90 days, so it made the most sense) when Iraq invaded Kuwait. I was a Middle Eastern linguist with a ton of tactical experience and had been in the desert for a ton of my then-young career and I was just going, the end. So much for re-enlisting to get to Germany!
Even though I was going early, we had to get ready. So I had a week to ten to load up gear, settle accounts, etc. A guy I knew from a gaming group (Keith) called one Friday and said his fiancĂ© (Lisa) and her best friend (Jen) had driven down to see him before he deployed and since they were going to dinner he wanted to grab me, too, for a good meal before  we shipped out.

 I tried to skip out but to no avail. In the group room outside my barracks room I was introduced to his fiancĂ© and her bestie.
   That was 30 years ago. It was the day that I met my wife.

Tuesday, April 12, 2016

"Here, Let Me Hand You This Torch"

  So I have been very busy trying to change careers and start a new role for my family.
  We have still been gaming, so I hope to catch up a few things.
  But last week something I have been looking forward to for a long time occurred.

  My oldest son hosted his first purely solo game with his friends where everyone there was a legal adult.
  He has run games before, of course - he has been for a decade or more. And he has done things for friends before, too.

  But seeing everyone there driving themselves, using their own money from their own jobs - that was much cooler than I thought it would be.
  I was busy working (and wasn't invited, anyway) but they all had a good time and will be meeting to play again very soon.

  Huh? Oh, AD&D 1e, of course!

Saturday, July 11, 2015

DM's Report: Back to Skull Mountain

Background  (outside the game)
  Back in 1979 I started my first Skull Mountain maps, my early attempts at a 20 level dungeon. Those maps and notes are long, long gone. I did a reboot in 1986 when I moved and started all new people in the Seaward campaign, then I cleaned it up in 2002 when the kids got a little older. About 3 years ago I decided to change it radically below the third level, which is ongoing.

Background (in the game)
  The origins of Skull Mountain are lost in obscurity. The Old Road existed when the elves arrived and was old then. The Keshi (human barbarians that were the first people in the region) speak of it in folktales as existing when they arrived, although they tales often contradict each other. 
  What is known is that centuries ago the Black Cult, devil worshipers, moved into the upper levels and used it as a base. From Skull Mountain they effectively ruled the Briars and the forests all the way to the Freshet River. Their raiding parties took captives and victims as far away as the borders of the Four Counties. The granite dwarves set more fortresses and the forest elves set more guards because of the Black Cult.
  After the coming of the Robians and the crowning of the First King of Seaward, however, the new kingdom began to push against the cultists. After 50 years of conflict the forces of the cultists were broken at the Battle of the Plateau and a triumphant King Alaris led Archbishop Ulfrick into the mountain to shatter the foul altar.
  A garrison was left at the mountain for a generation, but then withdrawn. Over time the interior of the Briars became ever more wild even as villages crept towards the edges. Drawn by stories of hidden treasure in the 100 years since the garrison left occasional expeditions went to the mountain but encountered little more than kobolds or a lone ogre in the ruined caves. Two years ago an expedition (of PCs) went there and wiped out a small band of bandits but found access to most of the complex blocked off.

Recently
  Two different groups of PCs have noted columns of smoke coming from the area of Skull Mountain, always the morning after a Full or New moon. Ominously, those are the times the Black Cult would perform sacrifices. A few of the PCs decided to round up a team to explore Skull Mountain.

The Party
Brigid: 2nd level Barbarian (one of my custom classes). From the island of Eiru. Armed with Mor Altach, an enchanted broadsword of mysterious origins and power. Played by my wife.

The Seeker: 2/2 level Magic-user/Thief, half-elf. Has a Ring of Invisibility he took from an ogre. Played by my oldest son.

Starfalcon: 2nd level Ranger, half-elf. Excellent hit points, no magic items of note yet. Played by my second son.

"Clint": 2nd level Paladin, human. Technically, has not revealed his name. Has a Minion's Sword. Played by my third son.

Telnar: 3rd level Cleric, human. One off maximum hit points, great armor class. Played by my fourth son.

Kaspar: Henchman to the Seeker, human. 1st level Scout (another custom class).

Merle: Hireling of Clint, human. Mercenary footman with a spear, short sword, scale, and shield. 

Alferd and Gerd: Hirelings of Brigid, both human (and first cousins, too). A merchant and porter. Fiercely loyal because Brigid saved them from being sacrificed by a kobold shaman.

The Adventure
  Seeker and Clint had been on the previous expedition to Skull Mountain and still had notes and a crude map they had made. Brigid had seen the smoke and mentioned it to Clint in the town of Old Bridge. Clint knows Telnar, Telnar knows Starfalcon, and Starfalcon knows Seeker. 
  The group had to wait a long time for the weather to be a bit more steady and to prepare, finally setting out at the end of the month of Highsummer.
  The first day was very hot, so hot the warriors shed their armor and the party was slowed. Luckily they were still in patrolled lands. They made it to the village of Esber just before Noon.
  Esber was bustling with activity. The walls were freshly patched, hoardings were being constructed facing the Briars, and barrels of rain water were scattered around to fight fires. The party stopped at the Bloody Sword tavern to rest, cool off, and listen to gossip.
  Others had noted the smoke besides the players and the Baron of Old Bridge had stepped up patrols near the Briars and up the Old Road. Eventually the Count had heard of this and had sent one of his own patrols to scout all the way to Skull Mountain just a week prior.
  The patrol was never seen again.
  So Esber is getting ready for war.
  The party didn't linger, but continued toward the Old Road. They reached the entrance at twilight and camped by the entrance to the Briars without incident. 
  The next day was cooler, although still. 
  The next day was still cooler and about as uneventful until later. A black bear wandered into camp and attacked!
  That's when an evening of dice weirdness began - 
  Brigid was on watch and armored. The bear could not miss her.
  No one could hit the bear.
  After far too long the bear was dead and Brigid needed a ton of healing, but was fine. The cleric went to bed and in the morning the part moved their camp off the road 100 yards (hard in the briars!) and left their tents, horses, extra rations, and the hirelings. Then the players and henchman headed to the plateau.

  The party swept the plateau, all while under the forbidding gaze of the entrance (which resembles, of course, a massive human skull with an open mouth full of fangs) and found the remains of a massive bonfire on the center. From the bones in the ashes the party concluded the Count's patrol had been sacrificed and then burned, which is what legend said was the custom of the Black Cult.
  The party entered the entrance cave, a massive space over 120' across and 90' high. Reflected light revealed that the massive bronze doors that guarded the Long Tunnel (which leads to the ancient Cathedral of Devils) were still shut. After a brief look around the party felt they were being watched. As they were leaving they were attacked by javelins, mildly hurting Clint. It took a few rounds to locate the attackers, but eventually the party's arrows killed two kobolds, each on a separate elevated guard post.
  Searching revealed that there were concealed ancient iron ladders leading to each position. Seeker scouted and concluded neither had been on watch long and, on the higher post, found a secret door.

  More dice oddness: each and every time the half-elf came within a few feet of a secret door I rolled a 1. They discovered secret doors that evaded multiple searches on the last expedition!
  The door led to an old, but sturdy, spiral staircase of iron going up. About 40' up was a landing with a mesh separating the interior from the flock of stirges that inhabit the cave behind the eyes. The landing was obviously long untouched. In a corner was set a crystal, seemingly enchanted, that allows people to watch the opening to the plateau from the Old Road. The staircase continued, so the party followed it.
  After a very long climb they came to an iron lid secured by a locking wheel. After opening it they found themselves on the upper slopes of the mountain itself, near a concealed trail. The trail leads to the very pinnacle of the mountain which, they find, has a very large concealed hollow open to the sky. Obviously long abandoned, the oval shape has a staircase and ledge at the far end, which they walk to. Looking back over the hollow the party realizes it is a dry dock!
  On the ledge iis  a large device like a spyglass mounted on an articulated arm. The spyglass allows them to look out over vast distances. Seeker notices that the several joints have dials marked 1 through 4; by aligning the joints with the numbers the spyglass has 4 pre-set targets; 4th is the middle of Timber Lake (which is well over the horizon); 3rd is the sky almost directly above; 2nd is the city of High Morath, which is not just over the horizon, but on the other side of a mountain range; 1st is the peak of the Demon's Eye, an offshore volcano.
  After some calculations and referring to a book Telnar and Seeker agree that the place in the sky is the location of the Third Moon at midnight on Midsummer - three weeks away.
  Seeker remembers finding a long-abandoned trail to the peak from a place in the Briars on a previous expedition, but does not take the time to look for the other end.

  Returning down the ladder, the party went back to the guard post -
  and surprised a kobold inspecting his dead comrade! Seeker backstabbed it, killing it instantly, and Kaspar picked off the one on the other ledge with his bow.

  The party slipped to the North end of the cave, finding the small outbuildings were still there, around the 'side door'. Seeker heard noises on the far side, but the door was unlocked; the party squared up and kicked open the door.

  More dice weirdness! The party had 2 segments of surprise, letting Kaspar use his ambush bonuses for being a scout - and rolled under a 5 with all 4 arrow shots! Luckily Clint and Brigid made very short work of the 4 kobolds. The party then cut through a supply room and crept into a massive kitchen, surprising and killing another kobold who was guarding two human teens who were chained to the stoves, cooking.
  In another bit of oddity, the party got surprise every single time they struck at kobolds!
  The teens had a lot to say; a monster had snatched them from their beds weeks before and carried them here to cook for the kobolds; there were about 40 kobolds all together; the kobolds ate in three shifts of 15, 15, and 10; a human male was leading the group and he had a human lieutenant, a goblin thug, and 'the monster' - a great hairy creature in robes that had kidnapped them from their village weeks ago; a strange woman in a hooded robe came by every month to give the human leader orders - everyone was afraid of her; and the next meal for 15 kobolds was going to start real soon.

  The party got ready explored the vast dining hall adjacent to the kitchen. The kobolds were only using a few tables near the kitchen entrance. There was a raised dais at one end; Kaspar and Starfalcon hid behind an overturned table that had been there for years, it seemed. The rest waited in the kitchens and had the rescued slaves follow the usual routine. Before too long 15 kobolds and a goblin were seated, chanting for food.  After the teens had served, the party casually walked in, hoping to surprise them.

  The goblin noticed them, prompting Starfalcon and Kaspar to begin firing; they were very deadly with their bows! Brigid's rage kicked in, turning her into a death machine. Clint stuck close to her and was also mowing down foes. Telnar protected the mage - by also killing kobolds.
  The fight was over in a surprisingly short time. After the goblin was cut down the remaining kobolds surrendered and were trussed up, but there was still damage done to the party. Seeker checked the other door into the dining hall...
  ...and saw a large figure, in a robe, rushing toward the door with a jerky, staggering gait. He slammed the door and the party prepared for the Hairy One (obviously a bugbear) to come in at them.
  The screams of the teens, still hiding in the kitchen, alerted the party that the bugbear had circled around.
  The bugbear burst in, attacking with a staff. The party did a fair job against him and then - Seeker got off his Sleep spell, dropping the creature before it could complete it's own spell.
  The hour was late, the party was tired (the kobolds had hit much more frequently than they should have), hurt, and low on magic, and they had not just kobold captives but rescued NPCs; they left for camp. They were careful to confuse their trail, then met up with the hirelings at camp and rested. The hirelings had made camp against a spinney (an impassable ticket of briars) under a needle tree:
Like this, but with a lot of thorns

  and had put up a thorn barrier around the horses and the tents as well as a sort of briar boma around the fire. All this was because of the threat of stirges so close to the mountain. The night was quiet.

The party set out at dawn, alert for ambush. The found that a tripwire had ben set over the entrance - linked to crossbows set up in the shadows. There was also a concealed strip of poisoned needles and another tripwire connected to a hidden ballista. All were discovered (the dice!) and disabled. While searching for traps the party also found that one of the horses had been brushed, fed, watered, and was saddled up, ready to ride. This one was concealed in a corner of the cave behind a natural pillar. Seeker sabotaged the girth strap so that the saddle would fall off after just a few miles of riding, at most.

  Inside the first room all was quiet. They immediately found a trap on one of the doors they had not yet taken and, again, disarmed it. Beyond was another ballista set up to fire when the door was opened. It was in a long corridor and, about 120' along, the party saw a man carrying a lantern turn right at a junction in the corridor.

  The party went into Deliberate Mode, checking all the doors as they passed, watching for tripwires, and maintaining a 720 degree scan. They found that the ancient complex was mostly empty with the kobolds taking up just a corner of the space that once held only the entrance guards. They did, though, find a door marked with the rune of a mage of House Relleth. The party avoided the Wizard Marked door as it appeared it had been untouched by others, as well.
  The party also avoided trying to enter the obvious prison area (the locked iron grate helped deter them). But at the end of a another long corridor they spotted a man bent over a table studying something and taking note. The door to the room was open and there was a lit lantern beside him. Suspecting an ambush, the party started checking nearby doors.
  In the first room they surprised a group of kobolds and wiped out all 8 in a single round. As they returned to the hall the man in the room left through a distant door. The party continued their deliberate course and over time wiped out the rest of the the kobolds and the last lieutenant, a human. But the man they had seen had vanished.
  They quickly found a secret door (AGAIN!) and followed a passage then chased the man all the way to the entrance cave, where he leapt upon the prepared horse and ran off. The party pursued on foot as fast as they could, hoping to get to their own concealed horses before he lost them.
  On the road, however, they found their mercenary hireling holding a horse! he explained he had been watching the road (as ordered) when a man came galloping by - and his saddle fell off, dumping him! The man had simply kept running. The party mounted their own horses and pursued.
  before too long they saw him on the road ahead and called out. He turned, calmly drew his sword, and waited. Clint remained mounted, with his lance, as a backup as Starfalcon and Brigid closed in on foot. Seeker turned invisible and began creeping around and Telnar stood by, ready to assist. The fight began and it quickly became obvious that the leader was a very skilled warrior.

  For a round or two. 
  The dice kicked in again! All day the monsters had been hitting a lot. The kobolds were obviously hitting about twice as often as statistic said they should. At the same time, the party was hitting well below what they 'should' be (their rolls vs. the bear random encounter were so terrible they joked the bear was invulnerable).
  Well, that was all corrected immediately. The boss, a 6th level fighter with a magical sword, hit very seldom and did little damage. They party, though, made up for previous bad rolls in hitting and hurting the guy. After 6 rounds he was dead and the fighters, although bloodied, were all alive.

  The party returned all the way to Skull Mountain and tossed the place, bringing in quite a haul of stolen goods and a few magic items.

  More soon!

Tuesday, February 3, 2015

Another Magical Sword

  Another weapon invented by my oldest.



  Sunflash: This broadsword is of impeccable craftsmanship, perfect balance, and great beauty. The shining steel weapon is always slightly warm to the touch (although this is never uncomfortable). It normally sheds light out to 10' and is +2 to hit and damage.
  If undead are within 120' the intensity of Sunflash's radiance increases by +10' per HD of the largest hit dice undead to a maximum of 60' radius (for example, if a skeleton is 90' away Sunflash's light will extend 20'; if 8 zombies are 100' away it will shed light out to 30', a ghast and 12 skeletons 40' away would cause Sunflash to shine out to 50', etc.). Against skeletons, zombies, and other 'unintelligent' undead Sunflash is +3 to hit and damage. Against ghouls, vampires, and other 'intelligent' undead Sunflash is +3 to hit and +6 to damage.
  If Sunflash strikes the killing blow against any undead of 3HD or greater it emits a flash of sunlight (actually energy from the Positive Material Plane) that Turns Undead as a 6th level cleric on all undead within 60' at the time of the blow. Additionally, vampires, spectres, and ghosts within 60' of the Sunflash take 3d4 points of damage.

Note: Image courtesy of this interesting page.

Monday, February 2, 2015

Magic Item of the Week: The Sword of Sharp (Plus - My Own Chart for Swords of Sharpness)

  After a discussion of metaphysics, Platonic Ideals, and Plato's Cave with my oldest son
  [don't judge us]
  he came up with the Sword of Sharp.

  The Sword of Sharp: This weapon is a simple, unadorned longsword. It is immune to acid, rust (including magical effects), fire, electricity, and cold. It also makes all item saving throws at +4. It is +1 to hit only.
  In many ways the Sword of Sharp behaves as a Sword of Sharpness; on a natural 19 or 20 attack roll that results in a hit consult the following chart'

Roll (d12)   Effect 
 1 – 3           The blow is particularly deep; +2 damage
 4 – 5           The cut 'shaves off' a part of the target; +4 damage
 6 – 7           The blow severs the target's off hand (1-4) or trailing foot (5-6), +2 damage
 8 – 9           The blow severs the target's primary hand (1-4) or lead foot (5-6), +4 damage
 10               The blow severs an entire arm or leg (roll randomly), +6 damage
 11               The attack cuts off both legs (1-3) or both arms (4), +8 damage
 12               The target is decapitated, cut in twain, etc., target dead (unless undead, etc.)

  Although similar to a Sword of Sharpness the Sword of Sharp is 'more closely aligned' with the metaphysical concept of 'being sharp'. When drawn from its scabbard all foes of the wielder within 10' take a point of damage from the sharpness of the weapon. In melee every foe of the wielder within 10' takes a point of damage per round from being so close to the edge of the blade.
  If the wielder has the sword in hand and is performing a full parry there is a 20% chance that any spell, spell-like effect, or other magical attack targeted on the wielder will fail as it is 'cut apart' by the blade. Also, if the sword is swung around another person (as if cutting away items jutting from the person) for a full round there is a 20% chance that any enchantments or charms affecting the target are 'cut away'.

  Only one Sword of Sharp is known to exist.

Monday, January 12, 2015

DM's Play Report from Blackstone I: Assault on Tolmar

  The War against the Redcaps Continues!

The Campaign
  almost 7 years old. AD&D 2e Skills and Powers.

The Players and Characters
  Je.: Stardust, 13th level Thief. Armed with a pair of +3 Daggers of Returning and a sneaky disposition. Party scout.
    - Deacon Samarr,  6th level cleric henchman. Rescued from a Hill Giant slave pit, he is loyal to Stardust and her friends. Focused on healing and abjurations.
    - Sir Raleigh the True, 4th level fighter henchman. Gained from a Deck of Many Things, he is perfectly loyal. A halberd specialist and armed with a +7 halberd!

Ja.: Mournglow, 11th level mage. A true generalist and the party's planner. The list of NPCs who owe him favors needs to be printed in 8 point font. Double-sided.
    - Whitestar, his Arcane Servant familiar.

A.: Doomsman the Destroyer, 12th level Fighter. A barbarian and grandmaster with the two-hander who is skilled in a number of melee combat styles. One of the deadliest men on the planet. His magical scabbard carries both Gatekeeper, the sword of that seals the planes, and Magekiller, which is just what it says on the tin. Lord of the North, Guardian of the Pass, and party leader. He thirsts for combat.

S.: Ember, 11th level Fire Elementalist mage. Wields a flaming silver short sword of shapechanger slaying. A true master of fire magic he is the hot-head of the group.
    -Flint, his Fire Spirit familiar.
    -Redfire, 5th level Fire Elementalist henchman. He has died three times, each from a giant's boulder.

N.: Darkwalk, 8th/9th Cleric/Magic-user. Also a skilled fighter, he is the voice of caution. He carries an Talisman of Ultimate Good that keeps reappearing in his backpack each time he tries to give it to the Pope.
    -Suregaze, his Elven Dragonling familiar.
    -Starwing, a 3rd/3rd/3rd fighter/cleric/magic-user henchman. Leader of the henchman, she has a calm demeanor and a knack for leadership.

The Background
  The party has been fighting the same humanoid force for over a decade of game time. This group, called the Redcaps*, consists of various allied goblins, orcs, and giants and have a number of human allies, notably the Cult of the Slaughterer (evil war priests), the Cult of the Rot Lord (plague priests), and the Cult of the Ghoul God (priests of the undead).  The Redcaps had been allied with the Hill Giant chieftain, the Frost Giant Jarl, the Fire Giant King, and the Grand Duke of the Western Cloud Giants. In addition to their various armies the Redcaps had two special groups of warriors that dealt with 'special problems', the Pack and the Band (sometimes called the Small Pack). The leader of the Redcaps, called the Horned One**, had ruled the group with an iron fist for a century.
  Many years ago when 2nd-3rd level the party wiped out a small Redcap outpost on the Black Ridge near Black Pass. The party went on the fight a number of Redcap forces over the years until they destroyed the Band and learned of the alliance with the Giant Kings. The party then spent over a year systematically raiding and destroying the Steading of the Hill Giant Chief, the Glacial Rift, and the Hall [that's how I inserted the Giants into my campaign]. They went on to face the Pack and the Grand Duke of the Western Cloud Giants destroying them all in an epic battle atop a thunderhead.
  The party used the proceeds of their adventures and favors owed them by others to build a sprawling fortress complex on - the Black Ridge near the Black Pass, commanding the only pass connecting the Dells (a collection of small baronies) with the Lands of the Shadow, a monster-haunted region skirting the evil emanating from the doomed capitol of the fallen Emerald Empire; a region ruled by the Redcaps. Skullfang Castle ( an inside joke) is Doomsman's fortress and contains Darkwalk's cathedral as well as the towers of Mournglow  and Ember. Stardust has a very well hidden underground base for her followers nearby.

  A recent raid on the Redcaps is detailed in this post.

  Doomsman is determined that the threat of the Redcaps be eliminated so he can focus on building up his new realm. The party spent a great deal of time (both real and in-game) scouting and researching the Redcaps.
 The Redcaps had always had a presence int he ruins of the Emerald Empire port city named Tolmar, a 150 miles or so west of Black Pass. The party knew that the leaders of the Cults had temples there, that a cabal of Necromancers had a tower there, and they learned that the Horned One was moving there, too. Careful scouting revealed that the various evil temples and the tower of dark magic were all on an old city square, that the Horned One was residing on a fortified island on a river that passed through the city, and that a force of hobgoblins and salves were repairing the walls. The northern part of the city was on a higher elevation and a large tower there held some strange flying beasts that flew riders over the city on patrol during the day. The lower, southern half of the city was patrolled by undead at night. While the humanoid troops in the city were elite they were relatively few in number leaving most of the city empty.

 The party decided that they would use hippogriffs to fly near, then slip into the city and cause havoc with hit and run raids hiding in the ruins if possible in between attacks.

The Adventure
  The party was successful in sneaking into the city, largely due to the elven cloaks and boots they received as rewards from the battle they had won for the elves. The entered close to what they call the Tower of the Flying Beasts at the very northern tip of the city. The 12 story tower had been turned into a pen for 6 huge flying reptiles none of the party. The interior base of the tower was surrounded by a small hobgoblin war camp, complete with spiked ditch, rampart, wooden palisade, and secure gate. Although small, this camp held many elite hobgoblins in a small area.
  Theri leader was a human in plate armor and the dark purple robes of a Death Cultist carrying a black staff with a cobra head. Helmetless, he wore a silver circlet which Mournglow recognized as a device that allows it s wearer to control undead at range. The cultist went into the tower and soon after Whitestar reported that an invisible imp was perched atop the tower. The party hashed out a quick plan and struck.
  Stardust invisibly scaled the tower using her Bracelet of Escalade as Ember dropped a Wall of Fire the length of the camp, trapping and quickly killing all but a scant handful of the hobgoblins. Stardust slaughtered the imp virtually instantly, crippling the cultist, who joined the imp in death a round later. Stardust rejoined the party in moments and they scarpered for cover. They soon saw another of the lizards on patrol, this time with Creepyhead on it! The party was able to elude pursuit and find a secure hiding place, however. The night was filled with patrols and close calls, but they made it through, mainly because (as they alter learned) the defenders assumed they had fled outside the city.
  The party examined a book that the cultist had been reading and found that a fair amount of it was in a code The rest showed a sewer network under the northern half of the city. That night they also saw a ghost ship sail into the harbor!
  The next day the party set out early to scout more of the city. They very soon found a pack of ghouls slumbering in a basement with another death cultist sleeping in the middle of the pack! Darkwalk used the power of God to destroy the ghouls and Doomsman slew the cultist before he fully awoke. The party circled back toward the Tower of Flying Beasts to attack it again. Close to the tower the party was ambushed with Stardust narrowly being assassinated by a poisoned crossbow bolt! A quick skirmish dealt with the ambushers, who turned out to be wererat thieves using the sewers to move around the northern part of the city.
  Back at the Tower they observed Creepyhead land his flying mount and enter the tower. Hobgoblins were supervising human and goblin slaves burying the dead and repairing the burned camp. A human in ornate plate armor and wearing the symbol of either the Head of the Slaughter Cult or Champion of the Slaughter God was chatting with the human death cultist leading the repairs. After a moment the slaughter cultist flew away(!) and the death cultist went back to leading the repairs.
  Ember dumped a boosted Torrential Fireball on the caged flying reptiles, killing them as well as their handlers. Doomsman and friends charged the cultist and hobgoblins. Doomsman was his usual lethal self when - a ghostly black hand appeared and touched him causing him great pain. Creepyhead was up to his old tricks! Ember dumped a Fireball into the tower and Mournglow used a Lightning Bolt on the tower, as well, while Darkwalk dispelled the hand. The party fled but soon encountered - the last flying reptile and its rider! A volley of spells went off and that beast also died, as did its rider.
  The party fled and took shelter and we broke for the night.

Notes and Impressions
  Creepyhead is still a lot of fun to use on the party.
  The party is properly worried about the Champion/Head of the Slaughter Cult.
  Their guerrilla tactics have served them well so far.
  I am sure that the play reports from the players will emphasize different details.


* I got the name from the old tales from Scotland of particularly evil goblins; I originally added the Redcaps (goblins, hobgoblins, and bugbears in a a 'super tribe'), the Pack, and the Band to my 1e campaign in 1988.
**I just liked the name and got the idea from a sculpture of Lucifer. I added the Horned One to my 1e campaign in 1989.
  Imagine my shock when a friend gave me a Castles and Crusades module that had Redcaps led by the Horned one!

Thursday, January 1, 2015

Play Report: Our First 5e Game

  One of "my" presents for Christmas was all three 5e core books. I say "my" because my sons read them first and they are, really, a family gift.
  My oldest son volunteered to run a series of games and sons 2 through 4 joined me in making characters. The only restrictions? No sorcerers or warlocks.



The Players and Characters
  Me: Alton the Unlucky, halfling rogue with the charlatan background. Rapier, daggers, shortbow. Leather armor.
  A huckster and charlatan, Alton gave himself the nickname 'unlucky' and complains often about how much money he loses at cards. Of course, he wins often, he just uses sleight of hand to pocket his winnings to make it look like he loses his roll each time. He has a 20 Dex and put his expertise into investigation and thieves' tools.

  Son #2: Finquisst the Scared, half-elf mage with urchin background. Quarterstaff.
  Raised in an elven setting where he was shunned for his mixed blood, Finquisst is a skillful mage, decent scholar, and an emotional wreck. He has a thin, querulous voice, a timid manner, and a tendency to apologize for everything. He doesn't like his nickname but answers to it so as not to offend anyone.

  Son #3: Morgan Freedwarf, dwarf fighter with the hermit background. Great axe, longbow. Scale mail.
  The son of a famous military leader and a scholar Morgan spent many years alone in a remote holt obsessively studying the lore, legends, and history of the Axe of the Dwarvish Lords. One of his corespondents in lore was the sage who convinced him to leave his retreat for this mission. Morgan has a deep, rich voice that calms listeners. He also has a 19 strength and enough bloodlust for any three normal dwarves.

  Son #4: Larry, human ranger with the peasant hero background. Long sword, short bow. Leather armor.
  A very happy, cheerful man, Larry loves nature, animals, cities, farmers, merchants, kittens, and sing alongs. He is very hopeful, encouraging, and is a good and decent friend. All that being said, he hates evil, humanoids, scoundrels, and anyone who would hurt nature, farmers, merchants, cities, etc.
 

Set-up and Play
   The group was brought together by a local sage who hired us to recover the notes of a long-vanished scholar who 'missing' hermitage he had finally located after years of research. We were promised either 50 g.p. reward/fee (plus whatever we looted that was NOT a particular set of research notes) or (in the case of Morgan) notes on the Axe of the Dwarvish Lords. We were given a map to the suspected location (Alton promptly copied it that very night). We purchased mounts and left early the next day.

  After several days or relatively uneventful travel, the last few of which were beyond the borders of civilization (where the ruins of past empires were sometimes seen) we came to the location. It resembled a wide, low hill and passers-by would never give it a second look. But with the map pointing the way we soon found the door in the side of the hill and the small chimney jutting from the hill nearby.
  The door itself looked untouched for long decades, although the puzzle lock was intact. And smoke was coming from the chimney!
  I was unable to bypass the puzzle lock and determined that each failed effort to solve it would trigger some trap. Rather than risk that the ranger scouted the perimeter of the hill. Inside a dense copse the ranger found two small (4.5'-5') tunnels going into the hill but he also heard a loud buzzing. He fled toward the party. Seeing him running in the open we prepared for trouble.
  The 2 giants wasps chasing him were a bit of trouble; one stung Larry, reducing him to half hits, but we dealt with them soon. After checking the entire perimeter and confirming the two tunnels were the only other ways in we marched into the rightmost burrow.
  After 30 or so feet we heard a raucous celebration from ahead. I crept forward and found a large chamber, about 20' by 30', with 5 tunnels leading from it, including the one we were in and what was obviously the other burrow. In the middle were 4 large kobolds (well, large for kobolds) playing a game for coppers. There were females and young staring on. The kobolds were all cheering and groaning as the game was played. It was very lively and loud.

  Our opening salvo of arrows and fire bolt stunned the unsuspecting kobolds. It also killed 2 of them, grievously wounded one, and set a bundle of sleeping furs on fire (Finquisst missed). As Larry and Morgan charged the large kobolds I drew my rapier to protect Finquisst as he cast more spells. Larry and Morgan were mowing down the warriors, several of the young fled down the interior tunnels, and 2 females hustled to grab slings. Two of the young grabbed daggers and advanced to help fight Larry and Morgan.
  Larry and Morgan kept slaughtering their foes, Finquisst missed again, and one of the females hit Finquisst with a sling bullet. I charged the two females, killing them in 2 rounds, as Larry and Morgan mopped up the other combatants.
  We heard a commotion from one of the tunnels so we prepared a defensive formation near the exit tunnel and waited. before too long two giant weasels came rushing at use closely followed by the obvious chief and a female dressed rather oddly. I was in the rear firing arrows into weasels as they charged; Finquisst was with me using his cantrips. The weasels injured both Larry and Morgan; Morgan used his Second Wind to keep going. The female went down the first round, the other three by the third, mainly because of lucky rolls and me getting a backstab.

  After the battle was over, everything was quiet. The rest of the party stayed in the entrance chamber gathering loot and preparing for attack as I scouted.
  The first tunnel was in the direction the chief had come from. Before too long the tunnel pierced a rock wall and beyond was the bedroom of the scholar's home! The kobolds had been using it as the chief's room. Beyond it was what looked like a previous guest room that had been turned into giant weasel pens. There was also another room with a silver-inlaid pentagram on the floor, untouched, and another door which had been seriously barred from this side, obviously by the kobolds.  I looted what I could, avoiding the pentagram. Listening at the barred door I heard very faint scuttling sounds.
  The next tunnel led to what was obviously a sleeping area for the young and then breached another tunnel from the scholar's home. Again, the door to the rest of the hill was heavily barred. I killed to kobolds in the sleeping area.
  The last tunnel led to the scholar's pantry, then his kitchen, where I killed two more kobolds and captured a third. I also found another heavily barred door.

  Now that the entire complex up to the barred doors  had been scouted and cleared I returned and the party took a short rest. We then went to the kitchen, prepared ourselves, and Morgan kicked open the barred door.
  The 3 large giant spiders, each the size of a human, immediately charged us. After a tough fight we killed them, but Larry was knocked below 0 h.p. We stabilized him quickly and he soon made a save. I scouted the corridor and found that it had 3 more doors - two were obviously the other barred doors, the third was untouched for long ages. We retreated to the kitchen where Larry was soon at 1 h.p. We barred the doors, set watch, and took a long rest.

  Awaking refreshed we went to the third door and entered. Inside was an old, very old, alchemical lab. Most things had evaporated or decayed over time, but a few stoppered flasks were intact. I spotted something odd on a table and, creeped out by a pile of leather tubes on a table, shot it with my bow.
  The grick, which had seemingly once been pickled, attacked. Weakened by being preserved, we slew it quickly. One door from the lab led to a storeroom full of things like powdered iron and chalk dust. The other led to-
  A library! While the vastmahority of books had been destroyed by water, rot, time, and bookworms, the notes and such we had been sent for had survived on a table next to the body of the long-dead scholar. We collected it, as well as the 2-3 least-damaged books, and left for home.

Observations
  Me from playing a halfling rogue.
  - This is the first time I have ever willingly taken a party into an adventure without a cleric - and we were fine.
  - The fact that backstab works on enemies engaged with your allies is a big deal.
  - the ability of halflings to move through spaces occupied by larger creatures means halfling rogues have a lot more chances to backstab people in melee.

  My kids in the order they spoke to me.
  - From Son #3: it is more fun to play than to read.
  - From Son #4: it was enjoyable.
  - From Son #2: Good, but not as fun as 2e.
  - From Son #1: Solid and the rules meet their goals. Also, in [his] opinion the Basic Rules don't fairly reflect the full rules. In particular, the basic rules made it look a lot easier on the players than it is.

  We had a good time and will keep playing through 5th level to test things out.

  Everyone made 2nd level, BTW.


Saturday, December 27, 2014

Play Report and Important Points on Designing Low-Level Encounters

  I met my lovely wife in August of 1990 just before I left for the Gulf War. The very first thing we did for fun was play the old WEG Star Wars RPG. I thought she was a long-time veteran of RPGs. it was actually her first RPG session, she had just memorized everything about the Star Wars universe.
  A match made in heaven.
  In the 24+ years since she was played all sorts of games, cutting her teeth and learning how to play from some of the best GMs on the planet. Over the years she's made some truly memorable characters, like:
  - The Mysterious Amazon, a barbarian mistress of the spear who was one of the deadliest fighters in Lew Pulsipher's campaign world.
  - Lady the Abbess Gabrielle, a paladin who dual-classed into cleric and went on to name-level.
  - Stardust, the very best thief in my Blackstone campaign.

  She has a strong preference for fantasy RPGs with AD&D 2e S&P being her flat-out, must have a campaign running, favorite. She prefers to play front-line fighters with cleric/paladin a close second and loathes playing mages.
  And she has never, ever, not once, ever dungeon mastered a single game.

  Until yesterday!

  After a few weeks of prep (it is the Christmas season, so she's busy) she ran a simple encounter to get her feet set.

  To prep the Wife used the 1st level dungeon random encounter tables and followed the random rolls to arm, equip, etc. the villains. She stated very clearly that this was a 'practice round' [i.e., no permanent death, no treasure, no experience].

  She asked that we play only the Big Four (fighter, cleric, magic-user, thief) with no specialization, custom classes, multiclasses, etc.

  The Players and characters:
  Me: Thrain Ironhand, 1st level dwarven fighter with an 18/91 strength and 13 hit points. Bardiche, heavy crossbow, splint mail for protection.
  Ja., the oldest son: Justinian the Great, 1st level human magic-user with Charm Person. A dagger and happy thoughts for protection.
  A., the second oldest son: Legas, 1st level half-elven thief with really good pick pockets. Short sword and a bajillion daggers with leather armor.
  S., the third son: Otto, a 1st level halfling thief who is as silent and stealthy as a shadow. Dagger, club, and leather armor.
  N., the fourth son: Bill, 1st level human cleric with a fiery faith. Heavy mace, warhammer, chain and shield.

  The setup was simple; we are old friends on our way to visit a remote abbey when we learn that a small hamlet had been raided and all the chickens had been stolen. We followed a trail of heavy bootprints and feathers to a small, remote cabin. The thieves crept up to see what was going on as all else hid nearby. The cabin had a single door in front, two heavily shuttered windows in back and two open windows in front. The thieves heard indistinct noises and smelled fried chicken. Otto decided to check the back windows, where he heard Ominous Chanting. Legas decided to look in one of the open windows in front-
  and looked right into the eyes of one of the three hobgoblins eating friend chicken around a table.
  No one was surprised so Legas dove into the room through the window, trying to keep the hobgoblins from blocking the door. Thrain, seeing, this, charged up and smashed open the door.
  Battle began.
  In the first round the hobgoblins (with broad sword, spear, and long sword) all missed Legas and Thrain missed. Justinian held his fire, watching the door to to back of the cabin. Otto tried to stealthily open a back window and failed. Bill stood by to step into melee as soon as Thrain could press in.

  In the second round Thrain slew the broad sword wielder in a single blow and stepped up to engage the spearman. Legas missed and was cut down by the long sword wielder, alive but bleeding out with -1 H.P. Bill rushed in and engaged the long sword user. Otto failed to stealthily open the other shutter.

  In third round Otto smashed open a shutter and saw a human cleric sacrificing a chicken at an altar to Maglubiyet as a hobgoblin with a spear rushed him. Otto threw his club at the cleric, hitting for minimum damage but disrupting the ritual. Otto promptly fled for the front.
  Thrain wounded the spearman, the longsword user wounded Bill, and Bill missed. Justinian threw his dagger at the long sword user and missed.

  Fourth round! Thrain missed. The spearman grazed Thrain. Bill missed. Otto arrived. The longsword wielder hit Bill.
  Bill goes down, slumping over the body of Legas.
  At this point Legas is at   -3 H.P. and Bill is at -2 H.P., also bleeding out.
  Otto steps up to fight the long sword user as Justinian scrambles to retrieve his only dagger from the corner.

  Fifth round. The long sword wielder cuts down Otto, who falls next to Bill and Legas at -2 H.P.
  Its looking like a TPK at this point.
  Justinian flees out the front door as Thrain cuts down the spearman.

  Sixth round. Thrain misses. The long sword wielder hits, bringing Thrain down to 5 H.P.
  Legas is bleeding out at -5 H.P., Bill is bleeding out at -4 H.P., Otto is bleeding out at -3 H.P. The magic-user is ready to sprint away, the long sword wielder is fresh as a daisy, and there are reserves behind the door.

  Seventh round. Thrain hits and kills the long sword wielder. The jerk. Justinian prepares his spell.

  Eighth round. Thrain smashes open the door to the back room where the cleric has just finished strapping on his plate mail. Justinian hits the cleric with Charm Person and the foe blows his save. The last hobgoblin, seeing the devastation and that his master has gone all wobbly-headed, dives out a back window and flees.

  The Wife rules that the charmed cleric saves the lives of the downed members of the party and we wrap up.

  All in all it was a great first session. Varied enemies with different H.P., different weapons, etc. We all loved playing the session even when it was grimmest.

  Notes from the DM on her first session

  1) The storytelling was easy and fun for her, but the mechanics was more involved than she expected.
  2) She realized how important reacting to the actions of the players is and that too much prep might result in trying to force the players down the "right" path.
  3) It is shockingly easy to wipe out a party.

  Notes on Making Low-Level Encounters

  In the post-game discussion I went over my own insights and the things I have been taught by other GMs about low-level encounters:
  1) The thing most likely to kill a low level party is the armor class of the enemy. Hobgoblins are A.C. 5 so the mage needed a 17 to hit them - that's one hit out of 5 attempts. Even Thrain, a dwarf with a  total of +3 to hit (strength and racial bonus) needed a 12, hitting only 45% of the time. Even though 2 of the hobgoblins in the main combat only had 2 H.P. and the 'tough' one only had 6 they were so tough for 1st level n00bs to hit they almost wiped out the party.
  2) The thing second most likely to kill a low level party is the number of attacks facing the party each round. Low level parties have the terrible combination of poor armor classes and low hit points. Each extra attack per round increases the odds that a character goes down that round.
  3) Low Hit Die Monsters are, one-on-one, tougher than low-level characters. A hobgoblin has 1+1 HD for an average of 5.5 H.P. Only as tough as a first level fighter, right?
  Wrong. His to hit roll is the same as a 3rd level fighter. A hobgoblin is, in effect, a 2nd level fighter.
  4) The number of characters in the party != the number of combatants in the party. Yes, we all like to have something to do in battle. But this little skirmish was a perfect illustration of my oft-repeated maxims
    A- Fighters are physical offense.
    B- Magic-users are magical offense.
    C- Clerics are magical and physical defense.
    D- Thieves are scouting  and intelligence.
  These are all very, very true at low levels where players haven't had a chance to 'buffer' their roles with magic to add some flexibility. When the thieves got into front-line battle they died. While the cleric did his best to hold the line, he died. When preparing an encounter for low-level parties calculate 1 melee foe per fighter +1 melee foe per cleric +1 melee foe for everyone else.
  Example: With the party above I would have calculated 1 hobgoblin for Thrain, one for Bill, and Justinian, Otto, and Legas would be just a single additional foe, for a total of 3 hobgoblins.
  Trust me, this will be enough.
  For a tough challenge add a spell foe for each mage and a spell defender for each cleric.
  Same Example: Tossing in a witchdoctor adds spell offense and spell defense.
  These are really rough guidelines and YMMV.

  Have fun!

Thursday, December 11, 2014

Magic Item: The Most Marvelous Armillary of Sassendal the Insightful

  This item and its concept was created by my oldest son, J.

  The sage Sassendal was rightly famous for his in-depth knowledge of the celestial bodies and their motions. His insights into their secrets earned him fame and wealth including a great gift from an adventurer - several pots of pigments that, when used to paint an image, made a duplicate of that thing depicted.
  Sassendal had used his wealth to finance the construction of a new armillary, one that he hoped would be not just the most comprehensive but the most accurate. The master craftsmen had completed the globe of Yrth (Sassendal's home world) as well as the bands for the sun, the moons, and the various planets. The sage gave the pigments to the master limner who had been hired to paint the surface of these globes and bands with the coasts, mountains, and rivers of the entire world or the various colors and patterns associated with them all.
  When the limner completed the Yrth globe he was astonished to see a brief flash as it was covered in movement: a film of clouds was visible over the miniature world!
  Equally surprised, Sassendal observed as the limner likewise used the magical paint on the bands of the sun, the planets, and the moons. As each was completed it seemed to flash into movement across its surface. When the last band, that of the sun, was complete it burst into light, glowing as if it were a miniature sun! The The various bands leapt into place around the mounted Yrth globe and began rotating in a perfect simulation of the celestial motion.


  Further, the Yrth globe accurately shows the weather of the entire planet (if it is a bit small).
  Sassendal was able to use the armillary for even more accurate work with the celestial objects and could further warn of typhoons and other great storms, earning him even greater wealth and fame.

  Since Sassendal's death the armillary rests in the Royal Library.

  The Most Marvelous Armillary: This magic item gives the following benefits:
  1) +5/+25% on all skill checks related to stars, moons, the sun, etc., including any sage knowledge checks.
  2) All divinations cast within 10' of the armillary have their duration and range increased by 50%.
  3) Further, all divinations cast within 10' have their accuracy increased by +3/15%,
  4) Anyone observing the armillary for 5 or more minutes can predict the weather for the next 48 hours with 80% accuracy.This check may only be made once a day per person.
  5) The armillary sheds true sunlight in a 60' radius.
  6) by using the various levers at the base a person can adjust the armillary to see the past or future locations of celestial objects allowing the very accurate predictions of solar eclipses, lunar eclipses, etc. The armillary returns to showing the present 1 minutes after such examinations.

  The armillary is 7' tall and weights 1,000 lbs. It makes all saving throws as hard metal at +3.

  Plot Ideas:
  -A Diviner has caught a glimpse of a future catastrophe and wants access tot he armillary to confirm his accuracy, but the royal librarian demands the hide of an ice fox in return for access.
  -Somehow someone has stolen the massive armillary from the king's library! The reward for its return is rather large....
  -The Royal Astronomer summons the party to the library. Advancing the controls to show 2 weeks into the future the armillary suddenly a falling star appears from the wall of the library and moves to the miniature Yrth, striking near the very kingdom you are in! The party has 15 days to think of a way to stop a falling star!

Tuesday, December 2, 2014

Super Heroes at the Dinner Table

  This past Saturday I hosted my very intermittant Champions game. All of the players were introducing new characters and we were adding 2 new players. All the layers are teens or close enough, so I was prepared to have a ton of fun.

  The players (sex and age) and characters (powers) were:
  KF (M/18) - Senor Iago (A Portuguese Knight of a Holy Order placed into a cursed slumber by a witch and recently awoken. Wears enchanted armor and shield as well as a number of magic items, fights with an enchanted mace, can summon a pegasus)
  JS (M/17) - Bob Perkins, Defender of the Universe (an array of energy attacks, drains, and boosts)
  KB (F/17) - Thunderclap (Power armor user with a number of sonic attacks)
  DB (F/16) - Speedre [rhymes with the typical pronunciation of 'Dierdre'] (full-body cyborg super-speedster)
  AS (M/15) - Tombstone (Pilot of a war machine that can transform between being a 36' tall battle mecha and a large RV; he is from a parallel dimension where nuclear weapons were never developed and battles were fought in huge anthropomorphic war bots)
  JB (M/15) - ...[Ellipses] (Gadgeteer) because of his physique and his sewer base sometimes called 'sewer urchin' or 'the swole mole'
  SS (M/14) - Сжигание Молот ['Flaming Hammer'] (WWII Polish warrior who was forced to be a super-soldier for the Soviets; put in cryo-stasis after the war and only recently awoken. Super gadgets and armor as well as an enhanced body and martial arts)
  TB (M/13) - Xianke (A Shaw Brothers/Wuxia style martial artist)
  NS (M/12) - Mandible (A scientist who, post lab accident, can transform into a sort of 'were-insect' with a variety of insect powers like vast leaps, clinging, etc. Also quite tough)

  Whew!
  So, as background:
  Senor Iago and Flaming Hammer were in Atlanta because of the Temporal Displacement Research and Treatment Center at ICICLE Tower, near the CNN Center [ICICLE (Intergovernmental Committee on International Criminal Law Enforcement) is the SHIELD/UNTIL/UNCLE/etc of my campaign)], Tombstone's RV pierced the dimensional barriers near Atlanta because of events related to the last session. Mandible and Speedre came out of local high-tech labs. Ellipses and Thunderclap are from the 'local high-tech scene' in Alpharetta. Xianke won't tell anyone why he is here. Bob Perkins, who just got back from the Sagittarius Dwarf Spheroidal, isn't really sure why he's here.

  The session started with some of the heroes learning that there was something falling from space into Atlanta. The various heroes, who had not yet met, converged on the CNN Center, the estimated impact point. Thunderclap saw the impact from a distance - whateveritwas landed in the intersection between the CNN Center and ICICLE Tower. Flaming Hammer and Iago saw the impact and donned their armor. Ellipses and the rest also heard or heard of the impact and began to close in.
  At that moment Bob Perkins appeared a few feet away from the impact crater. He asked a passerby what planet and year it was and then approached the impact - it was an alien in a Star Ranger uniform whom Bob recognized as the one assigned to the local region [No, not a Green Lantern!]. Obviously dying, the Ranger ordered his staff to find a replacement and then told Bob,
  "The Riders are coming"
  Before he died.

  The various supers are all there or almost there when everyone hears a sonic boom  and sees a vapor trail heading towards them. A moment later the Brute lands in the intersection! The only creature on Earth labeled an Omega Level threat, the various rookie supers collectively hold their breath.
  The massive, gray-skinned Brute looks at the Star Ranger and shouts,
  "Who killed my friend?!?!"
  and just then - an energy bolt fired from the ICICLE Tower strikes the Brute, which promptly triggers his Berserk and its time for combat.

  -Speedre does a move by at full speed: hit, no effect
  -Thunderclap hits with her biggest gun: hit, no effect
  -Xianke and Mandible start to close with the Brute
  -Ellipses and Flaming Hammer get to a roof for sniper work
  -Bob Perkins drains the Brutes strength: after defenses 1 point is drained, which is enough to trigger another berserk.
  Did I mention that each berserk triggers a strength boost?
  net result - Bob made the brute stronger
  -Tombstone fires his vortex cannon: hit, no effect
  -The Brute makes a short leap and grabs Thunderclap
  -Senor Iago, who has been holding his action, makes a Presence attack: he slammed his mace down to get the Brute's attention and said,
  "Sir, I do not know you, but I ask you to calm down. None of us are your enemies; none of us hurt your friend. We are good people made afraid by our anger. I beseech you to cease fighting and we will help find the people who killed your friend."
  And he rolled really well, giving the brute a chance to try to recover from one of the berserks, which he did.
  Everyone goes to post phase 12 recovery.
  Next turn Thunderclap tries to break free from the Brute's grasp, but it is like this



  Even with power armor.
  Bob Perkins also makes a Presence Attack to try to calm down the Brute, as does Iago, again. The Brute is rapidly calming down!

  Then Xianke kicks him.

  Perfectly in-character, too. He doesn't do any damage through defenses, but the Brute might have noticed. This upset Flaming Hammer who uses his maser rifle to...
  ...snipe Xianke, knocking him out with a mostly invisible beam.
  But not invisible to the sensors on Tombstone's mecha. Tombstone tracks back the point of origin, zooms in and sees...
 ...a filthy Commie! [Flaming Hammer still has red stars and the hammer and sickle on his armor) Originally a soldier in a much hotter Cold War Tombstone draws his "pistol" (a 3' long cannon) and fires on Flaming Hammer. He hits but Flaming Hammer can take it.
  The Brute then glances around before hurling Thunderclap north.
  Very, very hard.
  There is a sonic boom as she vanishes toward Dalton.
  Speedre (who has been holding her action) sprints off at her overdrive speed, hoping to catch Thunderclap on the way down.
  And the Brute leaps away to the East, also causing a sonic boom as he goes.
  At this point Mandible steps between the various PC heroes who have been (or are about to) fighting each other c\and calls for calm. The 7' tall cockroach man succeeds in reasoning with everyone and various mutual introductions and apologies are made.
  At this point Bob Perkins wants to know where the closest McDonald's is. 3 blocks down Marietta Street later and the heroes are all eating big macs and talking (Thunderclap picked up the tab; Bob had lost his wallet on a planet near the Garnet Star a few weeks before).
  After a few minutes two Icemen (ICICLE investigators) arrived and began to debrief the heroes. A few minutes after they left a young man in the uniform of a Star Ranger arrived: the staff had picked him and he was there to recover the body of his predecessor and return to the local Star Ranger base for training. The group assisted him in getting the body and he then vanished into the sky.
  The heroes exchanged various methods of contacting each other (except for Bob. He said he tends to be where he's needed). Bob vanished into thin air as he was about to bite into his 4th big mac and everyone else was soon heading home.
  I was a little pleased with how much fun this intro session went!

Tuesday, October 7, 2014

Role Playing, Roll Playing, and Can We Just Get Back to Monsters, Please?

  There is a debate going on about what is a 'real  role playing game and what isn't; whether light mechanics is better ot if crunchy is better; if narrative and story trump spontaneity; and about how important the Gm is and how much power he has or if you even need a GM. Or dice. Or rules.
  No, don't go look. This stuff was a hot topic in 1979, 1982, 1985, etc. and still will be next week, next month, and long after I am dead, may that day be far from me.
  Want to know my position? I have two of them, really.
  1) If you think it is role playing and enjoy it I won't say you're wrong, but I reserve the right to ignore you.
  2) If you think what other people are doing isn't role playing you have the right to ignore them but if you say they're wrong you deserve the arguments you get.

  There are tons of definitions of role playing game out there. I throw some of them around from time to time (my personal one is 'people play at being fake people and have fun') but the very idea of a role playing game is so broad....

  Indeed, let's talk about that for a minute. I have played in groups where people showed up in costume and spoke in character before, during, and after the game. The entire "I am in character until I record the DVD commentary" approach. And I've played in groups where the table talk was 'Frank's fighter will smash in the door and my thief will look for ambushes'.

  Both fun.

  And that huge range in between is the D&D sweet spot! You know what I mean - you refer to characters in the third person by name, the DM is in character for some, but not all, NPCs, and you speak 'in character' only at key junctures. Most of the campaigns I see are like that and you know what? It is role playing.
  Let me give you an example from my table.

  My oldest son, J., is a, well, a firebrand. He is tall, broad-shouldered, and looks like an Aryan poster child (blond hair, blue eyes, strong jaw, etc.). He has a strong voice, a hearty laugh, and a quick smile. He is a natural leader, loves meeting people, and is very charming and outgoing.
  My next oldest, A., is very similar in some ways, but not in others. He is younger so isn't as tall and broad, yet. He has black hair, hazel eyes, and a quiet demeanor with a sort of calm poise that makes even strangers very comfortable around him.  He is the master of the quiet quip and perfectly timed humorous pause. Where J. is bold and a touch reckless A. is more likely to be prepared for anything. Where people come to J. for a laugh they come to A. for advice.

  Now, in Blackstone I J. plays Mournglow, a magic-user, and A. plays Doomsman, a conan-esque barbarian swordmaster.

  At my table they very rarely speak in character but let me show you how a single event proved they were taking on the role ('role playing') of their character.

  A scouting party from an orcish army had established a hasty timber fortification on the near bank of a river ford in preparation for the arrival of the main body of troops. The party realized they had to either capture or destroy the small fort if they hoped to stop the army.
  J. announced that Mournglow had a plan - the party would slip forward through the chest-high grass until they were within 60 yards of the closest orcish guards then use coordinated spells and missiles to kill as many orcs as possible as quickly as possible, hoping the shock would cause them to flee. Doomsman would protect the casters and archer (a thief) by staying close.
  Pretty soon the party is on hands and knees, creeping through the grass. after about 5 rounds of this A. says,
  "Nah. Doomsman stands up, unsheathes his great sword, and runs towards the orcs."



  The orcs see him almost immediately and start firing bows at him. The rest of the party keeps hurrying along on hands and knees.But the orcs underestimate one man and Doomsman gets to the entrance to the fort and keeps the orcs from shutting the gate long enough for the party to arrive and wipe out the terrified survivors.

  But the take away is - my brash son came up with a cautious plan because his character, Mournglow, is cautious. My cautious son acted in a brash manner because his character, Doomsman, is brash.
  Did they speak with a faux accent?
  No.
  Did they speak in character?
  No.
  Did they spend 20 minutes discussing backstory, fake emotions, or 'off-screen' NPCs?
  No.
  Were their words and actions important to overarching plots, the narrative, etc?
  No.
  Were they role playing?
  Yes.
  Were they having fun?
  Hell, yeah.

  So, if you want to know my position on role playing, there it is.

Wednesday, July 23, 2014

Seaward Campaign - Ursula's Diary Part 1

Real time:
Part 1, July 19
Je. plays Ursula, a hafling thief
J plays Hans, a hafling fighter
A plays Starfalcon, a half-elf ranger
S plays Blackstar, a human wizard
N plays Talnar, a human cleric

  Backstory: We are here in Timberlake, my cousin Hans and I. We came from our home in
Riverhearth, looking for adventure - he and I have always shared a certain wanderlust. After we
arrived in the city, we got to know Starfalcon, a half-elf ranger, and his human friends, Talnar the
cleric and Blackstar the wizard. We all want to explore the world and search for wealth and
adventure! So we are, of course, keeping our ears to the ground, anxious to seize upon any
opportunity we can find. We hear that the Duke of Timberlake is distracted and concerned with
something odd off in the West, I wonder what will come of that? One day, Hans tells me that he
has discovered rumors that someone named Llewelyn the Black is asking for help. Now, that
sounds promising! All we can find out, though, is that he is somewhere to the west of the village
of Swining. People are surprisingly reluctant to speak to us of Llewelyn the Black. Everyone
seems to know who he is, but no one wants to tell us anything about him. So, we mention the
tales to Starfalcon, the ranger, and he tells Talnar and Blackstar. We get together, and decide to
just take off, see what we can see and find out. Swining is only about two days travel down
Wyvern Rock. Why not check it out?
  Before we leave town, I loan a few gold pieces to Blackstar. He wants to buy a few more darts,
and I don't blame him. He's going to need all the defense he can get. He is kind of a wimpy
guy, head in the books, looks like a slight breeze will knock him over. Wizards, geesh!

Day 1: The morning dawns kind of overcast, light clouds and a strong West wind. As we leave
town, Timber Lake is on our right, and what a beautiful sight it is! We travel onward, and around
noon we come to the village of Pancy. It is a quaint little fishing village with a post, and an Inn
called "The Purple Grimoire Inn". It is quite the odd little inn - hanging on the wall inside is a big
purple spell book in a glass case! We inquire about it, and the barkeep tells us that the book is
actually blank. He tells us the store of how the owner used his spell book as collateral for loans
to buy both this inn, and a couple fishing vessels. After his death, it was discovered that the
spell book was blank, so they hung it on the wall as a conversation piece. Such a strange story!
Lunch was good, however, almost worth the 5 copper pieces.
We continue to travel on until dinner time, when we stop in the village of Carcester. We stay at
the Roaming Ogre Inn, where a silver piece each gets us dinner, a room to sleep in, and
breakfast. When we come down to dinner, we see a man struggling with a small blue dragon in
chains. Such an odd sight, he tells us he captured it in the hills and is going to try to take him to
the Duke. We wish him good luck, but personally, I don't want anything to do with a blue
dragon, no matter how small!

Day 2: In the morning, we head south toward Swining. We are almost to the famous Inn at
Denmouth. Along the road, we run into another group, a half elven woman on horseback, an
obvious barbarian man with blond braids, a dwarf on a pony, and a rather shady looking character who I recognize as a fellow thief, and not the good kind like me. They let us know that
the road ahead is clear. They went to Estem, where they heard about a Dwarven silvermine
called Dwarf Hill. They tell us they were looking for a powerful spell caster named Llewelyn the
Black. None of us mention we are looking for the same man, though we get as much
information as we can, of course. The elven woman (who lets Starfalcon know that she is
engaged to Olaf the Bluff) tells us Llewellyn is quite a powerful magic user and maybealso a druid.  Sounds
like an interesting guy.
  Not too much farther along the road, we arrive at Denmouth and find the famous inn. It is called
" The Inexpensive Blessing", and its sign shows a Bishop and a coin. The story is that the
bishop rode through and blessed the Inn for just one coin, thus it's name, the "Inexpensive
Blessing". We eat lunch here for 7 cp (by this time, I am paying for Blackstar's lunch - poor
broke guy. I don't mind, it's never a bad thing to have the wizard owe you a favor.). It is a
beautiful, clear day, if hot and windy. We continue our travels, and by sunset, we are in Swining.
We stay at the the Empty Mug Inn for a silver piece each. We ask around, and get just enough
information to know we need to head west to find Llewelyn. While the rest of us sleep, Starfalcon
goes out to investigate.

Day 3: In the morning, Starfalcon tells us that rumors in the town indicate that Llewelyn is an
unusual spell caster trained by the Druids who once was an adventurer to the south. Most of
the outlying villages worship Llewelyn for what he does for the poor, but he has an odd sense of
honor, often says he can't do a certain thing due to some oath he made long ago. They say his
fortress is about 4-5 miles to the west in the forest, but we should be careful because there is
nothing much there. So, why not, after breakfast, we head out to the west.
  As we are riding out, we hear a girl crying, and look over to see a broken fence, and a bull
charging a little girl! Hans and I move to attack, and sadly, we both miss terribly. Talnar hits
him, though, causing the bull to start charging us! Just as I am about to yell that the villagers
might get upset that we killed their bull, Hans sets for charge, and the bull can't avoid the blow,
falling down dead. Suddenly, the bull, the girl, and the fence just - disappear! And a young man
appears, clapping. He congratulates us for a job well done, says the last party to come through
didn't bother trying to save the girl, so they didn't find him. He introduces himself - we have met
Llewelyn the Black! We talk for awhile, tell him a bit about ourselves, and he offers to take us to
his tower. The bottom level of the tower looks almost like a cottage, but strangely, with a tower
on top. We go inside and sit down with him, and he tells us why he needs help. He explains
that a raiding party of Orcs is attacking the kingdom. There are people, a brother and sister
helping the Orcs, people that he has an oath with. He explains that he once swore a Great Oath: because of it he cannot harm them or interfere with them; he cannot speak to the authorities about them; and he cannot directly ask others to interfere with or harm them. But, since we are strangers, he can tell us about it, and we can do what  we wish.
  We all know what he is asking.
  He takes us to the top of the tower and shows us the smoke from the camp where these people are staying, just about 8 miles away.
  He offers us a place to stay for the night, but tells us not to go above the fourth floor, and to
ignore any strange sounds in the middle of the night. Come to think of it, the tower looks to be
just five stories tall from the outside, but we all distinctly remember going up seven floors. I am
a little anxious about this, so I ask Telnar to try to detect evil. He senses no evil in the tower, so
we all relax just a little. In the middle of the night we hear a woman laughing, but nothing
sinister, thank goodness. Day 4: We wake up in the morning, refreshed, and a lovely young woman fixes us breakfast, and wishes us luck. We set out toward the bad guy's camp, and as we are walking along, we
notice an Ogre, about 15 feet away, leaning against the side of a tree. Luckily, he doesn't notice
us! Starfalcon attacks him. I sneak around to make sure he's the only threat around. We all
land blows against the Ogre, and finally kill him. Thankfully, I am able to get all my sling bullets
back, and Blackstar gets all his (my!) darts back, too.
  The Ogre apparently lived in this hollow tree he was standing against. Inside, we find a note
asking him to watch this road, signed by "Hammerhand". The Ogre must have been busy,
because he has a ton of stuff inside this tree. Mostly junk, but we do find some pretty amazing
things.
-a large quartz
-a sunstone
-a ring made with silver and gold enterwined bands, a puzzle ring
-a crown made of bands of platinum with an onyx on it
-a matching scepter of gold, also with an onyx on it
-a case made of wood, also with an onyx, with five potion bottle inside, identical steel bottles.
Hans smells one of the potions, says it smells like pungent plant material. He takes a drink, and
says he feels a lot stronger, ever so briefly. We all convince him to stop sampling the potions.
Geesh!
And finally, there are also 6000 SP! I guess our horses are going to be tired.

Wednesday, July 16, 2014

Seaward Campaign - Brigid's Adventure Log

Real time: July 5-6, 2014


Je. played Brigid, a human Barbarian
Ja. played Seamus, a human Druid
A. played Starkiller, a half elf Fighter/cleric/magic user
S. played Clarence, a half elf "fighter-thief"/assassin
N. played Akira, a human monk


Backstory:
I am Brigid, born of the sept O'Mara, clan Branaugh. I was born under a summer moon, some 18
years ago. My family has a proud history with our clan, one of the strongest on Isle Eiru. I have such
fond memories of roaming the hills and valleys of my beautiful homeland, first learning to spar and
fight by playing games with my ten siblings and countless cousins. And then the dark times came
when I was but 9 years old. A blight came upon the land, and our previously fertile hills were
practically barren for too many years. It hit our family's homestead particularly hard, and the wicked
pains of hunger are never far from my memory. My body grew taller and taller as I approached
adulthood, with only the strength born of my happy childhood sustaining me during these lean years.
When I reached the age of full womanhood, my world fell apart even further. A rival clansmen
attempted to dishonor me, and quite frankly, I beat him to the pulp he deserved. Upon discovery of his
injuries, his father, head of clan Donegal, approached my family and offered a terrible choice - I may
marry his son, the rotting lecherous bastard, and save his clan's honor, or he would be forced to declare
conflict with our clan. Weakened by the famine, I could not see my family succeeding against this
challenge, and neither could my poor father. So, I left. Banishment would save my family and also
keep me from wedding the vile son. I am tall and strong, I knew I could make my own way. I will
work hard, further hone my fighting skills, and earn enough gold to restore my family to glory. My
need for revenge upon the forces of evil that brought famine upon our land, and upon the dreadful clan
Donegal, drive me. My faith teaches me that revenge is for God alone, but sometimes I can't resist the
rage I feel deep down inside...


I found passage on a ship bound south for a city called Seaward. I worked the sails for my passage.
The crew seemed somewhat frightened of me after I put down the first man who tried to dishonor me,
but they couldn't deny my hard work and assistance with fighting off pirates, so they left me alone for
the rest of our journey. Once in Seaward, I found work in the city as a sign painter (my fascination
with art as a child actually was valuable, though my cousins swore I was wasting my time). It wasn't
long though before the ugliness and stench of the city got the best of me, and I set out for the
countryside. I hear that the Dwarvenlands might remind me of home, which I miss so very much. I
made my way through various small villages, offering my services at the small taverns and inns,
reprinting signs and drawing portraits in exchange for my food and board. I eventually came to the
town of Old Bridge and found plentiful work, and I knew I needed to rest there for awhile. I am
fearfully lonely.


At the inn where I was staying, I met an interesting fellow who goes by the name of Starkiller. A half
elf, he has been kind to me, and has told me of adventures he has had with a few friends, fighting evil
and coming to the defense of weaker villagers. This appeals to me, I am running out of places to draw
new signs, and I am thus far only making my own way, not acquiring gold and treasure to help my
family. I am, quite frankly, pestering him daily, asking to join him and his friends on their next
adventure. I wonder if I should warn them of the rages that come upon me at times, but I don't want
to scare them off, I must prove how helpful I can be, first. I guess the time for me to prove that is
now, as he has finally come to tell me of a new request for help they have received. Something about a
legend of a town who fears the new moon, and people disappearing. I am intrigued.


Day 1:
I have met Starkiller's friends. One of them, Clarence, is overly fond of drink, and I am somewhat
suspicious of him. Seamus seems like a stand-up guy, and Akira is an interesting kind of fighter. They have told me more about the legend, and the new troubles in the village. Seems that 25 years ago or
so, near the village of Richacre, the local lord, named Sir Tremare, built a great guard tower, so he
could watch over the briars on the border. There was a large gargoyle on the top. About a year later,
he and his men all vanished from the tower. Interestingly enough, the gargoyle disappeared, too. After
that, every new moon, one to three people would go missing. The tales tell that the creature that took
them away was said to look like a gargoyle. Several times men said they had killed it, only to find that
the next morning, its body had disappeared, and at the next full moon, people would vanish again.
After about a year and a half, the attacks simply ended. Well, about two months ago, it seems like the
attacks started again. The village sent out word, asking for assistance. Supposedly another adventuring
party arrived to help, but then they disappeared, too. Seamus has heard of the village asking again for
help, and is organizing his friends to set out. I am joining them, and they were kind enough - maybe
mercenary enough? - to loan me money to buy a horse. I am wary of owing money to that Clarence
guy, but hopefully my gamble will pay off. I must show them my worth and try to keep the rage at bay.
Hopefully I can join them on many more adventures and save money for my family. But, first things
first, we are off to the village of Richacre. As we set out, it is cloudy, misting, and very, very hot. How
I miss the cool breezes of home!


Later that evening...
We passed the village of Ham on Wye around noon, then stopped in Stowanger to eat lunch at the
Tankard and Bowl tavern - a good bowl of stew and some beer, very refreshing. We are really on the
border here, you can practically see the edge of civilization. As we set out, we see a sign and are
headed toward Richacre. We arrived late that afternoon, to find a village heavily fortified, with ditches,
earthen ramparts, and palisades. We entered the open gates, and found twelve buildings inside,
including ten family homes. Towards the forest in back, there was a lovely grove of pecan and walnut
trees.


After we entered the gates, we spoke with Tardyl, the head of the village, and the gatekeeper. Both of
them indicated that the last group that came to help was very shifty, and they weren't all that surprised
that they had disappeared. We spoke with them both about the legends, and Tardyl insisted that
several people actually killed the gargoyle, but the body always disappeared! Now, more people are
vanishing. There is no pattern to the targets, and way back when it first started, people as far away as
Stowanger and Ham on Wye. Many people were scared away, and there are only about 50 people left in this village. They offer us a place to stay in a local house inside the walls, and we all note that there is a full moon in two nights, so we should have time to investigate.


And then, Seamus began talking with a crow! He tells us that the crow said that something that smells
funny flies in and out of the tower, there were humans living in the tower 3-4 weeks ago, and there was
a big monster, a Drake, that they rode around. There is also, apparently, something suspicious in the
forest, and something is calling all the crows south for the battles to come. There is definitely evil
afoot, and I can only hope to contribute to its banishment.


Day 2
We got a good nights sleep and awoke this morning to a dreary, misty day, with a fierce north wind, but
it is surprisingly hot. We approached the tower, and saw lots of tracks going between the tower and a
nearby hill. It is a rather foreboding tower, made of dark grey granite, certainly a guard tower and not
a home. There seems to be a place on the south east corner where the old gargoyle probably was at one
point.


My companions and I decided that we should check out the hill before approaching the tower, and
circled around to try to explore he hill without being seen by the tower. I noticed a strange thing, the
tops of the pine trees all around the hill are scorched, and behind the trees there is a cave. Akira
snuck into the cave and found a 24 foot long red dragon! It was chained to the wall, sitting on a pile of
copper and silver. Thankfully, Akira was unseen! Starkiller detected evil, and tells is it is massively
evil, plotting revenge, and very, very annoyed.

We decided to ignore the dragon for now, since he seems securely chained, and see what we have to
deal with in the tower.


Later that day...
We got to the tower safely, and Akira opened the grate in front of a door and saw two humans with
crossbows, grilling meat over a brazier. Akira knocked down the door and we attack! Inside, I remind
myself to not give in to the rage, and I successfully killed one of the bad guys, and my companions
killed the other. Once inside the tower, we opened a door to a spiral staircase, and decided to go down
first. We found a store room with a well and a secret door. The secret door opens onto a dusty, 40'
long hallway with a door at the end.


We decided to clear out the tower before exploring the evil we detect in the secret hall - best to know
what we are dealing with.


The cellar and the first floor remained as they were before we entered the secret tunnel. We climbed
the stairs to the second floor, and I opened the door just a crack and peeked in. I saw four men, and
rushed in (keep the rage at bay!) I killed a guy, and then another. Starkiller kills another, and
Clarence got the final blow against another. As we are searching the room, a man burst into the room
bearing a two handed sword. Clarence recognizes him as Merle, stupid but strong. How does Clarence
know these bad guys? I definitely don't trust him!


Seamus cast a fairy fire spell on Merle, he glowed with an outlined contrast, which should have made it
easier to hit him. Unfortunately, in the heat of battle, my inexperience shines through, to my shame.
I can't seem to hit anything, and I am no help at all to my companions. Maybe my inner fights against
my rage are distracting me? My companions are fierce fighters, however. Akira punched and stuns
him. Suddenly, a woman peeked in the doorway and touched Merle, healing him. Starkiller threw a
dart at the woman. Merle attacked Akira and knocked him unconscious, but Starkiller healed him and
kept him on his feet. Behind us, a thief type appeared in the window and started throwing daggers.
Meanwhile, Merle started being affected by the heating metal of his armor, thanks to a spell cast by
Seamus. Merle is eventually killed by the heated metal, and I got myself together and killed the
woman in the hallway. As we were healing each other and getting our bearings after the battle, we
noticed a guy fall outside the window, in an oddly slow, light way. I pulled out my longbow and shot
him dead as he tried to run away.


We cleared out the rest of the tower, which was empty. From the top of the tower we could see a long
way, we even saw smoke in the distance by where Skull Mountain must be. Clarence found a spell
book, a book on combat and tactics, and a book on the history of Seaward on a bookshelf.


We went outside the tower and raided the body of the man I killed running away, and got a ring and a
key. He was running toward the dragon, perhaps it is the key to his chains?


We went back inside to explore the hallway behind the secret door in the basement. We went through
the door at the end of the hallway and found a room. It was littered with old skeletons covering the
floor, and there were a couple fresher bodies, plus a pile of coins and a large shield. We noticed two
secret doors, and I opened one of them. I found the gargoyle! I rushed in to attack him, and once
again, I just totally failed. Oh, my dreams of fighting evil to avenge my family, how can I fail now??
The gargoyle attacked me and injured me, which shook me out of my inept stupor, and I finally killed
the gargoyle. We opened the other secret door and found a large room with a big seal on the floor and
glowing moss on the floors and walls. We could sense evil in the corner, and nearby, but decided that
we should rest and heal up before exploring further.


Day 3 We went back down to the large room behind the secret door to check out the lead-lined seal on the
floor in that one room. We detected brooding evil, and decided (wisely, I believe) not to open it. We
need to deal with dragon, and there was great debate over what to do. We decided to take our loot
(including the head of the gargoyle thing, to prove we have actually killed it) to the village before we
deal with the dragon. In the village, we contacted the local hedge wizard to identify our possibly
magical loot. We discovered that we have oil of etherealness, so we decided to use that to kill the
dragon. Clarence rubbed the oil will over himself and then we all got ready in case he needed our
help. Clarence entered the dragon's cave ethereally and when the oil wore off, he was able to surprise
the dragon, attacking the dragon with his sword and killing him with a well placed blow. We gathered
his rather paltry loot and carted it out with a mule train, including the dragon hide (we used the
magical sword we found and Akira's leather working skills to preserve it whole!)


My first adventure. I am ashamed of how often I missed my attacks, but I did kill several bad guys,
and managed to keep the rage at bay, so maybe my companions will try to keep me around?


(from the DM, Experience Points: 1600 - plus 500 extra for Clarence)


Treasure:
9000 cp. 20,000 sp. 3,000 GP


Potion of treasure finding
Oil of etherealness (used)
Scroll (illusion spell, phantom armor)
Potion of extra healing
Potion of invisibility
Potion of Orc control
Potion of heroism
+1 leather armor
+1 short sword
Ring of Feather Fall