Showing posts with label DM Aid. Show all posts
Showing posts with label DM Aid. Show all posts

November 4, 2024

Gaming Inspiration - "Meanwhile Back in the Dungeon"

 If you're looking for great art to inspire RPGing / TTRPGing, check out the Meanwhile Back in Dungeon Tumblr site. I've been following the site for ages. It's amazing.

Just a small sample below (that will update periodically if I coded this right!).

October 27, 2024

Castle & Crusades Rules Reference Sheets

Castles & Crusades is the perfect mid-point between enough rules and rules-light.  Still, my players and I sometimes need help to know what's what. To reduce time looking up rules at the table, I created these reference sheets. I also use them as GM screen inserts. 

"Spell Books" by Tsabo6

Remember, you can get a free copy of the Players Handbook right here: link 

Enjoy! 

Downloadable link: Dungeoneering Dad's Castles & Crusades Reference Sheets: link 

I made this with with Marq, which is a great free resource.

January 18, 2011

30 Things Overheard in a Tavern

In an effort to put out some usable content, I figure I’ll give the d30 some love. Yeah, I know, the d12 is the true red-headed step child of the dice world, but Al at Beyond the Black Gate has a lock on that die already.  Besides, we all know how fun the d30 can be....

The next time your party is in a tavern or inn looking for adventure and you're drawing a blank, give your d30 a roll and see what you get.  Hopefully it will serve as an adventure hook or at least a mild chuckle.  (I've opted to provide names for people and places because that is the stuff I myself tend to need to make up on the fly. Adjust to taste.)



 30 Things Overheard in a Tavern

  1. Roper? I don’t even know her!
  2. Black Raker’s Cove has been swallowing up sailors. Methinks something from the deep is hungry!
  3. As sure as I know anything, orcs are ticklish behind their ears.
  4. I'm telling ye, the cemetery walls are hollow!  Back in the old days, they used to entomb criminals in there... alive.
  5. Last week, Jacob of Gutter Lane found some kind of idol or statue underneath that ol' willow tree outside town.  I haven't seen him since.
  6. I'm telling you, Daisy McFran isn't dead! She ran off with that sorceress, Lilly of the Lake.
  7. Francis, listen; this is the truth. The city watch has been paying money to a band of goblins to keep 'em from attacking! The watch ran out of money and is now in debt to the thieves' guild!
  8. Hyperion Ale for everyone!  Except you, Angus.
  9. At midnight, the beets in old Lady Bervert's garden get up and dance around!
  10. [first speaker] By St. Cuthbert, I heard all sorts of strange moaning coming from that old shack on Blackbird Lane.  [second speaker] It's a brothel, you jackass.
  11. That moonshine Old Man Snakebite sells is so strong it drove that poison right out of my system.
  12. I've seen it with my own eyes! Last night, as I was stumbling home, I saw Brother Ardor let a strange lady with dark hair into the temple.
  13. [first speaker] This place serves the best apple pie. I wonder where they find green apples in these parts? [second speaker] Those aren't apples, those are goblin scrotums.
  14. Those weird markings around the town's well?  I heard those were some kind of ward keeping something wicked locked at the bottom. You won't catch me drinking from that, by Cuthbert's Cudgel!
  15. Did you get the coffin I sent you?
  16. Something has moved into the abandoned mill down at Wide Rock Creek... and whatever it is is evil,  I tell you, evil!
  17. Something covered Farmer Wakely's cows with slime. They seem to be all right, but damn if that wasn't odd. I think I'll be getting my milk elsewhere.
  18. [first speaker] You know what's odd? I haven't seen a stray dog in months.[second speaker] I haven't seen any dog in months.
  19. You know that tabby cat that hangs around this tavern?  The other night, when I was coming back from the privy, I saw it change into something! It was a little imp or devil, or some accursed thing! I... I think it saw me....
  20. You're full of horse dung! Rose is a sweet girl. Why would she be eating a dead rat?
  21. Have you ever seen anyone go down to the cellar of this place?  Me neither....
  22. You know, I've never noticed that doorway under the bridge near the south gate before. What's it for?
  23. [first speaker] My sister may be brazen, but she's no strumpet! [second speaker] That's not what I heard.
  24. For some reason, the only chickens Hans will eat are black roosters.
  25. [first speaker] Arthur Willings swears he heard screams coming from the temple cellar.  [second speaker] Arthur Willings hasn't been sober in 10 years! I'm sure he hears all kinds of voices.
  26. [first speaker] I saw Bernhard Stonesmith bring flowers to a lady in the forest.  [second speaker] Oh, was she a cutie? [first speaker] I think she was an ogre.
  27. [first speaker] I don't know what Arnulf feeds his hogs, but they're the biggest pigs in these parts.[second speaker] It must be the same things your wife eats, because she is huge!
  28. That merchant at the end of the bar has a mighty fat purse.  Methinks it needs to be lightened.
  29. Who's that stranger in the corner?
  30. Just one more drink and then we'll go get that vampire!

(#15 was actually a line uttered by Dave's character in my RARE campaign. Sort of a long story....)

October 12, 2010

Really Cheap Tact-Tiles Substitute

dry eraseA while back I talked about Tact-Tiles, both the kinds you can buy and do-it-yourself ways to make them.  For my Lazy Homemade Tact-Tiles #2 idea, I suggested buying a very cheap dry erase kit from LTD Commodities. Well, it no longer appears to be available at LTD, but I did pick up a set myself before they pulled it.  I poked around a bit and, man, the kit is hard to find now, but I did find one set on eBay here: link.  So, obviously, right out of the gate, this option now has one strike against it.  I figured I’d go ahead and post my thoughts on this kit as a gaming tool anyhow.  Hopefully someone out there has better Google-Fu than I do and can locate a retailer if they’re interested.

Here is what you get:




















The panels are paper-thin, but they are basically big stickers after all.

Each panel is 12 inch x 12 inch and you get 8 panels total.  That is a pretty good sized gaming area.

I put the panels down on my gaming table and they covered a large chunk.

I doodled a bit of a dungeon on them and they worked fairly well.  Understandably, I had to hold down the panel so it wouldn’t move, but it wasn’t a problem.

So here is the skinny:
  • If you want a grid, you’ve got some work to do. I know from personal experience,
    there really is no way to permanently mark this kind of surface apart from scoring it.  These panels are going to turn into confetti if you score them.  One possibility would be to mount the panels onto sections of poster board and then score them.
  • A quick note regarding a grid, keep in mind games like D&D 3.5 and 4e work on a one-inch grid, so you can really just use a tape measure without much trouble (well, I’m assuming that is true for 4e. I haven’t played it).  Savage Worlds operates on this grid too and, despite the emphasis on a battle map in the Savage Worlds rule book, the official demo I played at Origins used a tape measure.
  • The panels stay in place reasonably well. I bumped the table a bit to test this and the panels more or less stayed in place.  I’m guessing inadvertent bumps by players might be more problematic. Having not played with the interlocking Tact-Tiles, I’m not sure how much of an advantage they offer.
  • The panels were covered with a clear film that came off.  I initially wasn’t certain if this was suppose to happen. I’m still not sure, but the panels were still erasable after I removed the film (although shadowing did increase noticeably).
The Verdict
  • You get what you pay for. These panels aren’t as snazzy as the original Tact-Tiles or the current Battlegraph Boards.  However, if you can find a set, this kit is a hell of a lot cheaper, especially if you consider the amount of playing surface you get.  You get 8 panels for a 2 foot by 4 foot playing area. In comparison, the Battlegraph Boards are $7.00 per 12 inch piece and a set of Tact-Tiles will run you several hundred dollars on eBay (no joke, check the ENWorld forums).
  • If nothing else, these panels would be handy for those times combat spills off your regular battle mat.
Since I am fine with my homemade battle mat, I didn’t keep the kit for myself.  I hung it up in two sections in our kitchen, thinking it would be fun for my daughters.  They really liked it, but, whoa boy, was it a bad idea.  My girls are six and three and, well, their marker control is still rather suspect.  Suffice it to say, they didn’t always stay on the dry erase area.  Word to the wise, dry erase markers don’t wash off non-dry erase walls…  our kitchen is a bit more colorful now.  I certainly do not recommend the kit for its intended purpose unless you have a wall you probably be ok with your kids drawing on to begin with.

September 28, 2010

Miniature Terrain and Painting, the Polymythic Way

polymythic
My good friend Polymythic Steve (not to be confused with Steve the Yuan-ti Party Hound) has  posted an excellent “how-to” series about creating terrain and painting miniatures for miniature wargaming.  Steve shows how he made his terrain and painted his miniatures for Ambush Alley, but this stuff is applicable for any game involving miniatures.  I think the terrain creation is particularly ingenious. 

Give it a look:AA-Terrain14

September 22, 2010

Duke Omote’s Castles & Crusades House Rules, Enhancements, and Conversions

ACNCCastles & Crusades Society member and FPQ Member (president? founder perhaps?), Duke Omote has created some kick ass house rules for Castles & Crusades, which he calls Advanced Castles & Crusades.  One of the great features of C&C is that it is very easy to house rule the  hell out of it.  Omote demonstrates this with style with these rules, giving his take on elements of other editions of D&D.  Want to add Feats ala D&D 3rd edition?  Try his Talents rules.  Like those Secondary Skills from 1st edition? Check out his rules for ‘em.

All of his stuff is great for supplementing your existing C&C game or perhaps easing the conversion from another version of D&D (e.g., 3.5 to C&C).

On his Rules Expansions page, he has rules for:
Many thanks, Omote, for all the hard work and thanks for sharing this with the gaming world.

August 23, 2010

Garhelm - The Map

This is Garhelm:
Map of Garhlem
If you want a better look, trying downloading the PDF: link

Yep, as you can tell from the scan, I banged it out on some old notebook paper.  I make no claims to be a cartographer, so I have no clue if such a landmass is even feasible.  I think it looks pretty cool, though, so I don't really care.  There is no scale as I wasn't really sure what I wanted it to be and figured I'd tackle that as needed.  I just wanted a rough idea of the campaign world so I could place important locations, namely cities and dungeons.  You'll note names from the standard Necromancer Games (NG) heavy hitters (the Stoneheart Mountains from Tomb of Abysthor, Fairhill from the Crucible of Freya, Bard's Gate, the Vault of Larin Karr, and, of course, Rappan Athuk) as well as The Lost Caverns of Tsojcanth coming out of retirement. Yep, that is Green Ronin's Freeport way to the south. 

I had big plans for the campaign, but they weren't realized after the deaths in the Vault of Larin Karr.  My general plan was for a sandbox campaign once the party had finished up there. I planned to include a world map with the loot at some point and then let the players have at it. Since I had never shown the map before, I was hoping that would be kind of a neat surprise (i.e., the idea being that few people in Garhelm have much sense of what their world actually looked like). 

I started the face-to-face campaign in Fairhill, which is the setting of NG's The Crucible of Freya.  I don't own that module (although I did play it as a player under Sam's DMing), but I used the free maps from NG's site [link (you’ll need to scroll down a bit)] and added my own NPCs and descriptions.  That worked out quite well and allowed me to impart the flavor of Garhelm right from the start.  I might write those up if I have a chance (unfortunately, I don't have those as electronic files, so no easy cutting and pasting).  I don't think I used Fairhill for the online campaign, likely because Sam was playing as a character.

Anyhow, here is a key of sorts to help you decipher things (I left off anything I thought was self-explanatory):
  • Barbegazi lands: Barbegazi are a neat, semi-evil race ice gnomes from the Tome of Horrors II (and, I just realized, actual Swiss mythology: link).  You can check them out in the ToH II free sample: link
  • ToA: Tomb of Abysthor
  • Volk: Vault of Larin Karr
  • The Pass of Dulane-Far: An underground, underwater tunnel connecting the mainland to a severed peninsula. Tunnels also connected this island to other nearby islands.  I believe I envisioned this pass having been closed off to contain the horrors of the island and the tunnels, but I’m not sure.  I do think it is one of the cooler things on the map.
So, there you have it.  Garhlem.  Some time in the future, I’ll put up my version of Fairhill and perhaps some of the home brew adventures I had for this campaign.


August 20, 2010

Garhelm - The Blood of the Einherjar

viking_helmet
I had hoped that allowing any race to freely multi-class with Barbarian would encourage hearty PCs (see the "Classes" section of this post link).  However, it pushed players to take a level of Barbarian at first level, whether they really wanted it or not.  Besides perhaps ending up with a party solely composed of Barbarians (which seems bad-ass to me, actually), it also meant that if a player took Barbarian at first level simply to have a beefy hit point base (mmm… beefy), he’d miss out on the initial first level perks of the actual desired class (e.g., Wizard, Rogue, etc.).  On the other hand, if he didn’t take the Barbarian class at first level, the rule sort of punished him by not giving him that nice 12 hit point base.

This didn’t occur to me until a player voiced his frustration after a TPK.  So I created “The Blood of the Einherjar” rule.  Unfortunately, player interest was completely nil at that point (can’t say I blame them), so this rule was never really enacted or tested because the campaign had dissolved. 

The Blood of the Einherjar

Valkyrie_Bearing_ Slain The Einherjar are the heroes who have died with great bravery on the battle fields and have been taken by the Valkyries to Valhalla. When Valhalla emptied to purge Garhelm of the Demons and Devils, Odin and Thor led the Einherjar into battle. Some of these warriors found companionship with the natives of Garhelm during this time. Although the Einherjar departed once Garhelm was cleansed, their children remain. These lucky few have the blood of the Einherjar flowing through their veins. These fortunate ones are destined for great deeds. They are the heroes of the Third Age.

What does this mean in game terms? This means that any PC, whether he knows it or not, has the blood of the Einherjar coursing through him. As such, he is born for battle. All PCs, in effect, start off at 2nd level, but in a particular fashion. Every PC begins with a complimentary Barbarian level to implement as he wishes. In practice this means you can use the Barbarian level as your first level or as your second. This will mainly be determined by what you actually want to play. If you plan to play a Wizard, you would most likely take your first level in Wizard to make the most of the skill points and such, and then add on the Barbarian level afterwards. However, regardless of which class is technically your first class, you will start with 12 HP + Con bonus. For example, if you decide to play a Wizard, you will begin with 12 HP + Con bonus + 1d4 HP + Con bonus. The second HD will be rolled as normal (i.e., with the DM present). [As cool as I think it would be to have an entire party with the Rage ability, if I revive Garhelm, I will give the players the option of selecting a level of Fighter or Barbarian (and they’d get the standard Fighter 10 HP + Con bonus instead of the Barbarian's 12 HP + Con bonus to start). This fits the theme and purpose just as well and gives a bit more variety to the concept.]
val

August 19, 2010

Garhelm – More Setting-Specific Rules

viking_helmet I’ve been digging through my old files (both paper and electronic) and have realized at some point I revised my initial rule-set.  Both of the Garhelm campaigns were played over four years ago (egad, time flies), so I’m not certain when certain rules were in effect.  I am fairly certain those in my first rules post were used consistently.  I’m not sure about the following ones, unless otherwise noted below.  In any event, here are a few more rules, again with annotation.

Detect Chaos/Evil/Good/Law
  • The detect chaos/evil/good/law spell and similar spell-like abilities do not function in regard to sentient beings. What is evil to one may be not be evil to another. However, the spell does function for insentient entities, such as magic weapons or locations, because such effects are typically a function of magic.
  • From a gaming standpoint, detect chaos/evil/good/law and similar spells and abilities often rob role-playing encounters of their worth. 
  • [I believe this rule was used throughout both campaigns. I have never liked the problems that result from this spell. On one hand, it makes things easier: “If it’s evil, we kill it.” On the other hand, it makes things more complex:“Is it really a good action to kill an evilly aligned orc child?” or “Is it really a good action to harry any NPC in the bar that detects as evil?” 
  • detect evilGiven that I did not mention *protection* from chaos/evil/good/law spells in the rules, I likely let them work normally.  I might tweak that and let such spells work only for outsiders or other beings that are inherently tied to their alignment.  For example, a demon is in a sense Chaotic Evil incarnate, so it seems logical that wards against a demon should work.  A gnoll, on the other hand, is more of a natural being and not inherently evil from birth.
  • Quite frankly, I’m ready to pitch alignment altogether.  It feels too forced and it seems players and DMs always find a rationale for a character’s/NPC’s action, regardless of his alignment. Polymythic Steve and I had an interesting IM chat a few weeks back about alignment.  One of these days I’ll get around to blogging about it, but it started from this question: “In a democracy, if you can detect evil, should evil people be allowed to vote?”]

Raise Dead [I had two versions of this rule, both are included below.]
  • [Version 1] The raise dead spell is available, but has been modified.  A raised character does not lose a character level, but instead, as with previous editions, loses a point of Constitution.  If the character’s Constitution reaches zero, he cannot be raised.  The material component for raise dead is no longer a 1000 gp diamond. Instead, the caster must sacrifice a quantity of magic items relative to the strength of the character’s soul (i.e., his level).  There is not a hard and fast rule regarding the proper sacrificial amount.  The DM will use his discretion in such matter.
  • [Version 2] The raise dead functions as described in the 3.5 Player’s Handbook except for the material component. Instead of a 5000 gp diamond, one or more willing participants much sacrifice some of their life force to restore the life of the recipient. In game terms, they must sacrifice a total of XPs equal to the minimum XP for the recipient’s former level (i.e., before the level loss of being raised). For example, to raise a 2nd level character, four PCs would lose 500 XP each. Note: each participant must sacrifice an equal share. The caster can choose to participate in the sacrifice, but can only do so if the XP loss would not cause him to lose access to the raise dead spell. healing crew
  • [At the time I believed players weren’t sufficiently penalized for PC death and I didn’t like the whole concept of buying back your dead. Version 1 also doubled as a handy way to ensure the party didn’t become overly loaded with magic loot.  I quite like the role-play concept of Version 2: the party giving of its own life to bring back the dead makes more sense (in a fantastical way) and is a much greater sacrifice than loot.  On the other hand, it sort of feels like that scene in Full Metal Jacket where the rest of the troop is punished for Private Pile’s actions (NSFW link).  I’ve come full circle on raise dead and now make it fairly easy for players to bring back the fallen (see my current house rules).  I’ve embraced the “game” part of “role-playing game” and don’t sweat it.]
PC Death
  • If a PC dies and cannot be raised or resurrected, the player must roll a new PC. To ease matters for the gaming group (DM and players alike), the new PC will start at 2nd level. The PC will receive the standard HP for first level (i.e., maximum), but must roll his 2nd level hit die in the DM’s presence. The PC will begin with the standard 1st level starting money for his class.
  • [I’m not sure what this was about because I can’t remember what level the PCs started at.]
Dice Rolling
  • All die rolls that fall off the table must be re-rolled on the table. No exceptions.
  • If a rolled die comes to rest without a discernable result (e.g., the die lands in a crack on the table, etc.), the die is to be re-rolled. No exceptions.
  • [This might seem like overkill, but I include this in my house rules to this date.]
Action Points (from the d20 Modern SRD)
  • [I don’t remember anyone actually using these points.  It seems like the players kept saving them for a rainy day that never happened. Again, although I originally had some house rule luck points in mind, I opted for what I now consider overly complex official rules. If I ever wanted something like this again, I’d just let the players earn luck points for good game play and let them use it to re-roll a die roll.]
  • Characters gain a number of action points equal to 2 + one-half their character level, rounded down, at 1st level and every time they attain a new level.
  • Action points provide characters with the means to affect game play in significant ways. A character can spend 1 action point to alter a single d20 roll used to make an attack, a skill check, an ability check, a level check, or a saving throw.
  • When a character spends 1 action point to improve a d20 roll, add 1d6 to the d20 roll to help meet or exceed the target number. A character can declare the use of 1 action point to alter a d20 roll after the roll is made—but only before the DM reveals the result of that roll (whether the attack or check or saving throw suc­ceeded or failed) [I find this bit particularly lame. It turns into a game of How Well Can the Players Read the DM’s Reaction]. When possible, the player should state his intention to spend an action point before the die is rolled.  For example, “I may use an action point on this attack roll.”
  • A character can’t use an action point on a skill check or ability check when he or she is taking 10 or taking 20.
  • A character can only spend 1 action point in a round.
  • Depending on the character level (see the table below), he or she may be able to roll more than one d6 when spending 1 action point. If the character does so, apply the highest result and disregard the other rolls.
  • Character LevelAction Point Dice Rolled
    1st – 7th1d6
    8th – 14th2d6
    15th – 20th3d6

August 4, 2010

Dungeons and Digressions Frugal Homemade Game Table

My father-in-law passed away this week and I'm not much in the mood for posting.  I will return to my Garhelm stuff when the mood strikes me.

In the mean time, Ze Bulette at Dungeons and Digressions has posted a nice, cheap homemade game table.  Check it out: link

July 30, 2010

Garhelm - Setting-Specific Rules

viking_helmet
Here are the setting-specific rules I provided to the players.  This is kind of a hodge-podge listing and isn’t in any particular order.  I’ve added a few editorial comments about things that did or did not work well.

General Overview
  • The general feel of the setting is Nordic mixed with the works of Robert E. Howard, Fritz Lieber and H.P. Lovecraft.
Deities
  • The Norse Pantheon now rules the world of Garhelm. However, there are those who still worship the Dark Ones, the Demon and Devil Lords of the prior age. They see the Gods of Asgard as unwelcome usurpers. Although few in number, there are those who practice the ancient rites of the Elder Gods. 

Divine MagicOdin
  • Like the majority of humanity, most clerics worship the entire Norse pantheon, rather than a select deity. However, some priests do worship particular deities, with Thor, Odin  and Freya being the most common. Those few who worship the Demons and Devils still find their unholy prayers answered. As for the Elder Gods, they have all but left Garhelm. Only a few dedicated soles seek to return them to their former glory. [I used the 3rd edition Deities & Demigods for the Norse deities. If a character wanted to worship the entire pantheon, he’d just use the default cleric rules.  As needed, I would also supplement this with Necromancer Games’ free Gods & Demons document, but that really would have only come into play with evil PCs or PCs wishing to worship an Elder God.].

runeArcane Magic
  • Wizards and Sorcerers exist, but are not common and there are no large academies of magic.
  • All arcane magic is based on runes, thus all magic items have runes etched on them. In the case of potions, the containers must have these runes to retain the potion’s magic. Note: not everything with a rune etching on it is magic. [The whole “rune magic” concept was really done more for flavor than anything.]
Races
  • All standard player races exist, but demi-humans are rare. Only two allowed per party. However, Orc is considered a playable race. As a general rule, humans and demi-humans are distrustful of one another. Demi-humans blame the humans for the Age of Pains and humans resent that the demi-humans, for the most part, have isolated themselves from the outside world.
  • Unlike on most prime material planes, the Orcs of Garhelm are not inherently evil. HalfOrcFightermini Indeed, Orcs, more than any other demi-human race, aided the humans in the battles of the Age of Pains. [I started to find it odd that half-orcs were in the Player’s Handbook, but not full-blooded orcs. On a side-note, I think Wizards of the Coast would have solved the “half-orc dilemma" a lot more eloquently by simply bringing full-blooded orcs into the Player’s Handbook and not making them inherently evil.]
  • Halflings are “Furchins” (Nordic Halflings) and are known for their fierce riding dogs. Many are masters of mounted archery. [I stole that concept from the 2nd Edition The Complete Book of Gnomes & Halflings.]
  • Dwarves and Gnomes are standard D&D fare.
  • Elves are standard D&D fare, but lean more toward sorcery than wizardry. As such, they receive no experience penalty when multi-classing in Sorcerer (however, the penalty does apply to Wizard). [Given that elves are typically portrayed as forest dwellers, the Sorcerer class seemed more appropriate to me.  I just find it odd that folks who are normally seen as being one-with-nature also loved to pour over old tomes for their arcane magic.]
  • Gnolls are the most populous evil humanoid race and are seen as a plague by all good races. They are demon and devil worshippers and were the Darks Lords foot soldiers during the Age of Pains.  [I really like me some gnolls and wanted something a bit different for the generic bad guys.]
Axe_CharactersClasses
  • All standard player classes are allowed. However, due to the harsh nature of Garhelm and the savage life that most lead, any race can multi-class with barbarian without experience point penalty. [I did this because I wanted the PCs to be a bit beefier than normal. In part because of the weapon restrictions (see below) and also because I wasn’t planning on pulling any punches.  Plus, barbarians are cool.  This rule didn’t quite work, and I later amended it.  That will likely be in the next post.]

Settlements
  • There are no large nations in Garhelm; most are city-states at best, separated by great expanses of wilderness. [Now known as a “points of light” style setting. I always liked the scenes in Conan the Barbarian of the heroes running across the land to get to a city and the wonders they found once they got there.]
    CTB82-running3
Godmetal [a.k.a. my “Riddle of Steel” concept rip off]Thulsa-Doom-original
  • During the Second Age, amongst the chaos, metal became a rare commodity, even more so those who are skilled in crafting it. The same holds true in the Third Age.
  • Bronze is the only metal moderately available, but is very precious. All bronze weapons and armor cost twice the listed book price. Bronze weapons suffer a –1 penalty to both attack and damage rolls. See The Arms and Equipment Guide for more rules concerning weapons and armor. [This is one of the “small tweaks” that came back to haunt me. It made things unnecessarily complex (although it seemed simple enough at the time). Perhaps “complex” isn’t the right term, but in hindsight, it’s not much fun to have the default campaign weapons give you a penalty. My initial thought was to simply give steel weapons a +1, etc. and that way they would sort of be the equivalent of a magic weapon. That is, I was going to give bonuses for steel weapon rather than penalties for non-steel weapons.  Then I cracked open the A & E Guide and decided to go by the book, figuring wiser men than I had made the rule for a reason. This was part of my learning to trust my own insight over an official rulebook.  Years later, I picked up Ancient Kingdoms: Mesopotamia, which handled this much better than the A & E Guide.  In a little side blurb entitled “The Riddle of Steel” (I kid you not), the author suggests the following adjustments for weapons in this kind of setting: Wood, bone, or stone: –1, copper +0,  bronze +1, iron +2, steel +3.  Any masterwork or magic bonuses simply stacked with those.  If I revive Garhlem, that is how I will handle it.] 
  • Steel, called Godmetal, is considered priceless and steel items are not normally for sale. Items of steel, particularly weapons and armor, are considered great treasures and signify wealth and status.
  • Blacksmiths are held in high regard and are treated as elders in villages, towns, and cities. They are seen as priests who work the Godmetal. Finding metal, particularly steel, is considered a blessing from the gods.
Reputation
  • Each character has a Reputation score, based upon the article “Fantasy Reputation” in ENWorld Player’s Journal #3.
  • A character gains a +1 Reputation bonus at each level and may earn extra bonuses to thin-lizzy-bad-reputation-album-cover-54826 Reputation for specific actions that are widely publicized. Such awards are special occasions given at the DM’s discretion, and should be noted on the character’s sheet under the Reputation section and in the List of Deeds. [The ENworld Player’s Journal article was neat and all (basically taking a d20 Modern concept and making it work in traditional D&D), but in general it was kind of a pain to track and never really amounted to much.  Perhaps it would have if the campaigns lasted longer, but in hindsight, this kind of thing is best left to role-playing rather than mechanics.]
Miscellaneous
  • Although the world of Garhelm has recovered a great deal, it is still somewhat primitive. No item above the Bronze Age category listed in The Arms and Equipment Guide is normally available. [The A & E Guide was helpful in this regard.]
  • The people of Garhelm do employ coinage, but barter is also often used.

July 29, 2010

Garhelm – The Background

I distributed this background to my players to set the tone of the campaign.  When viking_helmetcreating this back-story, I had three goals in mind: 
  1. Work in all the stuff I love (e.g., Norse mythology, Fraz-Urb’ Luu, etc.).
  2. Embed a rationale that made all of it work together.  Why is the Norse Pantheon worshipped in this world?  Why are there gods outside the Norse Pantheon? Where did the demons come from? 
  3. Ensure there is a rationale for the existence of dungeons to explore. As Jeff Rients has pointed out, default D&D is post-apocalyptic in nature. I wasn’t thinking of it in quite those terms at the time, but in hindsight, I realize it’s the same point.
The Story Garhelm
Garhelm’s history is a tale of betrayal and salvation. Most scholars divide the history of Garhelm  into Three Ages. The particulars of the First, or Elder, Age, are all but forgotten now by Man (the elves and dwarves may know much about this time, but are not forthcoming with information). It is said that the Elder Age was a time of relative peace. Man and Elf and Dwarf and Orc, Halfling and Gnome lived, worked, and fought side by side.

However, Man impatient and rash, grew restless with this calm. Seeking power and might that their own gods would not grant, many men turned to other, more sinister forces. The Book of Delbal-La states that it was Fraz-Urb’ Luu, the Deceiver, who first answered their call. He was soon followed by more Demons and Devils, quick to grant power to would-be followers. The old gods (now known as the Elder Gods), turned from those who turned from them and left Garhelm. But the foolish Men, rash and overconfident, realized too late the price of their power. And thus came the Second Age, the Age of Pains. The very sun was blotted out by the evil of the Dark Lords. Fiends and Undead walked openly, raping the land of its vitality and life. The Giants, whom had long lain dormant, awoke and ravaged the land. Great nations were brought to ruin as weak-minded kings and hell-bent priests led armies into pointless battles. Friend turned against friend and the hearts of most turned as black as the sky. The other races realized too late the evil that Men had brought to the world. They forsake Men, withdrawing to great holds and protected enclaves within the mountains, forests, and hills.

Yet, not all Men had been corrupted, not all had forgotten that there were other powers besides the Lords of the Hells and the Dukes of the Abyss. The Seven Travelers sought aid and aid they found. Mystics spoke of strong gods, hungry for battle and they set out on a quest for these deities. Who these Travelers were has been lost. Some say the band was composed of brave Men seeking to correct the mistakes of their race; others claim the band consisted of representatives of all the races. Whatever the case, they set out on a quest to find those whom would rescue their dying world. After years of searching, they at last reached Bifrost, the Rainbow Bridge and crossed over into Asgard and besieged the deities they found there to save Garhelm. The gods answered the call.

Led by Thor, the forces of Asgard made war against the Dark Ones. Valhalla emptied its warriors eager for battle and carnage. Slowly but surely, Men awoke from their nightmare and turned against the Dark Ones. Battle upon battle was fought, entire nations laid to waste, for the New Gods sought to wipe Garhelm clean and saw little need to spare the world of old. Seeing that there was now hope, many of the other races joined in the fight, reviving old alliances and forging new ones. The might of Asgard could not be quelled and the Dark Ones fled, many abandoning Garhelm, seeking to find lower hanging fruit from other realms. However, some could not be driven out entirely. These were driven underground and under the sea, locked in wards and sealed off from humanity. Thus ended the Age of Pains.

Hundreds of years of later, the Third Age is at hand. The sun shines again and Garhelm grows. Yet even while the sun shines, so too do shadows grow.

July 28, 2010

Garhelm - My Homebrew Campaign Setting

My next few posts will detail a campaign setting I created a few years back for D&D 3.5.  I viking_helmetnamed the world “Garhelm.”  Why?  Because it sounded cool.  (To this day, I’m waiting for someone to tell me that it means “small scrotum” or something in a foreign dialect.)  I designed the kind of game world in which I would want to play.  It unabashedly borrows from several cliché sources, such as Howard’s Conan stories, the Conan the Barbarian movie, Norse mythology, Lovecraft, classic D&D demons, and more. I also designed the world so I could fit just about every Necromancer Games module I owned into it.

   I ran two short-lived campaigns in Garhlem, both of which ended for various reasons.  One was a face-to-face game that involved players from different states.  We didn’t meet often, so we had only about three sessions.  The other campaign was played online via ScreenMonkey.  This was before the days of Skype, so everything was chat-based.  Suffice it to say, it was very slow.  So, both of those campaigns had logistic obstacles, but, in both cases, lethality was the final campaign ender.   It’s frustrating enough when your PC dies, but even more so when you seldom get to play and/or the play format (i.e., online) is sort of inherently frustrating to begin with.
conan03
I learned a couple things from these campaigns:
  • Be upfront about the death rate in the campaign. If there is going to be a high body count, let your players know from the start.  Then they can pass on the campaign from the get-go and irritation can be spared by one and all.  I made sure to do this with my Rappan Athuk campaign.
  • Seemingly small mechanic adjustments added for campaign flavor can come back to haunt you.
I no longer use this setting, opting instead for the game world sparsely alluded to in Bard’s  Gate and the Rappan Athuk module.  I would like to revive Garhelm one of these days (with a few tweaks), but who knows if that will happen.deathdealerII

April 8, 2010

Cleaning Your Shower Board Battle Map

Okay, I think I’ve done the “cheap dry erase gaming surface” thing to death, but here is one last post about it.  Before using my shower board/tile board/Melamine battle map much, I was concerned that the surface wouldn’t clean as well as real whiteboard.  Various sources on the ‘net (such as here) warned of problems of ink not coming off.  I would erase maps between sessions to avoid such problems.  Suffice it to say, this was a bit time consuming.  Well, after forgetting to clean the map once, I discovered there really isn’t a problem. Sure, the longer the ink is on the board, the harder it is to get off, but it has always wiped clean with whiteboard cleaner or water (or at least clean enough; I’m not sure even real whiteboards ever get completely clean after repeated use).  When in doubt, bust out the shower cleaner. It is shower board after all. Hell, with all the beer, chips, and gamer sweat, its a good idea to disinfect that surface after a while anyhow.

300

Cloudy with a Chance of Orcus – Whiteboard Uses for RPG Gaming

In my post about the showdown in the Upper Temple of Orcus, Omote noticed a strange “map/poster” sitting on an easel in one of the pictures:

image

That is a piece of extra shower board/tile board/Melamine. Before I started using my massive battle map, I used two pieces of “whiteboard” purchased on the cheap from Craig’s List. The lady selling them didn’t know they weren’t real whiteboards (neither did I). Anyhow, they were cheap and these extra pieces are damn handy. Oh, the easel is my wife’s, but I long ago commandeered it for my own twisted purposes.

Various uses:

  • Mapping - I stand in front of the whiteboard and draw an overview dungeon map as the party explores. This makes me feel like some strange, Gygaxian weatherman, but it works very well. It makes the mapper’s job easier and gives all the players a sense of where their characters are. It may sound like extra work, but it actually speeds up play because the players don’t need to question me as much about dungeon details.

whiteboard (5)

  • Initiative Tracking – I often write the initiative order on the board so that everyone in the group has a clear idea of when their turn is coming up.

    whiteboard - Copy

  • Extra Battle Room – I bust out these pieces when the battle spills over the area on the large battle map. It happens more than you’d think in a dungeon the scale of Rappan Athuk [especially if the DM (uhm, me) doesn’t start drawing at a good point on the large map].

Goblin Encounter

  • Artwork – My girls love to draw on these surfaces.

whiteboard (4)

April 5, 2010

Battlegraph Boards (Tact-Tiles) Return from the Grave

I mentioned that Longtooth Studios had stopped producing Battlegraph Boards, their version of Tact-Tiles. Well, according to a recent post on ENworld and at their own Web site, Battlegraph Boards are back in production.

March 2, 2010

"Rappan Athuk - The Rakshasa Encounter" or "How I Pulled Off a Complex Illusion-based Encounter"

[Updated with some context so this makes sense (I hope) to those without the RA material]

General Rappan Athuk Spoiler Warning

More than anything I posted, this gets a big spoiler-rific warning.  This is for Rappan Athuk DMs only.  Well, my players can read this too, since they already experienced this encounter.  It has some helpful information and should be useful to any DM running an illusion-based encounter.

I originally posted this at the Necromancer Games forums in the Rappan Athuk area under Scramge - Tips for Running this Great, but Tricky, Encounter, but I decided to post it here as well.

On a side note, DMs should really check out the RA forums. There is a ton of useful advice there. Read anything by Greg Ragland (a.k.a. Damien the Bloodfeaster).  He is the author of much of the material that was added to the Rappan Athuk Reloaded edition and is a freakin' Rappan Athuk scholar.  Actually, he is a freaking dungeon design scholar, period.  As for you players out there, do not read that thread unless you are a tool that wants to cheat.


The Scramge the Rakshasa encounter is a classic illusion-based scenario.  The party enters a room and is presented with a series of illusions designed to trick the players (and/or their characters) into believing they are saving someone in need, spotting a bunch of treasure, etc.  Of course, once the party lets down its guard, the rakshasa lays the smack down.  The Scramge encounter is particularly complex.  The key part of the encounter is the rakshasa casting an illusion that causes one party member to look like the enemy while the rakshasa cloaks himself to look like that party member.  For example, when I ran it, the party cleric was made to appear to be a demon, while the rakshasa made himself look like the cleric.  The general idea is that the party will kill one of its own before they discover the illusion.

Anyhow, here is how I ran the Scramge....

The Scramge encounter comes up frequently at the RA forum due to its complexity.  As promised, here is how I successfully ran the encounter:
  • I didn’t worry about whether he was “legal” or not. As pointed out elsewhere, Scramge  is based upon earlier editions of D&D where rakshasa were much more powerful.
  • At the beginning of the session, I told the players that this evening was going to be a bit different than the norm.  It would rely on some heavy role-playing to make the session a success.  Players that role-played well would be rewarded with XP bonuses.
  • When the party entered the room with Scramge and he kicks into gear, I described the scene as stated in the module.
  • I then gave EACH player a note and told them not to tell anyone what their note said and reminded them of the XP bonus (one die-hard player literally ate his note after reading it). 
  • The note for the transported and illusion-covered PC stated:
    • Instead of the description you just heard [i.e., the one I read to the group of players], this happens to you:
    • Suddenly, you are across the room from the rest of the party: you are staring at them and them at you.  Where you stood is a person who looks exactly like you!  The jackal-men stand nearby you and advance on the party.  Try as you might, you can’t seem to communicate with party.  They seem not to understand what you are saying.  However, you can understand them and it appears they think you are the demon!  As you cannot communicate with them, say nothing of this to the group.  Furthermore, when it is your turn, move your miniature as if you were fighting the demon.  The miniature on the table represents the person who looks like you, and he is attacking the “demon”(you).  If your duplicate should die, act as if this has happened to your character.
    • The notes for the rest of the group said “Blah, blah, blah, blah…”
  • I then ran the combat as is.  I made all Will saves in secret and took aside players when needed.  I also occasionally took players aside when not needed just to mess with the group and keep up the confusion (players were told not to tell what they talked about with the DM).
The encounter went very smoothly.  The players really must contribute for it to do so.   Fortunately, I’m blessed with great players who “get it.”

The session was one of the best we had and everyone had a blast with the strangeness of it (e.g., the “Blah, blah,” notes, the code of silence about the notes and DM talks, etc.).

I hope this helps.

Here are links to other threads about it:

February 9, 2010

Gaming Setup 101: A Portable, Cheap, Kick-arse, Battle Map or Homemade Tact-Tiles, the Lazy Way

UPDATE 7/6/10 - Great Victory Widgets seems to be no longer in operation (their Web site is down at least).  Also, Longtooth Studios does seem to be producing its version of Tact-Tiles.

I wrote up how to make nice, huge white board battle map before. The problem with that thing is that it's not going anywhere (it's 4 ft x 8 ft). This is fine for me since I host the D&D games I play in, but if you are a traveling DM, it's not much help.

If you're fine with using a vinyl battle mat, then that is the easy way to go. Personally, I've grown to dislike these because they only work with wet erase markers. Wet erase is old-school in the bad way. It's messy and a pain and, if you're clumsy (like I am), you're bound to get water all over your precious gaming books and notes.

A few years back, a company called BC Products made Tact-Tiles, puzzle-like white board pieces that you could assemble for battle-map goodness. A lot of folks really liked these, but they must not have sold well enough because BC Products stopped making them. That is a shame because they are a great idea. In addition to being a portable, dry erase surface, a lot of DMs like them because they can pre-draw battle fields for upcoming game sessions. When it's go time at the table, the DM just puts together the puzzle and, tada, place your minis and start rolling dice. On top of that, the DM can lay out the map bit by bit (e.g., as the party explores the dungeon) for the ol' "fog of war" effect. Personally, I don't have that kind of prep time, so I have to stick with "ok, everyone go get a beer or use the bathroom, I have to draw the huge temple you're going to die in."

Great Victory Widgets is now making a product under the Tact-Tiles name, but it doesn't appear they have any direct link to the original makers (given the "Don't get your knickers in a knot" trademark disclaimer on their site). Unlike the original, these new ones are clear and wet erase. Again, wet erase stinks. On top of that, these things will run you $95 for a set of 8 (although FRP Games has the same set for $85.00). $95 or $85 - that is a damn hefty price, especially for wet erase.

To be fair, some might say that $95.00 is not all that bad when you consider the amount of use you could get out of these. Hell, if you're a video gamer, the price is less than two video games. Ha, double hell, as a table top gamer, you've likely spent more than that on RPG books that see little use. Still, it's hard for me to plop down that kind of cash for something like this. Maybe it's because when I buy RPG books, it's at $20 or so a pop, and not in the $100 ballpark.

I'm guessing the new Tact-Tiles are made of plexiglas. For some reason, plexiglas doesn't appear to be suitable for dry erase, but only wet erase. The Great Victory Widgets site explicitly says their tiles are wet erase (they toss in a free marker!). The Avenger Ultimate Game Table uses plexiglas and its makers also explicitly state they use wet erase markers. I don't understand this as other folks use dry erase on plexiglas (see this ElephantStaircase DIY Dry Erase Board article). However, I'm assuming there is a reason or else people would be doing so

On the other hand, plexiglas is transparent. That is why the guys behind The Avenger Ultimate Game Table use it for their surface. They can place whatever map they want underneath (e.g., a D&D grid, a BattleTech hex map, etc.), and then go to town. I just don't see transparency as being a big plus for the new Tact-Tiles. First off, the tiles are already scored with a grid, so you don't need a grid underneath. On top of that, it sort of eliminates the "fog of war" feature. If the DM is placing them over an existing map, he'd have to hide the unseen areas of that map until he put the tile down. I'm sure Great Victory has their reasons for using plexiglas, but I can't figure them out.

Longtooth Studios started producing Battle Graphs a few years back and they're basically the same thing as the original Tact-Tiles (i.e., dry erase). Unfortunately, now Longtooth Studios has stopped making them: "We are currently unable to continue the manufacture of our Battlegraph Dry Erase Boards. We are continuing our efforts to find financial support to get things up and running...."


This fellow has posted his own step-by-step guide for making Tact Tiles: How to make your own Tact-Tiles. This seems all well and good, but a bit of a pain in the ass if you're like me (i.e., lazy).

So, below are a couple ideas of my own:

DISCLAIMER: I have not done ANY of this stuff myself. I'm happy with my big ol' grid, so I haven't bothered to spend the time or money on these theories.

Lazy Homemade Tact-Tiles Idea #1
  • Do what I did for my mammoth white board battle map (i.e., buy a big piece of tile board (a.k.a., shower board a.k.a. Melamine) and score a grid on it with an Exacto knife), and then cut it up with a jig saw.
  • $11 or so for the tile board and some sawing and you have Tact-Tiles.
Lazy Homemade Tact-Tiles Idea #2
  • Go to the LTD Commodities site and buy this Dry Erase Kit. It includes eight 1 ft x 1 ft dry erase tiles that you can assemble as you'd like, up to a 4 ft x 2 ft area. The kit is a whopping $5.95.
  • I have no clue what these things look like out of the box, but I bet you can use them as is. That is, rather than stick them to the wall, keep them on their backings and use them as tiles.
  • Worst case scenario, if you can't use them "as is," stick 'em on some poster board.
  • The only problem here is that they don't interlock. I'm not sure how much of an issue that would be. Then again, if it's $95.00 for interlocking or $6.00 for non-interlocking, I'd rough it.
  • You might be able to score a grid on them, but, if not, a D&D grid works on 1 inch scale. It would be easy just to measure movement with a tape measure and skip the gird entirely. (Actually, if you're okay with that method, you could skip the scoring part of my tile board map design, as well).
If anyone tries either of these methods, I'd love to hear how they work out.

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