Showing posts with label Dungeon Mastery. Show all posts
Showing posts with label Dungeon Mastery. Show all posts
October 9, 2012
Score! I won The Secret DM's contest
The Secret DM held a contest a while back and I won! Very cool. I love how he used a randomizer to pick the winner.
He was kind of enough to send the prize money to me via Paypal so I can blow it at Con on the Cob this weekend.
June 9, 2012
... now with Dungeoneering Kids.
I finally played an RPG with my girls! Since both of them (particularly, the oldest) are fans of Mouseguard, Redwall, etc., we played Harvesters. Harvesters is Castles & Crusades re-skinned with an anthropomorphic take.
Here are some highlights:
Here are some highlights:
- We used 3d6 in order for ability generation. I did this mainly to keep it simple and fast, more so than any need to be hardcore or old school.
- Chaos (my 8-year-old) rolled a 3 for dexterity. That' right; three 1s. Ouch. I was tempted to let her re-roll, but didn't. Tough love or being an ass? I haven't decided yet. My concern was that if I let her re-roll that, how would I explain that she couldn't re-roll, say, a to hit roll?
- Mayhem (my 4-year-old) was on fire with 16s, 15s, etc. I was worried how this would play out with her PC being statistically better, but it actually wasn't a problem overall. There initially was some unspoken jealousy from Chaos, but she took solace in Mayhem's low Charisma score, ha.
- Even the highly abbreviated character creation I used wasn't all that fun for girls, who found it too long. I tried to keep it moving just giving them a quick run down of what the races, classes, etc. were like and simply let them decide what equipment they wanted. "What kind of weapon do you want?" "Do you want a backpack?"
- Mayhem had a rather burly badger rogue named Stripe and Chaos had a rather clumsy, but wise, otter druid named Splash.
- To keep things moving, I just gave Chaos an overview of the spells her druid had.
Splash the River Otter Druid and Strip the Badger Rogue |
- Since I didn't have many animal miniatures, Chaos had the great idea to use Little Pet Shop toys. Mayhem opted for the dire badger mini, though.
- I used the default Wheat Hollow setting and just pulled an adventure out of my arse: rat pirates were stealing fishermen's fish and boats!
- The duo encountered some wolf spiders on their trip south to investigate the piracy. They rolled well and didn't take a hit. Some random treasure scored them some rather juicy loot (ha, valuable tapestries and books, which they found in the spider lair. "The spiders must have gotten them from merchants they had attacked!").
- After a stop in the White Caps Inn for honey and hot cocoa, they tracked the three pirates to their cliff-face lair and took care of them.
- Chaos's otter went to -2 HP in the combat, but she actually laughed when her PC dropped. Perhaps this is because I had emphasized that their characters may die and they could simply make new ones. Anyhow, -2 isn't a kill in C&C, so Splash survived.
- Soon into the game, I took down my GM screens because Mayhem was too curious about what I was doing and kept peaking. Ha, and as she pointed out, she can't read yet anyhow.
- I decided it was best to roll all the dice out in the open anyhow. Kids are sharper than adults often realize and I didn't want any concerns of favoritism.
- Chaos once said "Are you just making this up?" (meaning the adventure) and I tired to explain that that sort of was my job in the game.
I have 23 arrows left! |
- Chaos decided to draw a map and the events of the session on the white board table as the game went on. I hadn't thought of that and it was really cool. It also was the only way that minis were used in anyway (i.e., I didn't use them for combat at all).
- Getting involved in the story, Chaos started to explain what was happening around them. She decided that it must have been raining on their way to the inn, and that is why she wanted hot cocoa. That was great, so I certainly went with it. But then she decided that there were giants outside the inn. I gently reigned that in and explained that I controlled the monsters, etc. That was kind of an odd feeling for me, because I certainly wanted the girls invested in the game. On the other hand, I think it would have resulted in a complete lack of structure if I didn't establish that the GM/DM/CK explains the setting and they control what their characters do in it.
- All in all, it was a blast. Definitely will be better next time since they have PCs ready to go. I also think short and sweet adventures are the way to go.
Labels:
Castles and Crusades,
chaos,
daughters,
Dungeon Mastery,
fatherhood,
mayhem,
RPG
April 30, 2012
Gnomish Healing Brandy
I just introduced Gnomish Healing Brandy into my C&C Wilderlands campaign. By the book, potions of cure light wounds (a.k.a. potions of healing) go for 300 gp a pop. That is a bit pricey for low-level PCs, but I like how C&C keeps magic a bit rare and didn't want to mess with that. Gnomish Healing Brandy was my answer; a good dose of healing for a reasonable cost, but with some side-effects. It should be suitable for any D&D-style game.
Gnomish Healing Brandy: An amber liquor that smells richly of honey and blackberries. It tastes overly sweet, but it is light and easy going down the hatch. The brandy is usually bottled in a drinking gourd. The recipe is a closely guarded secret.
Cost: 50 gp
(Note: price may vary by availability and how willing the gnome brewer is to sell to non-humans)
Effect: Heals 1d6 HP, but the character must make a constitution save (CL 0) or suffer -1 to hit and -1 to AC for 1d4 rounds due to the extreme buzz. A flask contains one dose and multiple doses can be taken (1 per round). However, a save must be made for each dose and the effects are cumulative. For example, a character that took two doses would make a save for each dose and, if both saves failed, the character would suffer -2 to hit and -2 to AC. The GM may rule that failed saves result in other ill effects (e.g., troubling casting spells, penalties to dexterity or charisma checks, etc.)
The character must be conscious or, at the least, at 0 HP to take a dose.
Gnomish Healing Brandy |
Cost: 50 gp
(Note: price may vary by availability and how willing the gnome brewer is to sell to non-humans)
Effect: Heals 1d6 HP, but the character must make a constitution save (CL 0) or suffer -1 to hit and -1 to AC for 1d4 rounds due to the extreme buzz. A flask contains one dose and multiple doses can be taken (1 per round). However, a save must be made for each dose and the effects are cumulative. For example, a character that took two doses would make a save for each dose and, if both saves failed, the character would suffer -2 to hit and -2 to AC. The GM may rule that failed saves result in other ill effects (e.g., troubling casting spells, penalties to dexterity or charisma checks, etc.)
The character must be conscious or, at the least, at 0 HP to take a dose.
Labels:
campaign,
Castles and Crusades,
Dungeon Mastery,
magic items,
Old School,
OSR,
RPG
April 12, 2012
Resources for Converting D&D to Castles & Crusades
Convert or else! |
Duke Omote's Advanced Castles & Crusades Page - This page has all kind of rules expansions that incorporate rules from various D&D editions into C&C. For example, Omote has rules for Skills and Talents (a.k.a. Feats) that might make converting PCs easier. If you are looking to convert older D&D to C&C, he has rules for Racial Classes and more.
The Crusader's Companion - Peter J. Schroeder compiled a ton of great gamer-created C&C rules into this impressive tome and it is just awesome. It includes a lot of d20 SRD monsters, items, spells, etc. that aren't in the C&C core rules. Also, the Castle Keepering chapter has a Conversion section that provides tables and charts to help you convert D&D materials from other editions into C&C.
The Castle Keepers Guide - While it doesn't deal with conversion specifically, it does include rules for Skills and Advantages (aka Feats) that might make converting 3.0 or 3.5 D&D to C&C easier.
February 22, 2012
Okay, My Turn: Zak S's GM Questionnaire
I am very late to the party on Zak's questionnaire, but better late than never, I suppose.
1. If you had to pick a single invention in a game you were most proud of what would it be?
The Survival Trophy thing I do with my group (link). In short, the player whose PC has latest the longest gets to hold the Survival Trophy. When the campaign ends, the player currently with the trophy gets to keep it. Perhaps not the most original thing overall, but it reinforces, "Hey, folks, this is a game," softens the blow of a lethal campaign, and gives the players something to boast about (rightfully so). A wrote about a fun exchange here: link2. When was the last time you GMed?
January 6, 2012. Resulted in a TPK.3. When was the last time you played?
Labyrinth Lord (run by Tim from Darves Hill), November 13th, at GASPCon 12. I usually only get to be a player at conventions.4. Give us a one-sentence pitch for an adventure you haven't run but would like to.
The characters are servants of Odin and have been tasked to travel to different worlds and planes to retrieve missing artifacts. The characters maybe from any time, setting, genre, etc. Mutants, vikings, rogues, soldiers, post-apoc warriors, etc.5. What do you do while you wait for players to do things?
Grab another beer, hurrying them along, read my notes, tell dick and fart jokes.6. What, if anything, do you eat while you play?
Beer, liquor, cookies, cake, chips, and whatever else my players have brought.7. Do you find GMing physically exhausting?
No, I feel wired. Takes me an hour or so to wind down.8. What was the last interesting (to you, anyway) thing you remember a PC you were running doing?
In a Mutant Future game at GASPCON 12 (run by Mike From Gutter Cult), after completing the mission for the mayor of a small town, my mutated human took over his brain (i.e., my character became the mayor). It went from the mayor saying, "You guys better skedaddle!" to "Bring me the blue-skinned woman!"9. Do your players take your serious setting and make it unserious? Vice versa? Neither?
Yeah, they do, but so do I. We don't take it too seriously and I have a knack for setting myself up for this kind of thing....10. What do you do with goblins?
They are poison-using, conniving, slavers who like like this:Wield swords like these (for 2d4 damage):
And use daggers like these (for 1d4+1 damage):
11. What was the last non-RPG thing you saw that you converted into game material (background, setting, trap, etc.)?
I can't think of anything recent, but here are a few non-RPGs things I converted in the past:I stole the Oracle scene from "The Eaters of the Dead" (aka "The 13th Warrior") as a way to assemble a party (see this clip: link). I also used the night attack scene as a way to take that campaign into Planescape (see link; instead of savages attacking the heroes, it was demons).
Back in high school, I had dwarves with pump-action crossbows based on an episode of the old Filmation "Ghostbusters" show: link
12. What's the funniest table moment you can remember right now?
The ensuing jokes that followed the party finding a giant obelisk with a pulsing red-tip.
13. What was the last game book you looked at--aside from things you referenced in a game--why were you looking at it?
"Crypts & Things," a newly released Swords & Wizardry variant. I was looking at it to check out the rules and to look for ideas to steal for my Wilderlands Castles & Crusades campaign.
14. Who's your idea of the perfect RPG illustrator?
Apart from the usual classic guys, I really like the work of: Brian "Glad" Thomas.
My buddy, Dave "The Knave" White:
Brian Masse:
Peter Bradley:
15. Does your game ever make your players genuinely afraid?
In the horror sense? No. In the "Oh shit, my character is going to bite it if I miss this roll" sense? Yes.16. What was the best time you ever had running an adventure you didn't write? (If ever)
I would have to say the years spent running the mega-dungeon, Rappan Athuk Reloaded. Just so many good times in that campaign.17. What would be the ideal physical set up to run a game in?
A huge table with a big, dry erase battle mat covering the surface. Ready access to beer and chips. In other words, my basement. All that is missing is a big book shelves for game books and a cork-board wall for displaying maps and art.
18. If you had to think of the two most disparate games or game products that you like what would they be?
"Carnage 3:16 Amongst the Stars" and "Harvesters" (anthropomorphic Castles & Crusades)19. If you had to think of the most disparate influences overall on your game, what would they be?
Kids cartoons and real-world history.20. As a GM, what kind of player do you want at your table?
A player that shows up prepared and doesn't take the game too seriously.21. What's a real life experience you've translated into game terms?
I spent some time in Central Europe (Poland mostly, but I traveled around too) and I've used some real-world architecture, and customs in campaigns.22. Is there an RPG product that you wish existed but doesn't?
A re-print of the Rules Cyclopedia so I could afford a copy.
23. Is there anyone you know who you talk about RPGs with who doesn't play? How do those conversations go?
My wife. They usually go fairly well as she's dabbled with D&D and has at least some clue about what I'm talking about.
My wife. They usually go fairly well as she's dabbled with D&D and has at least some clue about what I'm talking about.
November 22, 2011
Castles & Crusades Session XP Calculation Sheet
A month or so ago, I worked up an Excel spreadsheet to help me calculate XP earned by the party after a game session. I shared it over at the Troll Lord forums and folks seem to be digging it. Figured I'd share it here as well:
C&C XP Calculation Sheet
All you do is enter in the various XP info for critters slain (base XP + XP per HP), gold value for treasure, and any kind of story award you dished out. Then enter in the number of characters and, ta-da, XP for the session for each character involved.
I keep a separate Excel file for each session just in case I need to see what was dished out before. You could also just keep each session in the same file, but on a new sheet.
C&C XP Calculation Sheet
All you do is enter in the various XP info for critters slain (base XP + XP per HP), gold value for treasure, and any kind of story award you dished out. Then enter in the number of characters and, ta-da, XP for the session for each character involved.
I keep a separate Excel file for each session just in case I need to see what was dished out before. You could also just keep each session in the same file, but on a new sheet.
May 27, 2011
April 21, 2011
One Dungeon Generator to Rule Them All
Yesterday Dyson Logos and Mike from Gutter Cult pointed out what is perhaps the end-all-be-all of the online dungeon generators: Dave's Mapper.
It uses geomorphs from a ton of sites (see here) and let's you pick and choose those you want to include in the generation. It also includes options for city or village generation. Very cool.
They *only* thing I see some of the other ones I posted having over this one is that they provide monsters, traps, etc. However, if you just want a spiffy looking map to populate, Dave's is the place.
On a side note, thanks to Kevin for sharing his Random City Intersection generator. That could be handy for modern/super campaigns.
It uses geomorphs from a ton of sites (see here) and let's you pick and choose those you want to include in the generation. It also includes options for city or village generation. Very cool.
They *only* thing I see some of the other ones I posted having over this one is that they provide monsters, traps, etc. However, if you just want a spiffy looking map to populate, Dave's is the place.
On a side note, thanks to Kevin for sharing his Random City Intersection generator. That could be handy for modern/super campaigns.
April 20, 2011
A Handful of Sweet Arse Dungeon Generators
I've been collecting random dungeon generators for a while now. The funny thing is that although I love them, I never use 'em. Guess that is because I've been running a published module for so long. Anyhow, although some of these have stats for particular versions of D&D, they really are suitable for whatever version you play. Enjoy.
Donjon's Random Dungeon Generator - Pretty neat in that it provides monster stat blocks, a dungeon map, etc. Tons of options, such as map style, layout, etc. It even generates a wandering monster table. The link there is for the d20 version, but there is a 4e one at that page too.
Myth Weaver's Dungeon Generator - Lots of options here and it populates the dungeon with monsters and treasure as well. Some times it dishes out d20 stats for specific creatures. It provides stats for the traps, too.
Gozzy's Dungeon Map Creator - This one only makes a map (which might be a plus for some). Plus it includes a random room map creator as well.
Paratime Design's Maps - This page doesn't have a generator, but does have tons of free maps for castles, dungeons, buildings, cities, etc. Pretty sweet.
Dyson's Random Morph Map - One of my favorites as the maps created look sort of hand-drawn. It puts together the map based on geomorphs from the A Character for Every Game blog. This guy made a cube out of it.
Risus Monkey's Random Map - This one is very similar to Dyson's (and the site notes it was inspired by it). Again, I like the feel of these maps because they are based on geomorphs and the result looks hand-drawn. Troll and Flame created an interesting Dungeon Geomorph Cube Project based on this site.
Note: I suspect the last two ones served as inspiration for the awesome DungeonMorph Dice Kickstarter project. EDIT: The man behind Inkwell Ideas (see below) is also the creator of the DungeonMorph Dice. He does indeed cite the two sites, and many more, as inspiration.
Dizzy Dragon Games Adventure Generator - This one generates a populated dungeon level and encounters based on d20 Pathfinder, Moldvay/Cook/BX, or Moldvay Basic (although it doesn't create stat blocks). The dressings can come from the 1st edition DMG.
The Wizards of the Coast Random Dungeon Generator - This one is pretty great for d20 (I'm not sure if there is a free 4e one out there from WotC). You can select which monster sources (e.g., just the core books, or add in the other Monster Manuals, Fiend Folio, etc.). It even provides boxed text, if you are into that kind of thing.
Inkwell Ideas - This guy has a ton of generators of various kinds (not to mention excellent mapping software).
- Dungeon Generator
- City Generator
- Village Generator
- Inn Generator
If anyone knows of more map or dungeon generators, please share!
Donjon's Random Dungeon Generator - Pretty neat in that it provides monster stat blocks, a dungeon map, etc. Tons of options, such as map style, layout, etc. It even generates a wandering monster table. The link there is for the d20 version, but there is a 4e one at that page too.
Myth Weaver's Dungeon Generator - Lots of options here and it populates the dungeon with monsters and treasure as well. Some times it dishes out d20 stats for specific creatures. It provides stats for the traps, too.
Gozzy's Dungeon Map Creator - This one only makes a map (which might be a plus for some). Plus it includes a random room map creator as well.
Paratime Design's Maps - This page doesn't have a generator, but does have tons of free maps for castles, dungeons, buildings, cities, etc. Pretty sweet.
Dyson's Random Morph Map - One of my favorites as the maps created look sort of hand-drawn. It puts together the map based on geomorphs from the A Character for Every Game blog. This guy made a cube out of it.
Risus Monkey's Random Map - This one is very similar to Dyson's (and the site notes it was inspired by it). Again, I like the feel of these maps because they are based on geomorphs and the result looks hand-drawn. Troll and Flame created an interesting Dungeon Geomorph Cube Project based on this site.
Note: I suspect the last two ones served as inspiration for the awesome DungeonMorph Dice Kickstarter project. EDIT: The man behind Inkwell Ideas (see below) is also the creator of the DungeonMorph Dice. He does indeed cite the two sites, and many more, as inspiration.
Dizzy Dragon Games Adventure Generator - This one generates a populated dungeon level and encounters based on d20 Pathfinder, Moldvay/Cook/BX, or Moldvay Basic (although it doesn't create stat blocks). The dressings can come from the 1st edition DMG.
The Wizards of the Coast Random Dungeon Generator - This one is pretty great for d20 (I'm not sure if there is a free 4e one out there from WotC). You can select which monster sources (e.g., just the core books, or add in the other Monster Manuals, Fiend Folio, etc.). It even provides boxed text, if you are into that kind of thing.
Inkwell Ideas - This guy has a ton of generators of various kinds (not to mention excellent mapping software).
- Dungeon Generator
- City Generator
- Village Generator
- Inn Generator
If anyone knows of more map or dungeon generators, please share!
February 14, 2011
Justification for a Running a Hard-Ass Game
One of my players recently paid me this compliment:
"When I talk with my other gaming friends, I'm constantly surprised at how... well... candy-ass their games are. Honest to God, I have no interest playing a winged, 27th level paladin and killing 300 orcs."
I must be doing something right.
"When I talk with my other gaming friends, I'm constantly surprised at how... well... candy-ass their games are. Honest to God, I have no interest playing a winged, 27th level paladin and killing 300 orcs."
I must be doing something right.
If you guessed that guy in the middle is a PC, you win the stuffed Orcus. |
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.)
(#15 was actually a line uttered by Dave's character in my RARE campaign. Sort of a long story....)
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
- Roper? I don’t even know her!
- Black Raker’s Cove has been swallowing up sailors. Methinks something from the deep is hungry!
- As sure as I know anything, orcs are ticklish behind their ears.
- I'm telling ye, the cemetery walls are hollow! Back in the old days, they used to entomb criminals in there... alive.
- 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.
- I'm telling you, Daisy McFran isn't dead! She ran off with that sorceress, Lilly of the Lake.
- 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!
- Hyperion Ale for everyone! Except you, Angus.
- At midnight, the beets in old Lady Bervert's garden get up and dance around!
- [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.
- That moonshine Old Man Snakebite sells is so strong it drove that poison right out of my system.
- 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.
- [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.
- 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!
- Did you get the coffin I sent you?
- Something has moved into the abandoned mill down at Wide Rock Creek... and whatever it is is evil, I tell you, evil!
- 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.
- [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.
- 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....
- You're full of horse dung! Rose is a sweet girl. Why would she be eating a dead rat?
- Have you ever seen anyone go down to the cellar of this place? Me neither....
- You know, I've never noticed that doorway under the bridge near the south gate before. What's it for?
- [first speaker] My sister may be brazen, but she's no strumpet! [second speaker] That's not what I heard.
- For some reason, the only chickens Hans will eat are black roosters.
- [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.
- [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.
- [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!
- That merchant at the end of the bar has a mighty fat purse. Methinks it needs to be lightened.
- Who's that stranger in the corner?
- 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....)
Labels:
30 Things,
d30,
DM Aid,
Dungeon Mastery,
Dungeons and Dragons,
home brew,
Old School,
OSR,
RPG
August 29, 2010
Old School Harlotry
Topless Robot has a thorough breakdown of the infamous Harlot table from the 1st Edition Dungeon Master's Guide: link (NSFW language).
I wonder what the XP table for the Rich Panderer looks like?
I wonder what the XP table for the Rich Panderer looks like?
August 23, 2010
Garhelm - The Map
This is Garhelm:
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):
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
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
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.]
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August 19, 2010
Garhelm – More Setting-Specific Rules
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
Raise Dead [I had two versions of this rule, both are included below.]
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?”
- Given 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.
- [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.]
- 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.]
- 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.]
- [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 Level | Action Point Dice Rolled |
1st – 7th | 1d6 |
8th – 14th | 2d6 |
15th – 20th | 3d6 |
July 30, 2010
Garhelm - Setting-Specific Rules
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.
- 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 Magic
- 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.].
Arcane 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.]
- 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. 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.]
- 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.]
- 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.
- 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 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.]
- 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.
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July 29, 2010
Garhelm – The Background
I distributed this background to my players to set the tone of the campaign. When creating this back-story, I had three goals in mind:
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.
- Work in all the stuff I love (e.g., Norse mythology, Fraz-Urb’ Luu, etc.).
- 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?
- 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.
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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 named 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.
I learned a couple things from these campaigns:
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.
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.
April 27, 2010
Showdown in the Temple of Orcus – Update 1
Two sessions have passed since my last campaign update. This is an update of the first of those two sessions. I can be a bit lazy with campaign posts simply because they are more time-consuming than other posts and, quite frankly, I always wonder if folks really read them.
The grinding continues. After the battle with the hezrou demon and his dretch minions, the party was left without the majority of its NPC fodder. The hezrou’s blasphemy spell had wiped out all but two of them. I had to ret-con that due to some poor math on my part at the end of that session. I had told the party that those 3rd level NPCs were paralyzed, but when I was calculating XP between sessions, I realized that they were flat-out dead. Since that did not change the outcome of the immediate situation, I thought it fair to enforce the ruling. I tend to let “ties go to the runner… er… player,” and if I mess up a ruling in favor of the players, I usually let it ride. However, considering the power of the hezrou, I thought it best to play this one by the book. So, apart from some secondary PCs, the party was now down to two NPC dwarf fighters.
Ok, blah blah blah, here are the highlights in more or less chronological order.
- The PCs gathered up their dead, eight total (sans Roxxxor, who had been consumed by the lava), and used a gemgate (a magic item from Relics & Rituals that opens a temporary, teleportation portal. Think those magic red portals from the He-Man cartoon) to take the bodies back to a dwarven temple in Bard’s Gate. It was sort of a weird pop-in “Here are some dead guys!” pop-out move. The players were mainly concerned that the unholy magic of the Orcus temple might cause the dead to rise. Their initial plan was to throw the bodies into the lava pit, but after seeing the NPC dwarves weeping and performing last rites, it dawned on the players “oh yeah, we might want to at least role-play some respect for the fodder.”
- Snaggletooth, the party’s resident fairie dragon, cast stone shape to form a wall in front of each door (although, notably, the party forgot about the magic backdoor they themselves used to enter the temple)
- A spectre (who I described as looking like me) started peeking through the blocked doors and, after a magic arrow to his face, battle was commenced.
- A Vampire Warrior that appeared badass entered through the magic backdoor (so badass that I broke out my Warduke miniature for him), the spectre came through one of the regular doors, and a loud pounding was heard at the other door.
- The spectre was dispatched fairly quickly and the “oh, I’m a big, bad Vampire Warrior” was put in his place almost immediately by a turn check (unfortunately for him, he had arrived in a consecrated area and, well, the DM forgot his inherent turn resistance. As I said, if I botch things, I tend to let them slide).
- The pounding continued and eventually the door and wall blocking the one entrance gave way to reveal a cadaver collector.
- The party was rather concerned at this point: the vampire, while not doing squat, was still there. The cadaver collector was trampling the party again… and again… again. (Yeah, he has other attacks, but was being pretty effective just rolling over the PCs).
- Then the party said, “hmm, the collector is made out of a lot of metal, right?” and broke out two freakin’ magic items, both of which they had acquired in Rappan Athuk itself:
- a gauntlet of rust
- a shield covered with rust monster scales
- Both of these items work via touch attacks (I had to make this ruling for the shield since it wasn’t detailed in the RA material, but I figured as long as the PC wasn’t trying to actually bash with it, the rules for the gauntlet should apply to it as well).
- Before long, the already ineffective Vampire Warrior was without armor (bye bye +3 chain shirt) and fled.
- Although the cadaver collector was putting the hurt on the PCs, before long, he was a pile of rust. Yeah, an AC of 29 is great… but not so great when your touch AC is frickin’ 9.
- Suffice it to say, the players found the Achilles' heel and worked it like a $2 whore.
- After combat was over, the wizard successfully cast antipathy versus Chaotic Evil off a caster level 16 scroll and the cleric began his hallow spell.
- Well-played.
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