Showing posts with label osric. Show all posts
Showing posts with label osric. Show all posts

Friday, March 18, 2011

Tids and bits

- As of the 3/13 AD&D Dark Ages game this past Sunday, we've reached the 50 game milestone. That's pretty damn cool! If I were a more prepared DM, I'd have some compiled statistics and trivia, but all I got is me trying to prep for the Garycon game. If I do have a dwarf visit from another realm, it's going to be epic... the last dwarf was seen about 257 years ago by elves. Visiting characters from other campaigns though... very cool!

- The online game keeps rolling and I may have a new player. Welcome Slatz! Good luck and don't pick up any dolls. :) You might also just start cursing Kellri right now, all my other players are. It seems to rain A LOT in Skalfier. For some reason, the players blame his CDD#4...

- I started painting my Sumerian DBA I/1a army last night and realized what all shiny-new army painting n00bs realize... this shit is hard! And I was just working on the flesh areas. This is not as easy as slopping together 18 or 25 orcs...

- Been ruminating about how I'll be incorporating a megadungeon into my campaign and realized this is going to be tricky with an already skittish bunch of folks who saw a high level (for my campaign) PC die and another fall the next game. The players are convincing themselves that they're not ready for what lies to the East, although I think this is more the first time they've really struggled. The world has presented them an opportunity and while I'm not going to push them there, they've opened Pandora's Box. I'm now walking a fine line between coming off as some sort of "you must follow my plot!" DM and presenting the consequences of their actions.

"Do you hear that sound, Mr. Anderson? That's the sound of inevitability..." - Agent Smith, The Matrix


Yea. Tricky. I know how I'll navigate it (without giving anything away to the players that read this blog. *waves* Hi there!) but it's gonna be tricky. You ever run into that?

Have a great weekend!

Thursday, March 17, 2011

Zombie Fungi == Zombie Shriekers

(Inspired by joethelawyer's post and the Huffington Post article/BBC video here.)

Zombie Shrieker
Armor Class: 7
Move: 6" (60')
Hit Dice: 3
No. of attacks: 1 slam (Dmg. 1-8)
---
Special: Nil,  Frequency: Rare,  No. Appearing: 3-24,  
% in lair: Nil,  
Treasure Type: Nil,  Magical Resistance: Standard,  Intelligence: None,  Alignment: Neutral,  Size: Medium,  Psionic Ability: Campaign dependent, usually nil.)

The zombie shrieker is a horrid combination of a fungus and it's dead host. The zombie shrieker is not undead in the normal sense, rather it is an animated corpse controlled by the fungus in order to reproduce. The fungus spreads by releasing it's spores, infecting those who breathe the spores. Those infected will die a slow, painful death and then sprout stalks and tendrils, while still "moving" and even attacking other creatures near it in an attempt to be hit to cause the spores to release. It will periodically release a deafening shriek (1 round) in order to attract attackers, especially in response to light (within 30') or movement (within 10'). This shriek has a 50% chance of attracting wandering monsters in the round after.

Anyone attacking the zombie shrieker in anyway has a 50% chance per attack of causing the spores to release in a 1"x1"x1" cubic area. Any creature/person within that area must make a save vs. poison or be infected by the fungus. Infection will take 1d4+2 days to complete, at which time the creature is dead, but still animated for up to 2-24 days after by the fungus. Each day of infection causes the carrier to lose 1-3 points of each attribute, a zero score means the carrier is dead. In the latter half of the infection, the carrier will have an uncontrollable desire to be within as populated an area as possible or to stay around people.

A cure disease can remove the fungus from the carrier.

(On the XP side, you might want to give them the equivalent of 4HD XP, considering the special attack with the lethal spores and shriek.)

(This monster and its description is designated as Open Game Content.)

Tuesday, March 15, 2011

AD&D/OSRIC campaign - Sometimes the vise squeezes the other way

Sunday's AD&D game saw the players discover the reaction to their previous adventure in freeing the human prisoners and killing an orc shaman. The orcs have become more deadly, more organized and, most importantly, have learned to turn the tables on the players. This time, the orcs were using ambushes by suicide troopers, traps by multiple mounted patrols and using the players' habits against them - which resulted in a loss of another brave warrior. It also didn't help that the players lost a third of their group to a temporary paralysis from a disastrous encounter with giant wasps.

In coming back, the players found that the homefront has a new sheriff, and one that might not be as appreciative of the players as before. Time will tell ... alliances fall, only to see new opportunities and new challenges. The players ratcheted up the action and the orcs have responded, will the players?

I'm finding that I'm enjoying thinking about the reactions and the ways that the monsters will react now that the players are making their mark in the world. Make no mistake, disrupting the slave trade in enemy territory and killing a shaman was a definite mark and the orcs will not soon forget it. Now I'm looking forward to seeing how the players will react. It's a fine line thought. Squeeze the vise too much and the game becomes grim and hopeless. Don't raise the bar in response to the players and it becomes boring. The world will move without the players, but it will also move when the players have enough leverage. Things are starting to get very interesting.

Unfortunately, along with the death of another PC [1], I also learned that one of my longtime players, Lu, will be leaving us in April to go back overseas. In the time Lu's been with the campaign, he's taken his human thief, Irem, to fifth level - the highest of any of the players. He's a smart player, thoughtful and has adapted well to my campaign while also challenging me to come up with things in response to his play. Unfortunately, there are two avenues that had opened up during his time in the campaign that I won't be able to explore with him directly.

One was a bad roll on the Rient's Carousing Table. Lu found himself with a "black mark" on his forehead that faded... or did it? I actually was going to start exploring that again, but with his departure, we'll have to send that hook/path on to the realm of possibilities. The other avenue was a previous contact with a man with glowing eyes. Lu never returned to that contact, but who knows what the other players may find if they start turning over some rocks?

Well, in any rate, I plan on doing something special for Lu at our final game, which looks to be April 3rd.

I've made suggestions to Lu that he join my online/Google Wave game, but time will tell. He's going to be busy with his move and whatever happens, I wish him the best and a very heartfelt "THANK YOU" for playing at my table. Lu, you're welcome back anytime.

[1] - what is it about PC deaths coming in clusters. I've gone almost a year without any and now I've had two in two games. I knew that the players were ratcheting up the game, with exploring new areas/levels and riling up the orcs, but this seems to be very coinky-dinkal. It wasn't that the monsters were more powerful.. yellow mold and orcs.


Sidenote: I really enjoyed Monday's DM Dilemma discussion. Here are some of the topics I'm going to explore in future posts:
  • Mounted combat - between two mounted combatants
  • Poison and how it works
  • Other spell interpretations

Saturday, March 12, 2011

Re-imagining AD&D orcs and monsters

What a great topic to talk about (hattip to Grognardia)... except what a bad topic for me!

You see, I've done a lot to my orcs, and many other beasties in my AD&D world. My tabletop players have ran into more differences, changes and odd things that vary off of the standard AD&D definitions... but there's a lot more they haven't run into or figured out! I can't spill all the beans here So, I will try to give you some broad brush strokes of things they already know and see how we do.

In my Dark Ages campaign:

Orcs - are pig-faced and a bit larger/bulkier than humans. Their genesis is rumored, but the exact facts are lost to history. They are religious zealots, smart, cunning, have no problem with sunlight, are very militaristic, resemble Planet of the Apes gorillas in coloring, dress and armor. They will commit suicide rather than be captured. They remove the heads of their victims after battle, and burn the bodies. They do not leave bodies of their fellows behind. They are extremely racist and view humans and elves as no more than cattle or a sub-species. They may also be breeding hybrids of some sort for some reason.

There are some specific influences to my orcs and some clues here that may give you further insights. Orcs are right now the Big Bad Guys in my campaign and have the players full attention.

Kobolds - the players ran into a strange new type of kobold a couple of games ago - these are winged kobolds that spit poisonous saliva into players' faces. In my campaign, kobolds can climb walls and ceilings like spiders.

Troll Mages - take one orge mage, reskin it as a troll, merge the best of both monsters' abilities together and you have the feared troll that lives under the bridge right outside of Enonia in the Dale Woods. This guy is responsible for one near-TPK and a lot of angst. The players still plan on taking this guy out.

Trollkins - are the "children" of the troll mage. Mysterious and fey. So far, they seem curious and childlike, but extremely wise beyond what seems normal.

Dwarfs - are a lost race. They were once slaves to the Dark Ones (ancient evil beings of Chaos that ruled the lands) but once freed, they've not been seen since.

Elves - are a seafaring race, grouped by families/clans.

Dragons - are generated using EG Palmer's amazing Dragon Generator. First published in 2009, I have a copy of that in my "Best of Old School Blogs" folder. Now that is probably news to my players that dragons will not be dragons, but they'll learn soon enough. My tabletop players are already familiar with one, even though they don't realize it... or maybe they do!

One thing that is common for all my monsters. Unless otherwise specified in the Monster Manual, they're intelligent, ruthless and committed to their own best interests. They don't particularly fear the players. They have their own agendas and I prosecute those agendas to the best of my ability.

This has caused some issues, and led to one player being asked to not come back when he couldn't deal with the changes. In his mind, kobolds should be groveling at the feet of a first level character. In my mind, these are starving kobolds who are desperate enough to try and bluff their way into robbing the players, as far as they can, because they have NOTHING ELSE TO LOSE! I'm very proud of the players that I do have that were able to deal and adjust to the world as I've presented it. I think that's something to be aware of when you alter from the "norm".

I'm looking forward to reading the other entries in this meme. I hope you've enjoyed mine and if you have any questions about them, just ask! Stats are available - feel free to email me. Bryan, close your email, I won't send them to you. :P

Friday, March 11, 2011

AD&D/OSRIC campaign - Requiem for a warrior/mage

I had a post set up musing about charm person but events at last night's game are worthy of note. Last night, one of the more powerful characters, Teela the elven fighter/mage, played by Bryan N. fell.

The party crept into the strange room, populated by a large metal table and chairs. A very thick layer of dust covered the furniture, but strange ridges in a pattern could be seen in the dust covering, as if the table bore some strange symbols in its surface. At one corner of the table, the dust appeared disturbed, as if someone long ago had push it aside, the covering here was much lighter. The chairs around this area were lying on their backs, pushed away in a haphazard manner. 


The party was exploring an area of the Dwarf mines, searching again for the "Hall of Records" to find treasure. Their other paths had not been fruitful and they found themselves winding through rooms with corroded, rusting metal shelves and debris, gear-works and strange pipes.

Rhys, the ranger, moved over to the eastern wall to cover the other exit. Dargellon, the ranger, stayed close to Teela, peering at the table while Talos, the druid, hung back at the south entrance to the room. Teela looked at the disturbed dust and confidently swiped her arm over the table and strange symbols, which revealed themselves to be part of a map! 


"Look!" she said excitedly. "It's a map with ancient Dwarf symbols wri...." and then the dust "exploded" with a burst of yellow spores, filling the corner of the room her and Dargellon stood in!


Yea... Yellow Mold. This is the same Yellow Mold trap, in the same room, on the same table, that claimed a character almost two years ago.  Bryan's character moved the dust, the 50% chance of spores popping hit and then the dice rolled for saving throws. Both players opted to invoke the d30 rule to give themselves higher chances of rolling their saves.

Dargellon coughed and gasped, stumbling away from the cloud of spores as both Rhys and Talos shouted in horror at the sight. Dargellon hacked and spat phlegm a few times and stood up, his face pale. 


"I'm OK." he gasped. Then they both turned to look at Teela, who was lying on the floor next to the table. Her breath wheezed in gasps as she clawed at her throat and chest. The spores were settling down, but Teela's fate was already sealed.


Bryan needed to roll a 13 on the d30, he rolled a 7. The stunned looks on everyone's face, including mine, and even the store owner, who had been watching us play, told the tale. Teela was dead from poison. After 11 sessions over 14 months, gaining 10,354 XP, the third level fighter/third level mage was brought down. It was a pretty heavy moment and the mood grew extremely somber.

I gave Teela 6 turns to do as she wanted, I left it up to Bryan. Bryan plays another character, Jorann the cleric, and he willed most of his wealth and possessions to Jorann, which I allowed. Bryan has run both characters faithfully especially for moments where he might lose one. He's been cooperative in not linking the two as mules or trying to exploit them once we figured out how playing two characters worked best in my campaign. Teela had become a somewhat mysterious, but visible figure in the town of Enonia - becoming friends with the only NPC mage in town and serving as a type of informal ambassador for the Elven nation. She had faced terrible monsters, seen the effects of Chaos under the abandoned monastery of St. Eggyx and helped to explore the wild lands east of Enonia. This was someone that Bryan had put 14 months into, and it required consideration, respect and some understanding.

"Please give these to Jorann... and take what you need. I am almost gone." Teela gasped as her party members lay her gently on the ground. They had trekked as quick as they could to escape the mines, but civilization and help was just too far away. Her companions looked shocked and bereft and the two hirelings Aldred and Killas stood quietly in respect. 


The end was quick and merciful and Dargellon swore to take her to Jorann and pass word to the elves so that her family could bear her away.


Bryan stayed in the game as one of the hirelings and he had a good nature about it. Bryan and I had to come to an understanding early on of how things worked. Bryan's a good player, he knows the rules, he is skilled at many things and most importantly, he understands the fairness and risks of the game. He was disappointed, but he was a good sport. We all were sympathetic. It was hard for Bryan to shift out of "Teela" mode, and we all joked that somehow Teela had gotten into "Killa's head" as Killas suddenly seemed to know a great deal about the mines, similar to how Teela had known.

It was a shock, to see a powerful character like Teela be brought down by lowly Yellow Mold, but that's the game. The remaining party made sure to burn the mold and pushed on, facing an undead shadow which they killed with fire and the use of the druidic shillelagh spell. They pushed on to places dark and deep, but the Hall of Records eluded them and they were forced to turn back.

Silently, the party made their way back to Enonia. Their grim visages warned the usually inquisitive guards away, who watched in a bit of awe as the returning adventurers bore Teela's body between them. They made their way to the humble church of Tangorin where a distraught Jorann ushered them in. Slowly, the rumors started spreading that one of the mightiest of of the strange adventurers of Enonia had fallen in the deadly Dwarf mines.


Farewell, Teela. You were fun to have in my game and you will be missed.

Tuesday, March 1, 2011

AD&D/OSRIC campaign - Player's recap

Following yesterday's post, one of my players posted a recap from his character's POV. I really wanted to share it. For him, Sunday's AD&D adventure included:

  • Winged kobolds that spit poison - I've been waiting for awhile to pull these guys out of the bestiary.
  • A 3 to 1 monster/human ratio, at over 90 monsters in a little hamlet, we were in skirmish territory. I brought a lot of d20s. As soon as the players heard the NPC reveal what was going on, you could hear the needle scratching on the record as the players' initial plan went south in a hurry.
  • Orcs riding warhorses and riding down players. The ranger took 15 points from one charge which got everyone's attention in a hurry. In this case, the treasure from the adventure wasn't gold, it was light warhorses. At 200+ gold a pop, and the ability to charge into battle and stay mounted, this was real profit.
  • Orc shamen performing evil rituals by ripping the hearts out of human prisoners... and I managed to make the players all say some version of "yuck!" (@thePrincessWife jokingly asked me "What is WRONG with  you?!?" to which I replied "Hey, YOU married me...")

    The Orc Shamen from Otherworld Miniatures made an appearance, complete with heart and blood spattered arm/blood dripping from the heart. That picture is coming in a couple of days.
  • The funniest wandering monster result I've had to make in a long time. I rolled a hit for an encounter on the day the players were going to ambush the goblins to free the human slaves. It was my not-zombie-but-zombie-like monsters - the Damned. Well, howinthehell do I work this out? While the players are figuring out their ambush, I'm rolling dice like mad to figure it out - do the PCs encounter them before or after the ambush (3 in 6), do the PCs find them or are they active, etc.... and it ends up that one of the hirelings sat on the grass-covered Damned in their somnolent slumber. Imagine a poor hireling sitting down in garbage disposal... that's about what it was like. The groans heard 'round the table as I pulled out the zombie miniatures was funny though...

Monday, February 28, 2011

AD&D/OSRIC campaign - Happiness is...

... surveying the wreckage that the PCs have caused over the campaign setting and enjoying the glorious chaos that will ensue as the world reacts.

... watching a miracle missile attack succeed with a natural 20 and derail the villians' plans.

... sacrificing a favorite NPC to save a PC and seeing real emotion from the players as "a short female scream is heard... then cut off and silence."

... watching half your monsters cut down by a well executed ambush and contemplating the screamings and cryings when you (the DM) pull off that same tactic in the future.

... hearing players say "Wow, that was an awesome/amazing/fun/crazy game!" as they pack up to leave.

I'm exhausted, mentally, from the game yesterday, so this is the extent of posting today. I'm going to be busy this week finishing up my tweaks and prep for the Classic D&D Marathon this coming Saturday (11am to 9pm at Unique Gifts & Games, Grayslake IL) using the X1 Isle of Dread module. Don't be surprised if you see Morrowind influences here... something about both module and setting go together like peanut butter and chocolate.

But man... what a cool game. Nothing like doing a warhorse charge on the players. Good thing the hirelings weren't there.. immediate morale check. Oh yea...

Saturday, February 26, 2011

Taxation, again

My online AD&D group has just had almost the same exact reaction as my tabletop players had about 2 years ago when they came hauling a load of loot to the city gates... and then were stopped for inspection and taxation. The screamings... the wailings... the plotting of how to get around it... there were machinations that rivaled anything else in the game to avoid paying gold to the King.

I'm amused for two reasons. One, I don't charge for training to increase levels. I take care of that via taxation on goods brought in and in "cost of living" which I have a published formula and cost for. I confess that if I weren't so against training costs, from a personal "I don't like it" POV, this wouldn't be an issue. Second, from the perspective of their characters - taxation in this form would be normal. Yes, it can be avoided, but the lengths both the tabletop and online group wanted to go through would seem crazy to normal people in the imaginary world.

... and the players in my online game were coming up with some funny ways of getting around it... from casting charm person on the guard (there are multiple guards and people around... that would be an attack. A Bad Thing, especially for a 1st level guy that's probably not going to last long against guards.) to levitating over the wall with the loot... to trying to somehow transport the NPCs outside the city to to the loot...

I had this to say to them:
Me: BTW, just as a note... this is not unusual for this world as this would be the practice in almost all human cities and places where a goverment existed. Only in small villages, hamlets and places where mostly locals operated would this activity not appear. It's a common custom of taxing incoming goods/items that had been "found" or brought in or even items being shipped. 
Player: Do you mean that our backpacks are checked everytime we go into the walled part of the city, but since we're not usually carrying anything unusual we don't RP it? 
Me: No, you've just never presented the profile of a merchant or someone who has goods to be checked.
Look at it from the perspective of a guard. He probably is looking at 5 to 10 people a minute coming in, on a busy stretch. He'll look at what they're doing, if they've already entered and are leaving, what they're carrying, if they appear to be a merchant or not, if they have some sort of reason to be searched, etc. The times you've entered the cities, you've presented the profile of mere travelers. With urns, boxes and sacks, you're going to look a bit different.  
(Just as an aside, I'm astounded - again and I don't know why I should be - at how the brakes screech and the heads snap around and the "WTF"ing starts when I mention taxing ... imaginary... gold :D) 
So yes, you'll definitely look like merchants, you'll probably be stopped and checked. This would, from your character's perspectives, be business as usual and unless you really were interested in saving every last gp, most "ordinary" people would not go out of their way to avoid it.
I swear, I'm starting to channel Alexis more and more each day... ;)

BTW, this is not a bitch at my players, we've had a good discussion and they're actually more worried about the guards opening the urns that they wish to keep intact till they deliver them to the NPC. That's a valid concern and I'm looking forward to seeing what they come up with.

It's just funny, to me, that they're doing the same thing my tabletop guys did 2 years ago.

Do your players do the same thing when you extract gold from them?

Thursday, February 24, 2011

No game tonight - but here's a free AD&D/OSRIC tool

... thanks to this miserable cold. I've had two this year already and I'm really ^@#$@#$%#@!!! done with the cold season, thankyouverymuch. I hate cancelling games, but as I told my players, if I can't give 100%, I won't waste my time or their's. Nor do I want to get anyone sick with this crap...

There is quite a bit of planning going on the campaign email list, much of it centering around coming up with a strike force to attack a slaver town. A couple of games ago, my players were exploring the plains between Enonia (their home base) and Irecia (the abandoned city that everyone wants to get back to) and they stumbled onto a hamlet that seemed to be occupied by orcs and goblins! They were about to mount an attack when a mysterious figure rose out of the ground in a gilly suit - it was the former mercenary Anya! She seems quite off her rocker now, but she's waging a one-crazy-woman campaign against the orcs, leaving heads on spikes all over the place. She let the players know how overmatched they were, as the force was at least 30 orcs/goblins but that they met at the location approximately every 30 days or so.

Now the effort is to raise a force to strike at the orcs and the players are discovering that things are expensive. It's not like hiring a two or three zero-level meatshields for a jaunt to the old dungeon, no, this requires planning, it requires expert hirelings and it requires gold. Lots of it.

One of my Dark Ages campaign players, Tyson, made a spreadsheet for figuring out how much a force would cost. I made a copy of it and updated it against the OSRIC/tables. It's AD&D compatible. It's a Google Spreadsheet (AD&D/OSRIC Army Calculator) and the only thing it lacks is a lookup dropdown list - if you want to use it, you're more than welcome. I'm not sure if you have to copy/paste to your own document or if you can save your own copy, but by all means, go for it! You will have to unhide the data to update for your own campaign prices, but it should be fairly straightforward. The prices are all in silver (as OSRIC listed silver for the wage) and the wages are on a monthly basis.

Here are the valid names to put in the cyan column header in order to populate the calculator. If you need to expand the number of calculated columns, don't insert a column, move stuff over. The columns under the grid are the data for calculating all those numbers.

Archer, Longbow; Archer, Mounted; Archer, Shortbow; Crossbowman; Footman, Heavy; Footman, Light; Footman, Hvy Mount; Footman, Light Mount; Horseman, Heavy; Horseman, Light; Horseman, Medium; Pikeman; Slinger
Sgt, Longbow; Sgt, Archer Mount; Sgt, Shortbow; Sgt, Crossbowman; Sgt, Hvy Foot; Sgt, Light Foot; Sgt, Hvy Foot Mount; Sgt, Light Foot Mount; Sgt, Hvy Horse; Sgt, Light Horse; Sgt, Med Horse; Sgt, Pikeman; Sgt, Slinger
(To create lieutenants or captains, simply replace Sgt w/ Lt or Capt)
Some assumptions - Sgts are first level, Lts are 2nd level, Captains are 5th level. Although it's not automatic, my metric is a Sgt for 5 to 10 men, a Lt for every 10 men, a Capt for every 20 men.

Enjoy!

Tuesday, February 22, 2011

AD&D - XP for magic items

I've had a mental back and forth for a few days on the subject of XP for magic items. By the book AD&D Dungeon Master Guide says:
(Those magic items not sold gain only a relatively small amount of experience points, for their value is in their usage.)
Well, this is all well and good, but let's look at an example - a wand of magic missiles. Now while acquiring this wand spanned multiple games, got people really excited and has resulted in some hilarious "off line" emails in how they tested it to figure out how it works, but the DMG says this sucker is worth 35,000 gold pieces and 4,000 experience points.

Uh, woah.

Now I know, BTB is BTB and for my campaign, not always applicable, but I'd like chew on this a bit here. Based on those values, I can say that the XP value for this item is roughly an eighth and a half of it's value. That's not a formula that follows in the XP/gold value ratios for other items. It seems there's a relative value based on the difficulty of making the item, but that is still a huge jump.

Now, for wands, there is an interesting note that says "Assumes full charges are in the item", which I'm not quite sure how that would affect XP, unless they are ranking the value's "worth" and XP on how many times this lil stick is gonna pop a monster for 1d4+1 (twice a round too!) OK, so the max charges are 100, so lessee... that's about 40 XP per charge and 350 gold per charge. While I can understand the cost, given it takes a 6th level spell enchant an item which can be cast only by a 12th level wizard or higher, and requires a crap-load of components to make, for a 90 charge wand (on average) that's 3,600 XP. So some first level wizard who was on a quest and participated in finding this magic item and somehow gets to keep it is going to now be 2nd level just for holding Fizbin's thingie. Same with 2nd level - it's an automatic upgrade.

Is this how AD&D balances things - mages usually get the magic items, so because they need more XP, they get more powerful by dint of finding the magic cookies? Am I just being stingy with the concept in my head?

I'm leaning towards thinking that I'm going to go BTB for several reasons. Mages are already on fragile grounds, unless they're doing double-duty as a multi-classed demihuman. The human mage is still 2nd level, but close to third, if I remember correctly. I also go back to the eXPloration justification - if a fresh/newly minted first level character picked up a wand of magic missiles, should they get 3,600 XP for a wand of magic missiles? Should that bump them to 2nd level?

Given that magic is so rare in my game, yes. I think I don't have a problem with that. The players are slowly beginning to find stuff, but not anything near what most people might expect in a D&D game. I want magic to be mysterious and cool and valued when found. To me, XP isn't just about a person's own ability, it's also about their standing in the world, their ability to do things and their overall "power" that comes with the stuff they carry about. Heroes in Chainmail were powerful in many ways, not just because they'd crossed swords with hundreds of orcs.

Side note - It's a testament to one of my player's tenacity that as an elf fighter/mage, he's hit 3rd level in each. If he'd been in one or the other as a human, he'd probably be the most powerful character. Of course, he's coming to almost every game.

Thursday, February 10, 2011

Followup on "Revisiting Alignment"

Inspiration comes from  unexpected places.

I have a slight confession to make. I'm very much the tinkerer, but I also have this odd habit of avoiding sources of inspiration from other people's games. I've taken some great rules (d30, Shields Shall Be Splintered!, Philotomy's Combat) but for the most part, I tend to be Mr. Homebrew/Homegrown. So I'll download and read a lot of great stuff, but I don't lift it as-is.

So while I posted my thoughts Monday on alignment, I still wasn't entirely happy. I didn't like the thought that to the players, this all would still be arbitrary and I still was missing "something". Then Rob Conley laid a comment on me:
For clerics and paladins (myrmidons and the other crazy stuff I use in MW) I spell out what the creed and exceptions are in my one page handout. Players taking those classes catch on pretty quick to how things work.
...
However it is import to have some type of culture/society. Even if it the default merrie olde england fantasy kingdom. This give context to the player in which to make moral decisions.
That sound of "click click BOOM" was the gears in my head sliding into place. Pretty much every religion has it's expectations and limitations - so write them down and codify them. Make the players figure out how to follow the Light, but with something to anchor on, they can figure it out and explore it themselves. It gives me the yardstick to measure their actions.

BTW, reading Majestic Wilderness was a treat to jogging the brain cells. Get it. No really, it's worth it, just for some seeds. I know all 137(x2) of you already know that but hey...

So this is what I came up with for "the Light" and sent to my players as a starting point for discussion:

The Tenents of the Light

  • Protect your fellow human against the forces of darkness, but do not let the acts of Chaos and Darkness become your weapon of protection.
  • Show mercy for the weak and unprotected, but show no mercy to the forces of Darkness and Chaos that threaten our great civilization.
  • Truth shall be the beacon of Light that clears the darkness from our souls and brings us back to our rightful place. Be truthful and honest in all that you do.
  • Stand forth and show no fear, lead your fellow humans to work together to overcome all that is lost.
  • The Holy Priests, Champions and the King are the flames of the Light that shine in the darkness. Follow them and their orders. Without their orders, Chaos will darken the world.

Simple and direct, but gives my clerics something to hang their hat on. I've also started talking to clerics of the "old gods" (Jorann who worships Tangorin, and Kjeld who worships Vanir).

Edited 2/10 to add:
Here's a link to the campaign wiki's description on Tangadorin - one of the Judges Guild "Unknown Gods" entries that a player of mine uses as his cleric character's deity. The creed/rules for Tangadorin are there. The player helped me to come up with some of these.

Tuesday, February 8, 2011

This is why the d30 rocks...

“... Still more Goblins poured forth. Irem and Mazlor took grave wounds and a score of Goblins converged on our four man front, threatening to drive them back into the river! Then, to our horror, the great Goblin shaman and his elite guard emerged from the tunnels. Our forces were split, our front line crumbling and our most powerful adversaries had now just entered the fray.

The situation was dire. Then, when things looked darkest, a brilliant flash of light erupted from Treen and streaked across the cavern, striking the Goblin Shaman. The Shamans head turned to pulp, like a rotten tomato under hammer and he fell to the floor lifeless and twitching.”
This is a completely awesome adventure recap from a player's POV. Man, I want to play in this game! Oh wait...

Heh. It was a fun Sunday.

26 goblins + one shaman vs. a party of 8 PCs + 7 hirelings. I'm running the goblins like the slimy bastards that they are, pinning the players down with crossbow teams and the goblins charging the ford to cut off the attack. The players were unloading spells left and right.

Then... the Goblin shaman comes out and the player of Treen invokes the d30 rule and wastes the shaman with a single magic missile that somehow delivered 17 hit points of damage. Blam! One d12 = 12 roll later and there are now 12 surrendered goblins (4 were KIA, 10 magically sleeping) keening a lament over their fallen leader and the fact that they will "never reach perfection" from "the Master."

Talk about awesoming up the players. Now they have a new pretty wand and some very evil looking arm wraps with bits of a strange ebony rock embedded within to play with.

Monday, January 31, 2011

Black Blade and Usherwood to produce/sell OSRIC hardbacks

In followup to my post from last Friday, there is big news on the OSRIC front. (I think I rolled 1 on the d30 for psionics last week...)

http://www.knights-n-knaves.com/phpbb3/viewtopic.php?p=101572#p101572

I'm thrilled to see OSRIC get a little love from them and some "oomph" in terms of making books available. Having worked with both BBP and UP, I have a lot of confidence that they'll do an awesome job.

We were just discussing on K&K that there's an anecdotal ratio of about 6:1 between old school AD&D players still playing, and those people who are active on the Internet participating in the old school discussion. Having OSRIC available to bring in more new players, bring in people who don't know the old books are available... it's all good news for this old edition of D&D.

AD&D/OSRIC campaign - this is why he plays

Awhile ago, my players stumbled onto a treasure map in the form of a letter, indicating a great treasure was in a particular place. It took a little while, but my players finally returned to attempting to find the location.. and what they found totally thrilled one of my players who plays a cleric of Tangorin. (Tangorin is based off of the god Tangadorin from the old JG "Unknown Gods" supplement.)

I've had this place set up for awhile, but without a real story behind aside from a cryptic entry in my hex map notes. This is the best part of "just in time" DM'ing and sandbox creation. Here's a location, now plug a story around it. You've got cockatrices, a treasure map and a temple to a forgotten god nearby. The story practically wrote itself and the result on my treasure generation just fit to a T. Taichara's Little Treasures finished it off, as I got this result from her table: "A cultic text: furled hundred-page scroll of golden parchment, inked in black and crimson and mounted on crystal rods."

And thus the players now had a meaningful purpose to the treasure map and since it was near a recently discovered sacred site for my player's god...

Long ago, when Tangorin's Tower of Light was erected, his most highest and fervent of priests (who had just about bankrupted himself in erecting this strange edifice that most called "folly" as it was stone/metal but mostly of glass) journeyed with a few faithful to fill the tower with the treasures of Tangorin as well as his most holy words, enscribed on golden parchment, with crystal rod ends. Unfortunately, this unknown priest never made it to the tower and it remained empty (some said haunted) until it was long forgotten after the Doom. Forgotten... until someone stumbled onto a treasure map, had a vision and then quested to rediscover the holy text.

Jorann's player was almost beside himself when the chest from the cockatrice lair was opened and gave up all claims to other treasure  in exchange for the magic mace and text of Tangorin. (which was about the equivalent of about 4,750 gold pieces. It was a huge haul, representing the wealth of this dude. Imagine a lonely guy, not quite like a cult leader, but definitely on the fringe, investing all his wealth into this tower, then journeying with the last of his belongings... anyway, you get the idea. Sad ending. Cha-ching for the players.)

You'll see her when she kills you.
It was a fun game, full of divebombing cockatrices (my first time using Aerial combat rules), five of the six players wanting to strangle the last one due to some unscripted combat, the "Mighty Mazlor" being smacked on the back of the head by his religion for overlooking a Chaotic act (the Light wouldn't give him his forgotten spell for a couple of days... alignment post coming later this week!), death-from-above large spiders, and a half-crazed woman commando who is on a mission to rid the world of all orcs, one severed head at a time.

It was one of those games. Totally awesome!

Friday, January 28, 2011

AD&D/OSRIC campaign - many books, many meaningful options

Last night was the forty fifth (45) session of my AD&D campaign "The Dark Ages." This party continued on their explorations of the deep Dwarf Mines that had been discovered. These mines are "Moria-like" in their vastness - roughly a half-mile between main junctions. The party had one member knocked below 0, rendering him incapable of combat for the rest of the game, and a ranger that kept getting whacked by dice and monsters, but somehow managed to survive. Surprisingly, all of the hirelings lived. There was a lot of laughter about that!

First, a picture:


Yes, there are three OSRIC books at the table - my hardback and two softcover prints. My apologies for the bad cell phone pic. When I spoke about the availability of AD&D 1e books to this group, I got the impression that OSRIC was just considered "easier" to get? Maybe that's my own impression, but I may invest in a couple of 1e PHBs to pass along. Still, we end up using the OSRIC books as much as the PHBs. It makes me smile, though, to see the pace-setter for the retroclones steadily chugging along. Many of the other clones get more press, but OSRIC seems to have amassed quite a bit of traction under the radar. If one of the more vocal "OSR" publishers got behind it in a major way, I wonder what would happen?

A couple of notes from the game:

Guys?!? Help! They're eating me!
A way to make your  sub 1HD or 1HD small insect or invertebrate creatures a lot tougher? Have them in a swarm. Take your basic centipede. Depending on the D&D you play, or how you implement your 'pede, it probably does minimal damage by itself and is 1 or 2hp and has a weak, non-lethal poison. Not so tough!

However, put them in a swarm (for purposes of movement and grouped together to attack the same target) but have them attack individually, and take damage individually, and you could have 6 to 10 small creatures suddenly acting like one big tough one. 1 centipede attacking ain't nothing. 8 to 10 attacking at the same time... one target and now you're rolling lots of d20s at once and players are turning various shades of green and blue. My worm swarm last night chewed through one guy and took aim at another before two quaking hirelings chucked oil and torch (thank you Dr. Holmes, for the nice oil rule) at the cluster, burning them up. (The swarm can cut both ways, I ruled that the oil and subsequent burning applied to the entire swarm.)

"Make your player's meaning choices have meaningful results." That has been one of my personal implementation issues with sandbox campaigns. The players are free to do as they like, including chasing their own tails and never finding anything meaningful in their trips. This can dissuade them from continuing on, if they are the type of player who is after a quick hit. So while I will not spoon feed a guaranteed ending, I will also make sure that the major choices, the destinations and the things they seek, have the possibility of meaningful results, especially over a period of time.

My Dwarf mines are based in part on ICE's implementation of their MERP "Moria" supplement. It's a fascinating book about how to run Khazad-dûm and I've used it for generating my Dwarf mines. It is completely random, I have an organized one-pager that allows me to quickly determine what they'll find and it's contents and then my own improv on the area they are exploring. To that end, though, I sprinkled some meaningful results that they could find randomly (or perhaps follow clues they may find...) so that in the end, their choice to explore what is a random dungeon does have some odds of finding something.

They hit that last night with a wandering monster encounter. The party holed up in what appeared to be a 40 foot tall tower in the mines. In the middle of the night, they awoke to soft whispers and someone trying to enter the tower - and they were speaking in Elf! They ended up being the only survivors of the elf encampment that had been utterly wiped out by orcs a couple of weeks earlier. Definitely meaningful - they had been lost in the mines for weeks, barely surviving and starving to death. Now the players are not only heroes for rescuing the elves, they also gained some valuable information on the mines.

I won't spoon-feed results, but the results are there and I'm doing a better job of ensuring that. I probably walk a fine line between Alexis's uber-realistic-uncaring world and the more standard fantasy hero game. I'm never 100% comfortable one way or the other, which is probably a good thing.

Line of the game, by Mazlor (played by David): "Bet you 5 gp you won't eat them!" - said as Talos, the druid, opened a door and a swarm of worms with humanoid faces greeted him.

(edited to clarify what I meant by "swarming")

Monday, October 11, 2010

The retroclones have taken me back to the originals

I've noticed something lately... I'm not playing the retroclones as much as I'm back to playing the originals. This has less to do with the clones themselves than with the fact that the retroclones have done something invaluable - they've opened the door to me to *understand* the originals.

When I played AD&D and Holmes, I had no freakin' clue what I was doing. We just got together and killed things and took their stuff and made the world safe for... something. Gygax's prose, the intricacies of B2 and X1, the concept of the "underworld" - it meant nothing to me as a 14 year old hopped up on puberty hormones, MTV and Atari 2400.

Coming back to those games many years down the road, the retroclones opened my eyes to what I had missed in all that time. OSRIC laid out AD&D in clearer tones, and that was good! But now I find myself going back to the original DMG more than I crack open the OSRIC book. Hell, Kellri's CDD4 is probably referenced more than even the DMG. Swords & Wizardry gave me the simplicity of OD&D and Whitebox S&W gave me the OD&D "toolkit" to make my own game - the Ultima RPG. Yet now I keep going back to just the Ref sheets and the LBBs to tease out little bits on my own, or I open up Holmes.


It's not that the clones are bad, but I find they've taken me back to the originals and I'm happy with that. I've found myself almost at the same place I was back in 1979 and 1980 - mashing together Holmes and AD&D, but now I've got more stuff and more importantly, I've got more experience and understanding. I've got the blogs, I've got the forums and I've got the experience.

I still own the retroclones, but I'm finding my enthusiasm has waned a great deal in purchasing Yet-Another-Clone, especially in this economy. The Whitebox boxed set is the last RPG purchase I've made this year and probably will be the only one.

I don't know that this *means* anything, except that retroclone and simulacra publishers are going to give me the fat finger because my wallet is closed and I can't really recommend any clones save the ones I've already publicly supported. 


I am collecting monetary donations for the 2010 Chicagoland Toys for Tots Parade to be held on Dec 6th. This is a great charity where the Marines distribute Christmas toys to needy kids. I am raffling off some RPG items as well - the more you donate, the more "virtual tickets" you'll get. See this post for details and thank you!

Friday, November 27, 2009

Ancient Vaults Spellbook Index

If you haven't been following or reading the blog Ancient Vaults & Eldritch Secrets by the incomparable bat, you have been missing a cornucopia of unique, new, fresh ideas for original edition/retroclone D&D.

Not only does bat provide a new spell or magic item daily, he also provides an amazingly cool "backstory" featuring a cast of Rogues: Chalk (the ever suffering mage), Koram (about as close to Yeagar from Nodwick as you can get...), Gynbaro (a thief - 'nuff said) and Valence (the creepy Spider cleric - who's taught me how to play a Chaotic cleric). Pursued by Stork and Vistus, the Blue Mage, this band of outlaws rips through more spells and items than you can imagine, but the story never gets old. Bat releases all this material under a Creative Commons Non-Commercial Sharealike license, open to all as long as he gets attribution.

I've started going to his site regularly using google "site" searches keyed on various similarities of his posts - this is because he doesn't tag or categorize his site! :) I don't mind one bit, I'd rather he use that creative force and keep on doing what he does, and I'll be the librarian.

So, for your ease of use, here are links to Google Searches of his site to present an "index" of sorts to bat's amazing collection of spells and magic items. I can't guarantee the searches will be 100% accurate, but they get the job done until Bat goes mad, publishes a book on all this stuff and makes off with at least my money.

Arcane Spells
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Level 10

Divine Spells
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6 (none yet as of 11/27/09)
Level 7
Level 8 (none yet as of 11/27/09)
Level 9 (none yet as of 11/27/09)
Level 10 (none yet as of 11/27/09)

Magic Items

Friday, August 7, 2009

Grappling with Grappling

Ugh. Ha. I'm sure every single DM who's played D&D/AD&D has come to terms with this very issue at some point, so I am walking on long-treaded roads here.

So the insanity from last game's grapple-fest had me comparing the rules on grappling in OSRIC to how I used Philotomy's rules on Combat Sequence. I wanted to simplify it down so that it's 1) clear who can do what/when and 2) make it reflect some realities (size of opponents).

Here's the OSRIC rules on Grappling/Overbearing:
Two other unarmed attack forms are possible: Grappling attacks and Overbearing attacks. A successful grappling attack inflicts 0-1 (1d2-1) points of damage, but also restrains the target and prevents him or her from fi ghting. The chance of breaking a successful grapple should be determined according to the relative strengths of the creatures concerned. (An ogre could restrain a kobold almost indefinitely, and would be able to break free of the kobold’s grasp at will.)

Overbearing attacks are Grappling attacks exercised at the end of a Charge (see “Charge” above). If successful, the opponent is prone rather than restrained. Otherwise the attack is treated as a grapple.

Simple, right? For one on one, yes. The situation Sunday was that we had several opponents (goblins) trying to take down a human. It was not fun to roll through this, and I didn't like trying to roll each individual attack and determine it on an attacker by attacker basis. Now 1E's grappling rules are non-existant in the PHB, while DMG and UA has insane grappling rules.

I proposed the following rules to my group and there was no consensus on whether this was a Good Thing or not - so I'm going to at least try them on for size and see how it goes. A trial post at Knights & Knaves got a couple of questions, but the only real feedback I got was "It's close to UA" so I'm guessing at least I'm not way off base. I don't think I've made a fantastic rule that will change RPG-dom, but I like it and it's stood up to most questioning.

Chgowiz's OSRIC Grappling rules

I want to make attacks and freeing attempts as a simple attack vs. AC roll. I want to keep the max # of modifiers to 3 - Number of opponents involved, size and any STR modifiers available.

Grappling attacks are made against an opponent using the standard modifiers applicable to melee combat (including attribute and magical effects.) If an grapple attack is successful, the opponent is now held. Any future attacks by the held combatant are at -2 for each grappler holding. A grapple attack results in 0-1 (1d2-1) points of damage.

Multiple opponents may attempt to grapple one opponent. For each additional grappler, +2 is added to attack roll. If the grapple attack is successful, then all grapplers are said to have a hold. Only dice once for damage. For mixed level groups, designate a primary attacker (would usually be the highest level.)

A held combatant may attempt to free themselves the next attack (this round if they lost initiative, next round if they've already attacked this round) by rolling a successful attack roll. They suffer a -2 penalty per grappler having a hold. If they are prone, they also suffer the normal -4 to the attack. A held combatant may not perform any other combat action or movement.

In the round following a successful grapple, the grappler(s) may attempt to force them prone (pin) with a successful attack. The multiple opponents bonus applies.

Alternatively, rather than forcing a pin, the grappler(s) may choose to pummel the held opponent (think sucker shots here...). Roll an attack normally, with +2 bonus to the attacker. Damage is 1d2 with normal bonuses/penalties.

Size matters in grappling attacks or freeing attempts. Any penalty is applied ONCE to a single die roll, and multiple attackers vs a larger being may end up negating the penalty. Bonuses are cumulative.
If an attacker is Small, they have +0 versus other Small, -2 versus Medium, -4 versus Large.
If an attacker is Medium, they have +2 versus Small, +0 versus Medium, -2 versus Large
If an attacker is Large, they have +4 versus Small, +2 versus Medium, +0 versus Large

Example:
Aramin faces 4 snarling goblins who wish to force him down. They win initiave and attack first. Aramin's AC is 3. The goblins gain a +6 for 3 additional grapplers, and a -2 for the small size penalty, for a total bonus of +4. They roll a 15 (+4) for 19 total, a successful attack. Aramin has now been grappled. The goblins dice a 0 for damage. This ruins the attack that Aramin had planned for that round, but he can try to free himself. Unfortunately, he rolls a 14 which is penalized a -8 (-2 per attacker) although he gets a +2 for STR and +2 for size difference. His total attack is an 10. He cannot free himself.

In the next round, the goblins win intiative (again) and attempt to force Aramin prone. They have the same bonus (+6 for 3 additional grapplers, -2 for small size) of +4. This time, they roll a 3. Aramin is proving too strong for them to pull down!

Aramin will now attempt to free himself. He has a +2 for strength of 17 (example), a +2 for the size difference, and a -8 for 4 grapplers, for a total penalty for -4. The goblins' AC is 7. Aramin dices a 16, which is enough for a successful attack. He throws off the grapplers and frees himself!

Now, this is not perfect, but it serves to abstract the inclusion of multiple attackers and the size differences enough without being too cumbersome. We can also run through this and tweak it if it works. I should also note that group vs. group grapples, I would resolve singly or however the party wanted to divide up the attacks.

(Edited to update that I will allow an attempt to free oneself if they still have their attack to perform that round.)

Also, as an edit addendum, someone asked me about AC and the fact that AC would actually hinder someone. Well, I says, this is abstract D&D combat and I'm thinking that while someone might be easier to pull down in plate, I'm also thinking that if I'm trying to grapple someone in armor and he smacks me in the head... well, then I wouldn't care so much about AC, I'd just have a lump. I may go to ignoring AC for grapples, but since the grapple-fest previously mentioned, it hasn't come up again. We'll see.

Saturday, December 27, 2008

From Chainmail to OD&D - Counterspells!

Remember 1984's Conan the Destroyer? Aside from the cute blonde (hey, I was 18, give me a break...) and Grace Jones, the one thing that really stood out in my head was Akiro the mage getting into a spell battle with the evil priest. That sequence always fascinated me because it implied that mages just didn't cast spells at targets, they also could direct and bend their energies, perhaps enough to overcome another's spells.

At the time, I had always wondered how I could do these sorts of things in the games I played, but I didn't put enough thought into it. I'm not familiar enough with 3.xE or 4E (or even all the variants of 2E and 1E) to know if the ability to counter an enemy's spells is given in the rules, but I was overjoyed when my reading of Chainmail revealed that Counterspells is a well described tactic in the rules for Wizards. I just couldn't figure out how to make it work for D&D.

A thread on the Original D&D forum about Chainmail spell complexity and counterspelling has led to one gentleman, dubeers, to post his proposed house rule for Counterspells for OD&D - huzzah!

It's a fantastic variant that allows a mage to "do battle" against another magic user. Now, instead of your first through third level MUs being paper thin "one shot" participants, they can match wits against opposing mages in countering spells.

If your trusty mage faces off against the vile goblin shaman, and said shaman begins to weave his spell of Sleep against your party, the mage can declare a counterspell. A duel begins where the counterspell rolls against a value based on the level difference between mages.

If the counterspell is successful, the spell is disrupted and the original caster loses the spell from memory. In addition, to spice it up, both make a saving throw. The counterspelling mage may also lose a spell from memory in the attempt, as well as the original caster may suffer additional effects, such as confusion, unconsciousness or even HP loss! Such is the way of the fickle power of Magick that we deal with!

I really like this, because it gives the mage something to do other than just be the magical equivalent of a bow and arrows. Now there can be duels, spells and counterspells crackling in the air and battles akin to what we've always dreamed of.

I know this is going to be added and playtested in my 1E/OSRIC game. I'll put it in my wife's solo game, but since the mage is an NPC, and I don't like "outshining" the players, I will probably not use it.