Last night our game concluded with us returning from the elven forest. We were taking our time traveling a country road when we felt the ground begin to tremble. I thought maybe it was anhkheg or maybe a bulette, but the countryside looked too peaceful to have those monsters terrorizing it. There was a farm to our left and a ridge to our right. From over the crest of the road a farmed came running screaming "Stampede! Stampede!" A herd of sheep charged down the roadway.
Being the mighty adventurers that we are we pulled off the road and were letting the sheep pass. Then two children came down off the ridge and into the road. They stood there petrified and helpless. Rusty Battle Axe put the first group down with a sleep spell and shouted "Count yourselves!" I followed with another sleep spell putting down much of the herd. The few that remained grazed.
The farmer thanked us and asked how we were able to stop the sheep. Rusty Battle Axe put his hand on his hips and said, "We just pulled the wool over their eyes." He chuckled. The farmer laughed as he kicked the sheep to awaken them. A good time had by all.
It smelled of a Harn encounter and I confronted the DM. "Was that a Harn encounter?" He mumbled and coughed before admitting, yes, yes he did roll on another Harn chart. I knew it.
Tuesday, March 30, 2010
Monday, March 29, 2010
Dungeon Map
I've been focusing on developing adventures during the past few weeks. This corner of the blogosphere has become one long episode of "The Housewives of the OSR". So I'm sticking to rolling dice, making stuff up and adventuring with friends on Monday nights.
The map above was developed by none other than
Mr. Rob S. Conley. He said I came up with the idea of this map and I thought he had either way I think its a very cool map. The dungeon room entries 1 and 2 are for this map. I plan to have it linked on the side of my blog and post the a room or a couple of rooms at a time until its done.
Please feel free to swipe this map and make your own adventure with it. It would be interesting to see what others would come up with. Have a great Monday.
Labels:
Adventure Design,
Dungeon Development,
Dungeon Room,
Rob
Sunday, March 28, 2010
2. Dungeon Room
The second entry in my dungeon room entries. I'll be adding the overall map that I am working off of tomorrow.
2. Hellstone Doors: The cavern walls and floor is worn smooth by the small stream running through the center. Double doors are set in the eastern wall where the wall turns from a natural cavern to worked stone. A demonic visage is engraved across both doors. A skeletal hand grips a thin metal rod stuck in the demon's eye.
The doors are made of hellstone coated in a white limestone that is chipped and cracked. The red veined black rock radiates heat so the doors will feel warm to the touch. The small rod is the key to release the complex locking system built inside the door. The rod will funnel life energy from the key bearer at the rate of 5hp/round. When a total of 50hp is taken within a day the doors will open.
Trying to bash the door in will result in the limestone to fall away revealing the hellstone. In this case anyone who touches the hellstone will take 2-20 points of damage. If a player is reduced to 0 hit points or below he will need to make a system survival shock roll. If the player fails his roll his spirit is consumed by the hellstone. This player cannot be raised from the dead, resurrected, reincarnated or any spell that affects the spirit.
2. Hellstone Doors: The cavern walls and floor is worn smooth by the small stream running through the center. Double doors are set in the eastern wall where the wall turns from a natural cavern to worked stone. A demonic visage is engraved across both doors. A skeletal hand grips a thin metal rod stuck in the demon's eye.
The doors are made of hellstone coated in a white limestone that is chipped and cracked. The red veined black rock radiates heat so the doors will feel warm to the touch. The small rod is the key to release the complex locking system built inside the door. The rod will funnel life energy from the key bearer at the rate of 5hp/round. When a total of 50hp is taken within a day the doors will open.
Trying to bash the door in will result in the limestone to fall away revealing the hellstone. In this case anyone who touches the hellstone will take 2-20 points of damage. If a player is reduced to 0 hit points or below he will need to make a system survival shock roll. If the player fails his roll his spirit is consumed by the hellstone. This player cannot be raised from the dead, resurrected, reincarnated or any spell that affects the spirit.
Friday, March 26, 2010
A Politically Correct Weapon
The Sword of Fairness (cursed item)
The Sword of Fairness is cursed so once a player wields it in battle he may only use this weapon in combat. A Remove Curse or Wish spell must be cast to remove the curse of the weapon.
The power of the sword is in its ability to gage the ability level of the character and his opponent. If a 2nd level fight is going against a 7HD creature it will act as a +5 sword. If the character is 8th level battling a 1HD creature is acts as a -7 sword. The pluses and minuses apply to both to hit and damage rolls (a minimum of 1hp of damage).
An additional quirk that can occur with a Sword of Fairness (5% of the time) is it can grant or reduce the number of attacks a character can make. Normally, a 3rd level fighter is able to attack 3 times against below 1HD creatures, but if the creature only gets one attack than so does the fighter. Or if a 1st level fighter goes against a troll who usually attack 3 times per round then so will the 1st level fighter.
The Sword of Fairness is cursed so once a player wields it in battle he may only use this weapon in combat. A Remove Curse or Wish spell must be cast to remove the curse of the weapon.
The power of the sword is in its ability to gage the ability level of the character and his opponent. If a 2nd level fight is going against a 7HD creature it will act as a +5 sword. If the character is 8th level battling a 1HD creature is acts as a -7 sword. The pluses and minuses apply to both to hit and damage rolls (a minimum of 1hp of damage).
An additional quirk that can occur with a Sword of Fairness (5% of the time) is it can grant or reduce the number of attacks a character can make. Normally, a 3rd level fighter is able to attack 3 times against below 1HD creatures, but if the creature only gets one attack than so does the fighter. Or if a 1st level fighter goes against a troll who usually attack 3 times per round then so will the 1st level fighter.
Wednesday, March 24, 2010
A Petition to Have Chgwiz Return
This is a simple blog, a selfish blog in some ways, but I want one of my favorite bloggers return. I don't know any details. Don't want to know. I might not be the right person to do this, but I'm doing it anyway. I just want Michael back to blogging. His blog was one of the first blogs I got hooked on and one of the first people who commented on my blog. So if you enjoyed his blog sign my electronic petition.
Tuesday, March 23, 2010
1. Dungeon Room
Groggy as hell Tuesday morning blog. If the font is blurry its because that's the way I typed it. Here is a small offering, a dungeon room in one of the adventures I am writing. Have a good day everyone. Or as the old Amish guy I used to know would say "Every day is good. Try missing one."
1. Fungi Cavern: The cavern is filled with various types of fungi. One mass of fungi reaches from floor to ceiling. A badly dented helmet lies by the large fungi growth.
The fungi growth gives off spores that if the player stays in the cavern for more than one turn he will need to make a saving throw or fall asleep. If the player falls asleep they will need to be physical jarred (doing at least one point of damage) to be awoken. While the player sleeps the fungi will grow on him. Within a month the player will be completely covered. The fungi will slowly consume the player at a rate of 1hp/day.
Slicing through the fungi is very easy, but this increases the spores that cause sleep. Within several of the small growths are rat corpses and one dog. In the large fungi is Owen, a 3rd level fighter. He has been sleep for two weeks. He is down to his last hit points and will die in a couple of days. The fungus has not affected his equipment.
If a player hacks through the fungi they will also find a tinderbox, a single set of tin dinnerware, a money belt with 12sp inside and one steel gauntlet.
1. Fungi Cavern: The cavern is filled with various types of fungi. One mass of fungi reaches from floor to ceiling. A badly dented helmet lies by the large fungi growth.
The fungi growth gives off spores that if the player stays in the cavern for more than one turn he will need to make a saving throw or fall asleep. If the player falls asleep they will need to be physical jarred (doing at least one point of damage) to be awoken. While the player sleeps the fungi will grow on him. Within a month the player will be completely covered. The fungi will slowly consume the player at a rate of 1hp/day.
Slicing through the fungi is very easy, but this increases the spores that cause sleep. Within several of the small growths are rat corpses and one dog. In the large fungi is Owen, a 3rd level fighter. He has been sleep for two weeks. He is down to his last hit points and will die in a couple of days. The fungus has not affected his equipment.
If a player hacks through the fungi they will also find a tinderbox, a single set of tin dinnerware, a money belt with 12sp inside and one steel gauntlet.
Saturday, March 20, 2010
The Real Reason Why Mages Hide in Towers
Most think Mages seek isolated towers to hide their magical secrets. There are very few secrets left. Magic is a known thing now. It is no longer what does the other mage have, but more how that mage can use what he has. You have a horde of spells, big fricking whoop, so does every other wandering mage. The look like school girls carrying around tomes too heavy for them to carry. So secret knowledge is not it.
Maybe they to cast dark rituals that would get them strung up, burned and castrated. Maybe, but the good mages also seek the solitude of a giant phallic structure. So though dark rituals may be an answer it is not the top answer.
The top answer is mages don't want to be asked continuous dumb questions. To be slowly picked to death by requests. A mage of great power can be humbled by a peasant who knows nothing of the inner workings of magic.
Simon of the Long Magic Missile has killed three rabid trolls that bashed the village wall into splinters and tore a few villagers into tiny bits for easy chewing. Jack the Farmer approaches Simon and asks, "You dun gud. All the fire and all. How yun spout it out yer hand without the burn? I burn my hand." He raises his left hand and looks at it. Then looks at his right hand and raises that one. "Put me hand right in a pot of boil'n water. Scream I did. Can you make me pig, Myrtle, big. Festival come'n and all."
At this point Simon runs into the forest and impales himself on sticks. If only he had an isolated tower.
Those uneducated in magic thing magic can do anything. That magic has no structure. All you need to do is want it to happen and it can. Jack's reasoning if Simon can blast three trolls to ash why can't he make his pig big or make it rain or make gold fall out his ass. I guess those would be gold nuggets. Though a mage may be able to do some of the requests it wouldn't be enough. The requests would multiply and become more extravagant.
Mages wish isolation too keep their sanity. Evil or good. A horde of needy peasants can bring down the most powerful mage.
Maybe they to cast dark rituals that would get them strung up, burned and castrated. Maybe, but the good mages also seek the solitude of a giant phallic structure. So though dark rituals may be an answer it is not the top answer.
The top answer is mages don't want to be asked continuous dumb questions. To be slowly picked to death by requests. A mage of great power can be humbled by a peasant who knows nothing of the inner workings of magic.
Simon of the Long Magic Missile has killed three rabid trolls that bashed the village wall into splinters and tore a few villagers into tiny bits for easy chewing. Jack the Farmer approaches Simon and asks, "You dun gud. All the fire and all. How yun spout it out yer hand without the burn? I burn my hand." He raises his left hand and looks at it. Then looks at his right hand and raises that one. "Put me hand right in a pot of boil'n water. Scream I did. Can you make me pig, Myrtle, big. Festival come'n and all."
At this point Simon runs into the forest and impales himself on sticks. If only he had an isolated tower.
Those uneducated in magic thing magic can do anything. That magic has no structure. All you need to do is want it to happen and it can. Jack's reasoning if Simon can blast three trolls to ash why can't he make his pig big or make it rain or make gold fall out his ass. I guess those would be gold nuggets. Though a mage may be able to do some of the requests it wouldn't be enough. The requests would multiply and become more extravagant.
Mages wish isolation too keep their sanity. Evil or good. A horde of needy peasants can bring down the most powerful mage.
Thursday, March 18, 2010
Behind the GM Screen : Dice Rolls
I was reading an interesting blog over at Stargazer's World about whether a GM's dice rolls should be secret or out in the open. In his experience he has been like most of us, a GM rolls dice behind a screen. But in the article he talks about building trust with players by rolling out in the open. The following statement is about a GM who rolls openly for the group.
"There a trust between players and GM and when things go bad, the GM knows that he did mess up the balance of the encounter. In a game where you roll secretly as a GM things often go out of hand, but since nobody notices when you fudge the rolls, you get away with it. There’s no way to improve your GMing skills that way – at least not that aspect of the game."
Since I come more from a Sandbox campaign background balancing encounters in not the problem of the GM. They are what they are. If low level players think they have the ability to take on a group of trolls that is their choice and not the GM's job to whittle away most of the trolls to make the encounter a bit more fair. The players have a choice to get the heck out of there. I think this is a difference between 4th edition where they balance encounters to give the best challenge without making it impossible for the characters. Which is pretty interesting how they have the challenge ratings set and I've got no problem with the system. But since I play in an OD&D version sandbox campaign, 1st level players can accidently walk up upon an angry dragon. First level jerky anyone?
As for not improving your GM skills in that aspect of the game. I can see his point, but I disagree. During combat I like showing my players my dice rolls. I think it adds excitement. There is no fudging of the dice. Everyone gets into it and tries to cast the evil eye on all my rolls. But when a player is detecting lies, searching for secret doors or searching the room to roll open at this point does a disservice to the players. If they fail their secret doors search then a second player might continue to search until they know they have succeeded by seeing the roll and then move on. Ideally, your players would move on regardless of the first roll, but most of the time they won't.
I don't think by concealing your rolls your players will distrust you as a GM. Most of the time it is easy to tell when someone is fudging the dice, for or against. The GM is responsible for running the adventure and as players you know whether you trust a GM or not. Just because a GM may roll in the open there are several other ways they can cheat players. So if you don't trust your GM from the beginning than why bother?
When rolling behind the screen it's not to hide the roll, but to add to the experience to the game.
"There a trust between players and GM and when things go bad, the GM knows that he did mess up the balance of the encounter. In a game where you roll secretly as a GM things often go out of hand, but since nobody notices when you fudge the rolls, you get away with it. There’s no way to improve your GMing skills that way – at least not that aspect of the game."
Since I come more from a Sandbox campaign background balancing encounters in not the problem of the GM. They are what they are. If low level players think they have the ability to take on a group of trolls that is their choice and not the GM's job to whittle away most of the trolls to make the encounter a bit more fair. The players have a choice to get the heck out of there. I think this is a difference between 4th edition where they balance encounters to give the best challenge without making it impossible for the characters. Which is pretty interesting how they have the challenge ratings set and I've got no problem with the system. But since I play in an OD&D version sandbox campaign, 1st level players can accidently walk up upon an angry dragon. First level jerky anyone?
As for not improving your GM skills in that aspect of the game. I can see his point, but I disagree. During combat I like showing my players my dice rolls. I think it adds excitement. There is no fudging of the dice. Everyone gets into it and tries to cast the evil eye on all my rolls. But when a player is detecting lies, searching for secret doors or searching the room to roll open at this point does a disservice to the players. If they fail their secret doors search then a second player might continue to search until they know they have succeeded by seeing the roll and then move on. Ideally, your players would move on regardless of the first roll, but most of the time they won't.
I don't think by concealing your rolls your players will distrust you as a GM. Most of the time it is easy to tell when someone is fudging the dice, for or against. The GM is responsible for running the adventure and as players you know whether you trust a GM or not. Just because a GM may roll in the open there are several other ways they can cheat players. So if you don't trust your GM from the beginning than why bother?
When rolling behind the screen it's not to hide the roll, but to add to the experience to the game.
Wednesday, March 17, 2010
I'm Up to My Eyeballs in Visions
I've been thinking about all the different visions in a fantasy game setting. The first mention that I know of was in the original White Box, Monsters & Treasure. The goblins get the distinction, they (goblins) see well in darkness or dim light, but when they are subjected to full daylight they subtract -1 from their attack and morale dice. Simple and to the point.
Let's move onto AD&D. Here we find Infravision, the ability see heat radiation. Infravision has 60' range, but some creatures have a 120' range. Any light source spoils Infravision. Then there is the mention of Ultravision, the ability to see in the darkness as well as normal people see in the light.
4th Edition D&D there are three variants.
Low-Light vision can see normally or bright and dim light. But in darkness they still can't see. Darkvision lets creatures see normally regardless of light. Then there is Blindsight or Tremorsense, they can sense creatures regardless of the conditions including invisibility.
Swords & Wizardry has Darkvision. What I find interesting in this case is the elves have darkvision, but dwarves do not. Hmmm. OSRIC has Infravision. HackMaster has the standard Infravision and Ultravision.
Then we have Castles & Crusades, the champ with four different types of visions. Deepvision, the creature can see in total darkness, but things are seen in shades of gray. Twilight Vision, can see in moonlight or torchlight can see as in normal light and has the ability to distinguish colors. Darkvision is pretty much like Deepvision, but can see as normal sight. And the last one is Dusk Vision, they can retain the ability to distinguish color as dusk. These seem redundant to me.
Pathfinder has Darkvison and Low-Light Vision which allows a character to see twice as far. This seems to make the most sense for me.
So after spending way too much time going over the differences here are some of the conclusions I've developed. I never saw the reason why an elf would get infravision or any race for that matter. Pathfinder's version seems to make the most sense. Elves (half-elves are included in this) can see twice as far as normal and find the minute details of things easier thus locating secret doors easier. And Darkvision for dwarves and any other subterranean races. For my campaign I don't see the need to have more than these.
Let's move onto AD&D. Here we find Infravision, the ability see heat radiation. Infravision has 60' range, but some creatures have a 120' range. Any light source spoils Infravision. Then there is the mention of Ultravision, the ability to see in the darkness as well as normal people see in the light.
4th Edition D&D there are three variants.
Low-Light vision can see normally or bright and dim light. But in darkness they still can't see. Darkvision lets creatures see normally regardless of light. Then there is Blindsight or Tremorsense, they can sense creatures regardless of the conditions including invisibility.
Swords & Wizardry has Darkvision. What I find interesting in this case is the elves have darkvision, but dwarves do not. Hmmm. OSRIC has Infravision. HackMaster has the standard Infravision and Ultravision.
Then we have Castles & Crusades, the champ with four different types of visions. Deepvision, the creature can see in total darkness, but things are seen in shades of gray. Twilight Vision, can see in moonlight or torchlight can see as in normal light and has the ability to distinguish colors. Darkvision is pretty much like Deepvision, but can see as normal sight. And the last one is Dusk Vision, they can retain the ability to distinguish color as dusk. These seem redundant to me.
Pathfinder has Darkvison and Low-Light Vision which allows a character to see twice as far. This seems to make the most sense for me.
So after spending way too much time going over the differences here are some of the conclusions I've developed. I never saw the reason why an elf would get infravision or any race for that matter. Pathfinder's version seems to make the most sense. Elves (half-elves are included in this) can see twice as far as normal and find the minute details of things easier thus locating secret doors easier. And Darkvision for dwarves and any other subterranean races. For my campaign I don't see the need to have more than these.
Monday, March 15, 2010
Infravision Questions
I've been working on an adventure and a big part of it is zombies and skeletons in a mine. Now the question I pose is would infravision 'see' these undead?
I'm leaning towards no because I think they would take on the temperature around them, thus making them nearly invisible to infravision. I'm curious to what others think.
And I guess while I am on the topic do you think infravision would assist in finding secret doors and/or concealed doors. In this case I am thinking it would. If there is a difference in temperature then the outline of the door would be seen. Unless you have some master craftsman hide the cracks.
Just thought I would put those questions out there. It's Monday again. Monday after daylight savings always sucks. But I will try and stay positive. It is gaming night and I am now 3rd level.
I'm leaning towards no because I think they would take on the temperature around them, thus making them nearly invisible to infravision. I'm curious to what others think.
And I guess while I am on the topic do you think infravision would assist in finding secret doors and/or concealed doors. In this case I am thinking it would. If there is a difference in temperature then the outline of the door would be seen. Unless you have some master craftsman hide the cracks.
Just thought I would put those questions out there. It's Monday again. Monday after daylight savings always sucks. But I will try and stay positive. It is gaming night and I am now 3rd level.
Thursday, March 11, 2010
A Moment of Lightness
I thought I just post something short about the tone of games. Many of the games in recent history indulge in the doom and gloom of the world. It makes for better gameplay because I am definately not a fan of sunshine, rainbows and unicorns. But, a well paced campaign should have moments of levity. Moments of laughter and fun. There will be times when the players have just trudged through enemy territory and delved into a dungeon. When they return with their backpacks dripping with gold they will be assulted by every thief, conman and taxman in the region. But once in a while its good to have that place or moment where the players can relax. Where they can make friends that aren't adventurers. Just the local bartender who knows their favorite drink, a village that built a home just for the characters for when they come to visit. These can enhance the gloom by giving moments of kindness. Like in the movies everyone is giggles and smiles right before something really bad happens.
Wednesday, March 10, 2010
Calculate Your Own Attributes Old School Style
I came across this funny article while I was leafing through Issue 8 of Dragon Magazine. I love how Brian calculates wisdom.
So, You Want Realism in D&D?
by Brian Blume
We at TSR have heard several people express a desire for a system which gives more realism and variety to the method for determining the natural abilities of player characters in D&D. After minutes of exhaustive research, we have come up with an optional system which is designed to replace the old method of rolling three dice for each of a player’s abilities. This system is guaranteed to make a player character conform more to the abilities of the actual person owning them and will provide a great variety in these abilities from person to person.
STRENGTH — To determine strength, go to a gym and military press as much weight as you possibly can. Divide the number of pounds you lifted by ten; the result is your strength rating.
INTELLIGENCE — To determine your intelligence, look up the results of the most recent IQ test you have taken and divide the result by ten. This number is your intelligence rating.
WISDOM — To determine your wisdom, calculate the average number of hours you spend playing D&D or working on your D&D Campaign in an average week. Subtract the resulting number from twenty and this is your wisdom.
DEXTERITY — To determine your dexterity, go down to the track at the local High School and run 440 yards. Subtract your time in seconds from eighty, and the result is your dexterity rating.
CONSTITUTION — To determine your constitution, figure out the number of consecutive number of months you have gone without missing a day of school or work due to illness. The number of months is equal to your constitution rating.
CHARISMA — To determine charisma, count up the number of times you have appeared on TV or have had your picture printed in the newspaper. Multiply this number by two, and the result is your charisma rating.
In order to try out this system, I tested it by figuring my own ratings.
The results are interesting (I think?).
STRENGTH - 8
INTELLIGENCE - 12
WISDOM - 19
DEXTERITY- 4
CONSTITUTION - 9
CHARISMA - 14
Now you have to go figure out your own stats. All us old timers all tried to estimate what we would be in D&D terms.
So, You Want Realism in D&D?
by Brian Blume
We at TSR have heard several people express a desire for a system which gives more realism and variety to the method for determining the natural abilities of player characters in D&D. After minutes of exhaustive research, we have come up with an optional system which is designed to replace the old method of rolling three dice for each of a player’s abilities. This system is guaranteed to make a player character conform more to the abilities of the actual person owning them and will provide a great variety in these abilities from person to person.
STRENGTH — To determine strength, go to a gym and military press as much weight as you possibly can. Divide the number of pounds you lifted by ten; the result is your strength rating.
INTELLIGENCE — To determine your intelligence, look up the results of the most recent IQ test you have taken and divide the result by ten. This number is your intelligence rating.
WISDOM — To determine your wisdom, calculate the average number of hours you spend playing D&D or working on your D&D Campaign in an average week. Subtract the resulting number from twenty and this is your wisdom.
DEXTERITY — To determine your dexterity, go down to the track at the local High School and run 440 yards. Subtract your time in seconds from eighty, and the result is your dexterity rating.
CONSTITUTION — To determine your constitution, figure out the number of consecutive number of months you have gone without missing a day of school or work due to illness. The number of months is equal to your constitution rating.
CHARISMA — To determine charisma, count up the number of times you have appeared on TV or have had your picture printed in the newspaper. Multiply this number by two, and the result is your charisma rating.
In order to try out this system, I tested it by figuring my own ratings.
The results are interesting (I think?).
STRENGTH - 8
INTELLIGENCE - 12
WISDOM - 19
DEXTERITY- 4
CONSTITUTION - 9
CHARISMA - 14
Now you have to go figure out your own stats. All us old timers all tried to estimate what we would be in D&D terms.
Tuesday, March 9, 2010
The Dragon Said What?
Standing at the edge of the rushing creek I thought I could make it. It didn't look too wide. I'd easily jumped over the other part of the creek. I'll just take a few more steps before I jump. *splash* Lots of water. Smashing into my face. Can't breathe. Ow, that was a hard rock. Ow, that was a really hard rock.
*gasp* Laying on the shore. Wait. No I am in a dungeon and its dark. Really dark. And since I am a S&W elf and not an AD&D elf I can't see crap. I think I popped a lung and broke my eye. The pain. Healing potion. *Ahhhh* Much better now.
My two fellow party members with names I have difficulty saying, came splashing my way. My head is still ringing as they talk. Wait. That's not them talking. Ah oh. It's talking like my father. Crap, its the dragon the goblin told us about. I'm only 2nd level. Why a dragon. I'm so close to 3rd level. I really want to cast 2nd level spells even though I don't know any.
Now the one whose name I can't pronounce is talking to the dragon. He's cocky. He's not going to make it to 3rd level. Maybe I'll take a step over here just in case. What? Dragon wants our help? What a minute, didn't he sit on his last master? The body is still there. This ain't good. He whose name I can't pronounce is walking up to the dragon. I have a crossbow. I'm not even sure if it's loaded.
He's going to unlock the collar the dragon is wearing. He's so dead. At least I won't have to learn how to pronounce his name. Sarvald, I think that's the human's name. Is asking the dragon questions too. Why am I not asking it questions? I don't have a question. *click*
The silver collar falls to the floor. The dragon roars and I accidently shoot the crossbow and the bolt dissappears in the darkness. I quickly reload it and stand there as if nothing had happened. I nod at Sarvald and strike my coolest elf pose. Dragon spews fire on the ceiling. I wonder if he can only do that once a day?
Those two ask another question each and then the dragon flies off. It said we could have its treasure. I'm still looking at the guy it was sitting on. That couldn't have been pleasant. But there is loot to have and to be the last eyes to look upon the treasure means your left with copper that's a pain in the ass to count.
Whoa. What was that. I feel tingly. I made 3rd level. Oh, I am so casting 2nd level spells next session.
*gasp* Laying on the shore. Wait. No I am in a dungeon and its dark. Really dark. And since I am a S&W elf and not an AD&D elf I can't see crap. I think I popped a lung and broke my eye. The pain. Healing potion. *Ahhhh* Much better now.
My two fellow party members with names I have difficulty saying, came splashing my way. My head is still ringing as they talk. Wait. That's not them talking. Ah oh. It's talking like my father. Crap, its the dragon the goblin told us about. I'm only 2nd level. Why a dragon. I'm so close to 3rd level. I really want to cast 2nd level spells even though I don't know any.
Now the one whose name I can't pronounce is talking to the dragon. He's cocky. He's not going to make it to 3rd level. Maybe I'll take a step over here just in case. What? Dragon wants our help? What a minute, didn't he sit on his last master? The body is still there. This ain't good. He whose name I can't pronounce is walking up to the dragon. I have a crossbow. I'm not even sure if it's loaded.
He's going to unlock the collar the dragon is wearing. He's so dead. At least I won't have to learn how to pronounce his name. Sarvald, I think that's the human's name. Is asking the dragon questions too. Why am I not asking it questions? I don't have a question. *click*
The silver collar falls to the floor. The dragon roars and I accidently shoot the crossbow and the bolt dissappears in the darkness. I quickly reload it and stand there as if nothing had happened. I nod at Sarvald and strike my coolest elf pose. Dragon spews fire on the ceiling. I wonder if he can only do that once a day?
Those two ask another question each and then the dragon flies off. It said we could have its treasure. I'm still looking at the guy it was sitting on. That couldn't have been pleasant. But there is loot to have and to be the last eyes to look upon the treasure means your left with copper that's a pain in the ass to count.
Whoa. What was that. I feel tingly. I made 3rd level. Oh, I am so casting 2nd level spells next session.
Monday, March 8, 2010
Quality Levels for Items
I've always liked the idea of having different quality levels for weapons, armor, clothes and pretty much everything else that can be made. For example GURPS keeps it simple (yes that's right they keep this simple) they have two levels of quality that make a weapon a better. A fine weapon will get you +1 to damage where a very fine weapon will get +2 to damage. Slap your hands together and you are done. In a product I bought recently, Goods and Gear: The Ultimate Adventure Guide, has five levels of quality. The highest is Masterwork, then Sovereign, Standard, then you start getting into the lower end with Inferior and finally Shoddy.
One of the main reason I like the different levels of quality is the economics of it. In a world where monsters roam freely the wars are waged regularly there will be a premium on weapons and armor. A young warrior may have to settle for an inferior sword or used armor. If you go through low level dungeons and take a look at the loot often times the weapon the bandit or goblin is using is worth many times more than the coins in their pockets. In my campaign I have scrappers in all the larger locations. They are like a used armor and weapon store. When an adventuring party comes in they will buy the metal by so much per stone. Most of the weapons gathered by the party will be melted down and remade. While some of the other weapons may be good enough to resell. The players often get more coin from the scrap they sell.
Another reason I like the quality levels is that it adds a value to the craftsmen themselves. If you go over to Stabber's you get good stuff, reliable, nothing fancy. If you go to Slasher's he makes great swords, but his knives are not balanced for throwing and so on. It gives you a crunch element that you can add to your shops. As a GM you can into as much detail as you want in this, but just to have a minimum layer of quality levels adds a lot to the game.
And the last reason I'll give, because I am running out of time, is magic item creation. All those +5 swords of awesomeness, but no fly out of a mage's butt. They needed to be made by a master craftsman. This can add another element of acquiring the right person to build the item before it gets enchanted.
I'm late gotta run. Don't think of it as Monday, think of it as 4 days before Friday.
One of the main reason I like the different levels of quality is the economics of it. In a world where monsters roam freely the wars are waged regularly there will be a premium on weapons and armor. A young warrior may have to settle for an inferior sword or used armor. If you go through low level dungeons and take a look at the loot often times the weapon the bandit or goblin is using is worth many times more than the coins in their pockets. In my campaign I have scrappers in all the larger locations. They are like a used armor and weapon store. When an adventuring party comes in they will buy the metal by so much per stone. Most of the weapons gathered by the party will be melted down and remade. While some of the other weapons may be good enough to resell. The players often get more coin from the scrap they sell.
Another reason I like the quality levels is that it adds a value to the craftsmen themselves. If you go over to Stabber's you get good stuff, reliable, nothing fancy. If you go to Slasher's he makes great swords, but his knives are not balanced for throwing and so on. It gives you a crunch element that you can add to your shops. As a GM you can into as much detail as you want in this, but just to have a minimum layer of quality levels adds a lot to the game.
And the last reason I'll give, because I am running out of time, is magic item creation. All those +5 swords of awesomeness, but no fly out of a mage's butt. They needed to be made by a master craftsman. This can add another element of acquiring the right person to build the item before it gets enchanted.
I'm late gotta run. Don't think of it as Monday, think of it as 4 days before Friday.
Friday, March 5, 2010
Issue 13 of OD&Dities
After some debate on what to buy next I decided on the one I was sure I wanted to take a look at, Issue 13 of OD&Dities. I'm sure you've all seen it hanging out at the #1 spot on RPGNow for the past couple of weeks. In the editorial R.E.B. Tongue plans to release OD&Dities monthly. Being an Old School oriented magazine he has decided to use Labyrinth Lord as the default system.
A few notes on the magazine itself. Issue 13 comes in at 24 pages with a price tag of two silver pieces or two bucks for the uninitiated. But wait! It's DM week and it's 25% off. So this happy read always glad to indulge in a sale got it for only 15 copper pieces or a buck fifty for the uninitiated. I don't even know what that means so I'll stop. The art is from one of my favorite sources The Forge Studios. The art is minimal, but meshed in well with the text. The layout is simple and clean. Easy to read without any clutter. And since there are no big black spaces it is printer friendly.
Okay, now let's get to the articles. And I have to say the name of the first article is really what got me interested in seeing what was in there pages. Building the Keep on the Borderlands is an advice article on how a GM can handle players building a stronghold, what obstacles they might run into and should run into. There is a lot of solid advice here that can help build a storyline/plotline around the building of that fortress, tower, keep, or castle. This is a no crunch zone. You'll find no stats here just advice to consider. I liked it and will be placing it in my GM notes for later use.
The next article is a follow up to the first, Designing the Keep on the Borderlands. An interesting read, but I didn't feel it was as strong as the initial article. There were some interesting thoughts I would have liked to see more details developed. Again, no crunch here. This is another advice article to assist a GM who has players wishing to build their own dream home.
Touch of Class: The Illusionist. This is a rehashing of the illusionist class for Labyrinth Lord. I have to start off with my own bias is I've always found illusionist boring. With that said this article didn't change my view on them. I think if you write an article about a class the reader should come away thinking, wow this is cool I want to play this. It is however a great template for an OD&D campaign for those who enjoy the class more than I do.
Man's Best Friend is my favorite piece in the magazine and one I will definitely be scarfing for my GM Notebook. Lots of good crunch on different types of dogs, training times and costs and by the gods there is a good equipment list so you can pimp out your dog. I think dogs get overlooked a lot in campaigns when I think they would be utilized much more. If a party has a couple of war/guard dogs with them as the travel through the wilderness no one needs to stand guard those little pups a detectors of damn near anything. This article is worth the price of admission alone.
Surviving the DM's Wrath: Party Formation I thought was the weakest entry. Basic advice that anyone who has been playing for more than a couple of month would know already. It discusses the strengths and weaknesses of the classes and which classes are better for small party. Everything in the article is on the mark, but it's just been said many times before. I guess I would have liked to have seen a different approach to the article. Such as example parties that are missing a class and what monsters or situations they would be weak against.
And the next article is for all you magic item junkies out there, Magical Miscellany: The Rings of Altar Perraine. There is a short backstory in the beginning about Altar which was good, but I would have liked to have read about how he got the rings or made them included. There are three rings and all of them have interesting effects. They are no simple ring of this or that they are rings that do stuff. I won't go into detail you'll have to buy the magazine to find out what they do, but I like them.
And the final entry is Mr. B's Last Word. A bit of a rant about how it sucks to be 1st level. Again I was hoping for something a little different. I was hoping for a fire rising rant against the Xvart or Xorn or any monsters that begin with X. But in the end it tried to make me feel special and I don't like that. I don't want to be special I just want my pizza delivered on time and my pops cold. I think this could be a fun article in the future as long as it stays away from being didactic.
Finally estimation is it had highs and lows for me, but over all I thought Issue 13 of OD&Dities was excellent. The stuff I mentioned that wasn't for me you might find rocks your world. For the price tag of two dollars (or if you by it this weekend you can get it for $1.50) I think it's a no brainer. Zombies will buy it. Go to RPGNow and get a copy.
A few notes on the magazine itself. Issue 13 comes in at 24 pages with a price tag of two silver pieces or two bucks for the uninitiated. But wait! It's DM week and it's 25% off. So this happy read always glad to indulge in a sale got it for only 15 copper pieces or a buck fifty for the uninitiated. I don't even know what that means so I'll stop. The art is from one of my favorite sources The Forge Studios. The art is minimal, but meshed in well with the text. The layout is simple and clean. Easy to read without any clutter. And since there are no big black spaces it is printer friendly.
Okay, now let's get to the articles. And I have to say the name of the first article is really what got me interested in seeing what was in there pages. Building the Keep on the Borderlands is an advice article on how a GM can handle players building a stronghold, what obstacles they might run into and should run into. There is a lot of solid advice here that can help build a storyline/plotline around the building of that fortress, tower, keep, or castle. This is a no crunch zone. You'll find no stats here just advice to consider. I liked it and will be placing it in my GM notes for later use.
The next article is a follow up to the first, Designing the Keep on the Borderlands. An interesting read, but I didn't feel it was as strong as the initial article. There were some interesting thoughts I would have liked to see more details developed. Again, no crunch here. This is another advice article to assist a GM who has players wishing to build their own dream home.
Touch of Class: The Illusionist. This is a rehashing of the illusionist class for Labyrinth Lord. I have to start off with my own bias is I've always found illusionist boring. With that said this article didn't change my view on them. I think if you write an article about a class the reader should come away thinking, wow this is cool I want to play this. It is however a great template for an OD&D campaign for those who enjoy the class more than I do.
Man's Best Friend is my favorite piece in the magazine and one I will definitely be scarfing for my GM Notebook. Lots of good crunch on different types of dogs, training times and costs and by the gods there is a good equipment list so you can pimp out your dog. I think dogs get overlooked a lot in campaigns when I think they would be utilized much more. If a party has a couple of war/guard dogs with them as the travel through the wilderness no one needs to stand guard those little pups a detectors of damn near anything. This article is worth the price of admission alone.
Surviving the DM's Wrath: Party Formation I thought was the weakest entry. Basic advice that anyone who has been playing for more than a couple of month would know already. It discusses the strengths and weaknesses of the classes and which classes are better for small party. Everything in the article is on the mark, but it's just been said many times before. I guess I would have liked to have seen a different approach to the article. Such as example parties that are missing a class and what monsters or situations they would be weak against.
And the next article is for all you magic item junkies out there, Magical Miscellany: The Rings of Altar Perraine. There is a short backstory in the beginning about Altar which was good, but I would have liked to have read about how he got the rings or made them included. There are three rings and all of them have interesting effects. They are no simple ring of this or that they are rings that do stuff. I won't go into detail you'll have to buy the magazine to find out what they do, but I like them.
And the final entry is Mr. B's Last Word. A bit of a rant about how it sucks to be 1st level. Again I was hoping for something a little different. I was hoping for a fire rising rant against the Xvart or Xorn or any monsters that begin with X. But in the end it tried to make me feel special and I don't like that. I don't want to be special I just want my pizza delivered on time and my pops cold. I think this could be a fun article in the future as long as it stays away from being didactic.
Finally estimation is it had highs and lows for me, but over all I thought Issue 13 of OD&Dities was excellent. The stuff I mentioned that wasn't for me you might find rocks your world. For the price tag of two dollars (or if you by it this weekend you can get it for $1.50) I think it's a no brainer. Zombies will buy it. Go to RPGNow and get a copy.
Wednesday, March 3, 2010
What to Buy Next
While I wait for my White Box to appear in the mail I've been browsing the virtual shelves for a new target. In my RPGNow cart I have Od&dities 13. At $2 it's definitely worth taking a look at and at 24 pages makes it a printer friendly product. Plus, it looks like RPGNow is having a 25% sale for Game Master's Day starting later on today. So I might find a couple more items in my cart before too long.
Then there is the Advanced Edition Companion for Labyrinth Lord. I downloaded the free PDF, but for this kind of product I like a print copy. I've got no problem with $22.95, but I need to look through the PDF a little more. Anytime I buy from Lulu I feel obligated to buy multiple things to help with the shipping costs. And right now I think I have everything I want from Lulu.
Steve Jackson game has two relatively new releases in their Dungeon Fantasy series. Part 9 is called the Summoners. I doubt I'll get this one. Part 10 is Taverns. I'll be all over that one. The PDF is 33 pages for $7.99. Since I've played GURPS for years and believe they have some of the best resource books I have never had a problem with buying their books even if they are higher in price. And just as a side note, but an important one, any time I've ever had a problem with a book, mainly the binding coming apart, they have always sent me a new one free of charge. But back to the Dungeon Fantasy series, they have been hit and miss for me. Some have been great while some of the entries, while well written, added nothing for me. When in doubt I tell Rob about the new GURPS item and he compulsively buys them then he can tell me if its good or not.
I was looking at a few Castles & Crusades items, but I have to say the last few I bought in the C&C line have been disappointing. I wish C&C would get a bit more support and release things on a regular basis. Maybe they do and I am not following closely, but as I said they last two items I bought, one was just not good at all and the other I thought could have been good, but it missed the mark. They settled for good enough.
Then I think of going back and filling in the gaps of older products I have. Browse eBay and Amazon for possible scores. Rob got one of my dream scores at ErieCon this weekend. He bought a copy the Chaosium's Thieves World for only $20. I was floored.
If anyone has suggestions, even if it's a copy of your own material please let me know. The gaming world is splintered into so many directions these days it's difficult to keep track sometimes.
Then there is the Advanced Edition Companion for Labyrinth Lord. I downloaded the free PDF, but for this kind of product I like a print copy. I've got no problem with $22.95, but I need to look through the PDF a little more. Anytime I buy from Lulu I feel obligated to buy multiple things to help with the shipping costs. And right now I think I have everything I want from Lulu.
Steve Jackson game has two relatively new releases in their Dungeon Fantasy series. Part 9 is called the Summoners. I doubt I'll get this one. Part 10 is Taverns. I'll be all over that one. The PDF is 33 pages for $7.99. Since I've played GURPS for years and believe they have some of the best resource books I have never had a problem with buying their books even if they are higher in price. And just as a side note, but an important one, any time I've ever had a problem with a book, mainly the binding coming apart, they have always sent me a new one free of charge. But back to the Dungeon Fantasy series, they have been hit and miss for me. Some have been great while some of the entries, while well written, added nothing for me. When in doubt I tell Rob about the new GURPS item and he compulsively buys them then he can tell me if its good or not.
I was looking at a few Castles & Crusades items, but I have to say the last few I bought in the C&C line have been disappointing. I wish C&C would get a bit more support and release things on a regular basis. Maybe they do and I am not following closely, but as I said they last two items I bought, one was just not good at all and the other I thought could have been good, but it missed the mark. They settled for good enough.
Then I think of going back and filling in the gaps of older products I have. Browse eBay and Amazon for possible scores. Rob got one of my dream scores at ErieCon this weekend. He bought a copy the Chaosium's Thieves World for only $20. I was floored.
If anyone has suggestions, even if it's a copy of your own material please let me know. The gaming world is splintered into so many directions these days it's difficult to keep track sometimes.
Labels:
Castles and Crusades,
GURPS,
Labyrinth Lord,
RPGNow
Tuesday, March 2, 2010
Random Pit Table
My offering to the random table junkies. Let them use their 10' poles. These are pits players will be glad to fall into. So just throw a few d20s and you'll have yourself one heck of a hole in the ground.
Table 1: Depth (d20)
1-10 10'
11-14 20'
15-17 30'
18-19 50'
20 Bottomless
Table 2: Features (d20)
1-6 Empty
7-9 Spikes
10 Poisonous Spikes
11-12 Pit Locks Shut
13 Stone Block Falls into Pit
14-15 Water
16 Gas
17-18 Oil Filled Pit
19-20 Creatures (see Table 3
Table 3: Creatures (d20)
1-2 Snakes
3-4 Giant Snakes
5-6 Spiders
7-8 Giant Spiders
9-11 Giant Rats
12-13 Giant Centipedes
14-16 Giant Ants
17-18 Bear
19-20 Monsters (see Table 4)
Table 4: Monsters (d20)
1-3 Skeletons
5-6 Zombie
7-8 Green Slime
9-10 Rust Monster
11-12 Fire Beetle
13-14 Ghoul
15-16 Phase Spider
17-18 Yellow Mold
19-20 Gelatinous Cube
Table 1: Depth (d20)
1-10 10'
11-14 20'
15-17 30'
18-19 50'
20 Bottomless
Table 2: Features (d20)
1-6 Empty
7-9 Spikes
10 Poisonous Spikes
11-12 Pit Locks Shut
13 Stone Block Falls into Pit
14-15 Water
16 Gas
17-18 Oil Filled Pit
19-20 Creatures (see Table 3
Table 3: Creatures (d20)
1-2 Snakes
3-4 Giant Snakes
5-6 Spiders
7-8 Giant Spiders
9-11 Giant Rats
12-13 Giant Centipedes
14-16 Giant Ants
17-18 Bear
19-20 Monsters (see Table 4)
Table 4: Monsters (d20)
1-3 Skeletons
5-6 Zombie
7-8 Green Slime
9-10 Rust Monster
11-12 Fire Beetle
13-14 Ghoul
15-16 Phase Spider
17-18 Yellow Mold
19-20 Gelatinous Cube
Monday, March 1, 2010
PDF Entry Link 1PDC
Rob Conley of Bat in the Attic has graciously hosted the PDF for my entry into the one page dungeon contest. I posted a lousy picture of it in an earlier blog. It's still not pretty, but it's all mine. Take a look if you got a few.
Where is Margesh Blackblood?
Where is Margesh Blackblood?
Labels:
Bat in the Attic,
One Page Dungeon
Slow Monday Grind
At work. Weekend went by in two hours instead of two days. I was able to finish my one page dungeon entry (see previous post) so I did accomplish something. Tonight is game night. Ashling, my elf, made it to 2nd level. Which means very little at this time except I get a few more hit points, but effects little else. We trudged over a mountain and Rob got out those damn Harn weather charts and tried to kill us. I am not joking when I tell you those weather charts are more dangerous than a dragon who just stubbed its toe. We had to kill a patrol. Hmm, maybe not had, but we killed them to avoid trouble a little longer. Plus, they had good horses.
We are made our way to a magic circle and found a cavern below that did not seem to be apart of what was going on above. That's where we left off. I got a +1 shield from one of the rooms.
Looking forward to playing tonight. Makes Mondays a bit more bearable. While I battle through the mountain of paperwork my mind drifts to what is going to happen tonight and I hope to what ever dice gods above are a lot nicer to me this session. Last session they were pissed at me for some reason. I gave my dice a new home to encourage positive mojo.
Well, lunch is over and back to treading the steep pile of papers. Just glad as hell that Rob isn't roll on his Harn weather table.
We are made our way to a magic circle and found a cavern below that did not seem to be apart of what was going on above. That's where we left off. I got a +1 shield from one of the rooms.
Looking forward to playing tonight. Makes Mondays a bit more bearable. While I battle through the mountain of paperwork my mind drifts to what is going to happen tonight and I hope to what ever dice gods above are a lot nicer to me this session. Last session they were pissed at me for some reason. I gave my dice a new home to encourage positive mojo.
Well, lunch is over and back to treading the steep pile of papers. Just glad as hell that Rob isn't roll on his Harn weather table.
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