sanderson2208 at gmail dot com— Humans are characters; Demihumans are caricatures.
Sunday, November 12, 2017
Saturday, November 11, 2017
Castle Caldwell Explorers VIII - Goblins Come Easy and Go Fast
Saturday
11 November 2017 6:30 – 8:30 PM
The
DM was Steve.
The
Cast:
Everaxe,
Level 2 Dwarf War Cleric of Odin played by Nate
Vuvier,
Level 3 Gnome Thief played by Julie
Thane,
Level 3 Human Wizard played by Julie
Ronin,
Level 3 Human Fighting-Man played by Ethan
Faelin,
Level 3 Human Ranger played by Simone
Ældlin,
Level 3 Half-Elf Druid played by me, Scott
And
Meira,
Level 2 Half-Elf Fighting-Man played by Nate as an NPC since her normal player
AJ couldn’t be with us tonight.
When
Last We Left Our Murderhobos…
We
had just defeated an owlbear in a large library. We just missed the evil wizard
Oliver and his nigh-companion (!) Sylvia, who we had been sent to rescue disappearing
through a secret door! And we decided to switch up our marching order to put
more beef up front.
So
we dashed up to the portal where Oliver had gone. Vuvier checked for traps and
found there was something ot quite right about the doorknob. So Ældlin called upon one of his goblin
lackeys to check the door. Alack! The goblin touched the knob and was instantly
slain! Poison!
So
that solved that door thing.
Ronin,
he of Strength 18/98, casually obliterated the door with his boot and we stepped
through the hole in the wall. Oliver was long gone. Or was he? WE HAVE A RANGER!! And the dungeon
complex is made from packed earth, not stone – she can track them! YAY for
Faelin!
She
tracked him through the compound and right into a bare wall. We checked and
Vuvier found a secret latch and opened a secret door! We went 20’ in and there
were bags and bags of rich stuff.
Vuvier,
in spite of his better nature, went to collect the jangling, glowing coins. But
he tripped a metal door trap which pinned him against a wall! The rest of us rushed in and found Oliver was
guarded by three zombies.
Everaxe
the Dwarven war Cleric held his mace back and instead turned the foul fiends.
Faelin shot Oliver with an arrow. Since he was cornered and apparently out of
spells, he surrendered. He said he would tell us where Sylvia was if Everaxe
the Cleric swore he would release him safely. Everaxe thought about it and
slugged him unconscious instead.
We
extricated Vuvier from the trap. He was okay. A little HP damage but hale and
hearty.
We
picked up 9600 GP worth of treasure in coins, jewels and jewelry (YAY!) and
additionally found several potions and an interesting old leather box. We
suspect that the jewels and box belong to Sylvia or were part of a dowry.
Again
thanks to Faelin, we determined the bags of coins and rich stuff had been
dragged into the dungeon quite recently. Perhaps the riches were Sylvia’s
ransom…?
We
went back to check the books. The other goblin asked us, “Where is my brother?”
Ældlin
told him, “I’m sorry. Your brother is dead. Poison. Oliver did it!”
The
goblin jumped upon Oliver in a murderous rage! Before we could stop him, he had
run Oliver’s skull through with a potato peeler! Ronin slugged the goblin and
killed him.
With
a dying declaration, Oliver told Everaxe where to find Sylvia: in the stockade
with the men from East Reach where we had late escaped.
Ældlin
gave the remaining goblin a healing potion, bringing him back to life. In
exchange, the goblin turned up a Ring of Invisibility, Oliver’s spell book, a
Dagger +1, and several potions.
Score!! And now Ældlin has
another goblin to hench for him – until there’s another poisoned doorknob.
Ældlin
also gave Ronin the Ring of Invisibility, fulfilling Ældlin’s promise to Ronin
to give him a magic item in exchange for exclusive bargaining rights for Sylvia’s.
The
seven friends and grieving goblin left the dungeon complex, having killed everything
and looted a heck of a lot. Ældlin dismissed the snare at the entrance and
asked a squirrel if she’d seen men like those at East Reach. She had, and they
had been there in the last two days.
Faelin
found the tracks of dozens of men and horses heading in the same direction we
were going – to Castle Clifton. They were six hours ahead of us. We were low on
spells and hit points and there was no way we could reach them in time anyway.
Clifton was on his own for now.
We
found a secluded spot in the West Wood to bury our treasure, heal up, rest,
regain our spells, and level up.
Level
Ups:
Vuvier
goes to 4!
Ronin
goes to 4!
Everaxe
goes to 3!
Meira
goes to 3!
The
other three gain quite a lot of good XP on their way to their next levels.
PROPS: Everybody! I think we
made every roll tonight. We all used our special abilities and all made great
decisions! Steve made it so fun because we all had a chance to contribute.
(Granted, Thane and Meira didn’t do much but Julie had another, active PC and
AJ wasn’t there to notice.)
SLOPS: Having to stop earlier
than normal tonight. Oh well, we all had a chance to beat the bad guy and get
rich!
Additional PROPS: The cat Rosie who was
just a total luv all night, spending time in every lap in the place.
NEXT TIME: Magic up a strike team
with Invisibility rings and potions and infiltrate the stockade to see just
whether Sylvia is there now... or had the foul fiend misled us with his dying
declaration?
Remembrance Day and Veteran's Day
If you have no one in your family to honor, remember J.R.R. Tolkien today.
For my own self: Thanks, Dad.
For my own self: Thanks, Dad.
Thursday, November 9, 2017
No Critical Hit Table Please!
No, not this critical hit table |
Incidental navel-gazing: I have been finding that the more I learn, the more I question conventional wisdom. I think I'm turning into a D&D hipster.
For this, I denounce myself! ;)
The
only figures who are involved in every important fight are the PCs and their
allies. Therefore they will be subject to far more numerous critical fumbles
and take far more numerous critical hits than any other figure.
The balance to this - the critical hit - is not enough to satisfactorily balance the additional harm the system does to their chances. While small, this disadvantage will add up over several fights.
The solution I came upon is to give only the fighting-man the critical hit. A fighting-man who rolls the 20 drops his man to 0 hits immediately. Like hitting a home run - that at-bat is over, in his favor. It means mooks chump negligibly quicker and he has a chance to slay the nigh-unslayable dragon.
Don't like not getting the crit? Play the fighting-man!
And
yes, one-shotting a dragon is pretty awesome (if possibly anticlimactic.)
The
larger point is this: combat can be exciting and satisfying with few rules. You
don’t need the HERO System to get it right. In early D&D especially,
presuming general competence in adventurous men and adhering to simple rules
like move rate, morale and attack rolls versus armor class make for perfectly
satisfying combat encounters without the gimmick of a critical hit table.
Wednesday, November 8, 2017
Scratching That Lich
Some of the fellows on ODD74 were discussing the drawbacks and benefits of becoming the lich. In light of how "easy" it is to brew potions of longevity (3 weeks' work for ten years of life), it seems like sheer folly that anyone normal would want to become the lich! You could just stay alive indefinitely and enjoy many, many, many good years by drinking potions!
Of course you wouldn't want to become the lich. You are normal. You like life and would to have more quality years to enjoy it - even if a lot of the time is spent working. But that's only for normal people, like us and the ones you and I meet every day.
One of my meta-assumptions is that the race of Mankind is consumed by Ambition. That doesn't mean everyone is a maniac, but rather Men are more driven to excellence than are other kinds of people in the Realm. (This assumption explains a lot of things which I won't go into here.)
But even though Men are driven by Ambition with a capital 'A', not all men have the same ambitions and not all men have the same degree of - shall we say - mania about excellence.
Some people are consumed by different ambitions. They are held together by, their life-force completely directed by, some overwhelming negative drive. Without this drive, they would no longer exist in any real sense.
This second kind of person is the one who becomes the lich. Undeath is not a horrid fate to be avoided, but rather a blessing. No longer is he tied to humanity, no longer driven by food, companionship, sleep, or bodily functions, the lich is able finally to get its work done. And it never has to stop.
Liches are really, really driven to accumulate power. More than anyone else in history.
If there were lots of people like this, then there would be an arbitrarily large number of liches due to their arbitrarily long existences. In many campaign worlds there are zero, one, two, or a few, which means there are very few people indeed who have the power to become one, and also do indeed go through with it.
You or I would not become the lich, but that doesn't mean no one would. The lich is born long before the ceremony is performed to create it - lichdom is eternal, only marked by the softness of life at its beginning. Apotheosis is but the start of everything to come.
Friday, November 3, 2017
On Personality
Personality is important! It's important in the part of the
game that, earlier on, had no rules to it. The only "personality" the
game demands is to play to one's alignment. Even Charisma is not so much
personality as it is a mechanical stat that helps adjudicate how persuasive
your figure can be,
As the import of "role-playing" as we know it
today increased (and as the concept of "player" and the concept of
"character" became distinct from one another), more rules were added
to reward playing a role at the table.
But in the beginning, role-playing was its own reward. And
that is a good thing, because not everyone likes to do it or is clever at it. But Dave Arneson invented the Platonic idea of the role-player as it pertains to D&D back in Dave Wesley's Braunstein games.
In my version of D&D that I wrote, there are no rules
for RP other than Alignment (which dictates languages and the Cleric's
conduct). There is still a ton of RP that goes on - there's just no in-game
reward for it; I have found that the table reward is enough.
It's difficult to become attached to a particular chess
piece in a particular game. That's because the pieces have no personality and
we don't expect to animate them with our own. They're just machines. In the
same way, a PC with no personality is a machine. He's just not going to be as
much fun, nor will you become attached to him.
It is through the special alchemy of RP that we are able to
turn paper men real in our minds and therefore fall in love with them and with
the game as a whole.
Tuesday, October 31, 2017
Castle Caldwell Explorers 7.1 - The Map of the Realm
Finally! The map of the Realm!
Steve made this since it's his Realm. I had received a copy without a scale on it, but just Saturday he brought one with hexes overlaid, and then sent me the PDF. I'm thrilled!
This little picture really doesn't do the map justice, so download the PDF and take a look!
The scale is 1 hex = 40 miles. That means each hex from one flat edge to the opposite is 40 miles. One corner to the opposite corner is 46 and 2/3 miles. Therefore the length of one side of a hex is 23 and 1/3 miles. Therefore the area of one hex is roughly 1400 sq. miles. That's a lot of territory! In fact, one hex is almost exactly the size of the state of Rhode Island- maybe a little bigger.
There are 17 x 11.5 of these hexes in this map. 195.5 hexes. Therefore the area of the map is approximately 276,000 sq miles, almost exactly the area of the state of Texas.
There is a river that divides the map roughly east-west, flowing from the highlands to the lowlands into Cisimins Bay. North of the river is the Kingdom of Weston. South is the Kingdom of Williamston. (I'm not clear on the names of the kingdoms, but those are the capitols.)
Right in the middle of the map you can see Castle Clifton, right between the West Wood and the East Wood, in Hex 1010. Sylvia is to marry Baron Frey over in 0704. The realm of East Reach (centered on 1310) are in the process of invading our Realm! They have established one outpost that we know about: a stockade with 100 men and one wizard between 1010 and 1110.
Examining the map, there are clear adventure hooks pulling us in several directions.
- The people of East Reach. Do we fight them? Join them? Stay neutral?
- What about the stockade in East Wood? Should we take it or burn it down?
- What happens when Sylvia has to go to Frey? Will we go with her, and why?
- The Tabernacle of Frea is in 0611. I would personally love to visit to see what it looks like and what sorts enpeople it.
- Why are the Wildelands called that?
What is that mysterious tower in 1305...?
Curse My Fat Fingers!
Darnit, I deleted the post of the weapons! Thankfully I have the info saved, but not the specific text of the post.
I'm working on armor today. The most interesting thing is that full plate armor didn't exist until perhaps the year 1400. The "plate" that existed c. 1200 was mail-and-plate or half-plate, with iron plates and splints supplementing chain armor. By 1400-1450, plate armor was steel and less expensive than chain because it was less labor-intensive.
So I think what I'll do is like this:
Gambeson: AC 8
Brigantine: AC 6
Chain and Gambeson: AC 5
Half Plate and Gambeson: AC 4
Buckler: -1 AC
Shield: -2 AC in this narrow setting but -1 AC in other settings as normal.
Replica gambeson. I was unable to find a photo of an original. |
Saturday, October 28, 2017
Castle Caldwell Explorers VII - Some Lizardmen Peed In That
Saturday 10-28-17 6:30 - 10 PM
The DM was Steve.
Dramatis Personae:
- Everaxe, Level 3 Dwarf war Cleric of Odin, played by Nate.
- Ronin, Level 4 Human Fighting-Man played by Ethan.
- Faelin, Level 3 Human Ranger played by Simone.
- Ældlin, Level 3 Half-Elf Druid played by me, Scott.
- Vuvier, Level 3 Gnome Thief guy played by Julie.
- Thane, Level 3 Human Magic-User played by Julie.
- Meira, Level 3 Half-Elf bow Fighter played by Alexséya (AJ).
Our fellowship returned to Castle Clifton to find the assembled craftsmen to have reached numbers into the dozens. Clifton is moving ahead swiftly with the fortification and staffing of his new castle. He was harried and distracted and quite upset that we were back without his niece Sylvia. You might remember that she is to be wed to a Baron, the Baron of Frey, a hundred miles to the Northwest.
Vuvier with wolf cap and ancestral hand axe |
We told Clifton about the incursion of the men of the North, from the barony of East Reach by their heraldry. Despite getting little to no sleep, he was insistent that we set off again and not return without his niece.
Ældlin begged Clifton to replace Everaxe's plate armor. Lord Clifton vaguely agreed he would do it later, but probably just to shoo us back to the rescue attempt. I won't forget.
We did stop briefly at the pavilion erected to Freya on his grounds, presumably there to consecrate the land or something. It was unclear. For donations, they healed us. In addition they gave Everaxe a Cloak of AC +1 because of his misfortune, and due to his clerical devotion to Odin, a fellow god of Freya.
On the path back to the hole where we believe Sylvia was taken, we learned that Everaxe the Dwarf Cleric and Faelin the girl Ranger are in the employ of Baron Frey and were there in the first place to secure Sylvia's safety. (Actually Steve told me that he had already explained that but for the life of me I have no memory of such an exposition. Oh well, this is my story so I'll tell it my way!)
We also saw some Men of Eastreach on patrol, but were able to avoid the few groups we came across thanks to Faelin's scouting.
When we reached the cave entrance, we reconnoitered the area at Ronin's suggestion. We found no other entries. Ronin then suggested we trap the entrance. Ældlin cast Snare among the flora near the entrance and the fellows entered carefully.
Thankfully Eevraxe had point. His Dwarf senses detected new construction. Vuvier the Gnome Thief found a pit trap and directed us around it. There was a chair, but no guard. Perhaps we had slain them all?
We went this time to the Western passage and found ourselves face to face with three Lizard Men!
Give us a nice, wet lickery-kiss |
...Three Lizard Men!
That's more like it! |
Everaxe gallantly dashed in, tripped over his feet and fell flat! The sleestacks Lizard Men pounced and brought him low with their spears. In the mean time, Faelin and Ronin teamed up to bring two of the enemies near death. Ældlin charged in to protect the fleeing Dwarf! They slammed into one another and now it was Ædlin who found himself seated in the dirt!
The several heroes did make short work of the three Lizard Men, who had bupkis for treasure.
Backtracking then, we found another barracks room with three more Lizard Men!
Again, we took them out fast and again they had nothing good on them.
We found a small passage down a slope and into a room with a pool. It was completely dark, so Everaxe poked around. He considered drinking some of the water to see if it was magic, but decided against it.
File Photo |
Up the hallway a ways we heard a loud obnoxious goblin. Those of us who speak goblin could hear he was moaning about having to peel potatoes and carrots. Everaxe had an idea!
From the hallway in Goblin he said: "I'm here to take over for you! Your shift is over!"
The goblin asked, "Who you are? Where you come from?"
Everaxe said, "Who is none of your concern! We come from the pool at the end of the hallway with the Lizard Men!"
The goblin said, "Oh! You come from the Lizard Man rooms! They no have to cook! They get to fight! And they get their own bathroom! I HATE the Lizard Men! Okay! Come in!"
The pool was their bathroom. And Everaxe almost drank it!
Everaxe said, "I need help moving this cask of fine Orcish wine!"
The goblin squealed with delight and dashed out! Everaxe grabbed him and we tied him up!
His name was Whichgoblin and we negotiated his services as a guide and mercenary guard for three gold coins - more money than he had ever seen - as well as a promise that he would never have to cook for anyone else ever again.
He led us up to the next room, another kitchen with another goblin caterwauling away about making stew all day and night. It turned out this second goblin (whose name I forgot, darnit) was the brother of the first, and agreed to the same deal as before. They showed us a secret passage to where Oliver laired. Oliver was the name of the Man who ran the dungeon complex and presumably held Sylvia!
Vuvier figured out how to open the passage and we entered Oliver's study while the goblin brothers held rearguard.
Our new mercs. Sculpts by WizKids |
No sooner did we cross into his vast study then our two meat shields, Ronin and Everaxe hit the deck, victims of a Sleep spell! Worse, an owlbear picked up the hapless Everaxe and tossed him twenty feet across the room! Worse yet, Everaxe had no backup weapon and his morning star stayed on the ground where he had fallen!
Within the room we saw a laughing Man, likely a mad wizard of some kind: Oliver!
In the back corner we saw a maiden in a chair: Sylvia!
We woke up the dudes, beat the Owlbear, but lost Oliver as he dashed out a secret door... followed, seemingly of her own free will... Sylvia!
While we gathered ourselves, Ældlin and Ronin stuffed their packs full of rare books from a large bookshelf on the wall.
And that was the end of the session tonight!
Two thoughts: I cast Charm Person or Animal on Oliver - twice - and twice he made his Save. This might have been good luck, but it's making me think.
From 5e |
Earlier on we had found the illusion of an Owlbear and a Maiden in the main common area. I wonder if Oliver and/or Sylvia were illusions? It seems odd that they were able to dash off, together, through a door we didn't see when we came in. And was the whole thing an illusion? Is that why we didn't see the door?
It remains to be seen!
Friday, October 27, 2017
In The Works
Stonegazer vs Boobgazer by KT Andersson |
No finished product to share tonight. Tomorrow is our game night so I'll write an actual play report for Sunday or Monday.
The next couple of Welsh Marches posts I'm working on are
1) I am deciding which weapons and armor will exist in the Welsh Marches. It will be a narrower selection than in D&D, but not by much. I am also thinking about making all the hit dice and weapon damage d6 instead of the several polyhedrals.
2) Fixing a weapon type versus armor type table for those weapons and armor, starting with the tables from GREYHAWK and modifying them for our purposes.
3) Based on my terrible misadventure with Some King's Kent and the Yeoman class, the idea has been percolating that the several "units" for the wargames part of the setting ought to be outfitted with uniform armor and weapon types based on their country of origin and social class.
4) Then based on those unit types, making up several narrow fighting-man classes like the Knight we made earlier on.
Wednesday, October 25, 2017
602 Years Ago Today
WESTMORELAND
O that we now had here
But one ten thousand of those men in England
That do no work to-day!
KING HENRY V
What's he that wishes so?
My cousin Westmoreland? No, my fair cousin:
If we are mark'd to die, we are enow
To do our country loss; and if to live,
The fewer men, the greater share of honour.
God's will! I pray thee, wish not one man more.
By Jove, I am not covetous for gold,
Nor care I who doth feed upon my cost;
It yearns me not if men my garments wear;
Such outward things dwell not in my desires:
No, faith, my coz, wish not a man from England:
God's peace! I would not lose so great an honour
As one man more, methinks, would share from me
For the best hope I have. O, do not wish one more!
Rather proclaim it, Westmoreland, through my host,
That he which hath no stomach to this fight,
Let him depart; his passport shall be made
And crowns for convoy put into his purse:
We would not die in that man's company
That fears his fellowship to die with us.
This day is called the feast of Crispian:
He that outlives this day, and comes safe home,
Will stand a tip-toe when the day is named,
And rouse him at the name of Crispian.
He that shall live this day, and see old age,
Will yearly on the vigil feast his neighbours,
And say 'To-morrow is Saint Crispian:'
Then will he strip his sleeve and show his scars.
And say 'These wounds I had on Crispin's day.'
Old men forget: yet all shall be forgot,
But he'll remember with advantages
What feats he did that day: then shall our names.
What's he that wishes so?
My cousin Westmoreland? No, my fair cousin:
If we are mark'd to die, we are enow
To do our country loss; and if to live,
The fewer men, the greater share of honour.
God's will! I pray thee, wish not one man more.
By Jove, I am not covetous for gold,
Nor care I who doth feed upon my cost;
It yearns me not if men my garments wear;
Such outward things dwell not in my desires:
But if it be a sin to covet honour,
I am the most offending soul alive.
I am the most offending soul alive.
No, faith, my coz, wish not a man from England:
God's peace! I would not lose so great an honour
As one man more, methinks, would share from me
For the best hope I have. O, do not wish one more!
Rather proclaim it, Westmoreland, through my host,
That he which hath no stomach to this fight,
Let him depart; his passport shall be made
And crowns for convoy put into his purse:
We would not die in that man's company
That fears his fellowship to die with us.
This day is called the feast of Crispian:
He that outlives this day, and comes safe home,
Will stand a tip-toe when the day is named,
And rouse him at the name of Crispian.
He that shall live this day, and see old age,
Will yearly on the vigil feast his neighbours,
And say 'To-morrow is Saint Crispian:'
Then will he strip his sleeve and show his scars.
And say 'These wounds I had on Crispin's day.'
Old men forget: yet all shall be forgot,
But he'll remember with advantages
What feats he did that day: then shall our names.
Familiar in his mouth as household words
Harry the king, Bedford and Exeter,
Warwick and Talbot, Salisbury and Gloucester,
Be in their flowing cups freshly remember'd.
This story shall the good man teach his son;
And Crispin Crispian shall ne'er go by,
From this day to the ending of the world,
But we in it shall be remember'd;
We few, we happy few, we band of brothers;
Warwick and Talbot, Salisbury and Gloucester,
Be in their flowing cups freshly remember'd.
This story shall the good man teach his son;
And Crispin Crispian shall ne'er go by,
From this day to the ending of the world,
But we in it shall be remember'd;
We few, we happy few, we band of brothers;
For he to-day that sheds his blood with me
Shall be my brother; be he ne'er so vile,
This day shall gentle his condition:
And gentlemen in England now a-bed
Shall think themselves accursed they were not here,
And hold their manhoods cheap whiles any speaks
That fought with us upon Saint Crispin's day.
Shall be my brother; be he ne'er so vile,
This day shall gentle his condition:
And gentlemen in England now a-bed
Shall think themselves accursed they were not here,
And hold their manhoods cheap whiles any speaks
That fought with us upon Saint Crispin's day.
Monday, October 23, 2017
English Place Names
There's nothing like the real thing!
Alphabetical list here.
A shuffled list here.
Here's a list of English place names. The first one is alphabetical and the second one is shuffled. I took out just a few of the big cities.
How could you resist the town of Fridaythorpe?? |
Alphabetical list here.
Stowy, Twiston, and Piddleton at your fingertips! |
A shuffled list here.
The reason you need this is that you don't want to be stuck naming your towns stupid names you pull out of thin air. Just print out one of the many, many, many pages and you instantly have all the names of cities, towns, villages and hamlets you will ever, ever need.
No need to attribute me on these either, they're just lists. No intellectual property. Use them however you like!
By the way... I have lists of place names from other countries as well. Not as voluminous as this one, but you could use these foreign names as the names of villages of elfs, dwarfs or gnomes as well as foreign Men. Let me know in the comments if you wanna see some.
Also, apropos of nothing, I need to show you this.
Also, apropos of nothing, I need to show you this.
What Did You Use from Unearthed Arcana?
When I started we mixed and matched whatever books and modules we had. I had the BX basic box and the Basic and Expert Mentzer boxes. I evenutally got the 2e core books. My friends Matt and Doug loved Dragonlance so we mixed that stuff in too.
Unlike today where you can go to the kickstarter page, watch a video, and even fund every release, there wasn't much you could do to know what was out there except maybe go to Waldenbooks to see what they had. I didn't know about UA until maybe 1990? 1988-1990? Right before 2e. Before that I played BECM. Although I flipped through UA, I liked 2e better because it seemed newer. I wonder where the monk and barbarian went but it didn't bother me per se. The DMG even had a system to construct your own classes so if you wanted a monk or barbarian you could make one up for yourself.
Unlike today where you can go to the kickstarter page, watch a video, and even fund every release, there wasn't much you could do to know what was out there except maybe go to Waldenbooks to see what they had. I didn't know about UA until maybe 1990? 1988-1990? Right before 2e. Before that I played BECM. Although I flipped through UA, I liked 2e better because it seemed newer. I wonder where the monk and barbarian went but it didn't bother me per se. The DMG even had a system to construct your own classes so if you wanted a monk or barbarian you could make one up for yourself.
I think I did play a one campaign 1-on-1 as the player where there was a Comeliness stat but it was qualitative, not quantitative. (That was a wild campaign - we were third level and ended up in the outer planes dealing with devils and angels. At the time it seemed stupid, but it was my own narrow interpretation. In retrospect it was a very good campaign.)
Sunday, October 22, 2017
When Do They Die?
Notorious killer DM Tim Kask in 2009 |
There's actually a couple of ideas that I'm throwing in this short post. One is about hit points, and another one is about an important idea to make things fun more generally.
I'm playing in a game where you die at -10 hit points. It seems like an awful lot of extra hit points in actual play. Truth be told, I would like to have seen my characters die more often because I feel like they deserved to die based on my play. I feel like, and this is a general comment and not directed toward Steve: The Referee should feel guilt for robbing the player of the agency of killing his own character through some blunder.
A more heroic mechanism
than negative hit points: Maybe if the several characters hurriedly bring he who has been laid low back to the town, he can get a save versus death as he convalesces. Only if
they do not tarry! It is likely this is the end. You don't count negatives; anything below 0 means you are on the clock and you have to get him to a stable situation.
On the other hand, there are situations that are not fun. F’rinstance: A player
isn't feeling well. He shows up and you play. He makes unusually poor game
choices that get characters killed or otherwise disadvantage the party.
That's when the Ref and players have to stop and say "this isn't fun.
Let's try it again and make it more fun."
That's different than a -10 HP rule or whatever. That's stepping outside the
game to fix a table issue.
In the game, characters should be allowed to die.
Saturday, October 21, 2017
Alternate Druid Spell List, Level 2 Spells
Slowly working through the spell descriptions for the Druid spells. I really hate making lists with descriptions, such as spell lists and monster lists. I don't know why.
Here's the alternate Druid class from my Welsh Marches campaign.
Here's the list of alternate First Level spells.
Many, many thanks to Brian Richmond of Goatman's Goblet for the inspiration and sometimes text of some of these interesting spells.
Second-Level
Druid Spells
Blight
R:
Self D: Instantaneous
Plants and organic matter within 2” of the
caster begin to rot, wilt, and sprout fungus. Plant creatures take damage equal
to 1d6 per caster level, while normal creatures take 1d6 + caster level damage
due to thirst.
Boreal
Songs
R:
1” Radius D: Concentration
The air around the caster begins blowing
strangely and harsh whispers speak on the wind. Those affected by the spell
suffer -4 to their Attack Rolls, as though they were fighting in darkness. The
songs speak to them of their deaths.
Breathless
R:
One Being D: Concentration
The caster shuts his mouth firmly and then
doesn’t need to breathe. He may cast the spell on others by placing an object he
owns into the mouth of the figure. So long as the figure’s mouth remains closed,
he instead does not need to breathe.
Chill
Steel
R:
3” Cone D: Instantaneous
The caster may painfully chill metal, forcing
those hit with the spell to either drop what metal they are holding or suffer
1d6 + caster level damage.
Control
Temperature
R:
3” Radius D: 1 Turn
The
caster moistens his earlobes with a dash of cool water. The ambient temperature
comes under his control, between slightly below freezing to very hot (110
degrees F / 43 C).
Create
Water
R:
1” per level D: Permanent
Creates one cubic foot of sweet, drinkable water
(about 8 gallons) per experience level.
Creeping
Sickness
R:
3” D: Several days
The caster makes a beckoning motion and the
victim slowly has his vigor sapped for a number of hours equal to the caster’s
level. Each hour the victim takes 1d6 damage and must Save vs Spell or become
sickened for a number of days equal to the caster’s level. This is subdual
damage and will not reduce the target below 0 hit points. Upon becoming sick,
the victim no longer suffers damage from the spell.
Debauchery
R:
Self D: 1 Hour per caster level
The caster falls into a state of hedonistic
glee, becoming immune to spells that might otherwise alter his mind or purpose,
but suffering the effects of being the life of a party. The caster cannot cast
spells while debauched, attracts 1d6 people per caster level as revellers from
the nearby wilderness or town (of all ages, kinds, and social classes.) Local
animals may attend the revelry too. The debauchery lasts a number of hours
equal to the caster’s level, after which the caster is fatigued, hung over, and
has suffered ill-effects of carousing.
Exhalation
of Purity
R:
2” Radius D: 1 Round per caster level
By exhaling sharply, the caster blows away
any gasses, fogs, mists, dust, smoke, or poison clouds within 20 feet. The
caster may choose instead to inhale these dangers, making a Constitution check,
which upon passing allows the caster to exhale the content safely within a
number of rounds equal to his level. If the check is failed, he suffers the woes
of his folly.
Ferocity
R:
Nearby Allies D: Concentration
The caster pounds on his chest, rousing the
fury of their compatriots. A number of allies equal to the caster’s level may
increase the damage their melee attacks deal by one die increment (d6 to d8,
&c.) This bonus exists for however many rounds the caster pounds on his chest,
though he may shift to another loud act of percussion. Upon ending this drumming,
those affected must Save vs Petrification or Polymorph or become fatigued.
Glance of Mendacity
R:
1” D: Caster level in Rounds
With a subtle glance, the caster may charm a
victim into acting in the best interest of the party; provided no violence will
knowingly come to someone in the victim’s immediate charge. The victim remains
charmed for a number of Rounds equal to the caster’s level. No Save is allowed.
Harvest
Rations
R:
1” D:
Permanent until eaten
The caster is able to make a single serving
of rations feed a number of figures equal to the caster’s level. The rations
bloat inside the stomach of those who eat it. Eating this way more than twice
in a row requires a Save vs Poison to avoid being sickened.
Heat Metal
R:
4” D:
7 Rounds
Metal
goes from merely very hot, to blistering, to red-hot, to blistering, to merely
very hot again. There is no saving throw.
On
Rounds 2, 3, 6, and 7, metal so touched deals 1d4 HP damage. On Rounds 4 and 5,
it deals 2d4 HP damage. Armor or weapons can be so heated.
Heat
Shimmer
R:
Self D: 1 Turn
The caster holds a hand outstretched and the air
within 2” around the caster becomes balmy and tropical. Those who enter that
space suffer -2 on attacks due to the heat, and if they remain within that
space for more than 1d4 Rounds, they face a -2 on all rolls due to heat
exhaustion until they sleep.
Hold
Animal
R:
3” D: 4 Turns
Holds 1d4 natural or dire creatures of animal
intelligence transfixed and fascinated.
Locate
Plants
R:
1”diameter/lvl D: 1 Turn/lvl
The
caster whispers into the wind and the wind whispers back. He is able to locate
the nearest instance of a desired plant within range. The area of effect stays
on the caster as he moves.
Mantle of
Winter
R:
Touch D: Caster’s Level in Hours
The caster imbues the essence of Winter upon
a target, turning its mantle stark white. The figure gains immunity to cold and
frost and a cold breath weapon dealing 1d6 + 1 Hits damage to all targets in a
1” cone before him. The target also suffers weakness to fire, which deals
double damage.
Obscurement
R:
0 D: 4 Rounds /lvl
The
caster draws on his pipe and exhales through his nose. A misty vapor scented
with pleasant wood and leather notes reduces visibility and scent-based
tracking to a range of 1 scale inch. The volume affected is a 30 foot cube at
3rd level and a cube of an additional 10 feet on a side per experience level
above 3rd.
Produce
Flame
R:
0 D: 2 Rounds/caster lvl
The
caster crushes a stalk of rhubarb between his hands. A bright flame like a
torch springs forth from the caster’s hand. One time the caster may hurl it as
a missile to a range of 4”. It will inflame combustibles in the immediate area
of impact. Against another figure, the flame deals 2d6 + 1 per caster level
damage.
Protection
from Lightning
R:
Touch D: 12 Turns
The
touched figure ignores up to 12 Hit Points of electrical damage per Round.
Renewal
R:
Touch D: Permanent
The caster may with a touch repair an object
back to its original state. This will fix damaged armor, a hole in a boat, or a
notched sword; but it cannot return enchantments back to items.
Screaming
Mandrake
R:
3” D: Permanent until activated
The caster can turn a root vegetable into a shrieking
fetish which upon being touched by any mortal hands will begin screaming for a
number of rounds equal to the caster’s level. The scream deals 1d4 damage per
round to all who can hear it, and anyone who holds it is deafened for 1d4 days.
After the plant is done screaming, it shrivels up to look like a shrunken head.
Sunlight
R:
Touch D: 3 Hours
By outstretching a hand, the caster can bring
forth a globe of golden sunlight which illuminates everything within vision as
though it were daylight. Creatures weakened or harmed by sunlight suffer the
usual effects. The globe is warm but utterly intangible.
Warp Wood
R:
Touch D: Permanent
The caster may shape wood with their hands as
though it were soft clay. He may order wood to splinter, shatter, rot, or
blossom with new life.
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