Showing posts with label Pathfinder. Show all posts
Showing posts with label Pathfinder. Show all posts

Saturday, January 3, 2015

Treasonous Thoughts

I'm very seriously considering ditching Pathfinder for 5e.

There, I said it.

I could never bring myself to sell my PF rulebook though. And it's unlikely I'll sell my Swords&Wizardry books. There are only two of them, and frankly, they're good enough that I'm still likely to run S&W for an even more casual game.

I only have a few non-primary PF rule books, though I do have a few full adventure paths worth of modules.

The only wrinkle is that I'm currently in love with the Midgard setting, and at the moment, that's only spelled out for Pathfinder. I suspect that until WOTC makes their licensing scheme known, we won't see any 5e Midgard stuff, which would be a shame.

Hopefully the rumored "3e to 5e conversion guide" will help.

Honestly, I'm probably not going to be playing much D&D over the next few months, since our "Supers!" game is going well. I'll blog about our latest session in the near future.

Tuesday, July 15, 2014

Jerrick the Psion(Kineticist)

Another in my pathfinder character series, this one is a sample Psion I built using Dreamscarred Press' "Ultimate Psionics" for Pathfinder. Like the others, he's pretty stereotypical - he uses his telekinetic powers to essentially be a Rogue character. As he levels up, he may eventually take some Rogue levels, but for now he's focusing on the Psion track. UP Psions don't start to get interesting until 2nd or 3rd level.

It's worth noting that it doesn't look like Psions share Wizards' difficulty wearing armor, so if Jerrick can score some armor proficiency or wear something like Cloth that doesn't carry a nonproficiency penalty, that might work to his advantage. But since he has the equivalent of Psion mage armor, he'll probably be ok. Especially since he has a feat that lets him juice up his weapons with +1 energy, and +2d6 if he expends psionic focus during the attack. Ouch!

Jerrick
Male Human (Chelaxian) Psion 1
CG Medium humanoid (human)
Init +2; Senses alertness; Perception +3


Defense


AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 6 (1d6)
Fort +0, Ref +2, Will +2


Offense


Speed 30 ft.
Melee dagger +2 (1d4+2/19-20) and
   quarterstaff +2 (1d6+3)
Ranged light crossbow +2 (1d8/19-20)
Psion Powers Known (power points 3, ML 1st; concentration +4):
   1st—control object, energy ray, inertial armor
   0 (at will)—crystal light (DC 13), detect psionics, far hand, telekinetic punch (DC 13)


Statistics


Str 14, Dex 15, Con 10, Int 17, Wis 10, Cha 14
Base Atk +0; CMB +2; CMD 14
Feats Body Fuel, Psicrystal Affinity, Psion Weapon Proficiencies, Psionic Weapon
Skills Autohypnosis +4, Disable Device +6, Perception +3, Sense Motive +2, Sleight of Hand +3, Spellcraft +7, Stealth +3, Use Magic Device +3
Languages Common, Dwarven, Elven, Goblin
SQ disciplines (psychokinesis [kineticist]), share powers, talents, telepathic link
Other Gear crossbow bolts (20), dagger, light crossbow, quarterstaff, ale (per gallon), backpack, belt pouch, belt pouch, chalk (5), flint and steel, thieves' tools, trail rations (5), waterskin, psicrystal, 74 gp, 2 sp, 9 cp


TRACKED RESOURCES


Control Object - 0/0
Crossbow bolts - 0/20
Crystal Light - 0/0
Dagger - 0/1
Detect Psionics - 0/0
Energy Ray - 0/0
Far Hand - 0/0
Inertial Armor - 0/0
Telekinetic Punch - 0/0
Trail rations - 0/5


Special Abilities


Alertness (Ex) While a psicrystal is within arm's reach, its owner gains the Alertness feat.
Body Fuel You can expand your powerpoint total at the expense of your health.
Psicrystal Affinity You have created a psicrystal
Psionic Weapon You can charge your melee weapon with additional damage potential.
Psychokinesis (Kineticist) Psions who specialize in psychokinesis are known as kineticists. They are the masters of powers that manipulate and transform matter and energy. Kineticists can attack with devastating blasts of energy. Unlike other psions, when a kineticist select
Share Powers (Su) Have any power you manifests on yourself also affect your psicrystal.
Talents You may learn 3 "talents" (level 0 powers) as well as detect psionics.
Telepathic Link (Su) The owner has a telepathic link with his psicrystal out to a distance of up to 1 mile.


At first glance, Jerrick would appear to be just another handsome Chelaxian rogue - his close-cropped beard, quick wit, and fondness for other people's money make him an affable but untrustworthy friend.

But Jerrick is a Kineticist, and devotes much of his effort to the study of mind over matter. He has learned the abilities to manipulate things at a distance, as well as manifest raw energy of different elemental types to wield against enemies, and to wrap around himself for protection.

He has constructed a Psicrystal companion, which he only refers to as his "little buddy." Jerrick often seems to be at odds with his psicrystal though, because the crystal is attuned to his latent (and well hidden) sense of heroism, and exhorts Jerrick to heroic deeds that seem at odds with his roguish persona.

Friday, August 9, 2013

What Does Lovecraftian Gaming REALLY Mean?

I've been a fan of H.P. Lovecraft and his peers since I first discovered weird fiction and cosmic horror back in High School. I read everything I could get my hands on - Machen, Chambers, Bloch, etc. The Chaosium fiction collections came out in my early adulthood, and I found (and still find) them a great source for stories I hadn't read before. (Aside: I had to stop reading "A Season in Carcosa" recently, because even though the stories seem innocuous enough, I found them seeping into my dreams. I'll read more once the creeping dread fades.)

But I have never had a lot of interest in "Lovecraftian" gaming. You know, lots of deep ones going after people, ghouls, big, floppy tentacled monsters, etc. Essentially, the "August Derleth" version of Lovecraft - name dropping and cataloging, but adding anything new.

While I enjoy a good historical wargame as much as the next guy, it seems to me that the general approach to Lovecraftian horror is more like quoting Monty Python skits than writing weird fiction. As a geek, I memorized plenty of M.P. in my youth, but laughing about their comedy is not the same thing as creating "Pythonesque" comedy for people to laugh at.

So, how then does one do something "Lovecraftian" without resorting to name dropping (or re-skinning)? It's a tough question, and I don't claim that I have the skill to produce such a thing. But perhaps I can categorize what it might look like.

What made Lovecraft's stories compelling to me was the way he took things that we all take for granted (or at least took for granted back in the dawn of the last century) and turned them inside out. Jesus' resurrection and plan of salvation, horribly echoed in Cthulhu's return and subsequent scouring of the Earth (recall that HLP was raised Baptist, though he renounced that faith), the fear of finding out that your ancestors were not what you were lead to believe and that you can't choose your own fate, the shock of discovering that maybe a brilliant artist is not as imaginative as everyone believes. The list goes on.

So how do you do something like that in Pathfinder/D&D or Traveller, specifically without invoking Elder Gods and Non-euclidean dimensions?

I'm not sure, but here are some thoughts.


Traveller

Traveller's Third Imperium (The 3I) is in theory the easiest type of setting to convert to horror, since it rests in the conventions of the real world. However, it already has some "Elder Gods" (The Ancients - not godlike in stature, but certainly in power), hidden secrets (like who the Ancients were - spoiler alert from the 1980's: they were a mutation of a reclusive alien species found in enclaves throughout charted space), strange madness inducing phenomena (some people go mad seeing jumpspace) and hints that there was something more going on with how interstellar travel worked than anyone really knew.

These elements were not blatant expressed in the setting though. In fact, I suspect very few groups actually explored the darker side of the Traveller universe, preferring to focus on its decidedly humanistic and capitalistic themes. Mongoose Publishing's "Secrete of the Ancients" campaign did a good job of re-casting the Ancients as a living force within charted space, and had a nicely Lovecraft-y feel without invoking squid-headed super-beings. (Though there were some interesting ways that the Ancients achieved immortality.) But in the end, it was a Humanist's view of extradimensional horror seasoned with a dash of conspiracy theory, not something that contradicts your concepts of what reality is.

Clearly, something like Mass Effect's Reapers would work for Traveller, though they're more directly Cthuloid, not being "alive" as we know it, etc. But the Reapers are still re-skinned Elder Gods, returning when the stars are right to cleanse the galaxy for their own twisted reasons.

Where can we go in Traveller to reach the disturbing "We were SO WRONG ABOUT EVERYTHING" state required by cosmic horror?

Maybe psionic powers are really a mental connection with higher-dimensional beings from "jump space", who can cause the familiar psionic effects, but at a terrible if not obvious price to the psionic. And maybe these beings have a plan? Maybe that's too obvious - science is wrong, mystics are right seems like a cop-out.

Maybe the dawning realization that the entire Nobility structure of the 3rd Imperium is in fact composed of "Manchurian Candidate" type Bioconstructs. And maybe they have been deliberately directing technological progress for the last thousand years, relentlessly pushing for higher and higher power jump drives. And now, misjumps seem to be happening more frequently than in the past. Recently, a long-missing ship has appeared in the outer system with only minimal power signatures on board. A local professor wants to hire a ship to investigate....

Better, even if it's a little "God Emperor of Dune" crossed with the Star Trek:TNG episode "Conspiracy". It undermines with the understanding of how society works, if not the structure of the universe itself. That fits well with Traveller's humanistic focus, which might be a drawback to the concept.

I suppose you could imagine some setting in which punching ships through jump space is disturbing some sleeping entity (reverse-Azathoth?), but then we're back to re-skinning.

Pathfinder

(Sorry, Pathfinder doesn't have an iconic title format like Traveller does, and the web doesn't have their font. But that's not a bad match for the color.)

Pathfinder is already rife with Lovecraft inspired nastiness, but none of it is truly creepy. (ok, maybe Aboleths....) Of course that's because once you catalog something, it's no longer surprising. Many write ups have great atmosphere when you first read them, or really stop to think about them though. But ultimately, it's just another kind of monster to defeat or flee from. Paizo does a good job with huge, world-shattering plots and clearly are fans of Lovecraft (almost too much so, I sometimes think), but I wonder if it would be possible to take a more subtle approach?

What does that cosmic horror even mean in a world with magic, demons, aberrant horrors and monsters? Can you add anything that would invoke actual horror for the players?

What we need is to take something simple and fundamental to the setting, and turn it inside out, changing the significance into something more horrible than you would expect. That's not as easy as it sounds, since countless authors before you have already pushed the envelope on this one.

To really up-end a D&D type fantasy setting, you would need to do something screwy like have the entire thing be happening inside The Matrix. That's right, not magic and gods, but a transhuman post-singularity setting, where reality was a simulation that could be hacked from the inside. The "twist" is that though reality appears infinitely diverse, full of life, magic and will, it is in fact only the shadow cast by cold data, interacting in complex but ultimately artificial ways. Fantasy lives because of the wonder and infinite potential of the fantastical realty. Showing all that to be merely an illusion would be soul-crushing to a denizen of such a reality.

But would that be cosmic horror for the players, or their characters? I imagine it would cause more than a few players to stop playing, though that's only a victory for horror in a meta sense....


As I mentioned at the start, I don't have any good answers. I'm curious if anyone reading has some ideas how to bring cosmic horror to RPGs without simply invoking Lovecraft's memory.

Tuesday, July 30, 2013

Who Owns the Narrative?

I come to that question after getting the chance to GM some FateCore on Sunday with my at-home group (Wife+kids).

The basic setup is simple - the players are the crew of a small "Space Ranger Cruiser" in a "24th Century: Outer Space!" setting. (No FTL, but tons of space flight.) They found out that someone has started manufacturing killbots in the asteroid belt when one attacked their base on Ceres. They managed to get into the hidden asteroid base with very little opposition (I let them try out some different types of skills and a handful of simple combats), and are poised to enter "Sector 8", which presumably is where all the killbots are being built. (In other words, I went for a straight-up dungeon crawl. At least in the classic games, that's usually a safe bet, though perhaps it was a poor choice for FateCore....)

Now here's the thing. We've mostly been playing traditional games like Pathfinder, and they're having a little trouble with the idea that THEY get to decide the details of a scene or setting. They are more used to the GM (me) laying it all out for them to explore and reacting instead of acting. I've tried to encourage them with questions like, "What do you think, DO these robots have homing beacons?" but like me, they're having some trouble adapting. So rather than a collaborative effort to make an epic story, this is turning into a plain-old "GM tells us what's happening, we react" game. I do like those kinds of games, but FateCore seems like it would work best with everyone creating the story and the GM just running the bad guys and making judgements about difficulty levels.

Maybe the stumbling block is that they don't have a significant buy-in in the setting. When I asked them what sort of setting they wanted to play, they were noncommittal, though interested to try FateCore. We already have a Fantasy game, so I proposed this "Tom Corbett, Space Cadet" type pulp setting as something different. It wasn't until I suggested to my son that he could play a Telepath "Psi-Corp Ranger" that he became more than passively interested in the setting, and my daughter was only interested in playing an "Anime School Girl Brat" whose dad is a Space Ranger officer. Both turned out to be pretty cool characters in the end, but I'm afraid that having a dungeon crawl be their first outing might have been a mistake, since none of them really wants to help "own" the story.

I've also found that it's not easy to work their individual Aspects into the game. As I mentioned, this is more or less a straight-up dungeon crawl, though the characters are more tuned for investigative work. Which is my fault - I fell back on the "tried & true" without regard for how their characters turned out. To their credit, they are taking guard uniforms for disguise and the telepath is lifting names out of peoples' heads to help deceive them.

I know that attempting to GM a game I've never played for a group that's never played the game, and isn't super-invested in the setting is rife with failure possibilities. (When I put it that way, it seems insane that I even tried.) I'm not judging FateCore (which is a very slick rule set), just my ability to employ it properly with the players I have.

It hasn't all been bad - we had some pretty serious laughs when the guards caught the party in the Hydroponics sector, and the School Girl ("I'm really not as young as I look!") used her considerable deception skill to trick the guards into believing that she and one of the other characters were "just being naughty, and please, please, please don't let my dad find out!" She distracted the guards with her Legendary Deception long enough for the "hitter" to slug one in the Jaw (lights out!) and the third character secured the second guard with zip ties and duct tape. (Because even in C24, duct tape is the answer.)

It might be best to, after we finish this scenario, say, "Ok, that's how FateCore works, more or less. Now what sort of game do you REALLY want to play?"

And I have to be OK with it if they say, "Pathfinder!"

Monday, July 22, 2013

Korm Garkson, Half-Orc Monk

In keeping with my somewhat "cartoon character" approach to Pathfinder, here's another character. He's a friend and travelling companion of Jala Stormborn (my previous stereotypical character), and plays the anvil to her hammer, after a fashion. As usual, I rolled his stats with 4d6(drop 1), and arranged them to taste.

I am working up one more character for this little party - an Elven Bard who joined Jala and Korm to chronicle their adventures, figuring that there is no way that these two wouldn't be getting themselves into some saga-worthy trouble.

Korm Garkson
Male Half-Orc Monk 1
LN Medium Humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +7


Defense


AC 17, touch 17, flat-footed 13 (+3 Dex, +1 dodge)
hp 10 (1d8+2)
Fort +4, Ref +5, Will +5
Defensive Abilities orc ferocity (1/day)


Offense


Speed 30 ft.
Melee Unarmed strike +2 (1d6+2/x2)
Ranged Shuriken +3 (1d2+2/x2)
Special Attacks flurry of blows -1/-1


Statistics


Str 15, Dex 16, Con 15, Int 8, Wis 16, Cha 11
Base Atk +0; CMB +2 (+4 Grappling); CMD 19 (21 vs. Grapple)
Feats Dodge, Improved Grapple, Improved Unarmed Strike, Stunning Fist (1/day) (DC 13)
Skills Acrobatics +7, Intimidate +2, Perception +7, Sense Motive +7, Stealth +7; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ ac bonus +3, stunning fist (stun), unarmed strike (1d6)
Other Gear Shuriken (10), Backpack (8 @ 12 lbs), Bedroll, Belt pouch (2 @ 2.96 lbs), Flint and steel, Trail rations (7), 144 GP, 4 SP


Special Abilities


AC Bonus +3 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full rd action.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Stunning Fist (1/day) (DC 13) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.


Raised in the Ulfenlands, Korm has always been at war with his nature. Rather than denying or giving in to his feral ancestry, Korm has chosen the path of balance as a monk. Focusing on stealth, acrobatics and perception, Korm follows his instinct as well as relying on his physical abilities. Never cruel, but perfectly willing to return violence with violence, Korm uses violence as a tool in his quest to find meaning to the universe and his place within it.

Korm views his childhood friend and adventuring companion Jala as a headstrong showoff who gets them in more trouble than she gets them out of. Though he respects her command of sorcery, he worries that his friend will lose herself to her chaotic impulses some day.
Still, Korm enjoys Jala's company and values her intellect and free spirit, two things he does not himself have.

Monday, July 8, 2013

Mostly Chewin' Bubble Gum. Kickin' Ass On Hold For Now

Hey, sorry for dropping off the radar. I love my job, but sometimes it gets a little clingy. :)

Here are a couple of updates:

* I got my Reaper Bones package a week ago. MAN does that box have a lot figures in it. I sprung for a few extra dragons and such, and they're pretty awesome. Sized nicely for playing with other miniatures. Many (less than 1/3) of the figures are warped from packing, but apparently you can simply boil them and reshape them, so long as you dunk them in icewater to re-set them. Soft plastic techniques are definitely not like metal techniques. I plan to start on easy stuff (assembly, elementals and skeletons) and then maybe tackle some of the dragons. The Griffin is particularly amazing, with exceptionally fine detailing on his feathers.I'm concerned that my meager painting skills will not be able to do him justice.

* I picked up "Psionics Unleashed" for Pathfinder recently during a sale. I have yet to really have time to digest the rules, but from my first go-through it looks very promising. We never used psionics in AD&D because most of the players couldn't wrap their heads around the rules. And also there was a vanishingly small chance of getting them during character generation - we had moved beyond "cheating" by the time we decided to read those parts of the PHB. I never used psi stuff in 3e or 4e, though one player in my group is forever doing crazy psionics stuff (he plays a shard mind), and I'm familiar with the rough concepts, which seem to have not changed drastically in character since 1e. I'll probably have more to say after I get more chance to read. I was gratified to see old standbys like "Tower of Iron Will" and "Id Insinuation" in this book.

* Mekton! The kickstarter was a success, and sometime next year, we should have a new version of Mekton to kick around. It's not really a new "edition" in the classical sense of the word, it's more like the "D&D Essentials" approach - compatible with MektonZ but not as crunch-oriented. The author says Mekton Zero is going to be focused on RP and not wargaming (MZ is as much a mech construction kit and wargame as it is an RPG), but will maintain design and character compatibility with MZ. M0 (what I'm calling Mekton Zero) will focus on setting, lifepath and campaigns. I'm very excited about this new game, and I hope when it arrives, I can convince some people to play it with me. As it is, I've already dug out my old Mekton and Jovian Chronices stuff for daydreaming material.

Saturday, June 15, 2013

Free RPG Day Loot

I went to my FLGS (Dragon's Lair in Austin) today for Free RPG Day. I'm glad I got there early; by noon, they were almost out of their freebies. Here's what I scored, in no particular order:


  • Cosmic Patrol: Quick-Start Rules and The Eiger Agenda
    A cute little 24 page, staple bound book about 4x8 inches.
    This one looks like tremendous pulpy fun.
  • Pathfinder: We Be Goblins, Too!
    A follow-on to the previous goblin-centered adventure, this time your "heroes" (and I use the term very loosely) are trying to impress a new tribe of Goblins by chasing of an ogre and his unsavory companions. Assumes you know how to play Pathfinder.
  • Castles&Crusades: A Pot of Broken Bones (for 3-4 adventurers, 3-8th+ level)
    They're confident enough of their product not to include any rules primer.
    The adventure looks pretty good, and clocks in at around 10 pages of scenario. I'll probably use it for a Pathfinder game.
  • Swords&Wizardry: Hall of Bones
    I was happy to see S&W representing; I think the game is virtually unknown here.
    There are about 6 pages of scenario and maps, and the rest includes a rules overview and a few pages of "Old School Philosophy". So, a very nice introduction to S&W, but definitely an introduction.
  • Lamentations of the Flame Princess: Better Than Any Man
    This one is even marked "Ages 18+, Explicit Content".
    No rules, but 96 (yes, 96) pages of setting, adventure and some disturbing artwork.
    This one is fascinating but probably has a very limited audience. Set in the 30 Years War during the Swedish Intervention (yeah, sue me, I'm kind of a history dork too), though this is a D&D based fantasy game, the setting is very realistic, except that there is something horrible going on. (I mean, aside from the viscious wars of religion.)
    I'll probably write about this one once I've had the chance to read it.
  • Star Wars: Edge of the Empire
    Fantasy Flight Games' new SW game, though not with any of the fancy dice.
    40 pages of rules intro, pregenerated characters, and a multi-part scenario. I'm not sure about the game system yet (I've only skimmed it), but the presentation is good.
  • A double-sided book that has Battletech&Shadowrun RPGs in it by Catalyst Games
    Like the SW one, this is well produced, but on initial skim, I'm not excited by the rules of either game (they're different). To be honest, I'm more into Mekton's "Mech RPG" system, though I do rather like BTech's history. (BTech is actually what got me into miniatures so many years ago.)
I'm hoping to play either "We Be Goblins Too" or "Cosmic Patrol" tomorrow with my kids. LoTFP:BTAM (now that's an acronym) is on my short list to read. Pot of Broken Bones will get converted to Pathfinder and inserted into my campaign. The others I'll get to as time allows.

Thursday, June 13, 2013

Jala Stormborn, Pathfinder Sorceress

Here's my latest version of the Jala Stormborn, an Ulfen Sorceress with an Air Elemental bloodline. This version is similar but not identical to the one I put up a few days ago. The statblock below was generated with HeroLab, which I find indispensable for making Pathfinder characters.

(I'm trying to build a Half-Orc Barbarian who might be her travelling companion, but I'm having a little trouble getting his concept right, so his stats will have to wait.)

Jala Stormborn
Female Human (Ulfen) Sorcerer 1
CG Medium Humanoid (human)
Init +2; Senses Perception +1


Defense


AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +2


Offense


Speed 30 ft.
Melee Dagger +0 (1d4/19-20/x2) and
   Spear +0 (1d8/x3)
Special Attacks elemental ray (6/day)
Sorcerer Spells Known (CL 1):
1 (4/day) Feather Fall (DC 14), Color Spray (DC 14)
0 (at will) Mage Hand, Open/Close (DC 13), Detect Magic, Drench (DC 13)


Statistics


Str 10, Dex 14, Con 12, Int 13, Wis 10, Cha 16
Base Atk +0; CMB +0; CMD 12
Feats Arcane Strike, Eschew Materials, Persuasive
Skills Bluff +7, Diplomacy +6, Intimidate +9, Perception +1, Use Magic Device +7
Languages Auran, Common, Skald
SQ bloodlines (elemental [air])
Combat Gear Oil (2), Sunrod (2); Other Gear Dagger, Spear, Backpack (15 @ 17.5 lbs), Bedroll, Belt pouch (1 @ 2.5 lbs), Candle (5), Chalk (5), Flint and steel, Mirror, Silk rope, Soap, Trail rations (5), Waterskin, 117 GP, 2 SP, 6 CP


TRACKED RESOURCES


Dagger - 0/1
Elemental Ray (6/day) (Sp) - 0/6
Spear - 0/1
Sunrod - 0/2
Trail rations - 0/5


Special Abilities


Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Elemental (Air) You may change any energy spell to use [Electricity] energy.
Elemental Ray (6/day) (Sp) Ranged touch attack deals 1d6 Electricity damage
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.


Jala is the daughter of an Ulfen merchant, born at sea during a particularly violent thunderstorm. Always slight person and pale even by Ulfen standards, Jala has always known that she is different from her friends.
(ed: she does not yet have Appraise skill even though it fits her background; she'll grab it next level.)

Jala channels her elemental power into a quick temper, and she is not without the legendary Ulfen forceful will and competitive spirit. Though she is capricious by nature, she respects honor and honesty, and if she does take an oath (an unlikely event - like the wind, Jala will not be bound), she will hold to that oath.

Though many find her sense of humor odd, Jala is an accomplished diplomat, able to bluff or intimidate her way through any situation her Diplomacy fails her.

In combat, Jala fights with a lightning-charged spear, and always has a dagger on hand to handle dangerous situations in her down time. She will seek to engage at range with her Elemental(Lightning) Ray when possible, and will use Color Spray to incapacitate groups of opponents whenever possible. Her Ulfen pride does make her inclined to "play fair" with singular opponents, but she is aware of her physical limits and will not easily be tricked into a losing melee situation. ("How is me using magic any different from you using your muscles?")

As a novice sorceress, Jala mastered a handful of electrical and air disciplines, She has the greatest affinity for air transmutations and pattern illusions, though she also understands conjuration and divination to an extent, especially when the conjuration relates to air or rain.

Jala delights in using her powers (especially her cantrips) and can be a bit of a show-off. In public, She would sooner use Mage Hand or "Open/Close" than her own hands, and she has been known to use Drench to deal with problematic social encounters.

Beneath her playful displays and bravado though is a deep fascination with magic, and a drive to understand her connection with the elemental plane of Air. She knows full well that her soul and fate are entwined with the elements, and she eagerly seeks out new knowledge of the mystic realms which she believes will one day be her home.

Wednesday, June 5, 2013

Conquest of the Bloodsworn Vale, Day 3

Days 1-2 were taken up by the party's foray against the Rose King.

Upon returning to Forth Thorn, Sir Tolgrith tasked the players with seeking natural resources, investigating a reported Owlbear lair and determining the cause of a strange, monthly pollution in the nearby river, scheduled to happen again in roughly a week.

The players decided to seek out the reputed Owlbear nest, though the Catfolk Rogue decided she would rather stay back at the fort, as she'd heard a rumor of a particularly fine cream being served. (CN rogues played by 9yo's are not reliable party members.)

The remaining players (A fighter, Wizard and their Cleric NPC) decided it would be faster to take a raft down the stream. Which it was, but going back later proved to be a chore. ;) I had them make some Survival rolls to figure out how to control the boat and a Fort save to avoid becoming fatigued. They made it to within a few miles of the foothills they believed to be the owlbears' likely home, and grounded their raft to rest and eat.

The Bloodsworn Vale is not a civilized place however, and their meal was interrupted by the angry snort of a Dire Boar, intent on defending his beach and maybe eating the cleric (a gnome). The wizard combined Arcane Strike and Hand of the Apprentice to good effect, keeping his distance from the brute, whereas the fighter tested his fancy new Adamantine blade on the beast's skull. Though it fought on well beyond wounds that lesser creatures would have succumbed to, in a few rounds the boar was bested, and the party set of towards the foothills.

Their progress was unimpeded, and after a few rather astute observations, they located a likely cave. Steeling themselves and saying a prayer to Desna, they crept into the darkness.

Rounding a corner, the fighter discovered that they had not been as stealthy as he had believed, and two of the great beasts were waiting for him. The wizard was the least startled of the group, and lobbed a fireball into the cave beyond, gravely wounding all three resident owlbears. The owlbears were far from finished though, and immediately charged the fighter, who found himself nearly dead and grappled by one of the great beasts. Being no slouch at melee though, the fighter worked his way free of the beast's clutches and downed a potion to regain his fight. The wizard meanwhile had summoned a flaming sphere which he was directing to good effect against the owlbears. The cleric, not a strong combatant, nevertheless managed to position herself behind the largest of the beasts, and even inflicted a few minor wounds on his backside, providing support to the (frankly overmatched) fighter, who was once again suffering the effects of numerous bites and claws.

The wizard's sphere of flame dispatched one of the owlbears, giving the cleric an opening to radiate healing energies to fortify her comrades and herself (selective channeling feat - very handy in a melee) as the fighter cleaved across the two remaining owlbears, critically wounding one of them and dispatching the still burning one to his right. Another chop, and the three owlbears were finished. The wizard managed to avoid any damage (as wizards often do), but the cleric and fighter were badly beaten, requiring the remaining powers of the cleric to heal up before they dared continue on.

The party soon discovered why the owlbears had fought so fiercely - three owlbear chick/cubs were in a room to the back, shielded from the fireball which opened the combat. Recalling "sleep", the wizard pacified them, allowing the party to bind them and carry them back to the raft. Additionally, they discovered that the pups/peeps had been feasting on the body of a lost scout, whose medallion they claimed to take back to the keep, and whose equipment they took, as per their employment agreement with Sir Tolgrith. (You can keep anything you find outside the walls, but you will need to follow the law inside the walls.)

They buried the scout's remains and poled their raft back up the river, arriving well after sundown, tired, dirty but victorious.

Now they have three owlbear cubs to sell if they can find a buyer, a new cloak of elven kind and a masterworked longsword they plan to give to the armory to curry favor with the quartermaster.

Tuesday, June 4, 2013

When given the choice between S&W and Pathfinder....

...the kids prefer Pathfinder, while my wife prefers Swords & Wizardry.

I probably shouldn't be surprised, and it may be as simple as the fact that the Pathfinder campaign is about 5th Level right now, whereas the S&W campaign is on the tail end of 1st Level. And really, who doesn't like playing more powerful characters?


S&W of course follows the OSG convention that characters start off being n00bs, and are barely less inept than peasants. They frequently have to hire people (meat shields and torch bearers) to accompany them, and those hirelings often run afoul of the "Save or Die" traps that most OSG dungeons seem to have. But my players (also not surprisingly, given their ages) think that's "mean" and (more thoughfully) that getting too many hirelings killed will anger the people in the town(s) from which they're hiring people. Kinda hard to argue with either point, except that the hirelings knew the dangers when they signed on, and if you give their cut of the reward to their families, you'll at least get the reputation of an honorable party. Though that may come at the price of a reputation for being the kind of party you really don't want to be invited to join...


Pathfinder characters start off pretty tough though, even at first level. Not as tough as 4e characters, but certainly not the sort of people an average peasant or even city guard would want to mess with. And with all those feats and skills, you can make some pretty spectacular themed characters, as long as you don't mind ignoring the whole "min/max" aspect of 3e gaming, and just choose powers to fit your concept.

For fun, I rolled up an Air/Storm Elemental bloodline Sorceress (loosely based on a miniature I have), whose statblock I've included below for illustrative purposes. Her stats are fairly average, and only the racial +2 for any stat pushes her over into heroic territory. I don't remember, but I suspect I used the "Roll 4d6, drop lowest" method, and arranged my results in order of preference. I'm intending to introduce her as a friendly rival and sometimes ally to my party, but like many characters I make, I find that I'm now anxious to play her in a campaign. :) Maybe someone I know will start a Pathfinder game I can get in on sometime later in the year.

It must also be said that HeroLab makes creating new Pathfinder characters exceptionally easy and fun. If only they supported all the games I play. I don't think I'd enjoy making characters for d20-based games very much without software support. (Which, of course, is why I like S&W. Sigh.)

Jala Stormborn
Female Human (Ulfen) Sorceress 1
CG Medium Humanoid (human)
Init +2; Senses Perception +1


Defense


AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +2


Offense


Speed 20 ft.
Melee Dagger +2 (1d4/19-20/x2) and
   Spear +0 (1d8/x3)
Special Attacks elemental ray (6/day)
Sorcerer Spells Known (CL 1):
1 (4/day) Color Spray (DC 14), Shocking Grasp
0 (at will) Mage Hand, Open/Close (DC 13), Breeze, Jolt


Statistics


Str 10, Dex 14, Con 12, Int 13, Wis 10, Cha 16
Base Atk +0; CMB +0; CMD 12
Feats Arcane Strike, Eschew Materials, Weapon Finesse
Skills Acrobatics -1 (-5 jump), Bluff +7, Climb -3, Diplomacy +4, Escape Artist -1, Fly -1, Intimidate +7, Perception +1, Ride -1, Stealth -1, Swim -3, Use Magic Device +7
Languages Common, Auran, Skald
SQ bloodlines (elemental [air])
Other Gear Dagger, Spear, Backpack (21 @ 27.1 lbs), Bedroll, Candle (5), Chalk (5), Explorer's outfit, Mirror, Rope, Trail rations (5), Waterskin, 120 GP, 3 SP, 7 CP


Special Abilities


Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Elemental (Air) You may change any energy spell to use [Electricity] energy.
Elemental Ray (6/day) (Sp) Ranged touch attack deals 1d6 Electricity damage
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.


Jala is the daughter of an Ulfen merchant, born at sea during a particularly violent thunderstorm. Always slight person and pale even by Ulfen standards, Jala has always known that she is different from her friends.

Jala channels her elemental power into a quick temper, and she is not without the legendary Ulfen forceful will. In combat, she fights with a spear, and always has a dagger on hand to handle dangerous situations in her down time.

Though many find her sense of humor odd, Jala is an accomplished diplomat, able to bluff and intimidate her way through many situations, and her fascination with magic has lead her to an understanding of magical constructs and their proper operation.

As a novice sorceror, Jala has mastered a handful of electrical and air disciplines, as well as Color Spray and Unlock - to talents she has found useful when adventuring for gold.

Tuesday, April 30, 2013

Pearl of Portal

I had an idea for a magic item over the weekend. I can not in any way claim much creativity for it, as you'll see. The flavor of this item should be different between OSR and D20, so I'm providing both versions. Needless to say, if you like one version over the other, don't let my arbitrary preconceptions get in your way of your game.

Pearls of Portal, Swords&Wizardry/OSG Edition

The Pearls of Portal are a matched set of flawless but otherwise unremarkable pearls, often stored together in a small felt pouch. To use the pearls, first touch them together, then place (or throw) one of them to another location no more than 360 feet away. While touching the pearl you still have, speak the command phrase ("the cake is a lie") and you will instantly be transported to the other pearl. Transportation works in both directions, and includes any items you are carrying and up to two friends with whom you are holding hands.  The pearl does not teleport with you, and if you were holding it, drops to the ground where you were standing.

You may use the pearls to teleport 3 times per day, after which the pearls must be reunited and exposed to moonlight for at least an hour before they can be used again.

Pearls of Portal, D20 "High Magic" Edition

Pearls of Portal are a matched pair of flawless pearls with a limited dweomer placed on them. To use the pearls, touch them together, then leave (or throw, etc.) one pearl wherever you wish. To activate the pearls, hold the pearl in one hand and speak the command phrase ("the cake is a lie"), and you and anyone else holding onto the hand with the pearl will be instantly teleported to the other pearl. Both pearls are consumed by this action. The pearls have a maximum range of 100 feet, and cost 1000gp.


Essentially these are a Dimension Door spell (Wiz4) crafted into a wonderous item that uses one of a pair of pearls as the destination. The S&W version is a permanent item that needs a "ritual" to recharge, the d20 version is more like a scroll or potion, and is priced accordingly. Players will hopefully come up with clever ways to place the target pearl (slings, henchmen, monsters who believe they found a treasure, etc.) and in the case of the S&W version, will hopefully be equally inventive about how they plan to retrieve the pearl(s) once they have used them. (Remember, the pearls do not transport themselves - someone has to go get them.)

Sunday, April 14, 2013

Just a quick shout out to "Standard Action"

I just wanted to make a quick shout-out to "Standard Action", a fun web-series that chronicles the events of some adventurers in a D&D 3E/Pathfinder-inspired game world. They're going for funding to make more episodes, and they've already reached their first goal, so the only question now is how far will they make it?

The episodes are admittedly "low budget" level productions, though to be honest the video quality and makeup is surprisingly good for the shoestring budget they must have, and the writing is entertaining if you're a D20 geek. (And if you're not, why are you reading a gaming blog?) If you've seen "The Gamers: Dorkness Rising", (and if you haven't, you should) that's a similar level of production, though I think Standard Action's costuming and effects are a touch better.

Search for them on YouTube and watch the first two seasons. As you might expect, the second season is more polished than the first, but the first season has some fun moments in it. The cast and crew has a lot of heart and clearly loves what they're doing. It's no Raimey production (alas), but I like to throw a few extra bucks and projects like this, especially ones that make me smile, which this one did.

So check 'em out and see if you feel compelled to drop a few bucks in their tip jar as thanks for the laughs and funds for the next installment.

Tuesday, January 22, 2013

Vancian Magic and some Old School D&D

I'm a fan of "Vancian" casting. In my rationalization for it, the wizard creates magical "constructs" that exist only in a metamagical plane. The wizard carries these around with him and essentially throws them at the enemy like a grenade. If the wizard has a focus object, that object tethers the constructs. The casting ritual is the way to bring these constructs forth from the void and into reality. Metamagic Feats (as in 3e) involve the caster deriving new "designs" for these constructs, scrolls bind the constructs to paper with special inks, etc. Cantrips are spells so simple to construct that you can make them and release them in almost a single gesture (or word). Spell limits represent the wizard's ability to "multitask" and keep track of these constructs. When you sleep, your spells can "wander off", so it's best to dismantle them. If you go unconscious, you can probably keep your spells; I have the wizard make concentration checks for each spell left.

Sorcerers in this model can perceive the metamagic realm, and therefore can make whatever constructs they understand. There is still a limit on their stamina, though I'm coming around to the idea that it's more of a personally set limit, and the sorcerer realizes that to push beyond that limit most likely means losing control.

That's all fine and dandy for 3e or Pathfinder, but what about Old School D&D versions, like AD&D or my current brainworm, Swords and Wizardry?

S&W is a relatively faithful clone of the Original D&D (OD&D), which I never played. I started with Basic and then Advanced, which were a bit more detailed. S&W, like many old school games, doesn't really lay out a lot of rules. For example, though it says a Wizard can prepare X spells "per day", it does not define how long it takes to prepare them, how long you need to rest, or what happens if you go unconscious. Given the brutality of old school games, I have little doubt that an unconscious wizard should lose their spells, but that's a DM's judgement call.

So, since it's the DM's call, here are some ideas I'm thinking about for spell preparation in S&W:

First, it takes (Spell Level) divided by (Caster Level) hours to prepare each spell, plus one turn to set up/take down your preparation materials.

Second, each hour of rest will reset one spell level of slots. One hour resets your 1st level slots, 2 hours resets 1st and 2nd level, etc.

In other words, a 1st level wizard can re-prepare his spell after a 1 hour lunch, but it will take him an extra hour to do so. A second level wizard still only takes 1 hour to reset his 1st level slots, and can prepare twice as many spells per hour.

The upshot of this is that low level wizards can often have two "15 minute work days", and high level wizards may not bother preparing low level spells, since if the need arises, they can prepare such spells in a turn or two. A smart high level wizard will leave a slot or two empty so if, for example, the party really needs that Knock spell, he can spend some time preparing it.

Of course if the wizard is high level enough, he will prepare scrolls for these contingencies.

Sunday, January 20, 2013

Player Character Cost of Living

All RPGs have ways of separating players from their hard-looted (or maybe even earned) money. Of course, there are equipment expenses, which make up the majority of expenses. Then, sometimes, players need to hire specialists (sages, transportation) or bribe someone in a position of power.

But everyone needs to eat and sleep. In most games I've been in, the GM will charge for a room and meal at the inn, but since the characters rarely spend more than a few days in any one town, and nobody ever seems to buy more clothing :), the idea of a monthly cost of living usually doesn't come into play.

However, many games have rules for such expenses.

In Traveller, it's your Social Standing stat times 100Cr per month, and if you don't spend it routinely, your Social Standing suffers. Players with ships generally also have a ship payment and maintenance costs, but that is offset by their ability to earn money with their ship in many cases.

AD&D (1st ed) had a cost of 100gp per level per month, to be charged automatically by the DM. The stated goal of this rule is to make sure players burn through money, just like the Traveller rule.

Pathfinder has expenses too, but they're not by level, they're by how "high" you want to live. In practice, it means 100gp per month to "live large" - much less expensive than OD&D. Perhaps this rule has changed because of the split between gp and xp, and expected character wealth? I'm not sure, but it certainly is a shift in the way the game works.

In D&D 4e, I couldn't find any equivalent rules, but I'll admit I'm not as familiar with the rules layout and may simply have missed it. I guess it fits the more adventure-centric focus of 4e, though it's possible they just moved those rules to a "Dungeon Mastery" expansion. <shrug>

Games like Mekton, BESM and other light systems don't concern themselves too much with bean counting, preferring to abstract those ideas into the character's background.

So, any thoughts? Traveller and OD&D charge you a lot to cover the various expenses of your Social Standing or Level's equipment and entertainment requirements. Is it even reasonable to port that sort of thing into Pathfinder, or will it skew the "wealth by level" mechanism too much?

UPDATE:
I found my D&D 3.5 books, and found that their is a variant rule for cost of living (instead of bean-counting), but it's the same rule Pathfinder adopted - a fixed price for how large you want to live, with 100gp being "pretty large" and 200gp being "like a king". This is still well short of AD&D's "100gp per level" though.

Thursday, January 10, 2013

My Top RPGs from 2012

Taking up a meme from Bravo Zulu, I'm listing my top played (and even just fooled around with) RPGs of 2012.
  1. Dungeons and Dragons, 4th EditionThis is the game system we use in the in-office RPG group, and it's probably the game I play the most. While I'm not entirely enamored with the 4e system, it definitely works, and the "at-will/encounter/daily" system is easy enough to handle. The on-line character builder, though not free, is quite simple to use, and you certainly can't claim Wizards doesn't support their players. I'm on the D&DNext playtest list, and what I see is intriguing. It will be interesting to see how that develops, and if it will cause me to abandon both 4e and Pathfinder. Maybe.
  2. PathfinderI use Pathfinder in my home campaign, and it's the game I probably spend the most time being involved with. Though I was never a huge fan of D&D 3e, which seemed too much like a game for professional roleplayers and not a game for just having some adventures, Pathfinder feels good to me. I realize my acceptance of Pathfinder was probably made easier by the fact that I'd been playing 4e for a while when I got it. That's an easier transition than from AD&D 2e to D&D 3e. I do have to admit though, I'm still drawn to more old-school D&Ds, like Swords and Wizardry. Maybe I'll give that game a proper shake in the future.
  3. Classic TravellerI actually had the good fortune to be able to run a CT game with some friends - that's the "Death Station entries I've made here. CT holds a special place in my heart, since (alongside AD&D 1e), that's what I grew up playing. The game is brutally minimalistic in some ways (combat sequence), and equally hyper-detailed in others (weapon and armor data), but with a little preparation work (which would be helped by a decent character sheet design - hmm, a topic for another entry...) and a group willing to abandon or handwave through the more precise grid-based combat systems of D&D, you can have a fast-paced adventure that matches up pretty well with harder SciFi movies for tone.
  4. Mongoose Traveller
    The first of the "RPGs I didn't play, but still spent a non-trivial amount of time playing with" in this list, MgT is very much like CT on the surface, and has the advantage of having a huge library of stuff to buy for it and easy conversions for the older material. Some of the new stuff is awesome, some not so much, but Mongoose has done a respectable job trying to make a Traveller experience for today's gamers that mirrors what we had back in the day. Not all improvements are for the better IMHO, specifically the "Level 0" skill concept. This idea looks great on paper, and matches well with how people view skills these days ("your skill list is your playbook"), but Traveller has classically been more of a "skills are what you put on your resume, but you can try anything" system. That's what the Education stat was for. But I digress.
  5. Mekton II and to a lesser extent, Mekton Zeta
    I love mecha anime. I used to be a inveterate BattleTech player, and though I flirted with Heavy Gear back when it first came out, I hadn't found an RPG/Combat system that felt right to me until I recently discovered Mekton II. (I bought Zeta a few years ago, but I suppose it was a "D&D 3e" thing - it just didn't capture my attention at the time.) I watch Robotech (and Starblazers) with the kids, and when they're a little older, we'll pick up some less "America Friendly" series. Mekton is almost a direct fit for Robotech or Gundam gaming, and the Interlok game system looks like a strange fusion between D20 (with its flat probability curves) and Traveller (with its skill focus, random character "life path" and more crunchy rules), though of course it predates D20, so I don't mean that comparison literally. Mekton brings in a lot of Anime tropes. My son and I worked up many of the Robotech characters (including MinMei) with very little trouble. With the right group, this game would be a blast. I'm not sure I have the right group though.
  6. Traveller D20 (T20)
    Having said all that, D20 has to my mind a better "skills" system than MgT, and T20 has done some clever things adapting D20 to a harder SciFi setting. My at-home crew is more accepting of a game that has very strong ties to the game they're already familiar with (Pathfinder), and given that I have more recent experience GM-ing D20 games, I suspect that T20 is going to get a lot more play.

Monday, December 17, 2012

Conquest of the Bloodsworn Vale: A Rose by Any Other Name, Part 1

After a long hiatus, we got a few hours of Pathfinder in for my home campaign. We should be able to finish this "sub quest" next session.

Spoilers for "Conquest of the Bloodsworn Vale" follow.

The party had hired on with Sir Tolgrith, a knight of King Arabasti of Corvosa tasked with opening an old trade road through a mountain pass to the south. The pass is locally known as The Bloodsworn Vale, since a great battle was fought there, and the local believe that the suffusion of roses which grow in the vale are the result of the excessive bloodshed in that battle.

Sir Tolgrith's first problem was that a work crew had failed to report back in. A scouting party found their camp raided and all of the workers killed, murdered with arrows of a strange design. Disturbingly, all were missing their ears but nothing else. The bandits had not even taken their equipment.

The players set out immediately, braving the woods of the vale in the night, a choice they came to regret. As they passed through a canopied part of the road, the rogue spotted a pair of giant spiders, descending on ropes of silk to attack. The rest of the party was taken by surprise, but the rogue was able to use her new weapon, "Frosty the Longbow" (+1 longbow of frost) to seriously wound one of the spiders as it dropped. The second spider bit the party's leader, poisoning him. Shaking off his surprise, the Fighter lept from his horse and swung "Ulfbrecht, Sword of Cutting" at his foe, critically wounding but not vanquishing the spider. Both spiders continued their assaults, but were unable to wound the now-aware party, who, with a combination of steel (ulfbrecht and slicer) and arcana (wand of magic missiles) finished off the spiders. The Cleric's healing skill eased the fighter's poison while the rogue searched the area for survivors (or more properly, victims who might have some stuff to loot). After climbing up into the tree, the party retrieved a few pouches of coin, last carried by a goblin trading party who had been using the road before the coming of the "longshanks" (that is, Sir Tolgrith and his men). The party decided goblins don't get burials, but moved their dried husks off the road so as not to alarm the workers.

They reached the site of the murders a little after midnight, and after a cursory look around, decided to pitch camp. The wizard set up an alarm spell to aid in the watch, and the party slept to regain some strength.

The next day while the wizard and cleric were doing their morning devotional/studies, the fighter took a closer look at an arrow they had found. Showing an unexpected depth of knowledge relating to bees (critted a Knowledge(Nature) roll), he determined that the arrow was fletched not with normal bee's wax, but with giant bee's wax.The catfolk rogue tried unsuccessfully to find some fresh food, and ultimately settled in with the rest of the party to enjoy the food they had brought with them as they discussed their options.

After breaking camp, they decided to travel down a narrow game trail they had found. After a few hour's walk (they had to lead their horses through the narrow path), they entered into a large clearing with carefully manicured hedges forming concentric circles around some ancient monoliths. Deciding to approach as friends, the party sheathed their weapons and strode up to the pathway leading into the monolith area, and sprung a thorn trap. The wizard and cleric were caught, though the fighter and rogue succeeded in dodging out of the way. At that moment, three smallish fey creatures materialized and began to attack the party. One stood back and used his powers of Suggestion to harass the party while the other two attacked. A brief but violent combat followed, in which the fighter grabbed one sprite by the neck and, still convinced that he could end the encounter peacefully, tried to threaten the other sprites into ceasing their attack. Failing at this, he dispatched the captured sprite and finished off the second nearby sprite. The wizard got to fire off his fancy new lightning bolt wand for the first time, though the supposed leader dove out of the way of the blast, only perishing when the rogue "frostied" him.

Examining the sprites, they found nothing they could use, but discovered the unsettling fact that each sprite was missing an ear.

Moving into the center of the glade, they found an even more disturbing sight - the monoliths were weeping blood. In the center of the monolith circle was a staircase, which the players approached. As they approached, three trees came to life and moved in to attack. The wizard's knowledge of matters arcane, combined with the fact that he had recently fought a Treant allowed him to deduce the truth - these trees were not in fact alive, but were magical constructs. ("Huh, nice work. Still, let's get out of here!") The party decided to make a break for the staircase rather than confront the hulking constructs, and barely made it down (they all rolled higher initiative than the trees). The tree constructs did not pursue them, being essentially automata.

So we leave our heroes in the waiting room of whatever place this is, a set of ornate double doors towards one wall, and a simpler door to the other. It's about brunch time, though exactly who or what is on the menu remains to be seen.

Wednesday, November 28, 2012

Seems I'm on an inadvertent RPG break.

My office "Traveller Tuesday" game has had to be preempted so many times I can barely remember what's going on, and my at-home Pathfinder game has been stalled for months. The irony is that in both cases, it's not from lack of interest, but a simple matter of timing.

But it does make me wonder - how long of a gap in the action does it take before people no longer want to carry on with a given adventure?

The Traveller game really only has one more lunch hour in it, possibly two if things get really ugly. The ending of this adventure rewards all surviving party members with a ticket off-world. Depending on if people want to play more Traveller, this will either be a "roll the credits" or the stepping stone to further adventures in the subsector, probably starting with "One Crowded Hour" (lulz), and possibly proceeding to something like the Linkworlds Cluster, or just a series of "one off" adventures, possibly split across two sessions. But I strongly suspect the Tuesday slot will be used for another game. I'm not sure the "old-school charm" of Traveller is sitting well with all of the players. :)

My home Pathfinder game is about to embark on its last mini-campaign (The Conquest of the Blood Sworn Vale) before we shift to another group of characters. "Conquest" should take a few sessions to get through, and the players will wind up 6th or 7th level by the end, which is a good place to halt, setting-wise. Beyond 7th level, the characters are powerful enough that they are "players" in the world, and if they manage to conquer the Vale, they will definitely qualify for that social rank. That's not to say they won't be able to have more adventures of course - in fact, it just opens up adventures in other lands/planes/etc. and against increasingly powerful foes (Giants, Demons, etc.). We'll see how that goes.

Wednesday, October 3, 2012

Chuul out

So I chickened out with the home campaign and ran a simple "monster hunt" scenario over the weekend.

Having just finished dealing with the wicked Dark Oak tribe of lizardfolk, the party were trudging their way back towards Magnimar, when a lizardfolk druid appeared to them, as druids often do. After acknowledging that they had done the lizardfolk community a solid by dealing with that crazy queen Ssjarleth, he goes on this rambling and vaguely menacing parable about trespassers and such, ending with what sounds like a request for help dealing with an interloper from the salt marsh.

It seems a horrid crab-like thing has been eating the people of his tribe, and since the party has demonstrated that it's willing to help lizardfolk, maybe they could look into it?

So a few Survival (what Pathfinder uses for tracking skills) rolls later, the players find themselves on an island in the middle of a marsh being ambushed by a Chuul.

Chuuls are tough - they don't miss very often, and they're strong enough to grab anyone in the party. The Catfolk's "Escape Artist" skill kept her safe from harm (anyone who has ever tried to hold onto a cat that doesn't want to be held knows how that turned out), but the fighter got grappled a number of times, and the Chuul got to attempt a few paralysis attacks on him. Alas for the Chuul, the fighter's Fort save is mighty. (I should really stop trying to bespell the Fighter, it hardly ever works.)

The wizard really got to play in this one. After his acid arrow missed, he summoned a fire elemental to set the Chuul ablaze. The Chuul dispatched the elemental pretty quickly, but caught fire anyway. A lightning bolt skewered it pretty effectively, and with some assistance from the rogue's single successful hit (with sneak attack bonus for flanking, fortunately) and a few rounds of consistent but relatively low damage chopping from the fighter (who was as often as not grabbed), the Chuul finally succumbed to its wounds and fell on top of the cleric. So two rounds of Strength checks later (I decided to require a DC of 20 to lift the creature, but the fighter kept failing his rolls even with the assistance of the others), the encounter was over.

Chuuls apparently like to keep trophes from their prey, and this one had around 500gp equivalent and a potion of Speak with Dead. Not sure when they'll get the chance to use it, but it raises some creepy possibilities. (I'm also not sure you can have a potion like that, but I figure if you can pour it into a dead body, that will revitalize it enough to speak some. Plus that seems creepy, which it should.)

The End

For their further adventures, I've decided against "Entombed with the Pharaohs". Instead, I'm going with "Conquest of the Bloodsworn Vale", which involves securing a passage way from Varisia to Nirmathas.

Wednesday, September 26, 2012

Meanwhile, in Varisia

My home game, involving my wife and kids, feels like it is at an inflection point.

The players have just finished Raging Swan's "Dark Oak", and next session will get their xp/gp totals and head back to Magnimar. I'm planning to run Dawn of the Scarlet Sun for them next, now that they're high enough level to not be completely destroyed by the opponents there. After that short adventure, I'm intending to send them to Osirion (Pathfinder's "Egypt") to do some pyramid dungeon crawling in Entombed with the Pharaohs. (Despite it's title, it's not a rehash of the old Lovecraft tale by the same name.)

The thing is, there's also the pirate-themed Skull and Shackles adventure path, and at least one player is itching to switch to that one.

I still think the "eclectic" campaign we started with has a lot of life in it, but I'm torn between giving them classic dungeon crawls or going for a more story-driven approach. My wife would be just as happy hacking apart hydras for extra cash as she is rescuing kidnapped children from monstrous fates, but I'm not sure what my kids want more. They're young enough that I can't get too sophisticated or dark with the plot without losing them, but classic illogical hack-n-slash dungeons like I played when I was a kid are not only hard to come by for Pathfinder, but seem greatly out of favor "culturally" these days.

In the end, I should probably just ask them - do they prefer having more story or more combat?