Showing posts with label ADnD. Show all posts
Showing posts with label ADnD. Show all posts

Monday, March 9, 2015

Random-er Encounters

Haven't posted in a while, here's a thing. Crossposted from a 1e group on the Book of Faces:

I dig my little subsystems, and random encounters are no exception - randos are great because I get to be surprised by the events that transpire in play, same as the players are. Here's my formula(e).

For wilderness encounters, I use the check frequency and dice described in the DMG (frequency depending on terrain, die type depending on proximity to "civilizing influences," and 25% of encounters in patrolled areas "converted" to a patrol encounter), but I roll randomly (on my trusty d24) for the actual hour when any encounters occur. In dungeons, I'll default to the "1 in 6, every two turns" frequency from Basic, more or less depending on the location.

In addition to the normal "Monster Manual encounter" on a result of "1," I have further possibilities for encounters on the die - I don't have the actual table in front of me, but it's something like "hunting/animal encounters on a 2, "interesting flora" on a 3, noteworthy natural scenery on a 4, trail/wagon/animal "incidents" on a 5, a new "Ravaged Ruins" result from the Wilderlands tables on a 6, so on and so forth. (These really help the druids and rangers come to the fore in wilderness travel, I find.) Plant and animal encounters rolled from CDD#4 Old School Encounters Reference.

Encounters on roads are a special case - I roll an extra chance every hour (1 in d6 on an actual Roman-style road, 1 in d10 on a trail) for a "road encounter" (I use the list from CDD#4, but there's a great list in Dragon #105, published as "Travel Works Both Ways"), in addition to the normal wilderness roll.

On top of all this, for ANY encounter, once I've determined one is occurring, I roll the same chance to see if there's already an encounter with another party (monster, NPCs, etc.) in progress. If so, I'll roll some quick reaction rolls to see whether it's a fight, ongoing negotiation, or what. (Note that on the wilderness rolls, with the expanded stuff I'm using, this could totally end up being "ogres picking daisies for pret-ty ogress" or something, haha.) This extra roll can result in some really interesting situations, for what it's worth, I recommend you try it in your game - the "situation in progress" stuff can be a great opportunity for interesting roleplaying.

Finally, if I'm not using an existing local table, I'll throw a quick d6 to decide which book I'm rolling out of (1-2 is using the table from the DMG, 3-4 the tables from Fiend Folio, and 5-6 the tables from MMII), and, generally speaking, if the first result doesn't really blow my skirt up I'll do a quick scan of my notes/maps to see if there's a "locally-sourced" encounter to use in its place. (This is where those monster grudge matches come up - "Soooo, remember last time you came this way, and you webbed the hill giant chieftain in place while the thief braided his toe hair? Well, so does he.")

- DYA

Tuesday, December 23, 2014

Dark Sun Random Cargo Table

First post in a while, let's not make a big thing out of it.

This isn't brain surgery, just the list of cargoes from the Dune Trader supplement, hammered into percentile table form. I attempted to put some weight on the cargoes that a) were listed on the big Trade Route Map from that supplement, or b) I thought merited them.
For a single caravan: My rule of thumb for the moment is d6-2 cargoes (minimum of 1).
1-2 Ale
3 Amber
4-5 Armor
6-7 Beer
8 Bronze
9 Candy
10-11 Ceramics
12 Chalk
13-14 Chitin
15 Cider
16 Cinnabar
17-18 Cloth
-Common
-Fine
-Rich
19-20 Clothing
21-22 Coal
23-24 Copper
25 Cosmetics
26-27 Cotton
28-29 Crodlu
-Riding
-War
30 Dyes/Pigments
31-32 Erdlu
33 Feathers
-Rare
-Common
34 Figs
35 Fruit
36 Furs
37 Gems
38 Glass
39 Gold
40-41 Hardwood
42-43 Herbs
44 Incense
45 Inix
46 Ink
47-48 Iron
49 Jade
50 Jewelry
51-52 Kanks
-Trained
-Untrained
53 Kank Nectar
54-56 Leather
57 Marble
58 Medicines
59 Mekillots
60 Mirrors
61 Nuts
62-64 Obsidian
65-66 Oil
-Flammable
-Lamp
-Cooking
67 Paintings
68 Paper
69 Perfume
70 Resins
71-72 Rice
73 Rope
-Hemp
-Silk
74 Rugs
75-75 Salt
76 Silk, raw
77 Silver
78-80 Slaves
81 Songbirds
82 Spell books
83 Spell components
84 Spice
-Exotic
-Rare
-Uncommon
85 Statues
86 Sugar
87-88 Tools
89 Vegetables
90-92 Water
93 Wax
94-95 Weapons
96-97 Wine
98-100 Wheat
Generating a cargo or two can tell you a lot about the caravan shipping it - whether it's a ponderous mekillot train bearing salt and hardwoods, or a swift crodlu phalanx carrying spices and silver (and maybe some spell components disguised as lunch, who knows?).
- DYA

Tuesday, September 11, 2012

Hex Crawling in Style

Haven't posted in a long time, but I had to recognize this.  Our Monday AD&D group finished their long-term mission last week, and this session was slated to be the "intermission" episode, so to speak.  I've been selling the guys on the whole hex crawl thing for months, now, and tonight was the night I had to put my money where my mouth was.  I had whipped up a quick player version of my local hex map (just masked out all the color for black and white printing, and all the areas the guys haven't gotten to, yet) and - since I didn't have any ink for the damned laser printer - fired off a copy via email to one of the guys to print at work.

I was expecting to get back 4 black and white laser printed sheets from a desktop printer.  Instead my roommate goes to the print lab at the school he does IT work for, and comes back with this monster hi-res poster map.  Looks AWESOME (and, man am I glad I sent him the vectored PNG rather than a rasterized JPG).  It really drove home the hex crawl concept, and the guys have already started making it their own with penciled-in notes and symbols for the crazy ruins and relics they've happened across (not to mention a big "LAND SHARK HERE" mark - yeah, they fought a bulette, lost a conveniently tasty halfling and a warhorse to it).  Without further ado, my awesome players' awesome player map (click for full-sized image):


Can't wait to run'em through this sucker some more, next week.

   - DYA

Monday, April 9, 2012

Vaguely-Remembered Realms (coming home)


21 years ago, I broke the shrinkwrap on a slim (but wiry) campaign box set from TSR (The Game Wizards, don'cha know), and dived head-first into the Forgotten Realms for the first time. And was completely absorbed in a way that other, arguably more useful pursuits (say, schoolwork) never quite managed. Greenwood and Grubb painted a hell of a picture with that first effort - the majority of the location entries were (at most) a single column, spare on game rules, absolutely dripping with flavor. Broad strokes, but what a set of lines to paint between.

Thing is, I never really felt like I could do it justice. Lotta reasons - first of which being, I was friggin' 12, and I just didn't have the knowledge of pseudo-medieval living, the depth of pulp sword and sorcery reading, or the organizational skills to make it stick. I'll be honest, starting off with 2nd edition AD&D didn't help - as a budding DM, all the handwringing and finger-wagging in the PHB and DMG made me afraid to flex my muscles, and Dragon in the early 90s only reinforced that. I had one regular player, a little brother who'd make it through half a session at best, and a revolving door of confused try-onces - and that doth not a campaign make. A series of abortive attempts and false starts was all I could manage until several years on down the road.

At 16 or so, I managed to hook up with a few folks who had some idea what was going on, and we strung a few games in a row here and there - but we'd usually only make it through half the session before the ambient level of booze and other assorted brainfoods reached critical mass and things would either drift gently apart, or (just as often) simply explode. Again, not really conducive to campaign play, and pretty soon bands and girls began to look like more attractive wastes of my time. (This was due, in no small part, to the rise of Vampire: The Masquerade, which began to fill the game stores with the same kind of people my punk rock friends and I would run out of Harvard Square on the regular - but, really, this was just another nail in the coffin.)

So, somewhere around 22, 23, I start getting the itch again, only now there's a new ruleset out? I'll admit: For a returning player, d20 looked pretty good. A lot of what WotC was doing, I had been doing anyway, when I hung up the screen (spontaneous casting, full hp at first, etc - common enough homebrew solutions for small parties and new players). The rest looked good on paper - and, hey, there's a new Forgotten Realms campaign set, too! Keep in mind, I lost, oh, every damn thing I owned, around age 19 (long story - sleazy, ex-cop slum-mongering landlord, no money and less sense, got every last thing sold out from under me, and too far into the bottle to do anything about it - nice to know I can survive something like that, but I wouldn't recommend it), so with my old collection gone, new books were more than welcome.

I ran two yearlong Realms campaigns under the yoke of d20, and - besides learning the hard way how d20 D&D collapses under its own weight past 5th level - I was just drowning in canon. 15 years of actual game material floating around, metric tons of novel plots shoved into the corebook with no structural support, and it was just a goddamn nightmare. But there's this thing that happens to Realms fans - you start to buy the "one Realms" line, start worrying about how your game looks to people who suck down every last drop of game fiction (note that these people were never really AT my table), and next thing you know, you're paralyzed. I eventually closed the book on the campaign, the ruleset, and the world, and dove feetfirst into Garweeze Wurld and HackMaster. (This quickly led to Greyhawk and several years of exploring puritanical, by-the-book Gygaxian AD&D - tip of the hat to many, many tireless Dragonsfoot posters. You guys argue about this shit so I don't have to.)

Of late, things had slowed down a bit, gaming-wise, what with me being in school and everything. Happens. Then last week, I actually got a chance to sit down and PLAY. Like, as a player. (That shit never happens.) Had a blast, survived the session with a 1hp magic-user, good times. And at the end, I tried something I don't usually do - pitched a game, with nothing prepped to run. Just, "what do YOU guys want to play?" And, what do you know, the answer came back "Forgotten Realms." Well, shit, twist my arm, why don'cha?

So I've come full circle - and it's like opening the old Grey Box all over again. I'm paring things right to the bone, and then going from there. First edition rules, with liberal doses of 2e spice. (Specialty priests, expanded spell lists, customize-able thief skills, and a single-class bard.) The world as it's presented in the original boxed set, with the first handful of 1e supplements for color - no novel plots shoehorned in, no 90s-style moralizing, no shiny happy mages holding hands. No having my hands tied by two decades of canon - and, lets face it, there's only a handful of stuff past '93 or so that was worth a shit, anyway. A couple late AD&D FR designers "got it", but that's the exception rather than the rule. The most usable of the late 90s FR stuff amounted to a copy-paste of the original material with the wordcount padded out, bigger print, margin art sprinkled about, and (as near as I can tell), rolling d6 to add levels to every NPC. Not really worth my time, thanks.

So it's back to the Grey Box ("FR0"), FR1 Waterdeep and the North, FR5 The Savage Frontier, and The Ruins of Undermountain. Heady stuff. I'm running the guys through N5 Under Illefarn (the first - sort of, depending on how you score it - FR module, by Steve Perrin, who also contributed the excellent FR6 Dreams of the Red Wizards), which'll get'em just to the point where they can start dipping their toes into Undermountain. (The Big One, at least for the Realms - been waiting a good couple decades to get some real use outta that beast.) I've got the City System maps of Waterdeep (10, count'em, 10 poster-sized maps, with the Jewel of the North zoomed in to the building-and-street-name level), and I've been shamelessly marking them up, making the 'Deep my own. Same for Undermountain - I'll admit, a little piece of my inner collector died when I first took pencil to that pristine map, but I quickly warmed to the task, and it's shaping up nicely. (They're not gonna know what hit'em.)

A few newer bits got in, I'll admit - mainly the deity books. Faiths & Avatars, Demihuman Deities, and Powers & Pantheons - great stuff, head and shoulders above most late 2e material. (Eric Boyd gets it.) And I've been picking through the later dungeon modules set in The North for usable material - although, they did have an unfortunate tendency to give you the location stuff as it is once somebody cooler has already come along and done everything. (Finally detailing the dungeon under Hellgate Keep - AFTER THEY BLEW IT UP. Really, guys?) And I wouldn't do without Brian James' Grand History of the Realms - entirely more useful than any WotC Realms product has any right to be. (Gotta ignore a few things in there, like the kobold=dragon nonsense and entirely too much Shade stuff, but Brian did a hell of a job with this. So much so that, rather than C&Ding the web version out of existence, Wizards bought it from him.) Having a coherent timeline handy (especially for a region so drenched in eldritch prehistory as The North) can't be beat.

And we kicked it off tonight. 4 PCs, 4 0-level schlubs in tow, and they made it through their first Daggerford militia assignment with only a single redshirt casualty. The guys had a blast, and they're even enduring the whole "militia" schtick with some patience (playing soldier might be a bit confining, but if it gets'em action and loot, they'll sit still for it). They've already got their sights set on Undermountain, though - honestly, from my guys, I wouldn't expect any less.

Feels good, man.

- DYA

Friday, January 20, 2012

Back in Black (and white): Not sure if want...


Huh. Wow. Honestly don't know how to feel about this:

Wizards Is Reprinting the AD&D Core Books! (via wired.com)

(Old news, I know.)

On the one hand, you're supporting AD&D, and the Gary memorial as well. On the other hand, I was pretty ok with never giving WotC any money ever again, ever. And the irony is, they're not reprinting Unearthed Arcana (the one AD&D core book that REALLY needed a reprint, sans shitty bindings).

I mean, I want new (NEW) AD&D manuals. Don't get me wrong. And I like throwing in for support of the Gary statue (as long as it has gem eyes and is sufficiently trapped to discourage vandals). Honestly weighing the value of preordering and making sure I get some of these, and waiting and seeing in case the binding /printing sucks. They're at least leaving the contents alone, all original art & text in glorious black and white. (Hoping they're not all glossy stock, though.) And then there's the "attractive new cover design". *rolleyes* We'll see how THAT turns out (with WotC's track record, predicting lots of piercings and tribal tattoos, possibly a halfblind feycursed gelatinous cube weremonk fighting robots and bondage elves). 'Course, I could always sell'em if they're lame.

- DYA

Wednesday, January 18, 2012

Sage Advice under a Dark Sun (or, "Yes, Virginia, there IS a Dragon!")


Here'e a handy-dandy link: All the "Sage Advice" Q&As (mostly Dark Sun-related) from Dragon #182 (not pictured above).

Dargonsfut forumz

First session of our Dark Sun game, tonight. Utterly surreal to be running 2nd Edition, again (it's been 15 years or so) rather than our usual mish-mash of Basic, 1e and HackMaster. Should be interesting.

- DYA

Monday, January 16, 2012

Adventures in The Google (nonsense post)


Heh. Apparently when you do an image search for "blackleaf nooo", Mighty Thews comes up on the first page. That is all.

- DYA

P.S.: If it's been a bit sparse around here, I'm currently in my last quarter of school and juggling music on top of it - not a lot of time for gaming, lately. We got a round or two of Mordheim in the other week, and I'm actually running 2nd Edition next week? (Dark Sun? That might generate a post or two.) And Paranoia the following weekend. But I'm not promising anything.

P.P.S.: So there's some actual content, here's a map of every D&D world on one globe. Probably compressed to shit, good luck with that.

Wednesday, August 24, 2011

Son of the Return of the Lost Raiders of the Temple of Elemental Evil Part II: Elemental Boogaloo

Lately we've had a little trouble getting a full table. The usual reasons, jobs, school, everybody's in different bands, some folks are off at war. So I did what I do every few years, which is put out a random cattle call for gamers on the various Meetups, local game store forums, and so on. This is always a hoot - you're pretty much just dipping from the well, here, so you get all types of folks (ALL TYPES) showing up. Now, historically speaking, I've generally gotten 1, maybe 2 long- to semi-long-term recruits, a handful of people who are cool but just not into our thing (or who aren't as inured to the constant criminal schemes, in-game frat pranks, and dick jokes - lately our table is kind of a fantasy version of the Trailer Park Boys), and 1 or two total neckbeards (who usually don't have the thickest of skin, and don't really last long). Some people dread this kind of thing, but I have fun with it - always a blast seeing somebody new getting a taste of our style of gaming. This time I've got a double handful of responses - so I'm setting up a once-a-month weekend AD&D game, taking all comers, and we're gonna tackle the fucking Temple of Elemental Evil for real this time if it kills me. I've got 3 or 4 regulars, and as many or more randoms, so we've got a sizable group if half of everybody shows up (and it's a little easier to get attendance in a non-weekly game, in my experience at least). I've dashed a couple parties against the rocky shores of T1, and couple against B1 in would-be preparation for Hommlett, so I've got a good bit of design work on the area done already, although it's not quite as detailed as other stuff (T1-4 was the very beginning of my experiments in hexcrawl, and I kinda didn't have a grasp on it, yet). So now I'm just pulling all my notes together and attempting to forge them into one cohesive campaign doc (the better to update, my pretty). I'm looking forward to this - I think this time we're gonna kick that mother over and take its stuff. - DYA

Monday, August 1, 2011

Dragons of Summer Boredom


Haha, sooooooo, I went and bought myself a Dragonlance module? *ducks tomatoes*

Alright alright alright, lemme back up and justify, here.

Even back in the distant, primordial days of the early 90s, the setting wars were already in full swing. I got turned on to the Forgotten Realms grey box, and therefore was held in sneering contempt by the Dragonlance partisans at the local gaming store. (Meanwhile the Greyhawk holdouts looked on, shaking their heads knowingly and writing angry Usenet posts about Carl Sargent.) And, for my money, DL quickly became the clear harbinger of all that was wrong with 90s (A)D&D. (Never mind that the 2e Realms supplements would soon establish their own list of crimes, more concerned with OCD-inspired meticulous setting detail (read baggage) than the railroady plotwagon excesses of Dragonlance.)

Well, it's a lot of years later, and thanks to the internet I'm all too familiar with the atrocities of Lorraine and the Blumes in the 80s, and while I can see where it's tempting to find a scapegoat for the fall of the golden age, the Realms still don't fit. (See THIS blogpost for a good list of reasons why. ) But the meme still persists, no matter how ill-placed and uninformed the arguments.

So if the 'Hawk diehards are (passionately, heart-breakingly) wrong about FR, it follows that I may have judged Dragonlance a bit harshly as well. I've always enjoyed the fiction (the stuff by Weiss & Hickman, at least - let's ignore Sturm & Kit's moon trip and all that crazy shit), although I'll still maintain that good fiction is often anathema to good gaming. The glut of 2e-style setting supplements and later modules always turned me off, but reading through the 1e Dragonlance Adventures hardcover describes an intriguing (finely-tuned for the desired effect) AD&D setting. So when I had the chance to pick up a used (near-mint) copy of DL1 Dragons of Despair at the friendly local, I went for it. (They have the whole original run, from what I can tell, but I'm not THAT invested quite yet.) The question is: Can this series be run as a "real" campaign, with players who may or may not have read the fiction (probably not), and who don't have any special pre-formed attachment to the setting? And without the rails on? I don't know, yet.

So far, I can at least vouch that DL1 contains a wilderness hexmap (high marks for usefulness), and some interesting encounters. Seems like you could have a good time with the material as presented, and if you were willing to spin some BS should the PCs employ "lateral thinking" (i.e., having the attention span of a cross between a housecat and a superball, like all PCs), things should work out. (I do have the hardcover and a map, I flatter myself that I've got the DM chops to make something interesting out of an aborted run at the "plot", should it come to it.) The question is, does this play out once you're a module or two "deep", and the PCs have had more chances to "rewrite the script"? (Guess I'm gonna have to pick up the next one and see.)

At the very least it's something to read.

- DYA

P.S.: And apparently the cover art above is actually by Clyde Caldwell, not Larry Elmore? I never knew. Suppose I should've guessed, what with the distinct lack of almond eyes and boobies.

Tuesday, June 14, 2011

Everything You Always Wanted To Know About Saving Throws (But Were Afraid To Ask)


Hahaha... So, every once in a while, dredging through the open sewer that is RPG.net yields a nugget of wisdom, nestled gently amongst the turds. This is pretty great:

ENTER THE VANGUARD OF ROLEPLAYING *snort* *snigger*

It's a discussion of old-school saving throws, and the perceived reasoning behind them. I've seen this kind of thing on Dragonsfoot here and there, but not with this level of thought and illustration. Worthwhile reading, I'll have this in the back of my mind next time I pull an, "ok, save vs. [THING]" out of my ass in-game.

Friday, December 3, 2010

Victory for Clan Stormworks (or, "We Win at D&D, Part I")



Wednesday night was the latest session of my boy Brandon's Dwarf Fortress-inspired AD&D campaign. Holy crap, that was some brutal-ass D&D.

When we left things the last time, the Stormworks boys had made a frontal assault on the fire giants' fortress - a structure that, in Jewel City's heyday, served as an arena/ampitheatre for the dwarf residents, sort of an inverted ziggurat - and killed their king, but were swiftly pinned down by the remaining giants. Holding a door against the giants themselves would've been simple enough (+4AC vs. giants is a big freakin' deal in AD&D, and most of our guys are well into negative ACs as it is), but their hellhound pets were roasting us alive the whole time we fought (their fiery breath being no problem for the giants we were fighting, of course).

This time, after debating the merits of the earthquake scroll I'd been carrying around (i.e., "do we want to give Brandon a reason to collapse the whole dungeon on us"), we decided to punch out and make a break for it, essentially just hopping over the arena wall (with a rope of climbing assist) and making a break for safety. That got us out of the giant fire and into the giant frying pan, so to speak, as we just ended up holed up somewhere else, in basically the same position as before but with the added complication that we were down a flight of stairs, which enabled the giants to just roll balls of burning debris down at us until we were smoked out. Lost about half the henchmen breaking our way out of there, and it was only thanks to a lucky morale failure on the part of our pursuers that we made it out of that spot - unfortunately, they subdued one of our number (Vindalf, the youngest of our 3 dwarf monster slayers - AKA the "Dwarven Hanson Brothers") and made off with him in their flight.

This threw a nice wrench in our plans, since normally we'd just retreat and heal up - and, at this point, we'd amassed enough combat xp and treasure that we were all due for level training, and would've just come back and stomped the remaining giants flat - but with Vindalf captured, all we had time for was a quick 4-hour nap (only netting our 3 clerics access to their 1st and 2nd level spells) and back at it. This time we had a diversion planned, though: My cleric Begli (with his trusty dwarven thrower) on the shoulders of Rekk (one of the fighters, proud owner of a set of slippers of speed), circling the fortress in one direction (at a high rate of both speed and fire-giant-testicle-smashing-themed taunting), throwing hammerstrikes at the walls and dodging thrown stones, whilst the remaining party snuck up (ahem, "snuck up" as much as plate-armored dwarven infantry can) to the opposite side, and took down the wall with a well-placed and -activated feather token (tree).

Attempting to enact a hasty flank maneuver pretty much just got us surrounded by giants this time, but with all of us scanning character sheets for the random potions we'd been carting around - this being the kind of "death or glory moment" when drinking unidentified potions seems like a good idea - we were all buffed to the gills and fighting mad for our lost brother. Matty's fighter Fjallar lucked out when the random "meaty bloody potion" he'd been carrying around for months turned out to be a growth potion, and we ended up with a 24 foot battlerager on our side - evened things out nicely. Getting all stuck in, we avoided the brunt of the giants' rock-throwing, and ater taking out an even dozen of the males, the tribe broke once and for all - the few survivors took off after the women and children, and we stopped to lick our wounds and wonder what the HELL they'd done with Vindalf.

SO ENDS PART 1 - MORE TO COME NEXT EPISODE

- DYA

Saturday, March 20, 2010

Fuck - so much for that campaign

So, I find out tonight that one of the two other GMs in our circle just started running his group through a certain module. Said module has been the main focus of my campaigns for the last two or three years (or, at least, setting things up so one or more parties were ready to take it on). Maybe half my group is the same guys as his group; I totally can't run this module, now. I have NO IDEA what to do next. I feel like quitting AD&D for another system for a few might be the right way to go - just too much of my campaign work over the last couple years now leads to something I now can't use. Fuck. This shit sucks.

-DYA

Monday, January 18, 2010

Mythos in Greyhawk / The Black Dog of the Cairn Hills


Been digging into my first cross-genre experiment lately - stirring a little Cthulhu Mythos into my Greyhawk. It's funny - in basing my main campaign around the Free City and the Castle dungeons, this ends up being kind of inevitable. Both Gary and Rob Kuntz sprinkled this stuff liberally throughout their modules (published and otherwise). (Rob, if you were perchance unaware, was Gary's designated co-DM and co-author of the "holy shit 24+ levels" version of the Castle dungeons, along with a metric buttload of early Greyhawk campaign material.) This also gives me a chance to play around with my Call of Cthulhu stuff that sits around gathering dust. (I have more AD&D campaigns than I have time for, never mind other systems.) Besides that, I have an evil party to whip up adversaries for, and what better than stuff that makes them look good in comparison?

And hell, we all love cults.

Currently I'm brainstorming on the my own version of RJK's Temple of the Elder Gods, the cultists of which my players have managed to run into (and piss off). Thinking of a nice mean Lovecraft-y killer that a vengeful cult leader might unleash on their adversaries (assuming force of arms, traditional magical methods, and even psionic killers had failed), I stumbled across a Gord the Rogue reference (here) to Tharizdun having created 3 yeth hounds to hunt down Gord. Which lead my mind immediately to the Hounds of Tindalos from Frank Belnap Long's story of the same name (and Mythos-approved in HPL's The Whisperer in Darkness). Now, I could go to my CoC books and convert, but The Hounds are more or less an eldritched-up version of the black dog archetype found in English folklore - one version of which (the yeth hound) Gygax saw fit to add to AD&D. Seems like a perfect fit.

The real-world yeth hound is said to be the spirit of an unbaptised infant. In sword & sorcery terms, this could be read as: Cult leader sacrifices baby (Babies? Shout out to Carcosa!), gets otherworldly ghost dog to hunt you through fucking TIME through an ANGLE (nod to the Mythos version), and you die. Sounds about right. It's especially Mythos-y in that unless you have magic, you're completely fucked if one shows up - even magic weapons only wound the hound 1hp per "plus", so only a sorceror (or a high-level priest) has any hope of killing the thing before it eats the whole party.

So don't piss off a cult leader, I guess. Or at least sharply restrict their access to live babies. Either way.

-DYA

Thursday, January 14, 2010

This is Goddamn Beautiful / WG13 Micro-review


This is AD&D in a nutshell:

(In response to a thread stating that AD&D runs like a Swiss watch - i.e., that it's perfectly tuned and precisely balanced, but breaks down if you change something.)

No, a finely tuned swiss watch may be complex, but it is extremely ordered, regular, relentless, even tedious at doing what it does.

AD&D is a carefully constructed Rube Goldberg device. It is complex, intricately built out of string, spatulas, and squirrels running on wheels in cages, and in the end it only accomplishes something very simple like lighting the exploding cigar. But it's just as fun to simply see its parts work as to see what it accomplishes. And you can replace the squirrels with water drips, the string with levers, the spatula with a cannon. It's just as fun to see it work when you change around its inner workings and ultimately it still accomplishes the same goal of getting the cigar to blow up in your face.
\


Poetry.


So, the holidays happened, and that was a giant pain in the ass, and I haven't posted for a while. Here's what's been happening at my table:

We ran a few sessions of Keep on the Borderlands when a few of the regular Castle Greyhawk players couldn't make it out for a few weeks, with new (Good-aligned as opposed to the main party's Chaotic Bastard bent) PCs. Had a brutal few sessions of two-PC grindage (B2 is not kind to small parties), with several hostage takings (and rescuings - including a PC from a game I ran two years back!), ending in an all-but-TPK (i.e., only one PC and an NPC henchman are still alive, and they're in the clutches of hobgoblins - and nobody's posted any ransom money at the Fighters' Guild).

The guys have new PCs ready to go, but right now all the mercenary adventurers in residence at the Keep are scared to go anywhere near the Caves (as the recent disastrous expeditions are well-known). They won't even get word of the ransom demands for the old PC and henchman for at least a week, so for the time being their explorations will be limited to the surrounding countryside - and possibly the Caverns of Quasqueton. (B1, a module I consider much more suited to a small party.) We'll see next time the Worcester boys don't make it down.


[SPOILERS FOR WG13 CASTLE OF THE MAD ARCHMAGE AHEAD]


[SPOILERS AHOY]
Back at the main game, the PCs (now fully reinforced with 4 PCs, 5 mercenary men-at-arms and a freelance cleric/maniac of Erythnul) penetrated to Level 2 of Castle Greyhawk for the first time. I was psyched, a) because it meant they were starting to get that they can't "clear" the first level, and b) because now I get to try out the Castle of the Mad Archmage stuff. They lead the way to The Cellars the only way a smart adventurer would - with a live chicken. LOL They kick the thing down the stairs, and lo and behold there's actually a trio of giant frogs at the bottom, one of which promptly (and loudly) gobbled up the bird, alerting the PCs to its presence. One of the newly-returned PCs (the elven fighter/MU Vaz Deferenz) was killed in the ensuing melee, but nobody really gave a shit (since Jesse wasn't really psyched with the character - shitty stats and a party-inappropriate alignment - and in-game the other PCs all hated him). The chicken, however, lived through the encounter! (It was a bit confused and covered in frog ichor, but still.)

They press on - and let me mention here that these assholes have had simply unbelievable luck with secret doors. (The dwarf helps.) They quickly discover a secret tunnel leading them straight to the bedchamber of an orc captain - a brief parlay occurs but the lead fighter cuts the cur down as he began to break for the door. An extended battle breaks out as the remaining orcs become alert and pour in, but the party manages to set up a bottleneck and systematically cuts them down. (They're getting their unit tactics down pat at this point - I've got to give it to them.) Bodies are searched, orc hygiene practices are remarked upon, and they move on.

They come across a trio of skeletons lurking (as skeletons are so wont to do) in a closet. (Perfect Castle Greyhawk touch - there's just the right sprinkling of hokey humor in what I've seen of the WG13 levels so far.) And this leads to another first in my D&D experience - evil clerics controlling undead. I've literally never seen it happen in-game before - if a cleric commanded skeletons or zombies or whatever, it was just assumed to already have happened and was simply hand-waved. And it quickly becomes apparent to me just how damn useful a few mindless undead encounters can be for an evil dungeoneering party. The party instantly realizes that they have two new disposable front-liners (the third was destroyed before the command took effect), which would have been extremely useful had the commanding (NPC) cleric not been instantly killed by a giant wolf spider less than a minute later. By being bitten five times. In the face. Seriously.

(This breaks down as so: I roll an encounter check for any melee in open corridors longer than a round - or if someone's, oh, I don't know, say, yelling and screaming about the power and glory of Erythnul to a couple of dead people. We come up with a result of "nearby monster" - and the nearest thing that's likely to wander is a giant spider a few rooms away. The PCs dick around and debate how they can use the lye they've found while the spider creeps up on them. The thing surprises on a 1-5, the PCs obligingly roll a 5, giving it 5 surprise segments to kill them with. I check between the obvious targets, and it comes up Horgh (the cleric). With a 30" jump attack, the spider has a full five attacks (the first with a charge bonus), four of which it lands, the very first being a natty 20 for a critical (which I roll on the HackMaster table, coming up with a location of "left side face" and double damage). The cleric (y'know, the class with the amazing Poison save) fails all four saves, which would've mattered if the damage from the bites didn't kill him anyway. So yeah, wicked dead.)

They chop the spider to pieces in a round or three, but the check I roll for THIS loud melee brings up a new beasty, this time from the other direction - an ochre jelly. They don't know what they hell to do with this, but (muttering about their upcoming deaths) they shuffle into formation. It actually only scored one hit, and was cut to pieces fast enough - and this is where we establish that, apparently, in my version of Greyhawk lye will neutralize natural acids (such as that of the various oozes and jellies and whatnot). What the hell, it was a good idea, I'll roll with it until I decide otherwise.

They head north and encounter yet another first (for me) - an olive slime, followed by two slime creatures. Now, I managed to not have read the MM entries on these beforehand, and (as is so often the case for me when this happens) ran them totally wrong. So apparently these were variants. The slime itself I ran as a mobile blob, where it's actually a one-shot fall-from-above ambush predator like the green slime (or a piercer). So I gave the PCs extra xp for surviving (potentially deadly) attacks from it every round (instead of the 1 round it was entitled to). F it, they'll never know. The slime creatures I neglected to give the immunity to normal attacks that the slime itself has. This made them much easier to kill then they should have been, but again I just docked the PCs some xp for the kill, and then described them as only partially-transformed victims (with some flesh and bone still on them, and therefore vulnerable to swords). Again, not like anyone knew enough to care. Worked out ok. The bastard PCs then rack up another in their epic streak of secret-door-findings and score a magic robe for the cleric, and (with wounded mercenaries) head for the surface.

Or actually they head for walk-straight-into-a-gelatinous-cube-land. (Random again - clearly the Elder Elemental God is active in this area, with all the puddings and jellies and what have yous.) One PC gets frozen, another one-shots the cube (critical), and they wait around for two hours (fending off rat attacks) while the paralyzed guy gets better. Finally it's back to the surface - they camp on a section of the inner bailey wall (south of the Egyptian Pylon Gate) and head back to the Free City in the morning (the cleric with a brand new experience level - being a new player, his first, so he's psyched).

So my first experience with WG13 was just what I was looking for - gonzo, nail-biting, high-stakes dungeon crawling. Dying to see where they go next. Also dying to see if my copy of Bottle City shows up in time (ordered it that night), because they're about two lefts and a right away from stumbling across this relic of the Lake Geneva campaign. However, I suspect that a few loose ends will tie themselves up and a few campaign seeds sown will bear bitter icky revenge-y fruit next session, possibly putting a return to the dungeon on the back burner. But that's for next week.

-DYA

P.S.: Also played my buddy Brandon's amazing Dwarf Fortress-themed 1e game last night. We pulled an iron man session - 11 hours, cut off around 4:30. Amazing craziness, all kinds of new revelations about the fabulously dysfunctional Mountain Dwarf culture, but long story short: We fought Duergar with a decanter of endless water riot-control firehose. More on this later.

Thursday, December 10, 2009

GAAHHHHH - TEH GOOGLE BEEN DISCRIMINATIN' 'GAINST ME


Hahahaha... Stupid Google tries to show me "D&D" results instead of "AD&D" when I ask for them, and then begrudgingly tells me, if I insist, "Oh OK, I SUPPOSE I can show you this "AD&D" you speak of." It's only one more click, but I don't have time to sit around clicking on websites all day, I HAVE CRAP TO DO, JACK.

LOL

-DYA

Roll For Initiative podcast is up now, you go listen.


Check this shit out: Roll For Initiative is a brandy-new first-edition-centric podcast by two guys from the DF forums. It's pretty cool so far - they're 2 episodes in (each is something like an hour+), and they're already starting to get their dynamic going. The guys are pretty decent on the mic, the lack of which skill is the downfall of most well-intentioned 'casts I've heard (admittedly not many), they seem well-prepared, and they know how to discuss a subject without just sounding like two dudes having a conversation at the game store. (The smell is better as well, which is nice.)

The show is, regardless, painfully nerdy at times (expect a lot of rolled eyes from your girlfriend if she's walking around the apartment while you listen would be my advice), but that's as much of a feature as it is a bug in my department. LOL It's far worse when folks try to turn D&D into something Xtreem like BMX or MMA or cat juggling or whatever. This is honest. This is pure. I want to bask in the nerdliness when they're talking about the Deck of Many Things (and the inevitable campaign-nuking that ensues when you drop one as a DM).

They're focusing on 1e, and what I really like is that there's back-and-forth about how the hosts (and others) interpret BTB rules, and discussion of house rules from different campaigns as well. These guys get 1e - there's a lot of talk about all the different ways you can run your campaign, and about the flexibility and "open-sourced-ness" of OAD&D. I'm totally on board with the idea that the game just plain works better when you take Gygax's "make it your own damn game and stop asking me how initiative works already" mandate to heart.

(Presumably recurring) features include a monster spotlight (they're working from the Dragon "Creature Catalog" beasties now, I believe), a magic item spotlight, and a "Stickler's Corner" where they discuss obscure and fiddly rules. (Yay!) In the second episode they talk to the guy who wrote that Dragonfire DM program back in the day. There was some other stuff, I don't remember, I've been smoking resin this morning.

They also have a website with links and extra stuff from the show; you can get the shows in m4u or mp3 format direct from the site, or by RSS feed. You go there now.

-DYA

Friday, December 4, 2009

7 Angry Dwarves (give or take a few) b/w The Bastard Squad in "Sex in the City"


Special double half post, which is like one regular post but with ADD.

I just played in the second session of a 1e AD&D campaign that is officially Fucking Awesome: It's Dwarf Fortress, for AD&D. If you haven't heard of it, DF is the most brain-tazeringly complex and in-depth Roguelike RTS city sim featuring manic depressive alcoholic dwarves out there on the market today. It also has ASCII graphics. Did I mention it's free? (Check HERE for how this campaign got started, and HERE for the #1 reason why you need to check out DF. Trust me.)

Long story short: We're 5 dwarves (two clerics - brothers - and three fighters - also brothers - think the Hanson boys in Slapshot) sent from our native hold way the fuck up in the mountains to scout out a site for a new settlement. We've got a wagon of supplies, two 0-lvl dwarven hirelings (a cartographer and a party grunt/porter/wagon watcher), and not one but TWO burglars (a human and a halfling). That's one more than Thorin had, so we've got to be successful, right? Problem is, one of'em (the halfling) is chronically lazy and semi-suicidal (character quote: "Life is pain!"), so he's half useless. On top of that, the other cleric's player has decided to run him as senile as hu- er, dwarvenly possible. The comedy relief is in full effect here, folks.

So that's awesome, so far. Brandon runs a great game, and the players are a blast. We've been hugely successful so far - several experienced players playing smart and hard, plus the fact that five heavily-armored dwarves cut through gobbos and hobbos (and bugbears, oh my!) like a knife through hot butter. A drunken dwarven knife through cowardly goblin butter. We've already cleared out one lair (a ruined monastery) and have started preparing it as a base camp for further expeditions into the surrounding hills. I know Brando's tendency to pile on the hurt when he thinks the players are doing too well for his tastes, though, so I'm sure there's a shitstorm coming our way real soon. But we're fucking dwarves, we'll deal.

PART THE SECOND

In my game, meanwhile, the guys are taking the evil party thing to heart in a big way. Which is also very very awesome. I ran my very first assassination mission at the start of our last session - given the option of a straight roll on the table, or playing out the scenario (and having the opportunity to improve his chances through smart play), the player chose the latter. It was largely a cakewalk - Angus chose the right contract (out of two offered), and took his time casing the location and mapping out the target's moves. When it came down to it, his roll for death attack didn't succeed, but he was able to silence the target with traditional melee and get the fuck outta Dodge anyway. Mission accomplished.

That completed, we went on to determine what the other players' PCs were doing while this was going on (the whole thing took about a week, game time). As I've mentioned here before, I'm using the Midkemia Cities book (which I highly recommend) for its city encounters, but there's also a "city catch-up table" for determining what (if anything) happens to a character during their off-time. They can adjust their chance for an event (up or down) by a certain amount based on their intelligence and/or wisdom. Some of the events on there can have some pretty profound effects on the game, especially if the player chooses to pursue them - for example, one player got "offered dangerous mission". PC gets offered a mission (with the price determined randomly before they accept), and if they choose to attempt it, they have a straight percentage chance of either making it back (with a big bonus in gold and xp) or simply dying. My brother's PC took his chances (for a first-level character it's a smart gamble), but the dice didn't agree, and he bought it. To his credit, Dave shrugged and asked for a clean sheet. (Vive la AD&D! LOL)

The other present player for this session (we were a bit short-handed this night) got a result of "make a friend / your friend has insulted someone / friend asks for help". A few more rolls, we find out that a co-worker (these tables allow for PCs to actually get a job while they're killing time in they city - I decided this was just a fellow adventurer) has insulted a powerful personage, has to get out of the city or face assassination, and asks the PC for assistance. Brandon, without missing a beat, offered to take this guy along to the Castle, and then asks Angus about taking the contract. LOL So now I've got two players in the assassins' guild. EVIL PARTY FOR THE WIN. (They also hired a couple of 0-level spearmen, but these men-at-arms didn't stick around for long once they saw the kind of shenanigans my guys get up to. Hahaha...)

Since they were pretty short (and planning on killing the NPC they'd already hired), they went about looking for a healer to hire on. Since they're complete bastards, this would have been somewhat problematic, except that they thought to inquire through the assassins' guild as to "sympathetic clerics." What they got was one crazy SOB cleric of Erythnul, who was almost more sadistic then they were, and a damn sight creepier. The expedition assembled, they headed off down the Old Castle Track towards the Little Hillwood (and Castle Greyhawk beyond). Oh, with a quick stop to kill the NPC fighter and stash his body.

They delved into the Castle ruins, touched up the map some, encountered some bullywugs (who'd just moved into the lair of some goblins the PCs had "forcibly evicted" a few games earlier), and defeated them. One PC was wounded (the assassin), so they stashed him in their secret bolthole and pressed on. They then returned to the room where, several trips back, they'd fought an evil cleric and his gnoll minions. They'd driven off most of the gnolls and killed the priest last time; anticipating that the gnolls might have returned (but presumably without their clerical backup), they didn't anticipate any problems cleaning up. Which would have been true if the leaderless gnolls hadn't allied with the nearby Old Guard Kobolds. A sound PC rout followed. ("Game over, man, game over!!!")

Getting back to town, our aspiring assassin came up with an interesting way to get treasure identified (they'd come across a potion and a magic dagger in the bullywugs' bindles) - send his hos out to track down a sympathetic bard, and then treat him to a triple-around-the-world on the house. I gave it a chance on the dice, and it came up jackpot, so this worked. (Hey, I'd have gone for it.) So they were able to avoid dealing with the Striped Mage (and his occasionally reasonable but highly variable prices). All in all, a unique session by any standard (well, mine at least).

-DYA

Monday, November 30, 2009

Bardic Lore Pt. 1: You Spoony Bard!


So, in a very roundabout way I've finally had to address the question of bards in my campaign. To wit: Dealing with last week's Advanced Prostitutes & Procurers game led me to look at the Thieves' Guild structure in the City of Greyhawk, which prompted me to take into consideration the "other" illicit guilds described in The Canting Crew: The Assassins' Guild, the Beggars' Guild, and the Vagabonds' Guild. This last encompasses Jongleurs, Gypsies, Strolling Players, Mountebanks and Tinkers (with a great deal of overlap between them). In other words, itinerant entertainers - which inevitably leads us to bards.

Now, I've always had a soft spot for the class. As a player (probably because I get to actually "play" so infrequently), I love "in-between" classes and jack-of-all-trades characters. As a GM, having a bard of any stripe in the party inevitably leads to hilarious situations and juicy complications (not to mention a great information pipeline when I want it). That said, it's had a bit of an identity crisis through the years (and editions).

The original (OD&D) version appears as early as Strategic Review #6, and already we're told that it's basically an amalgamation of the Nordic skald, the Celtic bard, and the medieval minstrel. The class has lore abilities (specifically used here to ID magic items in the dungeon), a basic bent (if not a requirement) towards Neutrality (the bard in all TSR editions seems to have a Heart Full of Neutrality), access to tons of languages (1 per point of Intelligence), and the odd mish-mash of fighter, thief, and (upon attaining 2nd level) spellcasting ability (here from the MU list). Interestingly, elves, dwarves and hobbits may all pursue the class, albeit with limits to their advancement. The 0e bard has a d6 for hit dice and attacks as a fighter of equivalent level. Thieving ability is as per a thief of half their level, rounded down (thus presumably not accessible at 1st level), with the backstab specifically excluded. Here the bard may use any weapon, but is limited to chainmail or leather armor (chain, however, precludes his ability to climb walls and move silently). The article is silent on whether they're allowed to use a shield (I'd guess no). The 0e bard has a % chance per level to mesmerize opponents (once per day per level), and once this is done he may plant a suggestion as per the spell; he may also use his music to counter song-based effects (the harpy's song is mentioned). Perhaps most unusual is that the bard here attracts followers starting at 2nd level, and these followers increase in number and level as the bard advances in experience. The Gaelic college names (Fochlucan, Mac-Fuirmidh, etc.) are present already. (Note: I had assumed these to be "mock Gaelic" and pseudo-historical; not so, as it turns out - check this link for a metric ton of bardy goodness.)

AD&D and the Players Handbook brought us the 1e bard, AKA "the original prestige class" - prestigious indeed, due to the requirements in getting one through actual play! The class seems to be a retro-fit of the 0e version, adding in a highly unusual (and somewhat problematic to arbitrate) "training period" before you actually get to the bardyness. (That's a word, right? Bardyness? Should be, anyway.) What's more, the progression here (gaining at least five but less than eight levels of fighter, then gaining at least five but less than nine levels of thief before finally switching to bard) works completely different from the standard dual-class (or multi-class) systems (which has caused much wailing and gnashing of teeth over at the Dragonsfoot forums, I can assure you). The class as presented here has a reputation for a huge power bump once the bard levels are attained (as the xp progression given here is somewhere between the fighter and the cleric, yet for some reason the bard BTB gets a new HD every bard level, again flying in the face of the traditional dual-class system where you don't get new HD until your new class exceeds the old), as well as the near-mythical rarity of actual, played-from-first-level 1e bard PCs.

All that craziness aside, the actual class is pretty close to how it's presented for 0e. Races are limited to elven and half-elven. (This is parodied somewhat in the novel Azure Bonds, with the halfling "bard" Olive.) (Note how retardedly powerful the actual bard in this story is, too - he becomes a friggin' god by the end of the series! Clearly either Novak or Grubb had seen one in play at the table. LOL) Alignment is now required to be Neutral in at least one of its axises (this would also stay put until d20 rears its ugly and oh-so-permissive head). Hit dice are still a d6, but the 1e bard attacks as per his fighter level, which never increases once the class is abandoned (more on that later), while thieving ability is as per thief level. Weapons are now restricted (the druid list plus non-two-handed swords), and now only magical chain is permissible (presumably once you've worked through ten levels of fighter and thief, this is not too problematic). Spells are now from the druid list, and go up to 5th level; what's more, the 1e bard gains all druid abilities as a druid equal to their bard level. Additional languages are granted as the bard advances in level. The Legend Lore, Charm and Counter-song abilities of the older class are present, largely unchanged (albeit at a slower rate of advancement), and are supplemented by the now-ubiquitous ability to inspire his allies in battle (+1 to attack, +10% to morale, requires 2 rounds of singing and lasts a turn).

It took AD&D players all of three years to decide that the weird advancement was a little unwieldy, and the concept perhaps a bit muddled, and to do something about it. Dragon #56 (December '81) saw the publication of "Singing a new tune - A different bard, not quite so hard" by Jeffery Goelz. Goelz takes the bard as presented in both previous incarnations, and melds it into a single-class warrior-druid-illusionist (without the thieving associations or the attendant skills). This is informally known as the "Welsh bard," taken more or less from the Welsh Mabingion cycle. The Welsh bard may be human, elven or half-elven (with unlimited advancement); halflings and dwarves may only attain up to 5th level. Alignment is sort of weird - no evil, tending towards law and/or neutrality. Armor is leather only, but may be supplemented with a wooden shield (i.e., as per the druid), although the shield will interfere with Charming. Weapons are as per the druid with the addition of non-bastard-or-two-handed swords, handaxe, hammer, and horseman's mace, and excluding the spear. (Which seems pretty rough giving the poor armor situation and the back-rank position this implies - I'd be inclined to add it back in.) The Dragon bard attacks as a fighter, but does not gain multiple attacks per level or versus "insignificant opponents". They receive but one starting weapon proficiency, and attack with a -4 penalty to non-proficient weapons. They are also prohibited from using an off-hand weapon (such as a dagger or handaxe). (Again, seems a weird restriction.) Here the bard gains druid spells upon attaining 2nd level, and illusionist spells on reaching 4th. However, there is a list of spells from both traditions which are unusable by (these) bards. This bard does not gain extra languages per se, but rather adds a Read Languages ability to their Charm and Lore abilities; the Charm ability here is unrestricted by uses per day. The Inspire ability is as presented in the PHB, with the addition of a +2 bonus to saves vs. fear, and only requires one round of singing (or poetic oratory). The Counter-song ability, in addition to providing complete protection vs. harpies and the like, grants a +1 to saves vs. non-song sonic effects (such as that of a groaning spirit). Interestingly, the bard may also sooth road-weary travellers (I should note that this has never proven the case in my campaigns ;) ), granting a bonus to mounted or pedestrian movement overland. Lastly, the druid abilities are scaled back to just the shape-shift ability, and this at 11th (rather than 7th) level.

(Read in Flavor Flav voice:) Oooohhhh NINETEEN EIGHTY-NINE!!! 2e drops (yo), and the bard gets a single-class overhaul. This is the bard I grew up with, and the genesis of the modern concept of the class. We're firmly in minstrel/jongleur territory, here - the Celtic origin of the class is touched upon, but the actual class described is basically a fighter/thief/MU (errr, "mage") with good people skills. Races allowed are back to human/half-elf, alignments are back to neutral/something. Armor up to chain is allowed (with attendant adjustments to thieving skills), but no shield; weapons are unrestricted. Spells are now from the MU ("wizard") list again, and there is mention of the need for a spellbook. Hit dice are on a d6, with fighting ability as per a thief. Thieving abilities are restricted to Climb Walls, Detect Noise, Pick Pockets, and Read Languages; the 2e bard is better at Detect and Read than a thief, but suckier at Climb and Pick. The Charm ability of previous incarnations has been reduced to a chance to shift listener's reaction category by one place (with an equal and opposite reaction if the target makes a saving throw). The Inspire ability is present, here it can provide (either) a +1 to attacks, a +1 to (all!) saves, or a +2 to morale; it now requires three rounds of singing to work, and lasts 1 round per level of the bard. Countersong is limited to song-based effects, and requires the bard to make a save to get the effect. The Legend Lore ability is present (5% chance per level), albeit somewhat gimped and ambiguous (does not reveal pluses or powers, only alignment, cursed-osity, and history). Finally, 2e bards can attempt to use scrolls as a thief (just a little bit better).

Lastly, we have the bard as presented in WotC's 3rd Edition. Without going into it too much, the d20 bard is essentially akin to his 2e presentation, with much more emphasis on the "skill monkey" aspect of the class (since now there are skills), spells as per a 3e Sorceror (just a few spells known from the Wizard list, but you can cast'em a zillion times, no book), some weapon restrictions (basically simple weapons with "fencer-type" weapons added on top), limited to light armor (leather up to chain shirt) and (non-tower) shields (albeit with a chance of spell failure when casting in armor). The Lore ability is now Bardic Knowledge, works pretty much the same. Inspire, Counter-song and Charm (now Fascinate) are present, but the reason I include this class is the division of the Inspire ability into Inspire Courage (pluses to combat like we're used to), and "Inspire Competence", which allows you to sing a song and make somebody better at any random task, and is fucking hilarious. The character of Elan (from Order of the Stick) is pretty much based around this, and the "Bluff, Bluff, Bluff, Bluff the Stupid Ogre!" song is one of my top ten webcomic comedy moments; hence this class's inclusion.

So that's the rich tradition of the bard, as seen through the lens of a game about genocidal murder and doing B&Es. Next time we get to look at how I'm bringing some of these classes in line with each other for (simultaneous, parallel) inclusion in my AD&D game. There will be fucktons of charts.

- DYA

Saturday, November 28, 2009

The Old Guard Kobolds (or, "Pimpin' Ain't Easy")


Tuesday's game was an interesting session.

Last time, the PCs were on a map-and-loot jaunt through the Storerooms (level 1 of the Castle Greyhawk dungeons). Near the end of the night, they managed to discover a long-hidden secret chamber. Shortly after, a nasty skirmish with a band of goblins left them pretty banged up, and they retreated to the secret bolthole for a rest.

Now, they were careful to cover their tracks and leave no obvious trace of their passage, so I allowed that they'd be pretty safe there, as long as they Anne Franked it. Usually I've encouraged a trip back to town at the end of a session (since you never know who's gonna be around for the next session, and I try to avoid having un-played PCs in the game), but here at least the players who turned up could operate out of the secret room, with the inactive PCs hiding out. Well, next session we ended up with 3 players.

There was some discussion of turning back to town and assembling some hirelings, but instead the 3 PCs mounted a scouting expedition. They spent a few turns double-checking the party map (there've been a handful of mappers working on it, which tends to make things nice and confusing), and then headed off to the quarter they hadn't hit, yet. And met the Old Guard Kobolds.

If you're an adherent of the Lake Geneva Campaign, you've heard the stories, if not - well, just suffice it to say that these are some Very Burly Kobolds (who've been taking out PC parties for decades, now). The party as it stood was about as tough as a 3-member low-level party can be (two tanky fighters and a fighter/cleric), but right off the players knew something was up. The little bastards were falling like so much wheat (or at least the ones in the front were), but only due to some fancy rolling on the players' part - and they weren't falling fast enough, since the ones in back were tossing oil - and then some of them turn out to be capable swordsmen - and that one's wearing fucking PLATE MAIL - and here come two more units of'em - SHIT SHIT SHIT LET'S GET OUT OF HERE - and I laughed very much.

To their credit, they just exactly pulled it out of the fire, with only one fatality and a handful of hit points left, but (by at least one of my players' admission) their reluctance to flee was almost the death of them. I'd like to say the lesson was learned, but of course they're already plotting out bloody vengeance against the kobs. I suspect it won't be as easy as they're imagining. [EVIL DM GRIN] Their early realization that these weren't "just kobolds" was downright heart-warming, however; if they can at least take away from this that they can't always rely on their knowledge of the Monster Manual to gauge encounters, I'll consider us ahead of the game.


After that fiasco, the party hoofed it back to the Free City of Greyhawk. This was the first time I broke out the map (I'm using Joe Bloch's maps - Joe Bloch of the Greyhawk Grognard blog and the thoroughly awesome WG13 - for my City of Hawks and so far they're eminently suitable), and the first time I plotted the party's course to their destination, with encounters every few thousand feet courtesy of the Midkemia Cities book (I'm loving this supplement so far - read on).

The first encounter I rolled up, as the party was traversing the main drag north towards the Old City, was a prostitute. Consulting the sub-table, I learn that this is exactly (*roll*) one prostitute, who is (*roll*) approaching one of the characters for (*roll*) help. Off the top of my head, it becomes apparent that this is a street girl, and that some bruisers from the bawdy house nearby have been trying to run her and her co-workers off of their corner (nobody likes competition). The players bite and we're off on our first city adventure of the campaign.

This ends up being an interesting exercise in on-the-spot content creation. They head to the spot, the party leader gets the girls to point out their antagonists, and the PCs go to "straighten out the situation". After a few tough words are exchanged, they demand to speak to the thugs' boss; the thugs are only too happy to show the PCs in so that they can fall in behind and bash their collective brains out in private. A close-quarters melee follows (in the foyer next to the coatroom), and, with the thugs realizing the futility of direct attacks (one fighter in plate mail, and we're using weapons VS. AC, they'd be hitting on 20) I got to break out the pummeling and overbearing rules from UA. (Lesson learned here being that you really need multiple bodies for the overbearing thing to work well.) With the largest of the three doormen downed, and the other two wounded and fled, the party leader relays his message to some newly-arriving bravos (that the girls ought not be messed with from here on out), and they take off. Being smart enough to have the hookers show them through the back alley, they even avoid the watch patrol that's headed to investigate the disturbance. The girls are brought to the Green Dragon (where the regular working girls shoot them dirty looks), and it is decided at that these will now be two of our PCs' hos, and that they will now look after the ladies.

So now my PCs have some hos. I'm still figuring out how to handle this. Gary Gygax's Canting Crew book has some amazingly detailed thieves' guild info (that I'm using pretty much as-is for my City), and from here I learn that not only is prostitution a guild-run activity, but that there's even different branches for different types (high-class girls, house girls, street girls, etc.). So not only are they horning in on one branch's racket, they're interfering with another's. I suspect they'll find that pimpin' ain't easy, even in the City of Greyhawk. LOL

All in all, out of one random encounter I got a new city location, the name of its owner (and an idea of what its foyer looks like), two new slightly-detailed NPC enemies (the escaped doormen), a potential in-town conflict for the PCs to deal with (the guild), and a rather interesting and potentially hilarious campaign complication (i.e., "How the shit do I handle PC ho income?")("And do they gain XP for it?")

Hell of a session.

-DYA


PS: This post at Old Guard Gaming Accoutrements is awesome.)

Wednesday, November 4, 2009

What is good in life, Conan?

Nothing momentous to report. Just another Tuesday night around here: Me and some good buds enjoyed some single-malt scotch and some good buds. The party dickered over terms with some hirelings, then made an expedition to Castle Greyhawk, only to run into a hobgoblin and his goblin cronies - the same group that they'd only a few sessions earlier routed with judicious application of murder holes and flaming oil. It was a near thing, with the party pulling out a win but with the thief injured and the rest near "E" on healing and hp, but the haul was just worth it. The hired spearman ate it, while the torchboy ran away. They returned to the city, blew a week while the thief rested up (two members were offered positions in the military, another Gilliganed his way into a possible knightly appointment, and the thief picked up a nagging chest cold that will slow him down for a few weeks)*, then wandered the streets (passing by a Pelorite pilgrimage being harassed by street urchins)* hocking their ill-begotten gains and recruiting for the next adventure.

Man, D&D fucking rules.


* Random city events courtesy of Midkemia Press's fine "Cities" book - now re-available from Midkemia's website here: LINKY)

-DYA