Showing posts with label BX. Show all posts
Showing posts with label BX. Show all posts

Friday, September 6, 2013

Initial Thoughts on Delving Deeper




I've been interested in Delving Deeper since about 2011, but just finally got my hands on the free pdf's from RPGNOW a few days ago.

After reading these rules, I would definitely try to purchase a boxed set of these rules.  I wanted to do that for Swords and Wizardry Whitebox but missed my chance completely...  I'm busy enough that I'm late to almost every party...

Anyway, it's another take on the original 1974 rules, and while I don't have a copy of these rules, I have read them a couple times.  My buddy has a set in his cedar chest, so I may go pull them out sometime and compare.  Things that caught my eye:

1.  They added in the thief class!  I'd like to see some method for advancing thief skills if you are gong to bring these into the game, but that would be easily added.

2.  The con based survival roll.  I'm pretty sure this was in the original game rules.   I missed it in the S&W white box rules system.  I think I will be adding it as a house rule to my FR game.  I also like to make each raise dead lower a PC's CON score by 1, sort of a raise dead downward spiral.  Only a wish or equivalent magical power can bring back this lost CON.

3.   They brought in some of the Dave Arneson GONZO factor.  Robots, androids, cyborgs... etc...  while this wasn't always my cup of tea, I kinda like the gonzo factor added in some campaigns.  It was why at the end of the Castle Amber adventure I was running under B/X I added in some mutant albino orcs, and their leader was carrying a Winchester 30/30 rifle.  Hey, they were stuck in a pocket dimension  Steven Amber created, so i threw in all sorts of stuff from lots of different genres as if this pocket dimension was "collecting" things from many different realities.

4.  Love the spell lists, the descriptions, and how they organized the spells Cleric Level 1 all on 1 page, then Level 2, all on one page.  Finding spells would be easier with this edition, saving time.  Characters could even print out the pages with the spells they can cast, so we don't have to search around.

Things I didn't like:

1.  I don't really like the 1d6 for all weapons approach,  I like some variation between weapons.  I understand that D&D combat is extremely abstract and not supposed to be a simulation extactly, but I think this is more of a holdover from Chainmail (although I've only read through those rules once or twice in my teens, so my memory of that isn't perfect).  I actually like the BX weapons tables, just enough weapon variation in damage for me.

2.  All movements are listed in inches?  What the heck does that mean?  Maybe they are assuming you will use mini's or maybe you are supposed to reference chainmail?

3.  Very little around combat times, how long is a round?   Rules for hex based movement are pretty sketchy.

I read through VERY quickly, so maybe all this stuff was in there.  I also get that they were trying to cling as much as possible to the original edition.  Everything I didn't like about these rules are quickly fixed.

In summary, a lot to love, leaving me with some things to think about.  What would my D&D mine look like?

Over the last 4 years I've gone back and played almost all the editions of D&D that were made.  I've played:  ODD, BX D&D (with stuff from rules Cyclopedia added in), 2nd edition AD&D (with stuff from 1e added in), 3rd edition, and finally Castles and Crusades.

Looking back through these different games I think I'm finding a trend:  I like lots of options for PC's added in, but I like shorter combat times (which mostly means lower HP).  I also like lower emphasis on stat bonuses from S&W/ODD vs. the BX, 2nd and 3rd edition, which have larger +/- based on stats.  I don't like skills, but I do like more abilities for characters as they progress through levels, so leveling up is more than another HD.

Ohhh boy, challenge accepted, its time to write up my own D&D mine!






Tuesday, July 10, 2012

All Things Hulean

I was lurking around on the Vaults of Pandius, and found these excellent articles:  the hulean Gaz, this beautiful map, and this excellent article by James M. on the immortals of Great Hule.  I liked how James incorporated the great 8 deities and involved the chaos arrow (very Elirickian/Stormbringery!).  This is very different from what I had been thinking but seems to somehow fit better with the BECMI type immortals path that I've always found a little bit difficult to grasp.

It really got me thinking about clerics in D&D and BX (pre-Mentzer), vs. BECMI, vs. AD&D cosmology.  I found a quote (sorry I forgot the source) about how Frank really didn't like reducing religion and the gods into a shopping list for clerics.  This makes immortals in Frank's version of D&D into something like angels/devils instead of gods. So clerics don't exactly worship the exact immortal, but instead see the immortal as an example of how to live under a particular philosophy (law and order, neutrality, or chaos?)?

Something about immortals just doesn't sit right with me, I'm partial to the BX version where gods and churches are implied, just not fleshed out.  Hmm, there is a lot to think through, I'm going to have to mull this over some more...

 







 


Saturday, July 7, 2012

Hule

Assuming the characters defeat the challenges of the great pass, what is next for the party inside the 32 pages of X5 Temple of Death?

It is the chaotic nation of Hule.  While David Cook does an awesome job of setting the stage for an entire country in about 1.5 pages, he definitely (intentionally) left room for expansion.  The next three parts of the adventure detail:

1.  An example town Magden, with several programmed encounters that can give the PC's clues toward the ToD or several that can end them up in chains.

2.  Dark Wood - good detail on the vast woods that surround the temple.

3.  The temple of death itself.

There were a couple of things that seemed lacking.  Cook doesn't flesh out the dark diety, dieties, or philosophy that the Master worships/embodies.  Maybe this was to allow the DM room for customization?  Also, the country of Hule seemed too benign for a land ruled by demon worshipers.  I'm not sure why this is.

So here are the first things I would try to spice up:


1.  Setting a slightly darker atmosphere for Hule:  Monstrous demihumans mix with the people, sometimes they raid the villages killing and capturing people to torture or use as slaves.  Other people just disappear in the night, maybe it is the work of the Diviners, some of whom can see into your mind and find out if you are "holy".  This holiness should be a religion of subservience and total sacrifice to the dark forces.  I like the idea of the hermits and prophets of chaos giving guidance and passing judgments.  Instead of an impartial judge, you have an impartial madman, who will make a completely random judgment which seems perfect for the concept of a chaotic society.  Processions are held once per week while the locals run through the village, in a chaotic state of celebration, drunken debauchery, looking for miracles, which pretty much never happen. 

2.  More about these demons and "The Master".  I'm guessing Cook was hesitant to delve too deeply into demon worship, so he remained very tight-lipped on exactly what the master was involved in.  Obviously, one goal is world domination.  Oppression of the common folk under the chaos religion.  Enslave monsters, using curses, and use them to further the goals of the church.  I think it would be fun to keep The Master's religion completely obscure.  Perhaps he is a half-outer-planar, half-human harbinger of a greater chaos deity.  Maybe it is something like the King in Yellow or Nylarthohotep - not something like a typical evil D&D deity - instead, something less personal and human.  I like the idea that The Master has maybe summoned many extra-planar creatures to Hule, they live in secret throughout the land furthering the goals of chaos, tricking humans into worshiping them, and trying to enact the rituals that will bring forth the greater chaos into the Known World.  Also, just because the PC's kill the master, doesn't mean everything immediately will collapse.  I think the remaining holymen will band together to further their common goals of keeping the true power in Hule.  The war will be ended, since the Master was coordinating much of it, but the dark forces will regroup and may spring forth again in the future.  The PC's could probably route it out of Hule, and claim the land as their kingdom, but it would be a terribly long and boring endeavor, so they are more likely to run off to their next adventure.

Next up - I'm going to work on more of the villages and cities in Hule and what they are like.  I'll see what is in Pandius.com first and see if I can leverage some of that.

Wednesday, July 4, 2012

Men on the Moon

Happy 4th of July!  For all my fellow America readers, go be patriotic and read this!  I'm off to a BBQ at my sisters today so I intend to be brief.

I've decided to set my next FR game around activities in Hillsfar and I've got ideas to morph it into a X3 Curse of Xanathon type thing - with the detective work and the humanocentric thing.  I'm not sure if this will become my next PBEM or if I will end up playing it person.

In the meantime, I'm going to concentrate on X5 temple of death.  My players were really hating on X4 Master of the Desert Nomads when we played it back in the winter.  One of them is a soldier in real life and he is sick of the desert.  So, I think I'm going to push them through that adventure and give them all a bunch of experience that might level some of them up.  Then I'm going to start them off at the beginning of the X5 adventure.  I'm thinking of detailing out certain parts of the adventure. 



The first of these in my head is the moon bridge.  The idea of a bridge to the moon is wickedly awesome, and I've got ideas to treat it a bit like a D&D / Stargate crossover.  I'm planning to flesh out the Kingdom of the Moon, with anitgravity technology, and biotechnology, and magic all mushed together but that the civilization now treats this technology like religion and don't understand all the psuedophysics that makes it all work.  Also, there have to be Barsoomian white apes on the moon that have multiplied to the point of nearly destroying all civilization.

More on the Kingdom of the Moon to come...

Wednesday, September 14, 2011

No More Infravision!

I think in my next B/X campaign (or possibly later on in the campaign that I'm running) I'm going to replace the infravision that is explained in the core rulebooks with Twilightvision and Darkvision.

Twilight vision would be the ability of elves and possibly other faery types to see in the moonlight/starlight as if it were daylight.

Darkvision would be the ability to see for a short range in near perfect darkness conditions. The range of vision would be 60-90ft in most situations. Nobody knows how this works, perhaps characters with darkvision can see some other exotic radiation source that is present in the underdark? Or maybe it's just magic?

Thursday, September 8, 2011

X4 - Alternate Intro

Upon returning from the extra-dimensional adventures with Stephen Amber, you found yourselves in the midst of Glantri. The laws of this magocracy were almost hostile toward the dwarfs and fighters of your group and so you traveled south into Darokin to escape imprisonment or death. Darokin was a land of wealth and splendor where the vast amounts of treasure your party acquired during your adventures allowed you to literally live as kings!

You lived it up in the social circles and intrigues of Darokin city for weeks until you tired of the backstabbing and strict rules of etiquette that the elite have created for themselves. Finding a noble in financial troubles you were able to invest nearly all of your wealth in a great villa and surrounding vineyards along the southern edge of a great plateau that lies to the west of Darokin west of the Great Swamp.

Traveling there with hired experts in horticulture and winemaking you spent the next year living in splendor, feasting on lamb and steer and making wine. Bards came from all around to live in your villa, hear your stories, and sing you tales from abroad. Traveling princes, wizards, and wandering knights all made your stone villa a favorite respite from the harsh wilderness. Life is good and you began to forget the tiny song of adventure that once resounded in your head.

It was then when disaster struck! A massive army of humanoids, mostly orc and goblins but supported by cruel men, ogres, trolls, and worse stormed your villa in the night. You fought back with magic and swords but you were out of practice and unprepared for such an onslaught. Their numbers were immense and finally you were forced to flee east toward Elstarath with only your fastest horses and your most precious weapons and magical items and books.

On your way you began to alert the small villages and keeps that you found along the way, but most of them had already been evacuated. It seems that the army was much larger than you had even begun to imagine. The main army of Darokin had already marched west into the desert following the humanoid army that had retreated to find reinforcements.

Weeks went by and your party joined in with a rag-tag group of reserves who was planning to meet the main army that was now deep in the desert of fire fighting the humanoid force. You find yourselves entering a small village that was only recently taken back by the Darokin army, still among the smoking ruins of the village were the signs of nomad enemies - humans, orcs, and other unknown creatures. The leaders of your rag-tag group halted at this place and awaited the field commanders orders. He is held up in the largest house of the village and spends all day assigning orders and processing information. It seems that the reserve effort is pretty unorganized and mostly you have spent the last three days camped near the edge of town with no orders or information about what you should do to help. The fires of vengeance still burn in your chests, life on the road has hardened you once more, and you would love to be able to do something effective against this unknown army...


My buddies will be back in town this weekend of Sept 10-11 and we might be able to organize up and throw down another tabletop gaming session! I'm still trying to catch up from a week on vacation so this was the best introduction I could come up with for X4. I tried to come up with a more plausible (still very rail-roady) reason for the players to be involved in this adventure that made sense from coming out of the Castle Amber X2 adventure module. I think this will serve the purpose of emptying them of nearly all of their coin and give them a reason to care about facing down this strange army and give them the idea that stealth and not strong-arm tactics will be required (since they already faced this army and were all nearly killed). I'm not trying to make this a really open ended campaign right now, I'm basically railroading my players through a group of old-school adventures one by one and having fun just playing in them. My plan is to run them through a beefed up version of X1 next followed by something maybe placed in Alphatia or the hollow world or maybe both... I may have to make something up for the next two adventures because I'm expecting the players to make it up to ~10+ level by the time we finish the X1 adventure.

Monday, September 5, 2011

Magical Dwarves and Sneaky Halflings



"They brought up their ponies, and carried away the pots of gold, and buried them very secretly not far from the track by the river, putting a great many spells over them, just in case they ever had the chance to come back and recover them."

That line is from the Roast Mutton chapter of "The Hobbit". I'm reading the Douglas A. Anderson annotated version of J.R.R. Tolkien's book before the movie comes out and re-reading the book I read as a 4th grader in elementary school as an adult has been really interesting.

That quoted line really struck me as I read over it. It didn't say specifically that Gandalf cast the spells... I got the picture that the dwarves know some spells which really got me thinking about dwarves in general and how in the Middle Earth world dwarves are more like their Norse mythological roots.

Douglas A talks about how almost all the dwarven names are pulled directly from the Poetic Edda (1923 Henry Adams Bellows translation) which I have never read, but I'm thinking of looking for a copy in English. I also found it interesting in his annotation that he spoke of a dwarf who cursed a man to roam the woods as a wild bear in the Blue Fairy Book 1889 edited by Andrew Lang (Douglas was making the point that the bear man is a Beorn prototype, however I was thinking more about the fact that the dwarf had magical abilities). In our ancestors folk myths of dwarves, they are magical creatures with magical abilities; I wonder why Gary decided to make them almost "anti-magical" in D&D? As I keep reading this book I'm going to think more and more about how (and if) I should adopt this stuff for my next D&D game. I kind of like the idea of dwarves having some magical abilities...

On a completely different note, it really spoke to me that Bilbo not only can hide in the woods at will (as the BX Halfling can), but in addition Bilbo shows that he can "move silently" with ease, and attempts to pick pockets of the trolls in this chapter. I think the current BX halfling abilities mock the hiding ability, but maybe the halfling should have a marginally better aptitude at moving silently and some other thief abilities than the average human does (not trained thieves). Perhaps it would be as simple as giving halflings some bonus to surprise checks (they may already have that in the B/X system or I might be crossing my systems) or give them a +1 on a d6 or approximately a +20% chance to attempt these things.

I probably won't implement any of this in one of my campaigns without a lot of thought, but it is interesting to imagine how one could adjust the B/X system to increase the Tolkeinishness of the system. I've also been reading the MERP roleplaying system and while I love rolemaster (it is a perverse sick love) the system as it stands really doesn't exactly match the flavor of tolkien. The art was amazing IMHO, the background they put in the MERP books is great, but the system mechanics are pretty far away from the Middle Earth universe as presented in the Hobbit and LOTR.

Thursday, August 25, 2011

Fighting back the Gamer ADD

I was talking to my players this week and they really asked me to fight back the Gamer ADD. They had a real blast playing in Mystara and running through Castle Amber and they would like to keep these characters for a while yet. One of the players is lamenting that he has never had a PC make it to over 10th level and would like to try making it there with his wizard character in this game.

I told them that I have a group of adventures that I've been buying up that should get them up to at least 10th level and maybe beyond.

I'm thinking to run them through a heavily modified Master of the Desert Nomads (which could have a massive detour to the moon if the players play things right), followed by the Temple of Death adventure. That alone should get them up to about 8-10th level.

Then I'd like to use one of these three products that I got off Ebay:

Isle of Dread (maybe I could beef it up a bit for high level PC's, add some kind of twist?)

Empire of Dawn boxed set (I'd like to take my PC's to Alphatia and have some cool mid-air battles among the ramparts of flying castles).

Hollow World Boxed set ( I got this whole boxed set for free, the guy threw it in with another product that I purchased, I think it is pretty neat, and the altered game physics with the magic and stuff could throw off my players in a fun way).

Does anybody that reads this blog have any other ideas for really good 8-12th level adventures?

After some greater than 10th level play, I want to reboot our campaign and have the guys start brand new PC's at low levels. I'd like to run in forgotten realms. However, I would also really like to run Rolemaster - my series on running Forgotten Realms and Rolemaster together probably all ready showed what I'm thinking about. However, my players are really loving the stripped down aspect of Basic DnD and I'm not sure if they are ready for anything close to Rolemaster. They are asking me to "quit it" with the changing game systems each week stuff. It is hard, most of the time I feel like this guy...



Saturday, August 13, 2011

B/X Wizard and Elf Spell Lists



As JB from BX BlackRazor has pointed out before:

Magic-users and elves are limited to the number of spells they may know, and their books will contain spells equal to the number and level of spells the caster can use in a single day (thus, the books of a 4th level elf will contain two first and two second level spells).

I have not been playing this way in my B/X games so far. I've been playing that characters can learn spells from spellbooks and scrolls that they find and scribe them into their spell books. I haven't really put a limit on the spells that a wizard/elf can have in their books. Each day they have to memorize spells from their spellbooks. This is pretty close to the way I played 1e and 2e AD&D. I hardly ever worried about how many spells a PC would learn.

However, I've been thinking of loosely following the rule from the expert book listed above. But I would like to alter it in an interesting way:

Wizards/Elves would only be able to "learn" the number of spells equal to the number that they can use in a single day.

However, they can keep spell books with any number of spells in them and they can learn spells from the spellbook of an enemy, but if they already have learned the maximum number of spells of that level they must trade one spell for one spell (essentially learning the new spell causes them to "forget" a spell that was already in their head). It takes them ~1 week of uninterrupted study to change a learned spell slot. Wizards could change spells on the road but only if they don't engage in combat, take damage, or face harsh weather conditions, etc... anything that could take a large portion of their concentration off imprinting the spell into their mind.

Wizards/Elves would not need to consult their books to memorize their spells each day, instead they can cast any of their learned spells up to the # of spells per level that they may cast per day. This would remove the need for wizards and elves to bring spellbooks along for the adventuring trip (unless they think they might want to change a learned slot on the road). If a 2nd level magic user has the ability to learn and cast 2 spells per day and has Magic Missile and Sleep learned he could cast one of those each in a day or cast two sleep spells in a row.

Using this method would improve magic user and elf versatility, trading it for an increased limitation on the amount of spells they can have access to at any given time. Also, having access to another wizards spell books would allow you to "learn" more spells and transcribe them into your books - so there would still be a good reason to have wizard mentors and guilds. I'm not 100% convinced I'd like to adopt it, but I may give it a trial run this fall if I can get together a skype game with the Castle Amber crew. I talked to them about continuing more of a campaign following up on the Castle Amber adventure with a couple of others that I have.

I think I'm going to run them through the Master of the Desert Nomads followed by the Temple of Death adventure. I think those two adventures should easily take 4-5 decent sessions each and would likely bring all of the party members up to 9-10th level if they can defeat the modules.

Thursday, August 11, 2011

Marsh/Cook Expert Monster HD Analysis

Following up on my post about determining the distribution of monster HD in the moldvay basic text, I did the same thing for the Cook/Marsh Expert book. I found the analysis quite interesting. I remember thinking that there were very few 3HD monsters in the basic book - I had screwed that up with the expert book. There are very few ODD HD creatures in the expert book. Either Cook or Marsh (or both) had a thing with even numbers. They liked to make entries of monsters with 4, 8, 12HD creatures.


Here is the data:









It is also interesting to me that while the Moldvay progression seems very planned the Cook/Marsh distribution seems very haphazard. They both had roughly the same number of posts, I counted 102 in Moldvay and 101 in Cook/Marsh but I could be off by 1-2 in each case.

Tuesday, August 9, 2011

Moldvay Basic Monster HD Analysis

The other night I became obsessed with what the distribution of monster HD was in the Moldvay Basic book. I was thinking that there were way more 3HD creatures than 2HD which seemed strange to me. So I got out a pencil and wrote a list. I got 102 total entries (there was only one that I didn't mark down "NPC Party" because the HD was variable. In cases where the HD was 2+2 I marked it down as a 2HD creature. In cases where a range was included such as 4-6, I would mark it down as a 5HD entry.

Here are the results:





It is a nice distribution with the highest number of 1HD monsters and trailing downward up to 11HD creatures. I'd like to repeat this analysis for the Cook/Marsh expert book and then compare and contrast the two books.

It looks like quite a bit of thought went into the design of how many monsters to include and what ratio of each (approximately) was desired.

Wednesday, August 3, 2011

The Elves of Alfheim

Lately I've been spending a few bucks on Ebay. I've been picking up the Mystaran Gaz series, slowly acquiring quite a few of them.



My favorite so far is the Elves of Alfheim. I love the cover shown above, I love the whole bit about the trees of life, the elven philosophy, the magic that grew a forest and created magically spawning monsters, the druidic style spell list for elves that take the treekeeper path, elvish swords, and pretty much everything about the book. It even has some nice adventure ideas for groups ranging from levels 1 up to the companion and masters level PC.

Monday, August 1, 2011

Finishing Castle Amber (with Alt Ending)

Well, last week was my military buddies last day in town. We all got together for a bit of pasta and a D&D session with one singular goal in mind: finish the Castle Amber module. You can see my other play recaps one, two, three, four, five, and my alternate ending idea for the CAS inspired black sand desert and the alternate crypt.

I warned them up front that this could end in a TPK and secretly I knew that when they faced down the mummies in the tomb of Steven that was the most likely spot for TPK.






Things started out all right enough for them, they combined a ring of telekinesis, a flight spell and invisibility to make short work of the necromatic colossus with a well pitched bag of undead killing dust to the face. They defeated the beast of perigon and obtained the Ring of Eibon again employing a combination of an elf, flying outside of a castle window firing lightning bolt into the castle and then running about on the roof top, while their dwarf who is an animal with 46 HP at 5th level (now upgraded to 56! HP at 6th level) just stood toe-to-toe with the beast and took like 40 damage over 3 rounds without dying, until the beast of Averoigne bit his leg off at the knee. They waited a couple of weeks and fit the dwarf with a peg leg and continued on.

They performed the ritual combining the four items together to create an extra-dimensional rift that sent them to the demi-planar home of Steven Amber. They even did ok evading a death knight and sacrificing a mule to the crazy amputee gardners of the poison flower ruin/garden in the middle of the desert.

It was however a bit of a surprise when an albino orc took aim with a Winchester rifle and blew a large chuck of plate mail armor from the shoulder of the main leader of the party - the elf. The party responded with a barrage of magic missiles, hold person spells, and suddenly they had suppressed 20 out of 30 of the albino orcs in two or maybe three rounds at the most....

But all things turned around quickly when they opened the door to the Tomb using the gold crown they had found in the Amber Lion/Golem at the silver gate in the castle (I read to them about the tapestry of a gold crown and pheonix on a field of sable, and they came up with the idea that the doors could be opened by touching them with the crown. Initially I was planning for the doors to be unlocked but I thought it was a cool idea to touch the doors with the crown so I made it work and had the doors swing open with a loud rush of air at the first touch by the crown).

That was when everything fell apart - nine mummies attacked. Everyone in the party failed their saves and were paralyzed for a round giving the mummies a free attack. Then the mummies gained the initiative for the second round. Two out of seven of the party members were below zero by round two. By round 4 the number grew to 3 and the mummies hadn't yet taken damage. I realized I probably had a TPK on my hands but I was prepared for it. However, when three mummies rolled 1's in a roll on the party's cleric, keeping him alive, things began to turn around for the group. The clerics had both already tried turning to no avail, however, the cleric was able to run backward out of the tomb, with the mummies returning to their feet and giving chase, this allowed the party magic user to barrage them with magic missiles (he was sixth level casting 3d6+3 damage per spell!). This combined with some lucky strikes by the cleric, and things started turning around.

B/X Mummies are sick.

I was planning to have magaen creatures jump out of the side rooms but that would have ended the night without a doubt. So instead I made up some fun stuff for the players to find in there. One room had the implements of mummification, in another room was a large espresso machine and potion mixer with a sign that said (drink at your own risk), in the third room they found several automaton creatures that served steven, they interacted with them and figured out how to get to Stephen's casket and remove the curse.

As a side-note, also have to say that the most resilient character of the party was the dwarf, the combination of a low AC of 1, 46 HP, awesome saving throws, and wielding a +2 mace with another +1 to attack and damage due to strength meant that he just started dropping mummies every couple of rounds.

All the characters ended up with a little bit of mummy rot but that was cured by Steven Amber using his ring of wishes. He also healed them all up, regenerated the dwarf's leg, and gave them all a 10,000gp gem/jewelry, and a random magical item each. I rolled up some cool stuff for them and we quit the night. This is an awesome adventure but a bit of a monty haul relative to what I normally run my players through.

We decided that we might bring these characters back for another game - Master of the Desert Nomads and the Temple of Death. I think the PC's are of an appropriate power level for those two adventures. I already have an idea on how to pull them into the first adventure, but that is a tale for another evening...

Monday, July 18, 2011

The Werewolves of Sylaire

I threw down on the tabletop once more - X2 Castle Amber. The PC's have left the Castle, and have collected two of the objects needed to find Steven's extradimensional tomb in the twisted desert of Yondo. This latest adventure jumped off track of finding more objects, since the PC's decided to track down the lair of the magic using Werewolf lord and try to gain access to his spellbook. I dropped a couple of hints that they were going off the reservation, but they really wanted to, somewhat motivated by the fact that we were missing one of our gamers so they didn't want to finish the adventure without him.

Instead they tracked down and fought 13 werewolves! The amazing thing was that they killed almost 6 of the werewolves without taking any damage. They ended up on a rocky cliff and were able to use web spells to take the advantage away from the wolves and hedge them into a certain area. Lightning bolts, hold person, and light spells slammed into the ranks of werewolves. In the end the PC's killed all the werewolves except for the leader who ran off to live to fight another day.

They found a spell book that was 1/2 intact and then they met with the enchantress who helped them get back to Averoigne...

Next up for my PC's... finding the last two artifacts and landing at the shore of the malachite lake. Hopefully I can get the gaming group together one last time before my buddy moves to Georgia. Otherwise this story may never get told (unless we use skype).

Friday, July 15, 2011

Custom B/X DM's Screen

I made this custom DM's screen for B/X DnD for my castle amber game in december, I have used it now for 4 sessions and I really like it, it drastically reduces the amount of looking up I do in the books.

Starting off with a picture from the DM's side, I took 4x 8"x11" pages and taped them to the inside of the Castles and Crusades GM's screen. I never DM castles and crusades in person so I don't ever anticipate using that DM's screen for what it was intended and using it for BX allows me to use a screen with amazing art by Peter Bradley!



Now from left to right, what the heck did I paste on the inside of the board. I started with the saving throw sheets. Monsters typically state that they save as a "fighter 3" or a "magic user 10" so this page worked when I was rolling saves for monsters or when I was rolling a secret save for a PC.

alt=""id="BLOGGER_PHOTO_ID_5627330346217887138" />

After that, I added the death and dismemberment table. This was only used about 4 times total - but it was fun showing it to the PC's once in a while to freak them out.



After that page was the variable weapon chart, the armor chart, and the ranged weapon ranges with modifiers table. This was nice to have in front of me. DM's who use the d6 damage for everything rule, would probably be able to replace this with the ranged weapon table and maybe the EXP for monsters table or the random treasure tables? I didn't have either of these at my finger tips but it wasn't necessary since I was running a pre-generated and populated module. I'm thinking about changing this page up and adding those tables since in the future if I do get a campaign up and running I will be running more "on the fly" encounters. I really didn't need the armor table and I could make the other tables smaller to make space.



The final page was the most used, it had the attack tables for PC's and Monsters - nuff said.

" alt=""id="BLOGGER_PHOTO_ID_5627330361428404914" />

And finally, here is a crappy phone photo of the awesome artwork by Bradley.



I was pretty darn happy with this DM's screen overall. I'd love to see something like this professionally done up, but my scotch taped version will work for me until that day ;)

Monday, July 11, 2011

BX Rules Questions: Spell Durations, Blindness, etc..

In my last game with my players (X2, Castle Amber, read my play reports, I had some good times) I had to make a record number of rulings. As a continuation of my last post of the topic, here are a couple more questions that came up during my game:

Question 4: Spell Durations - wow, I was pretty shocked by how high someone can levitate! This item is more of a statement than a question - I'm pretty sure I'm running this "by the book".

Levitate (check page B17), lasts for 6 turns + 1 turn/level. It states that a player can levitate 20'/round. I'm pretty sure that there are 60 rounds in a turn (1 round = 10 seconds, 6 rounds/minute, 10 minutes/turn, so 1 turn = 60 rounds!) so that means a spell caster can levitate 1200 feet per turn!!! So a 6th level spell caster can levitate a minimum of 7200 feet in the air (allowing enough time to descend slowly).

You could in fact go even higher if you calculated how high you could go, then allow free-fall at terminal velocity followed by using the levitate spell at the last few seconds to slow you down before striking the earth. I didn't do the math, but a 6th level caster could likely levitate 10,000 feet in the air.

In the castle Amber adventure, the PC's used this ability to find the ruins of Sylaire. The mage of the party used this spell to levitate about 1000 feet up, which I thought it was a good idea and allowed it, but in the back of my mind I was remarking that maybe I had something wrong with the rules because WOW! After the game was over, I went back and checked, and I think I was doing everything according to the rules as written.



Question 5: According to the basic rules blind characters cannot attack. If you don't believe me check out the description for the Light Spell on page B16. I overturned that rule as a DM and said I would allow players/monsters who have been blinded to attack at a -6 to -10 penalty depending on the circumstances. I didn't like saying "Blind Creatures cannot attack at all" - I think they should be able to hear their foe and make a horribly awkward attack. What do you think? Maybe we should ask this guy?


Friday, July 8, 2011

BX Rules Questions - Web Spells and Werewolves

I got to say, I've been running a PBEM Greyhawk game but 1 day playing the game on the tabletop really has me charged up! I think I might run my PBEM game to a close or hand DM duties over to one of my players. I want to focus more on getting a regular tabletop group together...

Well, back to the reason for the this post.


Question1:

The web spell B18: range 10', duration of 48 turns, covers 10'x10'x10', and describes how you can break out of the web using fire, giant strength, etc... However, it doesn't explain what would happen if a spell caster decides to try and cast the spell directly on a group of enemies fighting the party. Do the opponents get a saving throw to get out of the effect of the spell?

House Ruling: I gave anybody in the area of the spell a saving throw vs. spells, modified by DX, to jump/run/slash their way out of the web area before it fully "sets". What would you do as a DM? did I get it wrong?

Question2:

Werewolves - what are the rules on shapeshifting, how does the moon affect shapeshifting, what does the animal form look like?

House Ruling: I ruled that werewolves can shapeshift whenever they want between man and animal form, the animal form looks like a very large wolf with elongated arms that look more like claws/fingers than forepaws. I ruled that shapeshifting took 1 round to complete going in either direction. Also, during the night of a full moon werewolves shift into animal form for the entire night and will run rampant killing everything in sight and feasting on the flesh of their victims. Did I get this wrong? How would you change this for your campaign?

Question3:

Can charm person and hold person affect a werewolf? In both of their descriptions they say that they affect bugbears, lizard men, etc.. which are pretty different than humans... Also, a werewolf is pretty much a human inflicted by a disease.

House Ruling: I decided that given the description that I had for werewolves (they can think in beast form, but the curse affects their alignment turning them chaotic and evil - basically into beasts in either form).... I would allow these spells to affect werewolves in either beast or man form. I could see good reasoning to only allow the spells to work against them in man form, but I gave the advantage to my players at least this time... What do you think?

Wednesday, July 6, 2011

Castle Amber_Alternate Ending_Part 2




So you made it through Castle Amber, found all the artifacts in Averoigne needed to find the Tomb of Stephen, fought your way through the horrid deserts of Yondo. You are at the door of Stephens tomb starting at the black shield of sable, a phenix Or!

You open the door and head inside, only to find 12 sarcophogi which open up releasing 9 Mummies. Roll 9 savings throws vs. paralysis.... *insert the mad evil laughter of a DM as he watches his players one by one failing their saving throws*

Then I will have the mummies stride up and attack the party - gaining automatic initiative!

The party will face down 9 horrific foes, and then I have 4 rooms flanking the central hall that will begin to open up every 3 rounds releasing a small group of Magen guardians for Stephen's tomb! If this doesn't end in a TPK, the PC's will have proven their muster, and can enter Stephen's tomb and release him. He will use wishes to bring back any dead PC's and then whip them all back to Mystara and the adventure ends.... for now.

Monday, July 4, 2011

Castle Amber - Alternate Ending - Part 1




I've spent a little time working out that alternate ending to X2. I really didn't like the ending that Moldvay put in there. It felt really rushed. It is a string of 7-8 rooms in a row with powerful creatures to kill, open door see Blue dragon (kill it), open next door find some sharks (kill them), etc... with little excitement, exploration, or thinking for the PC's.

So I'm going to add on a little more CAS flavored action to the adventure. Instead of plopping the PC's directly in front of the tomb of Stephen, I'm plopping them upon the shores of the green malachite salt lake from the "Abominations of Yondo" Story. They will be standing in a desert of ash colored sand with a swollen red sun hanging in the sky. Looking directly ahead across the massive lake they will see a lone building of white stone on the far shore of the lake, with a back drop of hemispherical astroid mountains.

They will have the choice of adventuring to the right side of the map (where they will encounter the inhabitants of the Crumbling Gardens of the Amputee's. I made this up in the spirit of ClarkAshton! Or they can explore to the left side of the map where there is a large forest of Evil Cacti. Either way the PC's choose the trip will be about 20 miles. I would start the PC's at about midday so that they will have to camp near either the Garden or the Forest of Cacti depending on the direction they choose.

The Amputees live in a beautiful garden of flowers and vegetables that stands on the crumbling ruins of a once beautiful palace! They "feed" the plants their own blood, and body parts to enhance their growth. These plants have also adapted to live on the green lake water. Many of the plants should be of the carnivorous variety, the DM should invent all sorts of interesting plants to attack the players with if they explore this area. This ancient palace was once full of treasure so feel free to drop the PC's a couple of interesting items or create a dungeon below the ruin if you think that would be fun.

On the other hand, the Forests of Evil Cacti is full of horrifying Ochre Jelly's, shades, and spectral riders! Come up with any number of horrifying images for the PC's, pop the top off your mind and go for it!!!! If the PC's attempt swimming or flying over the lake there are many evil Cthulthu-like squid creatures there so they better fly high over the lake!!! That would be the most direct method of getting there if they can just fly over the lake but it is several miles across so they better have a long duration spell power...

When the PC's finally reach the Tomb of Stephen, there will be a group of albino mutated beast men [treat as orcs]. I would say there should be 20-50 of them depending on the strength of the party. They are equipped with a combination of crude weapons (but maybe a few have firearms plucked from the dead fingers of victims pulled from more modern worlds) and will attack as a mob. If the PC's kill 50% of them, they will disperse and flee into the desert toward the mountains.

If the PC's defeat the albino beast men, they can move to Part 2 of the Alternate Ending (inside the tomb).


***This is a work of fan fiction for my own Dungeons and Dragons campaign. All use of Clark Ashton Smith's creations are to add flavor to this module which is being posted up here for free with no intent to publish any description or material from any of Smith's work beyond casual references made to "the abominations of Yondo", the "evil cacti", "the green lake", and "the inquisitors of Ong".****

pss... I would strongly suggest reading CAS Abominations of Yondo before running this alternate ending to X2.

Saturday, July 2, 2011

Castle Amber... continued.

Around Christmas 2010 and the first of this year I ran a group of friends through the first 1/2 of Castle Amber. We had a great time and it took them two play session and ~12 hours of playing time to get through the keep and into Averoigne. My buddy called me earlier this week, told me he was back from Europe, and would like to throw down more of the adventure. I told him I was free Saturday morning and early afternoon, and would love to continue the adventure.

Well this morning at 6:08am, three drunk friends of mine pounded on my front door. Apparently, they had gone out for a few after dinner drinks last night, which turned into MANY after dinner drinks. They had partied the night away, and decided it would be better to stay up all night, forego sleep, and show up on my door as early as they thought they could get away with it without me just kicking them out.

I grabbed some coffee, the Basic and Expert rulebooks, my dice (enough for 4 players), the Castle Amber adventure module, my improvised BX DM screen, and we started roleplaying at 6:30am this morning.

It is now 5 hours later... and I am remarking about how much Castle Amber is a MEGA MODULE! Don't be fooled, this is not an adventure module, it is a tiny campaign. When we had last left off, the players had just entered Averoigne from Castle Amber. We reviewed the salient points and then we started. First off they found an Inn, met some locales, talked it up and found out that Ximes was ~180 miles south of where they were. They started the ~9 day journey to Ximes, ran into various encounters, and met an adventuring Bard on the road, and finally entered Ximes. The Bard had related to them that he once had learned a Song about a Castle Amber that had disappeared one night long ago after many of the inhabitants had been accused of witchcraft and conversing with the devil! The Bard told them that he thought that maybe Castle Amber had disappeared over 1000 years ago (the bard was exaggerating *insert evil GM chuckle*.)

They decided to start reading a Holy Bible that they had found in Castle Amber, they intially couldn't read it and the mage of the party had collected it thinking that it might be a powerful spellbook. Once transported into Averoigne I ruled that the magic had allowed them to communicate in French as if it were Thayatian common from Mystara. The clerics of the party scoured the book closely and determined important point - there was one supremely powerful god above all others, and he had ruled that magic use was outlawed. They kept all their spellpower undercover from that point on.

They went to the Church in Ximes, and found Azedarc preaching a long sermon in a Catholic church. They put together the pieces and determined that there must be something fishy going on. One of the elves used an invisibility spell to sneak into the back of the church until he ran into Azedarc's assassin. The assassin figured out what was going on and decided to deal with the PC's. The PC's met him at a tavern and there they traded him a scroll with three powerful spells for a potion of time travel. Little did they know that the time travel potion was actually poison mixed with a time travel potion.

They had massive quantities of gold, so they bought a massive wagon and a large wooden boat and traveled north to try and find Sylaire. They found the ruins of Sylaire by levitating amazingly high (I've got to check if I'm playing B/X spell durations correctly) and then finding the ruins from their arial vantage. They passed through the magical gate, and I ruled that they fell asleep.

They awoke to two of their company bound in ropes, and most of their weapons in the hands of a massive group of Neanderthals!!! This was a lot of fun, they had to think quickly on their feet (which isn't easy when you have had zero sleep, but I had never said I wasn't an evil DM!) and figure out how to get their people back. They fought the primitive men for several rounds when the sky began to darken. The Neanderthals saw the sky change and decided to run away.

Sephora of Sylaire stepped forward and apologized for the actions of the primitives. She explained that she was cursed (I was adding things here and there if you haven't guessed, mainly because I hadn't had time to read the module through and was just improvising on my feet). Anyway, I told the group that she was stuck in time at a point where lycanthropic chaos threatened to overwhelm these primitive men inflicting them all with the disease and changing the course of history forever. She needed their help in defeating a time traveling werewolf magic user and then she would give them the sword of Sylaire and return back to the dimension of Averoigne. I had also ruled earlier that in Averoigne clerics turning ability and spells were as a cleric of 3 levels lower due to distance from their deity whereas in Sylaire I allowed the clerics full use of their abilities since the plane was not ruled by our GOD. I explained that Sephora was powerful but she didn't want to risk herself in combat against the wolves since she was the last guardian of these primitive people (blah, blah, blah, lol).

Well, the guys agreed to face down this werewolf magic user. So I look down into the module and find very little description of how to handle the encounter. There is no map, no stats on how many other werewolves he might have created, or any information about his lair. I improvised a map of the area, showed approximately where the werewolf might be. The players ran afoul of several traps in the forest, and a small army of club weilding skeletons (I saw that the were wolf guy had the animate dead spell, and I figured that given enough time he would have raised a small army of undead to guard his lair). Finally, I figured that using wolf spies, he would have gained information about the PC's coming toward him. He took 5 of his most trusted werewolves, 15 normal wolves, and himself as a war party to head out and face the PC's exactly at dusk.

The PC's heard the wolves coming before they saw them - there were 7 PC's in the party total. 5 of the PC's made a circle with the mage in the center and waited. The thief and one of the elves went invisible and ran out into the forest to scout.

The wolves ran through the area occupied by the scouts, and then began running circles around the circle of PC's. The PC's cast everything they could think of for protection and then got ready to fight. The wolves attacked, web spells were cast, hold person, light spells on the eyes of werewolves, the magic using werewolf tried polymorphing the party mage unsuccessfully. Things got dicey for a couple of rounds, but the PC's were eventually able to win, killing off almost all of the wolves, all of the werewolves, and slaying the werewolf magic user with a single lightning bolt (he failed his saving throw)!

The party's fighter lost an arm (I'm using the table of death and dismemberment, which I have on my improvised B/X DM's screen), but everyone lived through the encounter. The PC's gained the sword of Sylaire, but they are planning to go back into the forest to find the lair of the werewolves, rout them all out, and try and find the spellbook of the magic using werewolf! There is absolutely no information about the lair in the Castle Amber module, but I'm thinking since the PC's are planning to wait 3d6 weeks for the fighter (Thorn) to heal up such that he is ready for battle (as well as he can with one arm) - I think one of the werewolves will have become the leader of the group, infected a mass of other primitives, such that now they will have a small contingent of werewolf neanderthals guarding the lair. I think the lair will be a structure made of timber built off the entrance of a natural cave. There will be plenty of traps, and wooden structures built to funnel the PC's down choke points and force them to do battle with the lycanthropes on their terms. A huge encounter from roughly 1 sentence of the module. This adventure can really turn into a campaign. I'm also thinking about what other protections and guards would a 10th level wizard have provided to keep his spellbook from harm (even from the other werewolves) while he headed out to go fight the PC's party.

I've been really generous with EXP for this game, so I gave them all 1500exp each (which brought one of the elves within 1700exp from leveling to LVL5. When this adventure finishes, it will end in a TPK or character retirement anyway, so I'm just playing things fast and loose.

I'm having a lot of fun with B/X D&D - I had to do a lot of house rulings for one adventure, maybe a record. I'll try to write down the things that came up and maybe post them up here for discussion (if anybody is still reading my blog).

My military buddy is going to be around for the next couple of weeks so we decided we will try to get together at least one more time before he heads back to wherever. I'm skeptical that they can finish the adventure in 4-6 hours if they get sidetracked trying to find the lair of the werewolf, so I will probably try to reason with them. However, if they decide to go that route, I already have a mental layout for the werewolf lair and what they might find on the way. Good times.

I came up with a mental plan for an alternate ending to the Castle Amber adventure involving the abominations of Yondo, and mummy guards, and half-men worshipers of the abominations, for the tomb of Stephen, so I'm going to have to spend at least an hour writing down some notes and sketching up some maps to flesh that part out in case the PC's make it to the end of the adventure...

If they do, I'll make sure to blog out a play report from how it went!