Tuesday, August 6, 2013

The Good TPK?



I couldn't help feeling a bit bad when I killed all my PC's in our last face-to-face game.  We only get to game face-to-face twice a year, so killing them with 6 goblins seemed a bit harsh....

After thinking about it a bit I think it may have been the best way to start out our gaming with the Whitebox system.  The set up for the encounter found them watching goblins pelt some person who was hiding in a thicket of bushes.  Whoever it was passed out from injuries just as they arrived.  The goblins were singing songs and firing arrows down at the victim. 

My PC's were joking that maybe they shouldn't rescue anyone weak enough to be brought low by 6 weak goblins...  then they proceeded to be slaughtered by said goblins.

I think this encounter gave them perspective on the lethality of the system.  They aren't superman, they have no "feats" or superpowers.  They are just an "adventurer" with a bit more skill than the average guy.  I don't think I could have conveyed this to them verbally with the same emphasis that 6 goblins wiping them out did (that typically doesn't happen in newer editions).

We then moved right into making characters to play again.  I noticed a huge difference in how they approached it.  They just rolled 3d6 down the line and started picking class/race based on the stats.  They let the stats speak to them and started making up their descriptions and quick 2 sentence histories based on whim of the dice.  They focused on ranged attacks, stealth over blunt force, talked about choosing an elf to get some spells along with fighting.  Induction into the 0e gaming system by experience.

The good TPK?   Maybe...

Saturday, August 3, 2013

ghosts of dragonspear castle

Man, I just got excited about a D&D product, and then I find out I can't get it...

Keep in mind this is the first D&D product made in the last decade or so that I've cared about (the last thing I purchased was the Greyhawk Gaz which was produced in 2000 - 13 years ago..)

The adventure is called Ghosts of Dragonspear Castle and it is really 4 adventures in 1, for $30.  I heard about it on some forum, and then googled it, looking to buy it, and then found out it can only be purchased if you go to GENCON.  I'm hoping that copies of this adventure end up for sale on Drive Thru RPG or Ebay or something.  It is eerily similar to what I was planning for my next campaign:


My plan - start the PC's out in Daggerford (a place I have NEVER used before in my ~20 years of running the realms), have them adventure in the lizard marsh and the orc infested hills, and then head to either Waterdeep/Undermountain, Dragonspear Castle (which I was planning to flesh out the ruins), or Neverwinter (where I planned for them to get involved in fending off a plague of small dragons).

The description of the Ghosts of Dragonspear Castle, from here:

Ghosts of Dragonspear Castle
Ghosts of Dragonspear Castle is a D&D Next preview and mini-campaign comprised of four thrilling adventures designed to advance characters from 1st level to 10th level. The over 200 page, perfect bound, soft cover book contains everything a Dungeon Master needs to run the adventures, including D&D Next game rules developed during the massive public playtest, monster statistics, spell descriptions, magic item descriptions, and background information on the coastal town of Daggerford, where the campaign is based.
Against the backdrop of the events of the Sundering, brave adventurers must protect the town of Daggerford against an insidious foreign threat while forging alliances, exploring dungeons, and battling monsters. The action moves from the Lizard Marsh to the orc-infested hills, finally culminating in a deadly altercation amid the crumbling ruins of the legendary Dragonspear Castle.

Wow! that is almost exactly what I was thinking.  I have no idea what this "Sundering" thing is, but it is probably like the spellplague and the Time of Troubles, another realms shattering plot monkey.  I would probably ignore the whole thing.

However, I got really excited that I could pick out little pieces of this adventure (convert the stats to S&W Whitebox) and use them for my game.  Maybe just some nice maps of the ruins of Dragonspear Castle!  There really aren't any on the net, so I was thinking I would have to whip something up if my PC's went in that direction.

Anyway, this is a total bummer!  Dear WOTC, I would really like to buy this...



Thursday, August 1, 2013

Forgotten Realms NPC Level Comparison: 1st vs 2nd Ed.

This post follows on my post showing the statistics for the 1st edition AD&D "grey" boxed set.

I finally had time to get out my 2nd edition Forgotten Realms boxed set and type in the data on the NPC's from that edition.  Here is a quick summary of the differences between these two editions:


1st Edition (70 total NPC's):
 Class              Level                  
 Bard   : 2        Min.   : 1.0       
 Cleric : 9        1st Qu.: 6.0    
 Druid  : 3        Median : 7.5 
 Fighter:16      Mean   : 8.8                    
 Ranger : 6      3rd Qu.:11.0                    
 Thief  : 4         Max.   :27.0
 Wizard :30

 2nd Edition (51 total NPC's):
 Class              Level          
 Bard   : 2        Min.   : 2.00         
 Cleric : 5        1st Qu.: 6.50   
 Druid  : 3        Median : 9.00 
 Fighter:12      Mean   :11.12                    
 Ranger : 5      3rd Qu.:14.50                    
 Thief  : 3         Max.   :30.00                    
 Wizard :21   

The list is still dominated by wizards, in fact the overall all split between represented classes is about the same between editions.  There were about 20 less NPC's in the 2nd edition boxed set.  While the level spread is about the same between editions, the mean level increased from ~9th level, to ~11th level.  Mostly, since the same characters were represented in both editions and a bunch of time had passed in Faerun, I'm thinking Ed thought that many of his notable NPC's should have gained a few levels.

Here is a boxplot of the 2nd edition classes by levels:




Here is a comparative histogram between editions:


What I noticed from the histogram, is that they ignored low level PC's when they shrunk the list from 70 down to 51NPC's (probably to save paper).

All in all I don't think the power bloat that occurred in Forgotten Realms material occurred at the publication of the 2nd edition boxed set.  I noticed that the Under Illefarn has NPC's with much higher level that the averages for the 1st edition boxed set so the power bloat probably crept in with the supplementary materials as different writers piled on.  Also, the novels didn't help, and the splat books.  I'm guessing all hell broke loose in 3rd edition.  I mostly kept my head down and ignored all of this, I played in my own version of the realms that stayed away from "notable" NPC's and any character from any of the novels.

I don't own the third edition version of forgotten realms, but it would probably be hard to pin down characters to a certain level and class, since in 3rd edition, there were all sorts of "dual" classing, and "prestige" classes.  I never played 3rd edition D&D so I really don't know.  If somebody had the books and wanted to type up the NPC's for me, I would run this analysis on that set.

All I need is a .csv file with the following format:

Class, Level, Ed
Wizard, 6, 3rd
Fighter, 6, 3rd

and so on...


Friday, July 26, 2013

Whitebox Realms Spells

Here are a couple of forgotten realms spells translated from the FR Adventures book into Whitebox rules from 2nd ed AD&D.  My players will recognize these, and I think it will be a fun nod to prior games.   I've changed a lot of the parameters to shift the spells to the power level of Whitebox D&D.


Bladethirst
M1
Range: Touch
Duration: 2 rounds

The magic user touches any bladed weapon, which will immediately glow with a magical blue flame.  This spell gives the weapon +2 to attack for the next 2 rounds (no bonus to damage).  This bonus to attack stacks on top of any normal magical or non-magical bonuses to attack.  Only 2 bladethirst spell can be used on an item at a time, and cannot be made permanent.


Snilloc's Snowball
M1
Range: 100 ft
Duration: Instant

This spell creates a mystical snowball that must be thrown at a target within range or it melts away.  The snowball will strike unerringly, like a magic missile, and does 1d3 damage to normal opponents and 1d6 damage to cold sensitive, fire dwelling, fire using opponents.  This spell requires a bit of ivory to cast, which is consumed during the casting.


Agannazar's Scorcher
M2
Range: 60 ft
Duration: 2 rounds

A jet of flame erupts from the casters hands and blasts out at one target.  These flames deal 1d6 damage each round for two rounds.  The target gets a saving throw vs. spells each round, which reduces the damage to 1pt if succeeded.  In addition, fire resistance can further reduce or avoid the fire damage.  If firing into a crowd or creatures step in the path of the jet of flame, the DM may rule that creatures in the danger zone must make a saving throw or take 1d4 damage.


Undead Mount
M2
Range: 10 yards
Duration: 1 day

Using this spell the caster animates a dead horse or other beast of burden (camel, mule, elephant, deer, moose).  The spell generates a zombie or skeletal mount depending on the condition of the remains.  The spell can create an mount from a collection of different creatures bones.  Regardless of the physical shape of the mount, it has the following characteristics: 1HD hit points, movement of 18, can carry up to 300lbs, and does not attack.  It responds to simple verbal commands, is unintelligent, and is considered a skeleton for turning, magic spells, etc...




  

Tuesday, July 23, 2013

Whitebox Session 1: Total Party Kill

Well we played our first game of Forgotten Realms using the Swords and Wizardry Whitebox rules last night.  It started with one of my players rolling up his guy because he had lost his character sheet.  It ended with both of them rolling up new characters.

How did we get there?  Is it that we played too late into the night on a week day (when two of three of us needed to go to work?  Was it the crippling bad rolls both of my players had in the 4 rounds of combat?  Was it the 3 natural 20's I rolled (using a double damage rule) which inflicted 10-12 points of damage per strike?

Let me back up a bit and explain the session.  It started well enough.  My players took vows as militia men in the town of Daggerford (I'm vaguely following the outline of the Under Illefarn adventure but I'm not planning to use the dungeon).  We did quite a bit of roleplaying, then the PC's had a call to action and went out to a local Baron Cromm's hold and investigated an attack by lizardmen.  They followed the lizardmen into the swamp, befriended a tribe of lizardmen led by a Shaman "Redeye" found the guilty lizardmen, defeated them and returned to town.  They ended up with some good loot, semi magical healing salve packets from the shaman and a ring of fire resistance.

At this point the tired GM called for an end of session, but my players insisted that we continue on.  An earthquake rocked the town, and they first helped with the clean up and then found out that the river had been polluted.  They left the village following the river up into a wooded region known as "Laughing Hollow".

They found a group of goblins dancing, singing, and shooting arrows at an elderly Elf who was almost completely hidden in a thicket between two trees.  I rolled a random check and the elf passed out due to his injuries (this was one of the factors that led to the total party kill).

The two PC's (2nd level dwarven cleric, and 2nd level fighter) and their 1st level fighter henchman, were all killed in 4 rounds by 6 goblins (none of which had more than 3 HP)...  all due to a volley of arrows.  A roll of 20, 10 damage!!! by the GM dropped their henchman.  The PC's charged in anyway (another factor leading to the TPK).  Another roll of 20 and I took down the dwarven cleric with 12 damage!!!! (I was rolling attacks and damage out in the open, so even if I had wanted to fudge it and make it a 19... I couldn't).

The lone fighter started to retreat but it was too late at this point, I rolled a few attacks on him and got another 20, the damage roll of 10 took him down and ended the adventure.

We ended the night with them rolling up new characters.  They decided on a Ranger and an Elf.  Both players are planing to have missile and melee weapons (I do think they learned something about the brutality of the whitebox rules system last night).  Although both of these players go back ~15-20 years of experience, they have been playing very little in the last decade and most of their gaming was with 3rd edition, in which a pack of 6 goblins are complete fodder.   In the whitebox rules system, any enemy can be lethal with bad rolls stacked against you.

Both the elf and ranger have spells, so they should be pretty well rounded.  I also said to them, spend a little money, get some extra henchman!  Get a party healer, and maybe another archer or a shield bearer...  lets see how next session goes...




Sunday, July 14, 2013

The Lady's Coins


Minor holy artifact.  There is no estimate of how many of these coins are currently in circulation about the realms.  In addition, the origin of these coins is a mystery.  From time to time they will be found, typically mixed in with other gold coins.  There may be a single coin, or thousands of these artifacts.  Clerical records suggest that these coins always appear with unique images on them, each time they are found.

A worshiper of Tymora, cleric or lay person, is 100% likely to notice something special about the coin. It will not radiate magic to a normal detect magic, but a cleric of tymora will find that it detects magic, and they will feel that it has a holy essence.  Any worshipper of Tymora who has this coin will be given an image or dream of the coins purpose and how it may be used.  A non devout of Tymora would still notice that the coin bears an unusual marking of unknown origin.

If any character, regardless of their faith, has the coin carried on their person once per gaming session they will be bestowed with a +2 (or +10%) to any roll throughout the day.  Arbitrary instances of better than normal "luck" is a major method by which Tymora proliferates the faith, gaining followers.  These coins circulate the realms, reminding the unbelievers of her power.

However,  worshipers of Tymora who understand the purpose of the coin (granting luck), may choose to use the coin, by grasping it before a chancy moment and activate the power.  This action doesn't interfere with normal actions, but they must have a "free" hand if they want to attack and use activate the coin in the same round.

Each time the coin grants a lucky advantage there is a 1 in 6 chance it will disappear shortly after.  Devotees of the lady understand that others may need the luck of the lady more than they and her blessings must always be spread around.


Thursday, July 11, 2013

Swords and Songs



Very early in my roleplaying days, I read the Songs and Swords books by Elaine Cunningham.  Those books really set the mood of Forgotten Realms for me.  I've been re-reading them recently and they are a bit of fresh air.  I've been delving into a lot of modern fantasy that seems to be moving in a very "grim dark" direction lately, with a lot of authors exploring Fantasy Noir and ultra violence.

At times, I don't want my fantasy to be grim dark.  I've always liked forgotten realms because it is a pretty balanced game/novel world.  There is darkness and light, and a sense that while some parts of the realms are beset with turmoil and disaster, there are parts where people could live out good (maybe a bit boring) lives in the dales and villages and keeps.  I've always enjoyed the descriptions of the elves drinking their Elverquist, the amazing Aurora's whole realms catalog with an entire selection of cheese!  It really does give it a sense of place.

Anyway, as I re-read the books, Elaine touches quite a bit on Song Magic.  This was echoed by my reading of descriptions of Illefarn, which is the background for my current game.  I really liked the concept of poet-mages who could create "song path" gates between places in Faerun and portals to other places.

Song magic in D&D never really got a fair shake.  There have been various incarnations of "bards" in AD&D, none of which I've ever really been a fan of.  They typically are given a handful of morale boosting powers, and charming style magic along with mediocre fighting (and/or thieving) ability.  I think that really is just the tip of the iceberg of what could be done.  What about using spellsong to heal, or call forth the elements, or alter time, or create portals?

I'm really thinking about working on a ODD bard with some new abilities, but I'm not sure how to handle them yet.   I think they shouldn't be vancian in nature, but a Bard or Spell Singer shouldn't be able to keep doing all of the different effects over and over continuously...  I'm thinking about some kind of fatigue system if you call forth powerful effects maybe.