Showing posts with label Eberron. Show all posts
Showing posts with label Eberron. Show all posts

Sunday, 26 June 2011

Savage Eberron IV: The Caverns of the Kobold King

The session began with the players getting into a debate about what to do with the young Jenna ir'Wynarn; the half-ogre bard Jon Loger and human duellist Fibulon wanted to press on with their plan to form an underground organisation around Jenna's claim to the throne of united Galifar, while Galaxy Jones was undecided and the dwarf artificer Stones McGuffin wanted nothing to do with any of it and just wanted to go looking for adventure. As it turned out, adventure found them.

Edie Stone -- occasional player-character and their employer -- told them that she'd been contacted by Morina Wood, a Sharn resident whose father was missing. The team headed off to speak to Wood, finding her in a somewhat disreputable tavern, engaged in a drinking competition that she seemed to win with ease. Any suggestion that I lifted this scene straight from a classic adventure film would be completely unfounded, obviously.

Morina Wood explained that he and her father Roderick were archaeologists and that they often went on expeditions abroad to explore ancient ruins and bring back artefacts so that modern society could better understand its past; it was on his most recent trip, into the monster-ruled nation of Droaam, that the elder Wood made his last contact. His plan was to cross the border between the coast and the southern edge of the Greywall Mountains, and Morina was to travel later by the more traditional -- and safer -- route and meet him in Greywall itself; Morina arrived to discover that her father had indeed crossed the border, but was lost somewhere in the southern part of Droaam. She offered the player-characters three thousand gold pieces if they could bring back news of Roderick's fate.

They accepted and spent a day or so looking for clues and following leads in Sharn, running into the fixer Fennifee, who appeared to be a vampire but was revealed -- after some cajoling and threats of violence -- to be a poser. They discovered that the Woods were less into academia and more into grave robbing for cash, and also found out more about Roderick's expedition; he'd taken a group of mercenaries with him as protection, and Fennifee was also able to provide a fairly detailed plan of the expedition's route.

The team felt that they had exhausted their leads in Sharn, and hired horses and a cart for the journey into Droaam. Just before the border they were stopped by a group of Breland soldiers who inspected their paperwork, and it seemed as if there was going to be a fight -- players being players -- but the episode passed without violence, although the soldiers suggested that the team either turn back or take a safer route into Droaam.

Moving on, they crossed the border and picked up Roderick's trail, which was later crossed by another large group of tracks. The second set seemed to be newer and to be heading off to the north, while Roderick's carried on into the west, suggesting that the two groups had not met; still, there was some brief discussion over whether to follow the new trail, and Galaxy Jones took flight on his glidewing Trixie to see if he could get a better view of things from the air. He saw that the second group were still quite close and seemed to be made up of around twenty to thirty gnolls, marching at great speed northward. The team were aware that gnolls made up a large part of the military of Droaam, and so decided to stay out of their business and carry on following the Wood expedition.

They soon came across evidence of a camp, and so decided to rest for the night in the same spot. During the night they were assaulted by small robed figures wielding daggers, and despite the hard-of-hearing McGuffin's inability to wake up, the team captured or despatched their assailants. The would-be-assassins turned out to be kobolds and were no opportunistic bandits, as they claimed that they had been sent to do away with the player-characters. The team also learned that Roderick and his party had also been ambushed further along the trail, and had been taken back to the kobold lair to be fed to "the Big Big Boss"; some of the more paranoid members of the group wondered if the Big Big Boss might be a dragon, but their captive assured them that he had no wings, which didn't seem to make them feel any better.

The players did not treat their captive well, and this was one of the stranger parts of the session for me, as they were quite happy to torture the poor thing to the point of death, heal him with magic, then do it all over again. Perhaps it was fatigue, or blowing off steam at the end of a long week, but it all seemed a bit unnecessary to me. Since we're using Savage Worlds and not D&D proper, there's no alignment -- not that I'd use alignment even if I were running D&D, but that's a subject for another day -- and Eberron as a setting was designed to be far less tied to that moral framework, but even so this whole sequence struck me as a bit off and I found it quite uncomfortable.

The team managed to glean the location of the kobold lair from their captive and began to plan their assault. A quick flyover from Galaxy Jones revealed that the lair was a cave complex within a butte and that there were entrances both at ground level and on the top; despite the presence of a couple of guard stations, and the inherent difficulty of reaching the summit of the butte unseen when only when party member had the power of flight, they decided to attack from the air.

They approached with relative stealth but once again it seemed as if they were expected, and although the kobold guards retreated, the team's path into the complex was blocked by an enormous red kobold they took to be the Big Big Boss; a brief taxonomical discussion followed as the players pondered whether a really big kobold wasn't just a dragonborn, but then he started hitting them with his flaming meteor hammer and that soon stopped all talk of science.

The Big Big Boss was big -- obviously -- and strong, and also had some magical abilities, throwing up a ring of fire around the edge of the battlefield and reflecting the energy from one of Stones' inventions right back at the artificer, but even so he did not last long against a combined assault by the players. Jonark's mind-affecting magic is quite potent against even the strongest creatures and did much to soften the target for the others, aside from poor old Stones McGuffin who spent most of the fight trying to catch up with the others after a misunderstanding between myself and Stones' player regarding relative distances. Though I loathe battlemaps, I need to find a middle ground so that such confusion doesn't arise again.

As was inevitable, the Big Big Boss fell but laughed at the player-characters as they struck the final blow, something which didn't seem to faze them one bit, although this laissez faire attitude would catch up with them later. They explored the inside of the butte -- no sniggering at the back -- discovering a beaten and malnourished minotaur chained up in one cave, and a midden in another; after some discussion, they healed and freed the minotaur, and digging through the kobold refuse the party found what was left of Roderick Wood and his soldiers.

Considering their job done, the player-characters fled the cave complex and headed back to Sharn. Upon arrival, and wanting a bath and a meal even more than that three thousand gold, they discovered that their home base had been razed to the ground and that Edie and Jenna had disappeared.

Friday, 17 June 2011

It Is Better to Give Than to Whine, Moan and Fall Out With Your Friends

Everyone needs to calm down and stop getting so uptight about something which is supposed to be fun.

Here are some more monster tokens to print and cut out. These are all from my most recent Savage Eberron game, and include a dullahan, some dwarves on snowboards, a dwarf warrior, a dwarf wizard, some ogres, some city guards -- from Sharn, although they can fit in anywhere, as only their shield emblem is specific to the locale -- and of course the AVALANCHE ELEMENTAL. Also included are the alert tokens I mentioned in the session report; these can be used as action points or condition markers.

Savage Eberron III Cast of Characters (1.6mb pdf)

Also still available for download are various types and sizes of elementals:

Elementals (3.5mb pdf)

And some minor undead:

Lesser Undead (970kb pdf)

If you have any suggestions for improvements, or a wishlist of creatures to include in future releases, please do leave a comment.

Saturday, 11 June 2011

Savage Eberron III: The Secret of the Forgotten Vault (Part 2 of 2)

Part one is here.

The party dipped into the savings of Stone Investigations, plc in order to buy lightning rail tickets for everyone, and made the journey in about four days; they spent the rest of the week drinking and gambling and ordering vast quantities of room service comestibles while staying in a fancy Krona Peak hotel, before dragging themselves, bleary-eyed, to the meet. There they encountered a nervous young dwarf who took them back to what seemed like an abandoned clockmaker's shop down a quiet side street.

The dwarf had not heard of any Vault 13, but suspected that the Jhorash'tar might know and arranged for the party to meet with the orcs the next day.

He took them up into the mountains, a difficult journey which ended with everyone getting a fatigue point — it was only a minor dent in their abilities, but for some reason they took it quite seriously — and found themselves surrounded by a group of orc archers. The orcs claimed that they had not destroyed Vault 13 and that in fact it still stood, and they agreed to take the party to the vault's general location, although they made it clear that they didn't trust the party enough to take them to the vault itself. On the other hand, they did give the characters a set of skis each, in case they needed to make a quick getaway. The foreshadowing was so heavy at this point, you could call them Chekov's skis.

Arriving at the vault, the party found a vast sealed stone door and a small guard hut built into the mountainside. Tossing stealth and subtlety over the edge and into the valley far below, they assaulted the hut and slaughtered the old dwarf and his blink dogs within, before moving on to the vault itself. It was of course sealed by magic, and the group remembered from the Kundarak tour that such doors could be opened only either by a dragonmarked member of House Kundarak, or a blood relative of the vault lessee; they weren't sure of the latter, and their best guess — young Jenna — was back in Sharn, so after some experimentation, they dragged the dead dwarf guard over to the door, pressed his cold dead hand against the door, and were relieved to see it open.

Beyond were stone steps heading down at a steep angle into the darkness. Jon the bard decided to ski down, only just catching himself before the stairs ended at the edge of what seemed like a bottomless void. The rest arrived — on foot and much later — to find a large stone cube suspended in the blackness, held there by some kind of magic, and in its side another door. Galaxy flew over on his glidewing Trixie and inspected the door, discovering some sliding brass panels inscribed with circles, and another panel showing the panels in a certain arrangement. This was my attempt to challenge the players not the characters, by throwing an old-school logic puzzle at them, and it worked quite well with them huddling together to throw ideas around.

After a couple of attempts they solved the puzzle and the door opened to reveal an inky, unnatural blackness.

This turned out to be a magical effect similar to a portable hole, and on the other side was the true vault, filled with sealed crates. Trixie ferried the party over one by one, and Stones and Jon detected a faint magical aura in the vault, theorising it to be some sort of stasis field. The team opened a random sample of the crates, discovering many fine works of art, all of which were either of Jenna, or included her alongside the last king of united Galifar, Jarot ir'Wynarn.

The team decided that these pictures were evidence for their theory that Jenna was indeed an unknown scion of the ir'Wynarn royal family, and furthermore, given the lack of other children in the images, and the few dates they could find, that Jenna was the oldest of Jarot's children. There followed a long and fascinating discussion between the player-characters as they decided what to do with this new evidence, and while there was no consensus on their long-term plan, they did at least agree to take some of the art with them. The team then made the long climb out of the vault, ready to return home.

Which is when I threw the ski chase at them.

They climbed out into the sunshine with Galaxy taking to the air to see if their delve had been detected, and saw a large group of dwarves armed with crossbows and snowboarding down the mountainside towards them. Galaxy remained on watch, the rest strapped on their skis and they all made a break for it.

I ran this as a chase, and it worked quite well, although it took a little time to adjust to the more abstract positioning involved in the chase rules. I threw in some obstacles and about three rounds in, some of the team heard the tell-tale rumbling of an avalanche, something they'd feared from the moment they first climbed into the mountains. Except that Galaxy, from the air, saw the tumbling wave of snow swerve around obstacles, and then they all knew I wasn't going to settle for a boring old avalanche.

So the second half of the chase involved the remaining crossbowmen, a group of increasingly battered and bruised player-characters and a dwarf wizard riding atop an AVALANCHE ELEMENTAL. Asap the half-orc did a runner and skied off into the distance just before the avalanche made its appearance, so Seb had to decide whether to remain safe or return to help his friends; he chose the latter and got bashed about by the elemental, thus revealing the character's weak spot, as Seb had put the majority of his points into offensive capabilities and a high Toughness, but struggled for a number of turns to remove a single Shaken condition due to his poor Spirit. Stones and Jon engaged in a magical duel with the wizard, while Fibulon attempted to pick him off with his crossbow and Galaxy — the only member of the team able to reach the magician — dove into mêlée with him.

In the ensuing battle, Galaxy feared he might lose another mount, and Jon took some heavy wounds; every Benny at the table was spent but the player-characters managed to get the better of the dwarves right at the end, and as the avalanche elemental disintegrated around them, the party made their escape.

Like the climactic battle in the previous adventure this fight had an epic feel, but it was much less of a grind than the tussle with the manticore. Part of this, I think, was because the team had a clear goal — to escape — and so their tactics were more focussed, and the chase structure worked well to add tension and excitement; the chase rules are going to be changed for the upcoming Savage Worlds Deluxe Edition, but I have no complaints about the existing set. After the manticore encounter my players said while they enjoyed it, they felt a bit powerless towards the end, but this time they all seemed to enjoy the big battle, and the adventure as a whole; I also had great fun, and any misgivings I had going into the second session were long forgotten by the end.

Thursday, 9 June 2011

Savage Eberron III: The Secret of the Forgotten Vault (Part 1 of 2)

This scenario had been brewing for a while as I waited for a gap in our gaming schedule; as a result it went through a number of rewrites as time went on, resulting in enough material for two sessions. Dave had long since returned to the sweeping tundra of Canada by this point, but we were rejoined by Manoj and his half-ogre vuvuzela-toting bard Jon Loger. Returning from last time were Stuart with his duellist Fibulon, Ben with the dwarf artificer Stone McGuffin, and Rick with both his private detective Edie Stone and the halfling dinosaur rider Galaxy Jones. Also returning was Sebastian, although he'd generated his own character this time, a half-orc battering ram called, I think, Asap.

Last time, the team had discovered that the mysterious "Jewel of Galifar" was in fact a young girl who seemed to have been held in a magical stasis for the entire duration of the Last War, and that her name was Jenna ir'Wynarn, which would make her a member of the pre-War royal family, perhaps even the heir to the throne of a united Galifar.

Jenna could remember nothing more than her name, but this name did not appear in the historical record, nor was there any known reference to a sixth child of the ir'Wynarn dynasty. Determined to find out more, the group got in touch with an academic at Sharn's Morgrave University, who promised to research the matter if they would track down the last resting place of a notable figure from the Last War.

The session began with the player-characters having found said resting place, and discovering that the Butcher of Breland was not quite as dead as was thought. I was hoping to start the session with a bang, but Asap waded in and took out the undead monster with one swing of his blade. To be fair, while the Butcher was powerful, I didn't want to kill the party off in the first scene, so he was only an Extra; even so, I was not prepared for quite how combat-tuned the half-orc was, although this specialisation would come back to haunt him later on.

After this brief warm up, the team returned to Sharn with the remains, and in return the professor told them that while he could find no record of Jenna ir'Wynarn in any historical document, he did find a reference to the iron casket in which she was found, in the journal of a servant of the ir'Wynarn household. The journal did not go into much detail, but it did suggest that the casket was due to be taken to a "Vault 13", with the number written as a dwarven rune.

They suspected that this was a reference to one of the vaults owned by the dwarven banking guilds of the Mror Holds, in particular the dragonmarked House Kundarak.

As narrative convenience would have it, the Bank of Kundarak in Sharn was due to host a dinner party for prospective new customers, so the party pulled some strings to get on the invite list. Their plan was to see if -- with the wine flowing -- they could get some information from Kundarak's employees and if not, take advantage of the distraction of the party in order to sneak about and look for clues.

I came up with a little mini-game to handle this, based around an alert level that would rise or fall depending on how stealthy characters were, whether the party-goers managed to cover for the absence of those sneaking around, and so on. I made counters with little Metal Gear Solid exclamation points on them and everything.


It didn't work very well, in part because I had expected that only one or two of the group would leave the dinner party to skulk about, only for the whole lot of them to tramp around; Jon even blasted his vuvuzela a couple of times as "a distraction", so they were anything but stealthy. In all fairness though, the mechanics of the mini-game weren't very rigorous either, so I can't really blame the players for breaking something which didn't work in the first place.

Although it was a bit of a disaster from my perspective, the team did manage to get the information they needed, learning that Vault 13 did exist, but was emptied in the year 867. The official House Kundarak story was that the vault was destroyed by the Jhorash'tar -- an indigenous orc revolutionary group -- so the team decided to follow that lead. They found a bar for Jhorash'tar sympathisers in one of the more middle class areas of Sharn and started asking the orcs inside about the group, only to discover that the local contact was an elf. I thought this was a bit of a corny double-bluff when I wrote it, but they did all seem generally surprised.

Their discussions were interrupted by a raid by the Sharn city watch, who seemed to be looking for the mysterious elf. The group decided to help him escape, getting into a brawl with the guards and subduing them without loss of life. In return, the elf promised to put them in touch with the Jhorash'tar; he gave them an unusual blue stone and told them to go to Krona Peak in the Mror Holds in a week and look for a person holding an identical stone, who would then take them to the Jhorash'tar.

We ended the first session there, not quite on a cliffhanger, but good enough. I was quite disheartened by the first session, as it didn't seem very exciting, the players seemed distracted and the stealth sub-system crashed and burned. To be honest, I wasn't looking forward to running the second half at all.

Part two is here.

Saturday, 5 March 2011

Savage Eberron: Dragonmarks (Part 2)

Following on from the first part, here's the second instalment of my rules for emulating Eberron's dragonmarks in Savage Worlds. This time, I'll be looking at the individual marks and their game effects.

I've followed the general advice given by the Savage Worlds core book and have tried to use existing rules rather than create new ones. As such, most of these abilities are covered in the Savage Worlds Explorer's Edition (SWEX); a smaller number come from the Fantasy Companion Explorer's Edition (FCEX) -- which I'd recommend to anyone running a fantasy game for the system -- and two are borrowed from the Hellfrost Player's Guide (HFPG).

Each mark has two abilities: one general Trait bonus that is always active, and a special spell-like ability that can be activated at least once per day.

MARK OF DETECTION
  • +2 Notice.
  • Detect/Conceal: as Detect/Conceal Arcana (SWEX, p89), except limited to a specific object, which must be specified at the time of activation.

MARK OF FINDING
  • +2 Tracking.

...I must admit I failed to find an existing Savage Worlds equivalent to the original Mark of Finding, and I am reluctant to simply build one. If any Savage Worlds fans out there have a suggestion, do let me know in the comments.


MARK OF HANDLING
  • +2 Ride.
  • Beast Friend (SWEX, p86).

MARK OF HEALING
  • +2 Healing.
  • Healing (SWEX, p89).

MARK OF HOSPITALITY
  • +2 Charisma.
  • Feast (HFPG, p88).

MARK OF MAKING
  • +2 Repair.
  • Reconstruct: as per Healing (SWEX, p89), except it only works on items like barriers, armour, weaponry, and so on. It also works on warforged and constructs.

MARK OF PASSAGE
  • +2 Survival.
  • Speed (SWEX, p94).

MARK OF SCRIBING
  • +2 Charisma.
  • Speak Language (SWEX, p93).

MARK OF SENTINEL
  • +2 to resist Taunt/Intimidate actions.
  • Armour (SWEX, p86).

MARK OF SHADOW
  • +2 Streetwise.
  • Darksight (FCEX, p33) or Obscure (FCEX, p40)

(One might want to split the two powers between Houses Phiarlan and Thuranni, but it might be more interesting and organic to not do so.)


MARK OF STORM
  • +2 for Agility tests involving balance.
  • Environmental Protection (SWEX, p90).

MARK OF WARDING
  • +2 Notice.
  • Lock/Unlock (HFPG, p90).

Monday, 28 February 2011

Savage Eberron: Dragonmarks (Part 1)

Ever since I got it in my head to run the Eberron setting using Savage Worlds I knew I had to one day try to fit dragonmarks into the game. It was fortunate that none of the players requested a dragonmarked character, which has allowed me some extra time to come up with the following rules. These are the general guidelines for using dragonmarks in Savage Eberron; specific rules for the individual marks will appear later.

Dragonmarks are purchased as Edges, per the usual Savage Worlds rules, and there are four varieties: Least, Lesser, Greater and Aberrant. A character selecting an aberrant mark cannot ever choose another type of mark, nor can a bearer of a standard mark ever pick the aberrant mark.
Similarly, those with a standard mark chooses from one of the twelve dragonmark families and can never change or choose a second mark at a later date. While dragonmarks work like Arcane Backgrounds in some ways, there is no such thing as the Arcane Background: Dragonmark Edge, and the bearer of a mark may also choose an Arcane Background as normal.

Each of the standard marks provides a bonus to a Trait roll, as well as a magical ability which can usually be used at least once a day; aberrant marks lack the Trait bonus, but do bestow a magical ability. In both cases, this ability costs no power points, uses no components and operates as if the minimum number of power points had been spent; for example, the Mark of Handling bestows the Beast Friend ability as if 3 power points had been expended. Dragonmark abilities use their own skill and have no linked attribute, just like superpowers; this skill starts at 1d4 and can only be increased by upgrading the dragonmark itself.

Bearers of the standard dragonmarks are almost always members of one of the great dragonmarked houses, but receive no special treatment unless they also have Edges like Noble or Connections. On the other hand, it is possible to have Connections within a dragonmarked house without yourself manifesting a mark.

LEAST DRAGONMARK
Requirements: Novice; Human, dwarf, elf, gnome, half-elf, halfling, half-orc.
Choose one of the twelve available dragonmarks; you gain the bonus associated with the mark, and may also use the mark's spell-like ability once per day.

LESSER DRAGONMARK
Requirements: Least Dragonmark; Seasoned.
Your mark is more powerful than normal. You may choose one of the following effects:
  • You may use your dragonmark ability once more per day.
  • You may increase your dragonmark skill by one die type, up to d12.
  • Your ability is enhanced; increase the duration or effect as if one extra power point were spent.

GREATER DRAGONMARK
Requirements: Lesser Dragonmark; Veteran.
Your mark is among the most powerful known. The effects of this Edge are identical to, and stack with, those of the Lesser Dragonmark Edge, above.

ABERRANT DRAGONMARK
Requirements: Novice; Human, dwarf, elf, gnome, half-elf, halfling, half-orc.
Your mark is strange and unusual and resembles none of the standard twelve dragonmarks. Your mark mimics one of the following powers (roll 1d6):
  1. Armour (Savage Worlds Explorer's Edition)
  2. Detect/Conceal Secret Doors (SWEX; as Detect/Conceal Arcana, bar the obvious difference)
  3. Elemental Manipulation (SWEX)
  4. Fear (SWEX)
  5. Light (SWEX)
  6. Wall Walker (Fantasy Companion Explorer's Edition)


It's not all good though; here's a Hindrance to go with the Edges:

DRAGONMARK OUTCAST (MINOR)
For some reason, your connections with your dragonmarked house have been severed. You may have been thrown out for some indiscretion, or perhaps they are simply not aware of your existence. You cannot call in any favours from the family, but other houses will still see you at best as a rival and at worst as a spy, so you cannot go to them either. When interacting with the dragonmarked houses, you operate as if you have the Outsider Hindrance.

Sunday, 9 January 2011

Savage Eberron II: The Jewel of Galifar

Last summer, my regular group decided to devote a weekend to gaming. The event came to be kown as "BenCon", because who can turn down a good -- or bad -- pun? Over the two days, we played a big game of Twilight Imperium, were introduced to the wonderful Cold City, and got in a couple of sessions of Savage Worlds, one of which was my experimental mash up of that pulp-flavoured ruleset with the pulp-flavoured setting of Eberron. While the two seemed to work well together in terms of tone, I wasn't satisfied with how the game went.

As it became clear that our schedules would align to enable another gaming day, we decided to have a Winter BenCon during the Christmas break. This slipped back as real life got in the way, but we managed to organise one solid day of gaming to take place in the new year, and three games were arranged: Stuart was set to run a RuneQuest scenario using Mongoose's samurai sourcebook, and I'm sure he'll be reporting on that soon enough, while Dave was going to run us through a Trail of Cthulhu investigation, and I had planned a sequel to the earlier Savage Eberron adventure. As it turned out, Dave had decided to move back to Vancouver and so was neck deep in packing, unable to devote time to preparing a game; as a result, the schedule for the day was curtailed and became a simple double bill.

My scenario was a loose sequel to the earlier game, not a direct continuation but a new adventure featuring the same player-characters, although the format did allow for new characters. As such, we welcomed Galaxy Jones, a halfling dinosaur rider with the personality of a Blaxploitation character, complete with afro hairstyle and leopard-skin coat. Galaxy turned out to be something of a glass cannon, dealing out massive damage from the back of his mount, Shep, but proving to be quite fragile when unseated. Stuart developed Fibulon, a professional duellist, and passed his previous character, warforged soldier Tactica-206, to his son Sebastian. Aside from Tactica-206, also returning from the previous episode were Dave's half-elf bushwhacker Kawa, and Ben's deaf dwarf artificer Stones McGuffin, while Manoj was unable to attend due to illness, so his half-ogre vuvuzela-toting bard stayed at home.

The party had been hired by a self-titled "collector of curiosities" named Jobar Lenskin, who had heard rumours of an item called the "Jewel of Galifar". This was a treasure of which he'd heard nothing before, and his regular sources and contacts were also baffled, all of which made him want this Jewel even more. As such, he tasked the player-characters with finding out more about the item and if possible to retrieve it for his collection. The characters followed their leads to the gnomish nation of Zilargo, and the canal-crossed city of Trolanport. There, they headed to the home of a local businessman named Arno Salvatore, as they'd heard that he might know more about the Jewel.

The game began with the player-characters in a boat outside Salvatore's front door. They knocked and, receiving no answer but hearing the sounds of someone running within, broke the door down. Inside was a courtyard with what looked like some disused boats covered with tarpaulin, and steps heading to an upper level on which could be seen an open door. The team went for the stairs, only for the tarpaulin to be flung aside, revealing a huge warforged with four spider-like legs and massive stone axes instead of hands. A short fight ensued -- despite its high stats, the warforged was an Extra and required only two hits to incapacitate -- and the party rushed upstairs to find a small library on fire and a tall, athletic man standing by the window. He smiled at them, gave a mock salute, then leaped out the window, across the canal outside, and on to the roof of the building opposite.

I had designed a fun parkour-like chase across the rooftops which would then evolve into an elemental speedboat chase along the canals of the city. What in fact happened was that every single character who attempted the jump made it with ease, and they caught up with their quarry in short order. A quick tussle on the roof ensued, but with no way out, the man surrendered, and the complex map I'd drawn out on the tabletop went unused. Sigh. During the brawl a crowd had gathered in the piazza below and Kawa decided to pose as a member of the Trust -- Zilargo's secret police agency -- in an attempt to explain the party's unusual behaviour.

Dragging their captive -- who claimed to be Arno Salvatore -- back to the house, the player-characters went through the documents he had attempted to destroy, and also had a go at interrogating the man himself. He proved resilient, and it seemed as if he was more frightened of someone else than he was of the characters, but they did manage to find out that while he did have the Jewel at one point, he had passed it on to his associates, who had either taken it to, or were based at, a location in the forests to the south of Trolanport. It was also implied that he did not know what the Jewel was, as it was sealed inside some kind of container.

Dave then attempted to derail the adventure further when an agent of the Trust came snooping around and his character Kawa decided to not only threaten said agent, but knock off his impressive stovepipe hat to punctuate said threat. The players were convinced to allow the agent to speak to Salvatore, and although the captive attempted to paint the player-characters as villains, the gnome seemed to know that not all was as it seemed. He indicated that he had some previous connection to the characters' colleague Eddie Stone -- Rick's character in the previous game, a changeling private eye with a shady past -- which was enough to save their lives, but that they should leave town if they valued their ongoing health. A couple of the party members had spotted evidence of what might have been snipers surrounding their current position, so the group decided that the gnome's advice was sound, and leaving Salvatore in his custody, they headed to the docks and boarded a ship heading south.

A day or so later, the characters were dropped off at a nondescript stretch of coastline and headed into the forest. After a while they found the tracks of a group of humanoid travellers and followed them until they picked up the sounds of loud voices talking in the goblin tongue; McGuffin knew a little bit of the language and thought that the goblinoids seemed to be drinking and having a laugh, and were not on high alert. There was some brief discussion on whether or not to rush the camp, but in the end the party decided that the goblinoids were not an immediate threat and that since their own destination was in a different direction, a fight would be an unnecessary diversion at that point.

The trees began to thin out and ahead of them, across a stretch of featureless terrain, was a small two-tier fortification. It appeared to be a remnant of the old hobgoblin empire and despite being thousands of years old, was still in fair condition; McGuffin assured the rest of the group that no goblinoiod structure could possibly last so long and that dwarves must have had a hand in its creation, but it sounded to them like the typical ravings of a Hobgoblin Denialist. The player-characters didn't think running across all that open ground in broad daylight was a good idea, so sat down in the cover of the treeline to observe the tower, picking out a number of green-clad guards patrolling the battlements.

Night fell and a rain storm swept in from the coast, all of which was deemed enough cover to make a move on the tower. Galaxy and his dinosaur went first and made it to the outer wall of the fortification, then the woodsman Kawa followed, but something about his approach alerted a guard and a crossbow bolt flew out of the darkness, striking the half-elf and bringing him to the ground. At this, the rest of the party abandoned stealth and charged up to the walls.

The outer walls were ruined in places, allowing easy access into the yard within, where the team discovered a group of guards -- I described these as wearing green ninja-like pyjamas, because a horde of ninjas is almost as good as a bunch of Nazis when you're running a pulp game -- and a handful of snipers atop the battlements of the tower itself. The party tore through their opponents -- as expected, as they were Extras -- with Galaxy Jones and Shep proving quite deadly, and gained entrance into the tower. More of the green-clad warriors were stationed on the stairs and landings within, and so began a running battle up to the roof, with only a brief pause to block the door to the battlements, trapping the snipers outside in the storm.

Up on the roof, the party encountered more of the warriors, as well as one who wore a carved metal facemask instead of the cloth masks of his followers, and who stood alongside an iron casket covered with runes and decorative carvings. By this time, the rain had become torrential, and in a bit of an old-school touch, I threw in a bit of randomness by declaring that when the four of clubs was drawn from the initiative deck, a bolt of lightning would strike the tower, centred on the character of the player who'd drawn the card. I did not expect this to come up much, if at all, but it happened four or five times during the battle. Apparently, it was quite the storm.

This became something of an epic confrontation, with bennies being spent left, right and centre, and the player-characters' luck failing them at key moments. Highlights included Kawa's knockdown brawl with a bog-standard mook, a fight which lasted the entire length of the battle and beyond; the arrival of a manticore just as the player-characters thought they might have the upper hand; and Fibulon sliding along the rain-slicked stones of the roof, between the legs of the combatants surrounding the casket, tripping up the leader, and just catching himself on the edge by one hand. In response, the masked figure used the Havoc spell -- from the Fantasy Companion -- to knock the player-chracters around and send the duellist over the edge. Fibulon survived the fall, landing on the lower battlements, right behind the snipers the party had left trapped there! There was a brief moment of uncertainty as Fibulon and the surprised crossbowmen eyed each other, then the duellist leaped off the lower battlements -- again suffering no damage -- and began his ascent back up to the fight above.

Reaching the roof, Fibulon got his revenge on the masked mage by running him through, but the manticore battled on, as did the nameless minion tussling with Kawa and, by this point, Stones McGuffin. Fearing defeat, the player-characters changed tack and got the casket off the roof and down the stairs; the manticore, too large to follow, took flight and disappeared into the thick cloud cover, while the lone henchman dodged through a number of attacks to follow the casket. He would likely have followed the party all the way home had Tactica-206 not shoulder-barged him off the stairs to his death two storeys below.

Safe if only for a moment, the party stopped to catch their collective breath. Galaxy Jones' dinosaur mount had been killed, he had suffered serious injuries, and he'd laso been blinded by the manticore's venom. The half-elf woodsman attempted to administer first aid, which resulted in the halfling bleeding out and suffering permanent organ damage, losing one level of his strength attribute. Nonetheless he survived the medical attention and was just about fit enough to make the mad dash across open ground to the relative safety of the forest. Luck was on their side, as the crossbowmen remained occupied with their attempts to get off the lower roof, and while the manticore had returned to track them from the air, it lost sight of them as they got deeper into the forest.

The team made it to a small village, and from there obtained passage back to their base of operations, where the injured could recover and McGuffin could examine the casket. The old dwarf figured out that it seemed to be under the effects of a permanent Time Stop spell, and rigged a device which would interrupt the magic long enough to open the container. Inside they found a girl, little older than ten and in a deep sleep. She seemed familiar somehow, and some of the party members thought she had a noble look to her features. When the girl woke, she seemed confused by her surroundings, and claimed she was Jenna ir'Wynarn, the oldest child of King Jarot, the ruler whose children's disagreements over the proper order of succession had led to the century-long Last War. All of which was very interesting, as there was no historical record of a Jenna ir'Wynarn.

If her story was true, then the girl would be a person of great importance to the whole of Khorvaire. The party decided to keep her existence secret until they knew more, so sealed up the now empty casket and delivered it to Lenskin, who seemed disappointed that the Jewel turned out to be a unique but unexciting magical item.



I enjoyed this session much more than the game I ran at the summer event, I think because I managed to better capture the pulp feel of the setting. I was disappointed to lose the chase sequence, but the battle up and atop the hobgoblin tower was worth it, with the tide shifting a number of times, and all sorts of unexpected and unique events occurring over the course of the fight. The players were challenged, and there was a serious danger of characters -- perhaps the whole party -- being killed if the team hadn't made the wise decision to get the casket -- and the focus of everyone's attention -- out of the picture. This caused the manticore to withdraw to reconsider its position, and allowed the party the breathing room to escape.

The big fight atop the tower did go on a long time, and the session ran over by ninety minutes, in part because the manticore was so difficult to hurt. Its Parry score was not impressive, but it had a Toughness score of eleven, which soaked up all but the most damaging effects, although in fairness it had used all its bennies and had suffered a wound by the end of the fight. The players, Dave in particular, were cursed with poor damage rolls in the later stages of the battle, and found themselves unable to put down a nameless mook, let alone the big boss monster; as such I'm reluctant to put the grind -- I say "grind", but I don't know if anyone really felt like that, as everyone seemed alert and interested -- of the fight down to a flaw in the Savage Worlds system. In the previous adventure, the players chopped through all their oppenents at great speed, so I'm almost certain it was just bad luck. We'll see how Savage Eberron III goes!

Sunday, 2 January 2011

Savage Sneak Peek


Notes for my upcoming Savage Eberron game, entitled "The Jewel of Galifar" and which sees the adventurers visit Trolanport, the gnomish city of canals.

Tuesday, 7 December 2010

Savage Eberron: Bards

In my Savage Eberron game earlier this year, Manoj played a half-ogre bard. At the time I did not have access to any official rules for bards in Savage Worlds, so I made some up; since then I've got hold of the Fantasy Companion, which has the Troubadour Professional Edge, but I prefer my version, as it's a bit simpler.

Bards are arcane spellcasters, and follow all standard rules for Arcane Background (Magic), with the following exceptions:
  • A bard's arcane skill is Perform (Spirit), and this skill may also be used for mundane performances. A bard's Charisma modifier may be added to skill rolls for both mundane and arcane purposes.
  • A bard may only cast spells through the playing of a musical instrument, singing a song, orating an epic poem, performing a dance, and so on. If the bard cannot perform this action, they cannot cast the spell.
  • All spells are available to the bard, as long as they could plausibly be cast through one of the above methods. For example, an inspiring song might have the same effect as Boost/Lower Trait, but it is more difficult to explain how dancing could generate a Barrier. Common sense and GM discretion apply.

Saturday, 13 November 2010

On the Boil

I can't recall ever having so many gaming projects on the go at once. Back in my wayward youth, I'd concentrate on one game or setting for months, before moving on to the next game and doing the same, all of which often came to naught as the group decided to play something else anyway. I'm sure this is not uncommon within our hobby.

I am working on three unrelated projects at the moment, but on the plus side, much of the work is already done for two of them:

  • Our Pathfinder GM has expressed a desire to experience the game as a player for once. In fairness, this situation has arisen because he's always so full of enthusiasm for running his latest idea for a D&D-variant game, so we let him get on with it. Even so, I've volunteered to run a scenario so he can try the game from the other side of the screen; I have chosen Paizo's Carrion Hill, which is rather appropriate, as whenever I run something it seems to end up as Call of Cthulhu, and now I have an excuse.
  • In the summer, I finally got a chance to run an Eberron game, albeit using Savage Worlds as the ruleset. At some point in December, I'll be running the sequel to that: Savage Eberron II: The Jewel of Galifar. Most of the work is done, but I've taken Stephen King's advice and have put the scenario away so that I can come back to it with fresh eyes in a few weeks. My plan is to run these once or twice a year, as a series of linked adventures, but not quite a campaign.
  • Most recently, I've been brainstorming ideas for a return to my Rogue Trader game. I now have a good outline for the plot of the next chunk of the campaign, which will be a bit more linear before returning to the sandbox of the first "season". Players being the special snowflakes that they are, I expect it to be nowhere as direct a journey as the word "linear" implies.

In other news, we hit seventh level in our ongoing Pathfinder campaign last night, although since I've been blessed by Nurgle I decided to stay away and play via Skype. Which was fine until the camera cut out at their end and the microphone cut out at mine -- so I could only hear them and they could only see me -- and communication consisted of me attempting to figure out what was going on from their discussion and holding up handwritten notes to the camera in response.



From what I could tell things got a bit hairy, with at least two characters into critical condition -- perhaps Stuart can provide a more detailed synopsis -- but the party emerged from the troll caverns victorious and with a sizeable haul of treasure, including a +2 thundering great sword for Stuart's barbarian Artemisia, further nudging her towards the Weapon of Mass Destruction prestige class.

Saturday, 23 October 2010

Savage Eberron: Half-Giants

My infrequent Savage Eberron game borrows the character generation rules outlined here, which give starting heroes the equivalent of two free Edges. This makes them more powerful than standard Savage Worlds characters, but I think that's in keeping with the tone of the setting. With that said, I present a new race, the half-giant.

Half-Giant
  • Strong: Half-giants are not as strong as their brobdinagian forebears, but are nonetheless mightier than most other humanoids. Half-giants begin with a d6 in Strength.
  • Tough: With increased strength comes increased durability. Half-giants have thick leathery skin and a high pain threshold, reflected in a starting Vigour of d6.
  • Big: Half-giants stand somewhere between seven and eight feet in height, and can be almost as broad. They start with a +1 to Size.
  • Low Light Vision: A half-giant retains their ancestors' ability to see in darkened conditions. Half-giants ignore penalties for Dim and Dark lighting.
  • Outsider: The giants of Xen'drik are considered primitive savages, the pathetic remnants of a once-proud empire, and their half-breed offspring are often seen as little better. Half-giants subtract 2 from their Charisma when around the more "civilised" races.
  • Clumsy: Half-giants are big and strong, but they have little in the way of natural grace. Each Agility increase during character generation requires an expenditure of two points rather than one.


Half-giants were introduced to Eberron in Secrets of Xen'drik, which lifted the mechanics straight from the Expanded Psionics Handbook. This is in keeping with the stated design goal of the setting that "if it exists in D&D, then it has a place in Eberron", but since the half-giant in the EPH is itself lifted wholesale from the Dark Sun setting, complete with psionic abilities and a partial immunity to the desert heat, it's a bit of an odd fit. In all fairness, the designers make an attempt to fit the race into the setting, positioning them as an engineered species, constructed by the Inspired from the giants of Xen'drik, then returned there to act as heavy labour in the Inspired's projects on the continent. Even so, it's a bit of a glaring fudge if you ask me, so I've decided to go for something much simpler and have them be the result of unions between humanoids and the native giants of Xen'drik.

Tuesday, 12 October 2010

What's On Your Game Table?

Al asks, I answer.

Savage Worlds Explorer's Edition and Eberron Campaign Setting (3.5e version), because I'm putting the final touches to a Savage Eberron game I'm hoping to run this winter, the follow-up to a one-shot I ran earlier this year.

B2: The Keep on the Borderlands, because I've never read it, and I feel I probably should. I haven't had time to read it in the couple of months since I bought it, but I live in hope.

Aside from various sketches in various degrees of completion for Fight On! -- tenth issue out now, by the way -- that's the lot. Since most of my gaming stuff is in storage in another town, my gaming table -- which is a couple of shelves and a pile on the edge of the sofa, really -- isn't exactly groaning under the weight of stuff.

Sunday, 12 September 2010

Return to the Campaigns of Elemental Evil

Not counting the Savage Eberron one-shot I ran back in the summer, it's been a while since I sat behind the GM screen, and even though I'm enjoying playing in a regular game, I've started to get that itch. I want to run Savage Eberron again at some point, perhaps some kind of loose sequel to the earlier game, so I'm throwing together some ideas for that, but most of my thinking of late has been on two possibilities: a continuation of my Rogue Trader campaign, and a return to Call of Cthulhu. The latter would be something brand new, not connected to my previous effort, and I'm thinking about a short - three or four episode - and self-contained site-based campaign, either set in the modern day or the gaslight period, and using some ideas I've pinched from a couple of indie games. I may end up running neither, or even both. We shall see.

Monday, 2 August 2010

Team Benny

One of the things I liked about Shadowrun was the Karma mechanic. It was a combination of experience points and an ahead-of-its-time action point system, so you could spend it between adventures to improve your character, or use it within a scenario to add dice to an action. The best bit about it, and the bit that was really ahead of its time, was the Team Karma concept. This was a pool of points which was used to boost actions, much like individual Karma, except that it was donated from the personal stashes of the player-characters, and could be used by any member of the team. Not only did it have an effect on game mechanics, but it also tied the group together.

On Saturday, I finally ran an Eberron game, using the Savage Worlds rules; I might post a summary of that game later, but there's something else I want to discuss first. Savage Worlds also has an action point mechanism, called "Bennies" in the game's terminology, and these Bennies have multiple uses. There are no hard and fast rules for awarding these points, and they're more of a general award for good play.

Each player starts with around three Bennies, depending on the setting, and can pick up more through the session, while the GM gets one for each of the players, plus two for each main villain. The interesting thing here is that the first set of GM Bennies are kept in a pool which can be used by any NPC, while the latter set can only be used by the NPC to which they're attached.

So what happens if you use a similar system for the players? The three Bennies with which they start the game are theirs to use alone, but any Bennies awarded during the session go into a Team Bennies pool, which can be tapped by any player. Furthermore, any player can donate any of their personal Bennies to the pool should they so wish.

Note that this does cross over somewhat with the Common Bond Edge, although that can be used on any Wild Card, whereas this rule only applies to player-characters. Next time I run Savage Eberron, I'm going to give this a go.