Tuesday 30 November 2010

How to game on little energy

I am now ‘progressing’ into my mid-40s, and somehow, thanks to having tolerant gamers in my gaming group, am still able to game!! Admittedly, folks have been very flexible to help me (and Stuart) out in this regard….. Insane amounts of work (I teach social sciences and thus have tons of marking, and an ever shifting teaching / knowledge domain) coupled with commuting 2 hours a day....

And also wanting to enjoy Brighton and go to the occasional gig, stay in touch with non-gaming friends, see a film, play some boardgames..….

How has the show been kept on the road (for me at least)?

Flexible & nice bunch of fellow gamers
(and their wives) – who agreed (well - their wives did) to let me and Stuart shift the game to Friday so we are able to get more than 2 hours of gamage in an evening… and sometimes, somehow, from 7.30 to 12.30+...

Playing games which are more cathartic/ cinematic…. Like D&D / Pathfinder more and less heavy on the investigative games we all played when we had more energy (like Kelvin still does!!)….. (I do feel very guilty on Kelvin’s behalf – how he copes hanging around with a bunch of old fogies is beyond me. ;) If I am not jumping up and down, shouting and throwing dice I tend to fall asleep (yeah – like Father Jack – urg – is that me??!! Don’t answer that!)

Pathfinder too has helped…. I remember creating a pc for a 3.5 Eberron ‘campaign’ (it only lasted 2 sessions when the GM got distracted by Red Hand of Doom, and scrapped the campaign to run that, again for another 2 sessions or so, before quitting the DM’s shield!!)…. But to create a 3.5 edition D&D pc I was using 4 books: the Players Handbook, The Complete Adventurer’s Handbook, Eberron Core Rulebook, and Warriors of Might (I seem to remember) – Stuart used 5 since he was playing a Shifter, found in the Races of Eberron book…. MADNESS!! With Pathfinder, all you need (currently) are the Pathfinder RPG and - MAYBE the Advanced Players Guide……. And maybe the Bestiary if you are being a fussy b*gger and want to play a talking crow. ;) BUT for most folks, all you need is one book. PHEW!

Other things that help speed up play, and save on DM time:
Get tons of preprinted cardstock dungeon tiles. WotC are bringing out boxed sets now.


A battle mat – such as the Chessex one Leisure Games sell (see right)




Prepainted minis – invaluable – it is taking me ages to find time to paint my metal ones. These can include ones from eBay – as in children’s toys – which you can get on the cheap. Stuart has just got some after the last insane session where our mage, Grameer (aka Manoj) summonsed about 4 rhinos to take down ‘Owlzilla’, a giant Owlbear in mail barding, along with the other creatures in the party which included a Griffon.



Play games for which there is plenty of online support. Pathfinder Adventure Paths offer this – in the form of free pdfs of the scenarios if you subscribe; forums with tips and resources from other GMs; software tools such as ‘Free PDF Image Extractor’ – freeware – which enables you to strip a map from a pdf down to its image without any text/ labelling so you can copy and paste it into word, blow it up into a bigger size and print it off to game on.

Healthy eating! Well - sometimes - but we try! Diabetic Fridays has calmed down a little!!

Sunday 28 November 2010

The Ministry of Blades : The Madness of Angels, episode 1

Marsh follows his nose; Miss Sharpe tries out her new toy.

Played

4th November 2010.

Dramatis Personae

Lady Antonia deVore - a Heavily-armed Aristocrat.
Captain Benson Curruthers - a Military Policeman.
Miss April Sharpe - a Self-taught Inventor.
Jack Prentiss - a Dodgy Pedestrian.
Rodney Marsh - a Partially-reformed Thief.
Mr Erasmus Rooke - the Boss.
The Chief Verger of St Paul’s Cathedral.
A number of Industrious Cleaners.

Plot

Shaftesbury Avenue, October 1888.

Returning from Highgate Cemetery with the corpses of the werewolves stowed in the Ministry’s own hansom cab, the group were asked to produce their reports as soon as possible. Once this was completed, they were asked to come into Mr Rooke’s office.

Their superior informed them that he had just heard about the apparent suicide of the Dean of St Paul’s Cathedral, the Very Reverend Reginald Green. As the Dean was a good friend of his, he wanted to send his best team to investigate; unfortunately, they were occupied with the Ripper case at the moment, so he was having to send Captain Curruthers’ team instead. Rooke did not believe it was a suicide, so they were to take special care to confirm that this was a murder and find the culprit - starting immediately.

Picking up Marsh outside the Quartermaster’s Office, the team headed for the City. Entering the Cathedral, they were introduced to the hassled-looking Chief Verger, who said he had been expecting them, immediately raising some suspicions given the lack of Police on the scene. The Chief Verger was somewhat surprised when Lady Antonia and Captain Curruthers complained about the removal of the body to the Crypt and subsequent cleaning of the floor. He explained that early services would be starting soon and that this couldn’t be allowed to disturb the congregation.

Curruthers dismissed the cleaners while they attempted to divine what they could from the blood stains between the tiles. The body had landed almost directly beneath the open central occular of the dome: either the Dean had made a prodigious leap from the Whispering Gallery or he had fallen from the walkway around the occular Inspecting the body, they confirmed that he had indeed fallen from a great height (and rather messily). The Dean had been a very tall, thin gentleman in his sixties, bald, with a fringe of white hair. His face appeared to be locked in an expression of extreme fear and there was a fresh, horizontal wound across his forehead, such as might be inflicted by a club.

Proceeding upstairs, they investigated the Whispering Gallery, confirming that there was no evidence of him jumping from there. Curruthers spotted a staff doorway leading to a spiral staircase up into the dome, so they made this their next destination, discovering a five foot wide walkway around the occular at the top of the dome. It was little-used and covered by a thin layer of dust, showing up footprints clearly, and they found a scuff of the right size on the ballustrade, which seemed to indicate he had jumped. Miss Sharpe, meanwhile, decided that this was an ideal opportunity to test her new device, Sharpe’s Detecteronatron, designed to detect spirits and other magical emanations; she did not detect anything, other than an odd glow from Marsh, indicating a need for further tinkering, perhaps? Taking a copy of the footprint, they located more prints on the stairs, indicating someone running up them, a prodigious feat for an elderly minister. Marsh remained on the walkway, planning to shapeshift into his rat form and sniff around. Distracted by a strong smell of cheese and nearly killed by a powerful rat trap, he abandoned this approach rather quickly.

The remainder of the team followed the footprints back out onto one of the walkways above the false ceiling of the Church, winding in and out of a series of low beams and rafters. Locating a bloodstain on one of them, indicating that he may have hit his head, the found that the trail ended at a fenced off area at the far end of the roof. Some maintenance work had been taking place here and stonemason’s tools were scattered around an opening in the facing of the wall, which revealed the rubble infill. They determined that something (a block about 18 inches square) was missing from the infill, but were unable to locate it. Miss Sharpe tried her gadget again and, momentarily, thought she saw a screaming face in the mists inside, but was unable to get it to come back. Shaken, she switched the device off, turning to see Lady Antonia and Marsh extracting what appeared to be a pocket book, complete with a key ring, from under the eaves.

Pathfinder's Kingmaker

Hiya folks, if you have been following Kelvin’s blogs of the Kingmaker story, eg ‘Living in a Box’, and likewise by Stuart on his blog, The Great Game, eg: ‘A Short Cut to Mushroom (soup)’, you may be aware there are a bunch of us playing Paizo’s Kingmaker Campaign using the Pathfinder rules. Having completed books – or as I call them – ‘Acts’ / or Story Arcs 1 and 2, I thought I’d offer up a little commentary and some thoughts on them.

Well – we decided to go ‘retro’ and return to an older edition of D&D having given 4e a go (I ran Paizo’s Rise of the Runelords for Acts 1 and 2, and Ric had run some of Open Designs ‘Wrath of the River King’ slotted into his homebrew setting). We were after a more open, sandbox game – our interest sparked by Kelvin’s Rogue Trader game that was VERY open. ;) & we were also after that retro feel where we had more options than simply killing everything, and only using powers…. A return to skills and a more open game-play. Paizo had produced the sandbox campaign Kingmaker, and with its ruleset Pathfinder, we decided to give it a go, and see where it took us!

Why I’d recommend Kingmaker (using Pathfinder):

It is a sandbox game,
in which players can affect the story, and is not driven by a linear plot development. (Yes – players are limited to a certain size of the map – via their charter from Brevoy, their noble sponsors – but what they do, who they kill, who they ally themselves with in the realm is up to them)

The Pathfinder rules – they are better, IMHO, than 3.5 D&D, more like a souped up version of D&D (influence of Iron Heroes here?), and the tweeks from 3.5, although making it a little fiddly for those of us who are familiar with 3.5 and thus have to declutter our brains from 3.5 gobble-di-gook, the tweeks and changes are welcome ones, and make game play better! Stuart has written a few words here about 4e v Pathfinder – in a fair way IMHO. :)

Pathfinder rpg is well supported – with the Pazio prd, as well as a fansite pfsrd.

Paizo’s Adventure Paths are also well supported – via fan postings on the message boards. I was able to mine these posts from folks who were ahead of me in running the game, and learn from their problems, their ideas on bring some parts of the game to life, and reflecting on how to foreshadow future issues and so on and so forth. Ideas about climate, culture, names, working out some tricky points in the game, how to make sure the players have a background that will advantage them/ link them into the setting etc. Really useful to have a community of other GMs to converse with about the materials, rather than do it all on your own. This is a key advantage of any Pathfinder Adventure Path.

We have really enjoyed it. And players have responded. We have 2 bestiaries now – one for the players for their companions and summonsed creatures stats; 3 copies of the Advanced Players Guides, I have pre-ordered Bestiary 2… and we are looking forward to the new Magic book in April 2011….. None of us have played at this level before in D&D (bar me – level 9 was my limit in a game I ran – The Night Below for 2nd ed way back in 1995-1997)

I am looking forward to playing in Kelvin’s ‘Carrion Hill’ scenario for Pathfinder level 5 and our Winter BenCon all day gaming sometime over xmas – where we get together and play games (rpg one shots/ board games) all day! I am also looking forward to recharging my GMing brain, and having time to paint some minis before I get back into the hot seat! Kelvin’s turn first! Carrion Hill - & Rogue Trader?

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.

Tuesday 2 November 2010

The Ministry of Blades: The Werewolves of Highgate

Curruthers scores a bullseye; Antonia takes the charge.

Played

21st October 2010.

Dramatis Personae

Lady Antonia deVore - a Heavily-armed Aristocrat.
Captain Benson Curruthers - a Military Policeman.
Jack Prentiss - a Dodgy Pedestrian.
Miss April Sharpe - a Self-taught Inventor.
A Bloodthirsty Werewolf.
An Unfortunate Wolfman.

Plot

As the leaves began to fall in the autumn of 1888, London was gripped by the lurid tales of the exploits of Jack the Ripper. The Ministry, suspecting a supernatural involvement, assigned its best agents to the case.

Captain Curruthers's team meanwhile, was assigned to investigate an apparently unrelated series of attacks in North London. Taking place on the nights around the full moon in late August, the assaults had been bloody but not yet fatal. They were centered on Highgate Cemetery and were reportedly carried out by a “large man-like beast”. Judging that a lycanthrope was involved, the team, excluding Marsh, who was suffering from an unknown malady, and Miss Spit, currently assigned to work with the REG's Psychical Research Team, went loaded for wolf.

Arriving at the South Gate of the cemetery not long after nightfall, Currruthers and Lady Antonia began scouring the mud for unusual tracks, while Prentiss warmed up for a fight and Miss Sharpe fiddled with her latest equipment. Curruthers discovered the fresh prints of a large dog leading into the cemetery and, on further investigation, noticed that there were no front paw prints - the creature walked upright like a man! Now convinced that their target was a werewolf, the team ensured their weapons were loaded with silver bullets and pressed on into the dark graveyard.

Despite the fog, the tracks were easy to follow and led straight to the far corner of the enclosure, as yet unused for burials. As the silver fog snaked between the bushes, they spotted a powerfully-built humanoid figure ahead of them. As it raised its muzzle to sniff the air, it became obvious it was not human, and Curruthers fired a single bullet. The figure fell and, as they drew closer to the body expecting it to rise and attack them, it became clear that he had pulled off an amazing shot, hitting it between the eyes with a single shot from thirty paces - in the dark.

Unfortunately, they did not have long to congratulate each other on their immediate success, as a snarling sound preceded a rushing attack from the bushes to one side. Lady Antonia was clawed from behind and stumbled, saved from a mortal wound only by her heavy coat, as the attacker rushed on towards Curruthers. More shots were fired, and shrugged off, before they were able to surround it. Miss Sharpe finally got her Orgonator working and opened fire, catching the beast in a crossfire with Curruthers and Lady Antonia. It continued to fight, finally going down only when Curruthers hit it in the back of the head from near point-blank range with his pistol.

Both werewolves had reverted to human form upon death and, while one of them was naked in the traditional manner, the second wore a wolfskin as a headdress. The team decided to take both corpses back for further examination.

Notes

As before, this arc began with a simple fight unrelated to the rest of the story. In part, this was necessitated by the award and expenditure of experience at the beginning of the evening and it also provided an opportunity for us all to refamiliarise ourselves with the rules before we got in with the main plot.

There were two kinds of beasts involved here: the first was a wolfman, the victim of a werewolf attack, while the second was an actual werewolf, a human that actively seeks to become a wolf using magic. Rippers often provides different levels of monster like this, and it's handy when you want to have a boss and one or more minions.

Curruthers’ perfect shot was the result of an excessively high damage role - the lesson of this being that you should never get to attached to a villain in this game. Both sides spent large numbers of bennies to aid their survival during the fight and, for the first time, I finally felt able to try and actively kill the characters (and that I didn't have to pull my punches).

Super Dungeon Explore

I'm sorry. I know I shouldn't approve of such things, as role-playing games are a Serious Business, and things like this make our hobby look silly and immature, but I don't care. I ran a D&D4 cleric using a Lego Indiana Jones as my miniature -- both characters had hats, which was enough for me -- so that should tell you where I stand on such matters.


On a more serious note, the Japanese console rpg is a big part of gaming culture now, and is likely more influential than the tabletop hobby, so it's only fitting that the visual style of the former should cross over into the latter. I'm only surprised that it's taken so long. The miniatures come from Sodapop, and are part of their upcoming Super Dungeon Explore board-role-playing-hybrid game, but will be available separately.

Sunday 24 October 2010

One Page Horror

Here's a little something to celebrate my favourite holiday:

When the village of Haddonfield discovered that the wizard Langenkamp was engaged in dark magic, they raised a mob and burned down the old windmill in which he dwelled. With his dying words, Langenkamp laid a curse on the villagers who sought his doom, a curse which would have come to nothing had Cropsy, a young farm labourer, not sneaked into the mill for a nap and been caught in the conflagration. The death of an innocent provided the mystic fuel for the curse, and now the people of Haddonfield are trapped with no hope of rescue.

It's a short piece, based on the One Page Dungeon concept, so should be easy to slip into an existing game or to run as a one-shot for Halloween. It lacks system-specific rules, but there should be enough information to make generating appropriate statistics easy enough. The scenario is more or less setting neutral too, although a general mediaeval fantasy feel is implied -- and easily changed if desired. It's also packed full of shameful puns and references, as is usual for me.

You can download Horror Comes to Haddonfield here. If you do run it, let me know how it goes!

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.

Wednesday 13 October 2010

Urban Arcana

I played a lot of Shadowrun in my teens, and most of our games were set in a futuristic Seattle, so I'm no stranger to urban role-playing games. I've never played in an urban setting in a fantasy game, though, and that's an itch I'd like to scratch one day, perhaps by visiting one of the following fine destinations:

Port Blacksand: Long before Freeport, there was the City of Thieves. After the ancient coastal city of Carsepolis was destroyed in the wars against Chaos, it was abandoned for decades, until pirates and thieves started taking refuge in the ruins, and things developed -- some might say worsened -- from there. The settlement passed through many hands over the centuries, until a bold pirate named Azzur sailed into port, conquered the city and installed himself as ruler. Now Blacksand is a chaotic place, with a single ruler but untold numbers of factions, great and small, vying for power. It is ostensibly a civilised human settlement, but ogres and trolls wander the streets wearing the uniform of the city watch. Lord Azzur himself is rarely seen, and may no longer even be in charge. A grizzled hermit lives in a shack under one of the city's bridges, a man claimed by some to be one of the world's most powerful mages, but if so, why is he there? And below the busy, grubby streets of Blacksand lie the ruined, haunted streets of Old Carsepolis, complete with forgotten temples to strange gods of the sea...

Honourable mention goes to that other great city of the Fighting Fantasy setting, Kharé. A Lankhmar-esque place that is easy to enter, but difficult to leave, Kharé may not be a city at all, but rather a prison in disguise.

Irilian: Published in White Dwarf #42 to #47 -- before it became a miniatures catalogue, etc, etc -- as an ambitious and elaborate attempt to map and detail a complete fantasy city, something they would later try again with Marienburg for Warhammer Fantasy Roleplay. What makes Irilian interesting is that it is no list of locations and NPCs, an approach which could quickly become dry and dull. Rather it is presented as a small campaign, with the players being introduced to various parts of the city as they progress through a series of linked adventures, so one scenario might occur in the merchant district, while the next would happen in and around the temple district, and so on. It's a fascinating and effective approach, the city as a sandbox, and one which makes it easier to absorb the sheer volume of information presented in thirty-ish pages of the Dwarf's then-characteristic 6pt text. My only criticism is the insistence on inventing a local language for the city that is the same as English, just with annoying alternative spellings -- "Commandere Aef Hors" for the city's cavalry leader -- that will have the GM reaching for the glossary every five minutes during the game.

Sigil: The ultimate port city, sitting as it does at the heart of the multiverse. The interesting thing about Planescape for me is not the dimension-hopping crossover aspect, as I tend to think that Spelljammer does this in a more evocative manner. Rather the point of interest is the central hub of Sigil itself, a place literally at the crossroads of everything. I see no reason to jump about the many planes of the D&D cosmology when there's such a rich, thriving and unpredictable setting right there in what could so easily be discarded as a mere base of operations. One gets the feeling that anything could happen in Blacksand, but in Sigil the safeties are off, and "anything could happen" takes on a whole new meaning in a city in which gangs of street thugs go to war with each other over matters of epistemology and metaphysics.

Those are my favourites. What about yours?

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.

Saturday 9 October 2010

Kingmaker: DING!

Yesterday's Pathfinder game saw the party members getting to sixth level, after a rather cynical -- on our part -- bit of wandering about the map, fishing for experience points. A common criticism of Pathfinder's rival D&D4 is that its mechanics make it feel like a video game, but I think it's fair to say that our tactics last night were more than a little inspired by the grinding of many a computerised rpg. Which is not to say it wasn't fun!

Last week, the party investigated a series of ruined elven towers deep in the woods in the western part of our realm, but we ran out of time before we could tackle the large central tower. Picking up from where we left off, the party entered the building and discovered a rather obvious floor trap, which the changeling rogue Olban disarmed with ease, allowing the group to ascend the stairs to the upper level.

There things started to get strange, as the party entered what seemed to be a wooded glade under a sky lit by alien stars, and yet it was still a room within a tower, with windows looking out onto the courtyard in which the party had fought the quickling not a few minutes before. As if this was not disorienting enough, the room/clearing also contained a beautiful elven woman -- a baobhan sith -- who began a seductive dance as the party approached.

Alas for her, the only target she managed to entrance was the party's faithful warhound Cujo, and while the poor beast panted happily for her attention the rest of the team moved in for the kill. Sensing danger, the maiden unleashed an entangle spell, which was quite successful in slowing down the majority of the party, but only delayed the inevitable. A short scuffle later, and the strange thing was killed, fading away into nothingness as it died, and restoring the room to normal.

Having come out of the experience with fewer bumps and bruises than expected, the party decided to take the opportunity to explore the surrounding area, having been prevented from doing so beforehand by matters of state. Along the way a trio of grizzly bears were discovered, but the elven druid Cassie used her secret knowledge to calm the creatures, and the party managed to pass without a fight. Later, the heroes came across the lair of some kind of huge burrowing animal and were almost caught out as the occupants -- some kind of chthonic variant of the ankylosaurus -- returned home from an afternoon's foraging. These beasts managed to split the party but were unable to take advantage of the situation, and were brought down, albeit not with ease. Despite having rested, the ongoing fighting and exploration was taking its toll on the party.

The group decided to make one last push before heading back home, and ran into a pair of shambling plant things, each a mass of mud, vegetable matter and animated roots. The tengu monk Wu Ya found his effectiveness diminished as the extra little kick -- no pun intended -- gained from his amulet of shocking fists seemed to heal the creatures so he was forced to resort to basic attacks.

(Stuart has commented on Wu Ya's increased damage output of late, but I think it's easy to forget how much of it comes from enhancements. The amulet gives the monk an extra 1d6 damage per hit, but stripped of that, he was only doing 1d8+3 with each attack, and the plant-things weren't vulnerable to his stunning fist ability either.

On a more positive note, this week Stuart's character Artemisia dragged herself out of her low damage slump of the past few sessions. It's a recurring joke that Stuart does better when someone else rolls his dice for him -- his son exemplifies this best, rolling strings of 20's while Stuart himself barely rolls above a 4 when he picks up the dice -- and it proved to be the case this session, as he was absent this week, but his character was more potent in combat than she has been when he's been driving.)

Perhaps sensing weakness, one of the plant creatures grabbed the monk and began crushing him to death -- 42 hit points to 12 in one round! -- but all the while Artemisia the barbarian was hacking away with her greatsword and Olban was darting back and forth, stabbing away with his twin rapiers, and the creature did not live long enough to crush poor Wu Ya. As it was, the barbarian's warhorse dealt the final blow, crushing the thing to so much mulch beneath its mighty hooves. Battered and bleeding, the party decided to head home, but each of them felt stronger and wiser from the experience.

Level six! There was a bit of grumbling about this at the table, to the effect that sixth level holds little of interest for the other classes. The monk, however, seems to have something funky going on at each level -- Rick observed that the reason that Pathfinder monks don't get easy access to the game's prestige classes may be because the monk is already a prestige class -- so I have no complaints. It's a long haul to the next level though, as we've got to earn around 12,000xp. Each!

Tuesday 21 September 2010

Doxy #1

Saturday 18 September 2010

Imagining D&D

This post over at Grognardia seems to have spawned a meme, as a number of gaming bloggers have posted their responses. Here's mine.

This is the cover image that, more than any other, makes me think of Dungeons & Dragons:


This image was plastered over the comics of my youth, so before I even had the slightest idea of what a roleplaying game was, I was aware of D&D. As such, this image has a lot of nostalgic pull for me, although not enough to make me pick up the the new edition of D&D4 masquerading under this image.

Still, even this isn't the image that defines D&D for me. That image isn't a cover at all, and it's arguable if it's even an image as such:


To this day, I have a preference for landscape character sheets in D&D, purely because of this one document.

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.

Thursday 26 August 2010

My D&D

I have no plans to run any D&D any time soon, but if I did, there are some tweaks I think I'd include, most of which would alleviate the problems I have with the original game.

One of the things which struck me most about Dragonlance: Fifth Age was the abstract experience system. Instead of totting up points, a player would get a single "Quests" statistic, which would increase by one with every adventure completed; Quests also determined a player's hand size, and since the game had a card-based resolution mechanic, the more experienced a character, the more options they'd have when attempting tasks. The grey area, of course, is in defining an adventure, but that's easy enough to figure out. I'd use something similar in my D&D, which would alleviate a lot of my pedantic gripes with the old system.

I'd use JB's alternate combat system, not because I have any real problems with the existing mechanic, but simply because I like the ideas behind JB's streamlined approach. I'd tweak it to use ascending armour class, because I've never understood the descending type.

I would also borrow the thief skill mechanic from James Raggi's Lamentations of the Flame Princess rpg because it's neat and clever, and not a million miles away from my own thoughts on the matter. I'd probably also use his "only fighters get better at fighting" rule, although I haven't given much thought to how that would gibe with the above combat system.

I quite like the way that Pathinder clerics heal and turn undead using the same power, so I'd use something similar, although I'd consider simplifying it a little. I might also borrow an idea from the Final Fantasy games and have any healing magic cause damage to undead creatures.

There are probably some other minor bits I'd fiddle with (I like the elegance of Swords and Wizardry's single saving throw), but those would be the major rules changes I'd make for my D&D. Would it still be D&D? Well, that's a question for another day.

Sunday 22 August 2010

Ahead of the Game

I find myself in an interesting situation. The Pathfinder campaign, sorry, "Adventure Path", is going well; we're almost to the end of the first book, and the inevitable confrontation with the mysterious Stag Lord. This fellow is the mastermind behind the local bandit problem, and is the main obstacle to the settling of the area by civilised folk.

The thing is, I think I know who he is. This isn't through having seen spoilers, or even worse, cheating, but rather that the authors of the first adventure book have laid a number of, to my eye obvious, clues. Which wouldn't be a problem, except I think I know, based on those same clues, how the entire campaign, sorry, "Adventure Path", will turn out.

So that's the interesting situation. It's almost as if I've played the scenario before, so I'm going to remain quiet about what I think I know, in part to not spoil things for everyone else, and in part because my character, the tengu monk, is unlikely to have figured it out. And yet it's not quite like having read the scenario, because it's very possible that I've misread the signs, and the whole thing will go in a very different direction. There's almost another game going on here, a bit of narrative cat-and-mouse, as I find myself trying to out-think the authors.

We should meet (and very quickly eviscerate, if our barbarian continues to prove as effective as she has done so far) the Stag Lord in this week's game, and his unmasking will tell me a lot about the accuracy of my predictions. I can't wait!

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.

Tuesday 27 July 2010

The Undying Sorcerer

This is my contribution to Zak's Secret Arneson Gift Exchange. If you want to see what it's all about, click on the link, but essentially it's celebrating the lives of the creators of Dungeons & Dragons by creating something new for the game.

-----
Aeons ago, when the continents had different shapes and long before mankind climbed down from the trees, the land was ruled by a proud and mighty reptilian empire, of which the lizardfolk of today are but the atavistic descendants. Their religion taught of a glorious afterlife, in which the dead would live again, and in the case of the nobility, complete with all their possessions, including their slaves.

This was a lie. The dead found a vast, featureless grey wasteland, where everyone was on an equal footing, and the riches gathered in their material lives would have been of no use, even if they had transferred over as expected.

One priest-lord decided to escape, and turning all its mystical learning to the problem, found a way back to the material plane, only to discover that millennia had passed, its beloved serpent empire had long passed into ruin, and its body had become a dry, withered mummy. Further long stretches of time passed, the priest-lord trapped in its old body, itself trapped in its tomb, surrounded by useless treasures.

But then the humans, inquisitive as ever, broke into its tomb and began looting the priest-lord's belongings. One of them opened its sarcophagus and reached in to pilfer its burial jewellery, brushing against the mummy's arid flesh, and the ancient creature sensed an opening, a connection.

And jumped.
-----
The Undying Sorcerer is the soul of an ancient magician occupying the physical form of some humanoid being. It has spent untold millennia trapped in a sterile afterlife and having returned to the material plane, wants nothing more than to enjoy life in the most hedonistic way possible. Having awoken in a tomb surrounded by wealth appropriate to a member of the nobility, it has found that it has lots of money to spend on the most exquisite depravities, and that modern human society is only too keen to participate; the Sorcerer is most often found not in some dusty tomb, but in high society, throwing decadent parties for the aristocracy.

Having seen, and performed, all kinds of horrors in its time, and having been trapped in a hell without sensation, life and colour, the Undying Sorcerer fears nothing but a return to that joyless afterlife, and will fight with ferocity to prevent such a fate.

(Game statistics are in Labyrinth Lord format, but should be easy enough to convert to other fantasy games of Arneson/Gygax descent.)

No. Enc.: 1
Alignment: Neutral
Movement: 120 (40)
Armor Class: By armour (varies)
Hit Dice: 9
Attacks: By weapon (varies) or Spell
Damage: By weapon (varies)
Save: C9
Morale: 11
Hoard Class: XVII

The Undying Sorcerer is usually equipped with the best armour and weaponry money can buy, but will try to avoid direct combat. It will be accompanied by 2d4 humanoid or trained animal bodyguards, each of at least 2HD, and 2d12 concubines, around half of which will be humanoid. Once per day, the Sorcerer can also summon up to two animal-headed demons (treat as gargoyles) to fight on its behalf; these return to their home plane by the following sunrise or sunset, or if killed. The Undying Sorcerer avoids lizardfolk, as it is disgusted by their decline.

The Undying Sorcerer casts spells as a fifteenth-level cleric. If druid spells are available, then the Sorcerer also has access to these, at the same level of ability.

As a form of undead, the Undying Sorcerer is immune to Charm, Feeblemind, Hold, Polymorph, Sleep, and Death spells (such as Power Word: Kill or Ray of Death). These immunities are mystical in nature, and apply to both its original and host bodies. It can be turned; a success forces its soul back into the original, mummified body.

The Undying Sorcerer's most potent ability is that of transferring its soul to a new body. It can transfer at will, and over any distance, to its original body, or to a nearby mindless vessel, such as a golem, but otherwise must touch or be touched by its target, then the target must make a save versus spells in order to resist the transfer. A living victim's soul may be simply overpowered, or it may be forced out of the body to another location, at the GM's discretion. The Undying Sorcerer has access to all innate abilities of its host body, but not spells or other learned abilities.

If the host body is killed or destroyed, the Undying Sorcerer will attempt to transfer to its killer, or a nearby vessel, but if not will return to its original body. Should this original body be destroyed, then the creature is flung back to the afterlife, even if occupying a different body at the time. The mummy is guarded at all times to prevent such a fate, and the Sorcerer keeps prisoners at close hand for a quick transfer if forced back.

-----
My brief for this was "A monster midway between a vampire and a lich in power. It should have spellcasting powers and other abilities that would place it at the peak of Expert-level challenge (14th level). An Egyptian theme is a plus."

I'm not that familiar with the mechanics of D&D, so I decided instead to focus on the fluff side of things and make the monster interesting and different enough that the rules didn't matter. I had a look at a lich and a vampire and went for something that was roughly between the two. Then I got to working on the fluff, which was much more fun. The Egyptian theme was easy enough to incorporate, but since it's a fantasy game, I decided to go further back than a mere human civilisation, and a serpent empire seemed suitably pulpy. One thing I noted about the higher-level undead was that they were all bog-standard evil masterminds, and I wanted to do something different there too, so I had a think about what else might motivate the Undying Sorcerer. I liked the idea of a being who had come back from the dead out of a genuine love of life, but to maintain enough of an edge to make it possible for the being to an antagonist, I settled on the idea of the ultimate hedonist, someone who wanted to live life to the fullest, because it had already seen, and rejected, what death had to offer.

Sunday 11 July 2010

Living in a Box

Back in my youthful gaming days, I remember a collaborative game of Dungeoneer in which we'd take turns to GM the thing as the rest of the group wandered about a world map. Dungeoneer is a very broken game, but we had fun with the aimless format, perhaps because everything else we were playing at the time was quite plot-focused.

With the rise in interest in such sandbox gaming sweeping the gaming blogs over the past couple of years (which has even led to both Paizo and Wizards of the Coast releasing sandbox scenarios), I've been itching to have a go at such a freeform game again. I made an attempt to run something of the sort in Call of Cthulhu, but the players resisted it, with good reason I think, and so it didn't work out. Later, I had another go with Rogue Trader, and this was much more successful, as the game is much more suited to exploration and poking around at the corners of the map to see what's there.

That campaign's taking a break (oh, and such plans I have!), but I obviously did something right, as we moved straight into another sandbox game, this time using Paizo's Pathfinder rules. I think the plan may have been to use D&D4 at first, but we've had a good go with that ruleset, and I'm not sure it's to our tastes as a group; this suits me, as I was out of gaming for the entirety of D&D3's lifespan, so Pathfinder gives me a chance to see what the game is like.

I was a bit concerned, as I've seen and heard many horror stories about the pernicious crunchiness of D&D3, but we're about four sessions in, and it seems no more fiddly than D&D2 was, and is much less of a hassle to play than the overly tactical (to my mind) D&D4. It does strike me that something like Swords and Wizardry would be a more appropriate to a hex crawl game, but we've invested too much money and effort to switch now!

We're playing through the Kingmaker series of books (how Paizo's Adventure Path format translates to a freeform game, I don't know, so I'm keen to have a look at the books once we're done), and so far it's been great fun; we've got a proper old-school hex map, and we're wandering around the wilderness, investigating points of interest, fighting wandering monsters, and all that great retro goodness.

Friday 2 July 2010

The Ministry of Blades : The Pyramids of Hertfordshire, episode 6

Antonia and Marsh play with really big guns; Constantina takes a tumble.

Played

17th June 2010.

Dramatis Personae

Lady Antonia deVore - a Heavily-armed Aristocrat.
Miss Constantina Spit - a Rebellious Debutante.
Captain Benson Curruthers - a Military Policeman.
Jack Prentiss - a Dodgy Pedestrian.
Miss April Sharpe - a Self-taught Inventor.
Rodney Marsh - a Partially-reformed Thief.
Mr Erasmus Rooke - the Boss.
Mr Chester - a Foreign Gentleman of the Scientific Persuasion.
Jackson - an old Associate of Curruthers.
Two Anonymous Scientists.
A Sceptical Commandant.
A number of Heavily-armed ‘Gamekeepers’.
A large number of Shambling Corpses.

Plot

Prentiss sprinted for the powerhouse, bursting through the door, then ducking at the last moment to avoid losing his head to a shovel wielded by a panicking stoker. Marsh arrived behind the zombie fighting Curruthers, returned to human form and, nearly decapitating it, followed up by bowing ironically to his combat trainer. Lady Antonia decided to try and help the guards while Miss Sharpe powered up her weapon and aimed it at the top of the mast, soaking it in a stream of corrosive liquid. Miss Spit followed Prentiss into the powerhouse, arriving just in time to see him pull a thick cable out of the steam-powered dynamo, causing a massive shower of sparks which made up for the lights going out.

Prentiss staggered as the engineer whipped a huge spanner across his throat from behind and attempted to strangle him while the dynamo sped up, its whine rapidly rising in pitch. He managed to turn his attacker to take the full brunt of the blast as the building exploded in a shower of flames and shrapnel…

Miss Spit was still standing in the doorway and was thrown in a spectacular arc across the square, landing with catlike grace near the transmission mast. Prentiss was apparently buried in the rubble.

All around them, the zombies pressed their slow but relentless attack; small groups of soldiers desperately trying to hold the gaps between buildings against up to twice their number. As the remainder of the team tried to decide what to do, several of the soldiers went down screaming and Curruthers and Lady Antonia leapt to help shore up the defences, closely followed by Miss Sharpe and Miss Spit, each heading for a different group. Marsh, spotting the collapsed guard tower, reverted to rat form and scurried out of the battle zone.

Lady Antonia grabbed up one of the large rifles used by the soldiers, a magazine-fed elephant gun, and put her marksmanhip skills to good use, blowing several zombies to pieces in quick succession. Miss Sharpe made similar use of her ‘ectoray orgonator’ while Miss Spit, using her deflection spell to avoid damage, charged straight into battle swinging a makeshift club. Curruthers arrived just in time to see three men fall and found himself holding the defence together, using the bayonet on the end of his elephant rifle.

Prentiss pulled himself out of the ruins of the powerhouse and, grabbing the huge spanner as a club, looked around to take in the situation. Spotting Marsh in the ruins of the tower, he burst through the line of zombies to join him, where he found the little thief attempting to set up a Maxim machine gun. Between them, they got it braced and proceeded to spray the nearest group of zombies with bullets, stopping frequently to unjam the weapon.

Gradually, the tide of battle turned, although by the time the zombies were all destroyed, so were all but four of the soldiers.

As a result of running out of time, the following was not actually played through.

Once the battle was over, the survivors picked through the bodies, separating the wounded from the dead and the undead. With his remaining troops securing the perimeter, the Commandant gathered the team together in the mess to thank them for their help in fighting off the zombies. Overcoming his pride, he admitted that they had been right and that there was obviously a link between the experiments and the zombies. Turning to the scientist, Mr Chester, he informed him that the experiments were over until they had been thoroughly examined by other military scientists. Chester, his temper flaring, stalked out of the room, swearing to take his ideas to the Americas where they would “appreciate the genius!”

The team were escorted back to London by the Commandant himself, where reports were made to Mr Rooke, and matters between the Ministry and the Royal Esoteric Guards were taken ‘upstairs’. The team were congratulated on their handling of the affair and Curruthers, Marsh and Lady Antonia were finally promoted to full Field Agent status.

Notes

The Royal Esoteric Guards are the military equivalent to the Ministry and form the sixth of the elite Guards regiments. As well as regular soldiers of the line, trained in combatting supernatural as well as mundane foes, their organisation includes a number of autonomous research and intelligence teams, enabling them to deal with most problems without help from other military units that might not be able to cope with the same kind of conditions. If Curruthers had remained in the Army, he may well have joined them. Obviously, they are still capable of making mistakes.

As mass battles go, this one actually went quite quickly, it just didn't seem like it.

Savage Worlds is definitely quite good at handling large numbers of battling characters; the “two hits and you're down” approach to Extras is much easier to track than hit points, just requiring markers for Shaken figures. The players quickly realised that ganging up on opponents is the key to success, both for the +1 multiple attackers bonus and for the guaranteed kill on a Shaken Extra. I was also able to hand groups of five soldiers to individual players to manage, taking some of the pressure off me.

The problem was basically with the number of players. We had an extra player this week, taking us to seven, which slowed things down enough to get in the way. The playing card initiative system can also cause delays, as players frequently forget to hand them back after their action or at the end of the round. Even handing the whole initiative system to a player didn't work as well as I'd have liked. Chatter amongst the players is always a distraction and the only way I can see around this would be to reduce the numbers - or start deliberately killing off characters!

One element that didn't get to play out was that Prentiss and Miss Sharpe's two-pronged attack on the electrical transmission system was successful: the zombies were about to collapse of their own accord when the battle ended for the evening. In retrospect, I probably should have upped the number of zombies to increase the apparent danger then had them collapse at a suitable dramatic moment, but I'm trying to avoid too much GM's fiat - even for effect.

We didn't quite finish in the main session, although the battle was virtually over, so the wrap-up was kind of assumed.

The game is now on hold until the autumn.

Wednesday 30 June 2010

Hourglass of the Silver Sands: Session 4

STARRING:

Zenith Joanna as Mara, Travelling Monk
Jon C as Spectre, Sorcerer Supreme
Bill as Isandlwana, Travelling Matchmaker

Game Mastered by KrzyÅ›

Release Date:
???



As the diplomat of the group, Isandlwana took over talking to the major. Without releasing his bonds, she moved the chair he was on outside and leaned it over his blazing house. The distance between him and the fire changed according to the usefulness of his answers. The sight of Mara with her bow drawn up on the rooftop scared off anyone who wasn't killed or captured yet.

The (ex)mayor of Daiyu told the Eclipse of the horrifying ease with which the Wind-Cutting Whirlwind slaughtered the people of Maret. He told her that he was the True Prince of the Earth, a title currently used by the Dragon-Blooded who usurped it from the Solars many centuries ago. However, this man was no Terrestrial Exalt. The mayor revealed that like the townsfolk of Daiyu, he served Cecelyne.

Spectre's knowledge of demonology proved useful here. Cecelyne was also known as the Endless Desert, sister to Malfeas, the King of Yozis. The Yozis were the beaten and imprisoned Primordials that the Chosen of the Gods fought at the Dawn of Time. Yet he has never heard of the Yozis to create Chosen of their own for this power lied only within the Highest Gods.

The (ex)mayor said the Whirlwind always walked with his face covered and spoke very little. Similarly to Spectre, he carried a scimitar with him. Apparently, the massacre at Maret was part of a ritual to summon Bahamut, a demon closely tied to Cecelyne. A little singeing later he said he heard he was heading to the Temple of Zun and swore this was all he knew. Taking pity on the man, Isandlwana dragged him to safety. Unfortunately, neither of the Exalts knew anything about Zun or its custodians nor did they knew what happened to the mysterious Exalt that helped them fight the demons.

When they told Mara what they found they were surprised to learn she was actually from Zun. She grew up in the temple and knew its history. It was once an ancient fortress built at the top of an artificial mountain placed thousands of miles away into the Southern desert. As expected, the monks therein practised meditation and martial arts but also made it their duty to store dangerous artifacts left from the glory days of the First Age. Mara was very displeased knowing the people she considered family would face imminent danger while the other two Solars were worried what Whirlwind would get his hands on if he were to successfully attack the temple.

Velvet Fist, who until now was fighting on the other side of town, felt there was no time to waste. She jumped onto her horse and went off into the sunset!

The more composed Spectre drew a pentagram on the sand. He took a trinket giving to Mara by her mentor and proceeded to call out his name and chanting the Dirge of Shadows. After he said it 55 times and the moon finally set, he threw his knife into the centre of the pentagram thus pinning down the shadow of Mara's mentor. She told the shadow of the danger to the temple. The shadow was released from its binding and it flew back to its owner who may now have a very unsettling nightmare warning him of a demon attack.

Meanwhile, Isandlwana went from door to door, kicking each one open and giving the people a piece of her mind. She tore down any blasphemous icons, carvings and anything else that was even remotely connected to the Yozis and ground them under her heel while wagging her finger at the occupants. She lectured them on the wickedness and folly of bowing down to demons, particularly those that take the shape of vermin. She reminded them that their ancestors must be ashamed of them. Her condemnations were usually very effective in inflicting taboos but she wasn't sure if the Unconquered Sun's blessing was strong enough in this case.

The ritual was hard enough that after all was done, Spectre turned to his fellow Solars and said:
"Now I must rest," he crossed his arms in front of his chest and his body fell down. His bodyguard was quick enough to catch him before his back touched the desert sand.

The Solars went to bed at dawn to rest before the ardours labours of the next day. When they arose from their slumber, Spectre asked how far away was the temple of Zun, to which Mara replied it is located on the top of an enormous artificial mountain in the far South, very close to the border dividing Creation from the powers of chaos.

"It will take us a day to reach the temple," Spectre calmly said.
"It took me THREE MONTHS," Mara was simply astonished.

The Twilight summoned forth a chariot made out of a shard of the sky, pulled by steam-breathing steeds of pure white and manes of sunlight. They had to wait until Isandlwana finished her business. She was in the process of picking a new mayor for the town and making him swear an oath to uphold the law and to have no traffic with demons. Her anima burst into life, forming Old Realm runes sanctifying the oath in the eyes of Heaven. Fate itself would strike against oathbreakers. Although it was a strong measure, she felt it was a necessary step in ensuring the safety of Daiyu.

With the ceremony finished, Spectre, his bodyguard, Isandlwana and Mara climbed on board the chariot and the horses galloped across the square and up into the sky. The speed with which they raced through the heavens was four or five times as fast as the quickest horse on land. Between Spectre driving and Mara navigating, they reaches the temple in time for the sun to set. Interestingly enough, it wasn't hard to find a place of land at the temple. It had stone blocks in a square pattern near the centre of the temple grounds that was ideal for landing from high above. Fortunately, they did not met with any resistance from the monks who could have fired First Age weaponry that could decimate cities at them.

They were greeted by the monks, among them Mara's master. Spectre was quite surprised that her master seemed very stoic today. In his experience, the targets of last night’s ritual were left with disturbing dreams throughout the night. It is then that they noticed Mara’s master has an earthy scent about him. In fact, nearly all of the monks had a hint of one element or another about them. Spectre and Isandlwana were worried for a moment that Mara might not have told them everything about the temple. Introducing Solar Exalted to a group of highly religious and martially formidable Terrestrials may have been something they’d rather avoid.

Ignoring their concerns in face of Mara’s utter trust, they began to research the literature on Cecelyne and Bahamut. They found a passage in one of the demonology tomes about Bahamut. The demon had the shape of a giant fish and he is the foundation on which Cecelyne, the endless desert, lays. The Exalts minds gave them a glimpse into the past, to the times when they fought the Primordials for control over Creation. Cecelyne, the sister of Malfeas, was the Principle of Order. After the war she was imprisoned in the body of her brother that became the Yozi's prison. Her defeat caused her to bow to the Solar for they were strong thus she now enforces order through power, rewarding those with the strength to force their will onto others.

Meanwhile, Spectre was on the lookout for any potential traits beyond the temple walls. It is when the two women came back that the Copper Spider noticed someone crossing the desert. It was a lone woman, seemingly unarmed but he could not make out much else other than the rich and worn down clothing before she collapsed, most likely due to heatstroke. Mara and Isandlwana descended down as quickly as possible. Mara tended to her before moving her back to the temple while Isandlwana stood guard. They remained vigilant in case this was some clever trap set up by the Wind-Cutting Whirlwind.



Bonus Material: Storyteller's Commentary

This session had some of my favourite moments. Isandlwana wagging her finger at the Yozi cultists and giving them a lecture, Spectre literally falling asleep and the reaction on Mara's face when she heard how long her journey back would take.

This session also explains what Velvet Fist was doing. Taking into account she was a Dawn, I decided she took on half of the town on her won... and then rode off into the sunset, in a very western way, because the player disappeared off the face of the Earth.

Another missing player was Whisper. A similar strategy was implemented here. He is a Night Caste so he simply didn't want to be found by the rest. They are the super-sneaky Solars.

Other than that, this session had a lot of exposition. I hope I managed to write up what's going on without confusing anyone who doesn't know the setting. I was quite happy to get the opportunity to add the Temple of Zun to the story, which is Joanna's creation. I love introducing player created elements into the plot only to let the player who created them describe them to the rest. I think it adds a certain realistic feel to the game.

I should probably give a little bit of info on the different titles the Solar Castes have. I am fond of using synonyms for them so here it goes:

Dawn - Ascending Sun, Child of the Dawn, Lightbringer, Bronze Tiger, Sword of Heaven, The Forsaken (derogatory)
Zenith Zenith - Resplendent Sun, Pillar of the Sun, Solar Thunder, Golden Bull, Hammer of Heaven, The Blasphemous (derogatory)
Twilight  -Descending Sun, Child of Twilight, Solar Lightning, Copper Spider, Arrow of Heaven, The Unclean (derogatory)
Night - Hidden Sun, Concealing Shadow, Nightbringer, Iron Wolf, Dagger of Heaven, The Wretched (derogatory)
Eclipse - Crowned Sun, Harmonious Voice, Solar Wind, Quicksilver Falcon, Quill of Heaven, The Deceiver (derogatory)

Tuesday 22 June 2010

Fight On! #9

(Full disclosure, as well as providing some artwork for this issue, I've also submitted an article; I've written up this scenario, converted to the X-Plorers rpg, because it's more old-school than Rogue Trader is. That's only a tiny part of the magazine though, so there's something for everyone!)

When you're down to your last hit point, your last spell, the last charge on your laser pistol - what now? Fight On! Issue #9 is here, stampeding out of the gate with adventures big and small, a city-state, races, classes, monsters, spells, tricks, traps, tables, rules options, random encounters, NPCs, and a motherlode of mighty miscellaneous mysteries to give your game a boost! Dedicated to Paul Jaquays, this issue features contributions from Jeff Rients, Sang Lee, Tavis Allison, Kelvin Green, Geoffrey McKinney, Patrick Farley, Zak S., Erik Battle, James Quigley, Mark Allen, Jennifer Weigel, Gabor Lux, Peter Schmidt Jensen, Ed Heil, Paul Fini, Raven Daegmorgan, Eric Minton, Allen Varney, Baz Blatt, Geoffrey O. Dale, Jerry Stratton, Chris Robert, Calithena, Jeff Talanian, and many, many more!

Don't get caught without the old school's newest resources - check it out at http://www.lulu.com/product/11474062 ! From now until the end of June, Issue #9 will be available at a discount price of just $9!


But that's not all - our entire back inventory is on sale as well! Fill out your collection or pick up that special article you've been wondering about, at rock-bottom prices:

Issue 1 is $6.50, down from $6.99.
Issues 2, 5, 7, and 8 are $8.50, down from $9.99
Issues 3, 4, and 6 are $9.50, down from $9.99

Finally, and ONLY for this month, our unique June 2010 editions of the two Fight On! compendia are available in hardback. $40 apiece, each of these covers a full year of Fight On! (issues 1-4 and 5-8) under a single cover. Unique collector's items clocking in at around 400 pages each, these are great buys for those who prefer the format, wish to start from the beginning, or just want to have a cool and unique thing that nobody else does. You can see them here:

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The sale only lasts until June 30, so pick 'em up while you can! The TOC for issue 9 is as follows:

Top of the Class (various)…………….…………………3
Bird-Men of Hyperborea (Jeffrey P. Talanian)………...…8
Knights & Knaves (SilverFish)…………………………..9
Spellslingers for Hire (James A. Smith)…………………11
The City-State of Khosura, Part I (Gabor Lux)....………12
Inter-Session Events (J.E. Badelaire)……………….…..24
Purchasing Potions (Eric Minton)……………………...25
The Hobgoblin God’s Crown (James Quigley)…………27
In My World… (Calithena)…………………………….40
Den of Villainy (Antii Hulkonnen)……………………..43
Education of a Magic User (Douglas Cox)……………...44
GBH (Peter Schmidt Jensen)…………………………...45
The Singing Cave (Mark J. Allen)………………………46
The Contemptible Cube of Quazar (Johnson & Lynk)…47
New Jersey After The “Big Whoops” (Adam Thornton).48
Creepies & Crawlies (Zak S.)…………………………...49
Ten Dooms of the Icy Wastes (Chris Robert)………….52
The Yellow Forest (Jerry Stratton)……………………...58
Tables for Fables (Age of Fable)……………………….63
Post-Apocalyptic Crafting (Lawson Reilly)……………..64
Dungeon Modules: Riverwalk (Geoffrey O. Dale)……...65
Two Tribes (Kelvin Green)…………………………….69
The Temple of Thek (Baz Blatt)………………………..73
Random’s Assortment (Random, Jensen, and Ant)……..77
Caves of the Beast Mistress (Tavis Allison)…………….79
Interview w/ Paul Jaquays (Ciro Sacco & Allen Varney)..90
The Darkness Beneath (Jeff Rients)……………………96
Merlyn’s Mystical Mirror (McKinney & Pookie)………104
The End of the World (Del Beaudry)…………………109
Witches of N’Kai (Caleb Jensen)……………………...113
Grognard’s Grimoire (Eric Minton)…………………...114
Artifacts, Adjuncts, & Oddments (Reed & Barber)……115
Front Cover by Raven Daegmorgan. Back cover by Mark Allen. Fight On! logo by Jeff Rients. Interior art by Paul Fini (3), Black Blade Publishing (black-blade-publishing. com: 5,35), Troll and Toad (trollandtoad.com: 6), Ian Baggley (8), Ed Heil (9,65), Peter Schmidt Jensen (10,33,45,103), Bronze Age Miniatuers (bronzeagemin.com, 11), Gabor Lux (12,13,15,17,19), Jennifer Weigel (25,26), Mark Allen (marjasall.com, 27,32,37,46,49,50,51), Alex Schröder (27,29,66), Robert S. Conley (batintheattic.com: 31,96), Steve Robertson (36), James Quigley (37), Erik C. Battle (38,41,68,75,97,101), Stefan Poag (39), Antii Hulkonnen (43), Douglas Cox (44), Jimm Johnson & Jeff Lynk (47), Adam Thornton (48), Zak S. (51), Patrick Farley (53), Kesher (55), Geoffrey McKinney (56), DEI Games (deigames.com: 57), Kelvin Green (59,70,71,72,102), Wikimedia Commons (60), William Buckland (62), Steve aka Bat (62), Age of Fable (63), Lawson Reilly (64,65), Spellbook Games (spellbookgames.com: 67), Anthony Stiller (77, 78), Tavis & Javi Allison (81), Sang Lee (82,83,84,85), Sean Elliott (89), Otherworld Miniatures (otherworld.me. uk: 91), Jeff Rients (99), Kevin Mayle (100), Rjad (104), Christopher Cale & Co. (107), karenswhimsy.com (108), William Miller (111), Robert D. Reed (115), Lee Barber (116, Knights & Knaves logo, Creepies & Crawlies logo).

Fight on!

Monday 14 June 2010

The Scabbard and the Sword: Session 3

STARRING:

Bill as Brutus "Sten" Stentor, Lithium's Sound Technician

Jack as Joseph, the Hobo-Rat

Lisa as Five (now known as Two), Creepy Death Obsessed Darkling

Game Mastered by KrzyÅ›

Release Date: 12th June 2010



About halfway to the Freehold's main Hollow, Lithium got a call from her agent reminding her of the upcoming gig. She had to go back to her place and make sure she's ready for it or else her contract would be in ruins. Thus only three changelings arrived at the Hollow to meet with the Winter Queen.

They found Ninian in the throne room playing chess. Sten approached her and began a lengthy monologue on what happened and what they found out. While he was giving the speech, with appropriate sound effects, the Queen motioned him to sit down on the other side of the chessboard.

"Your turn," she placed a pawn two spaces forward after Sten reached the point of the story that was a few minutes behind the present. Never having played this game before, Sten moved the pawn the Queen had placed back to its starting position.

"So you found the Privateers' hiding place," she contemplated Sten's move, trying to decipher his strategy. "Can I see the stew?"
"No!" Two tried to protect her own with her body. The Queen flicked her wrist in the air and the stew began to float through the air over to her. Two quickly slurped it all in, visibly annoying the Queen.
"Have you told this to anyone else?" she turned back to Sten.
"No," he mirrored the Queen's move after she move a bishop closer to the centre of the board.
"I would like to ask you not to tell about this to anyone else," she said after looking at his and Joseph's Mantles.
Joseph and Two agreed nearly straight away. Sten on the other hand hesitated.
"What will we do now?" he asked.
"The best thing we can do at this point... Hide," she nodded to her own words.
The changelings were dismissed.

Although Sten did mention that the Ogre was expecting his buddies to arrive with a new changeling during the witching hour, the Winter Queen didn't like their idea of trying to go and save a lost cause. Since they were told to hide, they decided the best place to hide was next to that cottage that they found in the Hedge.

On their way there, they stopped at the train station to gather some Glamour. Joseph stepped in the way of an office worker who was trying to catch a train. He tried to sell him the Big Issue and didn't take no as an answer. Even when the man took the magazine out of his hands and threw it on the ground, he simply picked it up and asked if he wants to buy it. Meanwhile Two was talking to a mother with a child, getting dangerously close to her baby and talking to it in a very creepy way. Unfortunately, this reminded her of how she was taken to Arcadia as a young child. The Darkling lost her mind, she fell to the ground shouting and screaming. Sten was pacing back and forth, trying to decide what to do when the Railway Police started to walk towards them. Joseph made a quick escape.

The police helped Two get up and escorted her and Sten out of the premises. They offered to call the ambulance but Two was regaining her hold on sanity. They went to the alley with the Trod. Joseph jumped out of the sewers and the three were back together before they entered the Hedge.

This time they stayed on the path. Luckily, Two noticed a string going over the Trod before either had a chance to fall into the trap. She put her arm over it so the other two changelings had no problems going over without triggering it.

When they finally reached the cottage, Joseph climbed a tree, Sten hid behind it while Two went off to have a peek inside. She saw the stew cooking above a blue flame, the Ogre they met having a nap and a couple of big bags. When she told them what she saw, they waited for the rest to arrive. Somewhere after the witching hour, they saw four changelings coming this way somewhere from the opposite way than the one they came. There was a man made out of ice, with a frozen nose and a colourful T-shirt with palm trees all over it, an Arctic fox and two chain-mail wearing Wizened with swords hanging from their belts.

After they entered the cottage, Two went off to take another look inside. She heard the Elemental shouting at the Ogre and saying something about the Goblin Market and a scabbard before she was noticed. As quickly as possible, she ran off and climbed a tree. The changelings went after her but didn't see where she went. Two felt safe until she noticed the Beast sniffing the ground. She tried to get her jacket off and threw it away as a distraction, but due to her frail body, she fell face down on the ground.

Seeing the events taking a turn for the worse. Sten charged in with a battle cry that he quickly wrapped around himself while Joseph started to jump from tree to tree. He made it in time to fall onto the head of the Ogre before he crushed Two under his fists. While Joseph was ripping the Ogre's face out of him and fending off another Beast, Sten engaged in single combat with the other Elemental who was now wrapped in cold and ice. Unable to grab a hold of the rat, the fox started to bite Two.

As the battle progressed, Two was slashed from behind while Sten heard a swooping sound of metal and the clanking of armour before he weaved out of the way. The two Wizened stepped out of their hiding places with their swords drawn.

The Ogre didn't took long before he fell down, barely managing to break any of Joseph's bones. The rat jumped off, with the Ogre's eye in hand and took the Wizened off Two's shoulder. He put his fist into the changeling's mouth, letting him have a taste of the Ogre's eye.

Sten momentarily took his attention off the two changelings he was facing and threw a shout at the fox's ears. This gave Two an excellent opportunity to first stab him in the eyes, then seize his muzzle so he bit his own tongue and finally biting his nose off.

It's only when they realised the battle between the Elementals ended with Sten being turned into a block of ice and shattering into a million pieces that they were overwhelmed. Two started to run, she shouted for Joseph to follow but he was too far gone into rage to take note of anything other than the next kill. The ice changelings closed down on him.



Bonus Material: Storyteller's Commentary

Stella and Daisy couldn't make it to this session. They said something about real life but I didn't quite understood what they meant. We at first thought we wouldn't roleplay and set up a board game when Bill showed up and we had three players! Enough to run something!

This session was odd. At first it started off with a lot of laughing and joking around until I asked for a break because the laughing was just too much. Unfortunately, I later realised that because of all the humour I forgot to put in a plot hook I've been keeping for the initial scene. No matter, I can put it back in at the next scene, it's not like this is the first thing this happens.

The scene at the train station was interesting. The players were basically trying to get some Glamour. It is a resources that they spend to use their special changeling powers (Blessings and Contracts). One way of getting it is through instilling emotions into people and feeding off them.

The problems started when they entered the Hedge. After the first trap I decided to skip the others since I wanted to get to the Goblin Market scene before the session ended but that didn't work out so well. I thought that upon seeing more than half as many people who are way better armed than the player group is, they'd try and not engage them in direct combat. Especially since I did say at the beginning that World of Darkness combat is lethal.

Instead of running away into safety or at least using surgical strikes and misdirection they decided to go for direct combat against impossible odds. I ended up killing two player characters (including one I really liked) which I despise with my whole being so much that I couldn't get myself to write this summary until now. I had to take Sunday off roleplaying just to calm myself down.

I think I know what mistake I made. I gave people too much room to take the story where they want but that's just falling flat. Right now I think I'll speed things up and aim to finish this game in the next 3 sessions.

PS: I'll explain the Courts with the next session summary since it looks like that one will be way more political than this one got a chance to be.