Friday, August 27, 2010
Inspiration to Get Me Moving...
Thursday, August 26, 2010
Kerfuffle on Art...
Thursday, August 5, 2010
Servants of Plague
Tuesday, July 27, 2010
Spis Castle, Slovenia
Monday, July 26, 2010
Lunch Hour Encounters
Lunch Hour Encounters
I was thinking the other day that I usually spend my lunch hour surfing blogs. Fulfilling, sure, but not very productive. So I thought, “What if I spent the hour writing out encounters?” I figure if I spent a fairly uninterrupted hour writing, I could get a fair amount done. So, why not?
So here's my ground rules for this project. I will spend no more than 60 minutes on a given encounter (though I may spend less, my life being what it is). If I don't finish, I don't finish. I may, at some point, go back and tie up loose ends, but I don't know that yet. I may also spend a 60 minute period or two tying the encounters together.
I haven't decided if these are going to be megadungeon encounters or outdoor encounters – maybe a little of both, I don't know. Here's the thing: I can't spend a full hour on a single room, I know that – or a single hex (unless it's like a 24 mile hex – but that's like 16 six mile hexes and...um...256 four mile hexes? Really? I could spend an hour doing that...holy cow...)
So, I guess I'm defining “encounter” as “theoretically interconnected areas”, though that may change, too...
Also, I may spend some of the hour creating a map or whatever, in which case it might just be a couple rooms, or a hex or two (depends on how inspired or uninspired I get). Then again, I might just start writing or I may use a pre-created map or something – in which case it might get long (like, if I pull off a 13 or 20 room dungeon map, I could probably stock the whole thing in an hour...I think...
Friday, July 23, 2010
Generating Treasure (well...sort of)
Thursday, July 22, 2010
So...Why Not?
Money...What Is It Good For? (part I)
Okay, so in the classic forms of D&D, money equals XP. I'm not going to debate that or the mechanics of that. That's fine. The problem that I encountered back in the day was that players would accumulate more money than they could spend. My players were never all that interested in building fortresses or whatever. Now, we didn't have systems for "training" and "upkeep" and that sort of thing (never really crossed our 14 year old minds). It is possible to create "realistic" systems to deal with the amount of gold that PCs can end up amassing. And that's fine. But I'm not sure it's the kind of "resource management" I like to do (I'd rather deal with figuring out if the PCs have enough torches, oil, water, whatever while adventuring...I hate all that "in town haggling with the armorer" stuff...).
Wednesday, July 21, 2010
Zero Hit Points/Real Hit Points
2d6 | RESULTS |
2 or lower | instant death (decapitated or other grevious wound). |
3 | fatal wound (gutted, stabbed through lung, broken back, etc.) die in 1d6 turns. |
4 | severed limb (DM's choice or roll randomly) will die in 3d6 rounds unless tourniquet applied, wound cauterized with fire, or Cure Serious Wounds cast (CSW used for this will not restore lost hp). |
5,6 | broken bone (DM's choice), 2d4+9 weeks to heal. |
7,8 | knocked out for 2d6 rounds, unless wearing a helm. With helm, only stunned for 1 round. |
9 | stunned for 1 round, unless wearing helm. With helm, only knocked down. |
10 | knocked down. |
11 | no effect. |
12+ | a surge of adrenaline returns 1d4 hit points per every other level (1d4 at 1st and 2nd, 2d4 at 3rd and 4th, etc.) At the end of the combat, the adrenaline drains away, hit points are reduced to zero, and the PC faints for 2d6 rounds. |
Tuesday, July 20, 2010
xd6 Skill Resolution
- 1 (E) Easy: Roll 2d6*
- 2 (S) Standard: Roll 3d6
- 3 (D) Difficult: Roll 4d6
- 4 (V) Very Difficult: Roll 5d6
- 5 (A) Arduous: Roll 6d6
- 6 (N) Nigh-Impossible: Roll 7d6
- Easy: 2d12
- Standard: 3d12
- Difficult: 4d12
- Very Difficult: 5d12
- Arduous: 6d12
- Nigh-Impossible: 7d12
One Ability | Two Abilities (summed) | |
(E) Easy | Roll 2d6 | Roll 4d6 |
(S) Standard | Roll 3d6 | Roll 6d6 |
(D) Difficult | Roll 4d6 | Roll 8d6 |
(V) Very Difficult | Roll 5d6 | Roll 10d6 |
(A) Arduous | Roll 6d6 | Roll 12d6 |
(N) Nigh-Impossible | Roll 7d6 | Roll 14d6 |
- 1 (E) Easy: Roll 2d6*
- 2 (S) Standard: Roll 3d6
- 3 (D) Difficult: Roll 4d6
- 4 (V) Very Difficult: Roll 5d6
- 5 (A) Arduous: Roll 6d6
- 6 (N) Nigh-Impossible: Roll 7d6
- 7 (H) Hopeless: Roll 8d6
- 8 (R) Ridiculous: Roll 9d6
- 9 (T) Titanic: 10d6
Monday, July 19, 2010
On the Godwars...
Saturday, July 17, 2010
The Evolution of Kobolds
So here's something interesting... I was perusing one of the free 4e adventures the other day (Keep of Shadowfell). There are a few encounters with kobolds in the adventure and they are these "high powered" kobolds - dragonshields, wyrmpriests, whatever - they're level 1,2 & 3 and they have scripted out powers...and...um...stuff...
Thursday, July 15, 2010
Skill Bonus
When I was musing the other day about skills it did occur to me that there might be some reasons for bonuses in the initial 10% that everybody has to accomplish anything extraordinary.
On Undead
So where do all those undead baddies come from, anyway? Does somebody cast an animate dead spell and then make it permanent? I know that some undead...um...make more of their kind, and some aspire to lichdom (really?) but there's a lot of undead floating around Daen Ral.
Saturday, July 10, 2010
Toward a Humanocentric Campaign
More and more I want to have a humanocentric campaign. I'm not sure I can really explain why - I guess it's that I want the differences between PCs to be completely class based and not race based. But that's not all of it, I guess.
Thursday, July 8, 2010
I Found A Castle...
Floor plans of Dirleton Castle, East Lothian, Scotland.
Key: Ground floor: A Kitchen. B Well. C Postern. D Inner courtyard. E Guard rooms. F Entrance passage. G Cellars. H Ovens. I Former postern. J Prison, with pit below. K Courtyard. L Demolished ranges. M Bases of demolished 13th century towers.
First floor: N Lord's hall. O Lord's bedchamber. P Dining room. Q Chapel. R Priest's chamber.
Second floor: S Gun emplacement on roof. T Murder hole. U Kitchen. V Kitchen fireplaces. W Buffet. X Great hall. Y Lord's chamber, base of tower house.
Monday, July 5, 2010
The Dungeon Is Hell
While I was mowing the other day I had a realization: The Dungeon is Hell.
Now, not in the "war is hell" kind of sense,*** though many a player losing a PC in "Tomb of Horrors" will feel it in that sense, I think. But, as I was mowing some concentric circles (I mow oddly) I got to thinking about hell (I hate mowing) and Dante's conception of the afterlife and I realized that it was a 9 level dungeon...
It's, in fact, the classic dungeon. A very brief (almost handwaved by the DM...um...author) wilderness trek to the entrance of the dungeon. The characters enter and descend from layer to layer (levels anyone?) going past worse and worse sinners (stronger monsters) to the deepest level wherein dwells the BBEG (and, yeah, the ORIGINAL BBEG, right? Lucifer himself). And once they've beaten the "goal room"...there's more - a portal to another land (Purgatorio) and further adventures...
I mean, Divine Comedy could almost be the original adventure railroad, right? What choice does Dante have but to keep going thru Hell, Purgatory and finally Paradise... ascending levels...well, you get the picture.
I realize that Dante and Virgil didn't battle their way through Hell or anything. But from a design standpoint, it strikes me that this is really the way dungeons are designed - and maybe for good reason. Dante is part of our Western Cultural DNA. His concept of Hell has permeated our culture in a way that when I say that Walmart is the Third Circle of Hell, people who I know have never read Dante get it.*****
Now, this whole thing might be old hat to everybody else (heck, it's probably in Underworld and Wilderness Adventures in the 3LBB - or Holmes Basic or something) but it was a revelation to me. And it explains why having the dungeon structured this way (B4 "The Lost City" Zargon's Lair, as a prime example) "feels" right to me.
The Dungeon really is Hell....
*** One of my favorite exchanges from the series M*A*S*H goes something like this:
Someone: "War is hell."
Hawkeye: "War isn't hell. War is war and Hell is Hell. And of the two, war is a lot worse."
Fr. Mulcahy: "How do you figure, Hawkeye?"
Hawkeye: "Easy, Father. Tell me, who goes to Hell?"
Fr. Mulcahy: "Well, sinners, I suppose."
Hawkeye: "Exactly, Father. There are no innocent bystanders in Hell. War is chock full of them - little kids, cripples, old ladies. In fact, except for some of the brass, almost everybody involved is an innocent bystander."
*****The third circle is gluttony, after all - and doesn't Walmart represent, at least a little, our cultural obsession with more?
Saturday, July 3, 2010
Castle of the Mad Archmage Finished...
Friday, July 2, 2010
Some Skill Ideas
Wednesday, June 30, 2010
The Kyak
Tuesday, May 25, 2010
Do They Know What They Think They Know?
Do you just summarize what is general knowledge? Do you roll on some kind of "rumor" table? How about individual write ups for each character?
I think tailored information would be best - though very time consuming to put into practice. The elf in the party might "know" that there are tribes of wild elves in the mountains constantly at war with orcs and goblins and that there are Aarokroka (sp?) tribes in the mountains who eat elves. The party dwarf might "know" that there are no dwarven clans presently in the mountains since the great Plague after the Landings Wars and that any dwarven halls are still haunted by disease ridden dwarf zombies and all the treasure in the halls was certainly taken when the dwarves fled the plague halls. A human character from the Western Alliance might "know" that the mountains are haunted by elven undead, who rose up after the Landings Wars and that humans are eaten by the various humanoid tribes in the mountains. A human PC who grew up close to the mountains might "know" that the mountains are wracked by almost daily thunderstorms and that there are active volcanoes in the range that are gates to the plane of fire and that Giants fight against demigods in the uppermost regions.
Yeah, that's not that good - but it makes the point. How to handle the fact that PCs would "know" different things - and that not everything they think they know can be true. For example:
There are dwarf halls haunted by undead, but they are not devoid of treasure, nor is the plague still a threat in them. There are elves in the mountains, but they are the canibals of the region, having driven the humanoid clans far away. There are giants and a couple demig0ds in the mountain range as well, though they are much more likely to work together (against the elves) than to fight one another. And, yes, there are daily thunderstorms and multiple active volcanoes - though there are no (known) gates to the plane of fire...
So, if I know that characters are going into a heretofore unexplored area, how much knowledge should I assume they have? And how should I handle it? I suspect it's generally handwaved, maybe with a few rolls on some rumor tables. And maybe that's enough.
I suppose that it would be a simple matter to roll up a few random rumors, then simply write it out as a paragraph: "Granock has heard that the Mountains are the haunt of..." and hand it to the player. It would be interesting to see what they do and don't share with their fellow players.
Monday, May 24, 2010
Yeah, Big Surprise
I Am A: Lawful Good Human Cleric (6th Level)
Ability Scores:
Strength-11
Dexterity-12
Constitution-11
Intelligence-15
Wisdom-14
Charisma-12
Alignment:
Lawful Good A lawful good character acts as a good person is expected or required to act. He combines a commitment to oppose evil with the discipline to fight relentlessly. He tells the truth, keeps his word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. Lawful good is the best alignment you can be because it combines honor and compassion. However, lawful good can be a dangerous alignment because it restricts freedom and criminalizes self-interest.
Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Class:
Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's domains. These domains grants the cleric special powers, and give him access to spells that he might otherwise never learn. A cleric's Wisdom score should be high, since this determines the maximum spell level that he can cast.
Find out What Kind of Dungeons and Dragons Character Would You Be?, courtesy of Easydamus (e-mail)