Tuesday, August 14, 2012

Busy day!

Today, the package from home, with the second hand AD&D books I ordered, arrived.  The MM is in worse shape than advertised (cover is all bubbly and the bottom of the spine smooshed - the fact that about one in ten pictures have been colored bothers me a little, but at least whoever it was had good sense for the coloring schemes used), but the MMII and OA books are in very good condition. 

Also, as you've probably heard, the next D&D5 Play Test packet is available for download.  Downloaded it, haven't looked at it yet.

Ditto for Hackmaster Basic, which is now free in .pdf.  Downloaded, haven't looked at it yet.

I've got about 100 pages left of A Dance with Dragons, though, and it's due back at the library Thursday but I don't have time to take it back then.  Tomorrow, Wednesday, is a public holiday here in Korea (V-J Day) so if I can get it finished tonight or tomorrow morning, I can take it back and not have to worry about being overdue (although the penalty here is just not being able to check out more books for as long as you went over the due date).

And I kinda need to put something together for my next Flying Swordsmen game, too.

All that RPG reading will have to wait.

Sunday, August 12, 2012

Beast of the Week: Skoffin

Turning to Icelandic lore for this week's beast, we get a variant basilisk called the Skoffin.

Skoffin
Armor Class: 4 (16)
Hit Dice: 6+1**
Move: 60 (20) Fly 150 (50)
Attacks: 1 + gaze
Damage: 1d10/petrification
No. Appearing: 1d6 (1d6)
Save As: Fighter 6
Morale: 9
Treasure Type: F
Alignment: Neutral
XP: 950

Skoffins are winged basilisks.  Unlike their land-bound cousins, skoffins have dragon-like wings that allow them clumsy flight.  The skoffin lacks the ability to petrify with its bite, only with its gaze (following the same rules for the basilisk).  Skoffins have a weakness to their own gaze attacks.  Any skoffin that meets the gaze of another skoffin, or its own gaze in a mirror, suffers a -4 penalty to its save vs. petrification.  Unlike a standard basilisk, a skoffin can only be damaged by silver or magical weapons.  Some rare skoffins are able to breathe fire, as a red dragon, in a cone 60' long and 20' wide at the far end, three times per day.  The breath weapon does damage equal to the skoffin's current hit points, although victims may make a save vs. breath weapon for half damage.

Saturday, August 11, 2012

Invincible Flying Phoenix Star!

Last night I ran a game of Flying Swordsmen for Justin (DM of our fortnightly Vaults of Ur game), Josh, and Pat (both of the old Board Game Group). 

It was a chance for me to try out a different initiative system for the game.  The original one didn't work so well, and the way we did it last night was fine, but there's still something that calls to all of us about having varied weapon/spell speeds.  So there are still some bugs to work out for the planned revision.

I had them start their characters at 3rd level.  Dragon Fist, the game I cloned, started at 3rd level.  I realized why.  The 1st level characters just don't have enough oomph to feel like competent martial artists.  There also seems to be some relevance in JB's "stages of exploration" posts.  Warning, they're a long read.  Even by JB standards.  Flying Swordsmen is not a game of dungeon crawling.  Sure, there will be hazard sites to explore, but that's not the main focus of the game.  The XP system is designed differently than standard D&D (more combat XP, and lots of XP for non-combat challenges, but none for loot).

When I was putting together Flying Swordsmen, though, the question that came up several times was "Why start at 3rd level in a 10 level game?  That's cutting out two levels of play."  So I think the solution will be to go ahead and start everyone at 3rd level as in Dragon Fist (keeping 1st and 2nd level for flunky NPCs), but add on an 11th and 12th level above what was in Dragon Fist. 

Anyway, I've got two weeks to think of another initiative method to try out.  The guys had some good suggestions, so I'll see if I can work anything out of their ideas.

And if any of the guys want to write up play reports or draw some pictures, I'll happily post them here and award some bonus XP, as in our Ur games.

Sunday, August 5, 2012

The Dream Quest of Unknown Ripper

Last night's game was no where near as cosmically horrifying as a Lovecraft tale, but it was plenty bizarre, and really fun, too.  Last session, while fighting in defense of the Hive, Ripper was parted from his mortal coil, and last night we went to bring him back.  I'm getting ahead of myself, though.

First, for introductions.  Justin of course was running his Vaults of Ur game on G+.  Players included Jeremy playing Ripper's ghost; Dean playing Elder Karl, servant of the Great Bear; Alexei playing Maya Kulpar, Elf extraordinaire; Tedankhamen playing new PC Digger the Orc, Ripper's little brother, and of course myself playing Thidrek the Sleestak.

We started out the session taking Ripper's Ur-thly remains (did Justin mention something about hating puns last night?) to an island just off the coast from Fort Low, a sacred place to The Great Bear.  The priests charged us 3000gp, but since we could only scrape together 2200, we still owe them a debt, which we will likely discharge next session.  Anyway, they led us in a trance-session after giving us some weird herbal concoction to drink, and off we went through the Astral Plane to the Orcish Afterlife.

[map from the game, made by myself and Ted, here]
We arrived on a promontory above a void, with a tower there.  After a brief exploration, not finding anything there, we headed down a stairway to a castle below, where a battle was raging.  Orcish Heaven is sorta like Asgard, where the slain Orcs relish in endless combat.  But something wasn't right.  The enemy assaulting the gates was not orcish.

Entering the castle, we were brought before Ripper, and his commander Shredder (mask, claws, silly voice, etc.) allowed us to take the hero away, so that he could exact revenge upon the mortal sphere.  He told us we'd have to cross the island to get to the Ship of Souls.  That, of course, would not be easy.  We had three paths, and Shredder advised us to wait for nightfall to slip past the attackers after we'd chosen our path.  The three paths were along the Winding Stairs along the coast, through the deep Old Forest, or also through the forest, but a part of it that was overgrown ruins.

Thidrek pressed for the ruins, but was outvoted.  The Winding Stairs it was.  We were making our way along them, cliffs to one side, sea to the other, when we spotted several blue glowing shapes headed our way.  The soldiers attacking the orc castle had been sort of like terra cotta warriors.  Approaching were six of them on wings.  I suggested we lay low as they hadn't spotted us yet, but others wanted to run.  As soon as we started running, they spotted us and attacked.

The battle lasted a while, with Thidrek putting in a fairly good performance.  Except for one round, when I rolled a natural 1 making me miss that round and go last the next, I hit every time.  I did sustain two wounds, though, taking me precariously close to death.  Maya also took a severe wound, which we thought had killed her, until Justin graciously reminded Alexei that he uses max hit points at first level, which meant Maya would have just barely survived (death in the afterworld meant us returning from the dream-trance, and losing a point from one random ability score).  Digger and Elder Karl each also took hits, but we prevailed, with Maya and Thidrek using spear and crossbow to take down the last flying warrior as it tried to run (Maya lost the cool spear she picked up in the Hive, though).

At the end of the Stairs, we came to the Plain of Bones.  Pretty much what you'd think from the sound of it.  There was a large mesa in the middle, and at the far end the Burning City we'd seen in the distance from the tower above the orcish castle.  After debating which way to go, we decided to skim the forest edge.  We heard many wolf-cries, but didn't meet any wolves.  We also saw a giant bird with a 30' wingspan fly over and head for the mesa.  Coming close to the Burning City, we saw ranks of the strange enemy soldiers in front of it, and decided to try another way.  That's when Digger noticed the giant worm-maggot things out in the Plain of Bones.

We made for the Mesa, and the Worms finally noticed us, and came searching for our vibrations (like in Tremors).  I climbed the mesa, didn't find the giant bird's nest, but did see that above the Burning City was the banner of the Spiked Circle.  Curious.  Something is rotten in Orc-mark.  I also detected some ruins far off across the Bone Plains.  I'd expressed this crazy idea already (in true Ray Harryhausen Sindbad fashion), and finally got to pull it off.  We found the cave where the giant bird nested in the side of the mesa.  When it emerged, Thidrek lassoed it.  Everyone else grabbed on, and the bird flew us out over the Bone Plains.  Well, most of the way.

We were dropped about 50 feet from the start of the ruins, and the worm-maggots were coming quickly.  We ran, and made it.  The ruins were full of shades of the departed.  We found the docks, and the Ship of Souls.  The iron-clad boatman raised a hand to Ripper for payment.  He tried coppers.  No good.  Silver?  Also no good.  The boatman then reached out and took one of Ripper's eyes.  The stoic Orc took it like a man.  The ship set sail.

As we road through the mists, we noticed the Burning City come detached from the Orc Valhalla and start to follow us, but then the mists closed, and we awoke back at Great Bear Island, our mission a success.  Ripper now has one all red eye.  Not sure what strangeness that will cause, but we're looking forward to the next session.  And it's nice to have our main warrior back!

Of course, now we're broke and indebted to the Cult of the Great Bear...

Map of the Orcish Underworld

Here's the map of tonight's G+ game, in which we entered the lands of the Orcish dead. 



Full play report will come tomorrow.  It's after midnight and I'm kinda beat.

Saturday, August 4, 2012

Beast of the Week: Echidna

Continuing with the Greek Mythology influence, here's another nice little monster to trouble your PCs.  Echidna.  Not the mother of monsters immortal version, but the Argive Echidna, which is a better monster for mere heroic mortals to tackle.  She is a dracaena (female dragon) similar to Scylla.

Echidna
Armor Class: 0 (20)
Hit Dice: 9**
Move: 90 (30) Fly 240 (80)
Attacks: 2 + gaze
Damage: 1d6+1/1d6+1/charm
No. Appearing: 1d4 (1d4)
Save As: Fighter 9
Morale: 9
Treasure Type: G
Alignment: Chaotic
XP: 2300

Echidna is a fearsome creature, half dragon, half nymph.  The beautiful head and torso of a nymph rests atop the body of a dragon.  Echidna have no breath weapon or bit attack, but they have a gaze attack that can charm as a charm person spell.  An echidna can attempt to charm one target per Round, in addition to attacking with her dragon claws.  Once per day, an echidna may attempt a more powerful charm, acting as a charm monster spell.  The victim takes a -2 penalty on the saving throw against the greater charm.

Thursday, August 2, 2012

From Osten Ard to Narnia to Westeros, all in a day.

I'm just about finished reading Stone of Farewell, the second volume in Tad Williams' Memory, Sorrow and Thorn series.  I'm really enjoying the deliberately archaic "what if Middle Earth were more Arthurian?" vibe of the series.  I'm looking forward to the next "book in two volumes" conclusion to the series.

This morning, while reading it, my son asked me to close my book.  He then pointed to the bookshelf and asked me (in Korean IIRC, maybe Japanese, but I'm sure it wasn't English - am I proud of my trilingual 4-year-old?  Hell yeah!  But I digress...), "What's that tiger book?"  Looking up, he was pointing to my collected single volume Narnia series, which has a picture of Aslan (from the movies) on the spine.  "Read it," he said to me, in English this time.  So we read the first chapter of The Lion, the Witch and the Wardrobe.  Planning to read Chapter 2 tomorrow.

Finally, to Westeros.  I've downloaded the second season of Game of Thrones.  Planning to start watching it as soon as I finish this blog post.  Also, this afternoon I took some of my students to the local English Library, and found A Dance with Dragons on the shelves.  As I haven't read it yet, I checked it out.  Now I need to get Stone of Farewell finished soon, so I can read all 1000 pages of aDwD in two weeks!  Good thing I've still got a few days of vacation left!