Thursday, May 27, 2010

Small Work Maps

It doesn't happen often, but sometimes at work I just start to doodle, and sometimes I draw dungeon maps.


This first one is obviously on a post-it.  It's a natural cave that slopes down to a chamber with an underground river.  At the back of the chamber is a stone door, leading to a worked corridor.  Going left takes you even further down into a set of linked rooms.  Going right brings you to a semicircular chamber.


This dungeon is also dug into the side of a hill/mountain, but is completely worked.  Along the right there is a large chamber with multiple deep alcoves, and a raised area at the back.  Down at the bottom is a chamber dominated by a large statue.  Prior to that chamber is a small hidden room.  Further to the right, is a very very long corridor leading to a pair of rooms.  So long I didn't bother drawing the whole thing, but I'm thinking probably a mile or two long, and sloping very gently down.  Before that is a side branch with a pillared chamber with several smaller adjoining rooms.

Wednesday, May 26, 2010

My House Rules for Old School Games


"Chop When they Drop"

Fighters dedicate their entire lives to mastering their skill at arms. Because of this single-minded dedication, fighters (not including dwarves or elves) are able to dispatch multiple foes at a rate that astonishes other classes. Anytime a fighter kills an opponent, he immediately gains a free attack on any other enemy within reach. Should he slay the opponent as well, he gains another free attack on a nearby enemy. This series of events continues until the fighter either misses, fails to kill and opponent, or runs out of enemies within the reach of his weapon.

"Shields Shall Be Splintered"

Shields Shall Be Splintered: Anytime you are about to take damage and have a shield equipped, you may choose to attempt to sacrifice the shield in order to avoid incurring the wound. Make a saving throw vs. death and, if the save is successful, the shield is sundered by the blow and destroyed, but you take no damage. In the case of spells that allow a saving throw for half damage, you may invoke this rule if you fail your save against the spell. Doing so successfully reduces the damage by half. In the case of magical shields, invoking this rule successfully means that you take no damage from blows (or half from spells) but the shield loses one "plus" from its enchantment. Thus, a +1 shield would become a normal shield, a +2 shield becomes a +1 shield, etc.

"Dutch Courage"

Dutch Courage: Any character may heal themselves by spending twenty minutes binding their wounds, catching their breath, and consuming a pint of wine. Doing so heals the character of 1d6 points of damage. This method of first aid may only be used once per day.

"Unconsciousness & Death"

When a character reaches zero hit points, he or she is falls unconscious. When a character's hit point score reaches a negative number equal to their level or -10 (whichever is lower), the character dies. Thus, a 1st level character dies when he or she reaches -1 hit points, a 5th level character dies at -5 hit points, and a 20th level character dies at -10 hit points despite his level.

"Order of the d30"

Once per game session, a player may choose to roll a d30 instead of any normal dice roll. This cannot be used for any purpose during character creation or for hit point rolls.

"Zap" 

 Magic users may use the Zap spells as outline in this blog post.

Tuesday, May 25, 2010

Trouble in Winterhaven - 4e session report

Saturday's game session ended up being a hell of a return to D&D!  We played for about 9 hours, and got further through the adventure than I expected, or was entirely prepared for. But before we get to that, lets start at the beginning.

**WARNING - Keep on the Shadowfell spoilers below!!**

I'm running my cousins through Keep on the Shadowfell.  I did not tell them this, as I didn't want them to start out looking for a keep.  I have the first printing of the adventure, so it hasn't been corrected or added to like the one available on the WotC website.  In addition to the adventure I am using most of The Alexandrian's remix, and a bit of the H1-H3 Orcus conversion.

Since I only had 2 players, and 4e is really designed for 4-5 players, I asked if they wanted to run 2 characters each?  They did, since it would give them greater chance of survival and also expose them to more of the system.  I gave them printouts of the 6 pregens that came with the adventure.  Cory chose to play the dragonborn paladin Rhoger and the halfling rogue Ander.  Alex chose the tiefling warlord Barakes and the human wizard Ulric.

Once that was settled I read them the introduction, asked them to make perception checks, and then laid out the kobold brigands encounter.  The party spotted the kobolds, so there wasn't a surprise round.  The combat played out pretty well, as we all figured out what the characters and monsters do.  The best moment in the fight was when the slinger used the firepot on the warlord.  He opted not to put out the flames!!  He lost his cloak, but since he has resist fire 5, ongoing fire 2 didn't bother him any, and it was pretty impressive looking. 

After looting the bodies they then pressed onto Winterhaven.  We did a bit of roleplaying in the village as they investigated around and found out that Bairwin had taken in Sir Calibran's son after the disgraced knight died while fighting a 2-headed giant.  Perrien didn't take the news well that he's adopted, and the party decided to give the lad a little time before trying to drag him away.  Since they had some spare time they opted to go investigate the kobold situation.



Ninaran, the less than hospitable elf ranger decides that sending these annoying runeborn directly to the kobold lair is probably a good idea.    She draws them a map and sends them on their way.  Taking a southerly dirt path they quickly come upon a dwarven farmer who has been ambushed by kobolds.  This is the Farmer's Jeopardy interlude from the remix.  I didn't use the dwarf's son, and I changed the +2 resounding warhammer (which according to the PHB is a level 7 item!!) into a +1 thundering longsword that he was bringing to Lord Paldrig for the defense of Winterhaven.  For saving his life, and escorting him back to the village he gifted the blade to the party.  The warlord and the paladin argued about who should get it, and in the end the warlord, who had been far more consistent in his ability to actually land hits, was the one to wield it.


Again moving south toward the waterfall, they opted to try to be sneaky about it, and they managed to surprise the kobolds.  I tweaked this encounter a bit, and added the wyrmpriest from the kobold ambush encounter.  The party opted to split up, with the wizard and the rogue coming down from the upper part of the map, while the warlord and paladin came in from the south west corner.  The paladin used an action point to move into range of a clustered group of minions and use his breath attack upon them, killing the bunch with his poisonous breath.  The rogue and wizard focused their attacks upon the wyrmpriest in the magic circle.  He was brought down pretty quickly, and the skirmisher engaged the rogue.  This was a tough fight, and as the paladin and warlord moved north to meet up with their friends the dragonshield ordered the last minion to "Go warn Irontooth!!"  The minion took off, running down the river and was felled by the rogue just before he got through the waterfall. The skirmisher, also ran for the falls, and jumped through before the rogues dagger or the wizards magic could stop him.  The warlord and paladin then took down the dragonshield, just as the skirmisher and 3 minions came through the falls.  The wizard blasted them all with scorching burst.  The skirmisher yelled for more help and ran toward the rogue.  In all an additional 8 minions, 2 skirmishers, and a dragonshield all came through the falls.  The party took a short rest, and then decided they would at least check out the cave.


Irontooth was waiting for them!  With a shield of minions, flanked by his dragonshields, and accompanied by the wyrmpriest he advanced upon the runeborn.  The wizard was mobbed by minions, while the rogue found himself fumbling his daggers.  The warlord tied up one dragonshield, while the rouge went after the other, and the paladin charged Irontooth. It was a brutal fight.  At one point, in order to deal with being swarmed the wizard used burning hands on a group that was mostly minions, a bloodied dragonshield, and the wyrmpriest!  Later he scored a critical on Irontooth with an acid arrow, which also splashed the paladin!!  They finally took everyone down, rested up for a bit, and looted the cave.  The warlord took the armor, passing the magic sword from before to the paladin, and they discovered several notes, one from Kalarel, and a couple from the Bloodreavers of Thunderspire.  The party opted not to take the stairs down to the desecrated  tomb right away, but rather to head back to Winterhaven and rest up.

This was about as far as I'd prepared, and while I was familiar with what was to come, I hadn't really focused on it during my prep time.  However we still had time, and my players were jazzed to continue, so on we went.

The residents of Winterhaven had other ideas, and the party quickly ramped up once the runeborn arrived!  The rogue entertained the crowd while the other 3 did their best to get some info from Valthrun the sage and Lord Paldrig (yeah, I got his name wrong, but I got it wrong the same way the entire game, so now that's his name!)  With more evidence of cultist activity, but not nearly enough info, Valthrun suggests they check out the dragon burial site where Douven Staul was doing some research.

The next day they head back to the kobold lair first and investigate the stairs. They enter the desecrated chamber, spoke with the ghost, and got out.  Their curiosity about the rift/gate/hole is growing. 

On down to the burial site they get ambushed by Agrid the Gnome and his thugs.  The gnome slinger (I changed it from a halfling to a gnome because I thought it made more sense) knocked out the wizard while the paladin and warlord locked down Agrid.  With 2 powerful blows they dropped him to 4 hit points, and he surrendered.  Once they captured him and killed the drakes, the remaining rabble fled, and the slinger sneaked off.   Douven was freed, and they interrogated Agrid, who revealed more info about Kalarel.  They took the stone idol of Orcus that Agrid dug up, and brought the halfling and Douven back to Winterhaven.  In thanks Douven gave his rescuers the magical locket he wore.  They were shown immediately to Lord Paldrig's chambers where they explained what happened.  Before Paldrig could respond an alarm rang out, and a town guard reported that the dead were seen rising from their graves.

The party rushed to the graveyard to find it quiet.  They walked in trying to figure out if this was a joke, or if the dead had gone somewhere else, only to have the undead burst from the ground and attack.  The gravehounds were nasty, as was the undead mage (used the stats for a human mage), but the runeborn managed to defeat the restless dead.  Destroying the magic circle they discovered the note from Kalarel to an unknown party. 

This is where we wrapped up for the night. The group now knows about Sir Keegan's Keep, and intends on investigating it the next day. 




I really enjoyed running this.  I can now say with certainty that 4e is still Dungeons and Dragons, even if the engine that runs it is different.  Now, having said that, KotSF did have some issues, which I knew it would.

Skill challenges, as presented, suck.  I didn't use them, and for the most part made them role play out personal interactions within Winterhaven.

The warlord's Viper Strike at-will we're going to swap out for Furious Smash.

I kept a note about the different encounters on the back of my DM's screen with reminders about bits of info I needed to make sure my players had to keep things moving, and I kept in mind the Three Clue Rule.

There was a bit of railroading going on.  That happens with any published adventure, and while I wanted to give them the freedom to make their own choices about where to go and what to do, I also wanted them to hit the various encounters.  That worked for them, as they also wanted to see the adventure as well as the system.  Plus they're both big video game players, and this adventure can be a lot less of a railroad than some games! 

In addition to being pleased that 4e is still D&D, and the joy of rolling those funny shaped dice, I am thrilled that not only did I have a good time, but that my players did too.  In fact, if they didn't have to drive home I'm pretty sure we'd have kept playing though the rest of the adventure, and maybe even further!

After the game I e-mailed my cousins and asked for their feedback.  The Rogue/Paladin player Cory wrote:
"I definitely like the new combat mechanics, especially the importance of movement (I really like the new shifting/flanking) I felt like it added a new dimension to the combat that just wasn't there before. Maybe it's just my imagination though."

"As for making the game better, I think the biggest improvement to be made is actually in fleshing out our characters, when we used them on Saturday, they were just the 'standard', giving them actual personalities would add a lot." 

Alex, the player of the Warlord/Wizard wrote:
"I like it..."



This is my 100th post.  I'm not sure what it says about a game blog that takes 99 posts before it actually gets around to playing the game the blog is primarily about, but whatever it is, I think this is a very fitting post  for this milestone.   

Saturday, May 22, 2010

Balticon Labyrinth Lord Dungeon Crawl?

Every year on Memorial Day weekend here in Baltimore there is a convention called Balticon.  Anyone who knows the convention scene on the east coast is probably at least passingly familiar with it.  At this convention they have a game room, and I am seriously considering running a Labyrinth Lord dungeon crawl. 

Anyone planning on going to Balticon?  Or have any thoughts/suggestions for running a smooth con game?

Friday, May 21, 2010

The road to Winterhaven

My cousins want to play Dungeons and Dragons 4e tomorrow.  I thought about running them through the little delve at the back of the DMG, but I think instead I'm going to use a tweaked version of KotSF.  I'll be using a combination of The Alexandrian's and Myrhdraak's remixes.  This will be the first real experience with 4e for me, as I've never played or DMed it. I have however listened to a number of podcasts, and read a whole lot, so I feel pretty prepared.

I do wish I had a few more kobold minis though.  My selection of D&D specific minis is somewhat uneven.  There are a lot of things I can fill in with other minis, especially my Lord of the Rings stuff, but I've got a whole 3 kobold minis, and no dragonborn minis at all, and LotR isn't going to help me out with those at all. 

There are of course a variety of alternatives like paper counters (Fiery Dragon), or fold up minis (One Monk Minis), but I have to say that I really like having actual minis, and they're even better if I painted them and they're metal.  Especially for character minis.  The fact that I don't have a single dragonborn mini bugs me.  There aren't a whole lot of them out there either.  I did see a neat conversion of this chronopia mini into a dragonborn which I've been tempted to try my hand at.
 
But as I don't yet own this mini, it isn't exactly on the front burner.

I'll let you know how it goes!

Saturday, May 15, 2010

Glass Spire

The light glinted and refracted off the uneven surface of the spire.  Rainbows and light beams shone all over the glen.  It gave Nimble goosebumps.  "Why are we here again?" he wined.  


"Because the Magus ask me to investigate the spire." Feris answered without looking.  "It's really difficult to study, because the magics we'd use to study it are... unreliable here."

And what is this we've come to pass ? A pymamid of solid glass 

The Glass Spire is actually the ruin of an elven tower that was destroyed in a battle with the forces of Chaos 500 years ago.   

The Glass Spire
Magical Location

Magical effects which include the Glass Spire in their area of effect are refracted by the tower.  Due to the residual effects of the destruction of the tower, it is impossible to determine how the magic will be changed.

Roll on the following chart to determine effects of magical powers that include the tower in their area of effect.
1. Double area of effect
2. Duration doubled
3. Effect is repeated the following round
4. Effect is delayed 1d6 rounds 
5. Area of effect reduced 50%
6. Area of effect is now covered in blooming violets
7. Area of effect is now covered in blooming violets, and spell goes off as normal
8. Sparks fly from casters fingers, causing 1d4 points of electrical damage to anyone within 10' of the front of the caster
9. Everyone in the area of effect loses their hair
10. Everyone in the area of effect glows as per the light spell
11. Everyone in the area of effect falls asleep as per the sleep spell, without any hit dice limitations
12. Spire glows momentarily, no other effect
13. Everyone in the area of effect is healed 2d6 hit points.
14. Summons a thunderstorm which will arrive in 1d20 rounds, and will continue till the next morning.
15. Caster is sent forward 1d10 rounds into the future
16. Caster is sent forward 1d10 turns into the future
17. Everyone must make a saving throw vs. spells or be sent 3d6 rounds into the future (roll individually for everyone that fails their save)
18. All of the casters possessions are teleported into a pile 10 feet behind the caster
19. Everyone in the area of effect shrinks 1d4+1 x10% (20%-50%)
20. Anyone who has died within the area of effect is raised as a wight who will attack the nearest living being
21. Spire lashes out with magical energy.  Treat as a 7hd monster attacking everyone within the area of effect.  Anyone struck takes 2d4 points of magic damage and is paralyzed for an equal number of turns
22. Everyone in the area of effect is teleported 2d20 yards away from the spire
23. Everyone in the area of effect must make a saving throw vs poison or suffer a -2 to all rolls for 1d6 turns
24. Everyone ages 1d20 years
25. A cloud of moths swarms the area.  Everyone is considered to have 3/4 cover. 
26. The entire area of effect catches fire for 1 turn
27. Multicolored lights flash brightly, everyone in the area of effect is blinded for 2d6 rounds
28. Summons a Giant Killer Rabbit (treat as a Boar)
29. Area of effect is covered in slippery flammable slime
30.Area of effect is protected as both a Protection from Evil and a Protection from Good spell

Thursday, May 13, 2010

This is Dungeons and Dragons!

This image was the cover of the boxed set of Dungeons and Dragons that finally brought me into the hobby, and while I quickly moved onto the Rules Cyclopedia, this image will always be what Dungeons and Dragons should look like.

As an aside, even if that axe is seriously enchanted against red dragons, that guy is going to be paste in seconds!  I still love that in spite of that fact, he's still standing there, at the ready.