tag:blogger.com,1999:blog-29606473402771500232024-02-06T21:14:48.594-08:00Odrook's LoreSorely in need of more frequent updatesOdrookhttp://www.blogger.com/profile/16693018140658090516noreply@blogger.comBlogger61125tag:blogger.com,1999:blog-2960647340277150023.post-73409538197515170792019-02-16T14:40:00.000-08:002019-02-16T14:45:53.545-08:00I Believe Mandy MorbidI never thought he would turn out to be this awful.<br />
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It's always been pretty clear that Zak was an asshole, or at least willing to be the asshole in conflicts. My aversion to his aggressive and abrasive tone is probably the main thing that protected me from being pulled into his manipulations, because I am very much the sort of vulnerable person with marginalized identities that he worked to surround himself with.</div>
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Even so, there were times I spoke in his defense. There were times that I felt accusers were wildly misrepresenting events or conversations I had been party to, and I called that out. There were times that I felt accusers linked to supposed evidence that did not support their claims (or in at least one case actually demonstrated the opposite) and I called that out too. </div>
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Zak articulated for me the idea that in an online community, without any actual authority structure (essentially an anarchist community), we must all be accountable to each other, as equals, for our actions. I believe this is a sensible principle, and I have no problem holding Zak to the same standard he tried to enforce on others.</div>
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Mandy, Jennifer, Hannah, and now Vivka. I am well aware of how hard it is for victims of abuse to come forward, and I am glad that they have been able to support each other in order to do that. Their stories are horrifying, and I believe them. I have enough familiarity with the experiences of abuse survivors to feel that these reports deserve to be taken seriously. </div>
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But I am also familiar with DARVO, and I know that a bitter breakup can inspire unfounded accusations. I am inclined to default toward believing victims, but I think it's important to proceed with caution in these situations, and to hear out the accused abuser. </div>
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Thankfully, Zak's official response relieved me of any doubts. I feel entirely satisfied that he has behaved abusively and deserves to be deplatformed and shunned by the community. </div>
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His responses to Mandy and Jennifer's accusations seemed at least suspect. A lot of it could be categorized as "why would I do that," "how could you accuse me of that" "I did so much for you, I sacrificed so much for you" all of which are common tactics to deflect and manipulate rather than to directly deny the accusations. Having seen his argument tactics in the past, which tend to attack any weakness in a claim and state flat-out that an accusation is false or that a claimed action never happened, I find these responses suspicious as hell. </div>
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However, it's his response to Hannah that I feel truly condemns him with his own words. Others have pointed it out elsewhere, but asking if someone likes a particular sexual act is not the same as asking for consent to perform that act right here, right now, without further discussion. He absolutely does not deny that he did what she said, and in fact helpfully elaborates on the details. </div>
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Zak Smith confessed online to sexual assault. </div>
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This is what happened. In his own post he states that he asked if she liked a particular sexual act, she said yes and smiled, and... his next sentence just says that if he'd known it was wrong he would have apologized. </div>
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Porn star Zak Sabbath admitted that he doesn't understand consent. </div>
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Note that he is not saying he didn't understand at the time and feels bad about it afterward. Read his words yourself. He is not horrified that his actions crossed a line without realizing it. He is shocked anyone would think his actions were somehow wrong. He's too skillful a writer to misrepresent his own actions and opinions unintentionally. </div>
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That's more than enough. Any hesitation or doubt I might have felt about any of the rest of it was thoroughly cleared up. Granted, confessing to one crime does not automatically make him guilty of others, but the nature of his admission undermines any credibility he may have had. The nature of his transgression is all too recognizable, symptomatic of a pattern of behavior entirely consistent with abuse and manipulation. </div>
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He was always an obvious asshole. If he weren't such an insightful writer and interesting creator, I think it would have been easy to agree long ago that our community was better off without him. But now that we can see just how awful he is capable of being, I believe there is nothing he can contribute that would be worth continuing to tolerate him.</div>
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Mandy, Jennifer, Hannah, and Vivka, I thank you for your courage, and for helping the rest of us to finally see him for what he is. I sincerely hope you are all healing and doing well. </div>
Odrookhttp://www.blogger.com/profile/16693018140658090516noreply@blogger.com0tag:blogger.com,1999:blog-2960647340277150023.post-52400185728613955962015-06-27T16:09:00.002-07:002015-06-27T16:09:14.152-07:00Rage, Frenzy, and Fury: Going Berserk in PartholonA berserker rage is a state of violent madness that can be induced through drugs, brain damage, or deliberate practice.<br />
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<b>Rage</b><br />
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In a state of rage, you are filled with bloodlust and an urge for action and violence. It is difficult to concentrate or to keep patient.<br />
<ul>
<li>-2 Reaction for the team. Even if you keep your mouth shut your bristling, pacing, and glaring is overtly hostile.</li>
<li>+2 to mind-based saves, including charm-type spells and monstrous fear effects. However, if an effect instills an altered state of emotion and you fail the save, this new emotion overrides your rage. </li>
<li>Overheating: If wearing chainmail or plate & chain, you will become fatigued (-2 attack & saves). If wearing basic plate, must adjust the fit for comfort, which reduces AC -2. (But if wearing no armor or using just a shield, gain a +1 AC bonus.)</li>
<li>Difficulty concentrating on magic or delicate tasks; requires total concentration.</li>
<li>Increased risk of chance encounters; Target Number of encounter checks increases by 1 as you find it difficult to keep quiet and patient.</li>
<li>When combat begins, enter a state of Frenzy.</li>
</ul>
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<b>Frenzy</b><br />
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When a fight breaks out, the smoldering rage explodes into violence. Depending on the source of your Rage, a frenzy may be triggered in every combat or only under certain circumstances.<br />
<ul>
<li>+2 to Attacks.</li>
<li>Upgrade weapon damage by one die type.</li>
<li>Can't shoot but can throw.</li>
<li>Resistant to mental effects such as charm and fear. (Some complex interactions happen here, noted below.)</li>
<li>Any action besides attacking the nearest foe requires a mind-based save, and the +2 Rage bonus <i>does not apply</i>. This includes such actions as withdrawing, fleeing, defending, casting a spell, activating an artifact, or even moving past an opponent to attack a different one. </li>
</ul>
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Resistance to mental effects in a Frenzy must be adjudicated by the referee. Some guidelines:<br />
<ul>
<li>Ongoing effects continue, but new ones usually can't be introduced.</li>
<li>New effects might only be delayed until the end of the frenzy, however.</li>
<li>While in a state of frenzy, the Rage can't be overridden unless something dramatically changes the situation.</li>
</ul>
For example, a hag induces a few-based weakness in those who fail their save when they first see her. A berserker could be pushed out of Rage before entering into Frenzy. Once he enters a Frenzy, the arrival of more hags won't be able to end his Rage until it is spent. However, if the first hag doesn't appear until the berserker is already frenzying, her sudden appearance could be enough to end his Rage and his Frenzy at once, if he fails his save (which still benefits form the +2 Rage bonus).<br />
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<u>Sources of Rage</u> have different procedures and may alter specific interactions.<br />
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<b>Mushroom Tea</b><br />
A special concoction available for 25 silver pennies.<br />
<ul>
<li>Spend 1 turn preparing with a quaff of water and a source of heat (like a torch)</li>
<li>Make a Body save (poison). Additional doses in one day will add a -2 cumulative penalty. </li>
<li>Pass: enter a Rage for 1 hour (6 turns). Frenzy in every combat. </li>
<li>Fail: spend 1 turn vomiting, suffer 1 damage per HD, become fatigued (-2 AP & Saves). </li>
</ul>
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<b>Skull-cracked</b><br />
Head injuries sustained when dropped to 0 hit points.<br />
<ul>
<li>Always in a state of Rage. </li>
<li>If an altered state is induced, will revert to Rage at the end of that effect's duration</li>
<li>Frenzy only when fighting humans or human-like foes</li>
</ul>
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<b>Primal Fury</b><br />
A feature of the Berserker subclass of fighter<br />
<ul>
<li>Invoke as a free action, in or out of combat, to enter a Rage. Frenzy in every combat. </li>
<li>After combat, may choose to make a Body save vs fatigue to sustain the Rage, or may let it go and revert to normal state of mind. </li>
<li>After 1 hour without combat, must choose to save & sustain or let the Rage go, as above.</li>
<li>May renew invocation at cost of 1 hp per HD.</li>
<li>Additional abilities, such as Renewed Rage and Relentless Rage, allow additional invocation of the Fury without the hp cost. </li>
</ul>
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<br />Odrookhttp://www.blogger.com/profile/16693018140658090516noreply@blogger.com0tag:blogger.com,1999:blog-2960647340277150023.post-26334000459700332192015-06-15T21:16:00.000-07:002015-06-15T21:16:50.131-07:00Meditating upon the Blue Star<i>This is just a bit of fluff for Caelia, the cleric in our new delving team. </i><br />
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When Caelia meditates, she is trained to meditate upon the image of a Blue Star. This is considered symbolic of the natural order of the cosmos. The lines, points, and vertices of the shape correspond with the humors and energy centers of the body, with the different facets of the awakened mind, and with the spheres and planes of the cosmos. It's a bit like the Kabbalistic Tree of Life, y'see.<br />
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It is through this meditation that the cleric aligns her internal energies in accord with the greater forces of the cosmos, enabling her to channel the invisible radiance that is bane to daemon and undead alike. Caelia is trained to meditate as a daily practice. She envisions the Blue Star, she recites the litany that names the spheres and segments of which the Blue Star is composed. She visualizes the correspondences and contemplates how her body and mind connect with each other and with the greater cosmic forces.<br />
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All that changed last night. Or nine days ago. Both. For the first time, she did not need to project the memorized diagrams onto the Star in her mind's eye. For the first time she did not need to visualize the correspondences one by one. Instead she perceived them as vividly as she might see her own hand in front of her face. She was marveling at this epiphany, afloat in the timeless abyss of soft blue radiance, as beyond her physical form the days slid heedlessly by.<br />
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But both rewardingly and maddeningly, Caelia came to realize that she had ventured into the shallowest waters of a great ocean. She could now perceive that there are deeper levels of revelation encoded in the Blue Star. The way its aspects interconnect, the way correspondences layer upon one another, all of this became preciously perceptible and yet tantalizingly beyond her sight.<br />
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If she is to continue this process of revelation, she must continue her crusade against the forces of Chaos and the unnatural things that lurk beyond the borders of civilization. She must continue to win glory for the name of sainted Alcidine and the sacred order that preserves his mission.Odrookhttp://www.blogger.com/profile/16693018140658090516noreply@blogger.com0tag:blogger.com,1999:blog-2960647340277150023.post-78824453447731595892015-05-20T00:13:00.000-07:002015-06-24T23:35:21.885-07:00The Ranger - a Specialist class for Partholon<div class="separator" style="clear: both; text-align: center;">
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<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjYFH8pRRo_YcQa5NXdtI1rQEYR-8-a8xme6PeSs0FuKJiwJpbx7BNBOxr1p1xJ1uEC4P24kMp5dXLykzo1Dh1k8qeVVCBOxOpKqsY00jC6etn8OGSnhOB_YFG3Xw7GfKrSClhx8itmtw/s1600/archer.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjYFH8pRRo_YcQa5NXdtI1rQEYR-8-a8xme6PeSs0FuKJiwJpbx7BNBOxr1p1xJ1uEC4P24kMp5dXLykzo1Dh1k8qeVVCBOxOpKqsY00jC6etn8OGSnhOB_YFG3Xw7GfKrSClhx8itmtw/s1600/archer.jpg" width="232" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Art by Kelly McLarnon</td></tr>
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<i>In my concept, a ranger is a stealthy character and an indirect combatant, an opportunist and a problem-solver. I'm treating the class as taking the role normally filled by the thief in classic campaigns, because I like this flavor more. This is an updated version of the class, which continues to owe more to Aspar White of Eslen than the </i><i><i>Dunedain of Middle-earth</i>. </i><br />
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<b>The Ranger </b>is an expert hunter and tracker, accustomed to traveling on her own through the wilderness and living off the land. Her nomadic lifestyle makes her a figure of suspicion when she ventures into settlements, but the opinions of ignorant strangers are a small matter in her eyes. Prior to her treasure-hunting career, she patrolled the wilderness, hunting monsters before they could become a threat to innocent villagers, and occasionally collecting bounties from whatever baron happened to be nearby when she needed money. <br />
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Rangers generally see one another as affiliates in a loose network or brotherhood. Most are solitary, but some work in bands, and some carry on a family legacy. Two of the most famous names among rangers are the Watchkeepers and the Stargazers. <br />
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The ranger's combat style emphasizes speed and mobility. She exploits opportunities when they appear, and creates them when she needs them. She is not trained to fight in plate or mail. </div>
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<u>Stealth Skills</u> </div>
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<i>(The referee should roll for stealth skills, so the player cannot be sure of the result. The PC will believe she is successful until confronted with evidence to the contrary.)</i><br />
<b>Hide in Shadows</b>: Anybody can hide if they can actually get out of sight. The ranger can attempt to hide with no better concealment than the shifting shadows of torchlight.<br />
<b>Hide in Wilderness</b>: The ranger is even better at hiding in the wild. With 1d3 turns of preparation, she can attempt to conceal her entire party. If she is only trying to hide herself, roll 2 Skill dice instead of just 1. <br />
<b>Move Silently</b>: When hidden, any movement will normally give away the hiding character's position. The ranger can attempt to move without giving herself away.<br />
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<u>Professional Skills</u><br />
<b>Listen</b>: Use the Skill Roll instead of the normal 1 in 6 chance for listening.<br />
<b>Tracking</b>: Indoors & underground, make a Skill Roll with -1 TN for each turn of delay. In the wild, use the best of 2 Skill Rolls, with -1 TN for each day of delay, rain, or snow.<br />
<b>Wilderness Expert</b>: A party with a ranger gets +1 to Travel rolls, including disorientation, searching, hunting & foraging.<b> </b><br />
<b>Free-climb</b>: The ranger is skilled at climbing walls and rock faces without gear or assistance. She can climb 2d6x10 feet per turn, but never more than 100 ft or faster than her Explore speed. If the roll exceeds either limit, she is unable to make progress. If the roll exceeds both limits, she attempts progress but falls from the halfway point. <br />
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<u>Combat Skills</u><br />
<b>Ambush</b>: If the ranger is attacking from hiding or by surprise, add +4 AP and add an extra damage die. The target can be on guard or even involved in combat as long as the ranger herself is hidden. <br />
<b>Dual Wielding</b>: When wielding two weapons, the ranger adds +1 to AP and damage if Dex is 13+.<br />
<b>Expert Archer</b>: When using a bow, the ranger can choose one special attack:<br />
<ul>
<li><b>Move and Shoot</b>: The ranger can move her combat speed and shoot a bow without penalty</li>
<li><b>Sharp-shooting</b>: The ranger adds her Skill TN to her AP. If the d20 rolls a natural 10 or less, she may hold her shot. On a hit, her damage dice can explode (i.e., if the die rolls its highest value, roll another damage die and add it to the total).</li>
</ul>
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<b>The Ranger</b> <br />
<table cellspacing="10">
<tbody>
<tr><th>Level </th>
<th>XP </th> <th>HD </th> <th>AP </th> <th><br /></th> <th>Traits</th>
</tr>
<tr align="center"> <td>1 </td> <td>0 </td> <td>1 </td> <td>1 </td> <td><br /></td> <td>Skill: 2 in 6 </td> </tr>
<tr align="center"> <td>2</td> <td>1,500</td> <td>2</td> <td>1 </td> <td><br /></td> <td><br /></td> </tr>
<tr align="center"> <td>3 </td> <td>3,000 </td> <td>3 </td> <td>2</td> <td><br /></td> <td>Skill: 3 in 6 </td> </tr>
<tr align="center"> <td>4 </td> <td>6,000 </td> <td>+1 hp</td> <td>2</td> <td><br /></td> <td><br /></td> </tr>
<tr align="center"> <td>5 </td> <td>12,000 </td> <td>4 </td> <td>3</td> <td><br /></td> <td>Weapon damage: 1d8</td> </tr>
<tr align="center"> <td>6</td> <td>24,000 </td> <td>5 </td> <td>3</td> <td><br /></td> <td><br /></td> </tr>
<tr align="center"> <td>7</td> <td>50,000 </td> <td>6 </td> <td>4</td> <td><br /></td> <td>Skill: 4 in 6 </td> </tr>
<tr align="center"> <td>8</td> <td>100,000 </td> <td>+1 hp </td> <td>4</td> <td><br /></td> <td><br /></td> </tr>
<tr align="center"> <td>9</td> <td>200,000 </td> <td>7 </td> <td>5</td> <td><br /></td> <td><br /></td> </tr>
<tr align="center"> <td>10 </td> <td>300,000 </td> <td>8 </td> <td>5</td> <td><br /></td> <td>Weapon damage: 1d10</td> </tr>
<tr align="center"> <td>... </td> <td>+100,000 </td> <td>+1 hp </td> <td>... </td> <td><br /></td> <td>Skill: 5 in 6 </td> </tr>
</tbody></table>
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<b>Saves</b>: +2 Physical<br />
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<i>Edit: revised the rules for Quick-shooting. </i><br />
<br />Odrookhttp://www.blogger.com/profile/16693018140658090516noreply@blogger.com0tag:blogger.com,1999:blog-2960647340277150023.post-32683184483514984182015-05-19T23:52:00.000-07:002015-05-19T23:52:18.198-07:00The Veteran - a Fighter class for Partholon<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhJYChRxHLPHzn3RZiyeLFT5mDBkSaeC2PYMqh0d2WzsW17RzjJnviAymEmO-NZwSNvZqec8nJ4KBEg_ltTi7EHK3m9iDKjwkSz326C9Xsv_tqLkHGEPad4T5Y9ev7uCYl9LWC-NqXQ8w/s1600/King+Conan.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhJYChRxHLPHzn3RZiyeLFT5mDBkSaeC2PYMqh0d2WzsW17RzjJnviAymEmO-NZwSNvZqec8nJ4KBEg_ltTi7EHK3m9iDKjwkSz326C9Xsv_tqLkHGEPad4T5Y9ev7uCYl9LWC-NqXQ8w/s1600/King+Conan.jpg" width="179" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Art by Storn Cook</td></tr>
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<i>As my campaign has grown, I have expanded the classes to include some subclasses. My take on the Fighter has been drawn from the original first level title, "Veteran," and I have reworked the class to emphasize this flavor in order to keep it distinct. This post is the updated version. </i><br />
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<b>The Veteran </b>has already survived several battles before he begins his dungeon-delving career. He may have been a member of a
village militia or a city guard, or may have fought in some warlord's
campaign. He may come from a lineage of knights or similar warrior-lords charged with safeguarding the realm. Whatever his background, he has left the battlefield behind and turned to crypts and catacombs, hoping that his battle-skills will keep him alive long enough to collect lost treasures.</div>
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The veteran is in many ways the easiest class to play. He doesn't depend greatly on planning and forethought (though he will benefit from both!) and with proper equipment is about as ready as he'll ever be for whatever situations come up. He can adapt to most any situation as needed, but his standard tactic (kill monsters and stay alive) is a smart choice most of the time.</div>
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<u>Basic Traits</u></div>
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<b>Guard</b>: When a veteran chooses to fight defensively, he gets the normal
+2 bonus to AC, but can also grant an additional +2 AC bonus to a nearby
ally. Guard bonuses do not stack, so a given individual can benefit
from only a single veteran's protection.</div>
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<b>Overkill</b>: The veteran is trained to fight his enemies not as individuals but as a unit. When he deals damage in excess of that needed to slay a foe, he can deliver the excess damage to another foe in reach (so long as that target's AC is no greater than the fighter's attack). He can combine his movement and attack if needed to deliver the overkill. <br />
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<b>Martial Skill</b>: The veteran has learned how to get optimal performance out of all manner of weapons. A fighter can:<br />
<ul>
<li>wield a spear one-handed </li>
<li>throw a spear 30 ft at normal AP, 60 ft at -4 outdoors or with a high ceiling</li>
<li>charge with a spear or lance for +2 AP and x2 damage</li>
<li>set a spear or lance against a charge for first strike and x2 damage </li>
<li> move and shoot with a bow, but lose Overkill that round</li>
<li>shoot a bow with Overkill, spending an extra shot for each additional target, but give up movement for that round</li>
<li>add his Dex bonus to AP and damage when fighting with two weapons </li>
</ul>
<u>Expert Traits</u><br />
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<b>Hero</b>: +1 to Command and Leadership [<i>that's Number of Retainers and Retainer Morale</i>]<br />
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<b>Champion</b>: a further +1 to Command and Leadership <br />
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<b>Daunting</b>: Starting at 8th level, when the veteran moves to engage enemies of 4HD or less, he may force them to make a morale check.<br />
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<b>Warlord</b>: By ancient custom, only the most powerful warriors could be recognized as <i>boyars</i>, the warlords who governed and protected the clans. Imperial rule replaced the boyars with barons who grant their position to legal heirs, but with the decay of Imperial authority, the ancient customs are being revived. A veteran who declares himself a Warlord will attract a small army of followers above and beyond the command allotted by his Charisma. If he doesn't want trouble with the local barons or Duke Bellorum, he may seek to pledge fealty or claim a domain in the wilderness beyond Imperial control. If he doesn't mind defying the authorities, he may claim existing settlements as his own, or he and his men can live as brigands and outlaws within Imperial lands. </div>
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<b>The Fighter</b> <br />
<table cellspacing="10">
<tbody>
<tr><th>Level </th>
<th>XP </th> <th>HD </th> <th>AP </th> <th><br /></th> <th>Traits</th>
</tr>
<tr align="center"> <td>1 </td> <td>0 </td> <td>1+1 </td> <td>1 </td> <td><br /></td> <td>Guard, Overkill, Martial Skill </td> </tr>
<tr align="center"> <td>2</td> <td>2,000</td> <td>2</td> <td>2</td> <td><br /></td> <td><br /></td> </tr>
<tr align="center"> <td>3 </td> <td>4,000 </td> <td>3 </td> <td>3</td> <td><br /></td> <td><br /></td> </tr>
<tr align="center"> <td>4 </td> <td>8,000 </td> <td>4</td> <td>3</td> <td><br /></td> <td>1d8 damage, Hero</td> </tr>
<tr align="center"> <td>5 </td> <td>16,000 </td> <td>5</td> <td>4</td> <td><br /></td> <td><br /></td> </tr>
<tr align="center"> <td>6</td> <td>32,000 </td> <td>6</td> <td>5</td> <td><br /></td> <td>Champion</td> </tr>
<tr align="center"> <td>7</td> <td>64,000 </td> <td>7</td> <td>5</td> <td><br /></td> <td><br /></td> </tr>
<tr align="center"> <td>8</td> <td>120,000 </td> <td>8</td> <td>6</td> <td><br /></td> <td>1d10 damage, Daunting</td> </tr>
<tr align="center"> <td>9</td> <td>240,000 </td> <td>9</td> <td>7</td> <td><br /></td> <td>Warlord</td> </tr>
<tr align="center"> <td>10 </td> <td>360,000 </td> <td>10</td> <td>7</td> <td><br /></td> <td><br /></td> </tr>
<tr align="center"> <td>... </td> <td>+120,000 </td> <td>+2 hp </td> <td>... </td> <td><br /></td> <td><br /></td> </tr>
</tbody></table>
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<b>Saves</b>: +2 PhysicalOdrookhttp://www.blogger.com/profile/16693018140658090516noreply@blogger.com0tag:blogger.com,1999:blog-2960647340277150023.post-84354382195091305472014-03-15T23:10:00.001-07:002015-05-20T00:14:04.696-07:00Mages in Partholon<div style="text-align: right;">
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEji3bVQWVjkSBk2qvkeN2-1pGxfdhyphenhyphenaywZvwXr4iPaGe5wyUBr41s-M7DQybHgpM44dGFHsDE06I1GW12lY_To6uwK_M2DOOtpf76JSrOJhi35RLtP8lnxOhrTQZzYKe1o6xKOBtoTbPg/s1600/victoria-frances-witch-halloweenweb.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEji3bVQWVjkSBk2qvkeN2-1pGxfdhyphenhyphenaywZvwXr4iPaGe5wyUBr41s-M7DQybHgpM44dGFHsDE06I1GW12lY_To6uwK_M2DOOtpf76JSrOJhi35RLtP8lnxOhrTQZzYKe1o6xKOBtoTbPg/s1600/victoria-frances-witch-halloweenweb.jpg" width="225" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Art by Victoria Frances</td></tr>
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<i>Magic-users have always been my favorite fantasy archetype, which probably owes to seeing Willow at an early age. I like to present the class as more sinister and mysterious than is typical of D&D campaigns these days, and to that end I've tempered the resource-management with an edge of risk-management. </i><br />
<br />
<b>The Magic-user </b>did not study at some school of wizardry, and she is not to be found behind the counter of a cozy magic shop. She learned her secret lore through a years-long and often lonely apprenticeship, and her mentor may well be the only other mage she has met in her life. When her apprenticeship reached its end, she was sent forth to test her spellcraft in the real world and earn her initiation into the ranks of the Adepts. Delving into buried ruins in search of lost treasure and forgotten artifacts is very possibly the most dangerous way to begin a career, but anyone too timid to face great risk in search of great reward should never have trucked with magic in the first place!<br />
<br />
Although there are other techniques and traditions, the default form of spellcraft is Vornish Sorcery, which channels the power of dead-but-dreaming abominations from before the dawn of time to warp reality according to the sorcerer's will. Other traditions will be presented as sub-classes. </div>
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The mage is perhaps the most challenging class to play. With forethought and planning, she has potential to overcome almost any obstacle, but if not properly prepared can wind up being frustratingly helpless. This class will perform best with a distinct goal for each delve, and with long-term goals in mind throughout the campaign. To broaden her options, the player should expect to reinvest most of her treasure into arcane projects, and might be wise to hire retainers for bodyguards. Despite all of these challenges, a well-played magic-user can eventually become one of the most powerful and versatile characters in the campaign.</div>
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<br />
<u>Basic Traits</u><br />
<b>Neophyte</b>: From levels 1-3, the character is tasked with proving that her apprenticeship is complete. She is independent, succeeding or
failing by her own skill, but she is not yet ranked as a full member of her sorcerous tradition. Her mentor, an NPC of at least 6th level, oversees her progress and remains available for consultation and occasional aid.<br />
<br />
At the dawn of her career, the mage has a compendium containing the spells known as the "common grimoire" (Gloaming, Protection, Scrivening, and Sense Arcana) as well as one of the signature spells of the Vornish tradition (Charm, Decipher Script, Lock, and Sleep). A talented mage with Int of 9-12 will have learned two of these spells, while a gifted mage with Int of 13+ will have learned three. As she attains each new level, her mentor will teach her an additional spell until 4th level, at which point he shall give her a final spell as a sort of 'graduation present' and initiate her as an Adept. <br />
<br />
<b>Arcane Lore</b>: When the mage encounters an artifact or an arcane phenomenon (an "arcanum"), there is a chance she will recognize it, or recall similar arcana that might provide a clue as to what she has encountered. She will need to examine the arcanum in some way - this may be as simple as looking closely at an artifact, or may require some sort of interaction (which may prove hazardous). If she can pass a Saving Roll, she will gain an insight into the arcanum's nature. She might predict one of an artifact's powers, or guess a likely incantation for a magic mirror, or realize why the dungeon corridors keep changing, etc. <br />
<br />
Failing this, if the mage has an arcane toolkit with her, she may devote a turn to analyzing the occult resonance of the arcanum. By testing how different herbs and reagents react to the arcanum's presence, she may be able to divine its nature, gaining a second attempt at the roll.<br />
<br />
The mage may research in a library (her own or her mentor's) to seek more insights. This is an all-day project, but the roll may enjoy a bonus depending on the library's rating (larger libraries, or libraries stocked with rarer tomes, will tend to yield better results). <br />
<br />
<b>Scrivening</b>: During her apprenticeship, a mage relies on the Scrivening spell extensively in order to read arcane glyphs and runes, as well as to transcribe spells into her own compendium. Even when she has not formally memorized the complete formula, enough of the spell can be recalled that she can always cast Scrivening. However, without the complete formula, she cannot completely hide herself from the Things Outside that hunger for the life-force of mages. Casting Scrivening without memorizing it first always counts as <a href="http://odrook.blogspot.com/2013/06/arcane-lore-echoes-incantations.html">Echoing</a> the spell. <br />
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<u>Advanced traits</u><br />
<b>Adept</b>: The mage can undertake simple arcane projects such as brewing potions and researching spells known to her tradition. (She is not yet able to discover original, unknown spells.) Her mentor remains an ally, but expects his pupil to be truly independent of his expertise. Calling on him for help may require trades of services or treasure, if only as a show of respect.<br />
<br />
<b>Arcane Instruments</b>: The mage can imbue her magical essence into a staff and a dagger (called a "virge" and an "athame," respectively). Each arcane instrument is a magical weapon in its creator's hand, and she can sense its direction at any distance. While she carries either instrument, other magic-users can sense her arcane power, giving her a +1 reaction bonus. She can withdraw her essence from either instrument and imbue it into a new one, but the process takes 1d6 days. She can never have more than a single virge and a single athame at any time.<br />
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<br />
<b>Magister</b>: The mage can now take on advanced arcane projects, such as re-creating artifacts from the lore found in her library, or discovering original, previously-unknown spells. She can also take on an apprentice to assist her in these projects.<br />
<br />
The apprentice begins as a 0-level retainer, typically working as a lackey to earn his keep (and to pay the costs of the spells taught to him). Once he has been given the Scrivening spell, he can assist in arcane projects and will earn a half-share of experience from that work. Normally, this would be the apprentice's only source of XP, but if he accompanies the Magister on adventures, he will be likely to advance very quickly indeed! Once he has earned 1,000 xp as an apprentice, he can be initiated to Neophyte status, but it is best to ensure he has more spells than just Scrivening in his compendium!</div>
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<b>Presence</b>: The mage now exudes a subtle but palpable aura of power. She gains +1 to Command and Leadership <i>[number of retainers and retainer morale]</i>, while her enemies suffer -1 morale. She also enjoys a +1 on reaction rolls, as even her enemies are not eager to provoke her.<br />
<br />
<b>Cantrips</b>: So long as she carries her arcane instruments, the mage can create very minor magical effects using the <i>potential </i>of items on or about her person. For example, if she carries a tinderbox, she can light a fire with a snap of her fingers; if she has coins in a pouch, she can drop them from an empty hand. If she has a torch in her backpack, she could carry an open flame in her hand, but the torch would still be consumed as though burned. In general, these cantrips are more showy than useful, and their effects do not extend beyond her person. <br />
<br />
<b>Arch-mage</b>: An arch-mage is a sovereign power unto herself. She may build or seize a tower to serve as her seclusium and claim the surrounding lands as her domain. Only the strongest and most confident warlords will dare to dispute her claim; most will leave her to her own affairs, or even send gifts to curry her favor. <br />
<br />
Upon establishing her seclusium, she will attract the attention of several would-be students: 1-12 0-level supplicants and 1-6 journeymages (levels 1-3) seeking superior training. <br />
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<b>The Magic-user</b> <br />
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<tbody>
<tr><th>Level </th>
<th>XP </th> <th>HD </th> <th>AP </th> <th><br /></th> <th>Traits</th> <th>I</th> <th>II</th> <th>III</th> <th>IV</th> <th>V</th> </tr>
<tr align="center"> <td>1 </td> <td>0 </td> <td>1 </td> <td>1 </td> <td><br /></td> <td>Neophyte, Arcane Lore, Scrivening</td> <td>1</td> <td>-</td> <td>-</td> <td>-</td> <td>-</td> </tr>
<tr align="center"> <td>2</td> <td>2,500</td> <td>+1 hp</td> <td>1</td> <td><br /></td> <td><br /></td> <td>2</td> <td>-</td> <td>-</td> <td>-</td> <td>-</td></tr>
<tr align="center"> <td>3 </td> <td>5,000 </td> <td>2 </td> <td>1</td> <td><br /></td> <td><br /></td> <td>3</td> <td>1</td> <td>-</td> <td>-</td> <td>-</td></tr>
<tr align="center"> <td>4 </td> <td>10,000 </td> <td>+1 hp</td> <td>2</td> <td><br /></td> <td>Adept, Arcane Instruments</td> <td>4</td> <td>2</td> <td>-</td> <td>-</td> <td>-</td></tr>
<tr align="center"> <td>5 </td> <td>20,000 </td> <td>3</td> <td>2</td> <td><br /></td> <td><br /></td> <td>4</td> <td>2</td> <td>1</td> <td>-</td> <td>-</td></tr>
<tr align="center"> <td>6</td> <td>40,000 </td> <td>+1 hp</td> <td>3</td> <td><br /></td> <td>Magister</td> <td>4</td> <td>2</td> <td>2</td> <td>-</td> <td>-</td></tr>
<tr align="center"> <td>7</td> <td>80,000 </td> <td>4</td> <td>3</td> <td><br /></td> <td>Weapon damage: 1d8</td> <td>4</td> <td>3</td> <td>2</td> <td>1</td> <td>-</td></tr>
<tr align="center"> <td>8</td> <td>150,000 </td> <td>+1 hp</td> <td>3</td> <td><br /></td> <td>Presence, Cantrips</td> <td>4</td> <td>3</td> <td>3</td> <td>2</td> <td>-</td></tr>
<tr align="center"> <td>9</td> <td>300,000 </td> <td>5</td> <td>4</td> <td><br /></td> <td><br /></td> <td>4</td> <td>3</td> <td>3</td> <td>2</td> <td>1</td> </tr>
<tr align="center"> <td>10 </td> <td>450,000 </td> <td>+1 hp</td> <td>4</td> <td><br /></td> <td>Arch-mage</td> <td>4</td> <td>4</td> <td>3</td> <td>2</td> <td>2</td> </tr>
<tr align="center"> <td>... </td> <td>+150,000 </td> <td>+1 hp </td> <td>5</td> <td><br /></td> <td><br /></td> <td>...</td> <td>...</td> <td>...</td> <td>...</td> <td>...</td></tr>
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<b>Saves</b>: +2 vs Magic<br />
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<br />Odrookhttp://www.blogger.com/profile/16693018140658090516noreply@blogger.com0tag:blogger.com,1999:blog-2960647340277150023.post-15776900969374473352013-07-13T16:10:00.000-07:002013-07-13T16:10:01.694-07:00Status AilmentsThe most common perils of a dungeon-delving career are probably injuries and death. But sometimes special effects kick in that don't kill a delver outright, but do make life a little more difficult for a while. Here are some of them.<br />
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<b>Drain </b><br />
The living dead hunger for the life-force of those still living. Any undead monster greater than ghouls and ghasts are likely to drain the living essence out of their victims. The effect is called Drain, and is normally inflicted one or two levels at a time. If the total of Drain levels exceeds the level of the character suffering from them, he is cursed to a living death.<br />
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Each level of Drain causes -1 to attacks,
saves, and hit points recovered (both for spells and for any single
stretch of rest & recuperation), and it blocks the highest available
spell slot from being used (so with enough levels drained, you can lose
all spells and it may be virtually impossible to recover hit points).
Each week of complete rest reduces the Drain level by 1. If the PC goes a
month without eliminating a Drain level, all remaining levels convert
to permanent level loss. <br /><br />A <i>Remove Curse </i>spell converts all Drain
levels into temporary level loss (which, after you convert the attack
& save stats, is usually a big improvement). A week of rest recovers
one level, but going a month without recovering a level renders all
remaining temporary loss permanent. XP gained while level is temporarily
reduced should be recorded separately, added to the PC's total only
when all temporary levels are either eliminated or converted.<br />
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<b>Grave Rot</b><br />
This ancient curse manifests the hunger of the grave, forever striving to devour the living. The victim of grave rot gains no benefits from magical healing and has only a 10% chance of recovering any hp on any given day of rest. Wounds and even minor abrasions begin to fester, so that the character soon looks and smells ghastly. Each day the character bears wounds and fails to recover hp, he loses 1 Charisma. When hp is full, he recovers 1 Charisma per day of rest.<br />
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<b>Paralysis</b><br />
The victim is helpless for 1d4+2 turns after combat ends. Any <i>Cure </i>spell can end this effect in lieu of other effects.<br />
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<b>Stun</b><br />
A stunned combatant can't attack, reduces speed to 1/3 normal, suffers -4 on AC & Saves, and can't focus on magic at all. This status normally lasts only a single round. <br />
<br />
<b>Weakness</b><br />
Each level of Weakness causes -1 to attacks and damage. Weakness persists for 1d6 turns. If additional levels are added before the first levels are fully recovered, roll duration again and start the count anew. If a character suffers more levels of weakness than her level, she recovers from half when the duration lapses, and compare again the following turn. Odrookhttp://www.blogger.com/profile/16693018140658090516noreply@blogger.com0tag:blogger.com,1999:blog-2960647340277150023.post-38158386296941986612013-06-30T19:00:00.002-07:002015-04-29T21:47:09.452-07:00Arcane Lore: Echoes & Incantations<blockquote class="tr_bq">
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"Certain names have
the power to echo across the worlds when intoned, and there are always things listening for those names to be spoken... The only thing that
tethered the Children of Night to reality was their names, and each time
a name was called, that tether pulled a Child closer to wakefulness...
Taking the root of a name and changing it, or masking it behind foreign
mortal languages enabled a sufficiently cunning priest to draw upon a
fraction of a sleeping entity's might without rousing it... The Children
sleep fitfully yet, and their dreams are less pleasing to them than
once they were."<br />
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-Lucien Soulban & Sven Skoog, <i>Clanbook: Baali</i>
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<tr><td class="tr-caption" style="text-align: center;">Art by Vince Locke</td></tr>
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And so I accidentally deleted this post and must reconstruct it. Or maybe it was eaten by the things that slumber beyond the bounds of time and space? Whatever. Let's see if we can improve on the original.<br />
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Traditionally, magic in D&D is a matter of resource management: memorize a selection of spells before the adventure, cast each once per day, and when you get back to town where your spellbooks are safely stored, you can change your memorization. "Once per day." It feels a little like a fairy tale, doesn't it?<br />
<br />
But Partholon is a little less fairy tale and a little more weird tale, so I want magic to carry an edge of danger, a sense of temptation and consequence. I also happen to be fond of risk management as a game mechanic. Some brainstorming, some playtesting, and a little help from the Amazing Sam of <a href="http://difficult-terrain.com/">Difficult Terrain</a>, and we've got a fun twist on Vancian magic that continually offers players interesting choices. <br />
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<b>Incantations & Echoes</b><br />
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<span style="font-size: small;">When a spell's incantation and infra-rational formulae are memorized</span>, that spell can be cast at any time. The first casting each day is as safe as chanting the names of dead-but-dreaming abominations in order to steal a fragment of their powers can be. A daring or desperate mage can "echo" an incantation, casting the same spell a second time, but there is always a price. The more a sleeper's deathly slumber is disturbed, the more exhausting it is to channel its dreams into the waking world, and the more difficult it is to conceal this transfer of power from the things that stalk the shadow-realm. <br />
<br />
When a mage echoes a spell, he suffers 1d6 damage. If this damage would reduce him to 0 hp, he rolls on the Echo Table instead. Additionally, if the next chance encounter check is affirmative, there is a 1 in 4 chance that the encounter will be with a Thing From Beyond (see below). <br />
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<br />
<b>Echo Table</b><br />
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<tbody>
<tr><td align="center"><b>2d6 </b></td><td><b>Result </b></td></tr>
<tr><td align="center">12 </td> <td>You got lucky, punk Everything is fine... for now.</td></tr>
<tr><td align="center">9-11 </td> <td>Woops, something noticed! Roll again the next time you cast an Echo. </td></tr>
<tr><td align="center">6-8 </td> <td>You arrogant fool! Roll again the next time you cast any spell. </td></tr>
<tr><td align="center">3-5 </td> <td>Bad trip! Out of body experience or total comprehension of infinity.
Either way you're catatonic. Save vs Magic each morning to see if you
come out of it. </td></tr>
<tr><td align="center">2 </td> <td>Ye gods, no! Devoured by invisible demons, or yanked to a higher plane.
Either way you vanish. Roll for resurrection survival: if you pass, most
of you comes back. </td></tr>
</tbody></table>
<br />
You may notice that this is frankly just a modified Reaction Roll. I like to get more mileage out of existing resources rather than compounding the number of charts I have to keep track of.<br />
<br />
<b>Clerics and Others</b><br />
<br />
Clerics channel their power from the cosmic spheres and the higher planes, and Druids invoke the spirits of the natural world and the twilight realm of faerie, but the mechanics of echoing spells remain unchanged. Other spellcasting classes have not yet appeared in the campaign.<br />
<br />
<b>Things From Beyond</b><br />
<br />
This is the perfect time to throw in any wild, weird, and awesome monster that just doesn't have a place in the normal campaign milieu. Sleestaks, xenomorphs, terror dogs, splugorth, mind flayers and beholders: whatever you've always wanted to use without making it a part of the world. If you're using this echoed spell concept in a more d&d-traditional or even a gonzo campaign, there's still plenty of room for eldritch weirdness. Use the Psionic Encounters table from the 1e DMG, make a Realms of Crawling Chaos encounter table, use the stat-block for an invisible stalker and play it like the Predator - this is a chance to go outside whatever your campaign's normal boundaries may be without consequence. Even a silly encounter with flumph philosophers in the middle of a grim & gritty adventure can work out just fine as long as the creatures are clearly manifesting from outside the campaign world. <br />
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Odrookhttp://www.blogger.com/profile/16693018140658090516noreply@blogger.com0tag:blogger.com,1999:blog-2960647340277150023.post-12428517150625667302013-06-05T16:35:00.000-07:002013-06-05T16:35:00.063-07:00Legends of Partholon: the Bloodreaper, Ariokk<div style="text-align: right;">
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<tr><td class="tr-caption" style="text-align: center;">Art by Steve Argyle</td></tr>
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<b>Names & Titles:</b> Ariokk, the Bloodreaper, the Duke of Blades, Prince of the Seven Darks<br />
<br />
<b>Symbols & Depiction:</b> In Tyrhennea, he is depicted with the arms and armor typical of the Delian bronze-age - what the Imperial imagination considers primitive and semi-barbaric. His face is always kept hidden. Vagyars depict him as a savage cloaked in the skins and bones of his kills - beast and man alike. <br />
<br />
<b>Prestige:</b> One of the few Chaotic gods in the imperial pantheon, Ariokk revels in bloodshed and brutality. He serves Valkas as a frenzied warrior who balks at nothing, and is regarded as a patron of warfare. Tyrhenneans prefer to keep his worship at something of a distance, but many Vagyars embrace his patronage - especially berserkers. <br />
<br />
<b>Veneration:</b> Ariokk's windowless temples bear mosaics depicting the most horrifying scenes of slaughter, murder, and appalling violence of every stripe. Most soldiers disdain this mad god's patronage - at least while they remain at home or in a quiet garrison. In the fog of war, it is common to hear the battlefield prayer, "Blood and souls for Ariokk!" as kill after kill is dedicated in his name.<br />
<br />
Any place or object associated with him is held as savage and dangerous. There are rumors that his cult includes certain priests or zealots who sacrifice to him through random murders and worse.<br />
<br />
<b>Legends:</b> The poet Grucca frequently depicts Ariokk as a villain, occasionally as a treacherous and untrustworthy ally to the gods and heroes of his tales. Ariokk lends his blessings to anyone who shows strength, courage, or savagery, without regard to his supposed loyalty to Valkas. Grucca even claims that Ariokk is the god most hateful to the Lawgiver.<br />
<br />
It is also said that Ariokk was the chief patron of lost Agha-yin. Some variations of the legend tell that he was once a wise sorcerer-god, but that he gradually devolved into madness, perhaps as a result of the growing depravities among his worshippers. In these tales, it was Ariokk who destroyed Agha-yin, smiting its towers and driving its armies to slaughter the populace before sending the entire island-continent to drown beneath the Sedrian Sea.Odrookhttp://www.blogger.com/profile/16693018140658090516noreply@blogger.com0tag:blogger.com,1999:blog-2960647340277150023.post-61498779397474482852013-06-04T11:18:00.004-07:002015-05-13T23:00:43.682-07:00Fighters in Partholon<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhJYChRxHLPHzn3RZiyeLFT5mDBkSaeC2PYMqh0d2WzsW17RzjJnviAymEmO-NZwSNvZqec8nJ4KBEg_ltTi7EHK3m9iDKjwkSz326C9Xsv_tqLkHGEPad4T5Y9ev7uCYl9LWC-NqXQ8w/s1600/King+Conan.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhJYChRxHLPHzn3RZiyeLFT5mDBkSaeC2PYMqh0d2WzsW17RzjJnviAymEmO-NZwSNvZqec8nJ4KBEg_ltTi7EHK3m9iDKjwkSz326C9Xsv_tqLkHGEPad4T5Y9ev7uCYl9LWC-NqXQ8w/s1600/King+Conan.jpg" width="179" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Art by Storn Cook</td></tr>
</tbody></table>
<div style="text-align: right;">
</div>
<div align="justify">
<i>It seems that, by and large, the OSR as a whole has embraced the idea that the fighter needs a little something extra - the writeup as it appears in Holmes, B/X, or BECMI is lacking somewhat compared to other classes. There are some hints in Chainmail and the LBBs as to rectifying the imperfection, and some ideas have become so prevalent as to be almost standardized within the OSR. I've got my own ideas. </i><br />
<br />
<b>The Fighter </b> is already a veteran of several battles before he begins his dungeon-delving career. He may have been a member of a
village militia or a city guard, or may have fought in some warlord's
campaign. He may come from a lineage of knights or similar warrior-lords charged with safeguarding the realm. Whatever his background, he has left the battlefield behind and turned to crypts and catacombs, hoping that his battle-skills will keep him alive long enough to collect lost treasures.</div>
<div align="justify">
<br /></div>
<div align="justify">
The fighter is in many ways the easiest class to play. He doesn't depend greatly on planning and forethought (though he will benefit from both!) and with proper equipment is about as ready as he'll ever be for whatever situations come up. He can adapt to most any situation as needed, but his standard tactic (kill monsters and stay alive) is a smart choice most of the time.</div>
<div align="justify">
<br /></div>
<div align="justify">
<u>Basic Traits</u></div>
<div align="justify">
<br /></div>
<div align="justify">
<b>Guard</b>: When a fighter chooses to fight defensively, he gets the normal
+2 bonus to AC, but can also grant an additional +2 AC bonus to a nearby
ally. Guard bonuses do not stack, so a given individual can benefit
from only a single fighter's protection.</div>
<div align="justify">
<br /></div>
<div align="justify">
<b>Overkill</b>: The fighter is trained to fight his enemies not as individuals but as a unit. When he deals damage in excess of that needed to slay a foe, he can deliver the excess damage to another foe in reach (so long as that target's AC is no greater than the fighter's attack). He can combine his movement and attack if needed to deliver the overkill. <br />
<br />
<b>Martial Skill</b>: The fighter has learned how to get optimal performance out of all manner of weapons. A fighter can:<br />
<ul>
<li>can move and shoot with bow or crossbow</li>
<li>use a spear one-handed, or set against a charge for first strike and x2 damage</li>
<li>charge with a spear or lance for +2 AP and x2 damage</li>
<li>add his Dex bonus to AP and damage when fighting with two weapons </li>
</ul>
<u>Expert Traits</u><br />
<br />
<b>Hero</b>: +1 to Command and Leadership [<i>that's Number of Retainers and Retainer Morale</i>]<br />
<br />
<b>Champion</b>: a further +1 to Command and Leadership <br />
<br />
<b>Daunting</b>: Starting at 8th level, when the fighter moves to engage enemies of 4HD or less, he may force them to make a morale check.<br />
<br />
<b>Warlord</b>: By ancient custom, only the most powerful warriors could be recognized as <i>boyars</i>, the warlords who governed and protected the clans. Imperial rule replaced the boyars with barons who grant their position to legal heirs, but with the decay of Imperial authority, the ancient customs are being revived. A fighter who declares himself a Warlord will attract a small army of followers above and beyond the command allotted by his Charisma. If he doesn't want trouble with the local barons or Duke Bellorum, he may seek to pledge fealty or claim a domain in the wilderness beyond Imperial control. If he doesn't mind defying the authorities, he may claim existing settlements as his own, or he and his men can live as brigands and outlaws within Imperial lands. </div>
<div align="justify">
<br /></div>
<b>The Fighter</b> <br />
<table cellspacing="10">
<tbody>
<tr><th>Level </th>
<th>XP </th> <th>HD </th> <th>AP </th> <th><br /></th> <th>Traits</th>
</tr>
<tr align="center"> <td>1 </td> <td>0 </td> <td>1+1 </td> <td>1 </td> <td><br /></td> <td>Guard, Overkill, Martial Skill </td> </tr>
<tr align="center"> <td>2</td> <td>2,000</td> <td>2</td> <td>2</td> <td><br /></td> <td><br /></td> </tr>
<tr align="center"> <td>3 </td> <td>4,000 </td> <td>3 </td> <td>3</td> <td><br /></td> <td><br /></td> </tr>
<tr align="center"> <td>4 </td> <td>8,000 </td> <td>4</td> <td>3</td> <td><br /></td> <td>1d8 damage, Hero</td> </tr>
<tr align="center"> <td>5 </td> <td>16,000 </td> <td>5</td> <td>4</td> <td><br /></td> <td><br /></td> </tr>
<tr align="center"> <td>6</td> <td>32,000 </td> <td>6</td> <td>5</td> <td><br /></td> <td>Champion</td> </tr>
<tr align="center"> <td>7</td> <td>64,000 </td> <td>7</td> <td>5</td> <td><br /></td> <td><br /></td> </tr>
<tr align="center"> <td>8</td> <td>120,000 </td> <td>8</td> <td>6</td> <td><br /></td> <td>1d10 damage, Daunting</td> </tr>
<tr align="center"> <td>9</td> <td>240,000 </td> <td>9</td> <td>7</td> <td><br /></td> <td>Warlord</td> </tr>
<tr align="center"> <td>10 </td> <td>360,000 </td> <td>10</td> <td>7</td> <td><br /></td> <td><br /></td> </tr>
<tr align="center"> <td>... </td> <td>+120,000 </td> <td>+2 hp </td> <td>... </td> <td><br /></td> <td><br /></td> </tr>
</tbody></table>
<br />
<b>Saves</b>: +2 PhysicalOdrookhttp://www.blogger.com/profile/16693018140658090516noreply@blogger.com0tag:blogger.com,1999:blog-2960647340277150023.post-276704430576720402013-05-25T23:00:00.000-07:002015-05-13T22:51:48.125-07:00The Rangers of Partholon<div class="separator" style="clear: both; text-align: center;">
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<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjYFH8pRRo_YcQa5NXdtI1rQEYR-8-a8xme6PeSs0FuKJiwJpbx7BNBOxr1p1xJ1uEC4P24kMp5dXLykzo1Dh1k8qeVVCBOxOpKqsY00jC6etn8OGSnhOB_YFG3Xw7GfKrSClhx8itmtw/s1600/archer.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjYFH8pRRo_YcQa5NXdtI1rQEYR-8-a8xme6PeSs0FuKJiwJpbx7BNBOxr1p1xJ1uEC4P24kMp5dXLykzo1Dh1k8qeVVCBOxOpKqsY00jC6etn8OGSnhOB_YFG3Xw7GfKrSClhx8itmtw/s1600/archer.jpg" width="232" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Art by Kelly McLarnon</td></tr>
</tbody></table>
<div style="text-align: right;">
</div>
<i>In my concept, a ranger is a stealthy character and an indirect combatant, an opportunist and a problem-solver. I'm treating the class as taking the role normally filled by the thief in classic campaigns, because I like this flavor more. Earlier versions of this class were more heavily influenced by the Dunedain of Middle-earth, but this version owes much of its flavor to Aspar White of Eslen. </i><br />
<br />
<b>The Ranger </b>is an expert hunter and tracker, accustomed to traveling on her own through the wilderness and living off the land. Her nomadic lifestyle makes her a figure of suspicion when she ventures into settlements, but the opinions of ignorant strangers are a small matter in her eyes. Prior to her treasure-hunting career, she patrolled the wilderness, hunting monsters before they could become a threat to innocent villagers, and occasionally collecting bounties from whatever baron happened to be nearby when she needed money. <br />
<br />
Rangers generally see one another as affiliates in a loose network or brotherhood. Most are solitary, but some work in bands, and some carry on a family legacy. Two of the most famous names among rangers are the Watchkeepers and the Stargazers. <br />
<br />
The ranger's combat style emphasizes speed and mobility. She exploits opportunities when they appear, and creates them when she needs them. She is not trained to fight in plate or mail. </div>
<div align="justify">
<br />
<u>Stealth Skills</u> </div>
<div align="justify">
<i>(The referee should roll for stealth skills, so the player cannot be sure of the result. The PC will believe she is successful until confronted with evidence to the contrary.)</i><br />
<b>Hide in Shadows</b>: Anybody can hide if they can actually get out of sight. The ranger can attempt to hide with no better concealment than the shifting shadows of torchlight.<br />
<b>Hide in Wilderness</b>: The ranger is even better at hiding in the wild. With 1d3 turns of preparation, she can attempt to conceal her entire party. If she is only trying to hide herself, roll 2 Skill dice instead of just 1. <br />
<b>Move Silently</b>: When hidden, any movement will normally give away the hiding character's position. The ranger can attempt to move without giving herself away.<br />
<br />
<u>Professional Skills</u><br />
<b>Listen</b>: Use the Skill Roll instead of the normal 1 in 6 chance for listening.<br />
<b>Tracking</b>: Indoors & underground, make a Skill Roll with -1 TN for each turn of delay. In the wild, use the best of 2 Skill Rolls, with -1 TN for each day of delay, rain, or snow.<br />
<b>Wilderness Expert</b>: A party with a ranger gets +1 to Travel rolls, including disorientation, searching, hunting & foraging.<b> </b><br />
<b>Free-climb</b>: The ranger is skilled at climbing walls and rock faces without gear or assistance. She can climb 2d6x10 feet per turn, but never more than 100 ft or faster than allowed by Encumbrance. If the roll exceeds either limit, she is unable to make progress. If the roll exceeds both limits, she attempts progress but falls from the halfway point. <br />
<br />
<u>Combat Skills</u><br />
<b>Ambush</b>: +4 AP & x2 damage if striking from hiding or by surprise. If the ranger has successfully hidden, the target may be on guard or even engaged in combat. <br />
<b>Dual Wielding</b>: The ranger adds her Dex bonus to AP and damage when fighting with two weapons<br />
<b>Expert Archer</b>: When using a bow, the ranger can choose one of three special attacks:<br />
<ul>
<li>Move and Shoot: </li>
<li>Sharp-shooting: </li>
<li>Speed-shooting: </li>
</ul>
<br /></div>
<b>The Ranger</b> <br />
<table cellspacing="10">
<tbody>
<tr><th>Level </th>
<th>XP </th> <th>HD </th> <th>AP </th> <th>Save </th> <th>Traits</th>
</tr>
<tr align="center"> <td>1 </td> <td>0 </td> <td>1 </td> <td>1 </td> <td>15 </td> <td>Skill: 2 in 6 </td> </tr>
<tr align="center"> <td>2</td> <td>1,500</td> <td>2</td> <td>1 </td> <td>14</td> <td></td> </tr>
<tr align="center"> <td>3 </td> <td>3,000 </td> <td>3 </td> <td>2</td> <td>13</td> <td>Skill: 3 in 6 </td> </tr>
<tr align="center"> <td>4 </td> <td>6,000 </td> <td>+1 hp</td> <td>2</td> <td>12</td> <td></td> </tr>
<tr align="center"> <td>5 </td> <td>12,000 </td> <td>4 </td> <td>3</td> <td>11</td> <td>Weapon damage: 1d8</td> </tr>
<tr align="center"> <td>6</td> <td>24,000 </td> <td>5 </td> <td>3</td> <td>10</td> <td></td> </tr>
<tr align="center"> <td>7</td> <td>50,000 </td> <td>6 </td> <td>4</td> <td>9</td> <td>Skill: 4 in 6 </td> </tr>
<tr align="center"> <td>8</td> <td>100,000 </td> <td>+1 hp </td> <td>4</td> <td>8</td> <td></td> </tr>
<tr align="center"> <td>9</td> <td>200,000 </td> <td>7 </td> <td>5</td> <td>7</td> <td></td> </tr>
<tr align="center"> <td>10 </td> <td>300,000 </td> <td>8 </td> <td>5</td> <td>6</td> <td>Weapon damage: 1d10</td> </tr>
<tr align="center"> <td>... </td> <td>+100,000 </td> <td>+1 hp </td> <td>... </td> <td>5 </td> <td>Skill: 5 in 6 </td> </tr>
</tbody></table>
<br />
<b>Saves</b>: +2 Physical<br />
<br />Odrookhttp://www.blogger.com/profile/16693018140658090516noreply@blogger.com0tag:blogger.com,1999:blog-2960647340277150023.post-57725926181014186392013-05-22T22:11:00.000-07:002013-05-24T00:08:05.103-07:00Have Mule, Will Travel<blockquote class="tr_bq">
<a href="http://3.bp.blogspot.com/-afc5BXue08s/UZ2Dgy6lN5I/AAAAAAAAAI4/6R4RsHIhAlM/s1600/mule+render.JPG" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="200" src="http://3.bp.blogspot.com/-afc5BXue08s/UZ2Dgy6lN5I/AAAAAAAAAI4/6R4RsHIhAlM/s200/mule+render.JPG" width="130" /></a><i>A mule is a crossbreed of between a horse and a donkey. Mules are stubborn, and if bothered or excited they may either bite or kick... Mules cannot be trained to attack, but will fight in their own defense.</i><br />
-The Red Book of Moldvay</blockquote>
When your adventure takes you out to the middle of the wilderness, you don't want to be caught short of food, torches, oil, or any other supplies. Every journey back to town is time wasted - and that means chance encounters rolled, and opportunities for death and mayhem without the payoff of treasure. The best way to maximize your carrying capacity without slowing the expedition to a crawl is to load up the extra gear on a mule.<br />
<br />
Here's my super-clever Mule Record Sheet:<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://3.bp.blogspot.com/-6Xqgli3L9gw/UZ1uQss4nII/AAAAAAAAAIo/upTV-Nm_zgo/s1600/mule+sheet.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="276" src="http://3.bp.blogspot.com/-6Xqgli3L9gw/UZ1uQss4nII/AAAAAAAAAIo/upTV-Nm_zgo/s400/mule+sheet.JPG" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Obviously I have played Diablo II a few times</td></tr>
</tbody></table>
If a PC's backpack was laid out the same way, it would only have three or four rows. So, like, a mule can carry a whole lot. If the party is traveling on foot, their usual movement rate is the 60'/20' speed of a fully laden mule, so that's handy. However, if the party is riding horses, their movement could be significantly faster, and they might be wise to ensure their mule never slows them down below 120'/40' speed. <br />
<br />
By my encumbrance rules, every item takes up a whole slot - every torch, every day's worth of rations (for each person!), to say nothing of bringing feed for the horses. As great as the mule's carrying capacity may be, sometimes you need an expert to do the packing for you. For a proper adventure, you'll want to hire a teamster or a carter. A carter can pack bundles of objects (such as a week's rations or a six-pack of torches) to take up only two spaces on the Mule Sheet. The carter will also tend to the party's mule and horses during travel and while camping, but will need an assistant if tending more than six animals. <br />
<br />
The best carter in Sham is Randol, and he normally charges ten silver pennies a day, twenty if his assistant Maya is required. However, he has been known to offer discounts in the past provided that his employers cover all necessary expenses (food, camping gear, etc). The negotiation will depend on a Reaction roll - a good result will get the discount, a neutral result will require further negotiation, and a poor result will see him stand firm - or possibly insist on some additional 'hazard pay' for traveling into the heart of Kruthar territory!<br />
<br />
<br />Odrookhttp://www.blogger.com/profile/16693018140658090516noreply@blogger.com0tag:blogger.com,1999:blog-2960647340277150023.post-66530981399867380402013-05-20T21:05:00.000-07:002013-05-29T20:05:10.636-07:00Travel Rules<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-8vvE6xuRz-0/UZkcLtwT53I/AAAAAAAAAII/fwLmyLE6gFE/s1600/hexmap+sample.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="200" src="http://4.bp.blogspot.com/-8vvE6xuRz-0/UZkcLtwT53I/AAAAAAAAAII/fwLmyLE6gFE/s200/hexmap+sample.jpg" width="200" /></a></div>
Up to this point, most of the campaign play has focused on local adventures, within a few hours' travel from town. Occasionally the party has made longer journeys, but in most cases this has been fairly straightforward, following a trail or a map. Now that the party is getting set to venture into the wilderness, it's time to lay down the rules for an old-fashioned hexcrawl.<br />
<br />
<b>Overview</b><br />
<br />
Travel overland uses a hexmap, where each hex represents 6 miles of travel. This hex system is a little abstract compared to exploring dungeons and other adventure sites, but it's a useful way to streamline days of travel, and it simplifies mapping. From the center of a hex to the edge is just about the horizon line in clear terrain, but the entire game of Skyrim would fit into a single hex on this scale. The party can pass through on their way to a known destination, or explore for other adventure sites as much as they like.<br />
<br />
Where dungeon exploration is divided into turns of ten minutes, overland travel is played from day to day. Each day, the party begins with a number of travel points based on its exploration speed. Those points are spent to enter hexes until the party runs out of points, and the day's travel is concluded. Often, there will be points leftover, not quite enough to enter the next hex. In that case, these extra points can be invested into a desired hex, which will reduce the cost needed to enter that hex on the next day of travel.<br />
<br />
When the party enters a hex, roll a d6. On a 6, the party finds a major site as marked on the referee's map (e.g. ruins, lair, castle). On a 5, the party finds a landmark or settlement that helps to point the way (+1 on next search). The party may spend the hex's cost again to search further. If the refree's map shows nothing but terrain, a successful search will point the party toward an encounter, with the option to avoid it if desired. <br />
<br />
<b>Travel Points</b><br />
<table border="1"><tbody>
<tr> <th>Load</th><th>Move</th><th>Travel</th> </tr>
<tr> <td align="center">None </td> <td align="center">120'</td> <td align="center">12 points</td> </tr>
<tr> <td align="center">Light </td> <td align="center">90'</td> <td align="center">9 points</td> </tr>
<tr> <td align="center">Medium </td> <td align="center">60'</td> <td align="center">6 points</td> </tr>
<tr> <td align="center">Heavy </td> <td align="center">30'</td> <td align="center">3 points</td> </tr>
</tbody></table>
<br />
<b>Hex Costs</b><br />
<table border="1"><tbody>
<tr> <th>Cost</th><th align="left">Terrain Types</th> </tr>
<tr> <td align="center">2 points</td> <td>Imperial road</td> </tr>
<tr> <td align="center">3 points</td> <td>Clear, trail, lightly forested, grasslands, settled & civilized</td> </tr>
<tr> <td align="center">4 points</td> <td>Heavily forested, hilly, desert, broken land</td> </tr>
<tr> <td align="center">6 points</td> <td>Mountain, swamp, jungle</td> </tr>
</tbody></table>
<br />
<b>Special Terrain Notes</b><br />
Much of the Shimrod Forest is a "black forest," where trees grow so thick that sunlight can barely penetrate. In this terrain, horses cannot be ridden and the party must travel afoot leading their mounts.<br />
<br />
Usually a hex must be entered to be mapped, but the party can spend an extra point to find a good vantage point (such as a sturdy treetop) from which to map surrounding hexes. From Hilly terrain, the line of sight extends up to 3 hexes away, but is blocked by hilly or mountainous terrain. From mountainous terrain, the line of sight extends up to 7 hexes away on a clear day. These elevated hexes can also be mapped from lower elevation at similar ranges. Mountains can be dimly seen, though not mapped, at 10 hex distance - even up to 20 hexes for some peaks.<br />
<br />
<b>Encounters</b><br />
Each day of travel, the referee will check for encounters. Normally a single check is sufficient, but in more dangerous territory as many as 4 checks might be rolled. The default is a 2 in 6 chance, reduced to 1 in 6 in clear and inhabited hexes, or increased to 3 in 6 in swamps, jungles, and mountains. Encounters may happen in the starting hex, in any of the hexes traveled, or while camping at night. <br />
<br />
<b>Disorientation</b><br />
Each day of travel, the referee will check for disorientation unless the party is following a river, trail, road, or a reliable guide. The default is a 2 in 6 chance of disorientation, reduced to 1 in 6 for clear, open terrain like grasslands, or increased to 3 in 6 for swamp, jungle, and desert travel. In the event of disorientation, the party's travel will be rotated either sunwise or widdershins by one hex face. The party is assumed to reorient the following morning (barring such conditions as would conceal the sunrise, such as terrible weather or camping within a black forest), but runs the risk of becoming disoriented again as usual. <br />
<br />
<b>Hunting & Foraging</b><br />
It's recommended that the party should pack rations for their intended travel time, plus 50% in case of delays. The party extend their supplies at the cost of some travel time for hunting or foraging.<br />
<br />
<br />
<b>Foraging</b> requires the party to spend 1/3 of its travel points (4, 3, 2, or 1 on foot) and roll:<br />
<table border="1"><tbody>
<tr> <th>1d6</th><th align="left">Result</th> </tr>
<tr> <td align="center">1-3</td> <td>Consume rations as usual</td> </tr>
<tr> <td align="center">4-5</td> <td>No rations spent today</td> </tr>
<tr> <td align="center">6</td> <td>Add 1d6 rations to supply!</td> </tr>
</tbody></table>
<br />
<br />
<b>Hunting</b> requires a full day of activity, and requires one extra Encounter check<br />
<table border="1"><tbody>
<tr> <th>1d6</th><th align="left">Result</th> </tr>
<tr> <td align="center">1-3</td> <td>Spend no rations</td> </tr>
<tr> <td align="center">4-5</td> <td>Add 1d6 rations to supply</td> </tr>
<tr> <td align="center">6</td> <td>Add 2d6 rations to supply!</td> </tr>
</tbody></table>
<br />
<b>Forced March</b><br />
The party can push for greater time or speed to cover more distance, but the following day must be spent resting. No foraging is possible during a forced march, and no hunting or exploration is possible during a rest day. The party gains an additional 50% of travel points (6, 4, 3, 1)<br />
<br />
<b>Riding</b><br />
Faster travel rates are possible with good mounts.
<br />
<table border="1"><tbody>
<tr> <th>Move</th><th>Travel</th><th>Forage</th><th>Forced</th> </tr>
<tr> <td align="center">240'</td> <td align="center">24 pts</td> <td align="center">-8</td> <td align="center">+12</td> </tr>
<tr> <td align="center">210'</td> <td align="center">21 pts</td> <td align="center">-7</td> <td align="center">+10</td> </tr>
<tr> <td align="center">180'</td> <td align="center">18 pts</td> <td align="center">-6</td> <td align="center">+9</td> </tr>
<tr> <td align="center">150'</td> <td align="center">15 pts</td> <td align="center">-5</td> <td align="center">+7</td> </tr>
</tbody></table>
<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://1.bp.blogspot.com/-KMC-KcHonh8/UZrmlyiK0UI/AAAAAAAAAIY/ZqiLqlvkd2s/s1600/riders.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="315" src="http://1.bp.blogspot.com/-KMC-KcHonh8/UZrmlyiK0UI/AAAAAAAAAIY/ZqiLqlvkd2s/s400/riders.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Art by Larry Elmore</td></tr>
</tbody></table>
<br />
<i>To whatever degree the system above has merit, a debt is owed to Mentzer, Proctor, Cook, and the Judges Guild. To whatever degree it is flawed, the blame is largely my own. My sole intent was to recreate the results of these designers through a system that I find simple and fun. If it proves to be a useful plugin for your own campaign, I will be thrilled beyond words. </i><br />
<br />Odrookhttp://www.blogger.com/profile/16693018140658090516noreply@blogger.com2tag:blogger.com,1999:blog-2960647340277150023.post-33606157580699511052013-05-18T12:54:00.000-07:002015-05-20T23:06:38.885-07:00Lore of the Kruthar<i>Updated - the party has fought a skrag now.</i><br />
<i> </i>
<br />
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjv0tylH68NR80I9QEySXTlRPdryKRslfKyTR00mXgwgSoxYf8FoTV4IYcZztNeyK-l8gkKWHIvdrjL1hDXQDsxA_EYFeJ_qy-eoYtj0RGi7Ol48qlwRZe3Q16B3NV4lBoVv3o2nLZicA/s1600/talon+dunning.bmp" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="221" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjv0tylH68NR80I9QEySXTlRPdryKRslfKyTR00mXgwgSoxYf8FoTV4IYcZztNeyK-l8gkKWHIvdrjL1hDXQDsxA_EYFeJ_qy-eoYtj0RGi7Ol48qlwRZe3Q16B3NV4lBoVv3o2nLZicA/s320/talon+dunning.bmp" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Art by Talon Dunning</td></tr>
</tbody></table>
<div style="text-align: right;">
</div>
Partholon is famed throughout the empire for its haunted forests, mysterious faeries, and the murderous Druid cult, but the greatest peril throughout the frontier baronies would have to be the Kruthar barbarians. These savages dwell in the Bleak Hills to the north, where they worship and breed with the foul spawn of uncounted hells. They strike suddenly and mercilessly, stealing livestock and equipment and abducting villagers, the fates of whom may never be known for sure, but are the subject of grim speculation. Common theories range from slave labor to sacrifice to cannibalism and worse.<br />
<br />
Most Partholonians will tell you that Kruthar aren't actually men, but merely man-like animals. And it is true that when barbarian corpses are cleared from a battlefield, many seem to bear but a brutish approximation of human features, and others appear more animal than human, but for many the tattoos and war-paint and ritualized scars seem to disguise the face of mere humans.<br />
<br />
Recently, Morgana of the Iron Wolf clan became attached to the treasure-hunters operating out of Sham. She has learned a little of the common tongue, and has taught her lover Brianne a little of her own. Though communication remains difficult, the party is at last learning a little about the Kruthar. Some of this new lore is summarized here. <br />
<ul>
</ul>
The Kruthar refer to themselves as the Free People. The ancient Firians, ancestors of modern Partholonians, referred to themselves the same way. They believe they once ruled over the whole of Partholon, but that they were driven into the bleak northern hills and mountains by the Firian tribes. To survive in the rugged highlands, they made pacts with the creatures of Chaos they found lurking there, and bound these pacts with their bloodlines. To this day, status is closely linked with the purity of this eldritch blood, as seen manifest in mutations and deformities.<br />
<br />
Kruthar society is divided into clans, castes, warbands, tribes, and hordes. The interaction and overlap of these groups is more complicated than Morgana can fully explain, but their practical function seems to be to give warriors an excuse to fight for status and power while simultaneously giving them a way to join their strength against outsiders.<br />
<br />
Kruthar religion venerates the spirits of the wild and demons of the underworld. They hold destruction, killing, and cruelty as sacred. Many believe their role in the world is to purify it of weakness. Some believe their role is to burn the world down, and that the only purity to be had is the silent eternity of oblivion. Kruthar ethics are mostly variations on "Might makes right." What you are strong enough to take is yours for the taking. What you are strong enough to keep is yours to keep.<br />
<br />
Gender roles are assumed but not rigid. Men normally become hunters and warriors while women typically see to the clan's home and rear the children, but there is no social stigma for those who deviate from the norm. Breeding is a sacred responsibility, as the harsh lifestyle and unreliable fertility of the Kruthar means extermination is a perpetual threat. Contributing many children to the clan is a good way to gain status, and many Kruthar of both genders take on multiple partners. It is uncommon, but not rare, for Kruthar to take lovers of their own sex. As long as such affairs don't distract from the clan's need for new blood, there is no stigma involved. <br />
<ul>
</ul>
They respect strength as the primary virtue, but their definition of strength is quite broad. Charisma, cunning, and supernatural powers are included alongside battle-prowess and mere brawn. In essence, whatever lets you get your way is considered a virtue.<br />
<ul>
</ul>
The caste of a Kruthar is determined not by his parentage, but by the mark of Chaos - the degree of visible mutation and deformity. Greater mutation corresponds to greater status. The castes usually segregate their warbands, but intermingle freely within their clans.A warrior of any caste may be gifted with the sacred madness of the berserker rage. Any Kruthar can advance beyond the status accorded by his caste by proving his strength. Tattoos, piercings, and ritual scars serve to mark improved status. <br />
<ul>
<li>The majority of Kruthar are born to the caste known as <i>donadar</i>, bearing little or no sign of Chaotic deformity. Although they have the lowest status, they are the most fertile, making donadars prized as mates by all castes. </li>
<li>About one in four Kruthar will be a <i>shalgar</i>. Shalgars are bigger, stronger, and tougher than donadars, and are visibly marked by Chaos.</li>
<li>Less than one in twenty Kruthar will be a <i>morlak</i>. Morlaks are huge, hulking brutes, sometimes twice the size of a man, but frequently stooped or hunchbacked. They are heavily mutated, barely human at all, and some even grow one or two extra arms. Morlaks frequently have little more than animal wit, but the few who are gifted with both strength and cunning become great warlords.<br /> </li>
<li>The very rare <i>skrag </i>is among the most powerful of Kruthar. Skrags are even larger and more powerful than morlaks, more heavily mutated and frequently gifted with a burning madness. They are almost entirely inhuman, often growing scales, fur, and thorn-like spurs in patches. Extra arms are common, and some even grow an extra head. </li>
<li>Clans are frequently led by a <i>grugak</i>, a magician with the power to bestow curses and change shapes. A strong clan will have a chief grugak and his lesser apprentices. </li>
</ul>
With Morgana's information and the party's experience fighting Kruthars, some game data can be made available.<br />
<br />
<b>Kruthar Warrior</b><br />
AC 14 <br />
HD 1<br />
AP 1<br />
Morale 8 <br />
Alignment: Chaotic<br />
<u>Sacred Madness</u>: When Kruthar fail a morale check or are subject to any fear effect, there is a 1 in 10 chance that they will be overcome by a berserker rage. A berserk warrior of the common caste will have the following statistics:<br />
<br />
<b>Kruthar Berserker</b><br />
AC 11<br />
HD 1<br />
AP 4<br />
Morale 12<br />
Alignment: Chaotic <br />
<u>Hard to Kill</u>: A berserker with 0 hp can continue to fight until wounded again. <br />
<br />
1 in 4 warbands encountered will be of the elite <i>shalgar </i>caste. <br />
<br />
<b>Kruthar Elite</b><br />
AC 14<br />
HD 2<br />
AP 2<br />
Morale 9<br />
<u>Demon Eyes</u>: These Kruthar can see in total darkness, but reduce AP by 1 in sunlight.<br />
<u>Savagery</u>: These Kruthar can fight with tooth and nail even if they are disarmed. <br />
<u>Sacred Madness</u>: as above.<br />
<br />
<b>Skrag</b><br />
AC ??<br />
HD 6+3<br />
AP 7<br />
Morale <11<br />
<br />
The party has not encountered morlaks, so no reliable data can be extrapolated from Morgana's lore. They have battled a grugak in Stonehell, and are aware that changing form seemed to heal his wounds, but have no more concrete data beyond that. <br />
<br />Odrookhttp://www.blogger.com/profile/16693018140658090516noreply@blogger.com0tag:blogger.com,1999:blog-2960647340277150023.post-32982272961790655472013-05-14T03:35:00.000-07:002013-05-14T03:35:48.537-07:00The Wages of Death<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-iLzAufq7wKQ/UZITG2XieII/AAAAAAAAAHo/ntjggh4ciVs/s1600/death-motivational-poster_.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="200" src="http://3.bp.blogspot.com/-iLzAufq7wKQ/UZITG2XieII/AAAAAAAAAHo/ntjggh4ciVs/s200/death-motivational-poster_.jpg" width="163" /></a></div>
The players in the Partholon campaign have been fortunate enough that in the years we've been playing, only a single PC has died (and technically he's been petrified, and may well survive in a state of suspended animation). Partly this is due to my <a href="http://odrook.blogspot.com/2013/04/incapacitation.html">incapacitation</a> rules which create unpleasant consequences for letting your character run out of hit points without necessarily losing the character, but partly this is due to the players' mix of skillful play and dumb luck. However, in our most recent session Bill the Green was incapacitated and may yet die (we suspended play before we could confirm his status), so this seems like a good time to review what happens when a PC actually does bite the dust.<br />
<br />
For one thing, this being Dungeons & Dragons, there is no certainty that death is permanent. There is a sacred grove just one or two days' travel from Sham where, with proper sacrifices, the spirits may be petitioned to raise the dead. The sacrifices would be costly, and results are not guaranteed, but there is some chance at least.<br />
<br />
Second, if a party member is given proper burial (or an appropriate pyre, or whatever funeral rites seem appropriate), the party will actually gain xp for any treasures they bury with him (including artifacts!). Tyrhennean culture has a minor but noteworthy tradition of sacrifices to departed allies & ancestors that can provide PCs with some options to translate spare wealth into xp later in the campaign as well.<br />
<br />
Naturally, the player will want to get back into the game as soon as possible, and there are two readily available options.<br />
<br />
<b>Take over an existing NPC:</b> The party frequently employs mercenaries and retainers who accumulate treasure and experience. One of these characters could be upgraded to PC status quite naturally (for example if Ash died, it would be appropriate for either Spurlock or Molin to step up to fill his role in the party). The advantage here is, of course, that the character already has equipment, money, and experience, so the player isn't forced to start over from scratch. Unfortunately, since these characters have most of their necessities already paid for, they are prone to frittering their wealth away off-camera. When an NPC is upgraded to a PC, we discover that they only have (5d20)% of the listed treasure hoard (averaging around 50%).<br />
<br />
<b>Generating a new PC:</b> A new PC can be generated and added to the game, and can even be introduced as the heir to the fallen character's fortune. This is a good way to start off with a preferred class or just get a fresh start on the game, and to retain 90% of accumulated treasure (that remaining 10% is lost for any number of reasons - funeral costs, traditional sacrifices, inheritance tax, legal fees, etc). The downside is, of course, the fact that the new PC starts from first level and may have a hard time facing the sorts of dangers the rest of the party is used to. On the other hand, if the party takes care to protect their new ally, the kind of expeditions they can handle should ensure he gains levels rapidly.<br />
<br />
This new heir might be a relative of the fallen character, or perhaps a (previously unseen) protege, or similar. For example, if Bill dies, he could be replaced with an apprentice who is retconned into the game, or perhaps Bill's mentor, Incanus, could send another student of his to ensure that Bill's arcane lore doesn't fall into the wrong hands. Such a character would of course benefit from the magical research Bill has previously undertaken. Odrookhttp://www.blogger.com/profile/16693018140658090516noreply@blogger.com0tag:blogger.com,1999:blog-2960647340277150023.post-56912793736131154582013-05-12T01:33:00.001-07:002013-05-12T01:33:31.403-07:00Return to Partholon: Prologue to Season 3<br />
In the last weeks of autumn, our party returns to Sham from their foray to distant Stonehell, with new guests: Brianne and Morgana. Morgana's tattoos, characteristic of the Kruthar savages, spark some concern among the villagers, but Nylian is quick to assure everyone that the girl is a captive rescued from Kruthar captivity, and that the winter will be spent teaching her how to live among civilized folks. Nylian has a reputation for honesty - brutal honesty, in fact - so no one seems to realize that she is lying through her teeth.<br />
<br />
Thus, the young women are able to settle into their winter routine as guests at Ash's townhouse without any hassle. Gradually each learns a bit of the other's language and culture, and lay the foundations of a strong bond between them. Morgana is pleased to have been claimed by a strong warrior, and the party is obviously a powerful war-band, so she hopes to assist Brianne in building strength, status, and renown. Although love between two women is as uncommon among the Kruthar as it is in Partholon, neither culture attaches any serious stigma to it, and they are free to discover whether theirs will be a brief affair or a lasting romance. <br />
<br />
Clementine and Bill the Green spend most of the winter in seclusion, working on the means to interweave their magicks and awaken the potential in the alicorn they had recovered from the goblins' lair. Their approachs are very different - Bill spends hours and days pouring through his collection of obscure and arcane tomes, while Clementine spends equal time in meditation seeking inspiration - there is enough common ground between their crafts that they are able to produce results. The spirit of the unicorn has been invited to rest, to lend a measure of its grace into a sacred spear which will be an instrument of healing as well as a weapon against the hordes of Chaos. <br />
<br />
Vennet is similarly hard at work through the winter, calling on her spirit guides and giving them generous sacrifices in order to expand her spell-trove. She spends a great deal of money through the winter buying the finest animals and butchering them - and while the spirits feast on the steam of spilled blood and the smoke of burnt fat, the villagers share in a feast of hot roast meat, and Vennet builds strange totems from the bones. These feasts help to assuage the effect of the famine, and serve as an occasion to retell the old stories and sing the old songs handed down from their Firian ancestors, from before the coming of the Empire. Though the cult of the druids is banned by Imperial law, here in Sham it has taken root once more.<br />
<br />
Nylian's father is recovering from his illness, and she devotes herself to helping him regain his former strength. He is pleased with how well she has managed the forge in his absence, and she is freed from the responsibility of overseeing the various specialist smiths who work under her father. Though the Kruthar savages continue to raid through the winter, she is now free to face them toe-to-toe and make them remember why they fear "the hammer girl." She and the Freestone brothers come to be seen by the militia as an elite squad that dives into the thickest fighting and leaps into berserker mobs and always returns with a trio of savage grins. <br />
<br />
Ash and his men are likewise a welcome aid to the militia. Long experience has made them a solid fighting unit, but their greater contribution is the ability to inspire and organize the village warriors. With Ash, Spurlock, and Molin each taking charge of a squad of fighters, the barbarian raiders frequently find themselves outflanked, outfoxed, and out of luck. The Kruthar have always preferred to hit hard and carry off supplies, beasts, and victims as quickly as possible, before defenders can organize enough to return substantial losses. More and more, the savages are forced to strike quickly and withdraw immediately to avoid getting mired in a grueling battle. Before the Storm Moon is through, the raids grow less and less frequent, less and less determined, and the villagers of Sham can enjoy a measure of peace at last. Odrookhttp://www.blogger.com/profile/16693018140658090516noreply@blogger.com0tag:blogger.com,1999:blog-2960647340277150023.post-7609298338269897702013-05-08T22:23:00.000-07:002013-05-11T15:54:14.535-07:00A Bad Year for Sham<div class="separator" style="clear: both; text-align: center;">
</div>
It's been a bad year for Sham.Early in the year, villagers were
disappearing, abducted by goblyns and sacrificed to the chaos-god
Zhothaqquah. Unnatural storms brought about a terrible flood in Spring, and a plague swept the
region in Summer. The flooding from Spring, coupled with early frost and early snows in Autumn, have
done serious damage to the crops. Worries about a possible famine were realized when a fire in the village destroyed much of the stored harvest, not to mention the buildings and lives consumed by the flames. Woodcutters are braving the winter snows, the worst in years, to help the village rebuild. The nearly constant harassment by Kruthar raiders means that militia volunteers are needed to guard the woodcutters each day, and more are needed to patrol the stockade each night. Before Winter is through, Desmond the Elder estimates that the population of Sham has been cut to half what it was the year before.<br />
<br />
<b>What this means to the party</b><br />
<br />
To begin with, the famine and the fire means that upkeep costs are double throughout the winter. Unfortunately, winter is also when we assess the cost of maintenance on the characters' houses - normally 10% of the house's value, but with the fire and all the cost is doubled to 20% - 100 silver coins for each house-owning PC.<br />
<br />
Second of all, with the very existence of the village threatened, Nylian is highly motivated to take drastic measures against the Kruthar horde. The frequency of the raids suggests that they have established a nearby camp from which to strike, but the party can also strike out for the lair itself in the northern hills, to hit them where they live. If the party opts for this action, they'll have the choice of their usual tactics - a small, elite strike force conducting guerrilla raids against the barbarians - or they could attempt to raise an organized war-band to conduct a larger-scale military strike. The party might be able to convince Prontis Blackhart to lend some soldiers, but will probably have to recruit mercenaries from a larger city like Nemedia to make the army effective. That would be a time-consuming and expensive affair, and would drastically undermine the party's usual goal of nabbing maximum treasure and XP, but it remains an option.<br />
<br />
<b>Winter Expenses</b> <i>[revised because math hates my brain]</i><br />
<br />
<br />
Food & essentials for long-term residence is normally 20/month,
while long-term stabling & feed of horses is normally just 2/month.
While the famine & shortage of both lumber & labor persist,
these will be doubled to 40 and 4. The costs below will see to all needs through the Wolf Moon and the Storm Moon and have everyone stocked up for the Crow Moon, when we will resume play. <br />
<br />
Ash has a house with three residents, three horses, and a mule. Between maintenance, stabling, food, and other essentials, he's shelling out 508 silver to cover the three months until the party can travel again.<br />
<br />
Brianne and Morgana are assumed to be staying as Ash's guests, but I'm also assuming Brianne is chipping in for their expenses. Including her horse's stabling, she needs to pay 252 silver for the winter.<br />
<br />
Nylian, if I recall correctly, has rooms for Vennet at her house, and they both have horses. Between the two of them, they'll have to cough up 364 silver.<br />
<br />
Clementine has a house and horse, but lives by herself. 232 silver.<br />
<br />
Bill doesn't have a horse, so he only needs 220. Svaarden and Gottfried are both listed as inactive, but they'd have the same expenses as Bill. Odrookhttp://www.blogger.com/profile/16693018140658090516noreply@blogger.com0tag:blogger.com,1999:blog-2960647340277150023.post-32071623572203664892013-04-20T23:30:00.000-07:002013-05-11T15:55:07.210-07:00Incapacitation<i>I'm re-posting this section for ease of reference</i><br />
<br />
When reduced to 0 hp, the PC is not automatically slain. He collapses unconscious and must roll a d6 to determine his status. On a 1 or 2, he is revived after combat ends, but suffers a hampering injury for 2d6 days. On a 4-6, his wounds are more serious and may prove fatal. A roll of 3 is treated as a 1-2 result if he was wearing a helmet, in which case the helm is ruined but his life is surely saved. Without the helm, a roll of 3 is treated as a 4-6 result. <br />
<br />
In the case of serious wounds, the PC will not revive after combat ends. The following turn, if he is not revived by magic, he may roll a d6 again. On a 1, he recovers on his own. On a 6, he succumbs to his wounds and dies. On a 2-5, he remains unconscious and must continue to roll on each subsequent turn. In any case, when and if he recovers from this state, he suffers a hampering injury for 2d6 weeks.<br />
<br />
If a PC is already injured and receives the same injury again, the effect is extended. If the existing injury has less than two weeks remaining to heal, the duration is extended to 2d6 weeks. If the existing injury has more than two weeks remaining, compounding the injury makes it permanent.<br />
<br />
<b>Hampering Injuries</b><br />
<table border="1"><tbody>
<tr> <th>Roll</th><th>Injury</th><th>Effect</th> </tr>
<tr> <td align="center">1 </td> <td>Arm rendered useless*</td> <td>Cannot put the afflicted arm to use.</td> </tr>
<tr> <td align="center">2 </td> <td>Eye damaged*</td> <td>-2 Ranged, or blinded if both eyes have become injured</td> </tr>
<tr> <td align="center">3 </td> <td>Leg impaired*</td> <td>Reduce speed by one level </td> </tr>
<tr> <td align="center">4 </td> <td>Hideous scars/disfiguring</td> <td>-1 to Reaction rolls, Command, and Leadership </td> </tr>
<tr> <td align="center">5 </td> <td>Enfeebled (broken ribs or similar)</td> <td>-2 AP, AC, & Carrying capacity, and run at x2 rather than x3</td> </tr>
<tr> <td align="center">6 </td> <td>Skull-cracked</td> <td>Must roll Int or Wis to cast spells and becomes Berserker**</td> </tr>
</tbody></table>
<br />
*In the case of arm, eye, and leg injuries, roll even/odds to determine left/right. <br />
**Berserker characters become irrationally violent during combat. Must roll Wisdom to resist plunging into melee when combat begins, and must similarly roll Wisdom to withdraw or retreat from melee. While in melee, the character gets +2 AP and -2 AC.Odrookhttp://www.blogger.com/profile/16693018140658090516noreply@blogger.com0tag:blogger.com,1999:blog-2960647340277150023.post-19177301055660628732013-04-08T21:04:00.002-07:002013-04-08T21:04:34.111-07:00Loving and Hating Hit PointsI love how simple hit points are as a mechanic. I hate how abstract they can be, especially as levels add up and totals rise. I love how easy it is to go from "6 damage? Run for your lives!" to "6 damage? Whatevs, I got this." I also hate it.<br />
<br />
I love how, at low levels, players have good reason to avoid battles because one or two wounds could easily prove fatal. I hate seeing players burn through PCs like extra lives in a circa 1985 arcade game. (But I kinda love it, too.)<br />
<br />
I love how, at high levels, players can press on through more dangers and get themselves deeper into the dungeon before they have to turn back and hope they didn't push their luck too far. I hate how the mechanic pushes toward either a slog of multiple melees in which the PCs are gradually whittled or a tac-nuke monster that barely cares that the PCs have leveled up. <br />
<br />
I hate how environmental hazards, like fire, falling, and traps, wind up being less dangerous at higher levels just like melee. I hate how healing spells are less effective on high-level characters than on low-level ones. <br />
<br />
I've tried to get around a few of these issues in my campaign. For example, I base most healing on hit dice - a Cure spell restores hit points equal to 1d6 + the recipient's hit dice (e.g. if you have 3 HD, it's 1d6+3). Likewise, a hazard that doesn't care how good you are at taking a hit in combat will roll your hit dice in damage (instead of "Save or die," you might call it "Save or possibly die, depending on the luck of the dice, and if you're already wounded the odds are against you, but hey you might get lucky").<br />
<br />
I like the game being pretty gritty, but I like the odds in favor of survival - if the party survives by the skin of its collective teeth, I feel like everybody gets the maximum excitement. I respect the mathematical architecture of 4e - or Type IV, or whatever the kids call it nowadays - for providing that experience pretty reliably, but that math is pretty fragile, and a simple thing like changing the number or composition of the party can have dire consequences (this is what killed my attempt at a 4e campaign in its infancy, and eventually led me to the OSR).<br />
<br />
I like to ramble, but I hate the fact that I'm rambling (and I like to end paragraphs with pointless parentheticals, for some reason). <br />
<br />
So here's an idea the combine gritty, survive-by-the-skin-of-your-teeth action with that-was-exciting-now-let's-keep-going adventure. The idea is that PCs begin with a Hit Die full of hit points, as usual (and you can use your favorite Hit Die rules - max at first level, reroll 1s, variable or standard, whatever). When the PC would normally gain a new Hit Die, he adds +1 to his hit point maximum and gains a "reserve" point. A reserve point can be spent to recover a Hit Die's worth of hit points. You can't go above your maximum, as with any hit point recovery. Spending a reserve point this way should take a full turn of rest. <br />
<br />
The idea is that every battle remains gritty and stark, although the PCs will gain an edge in toughness over time; but the more remarkable and heroic development is the reserves of strength that enable them to carry on even when hurt and exhausted. I envision a scenario in which the party finishes a battle and spends the rest of the round catching their breath and binding their wounds, and the players roll their reserve dice to discover who was simply running out of stamina and who has a serious injury.<br />
<br />
I wouldn't implement this system for monsters. Monster Hit Dice are more related to the size and toughness of the monster than its melee skill, and there's no need for every PC mechanic to be paralleled in monster mechanics (that way lies the excess of 3.x). I'd probably give Reserves equal to HD to any monster that's a named individual (e.g. Brok the orc warlord, Anton the evil high priest, Skaldar the legendary ogre, and Azraphael the dragon). Everybody else is an extra, and runs by the book.<br />
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I'd love to test this system out, but I'm pretty sure my regular players would rebel if I imposed it on their long-standing characters. Maybe I can test it in some side project, like a scifi one-shot or something. <br />
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<br />Odrookhttp://www.blogger.com/profile/16693018140658090516noreply@blogger.com0tag:blogger.com,1999:blog-2960647340277150023.post-12112923415884691952012-05-26T15:32:00.000-07:002013-05-11T15:55:29.486-07:00<div class="separator" style="clear: both; text-align: center;">
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Hiatus continues and wackiness is afoot.Odrookhttp://www.blogger.com/profile/16693018140658090516noreply@blogger.com1tag:blogger.com,1999:blog-2960647340277150023.post-71273530499601631292012-04-25T19:52:00.001-07:002012-04-25T19:53:04.992-07:00Apparently I suck at bloggingIn fact, I've been needing a break from running the campaign. Even with a rules-light approach like vintage D&D offers, I still find that I need to invest a good deal of energy in to the game - detailing new dungeon levels and running the encounters is a helluva lot easier than in a lot of systems I've tried, but I still burn up plenty of mental energy in the process.<br />
<br />
Well, that and playing the roommate shuffle, sorting out the new finances, getting back in touch with old friends, and trying to develop a stable schedule with my girlfriend now that she's both moved in and working regularly. You know, all that "life" stuff. <br />
<br />
So I've been a little more enthusiastic about pick-up kind of games, like Magic, Bang, or Small World. I've also been thinking of occasionally dipping into some other games for a one-shot kind of thing, like having a game of TSR's classic Marvel Superheroes one night, or playing out a Savage Worlds one-sheet scenario, or something. <br />
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<br />Odrookhttp://www.blogger.com/profile/16693018140658090516noreply@blogger.com0tag:blogger.com,1999:blog-2960647340277150023.post-61311384961120020352012-04-03T16:59:00.002-07:002012-04-04T17:24:18.168-07:00The Grimoire of Avathar<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="http://3.bp.blogspot.com/-O9ofp4I_aU4/T3qSAwH5C5I/AAAAAAAAAGo/h8c6o6cH7A0/s1600/papyrus.JPG" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="208" src="http://3.bp.blogspot.com/-O9ofp4I_aU4/T3qSAwH5C5I/AAAAAAAAAGo/h8c6o6cH7A0/s320/papyrus.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">This book has seen better days.</td></tr>
</tbody></table>This week, the party defeated the spectre of Avathar, Sorcerer of Akban-sham, in the crypts below the buried temple of Zhothoqquah. They found a pretty astonishing amount of jewelry, most of it adorning the skeletons that lay upon the lesser slabs - most likely concubines or the like. But in a hidden compartment beneath Avathar's own sarcophagus was a badly decayed codex - the sorcerer's grimoire! Bill the Green has begun to decipher it.<br />
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The book is in terrible condition. Most of what remains is but the fragments of spells and forbidden lore that hint maddeningly at what has been lost. At once time this tome held spells to conjure up storms of ice, shapeshifting magic, and even a spell to fold space itself. Sadly, these spells have been destroyed by the ravages of time. Fortunately, a handful of spells are whole enough for Bill to study them. Some are just common spells known to any journeymage, others are sorcery of a kind forbidden to the wizards of Bill's order, but a precious few are prizes for the young magician.<br />
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The spells that are complete and legible are of three kinds. Those that Bill already has in his own grimoire include Charm, Gloaming, Sense Motive, and Sleep. Those that are sorcerous include Flying, Phantom Double, Shroud, and Unseen Servant. It may be possible to derive usable spells from these, but the powers they invoke defy the laws of wizardry. Finally, there are spells which Bill can freely add to his collection, both at rank III: Binding, and Circle of Protection. <br />
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Transcribing a spell into his own grimoire will take at least three days, and could take more than a week depending on the alignment of the stars, the phase of the invisible moon, and other such details. And of course rare incenses must be burned, special inks must be mixed with exotic ingredients, and similar ritual measures taken, which will cost 10 silver per day of work.<br />
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<b>Binding</b><br />
Range: 120'<br />
Duration: 1 hour<br />
This spell will paralyze up to 4 humanlike targets. If focused on a single target, that target saves at -2. The spell is ineffective against giants and undead. <br />
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<b>Circle of Protection</b><br />
Range: 10' Aura or Ritual<br />
Duration: 2 hours<br />
The caster radiates an aura that protects all allies within 10 feet, granting a +1 to AC and Saves. Additionally, creatures that are otherworldly, animated, or enchanted cannot enter the aura of protection or touch those within it. Warded creatures can still attempt ranged and magical attacks, of course. If anyone within the aura attacks a warded creature, the barrier effect will be broken (but the defensive bonuses will continue to apply).<br />
This spell can also be cast as a ten-minute ritual, enchanting a 20' x 20' area with an aura of protection. This can be used to block a passage or even to imprison a warded creature. This ritual requires the caster to draw a line of chalk to anchor the spell. If any creature unaffected by the spell's barrier should break this line, the magical barrier will be likewise broken.<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://2.bp.blogspot.com/-CwvvyCkR8T4/T3q06H08caI/AAAAAAAAAGw/uH5H4gQP3fo/s1600/Story+circle.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="303" src="http://2.bp.blogspot.com/-CwvvyCkR8T4/T3q06H08caI/AAAAAAAAAGw/uH5H4gQP3fo/s400/Story+circle.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Sadly, only another mage can see how badass you really are.</td></tr>
</tbody></table>Odrookhttp://www.blogger.com/profile/16693018140658090516noreply@blogger.com0tag:blogger.com,1999:blog-2960647340277150023.post-80943826707728291812012-03-21T22:00:00.000-07:002012-03-21T22:00:04.406-07:00A little lick o' paint there and...Attribute it to sleep deprivation if you must, but I kind of screwed up that last Legends of Partholon entry. It wound up posting while still incomplete. So, uh, it's fixed now. Not that anyone was exactly crying in anguish that Tanaris didn't have any legends or an artifact in his entry, but since Nylian kind of follows in the hammer-god's footsteps, at least inasmuch as she beats monsters to death with a big ol' sledgehammer, I figure I should try not to screw that particular pooch.<br />
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Still sleep-deprived here. It probably shows. Odrookhttp://www.blogger.com/profile/16693018140658090516noreply@blogger.com0tag:blogger.com,1999:blog-2960647340277150023.post-61936649932538540192012-03-19T22:33:00.001-07:002012-03-21T21:52:08.542-07:00Legends of Partholon: Thunderlord Tanaris<div class="separator" style="clear: both; text-align: center;"></div><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="clear: right; float: right; margin-bottom: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="http://1.bp.blogspot.com/-RL8bauoN7N8/T1z5XxbuhpI/AAAAAAAAAFA/InePjoarurk/s1600/vulcan.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="320" src="http://1.bp.blogspot.com/-RL8bauoN7N8/T1z5XxbuhpI/AAAAAAAAAFA/InePjoarurk/s320/vulcan.jpg" width="184" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Found on the wall of many a forge.</td></tr>
</tbody></table><b>Names & Titles:</b> Tanaris, the Thunderlord, the Hammer-god, Lord of the Forge, the Wrath of Valkas.<br />
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<b>Prestige:</b> He is counted among the sons of Valkas, and is the smith and weaponsmaster of the heavenly court. In Tyrhennea, Tanaris is mainly the patron of smiths, but his patronage is seen as the foundation for the empire's rise to power. He is also recognized as a warrior who carries out the will of Valkas.<br />
<br />
Among the Vagyar, Tanaris is a warrior first and a smith second. He champions mankind in the battle against chaos, and demands none of the weird devotions and sacrifices required by rival war-gods like Ariokh. <br />
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<b>Symbols & Depiction:</b> The hammer is his primary symbol, while lightning (poetically called "sky-fire") may represent either the fires of his forge or the flames of his fury. He is depicted as a robust man, with his hammer never far from hand, and is normally quite jovial. Only when he is called to battle does his fury erupt to shake the earth and burn the heavens. <br />
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<b>Veneration:</b> It was the secret crafts of forging steel and working mail that propelled Tyrhennea to dominance and founded the empire. His image adorns most forges, and most citizens see him as a god of crafts only. However, the military embraces him and supports his priesthood in order to celebrate his holy days and to praise him on return from successful campaigns. Veterans give him due credit for the quality of arms and armor that have kept them alive. Furthermore, Tanaris' willingness to set aside the tools of his craft to fight for the Lawgiver's cause is an example for all soldiers.<br />
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<b>Legends:</b> In the age when gods walked the earth, Tanaris and Alia came to the folk of Valinar in the north and taught them the Great Crafts. He taught them to work metal, wood and stone, while she taught them the crafts of textiles, leather, and pottery. Together they raised men from savagery to civilization, and the reign of Valinar is still remembered as a golden age for humanity. When the monsters of the elder world threatened to overwhelm mankind, Tanaris and Alia took to battle, and inspired heroes to follow their example, to battle the chaotic hordes. Many a book of tales has been filled with the exploits of gods and men hunting these spawn of the black eons. <br />
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When the vilest monsters of the northlands were slain or driven into the nightlands beneath the earth, the gods returned to their heavenly abode, and envoys of Valinar brought their crafts to distant corners of the world. For a time, it seemed that their greatest threat would be the ancient empire of Agha-yin, or the sorcerers of Arkhemea, but in the end it was the Kruthar savages that overwhelmed Valinar and smote its grandeur into ruin.<br />
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It is common these days for the elders of any tribe or the priests of any city to claim their folk as the true descendants of Valinar. Perhaps it is so, that the envoys of that great civilization seeded their blood as well as their crafts among the many tribes of the earth. Perhaps it is naught but hubris and superstition. <br />
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<b>Artifacts:</b> Legend tells that when Tanaris was teaching his mortal students the craft of smithing, a Favaragh giant came upon them and thought to feast upon the hapless mortals. Tanaris hurled his hammer at the giant, slaying it, and continued his lesson. This hammer, the <b>ur-hammer of Valinar</b>, was left in the care of his students to be the prototype from which they would devise their own tools. <br />
<div class="separator" style="clear: both; text-align: center;"></div>Odrookhttp://www.blogger.com/profile/16693018140658090516noreply@blogger.com0tag:blogger.com,1999:blog-2960647340277150023.post-81487461535848039602012-03-15T16:52:00.003-07:002012-03-15T16:52:00.298-07:00The Chaotic, the Lawful and the Neutral<span class="post-timestamp"> If your campaign eschews cosmic conflict of the <a href="http://jrients.blogspot.com/2008/07/jeffs-threefold-apocalyptic-alignment.html">Thor vs Cthulhu</a> variety, and stars instead a bunch of semi-amoral rogues with money on their minds, then how does alignment really fit in? I see it more as a measure of honor and reliability. In a Conanesque swords & sorcery game, it's useful to know who is going to stand by his word and who will betray you the moment it looks convenient. And when it comes to pulpy, morally murky fun, who does it better than Sergio Leone? </span><br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://2.bp.blogspot.com/-K7jwUGJhd88/T2GvtDMeNXI/AAAAAAAAAGI/Zix8z3tybXQ/s1600/title.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="117" src="http://2.bp.blogspot.com/-K7jwUGJhd88/T2GvtDMeNXI/AAAAAAAAAGI/Zix8z3tybXQ/s320/title.JPG" width="320" /></a></div><span class="post-timestamp"> Tuco is pretty obviously Neutral. He likes the advantages of working with a team, but saving his own skin is top priority. If you play straight with him, he'll play straight with you - literally risking his neck as long as he gets his cut. But if you betray him and let him live, he will hunt you down, plain and simple. </span><br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://2.bp.blogspot.com/-S1WEhN0j6yM/T2GsGc73gEI/AAAAAAAAAFw/S10vIRyVubU/s1600/gbu+tuco3.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="168" src="http://2.bp.blogspot.com/-S1WEhN0j6yM/T2GsGc73gEI/AAAAAAAAAFw/S10vIRyVubU/s400/gbu+tuco3.JPG" width="400" /></a></div><span class="post-timestamp"> Angel Eyes, it turns out, is Lawful. When he's paid, he always sees the job through - even if that means killing the man he just finished reporting to. You always know where you stand with him, and you can trust that he'll stick to an agreement. Just watch your back when the deal is concluded.</span><br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://2.bp.blogspot.com/-fl9if70ewAw/T2GsRAk2ILI/AAAAAAAAAF4/vQsfWlalenw/s1600/gbu+angeleyes2.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="167" src="http://2.bp.blogspot.com/-fl9if70ewAw/T2GsRAk2ILI/AAAAAAAAAF4/vQsfWlalenw/s400/gbu+angeleyes2.JPG" width="400" /></a></div><span class="post-timestamp"> That leaves the man with no name. He posed as an honest bounty hunter, then double-crossed the towns that paid him by freeing his prisoner. They repeated this scam in town after town And when the money from this scam stopped looking good enough, he abandoned his partner to his fate in the high desert. And let's not forget who betrayed whom when he briefly teamed up with Angel Eyes. </span><br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://1.bp.blogspot.com/-c9ewvl41gkM/T2GsjqP9hWI/AAAAAAAAAGA/ignvej2ylQs/s1600/gbu+tmwnn2.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="167" src="http://1.bp.blogspot.com/-c9ewvl41gkM/T2GsjqP9hWI/AAAAAAAAAGA/ignvej2ylQs/s400/gbu+tmwnn2.JPG" width="400" /></a></div><span class="post-timestamp">So... which treacherous murdering bastard is your style? </span>Odrookhttp://www.blogger.com/profile/16693018140658090516noreply@blogger.com0