"Black Dougal gasps 'Poison!' and falls to the floor. He looks dead."

Sunday, November 21, 2010

A different initiative system

An unplaytested, hypothetical, alternate sequence for resolving B/X combat:

All combatants complete each portion of the sequence before proceeding to the next portion of the sequence.

A. Morale checks, if needed (page B27)

B. Movement per round - meleed opponents may only move defensively, if not meleed the character can move and fire missiles or move and fight hand-to-hand (close for melee). Spellcasters may not move and cast spells.

C. Missile fire combat - Missile combat will be handled in the following order:
1. Thrown
2. Short Bow
3. Long Bow
4. Sling
5. Crossbow

D. Magic spells - magic spells will be handled i order of the level of the spell being cast (lowest level to highest level)

E. Melee combat - Melee combat will be handled in the following order during the first round of combat, when opponents first close:
1. Lance
2. Polearm
3. Two-Handed Sword
4. Spear
5. Staff
6. Battle axe
7. War Hammer
8. Sword
9. Mace
10. Club
11. Hand Axe
12. Short Sword
13. Dagger

For all subsequent combat rounds, after opponents have closed, melee will be handled in the reverse order (daggers to lances). combatants using the same weapon will go simultaneously.

When it becomes important to know who goes first when doing something besides straight up combat, opposed d6 individual initiative rolls (modified by DEX Initiative Adjustments), will determine what happens first. For example, two characters diving for the same object, a character trying to dive behind cover before an opponent can fire an arrow at him, or trying to move past a bodyguard to get to the evil ruler.

This might be fairly close to the system shown in the Judges Guild Ready Ref Sheets but I haven't looked at those in a while so I could be wrong. What do you think?

Monday, November 15, 2010

Poor planning for winter crafts

Over the past year I took up painting minis. I am actually pretty happy with how my recent painting projects have turned out. Living in Calgary, I have found that most of my rpg playing happens during the cold, dark winter months. I have also been thinking that winter would be a good time to get some mini painting done. However, the daytime temperatures here are already barely 5 degrees celsius. I have been priming my minis with spray primers but they all require a temp higher than what we will see here in Calgary for many months. I had planned to have primed a bunch of minis to prep for the winter but suffice it to say that this didn't happen. What do other mini painters in the great white north do for priming their minis during the winter? I have a garage but it isn't heated and doesn't get warm enough and I don't want to spray primer in the house. Is there a brush on primer that is good?

Wednesday, November 3, 2010

The refreshing Thool air

Scott over at Huge Ruined Pile has started to revisit his Thool setting as a side project.

I am looking forward to it as I found his setting to be very imaginative.

Here is a copy of my character sheet for his long-lost play-by-post game. Oh, Ungar... How I miss you.

Sunday, October 31, 2010

B/X Monsters - Mummy

Happy Halloween!

B/X does not have a ghost monster entry so instead you get the mummy.


The mummy is another great sword & sorcery monster in B/X. Two things I really like about the B/X mummy is the sparseness of the description and the sword & sorcery-esque fear mechanic.

The description on page X36 is very short and really only covers some basic ecology and combat mechanics, leaving the imagery up to the DM's own expectations. This will, of course, mean that most mummies will be of the wrapped in bandages style. Mummies are described to lurk near deserted ruins and tombs (presumably their own). However, their is no mention of deserts or ancient egypt style pyramids or flavour. For the devious DM, this means that a mummy could look like a normal person maybe with the stench of disease and decay enveloping them.

On seeing a mummy, characters must make a save vs paralysis or be paralyzed with fear until the mummy attacks someone or goes out of sight. I like this as a large part of sword & sorcery literature is the instinctive fear of unnatural things— magic and creatures that defy explanation. Such things are unwholesome and evil; therefore, they should be feared.

A mummy causes a hideous rotting disease with a hit. This is nasty as there is no mention of a saving throw and if you are paralyzed by fear the hit is a near sure thing unless someone is able to intervene. The disease causes all healing to take 10 times longer than normal and prevents all magical healing. This really hinders the management of one of the main resources in the game - hit points. The only way to get rid of the disease is with a cure disease spell which is a 3rd level cleric spell which requires an Elder Cleric (6th level) to cast. In my settings, 6th level clerics are fairly rare which sets up all sorts of possible adventure hooks.

Have a safe and happy Halloween and watch out for mummies as you don't want to be paralyzed by fear (as a Normal Man you only have a 25% chance of making your saving throw) or catching a terrible rotting disease.

City of Thieves

As I try to get Red Box Calgary up and going, I have been thinking about a campaign setting that I would like to run. I had a couple of simple criteria that I wanted to make sure the setting allowed for. I wanted to focus mainly on dungeons and I wanted to allow for the quick return of characters to a central location to allow for the changing roster of players inherent to an open game.

After some reading and some plagiarism, this is what I have come up with and posted on the Red Box Calgary wiki:
Jekarra…

Throughout the known world, no city is half so notorious. Blackened by fire, soiled by pestilence, and scarred by war, its sandy collection of spiderwebbed tenements and rat-ridden bazaars have birthed some of the worst rogues and villains to ever stalk the storied thrones of the north.

But Jekarra is also a city of chance and adventure, where fortunes are won in a night and lost before dawn. Where gems glint and flare in the lamplight, the might of magic knows no bounds, and a warrior's quick blade and shirt of mail are his best defense.

So loosen your sword, keep a hand on your coin pouch, and take these first steps into its shadowy, torch-lit streets. A black mist is rolling in off the salt marsh, and the ancient city beckons…

Welcome to Jekarra the Wicked, city of thieves, city of the long night, city of adventure. Rich, poor, religious, debased - all of these and more can be found here. It all depends on where you look.

The idea for Jekkara the Wicked came from Thieves World. For those who are unfamiliar with it, Thieves World was/is a setting developed by the author Robert Asprin for a series of fantasy anthologies. The idea was to create a common, consistent backdrop, then invite a wide variety of authors to write stories using that setting, but exploring their own characters and interests within it.

That is what I am trying to do with Jekkara. I want to develop a very high-level overview of a setting where various Red Box Calgary DM's can set their own adventures. An ancient, sprawling and decadent city with a maze of catacombs and vaults beneath it provides for numerous adventure opportunities.

The name "Jekkara" comes from my love of Leigh Brackett's stories.

Monday, October 25, 2010

Red Box Calgary

I have been ridiculously busy with work the last while, however, I have recently been in contact with K-Slacker from Tempora Mutantur and Paladin from A Paladin in Citadel about scheduling an old school game. K-Slacker suggested that each of us run a one-shot for fun and then we can decide where to go to from there.

We are using the forums over at Red Box Calgary to discuss and schedule something and also to hopefully get some more interest.