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

Friday, January 15, 2010

Rise of the Runelord - 2E Specialty Priests for Desna

The last session of our 2E Rise of the Runelords campaign saw the introduction of Toran’s henchman, Vicoren Shieldheart, who is a priest of Desna. This required me to come up with the details for a specialty priest. Desna is the goddess of dreams, stars, travellers and luck. Looking through the Complete Priest's Handbook, I found that the template of the god of luck would be a good starting place.


Desna
SONG OF THE SPHERES
Goddess of dreams, stars, travellers and luck

While the other gods created the world, legend holds that Desna was busy placing stars in the heavens above, content to allow the other deities to create a place full of wonders for her and her faithful to explore. Since that day, all those who look up to the stars find themselves wandering in the endless mysteries of the sky.

Desna often appears as a comely elven woman, clad in billowing gowns with brightly colored butterfly wings on her back. Delicate clouds of butterf lies frequently accompany her image.

Wanderers at heart, the faithful of Desna travel the world in search of new experiences, while always trying to live life to its fullest. Their temples are light, open affairs, with most possessing a skylight to allow in the night sky and a significant number of astrological charts to mark important celestial events.

Minimum Ability Scores: Wisdom 12 and Charisma 12. Wisdom or Charisma 16 or great is +5% XP, Wisdom and Charisma 16 or great is +10% XP.

Races Allowed: Elves, gnomes, half-elves, halflings and humans.

Required Nonweapon Proficiencies: Astrology.

Recommended Nonweapon Proficiencies: Direction Sense, Gaming, Reading/Writing, Religion.

Weapons Permitted: Starknife (favoured, see below), club, knife, lasso, net, quarterstaff, sling, sling staff.
Note: Besides the starknife, these weapons reflect "weapons of opportunity", the sort of weapons characters can make from things found on the road. The priest doesn't have to find his weapons but these weapons are the sort that he could make from found items.

Required Weapon Proficiencies: Starknife.

Armour Permitted: None, no shields.

Spheres: Major - All, Astral, Chaos, Charm, Divination, Elemental, Healing, Protection, and Travellers. Minor - Animal, Creation, Guardian, Plant, Weather.

Additional Powers:
- Turn Undead
- Found Mark - Placing a mark, typically the goddess' symbol, in some remote, distant place (appropriateness to be determined by the DM), earns the priest the favour of Desna and will be under the effect of a Bless spell for the next 24 hours.
- 1st Level: Can cast the wizards spell Suggestion, the priest can use this spell once per day in addition to his other spells. At 4th level twice per day, 8th level three times per day, etc.
- 3rd Level: Can use Traveling Dream (see below) once per day.

Traveling Dream (Divination)
Functions as the wizard spell Wizard Eye. Upon casting the spell the priest falls asleep for its duration. If the priest is woken the spell ends.

New Spell:
Dream Speak (Divination)
4th level Priest Spell
As wizard Dream spell.

New Weapon:
Starknife cost 20 gp, weight 3, size M, type P, speed factor 2, damage 1d4(S-M) 1d6(L)

Cal-con is about two months away

Last year was my first time at a gaming convention. I both ran and played in some games.

Cal-con is at the end of March and I am starting to try to figure out what games I would like to run. Some initial possibilities include:

- OD&D Castle Zagyg or one of the old tournament modules (maybe A1) - I know that I should likely use AD&D but it has been so long since I have ran 1E AD&D that I don't think I would be comfortable doing it at a con.

- a B/X game - maybe a section of Curse of Xanathon or of Stonehell

- a Tunnels & Trolls game (any good ideas about scenarios?)

- a Thundarr inspired Mutant Future scenario

- the Burning Wheel scenario "The Gift" using RISUS

Any ideas or suggestions?

Wednesday, January 13, 2010

Today's Trip to the Local Gaming Store

I was having a crappy afternoon so I stopped by the Sentry Box to cheer myself up.

1. I saw the new version of Labyrinth Lord on the shelf. It was nice to see it there. I didn't buy it as I have three copies of LL in hardcover and about eight copies of both the Moldvay Basic and the Cook/Marsh expert rulebooks. I wanted to leave it for someone who might not have it yet. However, if it is still there in about a month I will be hard pressed not to pick it up.

2. They didn't have any d30's! What is up with that?

3. I was also there yesterday (I love having lots of free time) and I put up my Red Box Calgary poster that has tabs with the wiki address. So it has been up for about 24 hours and there have been three tabs already taken. Now that doesn't actually mean all that much since I have had one poster or another up at the Sentry Box for the last year and a half and I have heard from maybe 15 people due to the posting but I still find it encouraging.

4. I bought a couple of Dark Sun accessories. I already had them in pdf but, like I said, I was having a crappy day.

Roll for Initiative

I like gaming podcasts. It began while I was still working and had to commute everyday. I would download either gaming podcasts or the best of various ESPN broadcasts (I am a huge NFL fan - Go Colts!). I still listen to them now when I am doing something around the house or some running around town on errands.

Some of my favourites are Fear the Boot, The Podgecast, the Trapcast (just my kind of juvenile humour) and Bear Swarm. I could always find something interesting to take away from them. However, they would always eventually piss me off with some comment that I would take offence to as being disparaging about the "Old School" style of play.

There is now a podcast which is more focused on my style of play. Roll for Initiative is a podcast that focuses on 1st edition AD&D and other old school games. There are only 5 episodes out so far. I have listened to all of them and I have enjoyed them. The first couple were a bit rough in terms of editing but they have improved.

So if you listen to podcasts or decide that you might give them a try during a long drive I would recommend that you give them a listen.

2E Rise of the Runelords - Session 6

Note that there are spoilers for Paizo's Rise of the Runelord adventure path.

This was the latest session and brings the session summaries up to date.

Session 6: Return to the Catacombs of Wrath

This adventure was played on January 6th, 2010, and featured:
• Kobb “One Tusk”, the half-orc mercenary,
• Toran Stargazer, the young thief from Magnimar,

and introducing:
• Arug, the Alaghi pitfighter (the replacement character for the player of the now deceased Vardinil the elf)
• Kobb’s henchman, Kurzek Irontusk, a half-orc fighter/thief, and
• Toran’s henchman, Vicoren Shieldheart, a cleric of Desna.

Summary: Fearful that Nualia might emerge from the caverns below Sandpoint and seeking vengeance for the death of their fallen comrade, Vardinil the elf, the party re-enters to Catacombs of Wrath.

I. Introducing the new henchmen. During the party’s recovery in The Rusty Dragon following their last ill-fated adventure into the catacombs, the party is met by an old friend and mentor of Toran, Vicoren, who has come to Sandpoint to find the young lad and try to keep him out of trouble. Kobb is also accosted by Kurzek who is the brother of the half-orc that was slain by the party a couple of sessions ago. Kobb defeats Kurzek in battle but spares his life in return for Kurzek's service. DM Note: After the previous session we discussed having backup characters ready in the event of more character deaths. I use the house rule that replacement characters begin with 50% of the dead character's XP. I offered that the backup characters could be henchmen for the current characters and actually earn the 50% but the trade off is that the entire XP pool would have to be divided between more characters. A couple of players decided to go that route.

II. Sheriff Hemlock. As the party begins their preparations to return to the vile cathedral under the Old Light, they meet Sheriff Hemlock on the street. He is worried that Shalelu, the elven ranger, has not returned from scouting the lair of the goblins thought to have led the assault on Sandpoint. He also inquires if the party has asked Father Zantus about the Cleric of Nethys (god of magic) described in the ledgers recovered from the hideout of the Green Daggers. Finally, he warns the party to try to stay clear of Justice Ironbriar who views them as unlawful vigilantes. DM Note: I am trying to drive home the vigilante justice thing and may prove interesting later :)

III. Introducing the new PC and another hook. The party then proceeds to the Cathedral where they ask Father Zantus and Naffer Vosk about the cleric of Nethys. It turns out Naffer was accosted about a month ago by an assailant that matches the description. The ruffian demanded Naffer’s vestments, holy symbol and robes. Being a former pirate, Naffer fought the assailant off and managed to pull a stone pendant of red marble from around the neck of the would-be thief. Vicoren identifies the pendant as a “cairn charm”, a stone often hung inside ancient tombs found in the Fogscar Mountains. The party is also introduced to Arug, a hairy Alaghi, a race of shy and peaceful forest-dwellers. DM Note: This is from the Complete Humanoids Handbook. I was originally hesitant to allow the PC race but decided to focus on the "say yes" style.

IV. Other preparations. The group completes other preparations before entering the catacombs such as buying a vial containing an antitoxin and whatever silver weapons are available in Sandpoint. Toran also begins investigating Sandpoint’s marriage customs. DM Notes & a Spoiler: Man am I looking forward to how this plays out especially with the beginning of the next adventure in the path, The Skinsaw Murders.

V. Into the Catacombs. The party enters the catacombs and investigates a previously unexplored stairway where they are attacked by a hideous flying head with dark wings and crowned and bearded with writhing tentacles. Proving his worth to his new companions, Arug circles around the flying abomination and quickly slays it with a mighty strike with his polearm.

Exploring another passageway, the party enters a room occupied by a twisted, monsterous goblin wielding a sword, a handaxe and a dagger with its multiple twisted malformed limbs. The room contained eleven deep pits covered with rickety, fragile wooden covers and each containing shuffling undead. After a fierce battle, the twisted goblin was slain by Kobb. DM Note: My big regret from this session was that I didn't make the mutant goblin try to push someone into a pit. I focused too much on using the creatures "mutant" abilities to make him seem weird when pushing a PC into a pit would have made the encounter more tactically interesting and frightening.

VI. The Queen of the Catacombs. The party entered a strange spherical chamber with metal walls that rippled with silent black electricity that seemed to form incomprehensible runes and words. Levitating in the room were a number of objects and the Imp that had slain Vardinil the elf. A fierce battle ensued. Arug was poisoned by the Imp’s stinger tail but was saved by Vicoren and many other party members were grievously wounded. After all of the silver arrows were spent and the party was considering a full retreat, the Imp was final slain. DM Note: I thought I was taking it easy on the PCs by not using her "at will" Invisibility every round but I recently read in the 2E DMG that you can't use it and attack in the same round (pg 64) so I feel better now. I am still trying to get up to speed with some of the 2E rules.

Body Count: A vargouille, 11 zombies, a mutated goblin and a tough Imp.

Treasure: The party recovered:
• a longsword, handaxe and silver dagger from the twisted goblin,
• a scroll from an ancient study, and
• a bottle of wine, a scroll, a book, an iron wand, a magical dagger, a miniature tiara, and an obsidian unholy symbol of Lamashtu from the room where they fought the Imp.

=====================================
DM Notes:

The battle with the Imp was a tough one as it was last time as well. For the Imp I started with the standard Imp from the MM but I gave it a +1 bonus to hit points per hit dice, AC, Damage, Thaco and saving throws and I also gave it the ability to cast Monster Summoning I as a cleric of Lamashtu, the Mother of Monsters. Given that the Imp had an AC of 2 and could only be hit by silver and magical weapons and the fact that the combat took place is a room affected by a permanent Levitate spell, the party had difficulty hitting.

Other creatures encountered were a vargouille, zombies and a mutated goblin. For the vargouille, I didn't have a 2E version so I just used a 1E version. The zombies were straight from the 2E MM but they were down in pits and quickly dispatched with oil and fire during which I rolled zero wandering monsters even with all of the smoke and stench of burning zombies. The mutated goblin was a 2 HD bodyguard with 3 attacks (lots of arms wielding a longsword, a handaxe and a dagger) and an acid breath weapon that caused 2d4 damage (save for half) that was usable three times.

The player of Arug, the Alaghi, did a great job roleplaying the character's fear of magic and unnatural things. With his ability to grapple and possibly pin the Imp he could have made the combat a rather quick affair but the character was too afraid to enter the obviously magical room and greatly limited his combat effectiveness.

Tuesday, January 12, 2010

I got my Whitebox. You got yours?

I have to say that I am glad that I ordered my Swords & Wizardry: WhiteBox Edition boxsets - yeah, that's right, I'm bragging a bit.

It sure didn't take long for the expanded print run to sell out again.

However, Swords & Wizardry: WhiteBox is now available as a free download.

2E Rise of the Runelords - Session 5

Note that there are spoilers for Paizo's Rise of the Runelord adventure path.

Session 5: The Catacombs of Wrath

Session 5 took place on December 10th. This was the last session we had before everyones' hectic holiday schedules interfered with the campaign. My notes for session 5 are much more sparse than the previous sessions. It was a short session with a bunch of role-playing at the start and a short but vicious battle at the end.

This session saw our brave heroes:
- Met with a local mage and head of the village school to find out which of the items they have found to this point were magical. He offered to identify the items for free if the party would keep an eye out for leads about a large book that was stolen from the school's library. There was a number of magic items including various items of protection.

- The party then went to the Cathedral. Father Zantus was not back from visiting some of the outlying farms so the party spoke with Naffer. He recounted the sad tales about the Late Unpleasantness involving Nualia and Jervis Stoot. He also told them that Daylin from the Green Daggers had died.

- After hearing Nualia's story, the party went to talk to Hannah, the midwife, but she wasn't there. A passerby mentioned that she was often in the countryside in the mornings collecting herbs.

- Visiting the locksmith, the party pressed him for more information about the key but he insisted that he had told them all he knew.

- The party then returned to the catacombs below the Old Light. Cautiously proceeding down a previously unexplored hallway they first found an ancient shrine with a roughly carved black altar with a pool of filthy water on the top.

- They then proceeded through a set of double doors into a large cathedral. There they were confronted by an Imp.

- A ferocious battle ensued during which the Imp summoned a Sinspawn from a pool of roiling liquid, summoned a group of goblins, and displayed a number of other supernatural abilities - including poisoning Asreal with its stinger tail. Asreal fell to the ground precariously close to death (instead of save-or-die, I used save-or-nearly dead. He ended up nearly dead). All of the party's attacks appear to be ineffective. Toran heroically saved Asreal from certain death. Unfortunately, Vardinil, the elven fighter/magic-user was not as lucky as he fell before the summoned goblins' onslaught.

- The remaining members of the party quickly fled back through the Glassworks back to the surface and apparent safety.

- After recuperating for a few days, Sherrif Hemlock returned to Sandpoint with six troops from Magnimar and Justice Ironbriar, who reprimanded the party for dispensing vigilante justice.

========================================

DM Notes:

Looking back there were two key points:

1. The players and characters learned that things were dangerous. The party had been in trouble a couple of times in previous sessions but they really got their you-know-whats handed to them by the Imp. I think the players were a little stunned about how badly this encounter could have gone. They were lucky to just lose one character. The lack of much magic weaponry really hurt them. In the published adventure the Imp is actually a quaist with some levels and a template. I went with an Imp though because its ability to fly is an important part of the encounter. However, I didn't use a standard Imp from the Monstrous Manual. I will post my conversion in a future post.

2. Justice Ironbriar impressed upon the party that they could not act with impunity. We will see if this has any impact on the party's actions in the future. It also sets up other interesting aspects for future encounters!