I've recently been giving some more thought to the city in which the PCs in my campaign live. It's been a pretty vague entity up until now, but I'd like to start putting a bit more detail into it, and maybe run some more urban based adventures in and around the city.
So I've been on the look out for any good guides to city building.
Surprisingly, one popped up on the Wizards of the Coast website. It's D&D 3.5 oriented, but the meat of the document is system neutral. Seems like it'll be pretty useful. Check it out: Building a city.
Anyone else know of any good resources for city building? (I'm thinking along more "traditional" lines, rather than the "urban crawl" style of Vornheim.)
Wednesday, 8 February 2012
Monday, 6 February 2012
Theorems & Thaumaturgy art sneak preview!
Slowly but surely artwork is coming in for the book, and it is starting to look so awesome I just couldn't resist showing off a couple of snippets! These are just extracts from the full images, as a little taster of how the book is shaping up.
Firstly, something necromantic.
And secondly something vivimantic.
Click both for a bit more detail.
(Both these extracts are from illustrations by the awesome Cadanse D. The book will also feature illustrations by Kelvin Green and Dylan Cromwell.)
Firstly, something necromantic.
And secondly something vivimantic.
Click both for a bit more detail.
(Both these extracts are from illustrations by the awesome Cadanse D. The book will also feature illustrations by Kelvin Green and Dylan Cromwell.)
Labels:
theorems and thaumaturgy
Sunday, 5 February 2012
More classes! -- Leader and Blade
I'm on a roll with these ideas for new classes! Here are two more... Firstly, a "team player" with CHA as its prime requisite: the leader. And secondly an agile (and potentially dashing and/or swashbuckling) swordsman: the blade.
As discussed yesterday, these two classes again come with no preconceived background or motives, but present a few different mechanical options which might be fun for players. One thing I especially like about the leader class is that it could be used equally for a bard, a paladin or a warlord, thus rolling several sub-classes into one. The question is: is the class too "4e"? I have tried to keep it palatable to old-school taste and in fitting with the other classes in Labyrinth Lord, but the name and some amount of inspiration came from 4th edition D&D (which I must confess I have played several times! Though I did not inhale ;).
Any feedback most welcome!
Leaders
Requirements: None
Prime Requisite: CHA
Hit Dice: 1d6
Maximum Level: None
XP Progression: 2,000 for 2nd level
Leaders are characters whose skills place them at the fore of battle, but who specialise not in skill at arms, but rather in the art of rallying their allies. They are able to use any weapons and armour, as the standard fighter.
Note that as CHA is the leader's prime requisite, characters of this class are able to raise their CHA at character creation by attribute point swapping – this is disallowed for other characters. Leaders' saving throw and attack advancement is the same as standard clerics'.
Humans, elves and dwarves may be leaders. Elvish leaders may advance to 10th level, and dwarfish leaders to 9th level.
While their personal ability in combat is not as strong as that of fighters, leaders have several special abilities which help their companions in battle.
Firstly, all allies within 30' of the leader gain a +2 bonus to saving throws against fear. Hirelings within the same area gain a +1 bonus to morale.
In situations where a battle is anticipated, a leader can spend one turn prior to its commencement rallying his allies' spirits. This grants all allies within 30' of the leader a +1 bonus to hit and +1 versus saving throws when combat begins. This bonus lasts for one round per level of the leader.
Similarly, after a battle a leader may spend one turn to regroup the morale of his companions, enabling up to one ally per level to regain 1d3 hit points. This ability may only affect each ally once per day.
Reaching 5th level: Upon reaching 5th level, a leader gains the ability to put fear into the hearts of enemies. This ability can only be used once per combat, and only in the round directly following a successful (i.e. damage dealing) attack on an enemy within 30' of the leader. The leader uses this opportunity to disarray the opponents, causing an immediate morale check to be rolled (the Labyrinth Lord should determine how many opponents may be demoralised, depending on the circumstances). The leader can perform no other actions during the round he uses this ability.
Reaching 9th level: At 9th level, a leader's actions can inspire great courage in his allies. Whenever a leader makes a successful attack in combat, all allies within 30' gain +1 to hit and damage in the following round.
Blades
Requirements: DEX 9
Prime Requisite: STR, DEX
Hit Dice: 1d8
Maximum Level: None
XP Progression: 2,100 for 2nd level
Blades are warriors who specialise in making fast, dynamic attacks and displays of swordsmanship. They are able to use any weapons, and any armour up to chain mail. Due to lack of training, blades suffer -1 to attacks with all missile weapons except thrown daggers. Though blades are able to use shields, they seldom do, preferring to wield a dagger in their off-hand.
Blades with a 13 in both prime requisites receive a 5% experience bonus. Those with a 16 in one or both prime requisites receive a 10% bonus. Blades' saving throw and attack advancement is the same as standard fighters'.
Humans, elves and halflings may be blades. Elvish blades may advance to 10th level, and halfling blades to 8th level. *
Blades are experts at wielding two weapons – typically a long sword in one hand and a dagger or short sword in the other. Their expertise with two blades is as effective as a shield, granting them a +1 bonus to armour class.
Additionally, with a blade in each hand, they gain a +2 bonus when attempting to disarm opponents. (The Labyrinth Lord should use whatever system seems appropriate for dealing with attempts to disarm, an option which should be open to all characters – blades are simply more likely to succeed.)
Blades are also practised knife throwers, and gain a +1 bonus to hit when making missile attacks with knives or daggers.
Reaching 3rd level: By making a display of flashy swordsmanship, a blade of 3rd level or higher can gain a +2 bonus when attempting to intimidate opponents. This bonus should be applied to whatever roll the Labyrinth Lord deems appropriate for the situation – for example morale checks, reaction rolls, saving throws, etc. In any event, the display must last at least one full combat round.
Reaching 5th level: Upon reaching 5th level, when wielding a sword or dagger, a blade is able to make two attacks ever other round. This includes attacks with thrown daggers.
Reaching 7th level: At 7th level, a blade's skill at parrying grants him an additional +1 bonus to armour class if he forgoes all attacks and other actions during a combat round. This bonus increases to +2 at 12th level and +3 at 17th level.
Reaching 10th level and higher: Upon reaching 10th, 15th and 20th level, a blade gains an extra attack per round when wielding a sword or dagger. This includes attacks with thrown daggers.
* The suggested level limit for a halfling blade is based on the rat-folk which have replaced halflings in my campaign. In standard LL, this class should probably not be available to chubby hobbitses.
As discussed yesterday, these two classes again come with no preconceived background or motives, but present a few different mechanical options which might be fun for players. One thing I especially like about the leader class is that it could be used equally for a bard, a paladin or a warlord, thus rolling several sub-classes into one. The question is: is the class too "4e"? I have tried to keep it palatable to old-school taste and in fitting with the other classes in Labyrinth Lord, but the name and some amount of inspiration came from 4th edition D&D (which I must confess I have played several times! Though I did not inhale ;).
Any feedback most welcome!
Leaders
Requirements: None
Prime Requisite: CHA
Hit Dice: 1d6
Maximum Level: None
XP Progression: 2,000 for 2nd level
Leaders are characters whose skills place them at the fore of battle, but who specialise not in skill at arms, but rather in the art of rallying their allies. They are able to use any weapons and armour, as the standard fighter.
Note that as CHA is the leader's prime requisite, characters of this class are able to raise their CHA at character creation by attribute point swapping – this is disallowed for other characters. Leaders' saving throw and attack advancement is the same as standard clerics'.
Humans, elves and dwarves may be leaders. Elvish leaders may advance to 10th level, and dwarfish leaders to 9th level.
While their personal ability in combat is not as strong as that of fighters, leaders have several special abilities which help their companions in battle.
Firstly, all allies within 30' of the leader gain a +2 bonus to saving throws against fear. Hirelings within the same area gain a +1 bonus to morale.
In situations where a battle is anticipated, a leader can spend one turn prior to its commencement rallying his allies' spirits. This grants all allies within 30' of the leader a +1 bonus to hit and +1 versus saving throws when combat begins. This bonus lasts for one round per level of the leader.
Similarly, after a battle a leader may spend one turn to regroup the morale of his companions, enabling up to one ally per level to regain 1d3 hit points. This ability may only affect each ally once per day.
Reaching 5th level: Upon reaching 5th level, a leader gains the ability to put fear into the hearts of enemies. This ability can only be used once per combat, and only in the round directly following a successful (i.e. damage dealing) attack on an enemy within 30' of the leader. The leader uses this opportunity to disarray the opponents, causing an immediate morale check to be rolled (the Labyrinth Lord should determine how many opponents may be demoralised, depending on the circumstances). The leader can perform no other actions during the round he uses this ability.
Reaching 9th level: At 9th level, a leader's actions can inspire great courage in his allies. Whenever a leader makes a successful attack in combat, all allies within 30' gain +1 to hit and damage in the following round.
BladesRequirements: DEX 9
Prime Requisite: STR, DEX
Hit Dice: 1d8
Maximum Level: None
XP Progression: 2,100 for 2nd level
Blades are warriors who specialise in making fast, dynamic attacks and displays of swordsmanship. They are able to use any weapons, and any armour up to chain mail. Due to lack of training, blades suffer -1 to attacks with all missile weapons except thrown daggers. Though blades are able to use shields, they seldom do, preferring to wield a dagger in their off-hand.
Blades with a 13 in both prime requisites receive a 5% experience bonus. Those with a 16 in one or both prime requisites receive a 10% bonus. Blades' saving throw and attack advancement is the same as standard fighters'.
Humans, elves and halflings may be blades. Elvish blades may advance to 10th level, and halfling blades to 8th level. *
Blades are experts at wielding two weapons – typically a long sword in one hand and a dagger or short sword in the other. Their expertise with two blades is as effective as a shield, granting them a +1 bonus to armour class.
Additionally, with a blade in each hand, they gain a +2 bonus when attempting to disarm opponents. (The Labyrinth Lord should use whatever system seems appropriate for dealing with attempts to disarm, an option which should be open to all characters – blades are simply more likely to succeed.)
Blades are also practised knife throwers, and gain a +1 bonus to hit when making missile attacks with knives or daggers.
Reaching 3rd level: By making a display of flashy swordsmanship, a blade of 3rd level or higher can gain a +2 bonus when attempting to intimidate opponents. This bonus should be applied to whatever roll the Labyrinth Lord deems appropriate for the situation – for example morale checks, reaction rolls, saving throws, etc. In any event, the display must last at least one full combat round.
Reaching 5th level: Upon reaching 5th level, when wielding a sword or dagger, a blade is able to make two attacks ever other round. This includes attacks with thrown daggers.
Reaching 7th level: At 7th level, a blade's skill at parrying grants him an additional +1 bonus to armour class if he forgoes all attacks and other actions during a combat round. This bonus increases to +2 at 12th level and +3 at 17th level.
Reaching 10th level and higher: Upon reaching 10th, 15th and 20th level, a blade gains an extra attack per round when wielding a sword or dagger. This includes attacks with thrown daggers.
* The suggested level limit for a halfling blade is based on the rat-folk which have replaced halflings in my campaign. In standard LL, this class should probably not be available to chubby hobbitses.
Labels:
classes,
labyrinth lord
Saturday, 4 February 2012
More classes! (?) -- Brute & Archer
Character classes, that old cornerstone of D&D... As a DM I've always been a "more is less" kinda guy, of the school of thought that who needs a ranger, paladin, cavalier and barbarian when you have the basic fighter. But something has been shifting... I've been thinking about what the players in my campaign might want, and the main thing I think players desire for their characters, in the context of an adventuring party, is for their character to be able to do something that no one else in the party can. And this something should be of a mechanical nature, that is, not purely a role-playing / behavioural difference.
So I've got to thinking about what additional classes I could allow. Thus far we've just had the classic four -- with cleric constantly teetering on the edge of being disallowed due to me as grumpy DM not liking it and claiming it doesn't fit with the setting. The obvious course of action would be allow some or all of the "advanced" classes from the Labyrinth Lord AEC, but I have problems with all of those classes.
The paladin, druid and ranger come with too strong a role-playing / background restriction, and cause problems of how they integrate with the rest of a party -- why exactly is this druid (who's supposed to be hanging around protecting balance in a grove somewhere) keeping the company of scoundrels and joining them on expeditions to steal treasure from dungeons?
The monk I just find too Asian -- which wouldn't be a problem if I was running an Asian-themed campaign ;).
As for the assassin, I like the idea of the class, but am not keen on some of the mechanics.
Oh and of course there's the illusionist -- I love the illusionist, and have amalgamated it into the magic-user (along with my necromancer and elementalist classes) as optional areas of specialisation.
So that's all of the AD&D classes struck off the list. What I want is some classes which provide some different abilities without any required background baggage. I've been brainstorming a few ideas, and have come up with a couple of fighter variants to start off with which I'm going to run by the players to see what they think. May I present, the brute and the archer.
Brutes
Requirements: STR 9, CON 9
Prime Requisite: STR, CON
Hit Dice: 1d8
Maximum Level: None
XP Progression: 2,200 for 2nd level
Brutes are warriors who rely on sheer physical power, rather than expertise with weapons and fighting techniques. Brutes are able to use all melee weapons, though favour two-handed weapons, and suffer a -1 penalty to hit when using a one-handed weapon. They are likewise not trained in the use of missile weapons, suffering -1 to hit with thrown weapons, and being unable to use bows, slings and crossbows. Brutes are able to wear any armour, but cannot use shields.
Brutes with a 13 in both prime requisites receive a 5% experience bonus. Those with a 16 in one or both prime requisites receive a 10% bonus. Brutes' saving throw and attack advancement is the same as standard fighters'.
Humans or dwarves may be brutes. Dwarfish brutes may advance to 9th level, and are permitted to use two-handed battle axes and war hammers.
Despite their weapon and armour restrictions, at 1st level brute characters gain several advantages over normal fighters.
Firstly they are able to increase either their STR or CON attribute by one point, to a maximum of 19.
Secondly, due to the force of their attacks, they add an additional 1d6 damage to any melee attack which succeeds with a natural roll of 20.
Finally, due to the vigour with which they fight, brutes are able to continue attacking even when their hit points go below 1. A brute can continue making melee attacks (and no other actions) until his hit points are reduced to the negative value of his experience level (for example, a 5th level brute can keep fighting until -5 hit points). At this point, or if no further opponents are nearby, the brute dies.
Reaching 3rd level: Upon reaching 3rd level, brutes gain the ability after making a successful melee attack, to make a second attack against another nearby foe.
Reaching 5th level: At 5th level a brute may again increase either his STR or CON by one point, to a maximum of 19.
Reaching 10th level: At 10th level a brute may again increase either his STR or CON by one point, to a maximum of 19.
Reaching 15th level, and higher: Like fighters, brutes gain an extra attack per round at 15th, 20th and 25th level.
Archers
Requirements: DEX 9
Prime Requisite: STR, DEX
Hit Dice: 1d6
Maximum Level: None
XP Progression: 1,900 for 2nd level
Archers are warriors who devote their whole training to the mastery of the bow. They are able to use any missile weapons and all one-handed melee weapons, though suffer a -1 penalty to hit with the latter. Archers can use any armour up to chain mail, and are not trained in the use of a shield.
Archers with a 13 in both prime requisites receive a 5% experience bonus. Those with a 16 in one or both prime requisites receive a 10% bonus. Archers' saving throw and attack advancement is the same as standard fighters'.
Humans, elves and halflings may be archers. Elvish archers may advance to 12th level, and halfling archers to 7th level.
Archers gain several advantages over standard fighters.
Firstly they gain +1 to hit and damage when using a long or short bow.
Secondly, an archer with STR 13 or greater can purchase a specially commissioned composite bow to take advantage of his strength. Such a bow enables the archer to add his STR bonus to damage on a successful hit. The cost of these bows is shown below. They can only be used by archers.
Reaching 5th level: Upon reaching 5th level, archers gain the ability to make two attacks with their bow every other round.
Reaching 7th level: At 7th level an archer gains the ability to make precise and deadly shots when attacking by surprise. Any successful attack made with a bow upon a target who is unaware of the archer's presence (usually due to a surprise roll) has its damage multiplied by two.
Reaching 10th level: At 10th level an archer is able to make two attacks per round with his bow
Reaching 15th level: At 15th level an archer is able to make three attacks per round with his bow.
Archer Composite Bows
Shortbow (up to +1 damage bonus) -- costs 100gp
Shortbow (up to +2 damage bonus) -- costs 200gp
Shortbow (up to +3 damage bonus) -- costs 400gp
Longbow (up to +1 damage bonus) -- costs 150gp
Longbow (up to +2 damage bonus) -- costs 300gp
Longbow (up to +3 damage bonus) -- costs 600gp
So I've got to thinking about what additional classes I could allow. Thus far we've just had the classic four -- with cleric constantly teetering on the edge of being disallowed due to me as grumpy DM not liking it and claiming it doesn't fit with the setting. The obvious course of action would be allow some or all of the "advanced" classes from the Labyrinth Lord AEC, but I have problems with all of those classes.
The paladin, druid and ranger come with too strong a role-playing / background restriction, and cause problems of how they integrate with the rest of a party -- why exactly is this druid (who's supposed to be hanging around protecting balance in a grove somewhere) keeping the company of scoundrels and joining them on expeditions to steal treasure from dungeons?
The monk I just find too Asian -- which wouldn't be a problem if I was running an Asian-themed campaign ;).
As for the assassin, I like the idea of the class, but am not keen on some of the mechanics.
Oh and of course there's the illusionist -- I love the illusionist, and have amalgamated it into the magic-user (along with my necromancer and elementalist classes) as optional areas of specialisation.
So that's all of the AD&D classes struck off the list. What I want is some classes which provide some different abilities without any required background baggage. I've been brainstorming a few ideas, and have come up with a couple of fighter variants to start off with which I'm going to run by the players to see what they think. May I present, the brute and the archer.
Brutes
Requirements: STR 9, CON 9
Prime Requisite: STR, CON
Hit Dice: 1d8
Maximum Level: None
XP Progression: 2,200 for 2nd level
Brutes are warriors who rely on sheer physical power, rather than expertise with weapons and fighting techniques. Brutes are able to use all melee weapons, though favour two-handed weapons, and suffer a -1 penalty to hit when using a one-handed weapon. They are likewise not trained in the use of missile weapons, suffering -1 to hit with thrown weapons, and being unable to use bows, slings and crossbows. Brutes are able to wear any armour, but cannot use shields.
Brutes with a 13 in both prime requisites receive a 5% experience bonus. Those with a 16 in one or both prime requisites receive a 10% bonus. Brutes' saving throw and attack advancement is the same as standard fighters'.
Humans or dwarves may be brutes. Dwarfish brutes may advance to 9th level, and are permitted to use two-handed battle axes and war hammers.
Despite their weapon and armour restrictions, at 1st level brute characters gain several advantages over normal fighters.
Firstly they are able to increase either their STR or CON attribute by one point, to a maximum of 19.
Secondly, due to the force of their attacks, they add an additional 1d6 damage to any melee attack which succeeds with a natural roll of 20.
Finally, due to the vigour with which they fight, brutes are able to continue attacking even when their hit points go below 1. A brute can continue making melee attacks (and no other actions) until his hit points are reduced to the negative value of his experience level (for example, a 5th level brute can keep fighting until -5 hit points). At this point, or if no further opponents are nearby, the brute dies.
Reaching 3rd level: Upon reaching 3rd level, brutes gain the ability after making a successful melee attack, to make a second attack against another nearby foe.
Reaching 5th level: At 5th level a brute may again increase either his STR or CON by one point, to a maximum of 19.
Reaching 10th level: At 10th level a brute may again increase either his STR or CON by one point, to a maximum of 19.
Reaching 15th level, and higher: Like fighters, brutes gain an extra attack per round at 15th, 20th and 25th level.
Archers
Requirements: DEX 9
Prime Requisite: STR, DEX
Hit Dice: 1d6
Maximum Level: None
XP Progression: 1,900 for 2nd level
Archers are warriors who devote their whole training to the mastery of the bow. They are able to use any missile weapons and all one-handed melee weapons, though suffer a -1 penalty to hit with the latter. Archers can use any armour up to chain mail, and are not trained in the use of a shield.
Archers with a 13 in both prime requisites receive a 5% experience bonus. Those with a 16 in one or both prime requisites receive a 10% bonus. Archers' saving throw and attack advancement is the same as standard fighters'.
Humans, elves and halflings may be archers. Elvish archers may advance to 12th level, and halfling archers to 7th level.
Archers gain several advantages over standard fighters.
Firstly they gain +1 to hit and damage when using a long or short bow.
Secondly, an archer with STR 13 or greater can purchase a specially commissioned composite bow to take advantage of his strength. Such a bow enables the archer to add his STR bonus to damage on a successful hit. The cost of these bows is shown below. They can only be used by archers.
Reaching 5th level: Upon reaching 5th level, archers gain the ability to make two attacks with their bow every other round.
Reaching 7th level: At 7th level an archer gains the ability to make precise and deadly shots when attacking by surprise. Any successful attack made with a bow upon a target who is unaware of the archer's presence (usually due to a surprise roll) has its damage multiplied by two.
Reaching 10th level: At 10th level an archer is able to make two attacks per round with his bow
Reaching 15th level: At 15th level an archer is able to make three attacks per round with his bow.
Archer Composite Bows
Shortbow (up to +1 damage bonus) -- costs 100gp
Shortbow (up to +2 damage bonus) -- costs 200gp
Shortbow (up to +3 damage bonus) -- costs 400gp
Longbow (up to +1 damage bonus) -- costs 150gp
Longbow (up to +2 damage bonus) -- costs 300gp
Longbow (up to +3 damage bonus) -- costs 600gp
Labels:
classes,
labyrinth lord,
LL campaign
Friday, 3 February 2012
The death of Henry Slippums
My Labyrinth Lord campaign has been running for just over a year now. About half of that time I was running games every two weeks, and more recently we've gone to playing every week. Over the course of those games, many characters have come and gone. I'm not one to shield PCs from the brutality of old-school D&D. Of the characters who featured in the first session, only one has survived all that time -- Henry "Slippy" Slippums. Until two days ago that is.
The death of a PC is always a shocking moment, but even more so when the PC in question has been the only constant of the campaign from day one, and, indeed, the self-styled "boss" of the party.
Really the death was an un/lucky fluke. I rolled three natural 20s against him, giving whatever armour or precautions he'd taken no chance of helping him.
But whatever the cause, we now find ourselves in a very interesting position -- the first time in the history of the campaign where raise dead is seriously being discussed. As luck would have it, following a recent suggestion from Alex, I'd decided several days previously that Orcus is the main cosmic power to whom adventurers may turn when seeking to raise a dead companion.
So, on the spur of the moment I was presented with the task of deciding how that works. Visiting the temple of Orcus in S'raka, here are the choices the PCs were presented:
This has presented a very interesting situation to the party, as they don't have 5,000gp between them, so cannot simply pay the lump sum. They could probably just about scrape it together if they sacrificed all the wealth they have, and sold Slippy's magic sword. This would leave them penniless, a state which they are not at all keen on.
The live sacrifices option has been discussed, either by buying slaves for the purpose (which is past the edge of taste & morality for some of the PCs), or venturing underground and capturing several dozen kobolds whom they encountered recently and have taken a (completely unwarranted, it must be said) disliking to. It sounds like this would be a rather amusing exercise in bad taste.
Interestingly, the least favourite option (apart from zombification, which only the necromancer is keen on) is the quest. As DM I am rather keen on this option, as it would give a nice excuse for some fun missions, but I suppose they don't trust the lord of the dead :)
It'll be fascinating to see what they end up deciding on. Slippy's player Yves is hoping they'll be overcome with loyalty to their "bold" "leader".
The death of a PC is always a shocking moment, but even more so when the PC in question has been the only constant of the campaign from day one, and, indeed, the self-styled "boss" of the party.
Really the death was an un/lucky fluke. I rolled three natural 20s against him, giving whatever armour or precautions he'd taken no chance of helping him.
But whatever the cause, we now find ourselves in a very interesting position -- the first time in the history of the campaign where raise dead is seriously being discussed. As luck would have it, following a recent suggestion from Alex, I'd decided several days previously that Orcus is the main cosmic power to whom adventurers may turn when seeking to raise a dead companion.
So, on the spur of the moment I was presented with the task of deciding how that works. Visiting the temple of Orcus in S'raka, here are the choices the PCs were presented:
- Pay 5,000gp for the ritual.
- Pay 2,000gp and provide a bunch of live sacrifices to "butter up" the lord of the dead. A total of 17 humans or 32 "little people" were the figures recommended.
- Accept a group quest to return the favour.
This has presented a very interesting situation to the party, as they don't have 5,000gp between them, so cannot simply pay the lump sum. They could probably just about scrape it together if they sacrificed all the wealth they have, and sold Slippy's magic sword. This would leave them penniless, a state which they are not at all keen on.
The live sacrifices option has been discussed, either by buying slaves for the purpose (which is past the edge of taste & morality for some of the PCs), or venturing underground and capturing several dozen kobolds whom they encountered recently and have taken a (completely unwarranted, it must be said) disliking to. It sounds like this would be a rather amusing exercise in bad taste.
Interestingly, the least favourite option (apart from zombification, which only the necromancer is keen on) is the quest. As DM I am rather keen on this option, as it would give a nice excuse for some fun missions, but I suppose they don't trust the lord of the dead :)
It'll be fascinating to see what they end up deciding on. Slippy's player Yves is hoping they'll be overcome with loyalty to their "bold" "leader".
Labels:
deities,
LL campaign
Tuesday, 31 January 2012
Spelljammer!
I never played this back in the day, or even looked at the books, but I always thought it sounded kinda cool. I think it sounds even cooler now, so I had a look on ebay. Luck was on my side, and I now have a very cheap copy of the books winging their way to me (albeit without the box -- which I'm not particularly bothered about).
I'm even thinking about running a Spelljammer game at the local con here in Berlin this year. Would be fun to crack out the proper AD&D 2e books again :)
Anyone got any experience / memories of Spelljammer they'd like to share? It's not something I hear mentioned very often...
I'm even thinking about running a Spelljammer game at the local con here in Berlin this year. Would be fun to crack out the proper AD&D 2e books again :)
Anyone got any experience / memories of Spelljammer they'd like to share? It's not something I hear mentioned very often...
Labels:
adnd,
burgcon,
spelljammer
Monday, 30 January 2012
April A to Z... an idea
After the fun I had with last year's April A to Z, and the nice collection of spells which resulted from it, I've been thinking recently about 1: if I'll do it again this year, and 2: if so, what will be the theme?
Early on I ruled out doing another A to Z of spells, and had the idea that I wanted to use the alphabetic inspiration to put a bit more flesh into my Labyrinth Lord campaign somehow. A gazetteer of some kind? Descriptions of some inns and taverns in S'raka, the great city where the adventurers are based?
Yesterday an interesting idea came to me. I've had this concept that clerical spells aren't easy to come by. That you can't just walk into any old temple and request a raise dead or remove curse or whatever. The idea is that each spell can only be provided (and then usually as a long-winded ritual) by a temple or shrine whose patron is in some way connected to the effects of the spell. The only practical example of this in the campaign so far was when the PCs got one of their number extracted from his incarceration inside a magical book by visiting the temple of Griselda, lady of pacts and bindings, and getting a dispel magic cast.
So, I thought about maybe making an alphabetical list of all clerical spells, and for each one making up a few details about one or more temples in S'raka where the spell might be available. I reckon this would result in a very nice campaign resource, which would bleed over into adding a lot of detail to the various city districts, and to greatly fleshing out the multitudinous cosmic powers which are worshipped in the place.
I had a look, and there are no clerical spells (in Labyrinth Lord) beginning with the following letters: J, M, O, U, V, X, Y, Z. I'm not sure what I'd do about those yet. Perhaps also make up 8 new spells to fill the gaps... (I could probably also find suitably named cleric spells in AD&D 2nd edition.)
Early on I ruled out doing another A to Z of spells, and had the idea that I wanted to use the alphabetic inspiration to put a bit more flesh into my Labyrinth Lord campaign somehow. A gazetteer of some kind? Descriptions of some inns and taverns in S'raka, the great city where the adventurers are based?
Yesterday an interesting idea came to me. I've had this concept that clerical spells aren't easy to come by. That you can't just walk into any old temple and request a raise dead or remove curse or whatever. The idea is that each spell can only be provided (and then usually as a long-winded ritual) by a temple or shrine whose patron is in some way connected to the effects of the spell. The only practical example of this in the campaign so far was when the PCs got one of their number extracted from his incarceration inside a magical book by visiting the temple of Griselda, lady of pacts and bindings, and getting a dispel magic cast.
So, I thought about maybe making an alphabetical list of all clerical spells, and for each one making up a few details about one or more temples in S'raka where the spell might be available. I reckon this would result in a very nice campaign resource, which would bleed over into adding a lot of detail to the various city districts, and to greatly fleshing out the multitudinous cosmic powers which are worshipped in the place.
I had a look, and there are no clerical spells (in Labyrinth Lord) beginning with the following letters: J, M, O, U, V, X, Y, Z. I'm not sure what I'd do about those yet. Perhaps also make up 8 new spells to fill the gaps... (I could probably also find suitably named cleric spells in AD&D 2nd edition.)
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