After a year or more (I can't remember how long exactly) of only playing versions of old-school D&D, I played in a Savage Worlds game yesterday.
I had a SW period a while back, both running and playing in regular campaigns, and enjoyed it for a while, before the siren's call of old-school D&D lured me back to my roots. So it was very interesting to return to my once-regular gaming system, and to look at it with fresh eyes.
I guess I have a weird relationship with Savage Worlds now. On the one hand I basically really like the system. I find it clean and well designed, without being bland, complex enough for some nice character options, without the number crunching that comes with D&D 3, and it comes in a nice slim rulebook. I also really like the concept of a core system -- which can be expanded and tweaked for each campaign -- as opposed to generic / universal system -- which is supposed to cover everything out of the box.
However, playing the game again yesterday brought up two really major things I don't like about it:
1. The dice system. On paper I find the dice system in Savage Worlds really cool. Roll your trait die (a d4 to a d12) and a wild die (a d6). Take the highest then apply any situational modifiers. If you get 4 or more you succeed. Higher results in multiples of 4 (so a result of 8, 12, etc) are called "raises" and sometimes get you additional levels of success. All dice "explode", meaning that if you roll the highest number on the die then you roll again and add.
A nice system. The trouble I have with it is that it can take so bloody long to resolve a single action! There's lots of different die types involved, lots of adding, lots of re-rolling (which leads to more adding), lots of comparing (the wild die and the trait die can explode separately). This is, of course, especially problematic with players who are new to the system, but even for experienced Savage Worlders the fact is that it's just a slow and pretty fiddly resolution mechanic compared to what I'm now used to (to attack: roll a d20 and look up the result on a table*).
2. The use of miniatures. Of course the use of miniatures is theoretically optional in most roleplaying games, including Savage Worlds, but SW is one of the more mini-oriented games I've come across. There's a lot of talk of things like adjacent squares, blast radii (in squares), squares of movement rate, etc etc. It lends a skirmish / wargame feel to the game (which, if I remember correctly, is actually its origin). This is fine for certain sorts of game (I'd consider using Savage Worlds for an explicitly battle oriented game, for instance), but for general roleplaying I prefer to not use minis at all, and can't be bothered with all this counting out squares of movement, ranges, and so on.
The tagline of Savage Worlds is "Fast, Furious Fun!". I think this is very relative. Compared to basic (old-school) D&D, for example, it's not fast at all. Compared to more modern D&D 3 derived games, I guess it probably is fast. I'd say it's about the same as 1st edition AD&D played with individual initiative, segments, the full monty.
Once again I come away internally praising the glory of the sleek OD&D or B/X rules!
* I'm beginning to wonder whether a simple table lookup is actually faster than rolling a die and adding a modifier. You know, one of the main proposed benefits of the ascending AC system is that it doesn't require a table lookup. It does, however, replace that lookup with an addition or subtraction of the d20 result with the attack modifier. I'm not sure that's quicker.
Showing posts with label savage worlds. Show all posts
Showing posts with label savage worlds. Show all posts
Sunday, 1 July 2012
A Return to the Savage World
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adnd,
dnd,
savage worlds
Tuesday, 26 April 2011
Thoughts on thief skills and competency
I recently played a d20 based game (Call of Cthulhu, in fact), and found myself amused and frustrated by the fact that our 1st level characters, who were supposed to be experts in one field or another, did nothing but fail our skill checks for almost the whole session. My character was an 80 year old expert on the occult, and, due to unlucky skill rolls, I think I barely came up with a single piece of useful information about any of the occult mysteries we were confronted with! Given several thousand experience points (if level advancement still works that way in CoC d20, I don't know if it does...), and a careful allocation of skill points and selection of feats, I'm sure my character could gradually have worked his way up to being the expert which he conceptually was. But not at 1st level.
As a contrast, the other two game systems I've played recently are Savage Worlds and old-school D&D in the form of Labyrinth Lord. In Savage Worlds this phenomenon is not an issue at all. It's easy to create a beginning character who is very good at at least one useful thing. Meanwhile, in Labyrinth Lord / early D&D, the only character to have skills which require checks to be made is the thief. Characters of most classes can just do their thing -- fighters wear armour and wield weapons, magic-users cast spells, clerics heal wounds and turn undead. They may not have the most stupendous abilities at 1st level, but what they can do, they can do fairly reliably. Except the poor old thief, who can climb walls pretty well, but is really wiser to forget any of his other very cool abilities (like removing traps and moving silently) until he's at least 5th level.
And the mechanic for thief skills is exactly the system which was taken and used as one of the core elements of D&D 3rd edition -- skill checks -- leading up to my poor beleaguered occult 'expert'.
Alongside my recent re-experiencing of and reflections on the d20 system, I'd noticed that not a single player in my Labyrinth Lord campaign has expressed any interest in playing a thief. (Actually, one thief was rolled up, but he only had 1 hit point, so was sort of discarded.) I've always thought of thieves as a very cool class, but taking a look at their percentage chances of success at all the things they're supposed to be good at, I can understand their undesirability.
And then I read JB's post on auto-success thief skills. Brilliant stuff. As a player you totally want your character to be good at something, to be able to do something that no other character can do -- and all of the time! Not 14% of the time.
So, after a bit of reading around (including the Jovial Priest's very interesting take on the matter), here's what I'm thinking I'll offer to thief characters in my campaign. Not a rules change, but a simple re-interpretation of what the numbers mean and when the rolls are necessary.
Pick locks: Attempting to pick a lock takes 1 turn. If the roll fails, the thief is free to try again, spending another turn. However, time is often of the essence.
Find & remove traps: As per pick locks. The thief's find traps percentage can also be used to find secret doors, if it is better than the standard 1 in 6 chance.
Move silently: A thief can always move quietly. The % roll is only required when he needs to move completely without sound. Usually in the middle of a battle there is enough noise being made that this roll is not necessary to sneak up on an opponent who is unaware of the thief's presence.
Hide in shadows: Thieves are experts at hiding, and usually do not need to make a roll to hide from view, except in situations where shadows are the only concealment available. Even then, a thief can always successfully hide in sufficient shadow, given time to position himself (i.e. before the start of a battle). The % roll must be made in order to disappear into shadows in the middle of combat.
Climb walls: Thieves can climb normally without making a roll. The % roll must only be made when climbing up sheer surfaces such as walls or cliffs.
Pick pockets: No change.
Hear noise: No change.
As a contrast, the other two game systems I've played recently are Savage Worlds and old-school D&D in the form of Labyrinth Lord. In Savage Worlds this phenomenon is not an issue at all. It's easy to create a beginning character who is very good at at least one useful thing. Meanwhile, in Labyrinth Lord / early D&D, the only character to have skills which require checks to be made is the thief. Characters of most classes can just do their thing -- fighters wear armour and wield weapons, magic-users cast spells, clerics heal wounds and turn undead. They may not have the most stupendous abilities at 1st level, but what they can do, they can do fairly reliably. Except the poor old thief, who can climb walls pretty well, but is really wiser to forget any of his other very cool abilities (like removing traps and moving silently) until he's at least 5th level.
And the mechanic for thief skills is exactly the system which was taken and used as one of the core elements of D&D 3rd edition -- skill checks -- leading up to my poor beleaguered occult 'expert'.
Alongside my recent re-experiencing of and reflections on the d20 system, I'd noticed that not a single player in my Labyrinth Lord campaign has expressed any interest in playing a thief. (Actually, one thief was rolled up, but he only had 1 hit point, so was sort of discarded.) I've always thought of thieves as a very cool class, but taking a look at their percentage chances of success at all the things they're supposed to be good at, I can understand their undesirability.
And then I read JB's post on auto-success thief skills. Brilliant stuff. As a player you totally want your character to be good at something, to be able to do something that no other character can do -- and all of the time! Not 14% of the time.
So, after a bit of reading around (including the Jovial Priest's very interesting take on the matter), here's what I'm thinking I'll offer to thief characters in my campaign. Not a rules change, but a simple re-interpretation of what the numbers mean and when the rolls are necessary.
Pick locks: Attempting to pick a lock takes 1 turn. If the roll fails, the thief is free to try again, spending another turn. However, time is often of the essence.
Find & remove traps: As per pick locks. The thief's find traps percentage can also be used to find secret doors, if it is better than the standard 1 in 6 chance.
Move silently: A thief can always move quietly. The % roll is only required when he needs to move completely without sound. Usually in the middle of a battle there is enough noise being made that this roll is not necessary to sneak up on an opponent who is unaware of the thief's presence.
Hide in shadows: Thieves are experts at hiding, and usually do not need to make a roll to hide from view, except in situations where shadows are the only concealment available. Even then, a thief can always successfully hide in sufficient shadow, given time to position himself (i.e. before the start of a battle). The % roll must be made in order to disappear into shadows in the middle of combat.
Climb walls: Thieves can climb normally without making a roll. The % roll must only be made when climbing up sheer surfaces such as walls or cliffs.
Pick pockets: No change.
Hear noise: No change.
Labels:
classes,
dnd,
labyrinth lord,
savage worlds,
thieves
Sunday, 5 December 2010
Age of Chaos - Sessions 11 & 12
We've just had two fairly slow and uneventful sessions in a row, the first due to there unexpectedly only being two players and myself present, and the second due to a rather short amount of play time available. The characters are building up for a return to the ruined manor house which they have been exploring, and the whole business of getting from the city of Aglong back to their base in the frontier-town of Keet has been getting a bit long-winded.
So the two sessions instead became a kind of addendum to session 10 - the "R&R in town" session. There were a couple of things that needed to be resolved, but not much really. In retrospect I think it was a shame I didn't have any little interesting side-events happen, or even a mini town adventure, rather than just dragging out the couple of minor tasks the PCs had to finish up in town. But then there is also an argument that that becomes unrealistic - when "adventure" follows the PCs wherever they go (like the apparently cursed Miss Marple and Jessica Fletcher), even if they choose to head away from the dangerous wild lands of Chaos!
It's a difficult point in this kind of campaign - if the players decide to just linger in town chatting with NPCs, well, that's their prerogative. It's certainly made me consider re-organising how the campaign works though, to make it a bit more cut-to-the-chase, and especially so after reading Ars Ludi's very inspiring posts on the West Marches campaign.
Featuring:
Barur son of Tharur - Dwarven noble
Arthanius Lex - Witch-hunter and hound-master
Darian - Youthful wandering bard
The main item which the PCs still wanted to sort out in Aglong was trying to talk with Lady Esmelna, the heir of the Baron who'd owned the ruined manor in Ballan. They headed through the snowy city streets towards the noble quarter, where they'd been told the rough location of her house. Finding the walled house without too much difficulty, they inquired with the guards at the gates as to whether it might be possible to speak with the Lady. The PCs didn't look or act too suspicious, so the guards fetched the house keeper, a man called Asmenius. The Lady had no time that day, but after a bit of 'haggling' they arranged a meeting for the following afternoon.
In the evening Arthanius went back to the temple of Arg to see if his superior had any news on whether he could provide any support for their explorations in the ruined village. The Eld had good news - that two of Arthanius' fellow order members were available and would accompany them to further root out the chaotic creatures which had infested the village, and to investigate the possibility of reclaiming the village or at least the manor as an outpost of Order. They arranged to all meet at the temple in two days' time, to begin the journey back to Keet.
After a quiet evening and following morning in the Serpent & Eagle inn, they headed back to Lady Esmelna's house for the meeting. The Lady, an aging and proud noble-woman, was a little cold at first, but was soon won over by their descriptions of the manor where she had spent her childhood, and the talk of possibly being able to cleanse the place of the scourge of Chaos. They showed her the painting of her grandfather, which Barur had cut from its frame, and asked her about the orb and quill which the Baron was depicted holding, but she didn't divulge any new information. (Barur didn't mention the fact that he actually had the quill in his possession.) The Lady was glad to give them permission to continue exploring the ruins, but impressed on them several times the fact that everything there is the inheritance of my estate. Meaning to say - "no looting". *
They spent another evening at the inn, and this time were joined by Erik, one of the men from Arthanius' order, who was going to join them on their mission to Ballan. Erik and Arthanius knew each other somewhat, and had some discussion of their recent doings. Erik told the story of how he had travelled to Thane's Haven in the west, braving (and barely surviving) the perils of the Fey Wood in order to take a message to the monks who live at the haven. After the catching-up Erik left to return to the temple, and Barur and Arthanius decided to get an early night in readiness for the next day's journey. At this point Darian, who had wandered off on his own that day, rolled into the inn completely drunk.
The next morning they rose (Darian only after a little 'encouragement'), breakfasted, and made their way to the temple of Arg to begin their journey. They met the other order member who was to come with them - an enthusiastic young lad called Balder, whom Arthanius was a little unsure of - most of the order members are a little older than 18. The Eld, however, assured him privately that the lad was a competent fighter, that he had sworn an oath to serve the god of justice, and that the order needed young blood.
So the five of them set off to Keet: Barur, Darin, Arthanius and his two dogs **, and Erik and Balder of the Order of the Hammer.
The day's journey to Keet was uneventful, and they arrived in the village at dusk. However as they walked along the now-familiar riverside path towards the lights of the village, they noticed a sinister black shape lurking in the edge of the forest behind the settlement. Edging closer to investigate, it appeared to be a man-sized spider-like form hanging unmoving in the branches of a tree. Creeping along the edge of the woods, they got a closer view and Barur (with his dark vision) noticed that the thing was in fact made of wood - it appeared that the branches of the trees had somehow woven themselves into this sinister shape. At the insistence of Balder they lit a lantern and Barur climbed into the tree and hacked the thing down with his axe. They gathered up the pieces, which appeared to be just normal wood, and took it to the Grinwold's Eaves inn to provide the landlord with a gift to feed to the fire. The landlord knew nothing of the spider shape in the trees, and was a little concerned about his fire when they revealed the source of the wood.
Over supper and ale the party discussed their next move - to return to the ruined manor in the morning, and to fully explore the tunnels in the cellars.
* This is developing into an interesting theme in the campaign at present, with the introduction of the witch-hunter character, who is assuredly not an adventurer or treasure-hunter. It'll be interesting to see what happens if they discover any further riches at Ballan, when they've been explicitly told that they do not have permission to loot the place.
** Arthanius' player officially renamed his new dog 'Scourge' (it was called Will when he bought it) - even changing the name on his character sheet.
So the two sessions instead became a kind of addendum to session 10 - the "R&R in town" session. There were a couple of things that needed to be resolved, but not much really. In retrospect I think it was a shame I didn't have any little interesting side-events happen, or even a mini town adventure, rather than just dragging out the couple of minor tasks the PCs had to finish up in town. But then there is also an argument that that becomes unrealistic - when "adventure" follows the PCs wherever they go (like the apparently cursed Miss Marple and Jessica Fletcher), even if they choose to head away from the dangerous wild lands of Chaos!
It's a difficult point in this kind of campaign - if the players decide to just linger in town chatting with NPCs, well, that's their prerogative. It's certainly made me consider re-organising how the campaign works though, to make it a bit more cut-to-the-chase, and especially so after reading Ars Ludi's very inspiring posts on the West Marches campaign.
Featuring:
Barur son of Tharur - Dwarven noble
Arthanius Lex - Witch-hunter and hound-master
Darian - Youthful wandering bard
The main item which the PCs still wanted to sort out in Aglong was trying to talk with Lady Esmelna, the heir of the Baron who'd owned the ruined manor in Ballan. They headed through the snowy city streets towards the noble quarter, where they'd been told the rough location of her house. Finding the walled house without too much difficulty, they inquired with the guards at the gates as to whether it might be possible to speak with the Lady. The PCs didn't look or act too suspicious, so the guards fetched the house keeper, a man called Asmenius. The Lady had no time that day, but after a bit of 'haggling' they arranged a meeting for the following afternoon.
In the evening Arthanius went back to the temple of Arg to see if his superior had any news on whether he could provide any support for their explorations in the ruined village. The Eld had good news - that two of Arthanius' fellow order members were available and would accompany them to further root out the chaotic creatures which had infested the village, and to investigate the possibility of reclaiming the village or at least the manor as an outpost of Order. They arranged to all meet at the temple in two days' time, to begin the journey back to Keet.
After a quiet evening and following morning in the Serpent & Eagle inn, they headed back to Lady Esmelna's house for the meeting. The Lady, an aging and proud noble-woman, was a little cold at first, but was soon won over by their descriptions of the manor where she had spent her childhood, and the talk of possibly being able to cleanse the place of the scourge of Chaos. They showed her the painting of her grandfather, which Barur had cut from its frame, and asked her about the orb and quill which the Baron was depicted holding, but she didn't divulge any new information. (Barur didn't mention the fact that he actually had the quill in his possession.) The Lady was glad to give them permission to continue exploring the ruins, but impressed on them several times the fact that everything there is the inheritance of my estate. Meaning to say - "no looting". *
They spent another evening at the inn, and this time were joined by Erik, one of the men from Arthanius' order, who was going to join them on their mission to Ballan. Erik and Arthanius knew each other somewhat, and had some discussion of their recent doings. Erik told the story of how he had travelled to Thane's Haven in the west, braving (and barely surviving) the perils of the Fey Wood in order to take a message to the monks who live at the haven. After the catching-up Erik left to return to the temple, and Barur and Arthanius decided to get an early night in readiness for the next day's journey. At this point Darian, who had wandered off on his own that day, rolled into the inn completely drunk.
The next morning they rose (Darian only after a little 'encouragement'), breakfasted, and made their way to the temple of Arg to begin their journey. They met the other order member who was to come with them - an enthusiastic young lad called Balder, whom Arthanius was a little unsure of - most of the order members are a little older than 18. The Eld, however, assured him privately that the lad was a competent fighter, that he had sworn an oath to serve the god of justice, and that the order needed young blood.
So the five of them set off to Keet: Barur, Darin, Arthanius and his two dogs **, and Erik and Balder of the Order of the Hammer.
The day's journey to Keet was uneventful, and they arrived in the village at dusk. However as they walked along the now-familiar riverside path towards the lights of the village, they noticed a sinister black shape lurking in the edge of the forest behind the settlement. Edging closer to investigate, it appeared to be a man-sized spider-like form hanging unmoving in the branches of a tree. Creeping along the edge of the woods, they got a closer view and Barur (with his dark vision) noticed that the thing was in fact made of wood - it appeared that the branches of the trees had somehow woven themselves into this sinister shape. At the insistence of Balder they lit a lantern and Barur climbed into the tree and hacked the thing down with his axe. They gathered up the pieces, which appeared to be just normal wood, and took it to the Grinwold's Eaves inn to provide the landlord with a gift to feed to the fire. The landlord knew nothing of the spider shape in the trees, and was a little concerned about his fire when they revealed the source of the wood.
Over supper and ale the party discussed their next move - to return to the ruined manor in the morning, and to fully explore the tunnels in the cellars.
* This is developing into an interesting theme in the campaign at present, with the introduction of the witch-hunter character, who is assuredly not an adventurer or treasure-hunter. It'll be interesting to see what happens if they discover any further riches at Ballan, when they've been explicitly told that they do not have permission to loot the place.
** Arthanius' player officially renamed his new dog 'Scourge' (it was called Will when he bought it) - even changing the name on his character sheet.
Labels:
age of chaos,
savage worlds,
session summaries
Sunday, 14 November 2010
Random NPC traits tables
For some time I've been wanting to create some random tables to help with quick & easy generation of NPCs, specifically for potential hirelings which PCs might encounter. My first stab at this was, inspired by the NPC personality tables in the AD&D Dungeon Masters Guide, to create a whole array of tables for determining everything about a character's apppearance - ranging from height and build, to hair style and colour, to dress. I had a lot of fun doing this, but after demonstrating the system to my girlfriend it soon became clear that it wasn't really very practical to use. (She asked me how I'd spent my evening, and I told her I'd been making up tables of random facial hair styles - I like making fun of the absurdity of this hobby!) So I gave her a quick demonstration, rolling on each of the tables to see what kind of character came out. After a string of 'average' results, her comment was "that's a pretty boring guy". A point well made! Of course my instinct had been to make kind of 'realistic' tables, mostly based on 3d6 rolls, with the middle values representing the average and the extreme values more unusual characteristics (very tall, very thin, very strong, etc) - using the bell curve as it was intended. But, as my quick demonstration pointed out, what's the sense in rolling on 15 tables if most of the results come out average (which they generally will)?
I then realised that what I actually wanted was a table or two just containing the interesting bits - just the extreme values of the original tables. So here's the results - two d100 tables, one for physical traits, one for personality traits. I've found that a couple of rolls on each table can really quickly generate some pretty evocative springboards for NPC descriptions - exactly what one needs in the situation where three 'fighters' reply to a PC's advert for henchmen. The tables are designed for Savage Worlds, and refer to the Edges and Hindrances of that system, but really they're pretty generic. You can download the PDF here: NPC Traits.
(Note: I didn't mention it in the PDF, but the physical traits table is clearly aimed at male characters - it's full of beards and hairy chests! The intention was that such results would be rerolled for (most) female characters.)
Any comments / thoughts / suggestions are most welcome!
I then realised that what I actually wanted was a table or two just containing the interesting bits - just the extreme values of the original tables. So here's the results - two d100 tables, one for physical traits, one for personality traits. I've found that a couple of rolls on each table can really quickly generate some pretty evocative springboards for NPC descriptions - exactly what one needs in the situation where three 'fighters' reply to a PC's advert for henchmen. The tables are designed for Savage Worlds, and refer to the Edges and Hindrances of that system, but really they're pretty generic. You can download the PDF here: NPC Traits.
(Note: I didn't mention it in the PDF, but the physical traits table is clearly aimed at male characters - it's full of beards and hairy chests! The intention was that such results would be rerolled for (most) female characters.)
Any comments / thoughts / suggestions are most welcome!
Labels:
PDFs,
random tables,
savage worlds
Friday, 5 November 2010
Age of Chaos - Session 10
One of the things I'm especially enjoying about this campaign so far is the very different pace of various sessions. The previous two, for example, were very combat / exploration heavy - in the classic dungeon crawling style, more or less. Last night's session, on the other hand, was a complete contrast - it consisted entirely of roleplaying and hardly a die was rolled. It was essentially an 'R&R' session for the PCs, but this allowed the story to really develop, opening up a lot of new possibilities.
Featuring:
Barur - Dwarven noble
Darian - Crowd-fearing Bard
Arthanius Lex - Servant of Arg (god of storms), witch-hunter, accompanied by his faithful hound Bane
Upon returning to Keet in the night, after their largely victorious siege on the bugbear-riddled manor at Ballan, the PCs made their way straight to the village temple to deposit the body of Barur's ex-henchman Barath in the hands of the high gods. They found the temple occupied, and the Seid (the village temple warden) engaged in a funeral ritual for the two guards who had died earlier that day, also in the raid on the manor. They spoke with the Seid for a time, before leaving Barath's body with him to consecrate before burial the next day.
Returning to the Grinwold's Eaves the party found the inn surprisingly busy. A number of the village guards were gathered there and were drinking and simultaneously celebrating the victory at Ballan and mourning the death of two of their fellows. Olm, the only survivor of the three guards who accompanied the PCs to Ballan that morning, was the hero and the centre of attention, and was drunkenly telling and re-telling the story of the battle. The PCs joined the guards in the evening of drinking and recounting, and planned to travel to Aglong, the nearest larger town, the next day.
In the morning they attended the simple and unassuming burial of the three deceased, and then set off on the road to Aglong, arriving at dusk. Passing through a gate in the wall, they were surrounded by the bustle of the town. Barur was happy to be back in a larger settlement, after having spent most of the last few weeks in the tiny village of Keet, but Darian started to feel a little unnerved at the crowds. The party decided to split for a time, as Barur and Darian headed to an inn and Arthanius went to visit the head of his Order, who was based in the temple of Arg in Aglong. They agreed to meet later on at the Serpent & Eagle inn, where Barur had stayed previously and could recommend as a reputable and reasonably priced establishment.
Making his way through the streets of the town, Arthanius came to the temple of Arg, a large square stone building in the centre of the town, decorated with rows of columns and the crossed hammers of the god of storms. Entering, he gave a brief prayer at the feet of the statue of the god, and passed through a corridor at the rear of the temple and into a courtyard where the priests' quarters were found. His superior, a tall, elderly, battle-worn man named Meerax Eld, received him, and the two talked for some time. Arthanius reported what he had discovered of the ruined village of Ballan, and of the disappearance of the necromancer in Keet, and they discussed the possibility of Ballan being reclaimed from Chaos. This was hoped to be possible, with the aid of the priests of Hraal (god of protection & warding), but there had been very few instances of the realms of Chaos being pushed back in this Age, in fact quite the opposite. Nonetheless the Eld deemed the ruined village worthy of further investigation, and agreed to try to enlist the aid of some further members of Arthanius' Order to make a kind of scouting / clearing party. He also suggested that the Lady Esmelna, the granddaughter of the baron of Ballan, and heiress to the manor and village, should be consulted, at least out of courtesy, before any further excursions to Ballan were made. Arthanius took his leave and made his way back to the south gate and to the inn to meet his companions.
Meanwhile, Barur and Darian had found the Serpent & Eagle incredibly loud and crowded, much to Barur's delight and Darian's chagrin. In fact it was all the bard could do to enter the place and go up to the bar to drink the mug of beer which Barur had bought for him. It is becoming clear that Darian has some kind of problem with large crowds. As they sat at the bar, Barur was surprised to hear someone addressing him from behind in the Mountain tongue, the native language of Dwarves and various other mountain-dwelling races. Turning around he was delighted to see one of his kinsmen, a fellow Dwarf, smiling up at him. Dwarves in this Age are a somewhat rare race, their dominions having been wholly overrun by Chaos, and a huge majority of their number slain in the wars with Goblins. So the two were pleased to meet, and began talking excitedly in their tongue, leaving poor Darian to suffer alone in the noise and bustle of the inn. The Dwarf, whose name was Nenn, invited them to join him and his travelling companions, who were seated at a table in a corner. Much as an evening with four Dwarves did not strike Darian as his ideal pastime, the idea of a corner appealed. Once they were all settled, the four Dwarves began recounting tales of their people. They were considerate enough to translate the stories, as best they could, into the Kargeen tongue, for the benefit of Darian.
At about this time Arthanius entered the Serpent & Eagle, and made his way through the crowds to the table with the Dwarves. There they discussed their plans, and waxed heroic with their vision of reclaiming Ballan for Order, and then beginning to explore the City of Iron, the ruined Dwarven city in the nearby mountains. The three Dwarves - Nenn, Dak and Embed, who had been travelling companions for some time, were greatly inspired by this talk of glory, and agreed to join the party in Keet in the next week or so, after having finished some business they had elsewhere. The two humans went to bed early, leaving the four Dwarves to drink and reminisce together.
The morning brought thick snow and a cold but bright day. The party spent the day wandering the streets of Aglong, visiting various markets and shops, selling treasure and buying equipment. Barur took the painting, which he'd cut from its frame in the manor house at Ballan, to an antiquities dealer, where it was identified as being a portrait of the ex-baron. The proprietor also surmised that the orb and the quill which the baron was portrayed as holding were perhaps magical, as he was known to have possessed magical gifts from the wizard Elleg. Barur, being in possession of the feather, was intrigued at this suggestion, and attempted to find out if any wizards lived in Aglong, who might be able to identify the item, but to no avail. The antiques dealer also mentioned Lady Esmelna, who might be able to shed more light on the history of the manor, and would no doubt be pleased to see the painting of her grandfather, even though it was now in an awful and worthless condition.
Arthanius used the time to stock up on useful equipment like torches, oil and a lantern - not planning to be caught out below ground with only a single guttering torch again. He also purchased a second animal companion - a large black dog trained as a guard. The dog was called "Will", which the witch-hunter found somewhat too mundane for his taste, and began considering a renaming.
The session ended there, with the PCs intending to visit the Lady Esmelna, and Arthanius planning to return to his superior in the evening to see if any aid could be provided.
Featuring:
Barur - Dwarven noble
Darian - Crowd-fearing Bard
Arthanius Lex - Servant of Arg (god of storms), witch-hunter, accompanied by his faithful hound Bane
Upon returning to Keet in the night, after their largely victorious siege on the bugbear-riddled manor at Ballan, the PCs made their way straight to the village temple to deposit the body of Barur's ex-henchman Barath in the hands of the high gods. They found the temple occupied, and the Seid (the village temple warden) engaged in a funeral ritual for the two guards who had died earlier that day, also in the raid on the manor. They spoke with the Seid for a time, before leaving Barath's body with him to consecrate before burial the next day.
Returning to the Grinwold's Eaves the party found the inn surprisingly busy. A number of the village guards were gathered there and were drinking and simultaneously celebrating the victory at Ballan and mourning the death of two of their fellows. Olm, the only survivor of the three guards who accompanied the PCs to Ballan that morning, was the hero and the centre of attention, and was drunkenly telling and re-telling the story of the battle. The PCs joined the guards in the evening of drinking and recounting, and planned to travel to Aglong, the nearest larger town, the next day.
In the morning they attended the simple and unassuming burial of the three deceased, and then set off on the road to Aglong, arriving at dusk. Passing through a gate in the wall, they were surrounded by the bustle of the town. Barur was happy to be back in a larger settlement, after having spent most of the last few weeks in the tiny village of Keet, but Darian started to feel a little unnerved at the crowds. The party decided to split for a time, as Barur and Darian headed to an inn and Arthanius went to visit the head of his Order, who was based in the temple of Arg in Aglong. They agreed to meet later on at the Serpent & Eagle inn, where Barur had stayed previously and could recommend as a reputable and reasonably priced establishment.
Making his way through the streets of the town, Arthanius came to the temple of Arg, a large square stone building in the centre of the town, decorated with rows of columns and the crossed hammers of the god of storms. Entering, he gave a brief prayer at the feet of the statue of the god, and passed through a corridor at the rear of the temple and into a courtyard where the priests' quarters were found. His superior, a tall, elderly, battle-worn man named Meerax Eld, received him, and the two talked for some time. Arthanius reported what he had discovered of the ruined village of Ballan, and of the disappearance of the necromancer in Keet, and they discussed the possibility of Ballan being reclaimed from Chaos. This was hoped to be possible, with the aid of the priests of Hraal (god of protection & warding), but there had been very few instances of the realms of Chaos being pushed back in this Age, in fact quite the opposite. Nonetheless the Eld deemed the ruined village worthy of further investigation, and agreed to try to enlist the aid of some further members of Arthanius' Order to make a kind of scouting / clearing party. He also suggested that the Lady Esmelna, the granddaughter of the baron of Ballan, and heiress to the manor and village, should be consulted, at least out of courtesy, before any further excursions to Ballan were made. Arthanius took his leave and made his way back to the south gate and to the inn to meet his companions.
Meanwhile, Barur and Darian had found the Serpent & Eagle incredibly loud and crowded, much to Barur's delight and Darian's chagrin. In fact it was all the bard could do to enter the place and go up to the bar to drink the mug of beer which Barur had bought for him. It is becoming clear that Darian has some kind of problem with large crowds. As they sat at the bar, Barur was surprised to hear someone addressing him from behind in the Mountain tongue, the native language of Dwarves and various other mountain-dwelling races. Turning around he was delighted to see one of his kinsmen, a fellow Dwarf, smiling up at him. Dwarves in this Age are a somewhat rare race, their dominions having been wholly overrun by Chaos, and a huge majority of their number slain in the wars with Goblins. So the two were pleased to meet, and began talking excitedly in their tongue, leaving poor Darian to suffer alone in the noise and bustle of the inn. The Dwarf, whose name was Nenn, invited them to join him and his travelling companions, who were seated at a table in a corner. Much as an evening with four Dwarves did not strike Darian as his ideal pastime, the idea of a corner appealed. Once they were all settled, the four Dwarves began recounting tales of their people. They were considerate enough to translate the stories, as best they could, into the Kargeen tongue, for the benefit of Darian.
At about this time Arthanius entered the Serpent & Eagle, and made his way through the crowds to the table with the Dwarves. There they discussed their plans, and waxed heroic with their vision of reclaiming Ballan for Order, and then beginning to explore the City of Iron, the ruined Dwarven city in the nearby mountains. The three Dwarves - Nenn, Dak and Embed, who had been travelling companions for some time, were greatly inspired by this talk of glory, and agreed to join the party in Keet in the next week or so, after having finished some business they had elsewhere. The two humans went to bed early, leaving the four Dwarves to drink and reminisce together.
The morning brought thick snow and a cold but bright day. The party spent the day wandering the streets of Aglong, visiting various markets and shops, selling treasure and buying equipment. Barur took the painting, which he'd cut from its frame in the manor house at Ballan, to an antiquities dealer, where it was identified as being a portrait of the ex-baron. The proprietor also surmised that the orb and the quill which the baron was portrayed as holding were perhaps magical, as he was known to have possessed magical gifts from the wizard Elleg. Barur, being in possession of the feather, was intrigued at this suggestion, and attempted to find out if any wizards lived in Aglong, who might be able to identify the item, but to no avail. The antiques dealer also mentioned Lady Esmelna, who might be able to shed more light on the history of the manor, and would no doubt be pleased to see the painting of her grandfather, even though it was now in an awful and worthless condition.
Arthanius used the time to stock up on useful equipment like torches, oil and a lantern - not planning to be caught out below ground with only a single guttering torch again. He also purchased a second animal companion - a large black dog trained as a guard. The dog was called "Will", which the witch-hunter found somewhat too mundane for his taste, and began considering a renaming.
The session ended there, with the PCs intending to visit the Lady Esmelna, and Arthanius planning to return to his superior in the evening to see if any aid could be provided.
Labels:
age of chaos,
savage worlds,
session summaries
Friday, 29 October 2010
Age of Chaos - Session 9
Featuring:
Barur - Dwarven noble, accompanied by his two henchmen - Angur and Barath
Darian - Wandering Bard
Arthanius Lex - Servant of Arg (god of storms), member of the Order of the Hammer, witch-hunter, accompanied by his faithful hound Bane
Kratos - Warrior from the Northlands, follower of Arg, accompanied by a horse known only as "the entertainer"
The session continued straight on from the events of the last - with the party making a hasty retreat from the ruined village of Ballan, where they'd had a narrow victory against a horde of bugbears.
Firstly Barur took care to heal the seriously wounded bard, using two of the healing salves which he had purchased previously from the local herbalist. In return Darian revealed his own healing powers, which he used on Arthanius - the first time he had let on to the party that his music could produce magical effects. After this revitalisation the party journeyed back to their base at Keet, carrying with them the bodies of the two deceased town guards who had aided them and perished.
They left the bodies with the guard captain, who bemoaned their fate and yet stated that a warrior could ask for no more in life than to die fighting the forces of Chaos and to be remembered as a hero.
As the party were talking with the town guards, and describing the battle in Ballan, a hulking man clad in furs and carrying a long spear rode into the village and approached them. It was Kratos, an erstwhile companion of Barur, who had wandered back into Keet out of curiosity as to how the Dwarf's adventures in the region were progressing. He was, of course, eager to join them on their return to Ballan, hoping to wet his spear with bugbear's blood.
As planned, they journeyed back to Ballan in the afternoon, hoping that the fleeing bugbears had not yet returned to the manor. On arriving at the ruined village, they found it quiet and empty, as had always been its first appearance. Heading through the village, they returned straight to the manor house, the front doors of which were still hanging open.
Firstly they explored the upper floors, discovering a series of more or less ruined chambers, one containing a strangely green coloured corpse of a woman. They also found what appeared to have been the master bedroom, where a figure was chained to the four poster bed. The huddled figure seemed to be alive, so they approached and tried to rouse it. Upon the first touch the figure sprang up out of the bed, as far as its chains would allow, and started clawing at the adventurers. It was a woman, wild with some kind of madness, and in some state of transformation - with blood red eyes, vicious claws, and a horrid grinning mouth full of fangs. They attempted to talk to her, hoping that she might be at least partly lucid, but all their words were met with blind animalistic rage. In the end Kratos drove his spear into her chest, putting her out of her presumed state of misery and suffering. Exploring the ex-baron's suite further, they found one noteworthy item amongst the ruin - a single long black feather tipped with a band of bronze.
Next, finding a wooden staircase and trapdoor leading up, they ventured into the attic. The top of the house was filled with broken wood and smashed crates and furniture, and two gaping holes in the roof were seen. A large mound of wood and crates was gathered beneath one of the holes, and the party went to investigate. The first gentle probing of the pile provoked the sounds of rustling and scurrying from within, and a full thrust of Kratos' spear unleashed the inhabitants - a swarm of black winged creatures, half bat - half bird, with talons and long, murderously sharp beaks. The disturbed flock swirled briefly in the rafters before diving upon the adventurers, attempting to find weak points in their armour to pierce with their beaks. The birds proved no match for the party, even in their large numbers, not even getting the chance to demonstrate their blood-draining ability. Many were slain and the scant remainder flew screeching out of the hole in the roof. Searching through the pile of crates which had been home to the birds, the party discovered a haul of coins and several valuable items, which had obviously been lying there for some time, undiscovered by the bugbears.
Returning to the ground floor, the party explored the remaining rooms of the manor, which were mostly full of rubble and ruin. At one point Kratos exerted his might to break down a stuck door, and narrowly avoided falling head first into a pit which was on the other side - it wasn't clear whether this hole had been deliberately put there as a trap, or whether the floor had coincidentally caved in, but in any case a hole leading down to the cellar was revealed. The party also found a room with a series of paintings, most of which had been shredded. One painting however was mostly intact (it had been spattered with blood, but the image could still be seen) - it depicted the ex-baron of Ballan, seated and holding an orb of dark stone in one hand, and a quill in the other hand. The quill was recognised as the feather they had found upstairs.
Lastly, as the day outside was beginning to wane, the party descended into the cellars (via a stairway which they found elsewhere). They had previously lit a torch to investigate one of the upper rooms with boarded windows, and this was still burning, allowing the non-Dwarvish members of the party to see in the gloom of the cellar. The cellar appeared to consist of two large rooms, both thick with mould and damp, and full of broken and rotting barrels and caskets. The first of the two cellar rooms had some odd formations of green mould on the walls, which had formed into what looked like some kind of runes or writing. Unfortunately none of the party could decipher what the mould had to say.
On a wider inspection of the cellar it was discovered that both of the large stone rooms had been "extended" by several rough, low-ceilinged tunnels, running off at odd angles. As the party were considering their next action, Darian heard a whimpering sound coming from a barrel in the corner. They gathered around, and shook the barrel slightly, provoking a more determined wailing from within. Kratos fearlessly opened the barrel, which was sealed, and saw a small boy cowering within. (Not one member of the party thought for a moment that the boy was what he seemed to be :)) Kratos reached in to grab the boy, suspecting that he may be some kind of shapechanger or demon, and in fact discovered that he was a ghost - the Northlander's hand passed straight through the phantom, causing it to wail even louder. Darian suggested that maybe Arthanius should try to do something with or to the ghost, to which he memorably replied "I'm a witch-hunter, not a ghost-buster".
At about this time the party's luck was up. Unbeknownst to them, a group of bugbears which were lurking in the one of the low tunnels had been sneaking up on them, and, aided by the noise and distraction of the screaming ghost, leapt on the party out of the darkness and completely by surprise. They attacked Barur's henchmen, Angur and Barath, who happened to be situated at the back of the group, and the nearest victims of the ambush. The henchmen were taken completely off guard, and were both run through by the bugbears' spears and fell to the ground. Barur and the others retaliated quickly, and slew the bugbears in their wrath, but the henchmen had both taken fatal wounds, and were dead by the time anyone could get to them.
After the battle the party noticed that their torch was burning very low, and only at this point realised that this was the one and only torch they possessed between the six of them. (A fact which I found rather amusing :)) And, seeing the diminishing light coming from the hole in the ceiling which Kratos had earlier almost fallen through from above, they realised that dusk was nearing. They took these two facts as a sign to get going, although they were eager to explore the tunnels leading out of the cellars. Kratos had taken a liking to the ghost in the barrel (which was still crying), and formed a plan to take it back to town and to try and make some money by displaying it as a curio of some kind. So he began to roll the wailing barrel up the stairs. It was only the smoking and hissing of the barrel dissolving which saved him from the nasty surprise of stepping straight into a corrosive black ooze which was now spread across the stairs leading up. The ghost vanished as the barrel dissolved, and the black ooze began to slowly advance on the party, spreading itself wide over the floor of the cellar. With no other escape route, Barur swung a grappling hook up through the hole in the ceiling, and the party climbed out one by one, with the ooze advancing on them as they fled. All living members of the party narrowly escaped without being dissolved, but poor Angur's body became ooze food.
They left the manor and the ruined village at sunset, carrying with them a nice haul of treasure, and the body of their fallen comrade.
The two hour journey back to Keet became perilous as night descended, and they had to resort to creating makeshift torches with sticks, rags, and the large amounts of oil they had (but no lanterns!). They skirted around the edges of Grinwold wood on their way back to civilisation, but their light and movement did not go unnoticed. A band of mountain goblins leapt out of the woods in an attempted ambush, which Arthanius' dog Bane warned the party of just in time. Despite their number, the goblins were easily defeated - Barur and Kratos slaying large numbers of them with an initial strike, causing the remainder to flee in terror.
The session ended with the slightly diminished party safely back in the village of Keet, indeed just in time for supper.
Barur - Dwarven noble, accompanied by his two henchmen - Angur and Barath
Darian - Wandering Bard
Arthanius Lex - Servant of Arg (god of storms), member of the Order of the Hammer, witch-hunter, accompanied by his faithful hound Bane
Kratos - Warrior from the Northlands, follower of Arg, accompanied by a horse known only as "the entertainer"
The session continued straight on from the events of the last - with the party making a hasty retreat from the ruined village of Ballan, where they'd had a narrow victory against a horde of bugbears.
Firstly Barur took care to heal the seriously wounded bard, using two of the healing salves which he had purchased previously from the local herbalist. In return Darian revealed his own healing powers, which he used on Arthanius - the first time he had let on to the party that his music could produce magical effects. After this revitalisation the party journeyed back to their base at Keet, carrying with them the bodies of the two deceased town guards who had aided them and perished.
They left the bodies with the guard captain, who bemoaned their fate and yet stated that a warrior could ask for no more in life than to die fighting the forces of Chaos and to be remembered as a hero.
As the party were talking with the town guards, and describing the battle in Ballan, a hulking man clad in furs and carrying a long spear rode into the village and approached them. It was Kratos, an erstwhile companion of Barur, who had wandered back into Keet out of curiosity as to how the Dwarf's adventures in the region were progressing. He was, of course, eager to join them on their return to Ballan, hoping to wet his spear with bugbear's blood.
As planned, they journeyed back to Ballan in the afternoon, hoping that the fleeing bugbears had not yet returned to the manor. On arriving at the ruined village, they found it quiet and empty, as had always been its first appearance. Heading through the village, they returned straight to the manor house, the front doors of which were still hanging open.
Firstly they explored the upper floors, discovering a series of more or less ruined chambers, one containing a strangely green coloured corpse of a woman. They also found what appeared to have been the master bedroom, where a figure was chained to the four poster bed. The huddled figure seemed to be alive, so they approached and tried to rouse it. Upon the first touch the figure sprang up out of the bed, as far as its chains would allow, and started clawing at the adventurers. It was a woman, wild with some kind of madness, and in some state of transformation - with blood red eyes, vicious claws, and a horrid grinning mouth full of fangs. They attempted to talk to her, hoping that she might be at least partly lucid, but all their words were met with blind animalistic rage. In the end Kratos drove his spear into her chest, putting her out of her presumed state of misery and suffering. Exploring the ex-baron's suite further, they found one noteworthy item amongst the ruin - a single long black feather tipped with a band of bronze.
Next, finding a wooden staircase and trapdoor leading up, they ventured into the attic. The top of the house was filled with broken wood and smashed crates and furniture, and two gaping holes in the roof were seen. A large mound of wood and crates was gathered beneath one of the holes, and the party went to investigate. The first gentle probing of the pile provoked the sounds of rustling and scurrying from within, and a full thrust of Kratos' spear unleashed the inhabitants - a swarm of black winged creatures, half bat - half bird, with talons and long, murderously sharp beaks. The disturbed flock swirled briefly in the rafters before diving upon the adventurers, attempting to find weak points in their armour to pierce with their beaks. The birds proved no match for the party, even in their large numbers, not even getting the chance to demonstrate their blood-draining ability. Many were slain and the scant remainder flew screeching out of the hole in the roof. Searching through the pile of crates which had been home to the birds, the party discovered a haul of coins and several valuable items, which had obviously been lying there for some time, undiscovered by the bugbears.
Returning to the ground floor, the party explored the remaining rooms of the manor, which were mostly full of rubble and ruin. At one point Kratos exerted his might to break down a stuck door, and narrowly avoided falling head first into a pit which was on the other side - it wasn't clear whether this hole had been deliberately put there as a trap, or whether the floor had coincidentally caved in, but in any case a hole leading down to the cellar was revealed. The party also found a room with a series of paintings, most of which had been shredded. One painting however was mostly intact (it had been spattered with blood, but the image could still be seen) - it depicted the ex-baron of Ballan, seated and holding an orb of dark stone in one hand, and a quill in the other hand. The quill was recognised as the feather they had found upstairs.
Lastly, as the day outside was beginning to wane, the party descended into the cellars (via a stairway which they found elsewhere). They had previously lit a torch to investigate one of the upper rooms with boarded windows, and this was still burning, allowing the non-Dwarvish members of the party to see in the gloom of the cellar. The cellar appeared to consist of two large rooms, both thick with mould and damp, and full of broken and rotting barrels and caskets. The first of the two cellar rooms had some odd formations of green mould on the walls, which had formed into what looked like some kind of runes or writing. Unfortunately none of the party could decipher what the mould had to say.
On a wider inspection of the cellar it was discovered that both of the large stone rooms had been "extended" by several rough, low-ceilinged tunnels, running off at odd angles. As the party were considering their next action, Darian heard a whimpering sound coming from a barrel in the corner. They gathered around, and shook the barrel slightly, provoking a more determined wailing from within. Kratos fearlessly opened the barrel, which was sealed, and saw a small boy cowering within. (Not one member of the party thought for a moment that the boy was what he seemed to be :)) Kratos reached in to grab the boy, suspecting that he may be some kind of shapechanger or demon, and in fact discovered that he was a ghost - the Northlander's hand passed straight through the phantom, causing it to wail even louder. Darian suggested that maybe Arthanius should try to do something with or to the ghost, to which he memorably replied "I'm a witch-hunter, not a ghost-buster".
At about this time the party's luck was up. Unbeknownst to them, a group of bugbears which were lurking in the one of the low tunnels had been sneaking up on them, and, aided by the noise and distraction of the screaming ghost, leapt on the party out of the darkness and completely by surprise. They attacked Barur's henchmen, Angur and Barath, who happened to be situated at the back of the group, and the nearest victims of the ambush. The henchmen were taken completely off guard, and were both run through by the bugbears' spears and fell to the ground. Barur and the others retaliated quickly, and slew the bugbears in their wrath, but the henchmen had both taken fatal wounds, and were dead by the time anyone could get to them.
After the battle the party noticed that their torch was burning very low, and only at this point realised that this was the one and only torch they possessed between the six of them. (A fact which I found rather amusing :)) And, seeing the diminishing light coming from the hole in the ceiling which Kratos had earlier almost fallen through from above, they realised that dusk was nearing. They took these two facts as a sign to get going, although they were eager to explore the tunnels leading out of the cellars. Kratos had taken a liking to the ghost in the barrel (which was still crying), and formed a plan to take it back to town and to try and make some money by displaying it as a curio of some kind. So he began to roll the wailing barrel up the stairs. It was only the smoking and hissing of the barrel dissolving which saved him from the nasty surprise of stepping straight into a corrosive black ooze which was now spread across the stairs leading up. The ghost vanished as the barrel dissolved, and the black ooze began to slowly advance on the party, spreading itself wide over the floor of the cellar. With no other escape route, Barur swung a grappling hook up through the hole in the ceiling, and the party climbed out one by one, with the ooze advancing on them as they fled. All living members of the party narrowly escaped without being dissolved, but poor Angur's body became ooze food.
They left the manor and the ruined village at sunset, carrying with them a nice haul of treasure, and the body of their fallen comrade.
The two hour journey back to Keet became perilous as night descended, and they had to resort to creating makeshift torches with sticks, rags, and the large amounts of oil they had (but no lanterns!). They skirted around the edges of Grinwold wood on their way back to civilisation, but their light and movement did not go unnoticed. A band of mountain goblins leapt out of the woods in an attempted ambush, which Arthanius' dog Bane warned the party of just in time. Despite their number, the goblins were easily defeated - Barur and Kratos slaying large numbers of them with an initial strike, causing the remainder to flee in terror.
The session ended with the slightly diminished party safely back in the village of Keet, indeed just in time for supper.
Labels:
age of chaos,
savage worlds,
session summaries
Saturday, 16 October 2010
Can bugbears worship ooze?
Yeah, why not?After the events of the last session in my campaign (the storming of a ruined manor inhabited by bugbears), I started to wonder "what lies beneath?". I'd already decided that the bugbears don't actually live in the manor house, they just use it as a kind of base of operations. Like any self-respecting "humanoids", they live in a series of tunnels underneath the manor and the nearby village. So I started drawing a map of said tunnels, and then came to think "well, what else might be down there, cohabiting with the bugbears?". Ooze was not the first thing that came to my mind. However, after laying eyes on this lump of melted purple candle wax, the possibilities of ooze & bugbears living in subterranean harmony became suddenly rather vivid and appealing.
I've only recently started using miniatures & a battle mat (since starting to play Savage Worlds), and this is the first time it's occurred to me to use something unusual and creative as a miniature. Let the floodgates open!
Labels:
age of chaos,
miniatures,
ooze,
savage worlds
Tuesday, 12 October 2010
Age of Chaos - Session 8
A long session which, in contrast to the two previous (combatless) sessions, was taken up mostly with a huge battle!
Featuring:
Barur - Noble Dwarven warrior, accompanied by his hirelings Barath and Angur
Darian - Wandering Bard
Arthanius Lex - Servant of Arg, member of the Order of the Hammer, witch-hunter
After the disappearance of Aergyl the Necromancer early in the morning during the last session, Darian, Barur and his henchmen gathered in the tavern to discuss events and to make plans for their next action. They decided to attempt a raid on the ruined village of Ballan, which lies to the south of Keet (where they are staying), on the slopes of Mount Garn. They had visited Ballan on two previous occasions, and had encountered the village's new inhabitants - bugbears. They were drawn to explore the manor house which they'd noticed on a hill at the rear of the village, surmising that this was perhaps the lair of the bugbears, and that there was probably loot to be had. They'd discovered that the manor was previously owned by a Baron Halld, and that he was friends with a well-known wizard, Elleg, who had dwelt in the region - meaning that the potential for valuable and interesting treasure in the ruined manor was guessed to be high! So, they made plans to head to Ballan early the next morning.
That evening, as the party were relaxing in the inn, a stranger arrived in Keet - a short, rugged, bearded man, dressed in a long leather coat, carrying a crossbow, and leading a lithe dog on a leash. He entered the tavern, escorted by one of the village guards, and strode directly up to the party of adventurers. Introducing himself as Arthanius Lex, he stated that he had come to investigate the strange goings-on in the village, and the escape of the Necromancer, whom he'd been informed had been an acquaintance of Barur's. The Dwarf, bemoaning further accusations for the deeds of his ill-chosen former companion, re-asserted his innocence in the matter, but did little to gain the trust of the witch-hunter, who remained very suspicious. He did however declare that he would accompany the party to Ballan the next day, in order to see if they really did intend to fight against the creatures of Chaos.
Leaving the inn, Arthanius asked the village guard to lead him to the house of Meredith, the local herbalist, who was also known to have had dealings with the Necromancer. The old woman told all she knew of the wizard, that he had seemed somewhat suspicious, and had spoken of strange matters, but that she had had the feeling that there was good in him, and that he was not purely a servant of Chaos. Again, the witch-hunter's suspicious mind was not pacified, and he left with the feeling that some strange plot was afoot in the village.
They all slept poorly during the night, due to the cold of the oncoming winter, and awoke early to see the year's first snow covering the ground outside. Barur's henchman Angur declared it to be "a cold day for killing". Before leaving the village they visited the guards' barracks, which stands on a hill behind the inn. Arthanius Lex was awaiting them there, and was gathered with a group of guards. He had managed to talk the guard captain around to sending three of the village guards with the party, as they'd need all the swords they could get if the reports about Ballan's new inhabitants were true. Thus they entered the wild lands: Barur, Angur and Barath, Darian, and Arthanius Lex with his hunting hound and the three guards: Aram, Dolg and Olm.
The 2 hour walk around the outskirts of the forest to Ballan was mostly uneventful. At one point they sighted a flight of crows above them, which the superstitious village guards believed to be the familiars of the wizard Elleg (who was also believed to perhaps still dwell in his tower on the edge of the forest away to the south east). The crows were taken as a portent of some kind, though the party were unsure whether it boded for good or ill.
Arriving at the ruined village, they found it lifeless and still, especially quite now it was blanketed with snow. The snow revealed no tracks ahead of them, so they surmised that whatever lived here had not been active since the snow had fallen in the early morning. They walked carefully through the village, Lex's dog sniffing and growling at various ruined buildings as they passed. Nonetheless they headed straight to the walled manor house on the hill. The rusted iron gates in the wall stood half open, and Barur ventured inside to find a garden wildly overgrown with thorny plants, two broken statues of noble warriors, and a path leading up to the front door of the manor. He noted that the windows of the manor were all boarded shut. They gathered at the doorstep, and pulled the creaking doors open, revealing an empty hallway with a door and a stairway on each side, and a set of magnificently carved double doors at the far end.
Lex stepped boldly forward, walking down the hall and opening the double doors, which led into what used to be the manor's great dining hall. The room was now filled with smoke, coming from the smouldering embers which lay beneath a steaming iron cauldron. A variety of wooden tables, chairs and junk also filled the room, but it was apparently uninhabited. Ever wary, Lex looked upwards to the ceiling, and noticed that a balcony ran along one edge of the room, allowing viewers on the next floor to look down into the hall. Afraid of what such viewers might do to them now, he sent two of the guards up the stairway to investigate. Also while scanning the ceiling, the witch-hunter caught a glimpse of a large black shape moving in one corner. Taking no chances, he let a crossbow bolt fly at it, heard the bolt thud into what sounded like flesh, and a muted scream of pain. The shape began to move.
The two guards crept up the stairway, and ran back down, gibbering that they'd seen "five monsters, dark gods, blood everywhere!". The battle began.
At this point, as the party was mostly gathered at the doors of the banquet hall, Darian, who was lurking at the rear, noticed that one of the smaller doors in the entrance hall, behind them, was beginning to shake, as if someone was trying to open it. Barur and his henchmen leapt up the stairs to confront the reported horrors, and Darian put his back against the shaking door in an attempt to block it. Unfortunately his strength was not sufficient, and he was sent flying to the floor, cracking his head on the flagstones, as a group of four bugbears wielding spears rushed to attack the party's rear.
Those on the upper level were confronted by the leader of the bugbears, a massive hulking beast of 8 feet tall, brandishing an axe and a huge shield, and wearing a dented breastplate. He was accompanied by two priests wielding bone rods, and two warriors with spears. The chamber appeared to be used as some kind of temple, as a magic circle was scribed on the floor, and an altar made of bones and congealed blood occupied one wall. The guards' report was correct - the whole room was splashed with blood of varying ages.
The battle was sorely fought, with the party surrounded and split onto two levels. The bugbear priests wielded powerful magic against them, summoning a blinding darkness, and shooting forth volleys of bone shards. Darian was stabbed and left for dead by the bugbears which had come from the door he'd attempted to block, but he bettered them, crawling up behind them and skewering one of them from behind. Barur fought the bugbear leader, an evenly matched battle between two veteran warriors, but after the magical darkness had passed, the Dwarf ended victorious. The defeat of their leader demoralised the bugbear hordes, and some of them fled.
The priests fought to the death, and were killed by Barur's henchmen, Angur and Barath - Barath using the unusual but successful tactic of throwing chunks of wood and bones from the altar at his opponents to disorient them. Several bugbears died with Lex's bolts in their skulls. When the last of the monsters were slain, the party assessed its losses. Two of the three village guards were dead, but the third, Olm, survived and had proven to be a stalwart warrior, single-handedly fending off attacks from three bugbears. Lex was badly wounded, but still able. Darian lay unconscious and bleeding in the entrance hall on the ground floor, but was still barely alive.
With the rout of their enemies, the party was torn between looting the manor house in victory and making a hasty retreat to the safety of Keet. They chose the latter course of action, fearing that a further confrontation in the manor would not go in their favour. But they planned to return later in the day, after leaving the badly wounded in safety, hoping that the fleeing bugbears had run far enough away that they wouldn't have regrouped by the time the party returned.
The next session will tell if their hopes will be fulfilled!
Featuring:
Barur - Noble Dwarven warrior, accompanied by his hirelings Barath and Angur
Darian - Wandering Bard
Arthanius Lex - Servant of Arg, member of the Order of the Hammer, witch-hunter
After the disappearance of Aergyl the Necromancer early in the morning during the last session, Darian, Barur and his henchmen gathered in the tavern to discuss events and to make plans for their next action. They decided to attempt a raid on the ruined village of Ballan, which lies to the south of Keet (where they are staying), on the slopes of Mount Garn. They had visited Ballan on two previous occasions, and had encountered the village's new inhabitants - bugbears. They were drawn to explore the manor house which they'd noticed on a hill at the rear of the village, surmising that this was perhaps the lair of the bugbears, and that there was probably loot to be had. They'd discovered that the manor was previously owned by a Baron Halld, and that he was friends with a well-known wizard, Elleg, who had dwelt in the region - meaning that the potential for valuable and interesting treasure in the ruined manor was guessed to be high! So, they made plans to head to Ballan early the next morning.
That evening, as the party were relaxing in the inn, a stranger arrived in Keet - a short, rugged, bearded man, dressed in a long leather coat, carrying a crossbow, and leading a lithe dog on a leash. He entered the tavern, escorted by one of the village guards, and strode directly up to the party of adventurers. Introducing himself as Arthanius Lex, he stated that he had come to investigate the strange goings-on in the village, and the escape of the Necromancer, whom he'd been informed had been an acquaintance of Barur's. The Dwarf, bemoaning further accusations for the deeds of his ill-chosen former companion, re-asserted his innocence in the matter, but did little to gain the trust of the witch-hunter, who remained very suspicious. He did however declare that he would accompany the party to Ballan the next day, in order to see if they really did intend to fight against the creatures of Chaos.
Leaving the inn, Arthanius asked the village guard to lead him to the house of Meredith, the local herbalist, who was also known to have had dealings with the Necromancer. The old woman told all she knew of the wizard, that he had seemed somewhat suspicious, and had spoken of strange matters, but that she had had the feeling that there was good in him, and that he was not purely a servant of Chaos. Again, the witch-hunter's suspicious mind was not pacified, and he left with the feeling that some strange plot was afoot in the village.
They all slept poorly during the night, due to the cold of the oncoming winter, and awoke early to see the year's first snow covering the ground outside. Barur's henchman Angur declared it to be "a cold day for killing". Before leaving the village they visited the guards' barracks, which stands on a hill behind the inn. Arthanius Lex was awaiting them there, and was gathered with a group of guards. He had managed to talk the guard captain around to sending three of the village guards with the party, as they'd need all the swords they could get if the reports about Ballan's new inhabitants were true. Thus they entered the wild lands: Barur, Angur and Barath, Darian, and Arthanius Lex with his hunting hound and the three guards: Aram, Dolg and Olm.
The 2 hour walk around the outskirts of the forest to Ballan was mostly uneventful. At one point they sighted a flight of crows above them, which the superstitious village guards believed to be the familiars of the wizard Elleg (who was also believed to perhaps still dwell in his tower on the edge of the forest away to the south east). The crows were taken as a portent of some kind, though the party were unsure whether it boded for good or ill.
Arriving at the ruined village, they found it lifeless and still, especially quite now it was blanketed with snow. The snow revealed no tracks ahead of them, so they surmised that whatever lived here had not been active since the snow had fallen in the early morning. They walked carefully through the village, Lex's dog sniffing and growling at various ruined buildings as they passed. Nonetheless they headed straight to the walled manor house on the hill. The rusted iron gates in the wall stood half open, and Barur ventured inside to find a garden wildly overgrown with thorny plants, two broken statues of noble warriors, and a path leading up to the front door of the manor. He noted that the windows of the manor were all boarded shut. They gathered at the doorstep, and pulled the creaking doors open, revealing an empty hallway with a door and a stairway on each side, and a set of magnificently carved double doors at the far end.
Lex stepped boldly forward, walking down the hall and opening the double doors, which led into what used to be the manor's great dining hall. The room was now filled with smoke, coming from the smouldering embers which lay beneath a steaming iron cauldron. A variety of wooden tables, chairs and junk also filled the room, but it was apparently uninhabited. Ever wary, Lex looked upwards to the ceiling, and noticed that a balcony ran along one edge of the room, allowing viewers on the next floor to look down into the hall. Afraid of what such viewers might do to them now, he sent two of the guards up the stairway to investigate. Also while scanning the ceiling, the witch-hunter caught a glimpse of a large black shape moving in one corner. Taking no chances, he let a crossbow bolt fly at it, heard the bolt thud into what sounded like flesh, and a muted scream of pain. The shape began to move.
The two guards crept up the stairway, and ran back down, gibbering that they'd seen "five monsters, dark gods, blood everywhere!". The battle began.
At this point, as the party was mostly gathered at the doors of the banquet hall, Darian, who was lurking at the rear, noticed that one of the smaller doors in the entrance hall, behind them, was beginning to shake, as if someone was trying to open it. Barur and his henchmen leapt up the stairs to confront the reported horrors, and Darian put his back against the shaking door in an attempt to block it. Unfortunately his strength was not sufficient, and he was sent flying to the floor, cracking his head on the flagstones, as a group of four bugbears wielding spears rushed to attack the party's rear.
Those on the upper level were confronted by the leader of the bugbears, a massive hulking beast of 8 feet tall, brandishing an axe and a huge shield, and wearing a dented breastplate. He was accompanied by two priests wielding bone rods, and two warriors with spears. The chamber appeared to be used as some kind of temple, as a magic circle was scribed on the floor, and an altar made of bones and congealed blood occupied one wall. The guards' report was correct - the whole room was splashed with blood of varying ages.
The battle was sorely fought, with the party surrounded and split onto two levels. The bugbear priests wielded powerful magic against them, summoning a blinding darkness, and shooting forth volleys of bone shards. Darian was stabbed and left for dead by the bugbears which had come from the door he'd attempted to block, but he bettered them, crawling up behind them and skewering one of them from behind. Barur fought the bugbear leader, an evenly matched battle between two veteran warriors, but after the magical darkness had passed, the Dwarf ended victorious. The defeat of their leader demoralised the bugbear hordes, and some of them fled.
The priests fought to the death, and were killed by Barur's henchmen, Angur and Barath - Barath using the unusual but successful tactic of throwing chunks of wood and bones from the altar at his opponents to disorient them. Several bugbears died with Lex's bolts in their skulls. When the last of the monsters were slain, the party assessed its losses. Two of the three village guards were dead, but the third, Olm, survived and had proven to be a stalwart warrior, single-handedly fending off attacks from three bugbears. Lex was badly wounded, but still able. Darian lay unconscious and bleeding in the entrance hall on the ground floor, but was still barely alive.
With the rout of their enemies, the party was torn between looting the manor house in victory and making a hasty retreat to the safety of Keet. They chose the latter course of action, fearing that a further confrontation in the manor would not go in their favour. But they planned to return later in the day, after leaving the badly wounded in safety, hoping that the fleeing bugbears had run far enough away that they wouldn't have regrouped by the time the party returned.
The next session will tell if their hopes will be fulfilled!
Labels:
age of chaos,
savage worlds,
session summaries
Friday, 24 September 2010
Age of Chaos - Session 7
A short but fun session, with a very interesting (and completely unexpected by all concerned) twist at the end.
Featuring:
Aergyl - Aged and ill-fated necromancer and devotee of Mot, god of death
Barur - Noble Dwarven warrior, accompanied by his hirelings Barath and Angur
Darian - Wandering bard
This session left off directly where the last one finished - with Aergyl incarcerated in the village of Keet after being put to the rune trial for dealing with the gods of Chaos, found guilty, and sentenced to death by burning the following day.
After the murder of one of the prison guards by Aergyl during the night, it was decided that he needed to be more securely imprisoned. A group of guards, accompanied by the Seid (the village temple warden), came to Aergyl's cell, bound his hands behind his back, gagged him, put a sack over his head, and blocked up the small window in the door of his cell. Unable to resist, the necromancer languished in the darkness, trying to think of a means of escape or revenge.
At dawn the prison guards gathered, preparing to take Aergyl to meet his fate in the town of Aglong. Barur also awoke at dawn, and, hoping to at least be able to speak with his former companion (the necromancer), he roused Barath, Angur and Darian, with whom he was sharing a room at the inn. The Dwarf's companions were rather disgruntled at being woken up so early, and none of them was keen to interfere further in the course of justice. So Barur went alone to the guard's barracks, where he met the party as they were bringing Aergyl out from his cell. Blenworth, the guard captain, explained to Barur what had happened, how Aergyl had murdered one of the men in the night with dark magic, and how there could be no doubt now that the judgement of the high gods was correct - the wizard should be condemned to death. Barur asked to be able to speak to Aergyl, but Blenworth refused, saying that they didn't want to risk him speaking any more dangerous words of power in the village. Thus Aergyl was dragged down to the road, and began his journey to Aglong.
Barur stayed and spoke with the guards' captain for a time, and reached a reconciliation. The captain said that the adventurers were still welcome in the village, and that their explorations of the wilderness to the south, and killing of Goblins was greatly appreciated. However, he was urged to take more care in choosing his companions in future, especially those who dabble in the arts of wizardry. The Dwarf then returned to the inn to mull over the events of the last day, and to decide his next course of action.
Aergyl, in the meantime, was being dragged along the road to Aglong. Being physically overpowered, and unable to use magic due to his bindings, the certainty of his fate sunk in. His mind reached out in desperation to the dark gods of Chaos. He was wearing a silver necklace in the form of a spider, which he had taken from a spider cultist whom they had encountered and killed in the forest several weeks ago. The necklace was known to have magical powers, and had been used several times to charm and control giant spiders, so Aergyl surmised that it had some connection to the spider god Ligg. Attempting to use the power of the necklace once more, he called out mentally to the spider god, asking to be saved. His plea was heard, and his mind slipped gradually into a vision - where he was standing in a dark subterranean space, surrounded by spiders of all shapes and sizes, crawling everywhere and eventually submerging him in their number. The voice of Ligg emerged out of the noise of thousands of spiders crawling, a sinister whisper answering the necromancer's plea for aid - "And what would you do for me in return?". Aergyl replied that he would serve Ligg in return for his help now. The deity replied simply "Renounce your god". Aergyl detected a malicious humour in this remark, knowing that his god, Mot, the god of death, would very likely not look kindly on one who willingly leaves his service. Nonetheless, he took the risk, and in the presence of the spider god he renounced Mot and swore to serve only Ligg. The god accepted his service.
The spider necklace began to get hot, burning Aergyl's flesh and burrowing into his chest. Through his gag, he screamed out in pain, but his mind was now elsewhere, being fully immersed in the consciousness of the spiders surrounding him. As the necklace bored to the centre of his chest, the wizard's body was transformed into a thousand tiny spiders, which scuttled away from the horrified guards, leaving his robes and bindings to drop to the ground.
And so ended the career of Aergyl as a PC. However, this episode has layed the seed of him potentially returning as an enemy at some point, a deranged devotee of Ligg. It was a really interesting session, and great fun to delve a bit further into the relationship of mortals to the gods. I have very much in mind that I want the gods to have real power in the world, and that characters speaking their names, and invoking their aid have the potential to bring forth that power. I've not come up with any formal rules for this as yet (though I might do), but have just been asking players to make Spirit rolls when they invoke the power of a deity. And Aergyl's player made some very successful Spirit rolls in his dealing with the spider god!
Featuring:
Aergyl - Aged and ill-fated necromancer and devotee of Mot, god of death
Barur - Noble Dwarven warrior, accompanied by his hirelings Barath and Angur
Darian - Wandering bard
This session left off directly where the last one finished - with Aergyl incarcerated in the village of Keet after being put to the rune trial for dealing with the gods of Chaos, found guilty, and sentenced to death by burning the following day.
After the murder of one of the prison guards by Aergyl during the night, it was decided that he needed to be more securely imprisoned. A group of guards, accompanied by the Seid (the village temple warden), came to Aergyl's cell, bound his hands behind his back, gagged him, put a sack over his head, and blocked up the small window in the door of his cell. Unable to resist, the necromancer languished in the darkness, trying to think of a means of escape or revenge.
At dawn the prison guards gathered, preparing to take Aergyl to meet his fate in the town of Aglong. Barur also awoke at dawn, and, hoping to at least be able to speak with his former companion (the necromancer), he roused Barath, Angur and Darian, with whom he was sharing a room at the inn. The Dwarf's companions were rather disgruntled at being woken up so early, and none of them was keen to interfere further in the course of justice. So Barur went alone to the guard's barracks, where he met the party as they were bringing Aergyl out from his cell. Blenworth, the guard captain, explained to Barur what had happened, how Aergyl had murdered one of the men in the night with dark magic, and how there could be no doubt now that the judgement of the high gods was correct - the wizard should be condemned to death. Barur asked to be able to speak to Aergyl, but Blenworth refused, saying that they didn't want to risk him speaking any more dangerous words of power in the village. Thus Aergyl was dragged down to the road, and began his journey to Aglong.
Barur stayed and spoke with the guards' captain for a time, and reached a reconciliation. The captain said that the adventurers were still welcome in the village, and that their explorations of the wilderness to the south, and killing of Goblins was greatly appreciated. However, he was urged to take more care in choosing his companions in future, especially those who dabble in the arts of wizardry. The Dwarf then returned to the inn to mull over the events of the last day, and to decide his next course of action.
Aergyl, in the meantime, was being dragged along the road to Aglong. Being physically overpowered, and unable to use magic due to his bindings, the certainty of his fate sunk in. His mind reached out in desperation to the dark gods of Chaos. He was wearing a silver necklace in the form of a spider, which he had taken from a spider cultist whom they had encountered and killed in the forest several weeks ago. The necklace was known to have magical powers, and had been used several times to charm and control giant spiders, so Aergyl surmised that it had some connection to the spider god Ligg. Attempting to use the power of the necklace once more, he called out mentally to the spider god, asking to be saved. His plea was heard, and his mind slipped gradually into a vision - where he was standing in a dark subterranean space, surrounded by spiders of all shapes and sizes, crawling everywhere and eventually submerging him in their number. The voice of Ligg emerged out of the noise of thousands of spiders crawling, a sinister whisper answering the necromancer's plea for aid - "And what would you do for me in return?". Aergyl replied that he would serve Ligg in return for his help now. The deity replied simply "Renounce your god". Aergyl detected a malicious humour in this remark, knowing that his god, Mot, the god of death, would very likely not look kindly on one who willingly leaves his service. Nonetheless, he took the risk, and in the presence of the spider god he renounced Mot and swore to serve only Ligg. The god accepted his service.
The spider necklace began to get hot, burning Aergyl's flesh and burrowing into his chest. Through his gag, he screamed out in pain, but his mind was now elsewhere, being fully immersed in the consciousness of the spiders surrounding him. As the necklace bored to the centre of his chest, the wizard's body was transformed into a thousand tiny spiders, which scuttled away from the horrified guards, leaving his robes and bindings to drop to the ground.
And so ended the career of Aergyl as a PC. However, this episode has layed the seed of him potentially returning as an enemy at some point, a deranged devotee of Ligg. It was a really interesting session, and great fun to delve a bit further into the relationship of mortals to the gods. I have very much in mind that I want the gods to have real power in the world, and that characters speaking their names, and invoking their aid have the potential to bring forth that power. I've not come up with any formal rules for this as yet (though I might do), but have just been asking players to make Spirit rolls when they invoke the power of a deity. And Aergyl's player made some very successful Spirit rolls in his dealing with the spider god!
Labels:
age of chaos,
savage worlds,
session summaries
Saturday, 11 September 2010
Damage by class
I've seen a few people discussing this topic, on various blogs and forums: the idea of weapon damage in D&D being determined not by the weapon itself, but by the class of the character wielding it. The most commonly propsed system is that characters do damage based on their hit die (d4 for magic users, d6 for thieves, d8 for clerics and d10 for fighters - using the AD&D class hit dice).
It's an idea that I find very appealing. 1. It's simple, super simple. 2. It (potentially) does away with that old D&D stickler - "why can't my wizard / cleric use a sword?".
So with damage by class a wizard can use a sword - he just won't do much damage with it. This makes sense to me. Of course, anyone can pick up and use (almost) any weapon, but without proper training (like, say, being a fighter) they're not going to be able to use it at full effectiveness.
At the low end of the damage spectrum it seems to make sense. However I've wondered if it makes sense at the other end (fighters). Is a trained warrior really as effective in combat with a dagger as with a longsword? I don't claim any knowledge of such things, but I presume not, otherwise the longsword would probably never have been invented.
So, what I've been thinking is that a mixture of the two systems would probably work - damage by class and by weapon. This sounds like it's going to be complicated and involve tables, but it doesn't! All you need to do is say that any character can use any weapon, and all weapons do the damage listed as normal - BUT up to a maximum of the character's hit die. So a wizard wielding a dagger, a club, a sword - any weapon at all - will do d4 damage. But a fighter wielding a dagger will be a far less formidable opponent than a fighter wielding a 2-handed sword.
(By the way, I'm sure this idea is subconsciously inspired by Savage Worlds, where damage is by weapon but limited by a character's Strength.)
The only trouble I can see with this (or other damage by class systems) is that it takes away one of the fighter's big advantages - having no weapon restrictions. Of course the fighter has also just gained a new big advantage - being the only class capable of dealing maximum damage with big weapons. I'm not sure if this balances out though.
I'd say probably clerics would be the big winners here, going from being able to use a very limited selection of weapons, almost all of which do d6 damage, to being able to use any weapon, many of which deal up to d8 damage. In that respect I'd consider reducing clerics' maximum damage to d6, that seems more balanced.
I'm interested to hear anyone's thoughts on this matter!
It's an idea that I find very appealing. 1. It's simple, super simple. 2. It (potentially) does away with that old D&D stickler - "why can't my wizard / cleric use a sword?".
So with damage by class a wizard can use a sword - he just won't do much damage with it. This makes sense to me. Of course, anyone can pick up and use (almost) any weapon, but without proper training (like, say, being a fighter) they're not going to be able to use it at full effectiveness.
At the low end of the damage spectrum it seems to make sense. However I've wondered if it makes sense at the other end (fighters). Is a trained warrior really as effective in combat with a dagger as with a longsword? I don't claim any knowledge of such things, but I presume not, otherwise the longsword would probably never have been invented.
So, what I've been thinking is that a mixture of the two systems would probably work - damage by class and by weapon. This sounds like it's going to be complicated and involve tables, but it doesn't! All you need to do is say that any character can use any weapon, and all weapons do the damage listed as normal - BUT up to a maximum of the character's hit die. So a wizard wielding a dagger, a club, a sword - any weapon at all - will do d4 damage. But a fighter wielding a dagger will be a far less formidable opponent than a fighter wielding a 2-handed sword.
(By the way, I'm sure this idea is subconsciously inspired by Savage Worlds, where damage is by weapon but limited by a character's Strength.)
The only trouble I can see with this (or other damage by class systems) is that it takes away one of the fighter's big advantages - having no weapon restrictions. Of course the fighter has also just gained a new big advantage - being the only class capable of dealing maximum damage with big weapons. I'm not sure if this balances out though.
I'd say probably clerics would be the big winners here, going from being able to use a very limited selection of weapons, almost all of which do d6 damage, to being able to use any weapon, many of which deal up to d8 damage. In that respect I'd consider reducing clerics' maximum damage to d6, that seems more balanced.
I'm interested to hear anyone's thoughts on this matter!
Labels:
adnd,
dnd,
labyrinth lord,
savage worlds
Age of Chaos - Session 6
I've not gotten around to doing proper write-ups of the previous 5 sessions in my Savage Worlds sandbox campaign, and unfortunately I can't remember enough of the specifics of what occurred to do them retrospectively. So we must begin with the sixth session...
Featuring:
Aergyl - eldery and unusually ugly dabbler in the dark arts of necromancy. Worshipper of Mot, god of death.
Barur - Dwarf warrior, noble son of the lord of a distant kingdom. Accompanied by two henchmen: Angur the fighter and Barath the bard.
Darian - wandering bard, about whom little is yet known, as he's appearing on the scene for the first time in this session.
A brief re-cap:
The campaign so far has centred around the village of Keet, a small settlement in the outlying regions of the lands of Karg (yes, the classic sandbox setup :). A motely crew of adventurers have recently entered the region and have been exploring the wilderness to the south of the village, with the eventual aim of finding a route into the mountains and into the City of Iron - a Dwarven stronghold which was overrun by the forces of Chaos about 50 years ago.
Their adventures thusfar have led them into the heart of Grinwold Wood, which is haunted with a strange presence, and inhabited by all manner and size of spiders, and a cult of humans who appear to be spider worshippers. The party have also investigated the ruins of the village of Ballan, which seems to now be home to a group of Bugbears.
This week's session continued directly on from the last, wherein Aergyl was badly injured in a battle against giant spiders and thus decided to attempt to purchase some leather armour, for his future protection. He visited the village smithy, which also acts as a kind of general equipment store, stocking a range of goods which aren't produced in the village, at higher-than-normal prices. A suit of leather armour was available, but Aergyl attempted to "negotiate" a lower price with the smith - insinuating that his wares were not of the highest quality and not worth the price being asked. The smith didn't take kindly to these words, and (after a result of snakeyes for a Persuasion roll) an argument ensued. Aergyl ended up cursing the man in the name of Mot, and carving a rune of death on his door, before making his way to Aglong (the nearest large town) to buy armour there.
Returning from to Keet Aglong in the evening, after several days away from the village, the party headed straight to the inn (the Grinwold's Eaves), which had been their base for the last month or so. They were greeted with an uncomfortable quiet, but nonetheless sat down and ordered some food and drinks from the innkeeper. Barur inquired of the man if there was something wrong, or if something untoward had happened in the last few days, and was told that there had been some kind of trouble, and that they would find out about it soon enough.
Shortly a group of armed guards entered the inn, walked straight up to Aergyl and requested that he accompany them to the village temple, located on a mound to the north of the settlement. He complied, and went peacefully with them, a little unsure of what they wanted or what was to come. Upon reaching the temple he was met by the village priest, a short stocky man whom the party had not previously encountered. It was revealed that Aergyl was to be put to trial for dealing with the dark gods of Chaos - news of the cursing of the smith had, obviously, spread quickly.
The chosen form of the trial was by calling on the judgement of the high gods by means of the runes. Three village elders were present, each as a representative of one of the forces of Order: Blenworth, captain of the guard, on behalf of the King, Meredith, local herbalist, on behalf of the earth gods, and the priest on behalf of the high gods. Each selected a rune, giving three possible fates for the defendant. The runes of Death, Exile and Mercy were selected. The judgement of the god Baal was then called upon, as to which of these three fates should come to pass. *
The rune of Death was revealed, and Aergyl's fate was sealed. He was hurried off to the cell in the guards' barracks, to be taken to Aglong on the morrow to meet his doom.
Barur and his henchmen saw Aergyl being taken, and attempted to intervene, asking the guard captain what had happened, and pleading Aergyl's innocence. But the guards wouldn't question the judgement of the gods, and threw the necromancer into the cell.
After languishing for some hours, Aergyl decided to try his luck at escaping. All his equipment had been taken from him, but he had managed to secret a single tooth in a small pocket on his person - the required component for his spell to summon an undead skeleton. He hoped to be able to command the skeleton to steal the key to his cell, and unlock the door from the outside. The summoning succeeded, but one of the prison guards got into a fight with the skeleton, and Aergyl, out of desperation and anger, ended up killing the man with bolts of eldritch green fire. After the guard's death the skeleton managed to retrieve the key, and attempted to open the lock. However it's manual dexterity wasn't up to the task, and it crumbled into a pile of bones before it could free its master.
Soon afterwards Barur, accompanied by Darian (who had, strangely, just arrived in the village in the middle of the night) went to the prison to investigate and to see if he'd be allowed to speak with Aergyl. Creeping up to one of the prison's windows Barur heard the guards cursing the necromancer, and bemoaning the murder of their comrade. At this point even the loyal dwarf questioned whether attempting to rescue his companion was really the best thing to do, and Darian, who apparently was just along for the adventure, began to find the prospect of breaking a necromancer out of prison in the middle of the night to be distinctly unappealing. So they returned to inn and their sleep, hoping to speak with Aergyl in the morning before he was taken to Aglong.
The session ended thus.
* At this point, I tried an interesting experiment. I didn't feel that it'd be fair for me to just decree that Aergyl was to be put to death (which, in the setting, would probably be the usual punishment for dealing with the gods of Chaos), so I let Yves (Aergyl's player) decide which of the three fates would come to pass. In the end he decided to choose randomly by rolling a die.
Featuring:
Aergyl - eldery and unusually ugly dabbler in the dark arts of necromancy. Worshipper of Mot, god of death.
Barur - Dwarf warrior, noble son of the lord of a distant kingdom. Accompanied by two henchmen: Angur the fighter and Barath the bard.
Darian - wandering bard, about whom little is yet known, as he's appearing on the scene for the first time in this session.
A brief re-cap:
The campaign so far has centred around the village of Keet, a small settlement in the outlying regions of the lands of Karg (yes, the classic sandbox setup :). A motely crew of adventurers have recently entered the region and have been exploring the wilderness to the south of the village, with the eventual aim of finding a route into the mountains and into the City of Iron - a Dwarven stronghold which was overrun by the forces of Chaos about 50 years ago.
Their adventures thusfar have led them into the heart of Grinwold Wood, which is haunted with a strange presence, and inhabited by all manner and size of spiders, and a cult of humans who appear to be spider worshippers. The party have also investigated the ruins of the village of Ballan, which seems to now be home to a group of Bugbears.
This week's session continued directly on from the last, wherein Aergyl was badly injured in a battle against giant spiders and thus decided to attempt to purchase some leather armour, for his future protection. He visited the village smithy, which also acts as a kind of general equipment store, stocking a range of goods which aren't produced in the village, at higher-than-normal prices. A suit of leather armour was available, but Aergyl attempted to "negotiate" a lower price with the smith - insinuating that his wares were not of the highest quality and not worth the price being asked. The smith didn't take kindly to these words, and (after a result of snakeyes for a Persuasion roll) an argument ensued. Aergyl ended up cursing the man in the name of Mot, and carving a rune of death on his door, before making his way to Aglong (the nearest large town) to buy armour there.
Returning from to Keet Aglong in the evening, after several days away from the village, the party headed straight to the inn (the Grinwold's Eaves), which had been their base for the last month or so. They were greeted with an uncomfortable quiet, but nonetheless sat down and ordered some food and drinks from the innkeeper. Barur inquired of the man if there was something wrong, or if something untoward had happened in the last few days, and was told that there had been some kind of trouble, and that they would find out about it soon enough.
Shortly a group of armed guards entered the inn, walked straight up to Aergyl and requested that he accompany them to the village temple, located on a mound to the north of the settlement. He complied, and went peacefully with them, a little unsure of what they wanted or what was to come. Upon reaching the temple he was met by the village priest, a short stocky man whom the party had not previously encountered. It was revealed that Aergyl was to be put to trial for dealing with the dark gods of Chaos - news of the cursing of the smith had, obviously, spread quickly.
The chosen form of the trial was by calling on the judgement of the high gods by means of the runes. Three village elders were present, each as a representative of one of the forces of Order: Blenworth, captain of the guard, on behalf of the King, Meredith, local herbalist, on behalf of the earth gods, and the priest on behalf of the high gods. Each selected a rune, giving three possible fates for the defendant. The runes of Death, Exile and Mercy were selected. The judgement of the god Baal was then called upon, as to which of these three fates should come to pass. *
The rune of Death was revealed, and Aergyl's fate was sealed. He was hurried off to the cell in the guards' barracks, to be taken to Aglong on the morrow to meet his doom.
Barur and his henchmen saw Aergyl being taken, and attempted to intervene, asking the guard captain what had happened, and pleading Aergyl's innocence. But the guards wouldn't question the judgement of the gods, and threw the necromancer into the cell.
After languishing for some hours, Aergyl decided to try his luck at escaping. All his equipment had been taken from him, but he had managed to secret a single tooth in a small pocket on his person - the required component for his spell to summon an undead skeleton. He hoped to be able to command the skeleton to steal the key to his cell, and unlock the door from the outside. The summoning succeeded, but one of the prison guards got into a fight with the skeleton, and Aergyl, out of desperation and anger, ended up killing the man with bolts of eldritch green fire. After the guard's death the skeleton managed to retrieve the key, and attempted to open the lock. However it's manual dexterity wasn't up to the task, and it crumbled into a pile of bones before it could free its master.
Soon afterwards Barur, accompanied by Darian (who had, strangely, just arrived in the village in the middle of the night) went to the prison to investigate and to see if he'd be allowed to speak with Aergyl. Creeping up to one of the prison's windows Barur heard the guards cursing the necromancer, and bemoaning the murder of their comrade. At this point even the loyal dwarf questioned whether attempting to rescue his companion was really the best thing to do, and Darian, who apparently was just along for the adventure, began to find the prospect of breaking a necromancer out of prison in the middle of the night to be distinctly unappealing. So they returned to inn and their sleep, hoping to speak with Aergyl in the morning before he was taken to Aglong.
The session ended thus.
* At this point, I tried an interesting experiment. I didn't feel that it'd be fair for me to just decree that Aergyl was to be put to death (which, in the setting, would probably be the usual punishment for dealing with the gods of Chaos), so I let Yves (Aergyl's player) decide which of the three fates would come to pass. In the end he decided to choose randomly by rolling a die.
Labels:
age of chaos,
savage worlds,
session summaries
Monday, 6 September 2010
Updated Savage Worlds hirelings & henchmen PDF
I've just updated the PDF of my guidelines for Hirelings & Henchmen in Savage Worlds fantasy campaigns. Not a big change, but I've just removed the stuff that was specific to my own campaign (names of deities and magic-wielding Elf warriors). Oh and I also changed the guidelines for henchmen gaining XP to match the rules in SWEX (which I'd not noticed previously).
So everything in the sheet is now fully 100% certifiably compatible with SWEX + the Fantasy Companion ;)
Next thing I've got in mind is adding some random tables for interesting bits of background and quirks.
So everything in the sheet is now fully 100% certifiably compatible with SWEX + the Fantasy Companion ;)
Next thing I've got in mind is adding some random tables for interesting bits of background and quirks.
Labels:
hirelings,
PDFs,
savage worlds
Thursday, 2 September 2010
Tricks in Labyrinth Lord
So I've been thinking, during various random day dream opportunities, about how tricks (to use the Savage Worlds terminology) could work in Labyrinth Lord or other old-school D&D type games. For non-Savages, the SW tricks system basically allows one character to gain a combat advantage over another by means other than a standard attack. They're divided into Smarts and Agility tricks - the former being anything that tries to confuse or get one over on the opponent, and the latter being anything that tries to unbalance or hinder the opponent. It's a super simple system, and one which can be used to resolve a huge variety of spur of the moment combat maneuvers.
So to convert it over to D&D, there needs to be two components:
1. A system for resolving whether the trick succeeds.
2. A definition of what hapens when a trick does succeed.
The latter is easier. At first I was thinking about Armour Class penalties or stunned conditions, which would be fairly close, mechanically, to the effects of a trick in Savage Worlds. However, a reading of the AD&D description of what Hit Points represent put me onto a different track - the 1e rules explicitly state that HPs are abstract, and include all sorts of factors like fatigue, luck, combat expertise, etc. So, with that in mind, actual normal damage seems like a pretty good effect for a successful trick (albeit fairly low damage - 1d3 perhaps). Probably with the caveat that a trick cannot kill - it can't reduce a character to less than 1hp.
Resolution of a trick's success is more troublesome, and I've not managed to come up with a satisfactory solution yet. The most obvious candidate would be an opposed Int or Dex roll. But in old-school D&D books, how many monsters have an Int or Dex score? None. The AD&D monster manuals give an Int rating, which could easily be converted to a score, but it's still an extra step to do that conversion. But as for Dex, there's no simple way to work it out.
Ability checks also of course have the problem that characters can never get better at them, unlike saving throws or THAC0, which improve with experience level. It'd be nice for certain classes to be able to get better at certain types of tricks - any kind of Mountebank or Bard type class, in particular, would suit this kind of advancement.
Another possibility I considered is that could tricks be resolved with a simple attack roll? That solution would certainly be simple, but an attack vs Armour Class just doesn't make sense for an agility type trick (where heavy amour would usually be an impediment rather than an aid to resisting the trick), and is completely meaningless for a mental type trick.
The search for a solution continues...
So to convert it over to D&D, there needs to be two components:
1. A system for resolving whether the trick succeeds.
2. A definition of what hapens when a trick does succeed.
The latter is easier. At first I was thinking about Armour Class penalties or stunned conditions, which would be fairly close, mechanically, to the effects of a trick in Savage Worlds. However, a reading of the AD&D description of what Hit Points represent put me onto a different track - the 1e rules explicitly state that HPs are abstract, and include all sorts of factors like fatigue, luck, combat expertise, etc. So, with that in mind, actual normal damage seems like a pretty good effect for a successful trick (albeit fairly low damage - 1d3 perhaps). Probably with the caveat that a trick cannot kill - it can't reduce a character to less than 1hp.
Resolution of a trick's success is more troublesome, and I've not managed to come up with a satisfactory solution yet. The most obvious candidate would be an opposed Int or Dex roll. But in old-school D&D books, how many monsters have an Int or Dex score? None. The AD&D monster manuals give an Int rating, which could easily be converted to a score, but it's still an extra step to do that conversion. But as for Dex, there's no simple way to work it out.
Ability checks also of course have the problem that characters can never get better at them, unlike saving throws or THAC0, which improve with experience level. It'd be nice for certain classes to be able to get better at certain types of tricks - any kind of Mountebank or Bard type class, in particular, would suit this kind of advancement.
Another possibility I considered is that could tricks be resolved with a simple attack roll? That solution would certainly be simple, but an attack vs Armour Class just doesn't make sense for an agility type trick (where heavy amour would usually be an impediment rather than an aid to resisting the trick), and is completely meaningless for a mental type trick.
The search for a solution continues...
Labels:
dnd,
labyrinth lord,
savage worlds
Tuesday, 10 August 2010
Hirelings & Henchmen
Hirelings and henchmen play a significant role in old-school D&D, and I wanted to encourage their use in my Savage Worlds campaign. I thought this was an especially good idea due to the Savage Worlds system being able to so smoothly handle large numbers of characters in combat. However, unfortunately I couldn't find any details in SWEX or the Fantasy Companion relating to the hiring of allies - not even a rough "cost per day / week". So I worked out my own tables, specific to fantasy settings, with guidelines for the costs of locating and hiring mercenaries and neophyte adventurers to join a party.
The PDF can be downloaded here: Hirelings & Henchmen.
It includes a random table for determining an adventurer's profession (Fighter, Wizard, Thief, Cleric, etc), and stats for them all. All the adventurers' stats are created with 5 points in Attributes, 10 points in Skills, and no Edges except those granted by racial background. So they're a step behind starting PCs, which is appropriate.
At present there are no guidelines or tables for hirelings' background, personality or motivations. The table in SWEX can provide a basic hint at personality, but I'd like to add some tables with small snippets of background, motivations and interesting quirks or features. A simple roll on the Minor Hindrances table could add some flavour as well.
The document is somewhat idiosyncratic to my campaign, with a setting-specific list of deities for Clerics, and the assumption that all Elves have supernatural powers. These things can easily be ignored though.
The PDF can be downloaded here: Hirelings & Henchmen.
It includes a random table for determining an adventurer's profession (Fighter, Wizard, Thief, Cleric, etc), and stats for them all. All the adventurers' stats are created with 5 points in Attributes, 10 points in Skills, and no Edges except those granted by racial background. So they're a step behind starting PCs, which is appropriate.
At present there are no guidelines or tables for hirelings' background, personality or motivations. The table in SWEX can provide a basic hint at personality, but I'd like to add some tables with small snippets of background, motivations and interesting quirks or features. A simple roll on the Minor Hindrances table could add some flavour as well.
The document is somewhat idiosyncratic to my campaign, with a setting-specific list of deities for Clerics, and the assumption that all Elves have supernatural powers. These things can easily be ignored though.
Labels:
dnd,
hirelings,
random tables,
savage worlds
New character sheets
I've just finished some first draft character sheets:
- Allies (up to 6 on one sheet)
- Magic-user character sheet back, with space for equipment, notes and spells
- General character sheet back, with space for equipment, notes and two allies
Labels:
character sheets,
savage worlds
Saturday, 31 July 2010
Treasure tables
I've been thinking about creating some more detailed random treasure hoard tables for Savage Worlds, as a kind of expansion to the system given in the Fantasy Companion. The rules there go into incredible depth for randomly selecting magic items (as is traditional in fantasy RPGs), but all other treasure is described simply as "Silver & Gold". Which definitely has the advantage of simplicity. However I personally rather like to at least have the opportunity to roll on tables for gems, jewellery, books, maps, and other miscellaneous items of value. I like the feeling this gives to a campaign - that the PCs aren't just racking up chests full of gold pieces - that a painting or a bracelet or a pouch of herbs are all valuable too. So far this is what I've thought:
I'd like to keep the simplicity of the system, by determining the total value of a treasure hoard, excluding magic items, by just rolling 1d10 and multiplying by the magnitude of the hoard. So that'd be the first step, as normal. But then it'd be nice, once the total value has been determined, to have some more tables to roll on to determine exactly what the valuable items are. Something like:
Hoard contents (1d6):
1-3 Just coins
4-5 Coins + one valuable item
6 Coins plus multiple valuable items
For a hoard with one or more valuable items, we need to determine what proportion of the hoard's total value is made up of coins, and what proportion is made up of the valuable items. A simple system is to say that the extra items are worth d10 x 10% of the hoard's total value. The remainder is coins.
Obviously if a hoard contains just one valuable item, its value can be easily calculated. Multiple items have proportional values as follows:
Multiple items' proportional value (1d6):
1 Two items - 50 / 50
2 Two items - 25 / 75
3 Two items - 10 / 90
4 Three items - 33 / 33 / 33
5 Three items - 20 / 40 / 40
6 Three items - 10 / 10 / 80
An example:
A Worthwhile treasure hoard has a total value of 1d10 x $100. Say we roll a 7, meaning that it's worth $700. We then roll to see if there are any special valuable items in the treasure hoard. A roll of 1d6 results in a 6 - multiple valuable items. 1d10 is rolled to determine what proportion of the hoard's value is made up by these valuable items - a result of 5 means 50% = $350. A further roll of 1d6 - resulting in a 3 - denotes that there are two valuable items, with proportional values of 10% / 90% of the valuable items sub-total (i.e. $35 and $315).
So the hoard contains $350 worth of coins, an item worth $35 and an item worth $315.
Well, perhaps that all sounds a bit complicated. But I think it'd work smoothly enough in practice, and I can't think of anything easier for now!
Of course there'd also need to be a set of tables to determine what exactly these "valuable items" are! This is the fun bit. Here's a simple table for starters:
Valuable items (1d8):
1 Gems
2 Jewellery
3 Books
4 Maps
5 Art / furnishings
6 Fur / cloth
7 Herbal / alchemical
8 Mundane
I'd like to keep the simplicity of the system, by determining the total value of a treasure hoard, excluding magic items, by just rolling 1d10 and multiplying by the magnitude of the hoard. So that'd be the first step, as normal. But then it'd be nice, once the total value has been determined, to have some more tables to roll on to determine exactly what the valuable items are. Something like:
Hoard contents (1d6):
1-3 Just coins
4-5 Coins + one valuable item
6 Coins plus multiple valuable items
For a hoard with one or more valuable items, we need to determine what proportion of the hoard's total value is made up of coins, and what proportion is made up of the valuable items. A simple system is to say that the extra items are worth d10 x 10% of the hoard's total value. The remainder is coins.
Obviously if a hoard contains just one valuable item, its value can be easily calculated. Multiple items have proportional values as follows:
Multiple items' proportional value (1d6):
1 Two items - 50 / 50
2 Two items - 25 / 75
3 Two items - 10 / 90
4 Three items - 33 / 33 / 33
5 Three items - 20 / 40 / 40
6 Three items - 10 / 10 / 80
An example:
A Worthwhile treasure hoard has a total value of 1d10 x $100. Say we roll a 7, meaning that it's worth $700. We then roll to see if there are any special valuable items in the treasure hoard. A roll of 1d6 results in a 6 - multiple valuable items. 1d10 is rolled to determine what proportion of the hoard's value is made up by these valuable items - a result of 5 means 50% = $350. A further roll of 1d6 - resulting in a 3 - denotes that there are two valuable items, with proportional values of 10% / 90% of the valuable items sub-total (i.e. $35 and $315).
So the hoard contains $350 worth of coins, an item worth $35 and an item worth $315.
Well, perhaps that all sounds a bit complicated. But I think it'd work smoothly enough in practice, and I can't think of anything easier for now!
Of course there'd also need to be a set of tables to determine what exactly these "valuable items" are! This is the fun bit. Here's a simple table for starters:
Valuable items (1d8):
1 Gems
2 Jewellery
3 Books
4 Maps
5 Art / furnishings
6 Fur / cloth
7 Herbal / alchemical
8 Mundane
Labels:
random tables,
savage worlds,
treasure
Saturday, 24 July 2010
If I were to play AD&D again...
What would I do? Well, I'd want to play it "by the book" as much as possible. As discussed in the previous post, I've had more than my fair share of house ruling odysseys. So one of the big points of playing AD&D 1st edition would be to experience it how it was / is, rather than how I think it could or should be.
I'll see when I receive the AD&D rule books I ordered recently, and have the chance to read through them again, but in all honesty I think I'd be tempted to run Labyrinth Lord with the Advanced Edition Companion. From what I've seen, LL appears to capture the essence of the early A/D&D rules, while presenting them in an improved and streamlined format. Plus of course it's compatible with all the really great things like the AD&D Monster Manuals and the 2nd edition Wizard's Spell Compendium (which I have a full set of, and am very very keen on).
But is there anything, even at this stage, I can say I would do differently? Any areas where I wouldn't play by the book? Well...
1st level wizards. I've always had a problem with them and their measly one spell per day. So I'd think seriously about giving them three spells per day at 1st level (basically two bonus 1st level spells). Even one extra spell per day would make a big difference. And I don't think a bonus 1st level spell or two would make any difference once a wizard is past 5th level or so.
Specialist wizards. I really like the 1e split between Magic-user and Illusionist - the way they're actually separate spell lists. I also really like the concept of the 2e schools of magic. But I'm not so keen on the watering down of specialists in 2e, by the fact that a generalist wizard (Mage) can cast any spell from any school - which kind of makes the specialists less interesting. So, blessed as I am with the Wizard's Spell Compendium, I would think about only allowing specialist wizards. Yep, no Magic-user / Mage. Just Illusionists, Necromancers, Invokers, Abjurers, etc. And yes that really would be possible. Get this: 231 Abjuration spells, 136 Divination spells, 280 Necromancy spells... So these specialists would have a seriously wide repertoire of spells available, even if they were strictly limited to a single school! Even relatively obscure schools like the elemental schools or the school of shadow would have enough spells to make it perfectly feasible for a player character to specialise in them. I reckon that'd be pretty interesting, and would make for a lot of variety in PC wizards.
Weapon proficiency. While I wouldn't want to go for a full import of the 2e weapon proficiency system, I think I'd probably relax the class-based weapon restrictions a bit. Only a bit. I'd probably say that characters can use weapons not on their class list, but at a (fairly harsh) penalty to hit. Simple.
One thing I really wonder about in old-school A/D&D is combat tactics. To be honest I don't think the combats we played as kids / teenagers were very tactical or interesting. Just your basic hack 'n' slash d20 rolling, as far as I recall. Since playing Savage Worlds my mind has been opened to the huge possibilities of a combat system which provides simple flexible rules for characters to perform all sorts of different (i.e. not just "I hit it again") actions in combat, and for them to make a big difference as well. In Savage Worlds a huge range of potential actions can be imagined, described and resolved with a couple of really simple mechanics - everything from intimidating or taunting opponents, to throwing sand in someone's eyes, to trying to tangle them up in a rope, to putting them off guard by briefly pretending to surrender. The big revelation here is that "non-combat" characters (like, for example, 1st level wizards who've fired off their daily magic missile) still have something very valid, useful and interesting to add to a fight.
I don't have much of an idea how I'd handle stuff like that in AD&D.
I'll see when I receive the AD&D rule books I ordered recently, and have the chance to read through them again, but in all honesty I think I'd be tempted to run Labyrinth Lord with the Advanced Edition Companion. From what I've seen, LL appears to capture the essence of the early A/D&D rules, while presenting them in an improved and streamlined format. Plus of course it's compatible with all the really great things like the AD&D Monster Manuals and the 2nd edition Wizard's Spell Compendium (which I have a full set of, and am very very keen on).
But is there anything, even at this stage, I can say I would do differently? Any areas where I wouldn't play by the book? Well...
1st level wizards. I've always had a problem with them and their measly one spell per day. So I'd think seriously about giving them three spells per day at 1st level (basically two bonus 1st level spells). Even one extra spell per day would make a big difference. And I don't think a bonus 1st level spell or two would make any difference once a wizard is past 5th level or so.
Specialist wizards. I really like the 1e split between Magic-user and Illusionist - the way they're actually separate spell lists. I also really like the concept of the 2e schools of magic. But I'm not so keen on the watering down of specialists in 2e, by the fact that a generalist wizard (Mage) can cast any spell from any school - which kind of makes the specialists less interesting. So, blessed as I am with the Wizard's Spell Compendium, I would think about only allowing specialist wizards. Yep, no Magic-user / Mage. Just Illusionists, Necromancers, Invokers, Abjurers, etc. And yes that really would be possible. Get this: 231 Abjuration spells, 136 Divination spells, 280 Necromancy spells... So these specialists would have a seriously wide repertoire of spells available, even if they were strictly limited to a single school! Even relatively obscure schools like the elemental schools or the school of shadow would have enough spells to make it perfectly feasible for a player character to specialise in them. I reckon that'd be pretty interesting, and would make for a lot of variety in PC wizards.
Weapon proficiency. While I wouldn't want to go for a full import of the 2e weapon proficiency system, I think I'd probably relax the class-based weapon restrictions a bit. Only a bit. I'd probably say that characters can use weapons not on their class list, but at a (fairly harsh) penalty to hit. Simple.
One thing I really wonder about in old-school A/D&D is combat tactics. To be honest I don't think the combats we played as kids / teenagers were very tactical or interesting. Just your basic hack 'n' slash d20 rolling, as far as I recall. Since playing Savage Worlds my mind has been opened to the huge possibilities of a combat system which provides simple flexible rules for characters to perform all sorts of different (i.e. not just "I hit it again") actions in combat, and for them to make a big difference as well. In Savage Worlds a huge range of potential actions can be imagined, described and resolved with a couple of really simple mechanics - everything from intimidating or taunting opponents, to throwing sand in someone's eyes, to trying to tangle them up in a rope, to putting them off guard by briefly pretending to surrender. The big revelation here is that "non-combat" characters (like, for example, 1st level wizards who've fired off their daily magic missile) still have something very valid, useful and interesting to add to a fight.
I don't have much of an idea how I'd handle stuff like that in AD&D.
Labels:
adnd,
labyrinth lord,
savage worlds
Journeys through RPG land
I've been on a round about journey through RPG land the last few years. After drifting away from the hobby in my twenties, when the urge to re-enter the world of roleplaying hit me, I (perhaps?) inevitably picked up where I'd left off - AD&D 2nd edition. I still had all the books, so I gathered a few friends and ran a couple of adventures. We had a great time - especially as it was early winter and the house I was living in at that point had a log fire which we had burning away in the background during the games - the perfect atmosphere! But soon after reading through the 2e rules and playing the game again, I found a lot of things that I actually wasn't very keen on in the system. The biggest being the class system. In those couple of adventures I ran there were 2 Ranger PCs, and I remember finding it both frustrating and weird that they both had exactly the same "cookie-cutter" abilities.
Now I don't recall if I also found the class / archetype system problematic in my "first time around" with D&D, as a teenager. Probably not. But as an adult I found that I was none too keen on it. So I embarked on an epic and (in retrospect) futile attempt to house-rule AD&D 2e into something that was closer to my ideal, at least in terms of how character creation and growth could work. What a waste of time... I sort of semi enjoyed most of it, but I spent so many hours on activities like: working out the relative XP costs of the various abilities of all the standard classes, cross-referencing them with each other, trying to unify the non-weapon proficiencies system with the thief skills and other class abilities, re-organising the schools of magic, etc etc. Basically I think I was trying to recreate D&D 3rd edition, which I'd never played or even heard anything about. I gave up before my task was finished.
At that point I started making a few friends in a local RPG club, some of whom were playing D&D 3e and 4e. So I had a whirlwind tour of the later editions of Dungeons & Dragons, even including the Pathfinder beta. While I found the "cleaned up" and rationalised rules set of 3e satisfying on one level, I also found that the feeling - mainly the style of books, i think - had changed a lot since AD&D, and this newer style or tone didn't speak to me in the same way as the earlier AD&D books did. And the character creation system, while a lot more flexible, still persistently centred around those pesky cookie-cutter classes. Enter True 20. Since my aborted attempt to modify AD&D 2e, I'd been looking for a game which suited my tastes, and which I wouldn't "have to" spend months house ruling. True 20 seemed to fit. The concept of classes has been all but removed; everything that had formerly been a class ability works within the d20 skills & feats system; and a lot of the complexity of D&D 3e has been simplified once more. So I dived head first into True 20. I bought and read the books, and started creating a campaign world.
There was just one thing though... One niggling thorn in my side - the True 20 powers system. I can't even really remember now what my problem with it was, but I just couldn't resist embarking on another epic rules re-working. This time was worse, since I was actually running an on-going game using this constantly morphing rules set. The players were confused. In the end I was confused. The campaign kind of fizzled out.
At this point someone mentioned, completely tangentially, Savage Worlds. I'd heard of it before, and had actually been put off by some of the weird things I'd heard about it - using playing cards, lots of miniatures, "Bennies"!? But this time I thought I'd look into it. The €10 cover price of SWEX certainly helped there. Reading that book, I was soon a convert. A system designed from the ground up to be fast to prep and play. A truly classless system, but one in which it's actually very easy to play archetypal characters if you want to (due to the nicely packaged professional Edges - Knight, Wizard, Thief, Holy Warrior, Woodsman, etc). An effects-based and highly flexible powers system. A game which is built around and has systems to facilitate the idea of improvised rulings, rather than attempting to list extensive rules for every possible situation. Many things appealed to me about Savage Worlds. At last a system which I was (and still am) committed to not messing with.
So I started again... A new campaign, in the form of an old-school fantasy sandbox! It's funny, all through this journey of my re-entry into roleplaying, I feel like I've basically been trying to get back to where I started, in some way. I guess this is probably a fairly common experience. We played these games as kids, so there's always going to be some degree of nostalgia / yearning involved. And that nostalgia still burns hot inside me. I love Savage Worlds, it really feels to me like the most solid and simultaneously the most flexible RPG rules system I've ever played (which admittedly isn't saying a huge deal, as I've not played that many systems). BUT... part of me misses magic missile and charm person and tenser's floating disk and polymorph other and death spell and limited wish and and and... Part of me misses the Monster Manuals. Part of me misses all the weird random tables for all manner of obscure things.
It's odd, but I'm not nostalgic for D&D BE(CMI), which I played as a kid, and I'm not nostalgic for AD&D 2e which I played as a teenager. What I'm nostalgic for is AD&D 1st edition. Which I've never played. I have all the books (well, the Player's Handbook, the DM's guide and MM 1 & 2), but I've never played it. "The spirit of Gygax"? I guess so. There's something so wondrous about those books, so fascinatingly fresh and weird and arcane. I really want to play that game. I really want to play D&D like it's the 1970s, somehow!!
Perhaps that same feeling can be evoked in a Savage Worlds campaign? We'll see. It's early days yet, and I've really enjoyed the games so far. But despite my love of the Savage Worlds system, I still have this kind of yearning for 1st level Magic-users and Xorns and Assassins and XP for gold. Maybe I will run AD&D 1e at some point... I've just bought the books on ebay (my original copies are in an attic somewhere in another country!), so I'll get the chance to at least read them again and feed that flame of nostalgia!
Now I don't recall if I also found the class / archetype system problematic in my "first time around" with D&D, as a teenager. Probably not. But as an adult I found that I was none too keen on it. So I embarked on an epic and (in retrospect) futile attempt to house-rule AD&D 2e into something that was closer to my ideal, at least in terms of how character creation and growth could work. What a waste of time... I sort of semi enjoyed most of it, but I spent so many hours on activities like: working out the relative XP costs of the various abilities of all the standard classes, cross-referencing them with each other, trying to unify the non-weapon proficiencies system with the thief skills and other class abilities, re-organising the schools of magic, etc etc. Basically I think I was trying to recreate D&D 3rd edition, which I'd never played or even heard anything about. I gave up before my task was finished.
At that point I started making a few friends in a local RPG club, some of whom were playing D&D 3e and 4e. So I had a whirlwind tour of the later editions of Dungeons & Dragons, even including the Pathfinder beta. While I found the "cleaned up" and rationalised rules set of 3e satisfying on one level, I also found that the feeling - mainly the style of books, i think - had changed a lot since AD&D, and this newer style or tone didn't speak to me in the same way as the earlier AD&D books did. And the character creation system, while a lot more flexible, still persistently centred around those pesky cookie-cutter classes. Enter True 20. Since my aborted attempt to modify AD&D 2e, I'd been looking for a game which suited my tastes, and which I wouldn't "have to" spend months house ruling. True 20 seemed to fit. The concept of classes has been all but removed; everything that had formerly been a class ability works within the d20 skills & feats system; and a lot of the complexity of D&D 3e has been simplified once more. So I dived head first into True 20. I bought and read the books, and started creating a campaign world.
There was just one thing though... One niggling thorn in my side - the True 20 powers system. I can't even really remember now what my problem with it was, but I just couldn't resist embarking on another epic rules re-working. This time was worse, since I was actually running an on-going game using this constantly morphing rules set. The players were confused. In the end I was confused. The campaign kind of fizzled out.
At this point someone mentioned, completely tangentially, Savage Worlds. I'd heard of it before, and had actually been put off by some of the weird things I'd heard about it - using playing cards, lots of miniatures, "Bennies"!? But this time I thought I'd look into it. The €10 cover price of SWEX certainly helped there. Reading that book, I was soon a convert. A system designed from the ground up to be fast to prep and play. A truly classless system, but one in which it's actually very easy to play archetypal characters if you want to (due to the nicely packaged professional Edges - Knight, Wizard, Thief, Holy Warrior, Woodsman, etc). An effects-based and highly flexible powers system. A game which is built around and has systems to facilitate the idea of improvised rulings, rather than attempting to list extensive rules for every possible situation. Many things appealed to me about Savage Worlds. At last a system which I was (and still am) committed to not messing with.
So I started again... A new campaign, in the form of an old-school fantasy sandbox! It's funny, all through this journey of my re-entry into roleplaying, I feel like I've basically been trying to get back to where I started, in some way. I guess this is probably a fairly common experience. We played these games as kids, so there's always going to be some degree of nostalgia / yearning involved. And that nostalgia still burns hot inside me. I love Savage Worlds, it really feels to me like the most solid and simultaneously the most flexible RPG rules system I've ever played (which admittedly isn't saying a huge deal, as I've not played that many systems). BUT... part of me misses magic missile and charm person and tenser's floating disk and polymorph other and death spell and limited wish and and and... Part of me misses the Monster Manuals. Part of me misses all the weird random tables for all manner of obscure things.
It's odd, but I'm not nostalgic for D&D BE(CMI), which I played as a kid, and I'm not nostalgic for AD&D 2e which I played as a teenager. What I'm nostalgic for is AD&D 1st edition. Which I've never played. I have all the books (well, the Player's Handbook, the DM's guide and MM 1 & 2), but I've never played it. "The spirit of Gygax"? I guess so. There's something so wondrous about those books, so fascinatingly fresh and weird and arcane. I really want to play that game. I really want to play D&D like it's the 1970s, somehow!!
Perhaps that same feeling can be evoked in a Savage Worlds campaign? We'll see. It's early days yet, and I've really enjoyed the games so far. But despite my love of the Savage Worlds system, I still have this kind of yearning for 1st level Magic-users and Xorns and Assassins and XP for gold. Maybe I will run AD&D 1e at some point... I've just bought the books on ebay (my original copies are in an attic somewhere in another country!), so I'll get the chance to at least read them again and feed that flame of nostalgia!
Labels:
adnd,
dnd,
gary gygax,
savage worlds,
true 20
Tuesday, 20 July 2010
New Hindrance: Complicated Powers
This Hindrance is associated with my system for Power activation methods.
Complicated Powers
Minor/Major
The character uses two simultaneous activation methods for his or her powers, or three for the Major version of the Hindrance.
Labels:
hindrances,
magic,
savage worlds
Sunday, 18 July 2010
Pregen characters VI: Northlander follower of Arg (god of storms)
Race: Human
Attributes: Strength d10, Vigor d10, Agility d6, Smarts d4, Spirit d4.
Skills: Fighting d10, Throwing d6, Intimidation d4, Notice d4, Climbing d4, Tracking d4, Survival d6.
Parry: 8, Toughness: 10, Pace: 6, Charisma: -2.
Edges: Brawny.
Hindrances: Outsider (m), Illiterate (m), Code of honor (M).
Equipment: Chainmail armor, Spear, Backpack, Bedroll.
Gold: 50
Labels:
pregens,
savage worlds
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