Tuesday, 15 October 2013

Rappan Athuk - Session Two

Session 2 (October 10, 2013)

(Back to Session 1)

The present party:
  • Azureus (Magic-User 1)
  • Erik (Fighter 1)
  • Ozborn (Cleric of the Sun God 1) and Milkiway (archer)
  • Starbucks (Fighter 1), and Starbucks Junior (light infantry)
The major events were the following:
  • The party returned to the mausoleum where they left an animate corpse wearing a ring. Long story short, said undead lost his ring and his head, as well.
  • Entering the main mausoleum the party figured out the puzzle to enter Rappan Athuk; unfortunately, members of the adventuring party refused to share the secret. The only thing they mentioned was a fight with two skeletons black as coal.
  • The party, due to sheer luck, successfully avoided a dangerous trap; they also marked its place with white chalk.
  • They encountered a bunch of ratlings, who shared some useful information with the party: (1) the northern half of the first level, as the party suspected, is the territory of the infamous Dung Monster, (2) the western corridor leads to the second level, home to a group of ogres, and (3) the river supposedly leads to a temple of sorts.
  • The ratlings also offered some vials of poison in exchange for eliminating Ambro, the leader of the ogres.
  • The party encountered the Dung Monster; reasoning with it seemed to be less than fruitful (all it cared about was food), and eventually they had to run away.
It was a much less fruitful delve than the first one; the party only recovered 247gp worth of treasure (compared to 3170gp for the last time). Nevertheless, they have explored most of the first main level and have a rough idea what else is about to come. Furthermore, the rumours and quests also helped in certain situations, which is exactly why I devised them in the first place.

(Next session)

Wednesday, 9 October 2013

Rappan Athuk - Recruiting Henchmen

It may be wise for a party of adventurers to hire additional muscle; henchmen are zero-level NPCs who fight alongside the PCs. Their statistics are the following: HP (1d6), AC (determined by armour), and Morale (7 + employer's CHA modifier).

There is a limit of how many henchmen may follow one particular player character (the modifiers are cumulative):
  • the base limit is 2
  • +1 if CHA modifier is positive
  • -1 if CHA modifier is negative
  • +1 if 4th level or higher
  • +1 if 8th level or higher
It is generally true that seeing luxury lures more brave and foolish people than poverty; the players are able to manipulate the number and quality of possible henchmen by spending gold between sessions as shown below (note, these amounts must be spent in addition to other purchases as they represent drinking festivals, victory feasts, luxurious wakes, and oh-my-god-we're-alive orgies).
  • Zero GP: 3d6; each 5 is a light infantry and each 6 is a light archer
  • 100 GP: 3d8; as above, plus each 7 is a heavy infantry and each 8 is a crossbowman
  • 200 GP: 3d10; as above, plus each 9 is a barbarian and each 10 is a swordsman
  • 500 GP: 3d12; as above, plus each 11-12 is a special henchmen rolled on an upcoming table
The number of dice rolled may also be increased by spending the initial cost multiple times or 50gp for the base option (for instance, for 400gp players may choose 4d10 or 6d8), but no more than 10 dice can be rolled.

Below you find the base statistics, equipment, and hiring cost of the different henchmen types:
  • light infantry, 10 GP (leather, spear)
  • archer, 15 GP (leather, short bow, 2 quivers, dagger)
  • heavy infantry, 20 GP (chain, spear)
  • crossbowman, 30 GP (chain, light crossbow, 2 quivers, dagger)
  • barbarian, 40 GP (leather, great axe)
  • swordsman, 50 GP (chain, shield, sword)
After surviving the first expedition, henchmen earn a name and the ability to advance as they survive further expeditions. After each session, their master has the option of paying them an extra 100 GP, for which one of the following bonuses may be chosen (each may only be taken once): (1) +1 to damage rolls, (2-3) increase HD by one, (4) improve AC by 1 point, and (5-6) increase morale by 1 point.

Tuesday, 8 October 2013

Underworld Lore - Magical Gems

The following magical gems were written for a community project of Gorgonmilk.

Amber Stones of Lahrissima

It is believed that upon defeating and imprisoning Lahrissima, the Mistress of Dormant Hatred and Familial Murder, the thirteen gemstones used to fuel her powers were extracted from her body and sold to anonymous collectors; no one knows, however, where they are now, and only a few would realise how immense power they are capable of holding.

Each of these gems grant an extra spell per day (without limiting of which level the spell must be) as long as they are in the possession of a Magic-User. If such a gem is surgically installed to the body of a female spell caster, she may choose a single spell of level 3 or less and gains the ability to cast that spell 3 times per day, in addition to memorised spells. The operation, however, is not without risks; a failed Save vs. Death results in the following (roll 1d4):
  1. The caster's body starts to rot slowly; her STR, DEX, and CON scores are drained 1 point per week permanently, unless she regularly tastes the flesh of children.
  2. The caster's skin, nails, and teeth become amber-coloured, her fingers grow unnaturally long, and her touch petrifies food and water.
  3. The caster's menstrual blood, as if some strange ooze, escapes during the night and finds shelter somewhere away from the sunlight (abandoned well, sewers, dungeons, etc.), where it slowly grows into a Lesser Blood Elemental.
  4. The caster dies; her body immediately rises as an Amber Wraith (it is also the standard outcome of the surgery with male patients).

Cyclamen Orb of Inhuman Voracity

Skeletons enhanced with such a gem are capable of detecting life forms from 120'; they also gain an extra bite attack, dealing 1d6 damage. A living creature carrying an Orb feels insatiable hunger all the time, which ultimately results in the consumption of completely inedible materials and objects (roll a Save vs. Spells to resist such a strong urge for 1d4 days). The upside is that the character also gains the extra bite attack and the ability to detect life within 120'.


Eye of Chaotic Power

One into whose eye socket this gem of swirling colours is implanted has access to a random ability, changing each time the creature makes a successful attack or suffers the effects of one (roll 1d6):
  1. see invisible creatures and objects
  2. petrifying gaze (saving throw negates)
  3. darkvision (120')
  4. mistake friends for enemies and vice versa
  5. gain the ability to shoot heat rays from eyes that deal 2d6 fire damage (Save vs. Wands for half damage)
  6. confusing gaze (Save vs. Wands or as per Confuse)

Seeds of the Eternal Forest

Skeletons enhanced with these brown oval seeds are very territorial in nature and furiously defend their surroundings (+2 to-hit and damage); it also appears that their bones are covered in brownish bark (AC improved by 2), which is very much like a living tree (double damage from axes and fire). When one of these seeds touches the ground, a Guardian of the Eternal Forest grows there within 1d3 exploration turns.

Friday, 4 October 2013

Rappan Athuk - Session One

Session 1 (October 3, 2013)

Due to sickness on my part, we could only start the campaign this week. Three players were present for the first session, during which they talked to dead guys, killed an undead knight, and looted some nifty items.

Thursday, 3 October 2013

Workday Ramblings - Rules and Rulings in RPGs


This post is my long response to a comment on a blog post; I also thought about many things during writing it so it became somewhat incoherent and it does not have that nice structure I crave for. Nevertheless, I though it deserved its own post.

Over Monsters and Manuals, there is a post dealing with how different it is to enter the role-playing hobby to entering some sports game (i.e. to become familiar with the rules and how they are played). I am actually not that interested in the main discussion but in something Lucky said in the comments:
Where the analogy breaks down for me is that in sports, the devil is in the details. The rules are not an abstraction in sports the way they are in RPGs, where you're trying to collect a multitude of things into a smaller set of rules. In sports, those things ARE the game. The challenge and enjoyment of sports is in trying to accomplish a simple goal under a complex set of dos and don'ts. At least for me, RPGs are about trying to accomplish (sometimes) complex goals under a simple set of rules. In sports, it pays to know all the rules, because you're bound by them. In RPGs, both the DM and the players can hand wave to their hearts content.

Tuesday, 1 October 2013

Fate and Doom

In the sixth issue of the Minotaur, Igor A. Rivendell introduced the Fate/Doom mechanics to Mazes & Minotaurs (for which boxes later appeared on the Vikings & Valkyries character sheet designed by Rubén Navarro, rising to a sort of "semi-official" status - at least, that is how I see it). Below I first describe the original mechanics, point out some aspects it covers and others it does not, and finally introduce my own, not yet playtested, version of the rule. It was designed with Vikings & Valkyries in mind, but with minimal tweaking it should be applicable to most D&D-esque systems.

(I would like to thank my Vikings & Valkyries group for reading and commenting on this sub-system, Gábor Palkó and Kapitány, and especially ZeroDivide for his keen insights. Thank you guys!)

Monday, 16 September 2013

Rappan Athuk - Session Zero

Below you find invaluable information about Rappan Athuk: a list of known entrances, circulating rumours, quests to take, and followers ready for hiring. The campaign hopefully starts in no later than a week or two from now; if you are interested, send me an e-mail, a u2u on LFG.HU, or post a comment here (as of now, the game is run in Hungarian).

For those of you who do not participate in this campaign but currently are or sometime will be delving through Rappan Athuk, proceed reading at your own risk (the long way of saying spoiler alert).

Wednesday, 11 September 2013

Horrors of the Screaming Forest PDF

Over the odd74 forum there was a Delving Deeper adventure writing contest in which I participated. Unfortunately, I only started working on my entry a week prior to the deadline, and because of that I had to cut the content (I thought it would detail twice or thrice as many locations). Someday, I will definitely do it.

Anyhow, without further ado, I present to you my first adventure shared with the community, the Horrors of the Screaming Forest. Having just started, I can already say there is going to be more: there is a community dungeon being published in a Hungarian old-school e-zine (Kazamata) level by level, and it is my honour to write the next level (Süvöltő Gépezetek Csarnokai; something like Halls of the Wuthering Machines) for the upcoming issue - and I definitely intend to share it with English-speakers as well.

Monday, 2 September 2013

Alternate Rule for Paralysis

In standard D&D rules, ghouls' paralysing attacks work something like this: (1) ghouls need a successful attack against a target, (2) target makes a saving throw, (3) if it fails, they are paralysed, and effectively, out of the game, for a given time. It makes ghouls, and other paralysing creatures, fearsome, but also boring. It takes away the tension regular combat achieves as one's HP drops round by round, circulating closer and closer to their inevitable doom.

Some editions of the game (3rd and 4th) try to solve this problem by allowing characters to make a save against such an effect each round. It might not be a bad idea, but it also lessens the power of ghouls, plus there is a lot of extra rolls involved.

Justin over The Alexandrian offers a different solution: he proposes that these attacks deal ability damage instead, both extending the generally ablative nature of combat to such situations and maintaining their seriousness (1d6 or 2d6 temporary damage to an ability may not be lethal, but a couple others have a great chance of debilitating your character; thanks to dice rolling, it varies a lot). My problem with this variant is that one is required to keep several totals of damage: one for HP and possibly one for each ability.

In -C's On the Non-player Character, social combat is resolved through regular attacks dealing subdual damage and checking its total against the target's HP to determine whether it has a minor, major, or no effect on the target.

This system could be used for paralysis (or actually any other "save-or-die" effect). A successful attack and a failed saving throw would result in the accumulation of subdual damage (probably 1d8 for B/X and 1d6 for 0e types of games); the minor effect could be along the lines of the shaken condition (-2 to attack rolls), while the major effect would be ye olde paralysis. If neither effect would be triggered, the paralysis damage would convert to standard non-lethal damage, as usual.

Also, one could eliminate the need for a saving throw by penalising such attacks with -4 as other types of non-lethal attacks; the target's AC could be (10 - 1/2 HD - Con modifier). This way, ghouls would have the option of attacking regularly or trying to paralyse the characters, if different types of attacks are your thing.

Tuesday, 27 August 2013

Rappan Athuk - Stages of Play

What follows is a detailed gameplay description of my forthcoming Rappan Athuk megadungeon campaign. I tried to make it as thorough yet simple as possible, but I am sure there may still be parts unclear to some, so I encourage those who are interested in either playing or are simply into the idea of such a campaign to articulate their questions or concerns.

To be sure you understand the context in which the following applies, read my proposition for the campaign and possibly the description of the available classes (it comes particularly handy for typical exploration activities).

To put it simply, the game consists of the following parts: (1) first, the players are given information about the dungeon so they can plan ahead, buy proper equipment, and hire qualified followers; (2) then actual dungeon crawling is resolved with exploration, friendly encounters, and deadly combats galore; (3) finally, they return to base, sell loot, and spend some money. Below, you find detailed description for each stage, procedures that have to be followed, and some of the rules that help resolve the situations that arise.

Friday, 23 August 2013

Rappan Athuk - Classes

Below you can find the re-worked versions of the four basic classes that are going to be available for players in the Rappan Athuk campaignNote, that certain advanced classes and special abilities can be unlocked in play (see Talysman's Leech and Apothecary to get the idea).

Before describing each class, some general notions:
  • There are no Prime Requisite abilities, thus no bonus XP.
  • The given base XP is for 2nd level; it doubles for each level thereafter (e.g. a base XP of 2,000 means 4,000 for 3rd and 32,000 for 6th level).
  • There are no weapon or armour restrictions. Spell-casting, however, is impossible in metal armour and takes twice as much time in leather armour (thus, usually 2 rounds). Also, some other actions may be penalised or even forbidden in armour. For our purposes, "changing" takes 1 full turn.

Monday, 19 August 2013

Rappan Athuk - Starting a Megadungeon Campaign

Since I got my hands on a pdf copy of Rappan Athuk Reloaded (available on rpgnow), I have been thinking about running it. Then the new edition came out (which was reviewed by Bryce Lynch, if you are interested), and I really wanted to run this baby of monstrous beauty. So, that is exactly what I am going to do. Below you find a couple of my thoughts on the campaign, a sort of "design goals" that I intend to accomplish.

Mind you, this is going to be a Google+ game, for now, run in Hungarian.

To sum it up:
  • an exploration-driven campaign
  • XP awarded only for treasure recovered
  • extensive use of rumours and quests
  • limited number of town activities
  • unique magic items (except for potions, scrolls, and wands)
  • B/X-esque base + house rules