Archive for the ‘ RPG ’ Category

ThursdAD&D: Musical Magic-User Spells

In 2002, I contributed several spells to Spells and Spellcraft, published by Fantasy Flight Games. I’ve “repackaged” some of those spells for use in your 5E D&D game. You can see those here and here. Many of the spells I wrote for Spells and Spellcraft were third-edition versions of spells I created for AD&D way back when. I’ve long since lost the AD&D write-ups for the spells, so I figured why not redo a couple for today’s post?

(Nota Bene: The previous link is an affiliate link. If you click it and buy the book, I get a bit of money.)


Crescendo of Indefatigability (Enchantment/Charm)
Level: 1
Range: 0
Duration: 1 round/level
Area of Effect: Personal
Components: V
Casting Time: 1 segment
Saving Throw: None

Explanation/Description: When this spell is cast, the magic-user emits a single, pure note that imbues the caster with determination. For the duration of the spell, the magic-user has a +1 bonus on attack rolls, saving throws, and damage rolls.

Debilitating Decrescendo (Enchantment/ Charm)
Level: 3
Range: 10″ + 1″/level
Duration: 1 round/level
Area of Effect: Three or more creatures in a 1″ radius
Components: V
Casting Time: 3 segments
Saving Throw: Neg.

Explanation/Description: When this spell is cast, the magic-user sings a powerful, clear note that starts strong and pure but degenerates into a weak, discordant gasp. The spell affects three creatures in the area of effect, plus one more creature in the area of effect for every 2 levels of experience gained after 5th level (i.e., 4 creatures at 7th level, 5 creatures at 9th level, et cetera). Targeted creatures in the area of effect must make saving throws. Those that fail suffer a -2 penalty to attack rolls, armor class, morale, and saving throws for the duration of the spell.

Dirge for the Walking Wounded (Necromantic)
Level: 3
Range: 10″ + 1″/level
Duration: Special
Area of Effect: One living creature
Components: V
Casting Time: 3 segments
Saving Throw: None

Explanation/Description: When this spell is cast, the magic-user’s mournful tune enables one living creature within range to continue to act normally even if it has been reduced to 0 or fewer hit points. The spell’s effects last as long as the magic-user continues to sing or until the target is reduced to -10 or fewer hit points, at which time the target dies immediately. While under the dirge’s effects, the target creature does not suffer additional hit point loss from shock, bleeding, et cetera, as normal for a creature reduced to 0 or fewer hit points.

February 14th, 2019  in RPG No Comments »

Savage Wednesday: Bennies & Mouse Guard

Our campaign using Savage Worlds Deluxe Explorer’s Edition continues this Saturday with Miami school children John, Bin, Ganke, and Mario transformed into fantasy heroes in a frontier region of the world of Aysle. This next game session marks our first full-blown foray into the rules-(more-or-less)-as-written. The kid characters were created with a modified set of rules. The fantasy characters were not.

Last Savage Wednesday post, I talked a bit about Aysle’s Laws of Observation, Magic, Honor, and Corruption. Those rules will be in play, of course, and we’ll also be spending and earning Bennies for the first time. Bennies have all their standard uses: reroll any Trait test, Soak damage, recover from being Shaken, et cetera. Heroes earn Bennies the usual ways as well: doing clever things, advancing the plot, great roleplaying related to Hindrances, and so forth.

The guidelines indicate that most players “should get one or two extra Bennies” per game session. With systems that use things like Bennies, I often forget about awarding them. I’m considering putting two to three Bennies per player in a bowl, sticking the bowl in the middle of the table, and letting the players handle the lion’s share of the Bennie awarding.

I also want to implement Beliefs, Goals, and Instincts from Mouse Guard. These three aspects of a character are specific means by which Bennies can be earned. I might tie them to Experience Points as well, but I’m still mulling that option.

Beliefs

“A Belief is a code or ethical stance. It’s a snapshot view of how your character thinks. Sometimes you’ll act in accordance with your Belief, sometimes you’ll act against it” (Mouse Guard, page 42).

A Belief lets the other players know what a character is most like. It signals what sorts of themes or activities the player wants to include in the game. A well-written Belief tells what motivates a character. It tells what higher purpose guides the character. A Belief should balance between being too general (“I must help people.”) and too specific (“I must help only women and children who beg me for assistance.”). Sample Beliefs from Mouse Guard help illustrate the principle:

“A guardmouse needs to be able to think with her head and act with her heart.”

“A guardmouse never gives up no matter what the danger.”

“The best solution is always found at the point of my sword.”

“It’s not what you fight, but what you fight for.”

In each case, the Belief indicates a course of action with the potential for conflict when the Belief is challenged. For example, the second Belief above most obviously presents the choice between continuing on a hopeless path and dying, or else giving up and/or retreating, which might also have serious negative consequences.

A character’s Belief can change at the beginning or end of a session, and this represents a change in worldview that ought to result from events during the game session.

Goals

“At the beginning of each session, write a Goal for your character. A Goal is some action or deed you want to accomplish in that session” (Mouse Guard, page 44).

A Goal is always something appropriate for the current session and the character’s duties as a hero. Of course, a Goal must be something possible to accomplish during the session. Any Goal has states an action and a target, and should probably include a condition as well. For example:

“I must find evidence that will determine if the grain peddler is a traitor or not.”

“I will protect [character] and [character] on this patrol.”

“I will show [character] and [character] that I am a valuable member of the patrol.”

“I will discover why [someone’s] communications from [location] have stopped.”

A Goal must include an imperative (“I will” or “I must”, for example) and a specific action verb with a target. Session Goals are written once the players know what the focus on the session is. One player’s character must have a Goal that addresses the session’s main focus. Each player gets one Goal per session. Unaccomplished Goals at the end of one session are rewritten at the start of the next session.

Instinct

“Your character’s Instinct represents a gut reaction or ingrained training. It represents something that he does naturally, without even really thinking abou it” (Mouse Guard, page 47).

To write an Instinct for a character, think of action or reaction, and then “turn it into a statement that includes always, if/then or never” (Mouse Guard, page 48). An Instinct has to be something that a character can accomplish quickly. An Instinct is what a character is most likely to do when a split-second decision is needed, and characters tend to follow their Instincts even in situations where they might not be appropriate. Some more examples:

“Always consult [character] when trouble arises.”

“Always draw my sword at the first sign of trouble.”

“If there’s work to be done, always offer to help.”

“Never delay when on a mission.”

An Instinct does not dictate how a character must act. A character can resist his or her Instinct, but there is no reward for doing so. An Instinct can also change, but a player may only write a new Instinct for his or her character at either the beginning or the end of a game session.

Bennies

A hero earns a Bennie for accomplishing a Goal, for acting in a difficult situation in which his or her Belief is challenged, and/or for following his or her Instinct. Since it may be the case that a Bennie earned from accomplishing a Goal is not earned until near the end of session, I’m considering one of two options: either the Goal Bennie carries over to the start of the next session or the Goal Bennie converts to an Experience Point. I’m leaning more strongly to the former option than the latter.

February 13th, 2019  in RPG No Comments »

Tuesday Terror: The Terara

This week’s Tuesday Terror was created by John Tedrick. You check his online portfolio by clicking here. The monster statted below is based on a piece titled “The Terror of Undermountain” (click here, please).

The terara dwells deep within rocky realms, often claiming an abandoned subterranean structure as its lair. From there, it ranges throughout the region, either hunting or demanding tribute from the creatures it encounters.

Terara
Gargantuan aberration, chaotic evil

Armor Class 18 (natural armor)
Hit Points 325 (26d20+182)
Speed 40 ft., fly 75 ft., swim 40 ft.

STR 27 (+8), DEX 14 (+2), CON 25 (+7), INT 19 (+4), WIS 15 (+2), CHA 16 (+3)

Saving Throws DEX +8, CON +15, INT +10, WIS +8
Skills Perception +10
Damage Resistances psychic; bludgeoning, piercing, slashing (in Swarm Form)
Condition Immunities blinded; charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned (in Swarm Form)
Senses blindsight 120 ft. or 40 ft. while deafened (blind beyond this radius), passive Perception 20
Languages Undercommon, telepathy 120 ft.
Challenge 20 (25,000 XP)

Amphibious. The terara can breathe air and water.

Blind Senses. The terara can’t use its blindsight while deafened and unable to smell.

Innate Spellcasting (Psionics). The terara’s innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no components:

At will: detect magic, detect thoughts, invisibility
3/day each: phantasmal force, see invisibility, shield
2/day each: charm monster, gaseous form, nondetection, suggestion
1/day each: clairvoyance, phantasmal killer

Keen Hearing and Smell. The terara has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Legendary Resistance (3/Day). If the terara fails a saving throw, it can choose to succeed instead.

Magic Resistance. The terara has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The terara makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8+8) piercing damage plus 11 (2d10) psychic damage.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6+8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8+8) bludgeoning damage.

Swarm Form (Recharge 5-6). The terara can discorporate its body into a squirming mass of monstrous worms. The terara remains in this form until the beginning of its next turn. While in swarm form, the terara cannot fly, bite, claw, or use its tail. The terara can occupy other creatures’ spaces, and it can move through any opening large enough for a Medium creature. When a creature enters the swarm form for the first time on a turn or starts its turn there, the creature must make a DC 19 Intelligence saving throw, taking 72 (16d8) psychic damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Detect. The terara makes a Wisdom (Perception) check.

Tail Attack. The terara makes a tail attack.

Psionic Blast (2 Actions). The terara unleashes a blast of psionic energy in a 60-foot cone. Each creature in that area must succeed on a DC 19 Intelligence saving throw or take 15 (2d10+4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself.

February 12th, 2019  in RPG No Comments »

ThursdAD&D: Bloodoak and Other Woods

The Skyrealms AD&D campaign resumes this coming Sunday with the heroes continuing their exploration of the so-called “haunted house” on the outskirts of Saltmarsh. One of the inspirations for the campaign is The Edge Chronicles by Paul Stewart and Chris Riddell. I recently started re-reading Beyond the Deepwoods, the first of the books in the Twig Saga.

In Beyond the Deepwoods, readers are introduced to the Deepwoods, a place of magic and danger. Unusual trees grow in the Deepwoods.

Scentwood: This wood burns with a soporific fragrance that sends “those who breathed it drifting into dream-filled sleep”. A creature that breathes air tinged with scentwood for 1 turn must make a saving throw versus poison or fall asleep for 1d4+2 hours. The creature can be awakened before this time by rough handling, loud noises, or damage, but he is treated as moderately intoxicated if less than half the time has passed, or slightly intoxicated otherwise. See page 82, Dungeon Masters Guide for the specifics. If the affected creature sleeps for the entire duration, he awakens refreshed as if he had rested for a full day. Minimum Size of Log: 2 lbs. Cost: 5 gold pieces per pound.

Lullabee: When burned, this wood, silvery-turquoise in color, sings “strange mournful songs” that are widely viewed as an acquired taste. A creature that listens to the singing wood for 1 turn must make a saving throw versus spells after falling asleep. If the saving throw fails, the creature’s dreams are sad and disturbing. The creature loses 1d4 points of wisdom, which are restored at a rate of 1 point per hour after waking up. If the saving throw succeeds, the creature is mentally fortified, enjoying a +1 bonus to saving throws against enchantment/charm and fear effects for 1d4 hours after waking up. Minimum Size of Log: 2 lbs. Cost: 15 gold pieces per pound.

Lufwood: This wood is the most popular for home fires. It burns softly and well, producing a restful purple glow. This glow acts as a protection from evil in a 5-foot radius per burning log. A log burns for 1 hour. Minimum Size of Log: 3 lbs. Cost: 25 gold pieces per pound.

Bloodoak: Bloodoak is the most bouyant of woods, and it’s used in the construction of floatboats and skyships. Bloodoak burns brightly and hotly, moreso than other woods. It also wails and screams while burning. Bloodoaks are dangerous, and invariably grow alongside the predatory tarry-vine. Cost: 1 gold piece per pound.

At the top of the trunks of these huge flesh-eating Deepwoods trees are a ring of enormous teeth which ensures that hapless prey, captured for it by the parasitic lassoo-like tarry-vine, can never escape.

Bloodoak
Frequency: Rare
No. Appearing: 1
Armor Class: 3 (5 for tarry-vine)
Move: 0″ (12″ for tarry-vine)
Hit Dice: 16+16 (4+4 for tarry-vine)
% in Lair: Nil
Treasure Type: Incidental
No. of Attacks: 1 (4 for tarry-vine)
Damage/Attack: 5-20 (1-4 for tarry-vine)
Special Attacks: See below
Special Defenses: See below
Magic Resistance: Standard
Intelligence: Semi-
Alignment: Neutral evil
Size: L (20+ feet tall)
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/XP Value: IX/5,250 + 20/hp (Tarry-Vine: IV/205 + 5/hp)

Climate/Terrain: Any non-tropical/any forest
Organization: Solitary
Activity Cycle: Nocturnal
Diet: Carnivore
Morale: Fearless (19)

The bloodoak cannot be easily mistaken for a normal tree. Great, scab-like growths cover its thick, nearly limbless trunk. Its thick roots can be seen pulsing slowly, pumping bloodsap. Ropy, barbed tarry-vines grow riot around the bloodoak’s trunk and roots. These vines snake and strike, and account for the characteristic “deathstillness” around the bloodoak, for it is a careless or very hungry animal that gets close enough to the tree to become a meal. Closer to the bloodoak, depending on wind conditions, the “underscent” of rotting carcasses and blood might be detected. Atop the bloodoak’s trunk is a gaping mouth ringed by huge, jagged teeth.

In truth, the bloodoak is two creatures: the bloodoak itself and its symbiotic tarry-vine. The tarry-vine attacks with barbed, lithe branches, striking in any direction out to 12″ around the bloodoak. A tarry-vine has 13-20 attack vines, each one treated as AC 5 and requiring 4 points of damage from an edged weapon to sever. Damage inflicted to the attack vines does not affect the tarry-vine’s body, which has 4+4 Hit Dice. When an attack vine hits, it inflicts 1-4 points of damage and wraps tight around a limb or the neck. The attack vine inflicts damage automatically each round it is attached. Furthermore, it lifts the victim into the air to drop the victim into the bloodoak’s gaping maw. This takes 1-4 rounds.

The bloodoak’s maw grinds its food, inflicting 5-20 points of damage each round with no need to make a “to-hit” roll. It is almost impossible to climb out of the bloodoak’s throat due to the numerous, downward slanting fangs. A thief (or character with climb walls ability) might succeed, but with half the normal chance. The inner armor class of the bloodoak is 8. Bludgeoning weapons are ineffective against the bloodoak, whether its interior or exterior. Nonmagical piercing weapons also cannot harm a bloodoak.

Bloodoaks hate fire, but they are not particularly vulnerable to it. Tarry-vines take +1 point of damage per damage die from fire attacks. Cold spells have their normal effect, and also slow the bloodoak and/or tarry-vine for 1-4 rounds. Bloodoaks and tarry-vines are immune to enchantment/charm and magic missile spells.

February 7th, 2019  in RPG No Comments »

Savage Wednesday: The Story Begins

This past Saturday, the link to the work-in-progress The Kids’ Game campaign using Savage Worlds Deluxe Explorer’s Edition began. Four players created four 13- to 14-year-old characters: John, the rich kid; Bin, the bookworm; Ganke, the honor student; and Mario, the troubled teen. All four kids reside in a Miami suburb in the 1980s. They’re not necessarily friends, but they still managed to get into trouble together after loose talk moved into dares about breaking into Old Man Sutherland’s house at the end of a street in a well-heeled neighborhood. The kids were caught, and Mario’s police officer dad organized the punishment: clean Sutherland’s vast attic over the course of a Saturday afternoon.

Sutherland, wheelchair-bound and aged, lives alone, but every room of his spacious home is wired for intercom. Hidden cameras monitor the interior and exterior. Kids being kids, half the group went to work while the other half didn’t. Mario moved an over-stuffed box. The bottom fell out, dumping its contents, which included a handsome, leather-bound manuscript.

Within the covers? A handwritten description of something called a “role-playing game” titled “Savage Worlds”. A true oddity, for in the kids’ world, no such thing as a role-playing game exists. There is no TSR or Mayfair Games. Gary Gygax publishes mediocre fantasy fiction, not culture-changing games. During lunch, Old Man Sutherland explained the game, and offered to show the kids how to play.

“Better than attic cleaning,” he said.

And so the kids made up fantasy characters, guardians in a magical world called Aysle. John made up Dark Halo, magical bounty hunter. Bin created Books, a golem. (“Android!” Bin insists.) Ganke’s character is Lander Foxglove, cat-man warrior, and Mario made up Haldir, elven archer. Sutherland explained that their characters were on the road through the woods, returning to a keep in a frontier region.

With a pop!, the lights in Sutherland’s house went out. Floodlights glared through the front windows, and a voice boomed, “Come out slowly! Bring the Book and the Dice!”

Old Man Sutherland thrust the book into Mario’s hands and the dice into John’s grip. “Run!” he said. “Protect the Book and the Dice!”

And so the kids ran out the back door and across the lawn, pursued by men in bulletproof vests and ski masks. Men armed with firearms they proved willing to use, but — thank goodness! — the weapon aimed at Mario jammed when the trigger was pulled. The kids scattered and hid.

And then all the lights went vanished. The buildings vanished. Miami disappeared. One second, it was there. The next: nothing but forest and hills. John, Bin, Ganke, and Mario were changed. They’d become their characters in a frontier region of Aysle….

The World Rules

The magical realm of Aysle is borrowed from Torg by West End Games. Aysle differs greatly from Miami in the 1980s. Specifically, there are four immutable Laws that govern life in Aysle.

The Law of Observation

What can be observed through the senses is real. Every real thing is the result of a previous observation. That which cannot be sensed is not real. This does not, however, mean that every individual creature lives its own reality. Solipsism is not possible in Aysle. That castle is real because it has been observed. Maybe not by you, but by others. In Aysle, observation creates theories, rather than the other way around, where theories require testing by observation. What is or has been observed is true.

The Law of Magic

Magic has been observed; therefore, magic is real. Every sentient being in Aysle has at least the potential to use magic. Most beings do not invest the time and effort into honing their preternatural senses. Nevertheless, magic is common in Asyle. One might meet a humble farmer whose soothing words repel vermin from his fields. The interaction between the Law of Observation and the Law of Magic has consequences for illusions. An illusion, once perceived, might become real, at least for a time. An illusion that becomes real might behave as appropriate for whatever it is. Illusionists take note: That image of a chimera might scare off those guards, but it might also become a chimera, at which time it’s no longer under your control.

The Laws of Honor and Corruption

The Law of Honor declares that good deeds cannot be hidden. The honorable creature embodies honor, which is reflected outwardly in appearance and bearing. Likewise, the Law of Corruption declares that evil deeds cannot be hidden, but is reflected outwardly as well. Most denizens of Aysle do not exhibit exceptional honor or corruption. They seldom perform heroic deeds. They seldom perform evil deeds. Their lives includes many minor decisions for good or against good, and the net effect is negligible. Some creatures, however, dedicate their lives to honor or corruption.

For the heroes in Aysle, this means that their actions will see an accumulation of Honor Points and Corruption Points based on the actions the hero performs during the course of an adventure. Think of Honor Points as positive numbers and Corruption Points as negative numbers. At the end of an adventure, if the total is positive, the hero gains Honor. If the total is negative, the hero gains Corruption. These points are tracked like XP. For every 5 Honor Points, the hero gains a step up on his Honor skill (starting with 1d4, then 1d6, et cetera). For every 5 Corruption Points, the hero gains a step up on his Corruption skill. Unlike other skills, Honor and Corruption do not increase based on XP, but only due to Honor Points and Corruption Points. Honor and Corruption skills can also decrease or even be lost (no die assigned). Honor and Corruption cannot be used unskilled.

Nota Bene: The specific effects of Honor and Corruption are beyond the scope of this post. I’ll be typing them up as part of the The Kids’ Game document or as part of a separate document about Aysle. When it’s ready, I’ll post the link.

February 6th, 2019  in RPG No Comments »