Archive for February, 2019

Savage Wednesday: Deities of Aysle

Our campaign using Savage Worlds Deluxe Explorer’s Edition launched into its first full-blown adventure this past Saturday. I’m cobbling together material from Keep on the Borderlands and West End Games’s The Destiny Map for the scenario. Overall, it went pretty well, but there were some rough spots:

I’m not familiar enough with the rules yet. Parts of the session were the metaphorical equivalent of riding through town in a vehicle with a standard transmission and a driver who’s not quite savvy on how to change gears.

The concept of “encounter balance” completely eludes me. What I thought would be a moderately challenging conflict turned out to be nothing of the sort.

The players, some moreso than others, were a bit lost about what their characters can and cannot do, to include the implications of certain Hindrances.

That said, I do think things went reasonably well. One player is more familiar with the rules than I am, and he was a big help. The players seemed to enjoy the game. Our next session is in about two weeks. Before then, here’s my list of things to do:

Re-read and grokk the guidelines for encounter balance and combat ratings.

Adjust the upcoming conflicts accordingly.

Combine the two different sets of notes about the campaign into a single document.

Prior to the last session, I spent most of my prep time (such as it was) going back over the guidelines for powers. My first skim of the rules didn’t make much of an impression, but a deeper reading has resulted in an appreciation for the system. It’s simple and flexible. I think I’m most fond of the Trappings and their suggested related effects. Right now, we have one character — bounty hunter Dark Halo — with an Arcane Background. I need to insist that Dark Halo’s player be a bit more narrative with the effects of his character’s magic.

Which brings me to the fantasy world of Aysle in which the kids have found themselves transformed into fantasy heroes. One of the aforesaid documents details the races of Aysle. I’ll get around to posting the Google document link eventually. For this post, I want to look at a few of Aysle’s deities and muse about treating those deities as Trappings for Arcane Background. Aysle’s deities are divided into three groups: the Gods of Honor, the Gods Between, and the God of Corruption. Here’s one of each.

Dunad
Major God of Honor

Dunad was once human. He freed his people from slavery at the hands of the giants. In the process, he brought magic to Aysle after he ventured beyond the Limit and returned with Aurel, a powerful magical sword. After defeating the giants, Dunad shattered Aural in the Valley of the Sword, unleashing magic into the world.

Trappings: The most appropriate Trappings for Dunad are Fire/Heat and Light. Dunad also represents Life.

Courage: All natural, living creatures have a level of Arcane Resistance versus the power, but unnatural creatures (including the Undead) must make Fear checks when hit with it.

Infuse with Life: A raise on the roll provides a -1 to be hit by Undead as they are less able to bring their strengths to bear against the subject.

Soul Sparks: Ranged attacks give off sparks of soul force that do +1 damage versus armored targets but -1 damage versus unarmored targets.

Minthod
Major God of Balance

Minthod appears as a huge minotaur, and he is a the deity most favored by the Half-Folk of Aysle. Minthod’s domain is the Land Between, and his followers seek balance between Honor and Corruption. Minthod is patient and reserved.

Trappings: Minthod prefers to be unnoticed. Darkness is an appropriate trapping. He is also associated with Rock.

Rocky Hide: Subjects affected with a raise by a beneficial power gain patches of protective rocks that provide AP +1. An attack that gains a raise ignores this additional protection.

Steadfast: Beneficial powers root the target more firmly on its feet at a cost a +1 Power Point. This reduces Pace by -2 but grants a +2 to resist being grappled.

Tremors: Harmful powers cause the ground to shake and buckle. The target has to make an Agility roll or be at a -2 Parry until his next action.

Arthuk
Major God of Corruption

Arthuk, a warlord giant, led the giants who enslaved Upper Aysle during the time of Dunad. In a fearsome battle, Dunad slayed Arthuk, but the giant triumphed over death to become the principal god of corruption. Arthuk seeks to bring Corruption to all, especially to those who live with Honor.

Trappings: Cold/Ice and Necromantic are Arthuk’s most appropriate Trappings. He is also a god of War.

Bleed: A harmful power that causes damage reduces its die type by one. On the next caster’s next action, unless counteracted by healing of some sort, the target suffers one less die of damage from bleeding. For example, a bolt does 2d6 damage normally. With the Bleed effect, it would do 2d4 damage, and the target would suffer 1d4 damage on the caster’s next turn.

Fury: Beneficial powers imbue the target with bloodlust. The power costs +1 Power Point to cast, but on a success add +1 Fighting for the duration of the power. On a raise, increase Fighting one die type for the duration of power instead.

War Cry: A raise with the power results in a Fear check at a cost of +1 Power Point.

February 20th, 2019  in RPG No Comments »

Tuesday Terror: Tenihouira

Rigrena illustrated the inspiration for this week’s Tuesday Terror. The illustration is part of the Realms of Atrothia, an Kickstarter expansion for 1E Pathfinder. It looks like it’s got some nifty ideas. If I still played Pathfinder, I’d be tempted to give it a go.

Below is my interpretation of what the picture could represent.

The tenihouira are a type of magical giant native to the Outer Planes found on Arborea, Ysgard, Limbo, Pandemonium, the Abyss, and Carceri. These creatures are seldom encountered on the Material Plane. They have an affinity for air and water. The tenihouira revel in contests of strength and displays of skill in battle.

Tenihouira
Large outsider (giant), any chaotic

Armor Class 15 (natural armor)
Hit Points 209 (22d10+88)
Speed 40 ft.

STR 24 (+7), DEX 13 (+1), CON 18 (+4), INT 10 (+0), WIS 12 (+1), CHA 14 (+2)

Saving Throws STR +11, CON +8
Skills Athletics +11, Intimidation +6, Perception +5
Damage Resistances cold, fire
Condition Immunities lightning, thunder
Senses blindsight 120 ft. (in fog or water only), passive Perception 15
Languages Abyssal (if native to a Lower Plane), Aquan, Auran, Celestial (if native to an Upper Plane), Giant
Challenge 9 (5,000 XP)

Indomitable (2/Day). The tenihouira rerolls a failed saving throw.

Innate Spellcasting. The tenihouira’s innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:

At will: fly (self only), water breathing (self only)
3/day each: fog cloud, gust of wind
2/day each: call lightning, water walk
1/day each: conjure elemental (air or water only), chain lightning

Second Wind (Recharges after a Short or Long Rest). As a bonus action, the tenihouira regains 20 hit points.

Storm Critical. The tenihouira scores a critical hit on a roll of 19 or 20 with a melee or ranged weapon attack. The extra damage caused by the critical hit is lightning damage.

Actions

Multiattack. The tenihouira makes three attacks with its saw-toothed sword.

Saw-Toothed Sword. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 21 (4d6+7) slashing damage. On a critical hit, the saw-toothed sword inflicts 21 (4d6+7) slashing damage plus 14 (4d6) lightning damage.

Shocking Bolt (Recharge 5-6). Ranged Spell Attack: +8 to hit, range 60 ft., one creature. Hit: 13 (2d8+4) lightning damage and the target can’t take reactions until the start of its next turn. The tenihouira has advantage on the attack roll if the target is wearing armor made of metal.

February 19th, 2019  in RPG No Comments »

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 »