Rescuing Little Timmy

This last Saturday was Man Day. Our regular DM was in Las Vegas with his wife for Valentine’s Day weekend. Yes, I know: total lack of priorities. So, I donned the DM hat and ran Gorgoldand’s Gauntlet, converted for use with Pathfinder and Fencing & Firearms.

First, as to the conversion, it was quite easy. I cut-and-pasted stats for the pseudodragon, Medium animated object, goblin, and rust monster directly from d20pfsrd.org. I applied the Advanced Creature template to the pseudodragon and the Young Create template to the goblin. In the latter case, this created a Tiny goblinoid creature I named the snicken, describing them to the PCs cowardly trapbuilders both dirtier and weaker than kobolds. I converted attack bonuses, saves, and combat maneuver bonuses to F&F-style DCs since I have the players roll all the dice. I also fiddled with Medium animated object stat block, lowering HD and tweaking it a bit to make it look like the final encounter monster in the dungeon.

Pathfinder‘s monster creation rules were an enormous help here to keep the creature at the desired CR. All in all, this was probably about forty-five minutes worth of work, with the modifications to the final Medium animated object taking the most time.

The party consisted of Grom, duergar psion; Mel, gnome sorcerer; Ackbar, human fighter; and Rovarf, dwarf ranger. We were missing two players, including the cleric. The adventure started as the heroes, all member of the town guard in Hadler’s Gap, were returning from dealing with kobolds in a dungeon near a trade route. They heard children crying and investigated, finding two halfling children, Jimmy and Janie, dirty and forlorn. The tots explained that they had a treasure map and had gone adventuring. Timmy climbed down a rope to a cave. They heard him scream and then nothing else. They got scared and fled.

The PCs whose players were missing escorted Jimmy and Janie back to town while the other four went to rescue Timmy. They found the rope tied to a metal hook lodged in the rock just as the children had said. The rope led down about forty feet to a cave opening that itself was about thirty feet above the river. One by one, the heroes descended. Mel sent dancing lights into the tunnel and then he, Rovarf, and Grom stealthed forward. (As if to emphasize how compatible Pathfinder and 3.5 are, Grom was built with 3.5/Fencing & Firearms rules, whereas Mel and Rovarf are Pathfinder/F&F PCs. There was no noteworthy difference between the way they played.)

The entry tunnel led to a cavern. Mel and Grom moved in. Suddenly, a Large spider dropped from the ceiling to land between them. Rovarf rushed forward and flailed clumsily with his waraxe. Mel fired his matchlock pistol, puncturing the spider’s hide and releasing a cloud of sneeze and choke inducing powder. Rovarf and Mel both suffered Constitution damage. Grom was outside the powder’s radius. He spotted something moving along the ceiling and fired, picking off a retreating snicken. Rovarf and Mel exited the cloud. Further investigation revealed that the spider had been long dead. It was now just a dessicated husk that could raised or dropped from the ceiling via fibers woven from hair.

Somewhat weakened, the party continued forward. Half way down the next hall, they saw a snare trap on the floor. Inside the snare was written, “Put fut heer.” The party tossed the dead sniken into the snare, and nothing happened. Mel, an experienced goblin trapper, examined the snare and determined it was nonfunctional. Reasoning it might be a diversion, he carefully examined the floor just ahead of the snare. Since Pathfinder lets anyone use Perception to find a trap, Mel managed to detect the pit trap on the other side of the fake snare. It wasn’t large — only a 5-ft. square — and so the heroes started jumping over it. Mel made it, and moved ahead. Grom made it, and moved ahead. Rovarf stumbled rather than jumped, hit the cover of the pit, and triggered it, falling 10 feet onto a bed of mold-covered debris. He took some damage and the irritating juices of the mold caused horrible itching (and Dexterity damage).

About this time, Mel was ambushed by sniken crossbow fire. He avoided one shot, but not the other. Having broken cover, the snikens dropped their crossbows, snatched up hooked staves, and rushed toward the chasm bisecting the next cavern. Mel rushed forward to be entangled in a net woven from hair. The snickens used their hooked staves to slide down ziplines to holes in the opposite wall of the chasm. Mel disentangled himself. The heroes fished Rovarf out of the pit. No one felt confident enough to attempt the leap over the chasm. It wasn’t deep, but there was water of unknown depth and currents below. The ziplines that carried the snikens would not support the weight of any of the heroes.

Grom enlarged himself to giant size and sort of lobbed the others across the chasm. He then looped a rope around his waist and got a running start. The other party members pulled, and the force added to Grom’s jump carried him across the chasm as well. Down a tunnel the heroes found a well-built wooden wall about eight-feet tall blocking the passage. The wall did not, however, go all the way up to the ceiling. Grom helped Mel scramble up to the top. He discovered a ledge built on the top of the wall. On the other side was a cave. The only way out of the cave was blocked by a wooden door on which could be seen some writing.

Grom joined Mel atop the wall and studied the cave beyond with the aid of Mel’s dancing lights. Mel’s keen powers of perception noticed the entrance to a den of sorts. Within the den were found two rust monsters. Armed with this knowledge, the party took the time to tightly bundle up their metal objects. Rovarf and Ackbar took off their armor as well. While Grom distracted the aberrations with tasty coins, the rest of the party slipped by to the door to discover the first of several riddles:

Spelled front to back, it’s a person’s name
Or a protective guard, for certain.
Spelled back to front, it’s what you do
with a bow, blank page, or curtain.

There were four wheels on the door, each wheel marked with four letters. After some studying, the heroes figured out the riddle and set the wheels to spell out the answer. With the door unlocked, the party quickly moved through, leaving the rust monsters behind. They found themselves at one end of a long cavern with a smooth floor tiled by two-foot square metal plates. A voice spoke to them in their minds, saying, “Many of the squares ahead are trapped. I will not tell you where the traps are located, but as you stand upon a square, I will tell you how many trapped squares are adjacent to that one. The rest is up to you.”

With Grom in the lead acting as “minesweeper,” the party slowly navigated their way across the tiled floor. Only once or twice did they choose a trapped tile, leading to Grom suffering some mild electrical shocks. At the far end of the “minefield” was another door which opened to reveal a long flight of stone stairs leading deeper into the earth. At the top of the stairs was another riddle:

It seems every second or third time I step away,
Fate is there, without a doubt, to trap my course.

The heroes reasoned that, if the steps were numbered, then any step divisible by two or three must be trapped. Grom took the lead again, trying to hopscotch down the steps. He had made it more than half way down when he stumbled onto the thirty-ninth step. Immediately, a curtain of flame roared up. When it cleared, Grom was gone!

Ackbar, Rovarf, and Mel made it down the steps, seeing no sign of Grom or any clue as to his fate. Unknown to the three, Grom had been teleported into a holding pit which also held Timmy. Ackbar, Rovarf, and Mel continued forward, coming into a square chamber with a metal door at the far end. Three plaques mounted on the walls held different weapons along with captions. Mel tried to open the door and was told by a magic mouth, “Not without the password, you don’t. What’s the password?”

The heroes examined the weapons: a falchion, a pair of sianghams, and a spiked gauntlet. Their respective captions read:

Pa’s Sword: Islet’s Laughter
Pa’s Hand Weapons: Gutstickers
Pa’s Gauntlet: Fist of Pain

Mel’s detect magic revealed all of the weapons and the door were magical. Rovarf took the gauntlet and put it on. The trio then set down to the task of figuring out the password based on the meager clues available in the room.

While this went on, Grom made friends with Timmy. The halfling lad explained that a “really big spider” had fallen on him and then he’d been captured by snickens, who put him down into the pit. Grom called up an astral construct to fly up and force open the cover on the pit. He then used a second astral construct to carry Timmy out of the pit. The plucky halfling lad found a nearby rope, tied it off, and tossed the other end down to Grom.

Meanwhile, the quick-witted Ackbar finally figured out the password. Upon saying it, the door opened. Beyond was a short passage that led to largish room lit by continual flame spells. Flanking a mirror mounted on the farthest wall were four skeletons bearing short swords. Letter were carved into the wall above the mirror. Closer inspection revealed the skeletons were actually carved from stone and painted white. Their “skull” were eyeless, smooth where the eye sockets should’ve been. The reflection in the mirror showed the room as it was, but also showed a cache of coins, gems, and weapons. Carved above the mirror was this strange word:

TIRIANISPORITIUS

Ackbar quickly deduced the command phrase from the strange word. Upon speaking it aloud, the party was teleported through the mirror into a nearly identical room. This one actually contained the treasure shown by the mirror in the skeleton room. As Ackbar, Rovarf, and Mel considerd their good fortune, the piles of coins swirled together, taking the form of a dragon made of treasure.

About the same time, Grom and Timmy were out of the pit and in a large cavern, the walls of ceiling of which were riddled with snicken holes. Sure enough, Grom soon saw signs of movement and heard noises coming from several of the holes. In an instant, he was dodging snicken crossbow bolts while he and Timmy retreated to the only visible exit of suitable size. Unfortunately, they quickly discovered the way out was a dead end. As snickens massed, Grom unlimbered his shield for Timmy to hide behind. Grom then readied his crossbow and prepared to face the first wave of attackers.

The other heroes did battle with the coin dragon. It breathed a cone of treasure at Ackbar and Mel. The coin dragon became smaller and weaker as a result, but the heroes noticed the expelled treasure quickly whirling back into the creature itself. The battle was brief but furious. Rovarf was badly battered, and the other two suffered injuries as well, but in the end the heroes triumphed. The coin dragon fell apart, becoming a pile of loot.

Back in the dead end, things looked grim for Grom and Timmy. There were more snickens than Grom could hope to face alone. Then, from out of the shadows, a dragon-like creature about the size of a small dog appeared between Grom and Timmy and the snicken mob. The dragon-creature hissed at the snicken, and they cowered back.

“Don’t worry,” it said via telepathy. “They’ll not attack now. There’s a secret door behind you.”

Grom thanked the dragon-creature and found the secret door. On the other side was the entry cave in which the party had encountered the dead giant spider. The other adventurers collected the loot, including a fancy magical longsword, and repeated the magical phrase from above the mirror. This time they were teleported to the entry cave. Ackbar, Rovarf, and Mel traded tales with Grom and Timmy. With the halfling lad found and rescued, the heroes set off for Hadler’s Gap. Along the way, Timmy explained that he hadn’t meant to cause any harm, but that he just wanted to be an adventurer, and when the “strange old man” gave him and his friends the treasure map, it seemed like a good idea.

And thus ended Man Day.

February 15th, 2010  in RPG 2 Comments »

Nasal Boils

Well, what an irritating month it’s been!

First, my plans to playtest Spes Magna’s upcoming adventure release at Con-Jour 2010 sort of fizzled away into nothing. I have higher hopes for OwlCon in a couple of weeks.

Second, my entire writing train got derailed by a staph infection inside my left nostril. What initially was just an irritating sort of itch-pain combination turned into stabbing pain, facial swelling, antibiotics, the challenge of applying ointment with a Q-tip, and regularly having to swab out pea-sized globs of icky discharge. I missed four days of work last week from what probably started as an in-grown nose hair. Four days!

Part of the writing train wreck was my failure to get issue five of Quid Novi? out to my subscribers. I’m going to combine planned content for what would’ve been issue five with planned content for issue six to create a monster-sized newsletter due out Sunday, 21 February.

On the plus side, I did get Latina Facta out to my subscribers. This short PDF includes 15 new feats inspired by famous Latin phrases and quotes. The few responses I’ve received about Latina Facta have all been positive, which helps make the icky discharge more bearable.

Now that I’m (more or less) recovered, it’s time to get back to work. More effort on that upcoming adventure is a top priority. Also, since the revision process never really seems to end, I need to go back and start fixing/improving both Rewarding Roleplaying and Fencing & Firearms. With the former, I’m going to refine/retool the Action Point mechanics a bit. For the latter, there’re several editing issues to be resolved to make the text clearer, plus some more tweaking to the firearms section. Also, with March fast approaching, I need to get to work on the next subscriber bonus PDF. I’m thinking about writing up some new sorcerer bloodlines.

I also need to finish working on Pathfinder stats for Steampunk Lincoln at over my d20PFSRD lab. Brandon Herren graciously gave me permission to use the Steampunk Lincoln Psychotronik Comics cover image.

Coming from the Crazy Idea File, I read somewhere on ENWorld that one current RPG gives XP for GP just like Ye Olden Days of D&D. I can’t remember what RPG it was; I want to say, “Conan.” The only caveat mentioned was that the PCs trade GP for XP at a 1:1 ratio, but the PCs can’t have anything concrete to show for the expenditure. So, a PC could go back to town, blow 50 GP on wine, women, and song in exchange for 50 XP. If the PC spent that 50 GP on magic scrolls, he’d get no XP. I think I like this idea.

Well, I guess that’s it for now. I’ll be back in three or four days.

February 8th, 2010  in RPG 4 Comments »

Con-Jour 2010

Salve!

Well, Con-Jour has come and gone, and it was a bit of a bust for me. Friday evening, the staff and vendors probably outnumbered attendees. After goofing off for a couple of hours, sometimes chit-chatting with the reps from Steve Jackson Games, I packed it in and went home.

Bright and early Saturday, my son Christopher (a.k.a. Giant Boy) and I braved the icy wind and drove back to Clear Lake, Texas, for day two of the con. By lunch time, we had played a round each of Nanuk, Knightmare Chess, and Munchkin Cthulhu. Attendees during this time weren’t quite as scarce as hen’s teeth.

I stomped Christopher in Knightmare Chess. We both got stomped in Munchkin Cthulhu. While I sat down to write this, Christopher jumped into a Munchkin tournament. He did well and finished in the top tier of the first round. Christopher didn’t get to play in the second round, however, as almost all of the participants just sort of wandered off after round one and never came back.

But let’s revisit Nanuk for a bit. This is one of Steve Jackson Games’s newest products, and it’s a hoot. Nanuk is sort of like liar’s poker, but with caribou, seals, and polar bears. Players take turns bidding how many animals they can hunt within a certain amount of days. Eventually, someone thinks someone else is bluffing, and they pronounce “DOOM!” upon the hunter. The other players can either join the hunter or the doomsayer. Cards are played. If the hunters win, they get to divvy up the cards plus the doomsayers’ ante. If the hunters lose, the doomsayers divvy up the cards. Players score points based on the cards they accumulate during the game. Nanuk plays fast, is easy-to-learn, and handles up to 8 players. Unlike some games, Nanuk actually plays quickly while becoming funner in direct proportion to the number of players you have. Best of all (from my perspective), this is not a gamer’s game. It’s a great family or party game. I need to save up my loose change so I can buy a copy. You should too.

I also dropped some eaves on a game of New Gods of Mankind. This high-concept, indie RPG casts players in the roles of ancient civilization gods. It looked like an interesting game, and the main book was definitely well done with a clear layout, easy-to-read fonts, and lots of evocative black-and-white art. There’s a thoughtful review of New Gods of Mankind over at RPG.net. I kind of regret not jumping in on the game. I’ve often been accused of having way too high an opinion of myself, so I figure a game in which I get to be a god would be right up my alley. I’ll have to look for this one at OwlCon.

Speaking of OwlCon, if you’re in the Houston area and are attending, I hear good things about Eric Seagren’s Scavenger Hunt of…Dooooooom! adventure. Last time I checked, he’s got slots open for players. Unfortunately, the rounds aren’t at times I can participate. I’m either going to be at Mass or else running my own playtests of our first for-sale product, a one-shot convention-style adventure suitable for those inevitable times when your regular game gets derailed by life.

January 31st, 2010  in RPG No Comments »

The Wendigo

Salve!

Quid Novi? subscribers have already been introduced to this monster, and he’s made an appearance elsewhere on the Internet, but that’s no reason not to let him grace this site as well. So, without further ado, we present…

The Wendigo
Just the barest flicker of a shadow passed his peripheral vision. He jerked around, his sword and shield at the ready. Nothing! Nothing but trees and the night and the cold. An icy breeze slipped across the back of his neck. His flesh crawled, but a sudden realization chilled him more than the air ever could. The wind was out of the northwest, and he was facing north. Another puff of freezing air brushed his ear. It was close enough to breathe on him!

He spun, striking and yelling at the same time. His sword cut deep into naked, pale flesh stretched tight across enormous ribs. As the wound healed with terrifying speed, he looked upward into the creature’s face. Its glowing yellow eyes rolled in sockets full of blood.

The wendigo’s fearsome howl cut into him, but not as deeply as the monster’s claws….

A wendigo appears much like a humanoid as tall as an ogre, but one who is the last stages of death from starvation. It is completely hairless, and its flesh is deathly pale except for its blackened fingers, ears, nose, and toes. Its fingers end with long talons made of ice, and needle-like fangs fill its mouth. A wendigo has ragged, bloody flesh around its maw because it constantly devours its own lips. Its tongue is long, pocked with sores, and the color of a fresh bruise. Its most horrible feature are its glowing, yellow eyes that float in large sockets full of blood.

CR 6; XP 2,400
Always E Large fey ( cold )
Init +5; Senses darkvision 60 ft., low-light vision , scent; Perception +10

DEFENSE
AC 16, touch 10, flat-footed 15 (+1 Dex, +6 natural, -1 size)
hp 58 (9d6+27); regeneration 5 (silver)
Fort +6, Ref +9, Will +9
Defensive Abilities quicker than the eye; Immune cold, fatigue
Weaknesses vulnerabilty to fire

OFFENSE
Speed 50 ft.
Melee 2 claws +9 (1d4+6 plus 1d4 cold) and bite +9 (1d8+6 plus wendigo fever)
Space 10 ft.; Reach 10 ft.
Special Attacks howl, unnerve prey, wendigo fever

STATISTICS
Str 23, Dex 12, Con 17, Int 10, Wis 13, Cha 13
Base Atk +4; CMB +4; CMD 19
Feats Defensive Combat Training, Improved Initiative, Iron Will, Lightning Reflexes
Skills Acrobatics +10 (+18 when jumping), Bluff +10, Climb +15, Perception +10, Stealth +10 (+15 when moving more than 10 ft.), Survival +10; Racial +8 Acrobatics when jumping, +5 Stealth when moving more than 10 ft.

SPECIAL ABILITIES
Howl (Su) As a free action, a wendigo can unleash a fearsome howl. All living creatures within 50 feet must make a DC 15 Will save or have their current fear condition worsened by one step for 2d4 rounds. Thus, no fear condition becomes shaken, shaken becomes frightened, and frightened becomes panicked. A creature that makes its saving throw against a wendigo’s howl cannot be affected by that wendigo’s howl for 24 hours. The save DC is Charisma-based.

Quicker Than the Eye (Su) When a wendigo moves more than 10 feet, it enjoys a +5 racial bonus on Stealth checks and has concealment until its next turn.

Unnerve Prey (Su) As long as it isn’t seen, a wendigo can target one living creature within 50 feet with this ability as a standard action. The target must make a DC 15 Will save or be shaken either until the wendigo is slain or is farther away than 50 feet for 1 minute. The save DC is Charisma-based.

Wendigo Fever (Su) Supernatural disease – bite, Fortitude DC 17, onset: 1 day; frequency: 1 day; effect: 1d3 Con and 1d3 Wis plus shaken. The save DC is Constitution-based. Cure: Unlike normal diseases, wendigo fever continues until the victim reaches Constitution 0 (and dies) or is cured. To eliminate wendigo fever, the victim must first receive a break enchantment or remove curse (requiring a DC 20 caster level check for either spell), and after which the wendigo fever can be magically cured as any normal disease.

An afflicted creature whose Wisdom reaches 0 becomes unreasoning and insane, desiring nothing else but running off into the wilderness.

Wild Empathy (Ex) This functions as the druid class feature. The wendigo has a +4 racial bonus to wild empathy checks.

ECOLOGY
Environment cold forests
Organization solitary or hunt (1 wendigo plus 2-4 winter wolves or 2-8 worgs)
Treasure incidental

A wendigo consumes only the flesh of sentient creatures, preferring halflings to all others. During winter months, starting shortly after the first snowfall, a wendigo wakes from hibernation and leaves its lair to hunt and devour until the beginning of spring. While awake, a wendigo is ceaselessly ravenous and without compassion and mercy. Only its love for terrorizing its prey gives a wendigo pause in its quest to kill and eat.

Despite its evil nature, a wendigo is part of the natural world. It has as special affinity for animals, especially predators.

Habitat: Wendigos inhabit cold forests. Each claims a large territory, typically at least a hundred square miles. Any sentient creature within a wendigo’s territory during the winter is fair game. It is not unknown for a wendigo to range outside its territory in order to hunt when prey is scarce.

A wendigo always has a lair of some sort. Most hide in caves or canyons when hibernating. During the hunting season, a wendigo may have several lairs, including one or more structures that it invaded in order to feed on those inside. Some times a wendigo will fill stolen pots with gory remains and hide these pots in trees.

The Wendigo by Algernon Blackwood.

January 30th, 2010  in RPG No Comments »

Faster! They’re Getting Away!

Work continues on our first for-sale product, a one-shot convention-style adventure featuring the heroic Anklebiter League. I’ll be running the first public playtests this weekend at Con-Jour in Clear Lake, Texas. I’m corresponding with a fantastic artist to do the cover (and maybe some of the interior).

Part of the adventure will feature a chase scene. I hunted around the Internet for d20-style chase rules and cobbled these together from what I found:

Chase Rules
A chase scene is a type of combat. All combatants are in motion, whether they be running, riding, flying, et cetera. A chase takes place round to round in initiative order, but the special conditions of the chase require a few special rules.

Actions During the Chase
Here’s where the normal rules must give way to fun. During the chase, everyone is moving all-out all the time, which would normally mean you don’t get to do anything else that round. How dull. Actions during a chase work differently. In addition to moving all-out, you get to perform a single standard or move action each round.

Terrain Checks
At the beginning of your turn, you must make a Terrain Check. This is a straight 1d20 roll against the chase terrain’s DC. There are three categories of terrain: open (DC 3), close (DC 6), and tight (DC 9). If you fail your Terrain Check, you must draw a card from the Chase Deck*. This will probably dictate what you must do for your action during the round.

Close terrains impose a -2 penalty on Notice checks but a +2 bonus on anything to do with tricky maneuvering or hiding. Tight terrains impose a -4 penalty on Notice checks but provide a +4 bonus on anything to do with tricky maneuvering or hiding.

Actions
The basic action in a chase is to Chase. This is a Strength check against a Difficulty of 15. If you succeed, you gain on your opponent by one chase increment. You receive a +2 on this check if you have the Run feat. If your faster than your opponent, you get another +2 bonus. If you opponent has the Run feat, you receive a -2 penalty on the check. If he’s faster, you get a -2 penalty as well. In place of a Strength check, you can attempt a stunt using any of your skills that you can convince the DM is reasonable.

You can forgo your Chase action in order to take a standard or move action of another sort, to include attacking your opponent. These other actions automatically cause you to lose one chase increment (unless, of course, you manage to stop your opponent).

Chase Increments
It doesn’t make sense to try to count squares, draw on battlemats, et cetera, during a chase. Instead, each chaser has a distance from the pursued expressed as one of five chase increments: Point-Blank, Short, Medium, Long, and Extreme.

The DM determine the range for each pursuer when the chase begins. Characters at Point-Blank can use melee attacks against each other. Characters at Medium range suffer a -2 penalty on ranged attacks, and characters at Long range suffer a -4 penalty. For purposes of spells, if the chase increment exceeds the spell’s range category, then the opponent is too far away to target. Characters at Extreme range cannot target their opponent.

* The Chase Deck is a small deck of 20 or so cards, each one with a specific, exciting chase-related event to thrill and challenge the players.

January 27th, 2010  in RPG 2 Comments »