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Showing posts with label Pathfinder. Show all posts
Showing posts with label Pathfinder. Show all posts

Thursday, December 18, 2014

Encounter Balance

Balanced scale of Justice     Yet another thought provoking post over on Gnome Stew, this time on Encounter Balance in the game.  As my players will tell you, I stopped worrying about it.  I stopped worrying about it in reaction to their behavior several years ago in a 3.x campaign that lasted three or four years.  I was originally excited by the Challenge Rating concept and wasted much time calculating CRs for encounters; which isn't straight forward when the numbers of players showing up varies from three to fourteen.  I noticed occasionally players seemed to get frustrated when their character approached single digit hit points.  From their reaction I realized that the concept of Encounter Balance had morphed into meaning the characters must always 'win' and that killing a character had become seen as a sign that the game had degenerated into a contest between the DM and the Players.  So I pulled a few punches and the game sucked to run. I ended the campaign and took a break.
     When I came back with a new campaign I explicitly stated that character death is an option, advising them to have a couple of characters handy.  Sure enough, a character died in the very first (random) encounter. In my current campaign, one player has had characters die not once, but twice.       Usually character death is the result of the player's and party's actions, like being the first in the room with the troll and having the next person fall and cause a pile up outside the door.  Or being 15 feet behind the thief when they blow the disarm check and the portcullis drops. And once, unfortunately, I goofed and forgot to provide the right clues that this is was encounter to run from.(Feel bad about that one.)
    Instead of worrying about Encounter Balance and calculating CRs for every encounter, I just  try come up with encounters that challenge the players to think and role play, providing clues for them to misinterpret or ignore.  As long as we're having fun, encounter balance isn't important.

Sunday, December 7, 2014

Game Report - Ravenloft I

I started the group on the last Pathfinder adventure that I intend to run.  Actually, when it was on sale a while ago, I picked up the PDF of the 3.5 version of Ravenloft.  Oddly, none of us has ever played it.  It having been released at the start of my hiatus from D&D.

     The party having returned to Altdorf from recovering the petrified bear, was contacted by Fanny (the ersatz nun) and told they were tasked with investigating the disappearance of one of Oldenhaller's agents named Jeref Maurgen in a place in the Grey Mountains called Barovia.  Maurgen had been investigating the location of a powerful artifact known as the Sunsword.  Oldenhaller has a customer who was interested in purchasing it.  They do not to recover the artifact, although that would be appreciated, but they do need to recover the signet ring Maurgen wears.

Wednesday, November 5, 2014

Neunage Affen or Lamprey Ape

Lamprey Ape
Breaking the sealed door and opening it allows a miasma of rotting fish to roll out of the chamber. A vision in pink awaits the party, but it's a vision that makes the characters wish for darkness to descend. From it's clawed toes to the tips of it's enormous flapping ears the ape-like body is pink. All shades of pink from bright fluorescent to the pink of blood spilled in water twist and writhe across patches of hair, scales and seamed wrinkly hide. From the center of it's triangular head, a single malevolent green eye balefully stare at you over the lamprey mouth dripping a disgusting yellow ichor on the scuffed out lines of the restraining pentagram.





Pathfinder Stats
XP 1,600
CE Large Aberration
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +8

DEFENSE

AC 19, touch 12, flat-footed 16; (+3 Dex, +7 natural, –1 size)
hp 63 (6d8+36)
Fort +11, Ref +4, Will +3

OFFENSE

Speed 30 ft.
Melee bite +8 (1d4+5) + ichor, 2 tentacles +8 (1d6+5)
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 claws, 1d6+7)

ichor
Bite—injury; save Will DC 17; frequency 1/round for 6 rounds; effect become confused for 1 round. A creature that fails 5 saves in a row becomes permanently insane, as per the insanity spell ; cure 2 consecutive saves
save Fort DC 17 1 time. Effect – an egg is injected in the victim. If the initial Fort save is failed. Another one must be made the next day. Success means the egg failed to implant, failure means that the egg will hatch in 21 + 1d10 days, the larvae eating its way out of the host.

STATISTICS

Str 21, Dex 14, Con 23, Int 6, Wis 9, Cha 6
Base Atk +4; CMB +10; CMD 22
Feats Intimidating Prowess, Iron Will, Skill Focus (Perception)
Skills Intimidate +9, Perception +8



Tuesday, November 4, 2014

Game Report - Dangerous Statues: Part Deux

8 point buck outside the window as we
started.  Deer season opener is
next Saturday.
 Only three of our regulars made it up for gaming on Saturday.  Had to do an alternate location at Domus Thompsonii, as our usual host, who plays the elvish wizard/thief, was in South Carolina at Honorcon.  After giving the players a choice between continuing where they left off, doing one of two one offs or trying Castle of The Mad Archmage using ACKS, they (as the title of this post indicates) chose to finish off their current adventure.

The elf having inexplicably wandered off the party was reduced to the Tilean fighter, the Dwarf Magus and the dwarf monk with his human henchman of the clerical persuasion.  Prior to starting I informed the monk's player that his henchwoman, when encountering uncouth behavior would use her 0 level 'Create Water' on the offending character, like a squirt gun on a cat.  He asked if she could do it as ice water and I magnanimously agreed.

Faced with a choice of going after the Swamp Witch or returning to the trap door in Crow's Hill, they decided to do the door first.  After an uneventful journey, they returned to the octagonal room with the red granite floor and walls covered with archaic holy symbols.  Lacking the thief they used brute force and a crow bar to open the trap door, discovering a shaft with a ladder  leading down to a stone door inscribed 'Correus, Fidelis Custos'.  Despite the a couple of the players being former altar boys, they couldn't decipher the dog latin.  They did guess had something to do with faith or fidelity, but that was as close as they got.

Sunday, March 2, 2014

Game Report - Battle of Smålplotz

When last seen our intrepid party (minus the dwarf) had just entered the settlement of SmĂ„lplotz, consisting of a large ornate hunting lodge belonging to Baron Ludendorf, a cousin of the Elector-Count and a half dozen small dwelling of the local hunters and trappers.  Inquiring at the lodge they found that the lodge keeper was quite willing to rent out rooms when the Baron wasn't likely to find out and the dwarf was sitting drinking with a unkempt looking human dressed in a peasant smock, but wearing a beautiful wolf skin, clasped with a copper wolfs-head brooch.  The dwarf seemed none the worse for wear, and based on what the human was wearing, the party quickly deduced that Brother Peter was a cleric of Ulric; a member of an order known as 'The Brother's of the Wolf' or 'Ulric's Dogs' to the vulgar.  The wolf skin would be from an animal that he had slain singlehandedly with weapons he made himself, a la the opening scene in 300.  The bard and the elf had heard the rumor that all of the Brothers are lycanthropes themselves.
     After explaining to the lodge keeper that they had been exploring the mountains from Wolfenburg, which he didn't believe but they paid cash,  the party picked up a few rumors of a hill giant organizing goblins in the mountains, a nearby wizard's tower and had a lengthy discussion about a fox raiding the local chicken coops once a month.  A fox that none of the locals, despite making their livings as trappers and hunters, had been able to capture.  A series of strange killings of animals and an old prospector out by the hills.  Brother Peter told them of his dreams sent by Ulric involving a blood red moon and and a haunting piping.  The party decided to ignore all of the adevnture hooks and to travel on with the nun and the aircrew to the nearest town of Hovelhof where a coach might stop by in a week or two. (You can lead players to adventure but you can't make them follow clues.)  The elf having a financial interest as the nun had promised them money.
    
The following day, halfway to Hovelhof they encountered Sergeant Hans Schultz, his nephew Johann and two other mounted sergeant's at arms and several dozen levied peasants marching up the road to SmĂ„lplotz. 
   Schultz questioned them about where they had come from, as he would have remembered such a strange party (two elves and a dwarf) and of course the beautiful Fraulein, had they come through Hovelhof. 
   When the party told him the tale of having come from Wolfenburg, he informed them the province of Hochland was raising it's forces in response to the sack of Wolfenburg and Hans and his lads had been dispatched to deal with a band of chaos beastmen said to rampaging through the area.  He praised them for bravely cutting their way through escorting the beautiful Fraulein and said he needed experienced fighters like them to lead the pimply faced lads in the levy.  This was not greeted with enthusiasm by the party, especially when he offered to send Johann and one of the other sergeants as an escort for the nun and her companions to Hovelhof.  The elf insulted him by questioning his men's trustworthiness;  Hans pointed out that if they hadn't heroically escorted the nun, then they had deserted.  And the Elector-Count was a kind man who would probably let them stay in a dungeon for a long time before, regretfully, passing judgement and having their sword hands struck off. (You can however make the choice just a little bit clearer.)
     The nun offered to write a letter of introduction to her boss, which was accepted in bad grace as she refused to let them read the contents before she sealed it.  The elf is fearful that it's a Rosencrantz and Guidenstern letter.  All they know is that it's addressed 'Oldenhaller - Nuln' and that she sealed it with some sort of housemark.  And so they bid adieu for a time to Fanny, Captain Mario, Dietrich, Volf the Intrepid and Mrs Munchner.  Zilda's player having decided to bring in a new character (Zolda?) to rather than continuing to play Volf.

Monday, February 3, 2014

The Shark has been Jumped...Repeat, the Shark has been Jumped

We're in our second session of  my new campaign using the Pathfinder rules.  I called for initiative rolls and one of the players pipes up he was on 30.  I let them start their characters between 2nd and 5th level and I knew he had a 4th level character, but I didn't remember him having bought anything that would boost his initiative that high so I asked, 'just out of curiosity how did you get that?'  Not really doubting him, he's one of the DMs in our group and has DMed for the local Pathfinder Society, he knows the rules better than I do. Being a smart alec, he responded 'I rolled a 19'.  Then we started breaking down where he got +11 at 4th level.  Improved initiative +4, high dexterity +3 and then he trots out this trait -'Reactionary' which gives a +2 initiative bonus.
   What the h3ll?  Shouldn't the improved initiative feat trump that?  Not in Piazo's world.  When the game is so set up to reward playing the mechanics rather than playing the character, I've lost interest completely.  I just can't bring myself to care.  I'll continue to DM and play Pathfinder with the group because of the group not the game, but from now on all characters will be rolled straight 3d6 in order.  Anybody in The Cities have an open seat at an OSR game?

Sunday, February 2, 2014

Game Report - Where are we now? or Zilda learns how NOT to feed trolls

When last seen, the party had been deposited on a steep ledge by a magical whirlwind, along with the 'nun' and the three guys they were chasing, Rumpus Hildegard, a low level clerk they had rescued. 
Sitting there waiting for them peacefully knitting was Mrs Munchner (to the bard's dismay), who greeted them, "I knew ye'd be coming, I prayed t'Sigmar to send me help.  Now ye can take me to my sister's in Nuln."
Somehow the dwarf who had flambeed the balloon wasn't with them (his player being out sick).

After the nun introduced them to the survivors of the balloon's crew, who she knew very well as they were in on the whole plot of the first adventure; Zilda the ranger decided that they were most likely somewhere in the Middle Mountains, an easy deduction as that was the closest range to Wolfenburg.  After some initial discussion they headed off to find shelter for the night.
They soon found a rocky hillside where the wall had been cut away to make a flat surface, now carved with various funerary decorations and having a smashed open door in the middle, reeking with the scent of a large animal, probably a bear.  Zilda went in with a light and find a large room with the statues of four knights and two or three passages leading off of it.  The fighter came in next followed by the elven wizard/thief.  The fighter proceeded to find the first pit trap the hard way, falling ten feet to a hard stop.  Zilda took note that one of the statue's vizor's had flipped up when the fighter fell, then bent down to get him out,. Meanwhile the elf moved in to the right and the bard entered.  Unfortunately, the sound the fighter made aroused a large brown bear that laired in the left hand tombs.  The elf hit it with a quick jet of fire, which only made it mad.  It went into it's claw/claw/bite routine and the elf went down - like the fighter into the pit.  Zilda decided to finish pulling the fighter out, while the bard cast blindness on the bear.  The spell worked, as the bear placed one foot into the open pit, recovering, but losing it's attacks.  With the three characters in melee with it the issue was never in doubt and the party was able to feast on bear steak that night.  Healing the elf, a quick check of the side passages showed that they were lined with tombs.  The elf cautiously explored the further reaches of the main room, finding that one of the rear, statues' shield was lying on the floor, cautious probing found another pit trap.  Attempting to disable it by replacing the shield, the elf quickly decided it was less effort just to tell the party not to walk there.  A look down the rear passage let them know it too was lined with tombs, and that no end was in sight from the stairs.
  After a remarkably undisturbed rest, they awoke to a rainy day and decided to pursue indoor activities.  To wit, despoiling the tombs of the dead.  Levering open the intact sarcophagi did not find any treasures, but they did find a lever.  After a game of "I'm not pulling it, you pull it. Let's get Mikey, he'll pull anything."; the fighter pulled the lever and opened the secret door at the end of the right hand corridor.  Asking for volunteers form the NPCs, only Volk the ranger agreed to and he did so only on the condition that no flying was involved.  He'd tried it once and didn't want anything else to do with aviation.
  The party advanced cautiously up the passage until the reached the intersection where it branched to the right or ended in a door straight ahead.  After a loud discussion, the elf moved up to check the door and found, since no one else had looked ,that it was ajar.  He also reported that he heard something shuffling inside.  Zilda went to the fore and boldly pushed the door open enough to enter.  At which point the troll who had been alerted by the discussion - and the light, causing it to hide behind the door, kicked the door shut and did claw/claw/bite on Zilda.  The fighter, next in line, couldn't force the door open against the troll's bulk.  So he called Volf up to assist. 
   Zilda took advantage of the troll's distraction with the door (and poor attack rolls) to tumble to the other side of the room, with the troll in pursuit.  The fighter and Volf gave the now unblocked door a mighty shove, which resulted in the fighter entering the room, while Volf did a face plant in the doorway.  To make matters more amusing, the elf decided he would tumble through the doorway - he ended up on top of poor Volf.  Meanwhile, the troll shrugged off Zilda's attempt to defend herself and gave her a terminal claw/claw/bite and rend routine, leaving her strewn in pieces on the floor, walls and ceiling.  The party got itself sorted out, with Zilda's player taking over Volf.  They dispatched the troll with some awesome criticals by the fighter and flame jets from the elf.  Volf stripped what was left of Zilda's corpse and the party decided, after burning the trolls remains, to investigate the bypassed corridor, instead of trying the other door.
   The next room was empty except for a workbench on one wall.  Finding the next door was unlocked, Volf stepped through it surprising a large number of goblins, sadly Volf couldn't really hit any of them the entire combat.  A long combat ensued, where the bard (played by the daughter of one of the elf's player) decided to cast 'Lullaby' on the goblins, she put three of them into a dreamy state.  But learned that it really wasn't an effective spell in combat.  The elf sidled along the tapestry at the end of the room, where he sniped magically at goblins, bringing down one that was running to get help.  This was well and good until he felt a sharp stabbing pain from the goblin chief behind the tapestry.  He stepped away from the tapestry with the intention of setting the whole thing on fire, until he saw that it was an work of art showing a female dwarf with a black warhammer fighting a red skinned humanoid on a molten landscape against a flame filled sky.  Gold piece signs ringing up in his eyes, he decided to use mage hand to lift the bottom of the tapestry and look for feet.  The goblin chief saw the tapestry rise a few feet away and climbed up onto it to hide as the rest of his goblins met their usual end.
   The combat not having aroused any nearby denizens, the party was at leisure to find the missing goblin, which they did by pulling down the tapestry with him in it.  He immediately surrendered and offered treasure to spare his life.  Negotiations were proceeding when the bard asked if there were any other goblins around.  The chief brightened up at this and said yes, follow me.  The party decided to collect the ransom first.  Ending up some gold, +1 studded leather armor and a masterwork rapier.  Before going through the door to the other goblins, they asked the chief what was in the last room, 'Jewels' he said.  SO they decided to check that out first, having the chief unlock the door, Volf stepped into the 20X30 room and saw a shiny red bauble on the floor against the far wall.  Walking over to pick it up, he felt the floor tip him into the 20 pit and counter weights on the floor slammed it shut on top of him.  The goblin chief laughed as he ran to the other door, pounding on it for admittance as the elf hit him with magic missiles.  They decided to rescue Volf, tying the fighter off with a rope, to open the trap and then dropping another line down to Volf.  Then they formed up to follow the traior through the door.
  The intrepid Volf entered first, stopping by a pile of large rocks, he found himself in a long room, lit in the center by a single torch, the far end in darkness.  Out of the darkness, through the lit area, he saw a large rock sail straight into his face.  Deciding that they weren't in any shape to go up against what ever was tossing rocks at this point, they beat a hasty retreat, although not before Volf took a goblin arrow as well.
  Retreating to where the rest of the party was camped, they found that the NPC's had discovered two more doors along the cliff, one locked and one open, but they hadn't gone inside.  TThey decided that they would spend the night in the tomb with doubled guards.  Who didn't see the bugbears scouting their camp, nor notice when four of them came running through on a raid.  The fighter struck one and was hit in return by a javelin; while two more javelins struck down Rumpus the clerk.  One of the other NPC's, one handed Dieter, took out a pistol and shot one of the ugbears as they departed the area.
  Wisely deciding not to remain in the tomb, but agonizing over the tapestry they had left behind, they party went downhill, led by Volf the Intrepid, until they found a stream which they followed to the village of Smalplotz.

Credit:  The dungeon map is a slightly modified version of the Three Tombs of Acker map which was posted over at Dyson's Dodecahedron

Monday, January 6, 2014

Insanity

Geico's Therapist Sarge
    Insanity has never been much of an issue in the D&D family, despite the characters operating in a milieu that makes Khe Sanh, Bastiogne and the Somme look like a peaceful Sunday afternoon.  Think about, raiding Orcs, shambling undead and ravening dragons litter the countryside the characters are traipsing through - and they take with the sangfroid of Wellington at Waterloo.  The characters face death by falling in spiked pits, crushing by boulders thrown by giants and rending by the fangs of a thousand types of slavering monsters - and they never blink.

    Other systems, more attuned to a horror trope, handle insanity organically.  Call of Cthulhu being probably the most famous - the more you know, the madder you are.  Warhammer FRP also contains a system for characters to gain insanity as a byproduct of normal adventuring, gaining them from receiving Critical Hits, failing Fear tests and drinking certain poisons.  Disorders once acquired in that system are almost impossible to remove, the character ends up as a quivering mass of psychoses.

   In my campaign, I've instituted the following home-brew insanity rules, certain events such as Critical Hits, specific horrendous or chaotic sights - like the cathedral transformed into a giant skull cause the the players to gain Insanity Points.  Every time they do, they make a Will save DC = current Insanity Point total.  So it becomes progressively harder to pass the check.  The difficulty of the check then determines the severity of the disorder.
< 10 - Eccentricity (Always checks for rain when stepping through a door, never sleeps above the ground floor or other behavior the DM finds amusing)
10-20 - Minor disorder (Obsessive/compulsive behavior, Fear of a creature causing the character to be surprised every time they see one or another disorder that places the character at a minor disadvantage)
21-30 - Serious disorder (Paralyzing fear of a creature, schizophrenia or another issue that changes how the character reacts)
30 + Disabling disorder (Severe agoraphobia, catatonia or other issue that prevents normal movement)

Failing the check sets the character's Insanity Point total to zero.  Until the next time.

And now I have another list to make of insanity types.

[Ed. Forgot to say this was inspired by The Rusty Battle Axe ]

Friday, December 27, 2013

Nine Virtues of Magnus the Pious - module review and play report

The Nine Virtues of Magnus the Pious is a Warhammer  Fantasy Role Play introductory module, I believe for the second edition.  I know that the stat blocks don't quite match up with the first edition.  As soon as I read through it it I knew that I was going to run it.  It's not your typical dungeon crawl, instead it's a MacGuffin hunt set in the midst of a city being sacked.

In format, it's a copiously and sometimes inaccurately illustrated forty two page PDF.  The first ten pages are illustrations and backstory.  As most of it is irrelevant to the players or the plot, I used it for inspiration and freely changed details to make it fit in with my campaign.

Despite the fact that it has a whole city to play in there are only three set encounters outside of the building where the MacGuffin is held.  The city is divided into four parts:
   The western bank of the river Wolfen, which is held by the defenders;
   'No-Man's Land' - those parts of the eastern bank visible to the defenders where the party can be attacked by BOTH sides.
   'Altered States' - those parts of the city devastated by the magical attack that leveled the city walls
   'Utter Mayhem' - everywhere else in the city.
No details are provided for the western bank, the plot quickly rushes the players across the river.

Each type of the area on the east bank has a short list of random encounters, with a 60% chance pf encounter every ten minutes.  I thought that would be far too small of a selection, but in play it turned out that no random encounter was ever repeated.

The action is divided into two scenes to use the Mythic terminology: getting to the City Hall and finding the MacGuffin inside the building.  There's a climactic fight on the roof before the party exits via a balloon.

    The motivations for the two main NPC's are what makes this module so much fun to run.  The adventure starts off with the party trapped in the doomed city and drafted into it's last desperate defense against the horde of mutant Chaos worshipping barbarians.  Their sergeant volunteers them to assist a nun in recovering a Holy Relic from the other side of the river.  Except she's not a real nun she's a cat burglar who's been truing to steal the relic and sees her chance in current situation.  And the sergeant is actually her accomplice. So the party is being used as dupes and meatshields to begin with.

Even better as the horde gathers outside the City Hall, effectively trapping the party, the cat burglar/nun leads the way to the roof where her accomplices are waiting in a balloon to lift the party to safety.

Except the accomplices have decided to double-cross her.


Play report below the jump.

Sunday, December 15, 2013

New Campaign and Mini-Recap

     We started a new campaign this month, and for my sins, I'm back behind the screen. I've taken advantage of my time off to look at how I run the games and decided to make some major changes. Previously I've tried to ensure I had all of the answers to any question my players might ask - down to writing a door generator that told me which side had the hinges. Perhaps my wife is right and I am a bit of a control freak - just a little.

     The campaign concept has been influenced by the soloplay I did (much) earlier this year, using the Mythic game system.  I liked the directed randomness, an odd term but the best way I have to describe it. I also realized that I never have time to do all the preparation I would like before its time to run the adventure, so I need to use modules in addition to anything I create.  Thirdly, I'd like to bring in things from different systems. Many of the bloggers did a post on their gaming bookshelves, showing them overloaded with systems. I'm no different, other than many of mine residing in electronic  format rather than paper.  And the last constraint is that the group is using Pathfinder, so all the mechanics would need to be D20.

     I decided, since I have most of the Warhammer Death on the Reik adventures,  I would use the WFRP setting.  It's much different from the group's standard fantasy setting, in that it has elements of horror and firearms. I'm using the Mythic Fate Chart and Chaos Factor make the setting more 'alive', instead of my usual pre-scripted effort.  And as time goes on I'll bring in monsters and artifacts from other settings.

    I'll do a full recap of the initial session and some lessons learned, but here's the short form.  I found what may be the most awesome published adventure ever in The Nine Virtues of Magnus the Pious, (WFRP 2?) where the characters start in a city in the middle of being sacked - and the situation goes downhill from there.  After taking damage from friendly cannon fire and being chased through town by mutant Mongels, they reached the climactic fight scene on the roof of the City Hall between the thief who had suckered them into helping retrieve the MacGuffin for her and her partner who was double crossing her.  All was going well, too well, they had taken out the doublecrosser who ordered the crew of the balloon to leave as he sank back dying.  The Dwarven Magus decided those guys weren't going to get away and jumped a Flaming Sphere into the basket of the balloon. Neatly destroying the only way for the party to get out of town.

     My initial reaction was to declare a TPK, as I had previously decided that the balloon was filled with hydrogen. However the players convinced me that the Hindenburg would be a better model of the physics of a hydrogen fire than David Weber.  They then chased the survivors into a Chaos Zone, eventually into the local Cathedral of Sigfreid (patron deity of the Empire).  Now at this point, they were so far off the map and out of the adventure script that I had no idea of what they would find or how I would get them out of the city. Especially as the mutants were starting their final assault on the defenders.

  I used the concepts of Mythic and crowd sourced it.  I asked the players what they thought they'd find when they opened the door of the Cathedral.  They decided that they would find the balloonists stuck right at the door.  That was a bit self-serving of them, so I altered the scene to they found the balloonists whirling around and slowly rising out of sight in the middle of the dome.

Grimoires



Authoritative books on magic are extremely rare, although many are known of, such as the Libram of Silver Magic, Nine Books of Nagash and the Necronomicon, in a pre-Gutenburg world they are almost never actually seen.  The books which are found are almost exclusively what are known as 'grimoires', often referred to as 'spell books'. The term 'spell book' is a misnomer, as these grimoires do not provide step by step instructions on how to cast a fireball. Rather they are a combination of research notes and personal journal which a wizard accumulates over their professional life.  Often they contain quotes and paraphrases of passages from the authoritative books, written down in whatever order the author encountered them.  Indeed, the contents of the great works are spread almost solely through these notes.

An arcane magic user who finds a grimoire has a resource to last his lifetime. By studying the notes of his predecessor (and copying extracts into his own grimoire), the magic user increases his own knowledge of the theory and Art of magic.  This provides him with insight to cast new spells.  Because this insight is coming from the synthesis of his current knowledge with the contents of the grimoire the spells learned from the same grimoire may be completely different for different magic users and the abilities of the grimoire's author have no bearing on what a reader may learn from the tome.  A chance turn of phrase in the notes of an apprentice may unlock a powerful spell.

Mechanics
The number of spells a character may learn from a grimoire is 1d4 + Intelligence modifier.

For each spell, roll on the following table to determine the spell level.  The player selects the spell they are trying to learn from the list of spells for that level.  If they succeed in the Spellcraft check, they have added their preferred spell to their spells known. If they fail the check, they learn a random spell of that level.  It takes two weeks of study to learn each spell.

Note that the DC is set so that in Pathfinder, a character which has Spellcraft as a class skill, has maximized their ranks in the skill and have the minimum intelligence to cast the spell have a 50/50 chance of learning their preferred spell.  It follows that a character cannot take 10 or 20 on the Spellcraft check, as the check is to see if the grimoire along with their current knowledge enables them to learn the desired spell.

Characters cannot learn spells of a level higher than they can cast.


Die RollSpell LevelSpellcraft DC
01-07SpecialN/A
08-10012
11-28114
29-44217
45-58319
59-70422
71-80524
81-88627
89-94729
95-98832
99-00934

Special: A result of Special indicates that among the entries in the grimoire, the character has found a note about an item or person of interest, such as the true name of a demon; a clue to the powers or location of a legendary artifact; or even a standard treasure map.

Thursday, February 14, 2013

Beastiary - Ophies Amphipterotoi




Winged serpents, described by Herodotus as the guardians of the frankincense.  These snakes feature one or two pairs of feathery wings and a poisonous bite.

The snakes are at home in warm desert climates, but may be found anywhere, even crossing the sea during their spring migration.

Certain birds, notably the Black Ibis, will flock together to fight these monstrosities in vast aerial combats at that time.  The ground under these battles becomes littered with the carcasses and skeletons of the vanquished.  And are often sought out by aspiring necromancers as a source of guardian undead.

Ophies Amphipterotoi are usually small, but a swarm may include tiny, medium and even large specimens.

Combat An Ophies Amphipterotoi has a poisonous bite attack, large specimens also gain a constrict attack.


Statistics by game system.

3rd Edition / Pathfinder

SizeSmall  [Large]Hit Dice1d8 (4 hp) [3d8 (13hp)]
Initiative+3 (Dex)Speed15 feet/60 feet Flying
AC17 (+1 Size, +3 Dex, +3 natural) [17, +3 Dex, +4 Natural]AttacksBite +4 melee
DamageBite poison [Bite 1d4 and poison]Face/Reach5ft /5ft
Special AttacksPoison [Improved Grab, Constrict 1d8+2]Special QualitiesScent
SavesF2, R5, W1 [F3, R6, W2]AbilitiesSt 6 [16], Dex 17, Con 11, IQ 1, Wis 12, Cha2
SkillsBalance +4, Hide +8, Listen +8
Move Silently (Flying) +6, Spot +6
FeatsWeapon Finesse (Bite)
Climate/TerrainWarm landOrganizationSingle or Swarm (2-12)
Challenge Rating1 [2]AlignmentNeutral
Advancement3-5 HD (Large)



1st Edition

Adventurer, Conqueror, King

FrequencyRareNo Appearing1 or 2-12
Armor Class7 [3 ACKS]Move4"/24" Fly  [ 90'(30')/ Fly 180' (60') ACKS]
Hit Dice2 [5 Large] % in LairNil
Treasure TypeNoneNo of Attacks1 [2 Large]
Damage/Attack1d4 Poison [/Constrict 2d8 large]Special AttacksPoison
Special DefenseNoneMagic ResistanceStandard
IntelligenceSemi-AlignmentNeutral
SizeSmall [Large]Psionic AbilityNil






Chivalry & Sorcery

Body3 [10 large]
Weight 3-9 [150 large]
Move30/300
Armor0
% Hit+10%
% Dodge-05%
Attack Mode
1xWDFMSS 1 Strike + Poison
1xWDFMGS 1 Strike + Poison: 15% Bash +Constrict 2 dice)
Experience75
.



Runequest 2e

STR1d6 [26+6 large](3-4) [(13) large]Move4/12
CON 2d6+6  (13)Hit Point Average11
SIZ1d6 (3-4)Treasure Factor6
INTNil NilDefense+05%
POW1d6+6 (9-10)
DEX3d6 (10-11)
CHANilNil




BiteSR10Attack 25%Damage 1d4 + Wyvern Venom Potency 4
ConstrictSR10Attack 15%Damage  2d8 [Large]




  Warhammmer Fantasy Role Playing 1e


  M    WS    BS    S    T    W    I   A    Dex    Ld    Int    Cl    WP    Fel 
3 33 0 1 [3 large] 2 [3 large] 3 [5 large] 30 [60 large] 1 - 24 6 30 30 -
Ophies Amphipterotoi fly as Hoverers,.  Large Ophies Amphipterotoi inject two doses of Snake Venom in a bite, others inject a single dose

Sunday, January 20, 2013

Beastiary - Stymphalian Birds


Man eating avians whose flocks can depopulate an area.  These aggressive hunters are known for their beaks ability to shear through metal armor.

Anyone needing to hunt these fowls is advised to wear a thick suit of cork, which catches their beaks and renders them helpless.



Stymphalian Birds are about the size of an ibis.  They favor nesting on forested hills and mountains in warm climates, buit may be found hunting through out the temperate zone in the summer.

Combat A Stymphalian Bird conducts fly by attacks, slashing with it's razor sharp beak..


Statistics by game system.

3rd Edition / Pathfinder

SizeSmallHit Dice2d8+4 (12 hp)
Initiative+4 (Dex)Speed10 feet/90 feet Flying
AC20 (+1 Size, +4 Dex, +5 natural)AttacksBeak (bite) +10 melee
DamageBeak (Bite)1d6+1Face/Reach5ft /5ft
Special AttacksFlyby AttackSpecial Qualities
SavesF4, R8, W1AbilitiesSt 12, Dex 18, Con 15, IQ 2, Wis 5, Cha 8
SkillsListen +4,
Move Silently (Flying) +6, Spot +6
FeatsWeapon Finesse (Beak)
Climate/TerrainWarm landOrganizationFlock (2-12)
Challenge Rating1AlignmentNeutral
Advancement3-5 HD (Small)



1st Edition

Adventurer, Conqueror, King

FrequencyVery RareNo Appearing2-12
Armor Class7Move4"/36" Fly
Hit Dice2 +4% in Lair15%
Treasure TypeINo of Attacks1
Damage/Attack1d6 +1Special AttacksAttacks as 6HD monster
Special DefenseSurprises on 4-6Magic ResistanceStandard
IntelligenceSemi-AlignmentNeutral
SizeSmallPsionic AbilityNil






Chivalry & Sorcery

Body10
Weight 20
Move20/480
Armor1
% Hit25
% Dodge-35
Attack Mode
1xWDFMMB 2 Beak
Experience75
.



Runequest 2e

STR1d6+2 (5-6)Move2/18
CON 2d6+6  (13)Hit Point Average11
SIZ1d6+2 (5-6)Treasure Factor5
INT1d6 (3-4)
POW3d6 (10-11)
DEX3d6+4 (15-17)
CHA2d67




BiteSR8Attack 40%Damage 1d6





  Warhammmer Fantasy Role Playing 1e


  M    WS    BS    S    T    W    I   A    Dex    Ld    Int    Cl    WP    Fel 
2 40 0 1 2 4 70 1 - 14 15 25 10 -

Stymphalian Birds fly as Swoopers,


Saturday, December 15, 2012

Beastiary - Nemean Lion

 Lesser sons by normal mothers of the great beast slain by Hercules in the first of his mythic labors, these big cats still partake of their sire's strength and toughness.

 Common to all  is their tough skin, which provides an increased armor class and is near impervious to impaling and edged weapons.

The Nemean lion's skin may be removed and treated to make a cloak.


Nemean Lions grow up to 16 feet long and weigh up to 1600 pounds.

Combat A Nemean Lion attacks by running at and jumping on it's prey. It uses it's claw attacks to hold and its bite to crush the throat or neck. If it successfully hits with both of it's front claws, it can rake with the back claws.


Statistics by game system.

3rd Edition / Pathfinder

 

SizeHuge
Hit Dice10d8+30 (75HP)
Initiative+4 (Dex)
Speed50 feet
AC17 (-2 Size, +4 Dex, +5 natural)
Attacks2 claws +15 melee, bite +7 melee
DamageClaw 1d6 +7, Bite1d8+3
Face/Reach5ft by 10 ft/5ft
Special AttacksPounce, Improved grab, rake 1d6+3
Special QualitiesScent, Damage Reduction
SavesF9, R8, W7
AbilitiesSt 25, Dex 18, Con 17, IQ 2,
Wis 15, Cha 10
SkillsHide +5, Jump +10, Listen +4,
Move Silently +9, Spot +4
FeatsWeapon Finesse (Claw)
Climate/TerrainWarm land
Organization1 or Pride (1 + 1 -8 standard lions)
Challenge Rating7
AlignmentNeutral
Advancement11-24 HD (Huge)
Special Qualities

Damage Reduction:  The Nemean Lion takes 1/2 damage from slashing weapons and each hit from an impaling weapon does but a single point of damage.

The skin from a Nemean Lion may be treated to form a cloak that provides 2 points of armor to the wearer.  It has no casting penalty, no maximum dexterity and no armor check penalty.


1st Edition

FrequencyVery Rare
No Appearing1 or 1 + 1-8 regular lions
Armor Class2/3
Move20"
Hit Dice8 + 2
% in Lair25%
Treasure TypeNil
No of Attacks3
Damage/Attack1-6/1-6/2-12
Special AttacksRear Claws for 2-12/2-12
Special DefenseSurprised only on a 1
Magic ResistanceStandard
IntelligenceSemi-
AlignmentNeutral
SizeHuge
Psionic AbilityNil
Special Qualities

Damage Reduction:  The Nemean Lion takes 1/2 damage from sharp/edged  weapons and each hit from an impaling weapon (arrow, bolt, dart) does but a single point of damage.

The skin from a Nemean Lion may be treated to form a cloak that provides 2 points of armor  (Equal to a suite of Leather Armor) to the wearer. 




Chivalry & Sorcery

 

Body75
Weight 800
Move100/300
Armor7
% Hit40
% Dodge-30
Attack Mode
5xWDFMLC   6   Claws(+1 blow)
3xWDFMLC 3 Bite
Experience7500


Special Qualities
Rake attacks described above, are 6xWDF  MLC 6 Claw attacks.
 
Damage Reduction:  Reduce all "L" weapon damage by 1/2 and "LH" weapon damage by 1/3.  Bows, Crossbows and Javelins do but 1 point of damage on a hit.  Throwing axes are reduced as "L" weapons, damage from slings is not reduced.

The skin from a Nemean Lion may be treated to form a cloak that provides 2 points of armor (Equal to a Hardened Leather Cuirass and a Conical Helmet) to the wearer. 



Runequest 2e


STR3d6+15 (26-27)Move12
CON 3d6+4 (15-17)Hit Point Average17
SIZ2d6+12 (19)Treasure Factor29
INT7
POW40
DEX-30
CHA3d6
ClawSR8Attack 50%Damage 1d6+1d6
BiteSR8Attack 40%Damage 1d10+1d6
5 point skin

Special Qualities

Damage Reduction:  The Nemean Lion takes 1/2 damage from cutting and thrusting weapons, and there is no chance for an Impale.

The skin from a Nemean Lion may be treated to form a cloak that provides 3 points of armor (equal to Cuirbolli) to the wearer's Head, Arms, Chest and Abdomen and has an Encumbrance of 2. 


  Warhammmer Fantasy Role Playing 1e


  M    WS    BS    S    T    W    I   A    Dex    Ld    Int    Cl    WP    Fel 
6 50 0 7 5 30 70 3 35 40 15 66 55 -



Special Qualities
Damage Reduction:  The Nemean Lion takes 1/2 damage from slashing weapons (swords, axes, etc) and each hit from an impaling (arrows, spears, etc) weapon does but a single point of damage.

The skin from a Nemean Lion may be treated to form a cloak that provides 1 Armor Point to the wearer's Head, Arms and Body.

Tuesday, November 27, 2012

My Gaming Shelf

James over at Grognardia has posted a picture of the gaming references he keeps on hand.  So here's my shelf.
The thick white binder I got at one of the very first 'Supporting Microsoft Windows 95" courses (I attended with the instructors), it contains a copy of the German RPG The Dark Eye (English language version)The Green binder next to it is my battered copy of Chivalry and Sorcery, the red cover edition.  It fell apart back in the early 80's so I transferred it into a binder using a three hole punch on the pages.  What you don't see are the PDF's I've collect on my tablet, Pathfinder and RuneQuest supplements such as Pavis and the Big Rubble, Griffin Mountain, Cult Compendium and Border Lands and Beyond.  Bless you, driveThruRPG!  Somewhere in the basement are my first edition ShadowRun and Traveller books

Thursday, November 15, 2012

Converting D&D 3.0 to Pathfinder - Feats, Encumbrance and Spells


The (probably) last post in the series will cover a fairly eclectic list of the pieces of the character sheet that we haven't covered to date.

Feats

Big changes here again, the first two eTools feats were granted powers of the War domain.  Those have gone away, so I spent the feat I earned at third level to take Weapon Focus again.  I do not need to retake the Martial Weapon Proficiency feat, as all Clerics now have proficiency with their deities favored weapon. Clerics of Tharizdun in the Greyhawk campaign lose out on this rule - "Spiral of decay (no equivalent weapon)".  But Orlin is back to where he started having only suffered the loss of feat slot.

Languages

Almost forgot this area of the character sheet.  No changes for the character, but the rules for learning languages have changed.  They no longer cost skill points, sort of, rather the Linguistics skill allows you to select one language for each skill point you buy in it.  Also, barbarians are no longer illiterate.  Drunk and Thunk now have a use for books other than starting fires and cleaning themselves.

Spells

eTools Spells

Pathfinder Spells

Looks like a bigger change that it really is.  And it's a change for the better to me.  Instead of three pages of spells for a second level cleric (eTools prints every Cleric spell in it's book because it treats them as all being in the cleric's 'spellbook'); Pathfinder just gives you a space to list the spells your character knows.

I've found in the past that it's easier to look up a spell in the Player's Handbook than it s to search for it in the sheaf of papers, so I'm happy to see it.

For playing purposes I just list my default spells here and use a scratch sheet or note card to track the spells the character actually has prepared and used.  It's the same way I've managed spells for magic users in the past.

0 level spells are prepared, but not used up as explained below under Special Abilities.  Cure Minor Wounds (curing 1 hp) has been replaced by Stabilize (stops character from dying).  So I can't heal the party one hp at a time under that rule.

The spells conform to the changes made between 3.0 and 3.5, so buffs have a duration of minutes, not hours.  The duration issue certainly affected my spell choice.  Why waste a slot on a one shot buff that only lasts for a single combat?

Domains have changed considerably, as I've alluded to various times in these posts.  Most of the changes I'll cover under Special Abilities, but one that I'll call out here is a revision to the Domain spell lists.  The Travel domain first level spell (which I didn't take) is new 'Longstrider' - adds 10' to your movement base.  previously it was 'Expeditious Retreat', which doubled your speed.

Special Abilities





















This is a busy section and I'll concentrate on the differences between the two.  Much of this may have been covered in previous posts, but I'll reiterate, just to make sure.

New and modified Racial Traits - 'Slow and Steady', dwarves are not slowed by armor or encumbrance penalties.
'Greed' - +2 on Appraise checks of non-magical items containing gems or precious metals.
'Hardy' - the ++2 save vs poison has been expanded to include spells and spell like abilities.
'Stability' - brand new, as the Combat Maneuver Defense statistic is brand new.  Helps defend against two of the maneuvers.

Cleric Features.  As mentioned previously, Heavy Armor Proficiency has been lost.  Also Shield Proficiency no longer includes Tower Shields.  On the plus side - every cleric is now proficient with their deity's favored weapon.
'Aura' is new, it answers the long running question - does the Evil cleric show up on a Detect Evil spell?  The answer is they do now.
'Channel Energy' - replaces (ad simplifies) turning undead.  Channeling energy directly damages undead in a 30 foot radius.  It's usable multiple times a day.  It can also be used as a mass cure.
'Orisons' - as I mentioned under spells, 0 level spells are not expended when cast; but only a fixed number of spells can be prepared per day.  In effect, 0 level spells are treated as Sorceror or Bard spells.

Domain Powers.  The domain powers have been replaced by lesser abilities.  Travel used to provide Freedom of Movement against magical obstructions.  Now you can ignore terrain restrictions.  War was great domain, it provided two free feats.  Now, although the one feat is replaced by the Favored Weapon rule above, all you get is the ability to give one ally at a time a +1 damage bonus for one round.  Pretty much a downer.

Encumbrance

eTools Encumbrance




Pathfinder Encumbrance

 Finally, the last topic I have to cover in these posts.  And it's not a very long one.  The ranges for encumbrance values have not changed.  On the other hand, it wouldn't matter for this character, as dwarves are not slowed by heavy loads.

Instead of listing every piece of armor and weapons individually, I've simply totaled the weights for what the character is actually carrying.  I believe I said earlier that the Great Axe has gone on a diet and is down to twelve pounds in weight.

One innovation I do like is Pathfinder providing the amount of weight that the character can lift over their head, lift off the ground or drag.

That wraps up this series of posts on converting to Pathfinder.  If you have any questions, please contact me by email or leave a comment.

 

Saturday, November 10, 2012

Converting D&D 3.0 to Pathfinder - Skills


As I warned in the last post, we're going to throw out old skill set and re do it from scrtach.  Before we do let's compare the skill blocks from eTools and Pathfinder.

eTools and Pathfinder Skill Blocks

The layouts are similar and many of the names are the same, but there are significant differences.  Search, Spot and Listen are gone, Pathfinder rolls them into a Perception Skill.  The changes are laid out in the Conversion Guide, so I won't rehash them in detail here.

A even bigger change is in Class vs Cross Class skills.  As you can see from the Pathfinder Skill block, the concept of Class Skills still exists, but Cross Class skills have gone away.  If you want your Paladin to be good at Picking Pockets, then throw some skill points into Sleight of Hand.  Each skill point buys you on rank of any skill you want.  So what's the purpose of having Class Skills?  Now you get a bonus for putting a skill point into a Class Skill instead of being penalized for purchasing Cross Class skills.  The first skill point you place in a Class Skill gets you a three point bonus to that skill. You can see the bonus reflected in the scores for Appraise, Heal and Profession - Brewer.

The impact of these changes is so great, that I recommend you recalculate your total skill points and start over from the beginning in buying Ranks.  If there is a skill you're using a lot (such as Graven looking for traps and opening locks - the "strange rituals" referred to in the Expedition posts), I doubt that you'll forget to put points into them.

 The way I've read the rules, this is a bonus to the skill, not additional ranks, so I've entered it into the right hand column.  This is an important distinction for Linguistics, as you get an additional language for each Rank you have in the skill. 

I'm also assuming that even though I haven't put ranks into all of the Class Skills, the character has been trained in them.  His modifier of -1 in the various Knowledge skills reflects his low intelligence, presumably he skipped class a lot.

I've used parentheses to indicate conditional values, in both the Total Bonus and Miscellaneous Modifier columns.  The actual conditions are listed at the bottom of the Skill block.

Skills and Advancement - Pathfinder contains a statement that when you add a level to your Favored Class (which is no longer restricted by race) you may either add an additional hit point OR add an additional skill point.  As our DM has ruled that you get 1/2 a hit die +1 for each level I'm unsure if that +1 refers to this bonus or not.  We'll need to get clarification on that.

Maximum Skill Ranks - One of the statistics removed from Pathfinder's Skill Block is the Maximum Ranks.  As there's no longer a difference between Class and Cross Class skills for purchasing ranks,  You can never have more Ranks in a Skill than you're total number of Hit Dice.  Which is the reason that I determined that the Class Skill bonus is not added to your actual Ranks in the Skill.

That wraps up Skills and the front page of the Pathfinder character sheet.  I still have Feats, Special Abilities, Spells and Encumbrance on the back page to cover in later posts.