Showing posts with label b/x d&d. Show all posts
Showing posts with label b/x d&d. Show all posts

Wednesday, 29 April 2020

Old RPG Words That Make No Sense

Progress in RPG design and play is held back by the words we use that don't make any sense.

Hit Points.

So many RPGs have some version of "hit points" whether it's called hits, hit points, health, vitality, or whatever, it is expressed as a representation of how much damage a character can take. Video games have copied this idea for years, and you see your little digital bonhomme getting wailed on while a bar or a number  of hit points gets smaller. Why not? It's there in the name, right? Hit points, those are points you use up getting hit, right?

Someone is hoping the undead giant is almost out of hit points

Except it's not right. Not really. Hit points have almost always been an abstraction expressing something else entirely. I've talked about the problem of damage before, but in terms of Dungeons & Dragons and many games using hit points, there is no damage until the hit points are gone. Hit points represent the ability of a character to postpone the inevitable through skill, experience, luck, or script immunity. They represent an ability for a hero to keep fighting when everyone else would be done. They are more a measure of endurance than damage capacity.

This idea is further confused by the old-school rates of healing where characters only got one hit point back per day of resting. Something ridiculous when characters can easily get to a place where they have 20 or 30 hit points. If they are healing, then they must have been hurt, right? Except that is not how it works. A character is just as effective at one hit point as they are at full hit points. Because they are not hurt unless they are at zero! In the old days if your character went below zero they were dead! Not just wounded, but killed. Luck finally caught up with them and took her due. It wasn't long before rules developed for going into negatives where a risk was involved, but not immediate death.

Fast forward to the last few years. Two different innovations double down on the idea of hit points as an abstract that expresses endurance. The first is the death and dismemberment tables that came out of the Old School Renaissance (OSR) Blogs. The idea was if your character went below zero hit points they had been wounded and could be badly hurt or even dead. Rolling on the tables got you a result that your character had to live with. Maybe they lost a limb, or an eye, and it had ongoing mechanical effect on the character. After a while they could look pretty rough. Eventually a character could even be forced into retirement by accumulating too many, "old war wounds." I'm a big fan of the death and dismemberment tables. Partially because they reinforce the concept of how things work, but also because they add a real element of risk to fighting to your last. Players with characters who can be brought around in a moment to fighting condition with no consequence are not going to have any good reason to surrender, if there is no consequence to negative hit points. The idea that the table might give them a reason to play as if getting wounded is something to be afraid of encourages more realistic role playing.

Oops! You interrupted her short rest.
What's the worst that could happen?

The other innovation is the idea of short and long rests. I think the first game I saw this idea in was Barbarians of Lemuria, where a few hit points could be recovered by taking a breather and a quick drink and full recovery required night's rest. This same approach made it into a few different small press games, and the latest edition (the so-called 5th edition) of D&D. By explicitly recovering hit points through short and long rests the D&D, and any other RPG, rules are making hit points endurance. There is nothing wrong with this approach. I like it. It's cinematic and makes for high-speed pulp-fiction action! That's all great! It allows players to accomplish more by giving them more significant choices about how they use the two resources they have, time and hit points.

The problem is the thing is still called, "hit points," and we generate them by rolling, "hit dice," when these two things are expressions of endurance. It doesn't really matter where the name hit point came from. It may be a hold-over from the war games the designers of the early versions of D&D were playing and using to inform their first RPGs. Maybe someone thought it sounded cool. The fact is, it doesn't fit and is actually misleading. All the grognards and legacy players are already composing their comments about how wrong I am and how the word doesn't matter because obviously we all know what it means.

Except we don't. Many players think the fast recovery of hit points through rest is unrealistic because you can't walk of a sword thrust to the abdomen. If we expressed it as endurance and described combat with point loss as close calls, bangs, jams, bruises, and numbness in the limbs it would be easier to get more people all in on the concept. The other problem is new players. RPGs have exploded, in no small part to the efforts of Wizards of the Coast to make D&D accessible and easy to grasp. Words like hit points get in the way of that because they suggest the character is getting hit when they lose hit points. Why set them up to fail? Why not call it what it is? Because of tradition? Meh, there are more new players now than ever before. Because someone can tell them? People are learning to play from the books and watching actual play on you tube. Terms matter in both of these cases because that is how the new players will interpret what is happening in the game. I'm not the first to come to this conclusion. The Neo-Classical Geek Revival (NGR) fantasy RPG has used the term "Luck" for these points for years.

Someone is rolling on the death and dismemberment table!

The waters are muddied further by the idea of weapon damage. When D&D was first created, almost everything on two legs had single digit hit points. Humans were all assumed to be zero level with, at most, three hit points. That means that first hit was probably taking them down. A dagger could do it, but a two-handed sword had a better chance of ending a generic cultist or town guard in one shot. Fighting fantastic monsters the assumption was they were magical or huge beasts that could actually be hit more than once with little effect. Calling it hit points under those circumstances could have made sense to the people running and playing those first games. It might even still make sense to call the ability of a dragon to keep fighting hit points now. I'll concede that point. Still, for the sake of having a consistent expression it is better to have magical creatures with endurance than characters with hit points for the reasons I outlined above.

So if a weapon doesn't do damage to a character, what does it do? The way I run it at my table is attacks remove hit points. no one takes damage until they go down. Monsters snarl in pain at flesh wounds, enemy shields buckle under the assault, or they are beaten back as they lose their hit points. I've run it like that for a couple of years now. For example, "Your shield arm is still vibrating from the blow and you lose (rattle-rattle) four hit points." It seems cleaner to move this to something like, "Sparks fly as the bugbear's axe crashes against your sword and you stumble back a step. You lose (rattle-rattle) 7 endurance."

It's visceral, it keeps everyone in the fiction, and it shows the player what they still have in the tank to finish the fight. Then they choose how far to take it. Can they push through and find a place to hole up for long enough to get their wind back? Has the alarm gone up and they are facing a running fight until they can win or get out? Endurance is no less exciting, or dangerous with the addition of a death and dismemberment table. It's also still all close enough that converting old modules and third party adventures on the fly should be no problem for a referee/game master.

I run a hugely modified version of the original Black Hack rules. I call the threat to endurance, "attack dice," and it seems to work well. The attack die represents the combat ability of a given character or monster when they attack. It's logical, accurate, and it works well in play. I like to run for new people and experienced players alike. Everyone seems to like it so far.

Belkar Bitterleaf, of the Order of the Stick

These old words, hit points, have the baggage of old assumptions based on their wargaming routes and new assumptions based on what the words mean. For ease of adoption of current gamers, the words are used. They are a short hand that no one will question. Because no one questions the short hard, the baggage follows us to new games that arguably, would be better off without them. There are a host of D&D clones and D&D-ish games out there thanks to the Open Gaming License. These new and different games all put some kind of a spin on the tabletop RPG experience. The publishers of D&D might fear losing their current base by changing too much, but small press publishers have more freedom to break new ground. That's why most of the best innovations in game mechanics, campaign settings and game art come from the small press publishers.

If we take advantage of this freedom, and we dump hit points, hit dice, and damage, what is next? What other words make no sense? Levels, maybe? There are character class levels, spell levels, dungeon levels... How many different things do we need to describe with the same word?

Character level seems sacrosanct. The concept of leveling up is ingrained in western culture thanks to video games borrowing their framework from D&D.  If characters get levels, then everything else needs to find a better word.

Dungeons could be described in terms of floors: Floor one, two, etc. That makes sense and translates well enough to real experience. I don't go to an office on the fifth level of the building, I go to the fifth floor. This seems easy enough to change and will not make it more confusing, at least.

When we talk about spells, we are talking about power. Each level a magic wielding character ascends gives them access to more spell casting power. If spells were described in terms of power, it would make more sense for a level five wizard to finally gain access to power three spells like fireball! Power one, power two... or is it first power spells, second power spells, etc? Regardless, power is a suitable replacement.

As designers and runners of games, many of us do our best to trim the fat of game mechanics so our games run fast and smooth. We should be doing the same with the terminology. If we don't we are leaving a barrier in place for no reason other than that's the way it has always been done without asking if it's the best way to do it.

I'll be trying these out in in my home game and any D&D type games I run online this summer. I'll see how it works out. If you try it, let me know how it works for you. Does it change anything?

What?
I have the Warrior Princess Prestige Class so these arrows used up temporary hit points.
I'm still at full HP!

Saturday, 10 December 2016

A Dungeon Master's Favourite Spell or, Why Bother with Lichdom Anyway?


Since the very first edition of Dungeons & Dragons the spell list for magic users included Magic Jar. It is in every edition and almost every OSR retro-clone and second generation clone. Its inclusion is a huge benefit because this spell could be the core element of a horrific villain in any campaign.

Magic Jar is a fifth level spell in most D&D-type rules (except in 5e, where it's 6th to stop players from combining it with Contingency*). With slight variances between editions and games The Magic Jar spell works by placing the caster's essence, intellect, personality, experience and soul into some kind of gem or crystal receptacle (the magic jar).  From the magic jar the caster can possess the bodies of others. Originally the caster could possess any living creature but in later editions eventually became any living humanoid.

The potential for a magic user to terrorise a party with this spell is delicious!

Suddenly anyone, even trusted allies, could become an enemy wizard without warning! This device would be most useful in a long-running campaign where the player characters have connections to the world and the players have built up expectations about how the NPCs will act in certain situations. The disruption of those expectations would definitely freak out a party before they put together what is happening.

"Iannisport Spy" by Patrick Keith

Another feature of the spell is the effects of body death. If the host body dies the caster is pushed back into the gem, the soul of the host body is then pushed out and dies. From there the caster can try to take another host within range. The spell doesn't end until the caster returns to their own body so there is no limit to the number of times the caster can experience this kind of death. If the caster's body dies the spell effectively never ends. The caster continues to move back and forth between the magir jar and new hosts until the magic jar is destroyed. The destruction of the magic jar only strands the caster in the host they are in and destroys the soul of the host body. Even then, it's no big deal if the caster has another suitable container and time to cast Magic Jar again. The real danger comes from being in the jar when it is destroyed or stranded in a host when it is killed.

Why would a caster trade their humanity for lichdom when they could become functionally immortal with a fifth level spell?

The idea of a caster trapped in a gem creates some interesting possibilities. An adventuring wizard could cast Magic Jar in an attempt to survive certain death and become part of a treasure hoard. The party could defeat some terrible monster only to find out part of the treasure is cursed with the ghost of a dead wizard that keeps possessing people around them. The gem could be in the belly of a sea creature that attacks the ship the party is travelling on, leading to one of the crew suddenly casting spells and insisting they not let sea creature sink out of sight.

A magic user could be waiting in a gem for a suitable host any length of time. This circumstance will have a pretty profound effect on them once they are able to act in the world again. They would have lost all their resources in the intervening years! If they had a tower it would have new inhabitants at best and be a crumbling ruin at worst. They have no spellbook so all the spells they have are the ones memorised when they entered the magic jar. Any magic items or wealth they had at the time of their body's death would be long gone as well. All friends and allies are dead. It might be that no one even remembers they ever existed at all! A terrible blow to a heroic wizard! Such losses will likely motivate them to regain their lost wealth and position. They might be able to rationalise all kinds of terrible behaviour.  Even a hero who died defending their world may not feel any kinship to the people of the current era and plunder it ruthlessly.

A long sojourn in a gem could have some severe psychological effects as well. The caster might become unhinged. If you want to have a crazy, body-stealing wizard stalking your party, this setup is a plausible one.

"hello mother" by Paintausea

A magic user who started using the spell with the best of intentions to extend their life so they could continue to protect people will begin to feel less empathy for people with each life they steal. The party could meet this heroic figure of legend only to find them descended into a narcissistic psychopath and even more powerful than in the past in which they made their name.

What I like best about this idea is how I could use it in play. Even though such an enemy could start with less spells and resources at their disposal they can use hosts to spy on the party and influence others against them to undermine their position in the land. They could use hosts the party doesn't want to kill, or at least not want to let the locals see them kill. If the wizard possesses an eight-year-old girl to go after the party in the middle of a crowded market it's not going to go well for them when they fill her full of arrows.

Depending on how angry the villain makes the players with these sorts of antics the party might spend a whole campaign trying to track down this magic user and stop them with a minimum of collateral damage. They may need the help of others, need to quest for an artefact or special spell. Who knows what adventures it could lead to?

Memorising Lightning Bolt to blast the party!


* I think the designers of 5e D&D did an excellent job adjusting and tightening up the descriptions of almost every spell so it could be used only the way they thought it should be used. I would not call this situation progress.

Wednesday, 20 January 2016

Session Report: The NewBs become Players!

I'm running a small, 5e D&D campaign for a group of first-time players. Last game something amazing happened. They became Players.

It wasn't until after the session that I understood what had happened and I only thought it through because I was wondering what was making me grin so long my face hurt.

The transition from new person to RPGs to Player is a a subtle change. It has nothing to do with knowing what die to roll, the rules, or where to look for stuff in the Player's Handbook. It happens the first time a player figures out how to transcend the rules and make their characters more effective than they have any right to be on paper. That first wacky plan or strategy that bends what you have on the character sheet into something incredible. That's the moment when they stop imagining the board game structure in their heads and realize they can try nearly anything.



My gang is running through the Caves of Chaos in old Gazetteer-era Mystara. The party is small, with only three of them so they explore with great stealth and care. A common tactic is to send the party wizard's spider familiar ahead to recce the hallways and rooms before entering. The spider can get under most (but certainly not all) doors in the rough hewn caves and that makes the difference between a stealthy retreat and a TPK.

They encountered the hobgoblin guardroom at the top of the stairs from the goblin lair (room 23) from the goblin side. From there, they couldn't get any information other than the sound of a lot of voices. When they encountered it from the other side they found out there was around a dozen well-equipped hobgoblins (actually 13, it's hard to count from a spider's perspective). They slipped away, snuck up on some torturers, saved some prisoners and fought their way out of the ravine. The success of saving the prisoners increased their renown at The Keep on the Borderlands, but they kept thinking about that room.

They knew they couldn't take it in a straight up fight. The party has had close calls with goblins and it's obvious the hobgoblins are far tougher than the goblins. They started looking at their sheets and asking questions. The teifling could cast Thaumaturgy which, among other harmless effects, makes tremors in the floor. "That's pretty scary in a cave, right?"

The wizard had cast illusions in the past to improve their chances to hide from patrols in the valley so they asked some questions about how the tremors mixed with illusions of rocks falling out of the ceiling might work and the bold gambit was hatched: They would fake a cave-in and strike in the chaos. An elven thief, a tiefling monk and a gnomish abjurer against 13 hobgoblins.

I live in a mining town. Work occasionally takes me into the mines and I've been down as far 7,400 feet underground. While I have never experienced a cave-in (and I hope I never do), you can't go down to any depth without being aware of how dangerous it is. While sounds of tremors coming from the walls would not create panic in hardened warriors, it would induce immediate action. Adding falling rocks would create some panic and a lot of action.

With the hobgoblins spread throughout the room I decided their actions would be based on where they were. The two closest to the door the party was coming from would exit and run down the hall, away from the cave-in. The two closest to the barred door would get the door open and get out and down the stairs. The rest would try to get under the table or press themselves against the walls and between crates for safety.

Despite the monk never hitting once with his spear the entire session (he even dropped it once), the surprise round went well. Two hobgoblins went down to a sleep spell (and looked like they were crushed by rock!), another one dropped to the thief's sneak attack with an arrow and a fourth reeled from a nasty kick by the monk. I ruled that the hobgoblins couldn't use their martial prowess ability that gets them extra damage on each hit when fighting in groups because they were too distracted by the falling rocks to work together effectively. The removal of that advantage was key to the party survival as they took some lumps but didn't lose anyone. With the hobgoblins engaged in escaping the room the party was also able to attack them in smaller, more manageable groups.

The party won, quickly grabbed some loot and then ran for it through the goblin caves (and four goblins) to get away from the hobgoblin reinforcements coming to help after the cave in.

Certainly some critical rolls went in their favour, but the conception and execution of a plan that basically tripled the effectiveness of their plucky little band marks their graduation to seasoned RPG players. Now they'll be searching their environment for advantages and trying all kinds of crazy stuff to turn the tables on their more powerful foes. That is where player skill changes the game.



I know they've made the switch because once they got back to the Keep they started reviewing everything they know about the different factions they've encountered and how they relate to each other. They are discussing how they can make use of that.

From a DM's point of view the campaign levelled up. I need to be ready for all kinds of crazy stuff from here on out.

I couldn't be happier.



Thursday, 22 October 2015

First Session Report: Journey to the Keep

Last Monday we kicked off our first real session of our new 5e D&D campaign set in the Grand Duchy of Karameikos and the Known World of the BECMI D&D era. A historic night here in Canada for all sorts of reasons but for my players it was their first game ever.

All the good stuff for the first session!

For two people who had never played an RPG before they dove right in and played well. During character generation last time they chose to link their bonds. The Tiefling Monk with the Hermit background learned his monk skills while on his hermitage and it completely changed how he interacted with the world for the better. His hermitage started because he was implicated in one of the scams run by the Elven Rogue with the Charlatan background. The Rogue's bond is guilt over burning the Monk by shifting the blame to him. Thrilled with his new worldview, Traorin (Tray) feels grateful to the Rogue, Ano, for setting him on the right path and he returned to Specularum to help her see the light too. Sadly his return caused problems for Ano, who was in the middle of a Scam at the time and they had to leave the city in a hurry. These background choices helped us get the party moving and give a reason for them to adventure. The party headed north to the Barony of Kelvin but didn't stay long because of the harsh rule of law attitude of the place. They continued north along the Duke's Road to the Barony of Penhaglihon in the Wufwolde Hills. That's where they heard about the Keep on the Borderlands which seemed like a good place to lay low for a while and scam the odd merchant from Darokin.

The pair made friends with a halfing trader named Bobberto Farstrider, who was taking a wagon load of dry goods up to the keep. Bobber was pleasant company who was flattered to be travelling in the company of an exiled elven prince from Alfhiem (Ano's default persona - she's actually a Vyalia wood elf). He happily gave up his tent to make Ano more comfortable while he and Tray slept under the wagon.

Tales of the Scarecrow cover image by Jason Rainville

The magic started when they came upon a ripe cornfield by the side of the road. They knew something was fishy right away since it was early spring and there's no way corn was going to be ready for harvest at that time of year.

Megan, who plays Ano, was not down with the cornfield. She felt her character would see no profit in exploring it and she thought it was a pretty obvious trap.

"This is a frickin people-hunting alien cornfield and it's going to eat us!"

They argued in and out of character with great reasons on both sides. Jeff, playing Tray, wants to explore and check out the strange things and Megan, playing Ano, doesn't want their characters to die in the first session. To break the deadlock, Tray asked the NPC, Bobber, what he thought. Of course the NPC wants you to go down the trail through the unnatural cornfield to the strange farmhouse! Bobber felt adding a few bushels of ripe corn to the wagon would definitely make this a more profitable trip for him and wanted to inquire at the farmhouse they could just barely see from the road.

I'm impressed with these two. Once inside the clearing in the centre of cornfield they did well. They investigated the interior and exterior of the cottage with care. They worked under the assumption that everything would kill them but were still open to possibilities. They were compassionate with the lone survivor in the house and managed to get quite a bit of information out of him because of it. They tried to save him even though they figured out he was cannibalizing his friend.

They lost all the NPCs but managed to come up with a great plan that saved themselves involving the harpsichord and the wagon. They also lost the oxen though, so they left the wagon by the side of the road with a sign warning others away from the field. I was a little worried about inflicting a Lamentations of the Flame Princess adventure on brand new gamers, but as scary as they are there is always a way to think yourself out of them. I had been through the Tales of the Scarecrow once before as a player and my character came out of it well ahead. It's just a matter of figuring out how to use what you have. Besides, I gave them extra resources with the merchant and everything in his wagon (that they dumped on the ground for their plan). Turns out I didn't need to worry. They have the natural paranoia necessary to navigate an LotFP adventure.

They took the two books even though they discussed the option of just leaving them there. Both books now link them back to Specularum and I'm hoping I can use them to pull the party into B6 The Veiled Society or some other kind of shenanigans in the big city. They are hoping to sell the books since the receipt they found says they are so valuable.

They kept the Sword Which Is Uncertain, a beautifully crafted magical rapier. The rapier treats all targeted ACs as 14 no matter what armour they have. It also strikes a random target on a modified roll of 16 or 17. I'm thinking of simplifying it to an unmodified roll of 13 or 1. Ano is using it despite the curse because Megan thinks Jeff deserves to get a few random stabbings for dragging them into that cornfield.

The Keep on the Borderlands by Erol Otus

After that they hiked the rest of the way to the Keep, travelling safely and sleeping comfortably in Bobber's tent (one of the few things they were able to keep and still escape).

Once at the Keep they got a room and made friends with a Gnomish Wizard (Abjuration Tradition) who was able to identify and put a value on their loot. Their new friend managed to get close to the Caves of Chaos once, before her party was slaughtered by goblins. She knows vaguely where the Caves are and has agreed to join the party to provide some magic support.

The Tales of the Scarecrow turned out to be a great encounter adventure for the road. They could have driven past with no consequence, but I'm glad they played it out. For new players I wanted them to play a modern adventure before they got stuck into the Caves at the Keep so they'd realize there are all kinds of possibilities and more than one way to play any situation. I was also glad to see they were willing to talk and investigate since that will help them in the Caves of Chaos. They are a small party so they need to be smart.

I enjoyed seeing them get a little more sense of the world as well. Talking to the NPC they learned he was travelling out of the Duchy into the Republic of Darokin and specifically to his home city of Vornheim.

This version is WAY better! Go get one at RPG Cartography!

Next session will be the Caves of Chaos. I'm using the DnD Next conversion from the playtest for the Caves while using B2 for the Keep. I have a beautiful, colour coded map of the Caves of Chaos with the monsters listed in their locations I downloaded from RPG Cartography here. I'll be converting anyone from the Keep on the fly as needed.

It will be interesting to see how they approach the Caves of Chaos. There is a lot going on there, and they could definitely play the different factions off against each other. With a Rogue, a Monk and a Wizard, the party is also light and stealthy. They might be able to do a lot in the Caves with hit and fade tactics. I can't wait to see how they play it!

The gear for the first session:
B2 Keep on the Borderlands, GAZ1 The Grand Duchy of Karameikos,
LotFP's Tales of the Scarecrow, the map of the Known World from X1 The Isle of Dread,
 and my little black book of campaign notes.


Friday, 9 October 2015

Starting my new 5e D&D campaign...

"I've always wanted to play D&D and never had the chance."

This phrase implies a barrier to play that I have never known. Based on what I've heard from others I was lucky that no one stopped me because I was too young or doing it wrong or whatever. I don't understand the wall that keeps someone from our silly little hobby but I am happy to cut a hole in it and wave them on through.

Last Monday was full of firsts. It was the first session for my new group. It was my first time running Fifth Edition Dungeons and Dragons. More importantly, it was also the first time ever that my new group played an RPG.

We went with fifth because they have copies of the 5e Players Handbook and wanted to play the latest, greatest version of the world's most popular role playing game. As far as the editions go, fifth edition is probably my favourite. It has a good balance of streamlined rules and extra parts that can be used or not without breaking anything. If I have to run D&D (and for these guys I did) I'd rather run 5e than any of the older versions.

The character building system for 5e really shines with new players. It presents solid choices and each choice leads to another. I found the background section particularly useful. It allowed them to quickly flesh out their characters, giving them a grounding in the world. We ended up using the suggested bonds as inspiration, creating a shared history that bound them together.

(The Gazetteers and old adventures print up into a nice A5 booklet!)

After we got the characters all done I asked them about what they wanted out of the world. For people steeped in the genre like we are, the possibilities are virtually endless. As newcomers they were looking for a "Traditional D&D" experience. They wanted all the D&D stuff like elves, goblins, dwarves and dragons. Intrepid heroes pushing into the uncivilized wilderness to explore forgotten temples in search of adventure and treasure!

As we talked I got a feel for what they wanted and suggested we play in the "Known World" that was used as a backdrop fro the "B" and "X" D&D modules. The Grand Duchy of Karameikos was my introduction to the world of D&D so it's a joy for me to share it with them. It features pockets of civilization stretched across a vast expanse of untamed wilderness full of monsters, ancient ruins and mystery. The open nature of the original setting fits the modern style of sandbox play I prefer and it will give them control over their characters' fates. It also gives me plenty of room to place some of my favourite locations and adventures from Lamentations of the Flame Princess. To give them a balanced experience, I plan to use the better classic adventures like (B2) Keep on the Borderlands along side the best the OSR has to offer like Death Frost Doom. Other play will be stuff of my own and the things that develop out of their decisions. I'm wicked excited about this campaign! I don't know how long it's going to last, but I can keep us going for years!

The group is excited to play the Keep on the Borderlands. Our next game will start with them heading up the Duke's Road from the Barony of Kelvin. Perhaps on the way they'll come across a cornfield that is suspiciously lush for the time of year and investigate. Maybe they won't investigate and I won't get to use Tales of the Scarecrow after all. Who knows?

(Some of the stuff my players could stumble into over the course of the campaign.)

I'm looking forward to leaving trails of rumours and other breadcrumbs to all the corners of the sandbox. The classic modules already have their place in the Duchy so I just need to dust them off (or print them out) and read through them before they get there. That's settled, but the stuff I have from Lamentations of the Flame Princess, especially the older adventures that don't fit the new assumed real-world historical setting, can be placed anywhere.

Some of them are obvious choices. The town of Pembrooktonshire is crying out to be placed on the edge of the Black Peak Mountains north of Threshold. The hidden country of Voivodja (A Red & Pleasant Land) needs to be cradled in the Altan Tepes mountain range. Nestled between the Duchy, the Empire of Thyatis, the Emirate of Ylaruam and the Republic of Darokin, it is well positioned to secretly influence the many countries of the Known World. Rumours of the ruins of the great palace of the vampire lords that ruled Karameikos during the dark age point toward those mountains. There might be stories of gardens full of treasure for anyone brave enough to follow the Volaga river to its source.

Speaking of the Republic of Darokin, Vornheim needs a home. Corunglain, the northernmost city, seems a natural spot. Foreboding and dreary, next to the Broken Lands while sitting astride important trade routes. That's the locale that mixes melancholy and wealth together to produce Vornheim! The mountains that border Darokin and Rockhome is probably the best place for The Hammers of the Gods, an old LotFP adventure centred on the Dwarves. I bought it strictly to find out the big, bad secret of the dwarves. Maybe I'll get to use it and my players will find out too.

The Grinding Gear is another old one, with its goblins and stirges, that could be used as is anywhere around Threshold. Likewise the Black Peak Mountains could hold the little cottage from Death Frost Doom. I think I'll place it near the Lost Valley of the Hutaaka and weave into that story. Still, it might be better in the Altan Tepes Mountains, near the frost giants and Castellan Keep. I have time before I spring that one on them and I can put it pretty much anywhere if I wait until play delivers us a macguffin worth the effort.

The horror-show adventure Forgive Us could fit in any town in the Duchy on a trade route (nearly all of them). The same could be said for Death Love Doom, bu if I use that one it will be on the outskirts of Specularum. That adventure would be a good impetus to get the players to leave the Duchy for a while and head south to the Thanegioth Archipelago and the Isle of Dread (X4) or the Isle of the Unknown. Perhaps they would even go as far as the southern continent to find Qelong. I was going to put Qelong on the western edge of the map, on the other side of the Malpheggi Swamp where the Atruaghin Clans are supposed to be, but I'm thinking that's a better spot for the Slumbering Ursine Dunes (by Chris Kutalik and the Hydra Cooperative).

What I'm really going to have fun with is the God that Crawls. It can be placed in any remote location but instead of St. Augustine of Cantebury as the cursed monster prowling the maze it could be Halav, the first king and saviour of Traladara. Gnoll warlocks could have captured him after their defeat and used a ritual to transform him into the crawling monster. Zirchev would have captured him and placed him in the holding place for the cursed Blackmoor artefacts for everyone's safety. Petra built the original Traladaran temple on top of the maze so Halav could be cared for. That's probably the easiest way to work the adventure into the setting. The secret would not undermine the Church of Traladara if it got out because it only increases the suffering of Halav for his people, but it would completely destroy the Cult of Halav who depend on the idea of the Duke as the reincarnation of Halav. Halav can't be the Duke and a monster at the same time. But if he can be restored he could lead the Traladar back into a golden age. That's something the Thyatian ruling class might want to keep a lid on.

(Inside foldout image from The God That Crawls by Jason Rainville)


I'm hoping to get that one in right after they are done with the Keep on the Borderlands. It would be nice to do it earlier but I'm not sure they will take the bait and head off the Duke's road to some remote village while they have a goal in mind. It will likely depend on how things go in the first encounter.

I'm excited about this hybrid setting! All this material blends well and gives me a lot to work with before we add the influence of the players who may change things as they go knocking bout the world and looking for trouble and making assumptions about how things work. There's no better source for material than the paranoid musings of the players after all.

The rush of ideas came after I printed out the old Gazetteer for the Grand Duchy of Karameikos. I wanted to read through it to give the Keep a world to have a place in. The more of these old Gazetteer PDFs I read the more I am impressed with the Known World setting. It has its own rich history and intrigues but nothing is so important that it can't be tweaked or changed to taste.

My big challenge will be adapting the experience awards in the adventures to suit 5e. I'm reading through my new DMG in the hopes that I can figure out a fair way to assign experience since the adventures I'm using where designed to use treasure as the main source of XP rather than the conflict. I'm hoping there's something in there like the old Palladium System had or the 2e optional experience system that rewarded good ideas, RP and problem solving. If not, I'll come up with something based on what I've done in the past, test it out and we'll have an exciting blog post about experience points in 5e D&D!

Because of the Thanksgiving holiday weekend here in Canada we won't have another session for a week-and-a-half. You can expect a session report sometime after that. Good or bad, I'll be talking about it.



Wednesday, 4 March 2015

Birtwhistle's Portal of Temporal Convenience #raggisrejects

A while back James Raggi of Lamentations of the Flame Princess fame put a call out for magic items that fit the particular feel of the LotFP universe. Most of them were rejected for one reason or another and people are posting them to the web under the tag #raggisrejects

The following is my reject, Birtwhistle's Portal of Temporal Convenience:



This door appears to be of ordinary size and made of a hard, red wood. Whether the red is its natural colour or it is stained that way is a mystery. Tiny, shallow carvings of arcane symbols cover both facings of the door and seem to swirl around the ornate, silver doorknob.


If this door is placed in a doorway it will swell or shrink to fit the door frame within 1d12 rounds. Once it fits the door its silver hinges will attach themselves to the door jamb within another 1d6 rounds unless someone takes action to do it themselves first. Once the door is hanging and closed the magic activates.


Opening the door converts the room beyond into a temporal anomaly. Anyone entering the room before it is closed will share the same time travel experience and be able to perceive each other. If the door is closed and opened again subsequent people entering the room will see the room as empty and have a different time travel experience requiring its own roll. The door remains for 8 hours after the first time someone uses it to enter the room and then disappears until the occupants exit the room.


To use the Portal of Temporal Convenience a person needs only to open the door, enter the room beyond and close the door. Once inside the person must remain there for 8 hours (the same as the door remains). If anyone opens the door and leaves before the allotted time has passed within the room, they will exit at the same moment they enter. The collision of two versions of the same person will cause a paradox, resulting in a catastrophic implosion sucking everything within the blast radius out of time and existence. To find the blast radius simply multiply the height, width and depth of the room to which the door leads.


If the occupant or occupants of the room remain there for at least eight hours before leaving roll a D30. The result is the number of days forward in time they have travelled. If a one is rolled the Referee must roll 1D6, two D12s, Percentile Dice (D100) and another D30. The D6 indicates the direction in time the party moves: 1 or 2 indicates they will go backward in time and a 3 through 6 indicates they move forward through time. The D12s indicate the month of the year the party arrives in. Choose the result on the die that is closest to the spring. The result of the Percentile Dice indicates how many years the party has travelled. The D30 indicates which day of the month they arrive.


If the door is removed from the outside during the 1D6 hours it exists after the party enters or it is removed by someone else who has used it for a temporal experience that ends before the party inside, the door simply will not open for the remaining party. They can try to exit the room through another door or window but that will result in the same mishap as rolling a one on the D30. The magic of the door makes the doorway safe. Travelling through an untreated portal is dangerous. Any person doing so will take 1D6 damage for every 10 years or part thereof travelled. The only advantage is another portal can be used as an exit before the eight hours has elapsed with no chance of a time paradox implosion.


It is possible that the door will open in a time where the room does not exist. The door frame and the room beyond it will exist as long as the door is open or until eight hours have past. The room can be seen and even returned to through the doorway while it exists. Once the door closes or after the eight hours have past, the door frame disappears and the door falls to the ground.

Edgar Birtwhistle was a wizard whose hatred of winter was only matched by his disgust with travel and foreigners. To solve his problem he spent decades researching and experimenting with forbidden magics and time manipulation before finally creating his Portal of Temporal Convenience. Exactly when the door was created and even when Birtwhistle lived is a mystery as his life is scattered throughout three different centuries. It is believed he lost possession of the door and disappeared out of time when it was removed from its frame by a disgruntled apprentice sometime in the 16th century. The current physical and temporal location of Birtwhistle’s Portal of Temporal Convenience is unknown.

Sunday, 8 February 2015

New Class for LotFP: the Monk

Last post I was talking about moving LotFP forward from the Early Modern Era to a Weird Wild West setting. One trope that is often revisited is the idea of the oriental monk in the old west. There's no reason not to have a Monk Class in the Early Modern Era since travel between continents is viable and cultures are mixing through trade. The main inspiration for the class as I have it here is the monk travelling the old west.



I've been pretty disappointed with the Monk Class in the past. It's often a half-assed thief with super fighty powers bolted on top. The beauty of the LotFP system is the point system for skills is more flexible than the percentages for thief skills so there is no reason to feel bound by any of that stuff. The Lamentations adventure Qelong has the Lotus Monk but it's for NPCs only and is basically a mystical fighter with magic powers. It is not a great fit to make a player character in the old west.

LotFP has a system in place to avoid power creep and protect the Fighter's place amongst the classes. The only class that increases in attack bonus is the Fighter, all the others have the +1 attack bonus they start with. I don't think the Monk Class needs an attack bonus to still have the flavour of a mystic/unstoppable warrior.

Monks are incredible athletes, performing amazing feats of balance and withstanding terrible punishment that would drop lesser people. Taking that into account, the best LotFP class to use as the base for the Monk is the Dwarf. The Monk would use the Dwarf experience table and saving throws. The Architecture Skill would be replaced by both Climb and Stealth. None of the other Dwarf abilities would apply and the Monk would use the D8 hit die of the Fighter and use the Fighter minimum hit points for first level to represent their physical resilience. At tenth level the Monk uses a +3 and no constitution modifier instead of additional hit dice.

(The Climb skill for the Monk Class)

Climb is not the careful scaling of sheer walls the Specialist would do but more of a leaping, acrobatic bouncing from surface to surface to ascend bare walls. Stealth is an obvious choice for a monk.

Despite the obvious vitality of monks the Constitution modifier the Dwarf gets is not entirely appropriate. Much of the monk's abilities come from a greater connection to the world and their training is centred around that. The Monk Class gets a +1 Wisdom Modifier.

To embrace the mystical aspect of the monk, add the total wisdom modifier to Open Doors rolls to show how their connection to the world around them gives them power over it and allows them to punch through doors and whatnot. The Referee can apply any necessary modifiers for different materials but I would likely let the Monk PCs break harder and harder materials as they level up.



The monk in Qelong adds level to AC, attack bonus and so on. With this setup, the Qelong monk becomes absolutely ridiculous around level 8. The LotFP Rules are designed to avoid power creep so I think the standard +1 attack bonus is sufficient and no AC improvement ladder is necessary.

I like the monk as a fast, difficult to hit character in tune with the space surrounding him or her and able to use that connection to the world to fight with a preternatural speed.



Wisdom is a huge factor in the Monk's ability to attack and defend. When not wearing armour the monk adds the total wisdom modifier to Armour Class. This bonus is usable with a shield, while making use of cover and in addition to any modifier from dexterity. As long as the monk is only lightly encumbered s/he adds wisdom to his/her attack bonus in addition to any other modifier. These combinations make the monk pretty bad-ass out of the gates at first level, but if you are using the normal roll-three-in-order character generation it should not imbalance the game.

Monks are experts at evasion and grappling. When wrestling they add their level to the D20 roll instead of their attack bonus. A monk may also substitute the wisdom modifier for the strength modifier. Monks can use either wisdom or strength when wrestling, not both. You can fight smart or strong, but not both at once.




Monks are renowned for their ability to fight with and without weapons. The precision and speed of their strikes defy reason. To represent the flurry of of strikes landing in a single round and the improvement that only experience can bring, the Monk's hand-to-hand damage is determined by level rather than the weapon used. This starts at 1D4 at first level. It increases to 1D6 at second level. At fifth level it increases to 1D8. It increases to 1D10 at eighth level and finally to 1D12 at tenth level.

As a warrior of exceptional training, like the fighter, the monk can use the martial manoeuvres: Press and Defensive Fighting.

That sums it up. A simple version of the monk with a framework of rules that should allow a player to roll to do cool monk-like stuff without making and of the other classes redundant. The focus on the physical suits a more modern setting and will work well with the Weird Old West.