Friday, June 30, 2023
Get Out of My Courtyard!
Hello, City (Hey)
Wednesday, June 28, 2023
Spellcasters Are People Too (Sometimes)
Dust Storm (1).Use 1 action and check level to animate a small (10’ wide) area of dust that buffets a foe at range for 1 minute, following that foe as they move. The foe must check might at the beginning of every round or suffer -1 edge to all checks during that round.
Tuesday, June 27, 2023
Salamanders ROAR
For the next leg of Arath's journey, I'm being a bit more intentional about stocking the dungeon he'll be exploring. I'm going to have some random encounter tables to give the place a little more structure. I want him to fight a dragon, but he's only level 2. I've always used salamanders as a 'poor man's dragon', and this is no exception. I always liked these guys - ever since I first saw fire and ice salamanders in the 1983 blue box expert rules, they've been a staple in my adventures.
I decided to show you my drawing process. This took me a total of a bit more than half an hour. I work entirely in Paint. I use the pencil tool (thickest setting) to do the original sketch in the ugly bright lime green (my eye sees that best against the black), and then to draw over in black. I go back to the black with the curve line tool (thickest setting) to give weight to the lines. I always admired how other inkers could get such even line weights, and I rarely could - this tool solves the problem for me. I get rid of the green (Paint only has one layer, so I have to fill with green, then fill with white, then fill with green, then fill with white, until I clean out all of the green). Then I start adding shadows, going from dark to light - I do a layer of solid blacks, then dark grey, then medium grey, then light gray. Finally I go back with the pencil tool and add some noodling to give the whole thing a little more texture.
Sunday, June 25, 2023
Abolethic Fiend
I was thinking about that Aboleth that nearly ate poor Arath in session 12, and then decided to stat it up properly... and then decided to draw a picture... and then realized that I need to get an open document going with game updates and expansions. Okay, here's the drawing at least for now. This guy came out way more nightmare-fueled than I expected he would. I don't know why there is so much synchronicity right now between my drawing and my game design, but I'll take it.
Saturday, June 24, 2023
Arath Session 13
In retrospect, three miles was probably a little too close.
Round 1. Arath attacks, missing badly. He uses luck … and still misses badly. Dang. The wyrm spits at him. Arath fails his reflex check, and is slowed. Well… getting away is not going to be possible here. I guess it’s a fight to the death (or summon a falcon to help if needed).
Round 2. Arath hits for 6. The wyrm fails its armor check, so is down to 20. It bites at Arath but misses, which is a good thing. That bite deals 8 damage!
Round 3. Arath hits for 6. Failed armor, so it is at 14. It misses with its bite again!
Round 4: Arath hits for 8. Another failed armor check, so he’s got it down to 6. Dang. He’s doing well (knock on wood). The wyrm bites for 8, but Arath makes his armor check. He’s at 22.
Round 5. Arath hits for 6. The wyrm fails its armor check, and is at 0. That was quick work. I did not expect that to be quite so easy.
That’s becoming a thing.
Armor 5; Hits 26; Move 60’; Greatsword (6); Sling (1)
Might 4 (5); Mind 2; Reflex 1
Fortitude; Luck; Two-handed (+1 edge); Warrior (+1 to hit)
Greatsword 6; Scale Mail 4+1 (Armor of the High Centurion; grants +1 edge with Gallans; no penalty to sneak); Sling 1; Adventurer’s Pack; 7 days rations; Gauntlets of Might +1; Boots of Traveling; Everburning Torch; Decanter of Sustenance (4 people of water per day, healing potion 2x per day); 20’ Levitating Desert Skiff; 120 gp in wealth (coins and jewels); scroll of falcon summoning.
Some New Tag Ideas
Arath Session 12: Exploring Dyson's Map
Round 1. Arath wins initiative and misses. The ghoul hits with one claw for 5 and Arath fails his armor check. He’s at 21.
Round 2. Arath hits with a 12 for 8 damage. The ghoul fails its armor check, down to 4. It hits with both claws, dealing the +3 for a bite as a free action. Arath makes both armor checks, so he suffers 7 total damage; he’s at 14.
Round 3. Arath misses. The ghoul misses with both claws.
Round 4. Arath hits for 6. A failed armor check later, and the ghoul is destroyed.
The first instance is 14gp in gems.
The second instance is 4 gp in silver (so 40 sp).
The third instance is 22 gp in gold coins.
The fourth instance is 10gp in copper (so 1000 cp).
Round 2. The first ghoul hits twice with the free bite, while the second gets a natural 12 with one claw for 5. Arath fails all three armor checks. DAAANG. That is 14 points of damage, putting him at 2. Arath flees.
By the end of the round, Arath is about to cross the bridge (still calling this out) and the ghouls are halfway down the stairs. The goblins are starting to mobilize in their cave.
Armor 5; Hits 26; Move 60’; Greatsword (6); Sling (1)
Might 4 (5); Mind 2; Reflex 1
Fortitude; Luck; Two-handed (+1 edge); Warrior (+1 to hit)
Greatsword 6; Scale Mail 4+1 (Armor of the High Centurion; grants +1 edge with Gallans; no penalty to sneak); Sling 1; Adventurer’s Pack; 7 days rations; Gauntlets of Might +1; Boots of Traveling; Everburning Torch; Decanter of Sustenance (4 people of water per day, healing potion 2x per day); 20’ Levitating Desert Skiff; 70 gp in wealth (coins and jewels)
Friday, June 23, 2023
Arath Session 11 and Proof of Life!
My books have arrived! They look snazzy. Right away, Grace said they need more color, but this book looks and feels exactly how I want it to be. This is an anti-modern RPG. It's streamlined and concise, but it's got a no-frills vibe that I really like. This is absolutely and totally the game I have been trying to design for the last twenty years.
Okay. On to session 11...
It took 10 sessions (although some were ‘interludes and a few had little XP gaining happening), but that’s the standard for progression. I expect that number of XP to increase, but not enough to keep pace with the difference in XP requirements; he needs 300 for level 3, and a level 2 foe is worth 5, so he needs to defeat 40 foes of that level to advance. On one hand, that’s not a LOT, but on the other hand, that is a lot for a solo character. We’ll find out soon enough.
I haven’t worked out movement rules for the skiff, but we’ll say that I roll 1d12-3 for movement rate at that moment; a lot depends on wind. If I roll below 60, I may as well have Arath walk and pull the skiff along. I roll and get a 5, so I use luck and end up with a 12. The skiff gets a good wind behind it, and is able to travel at 90’. Awesome. I’m also going to assume that Arath was able to set a section of deck apart and spread a piece of leather across it so that he has something of a shelter to stay under to keep out of the sun as much. He won’t do that right now, but it’s an option. Reviewing my notes, I see that the cave was in hex E15, which is about 36 miles away. However, with the speed of the skiff and its efficiency traveling over desert, 6 miles per hour is not an unreasonable rate of travel, which means that could get there by early afternoon if he sets off at dawn. There is no random encounter on the way, and the weather does not change significantly. He maintains a favorable wind the whole time.
In round 2, the other spider returns, responding to the shrieks from its buddy. Arath hits the first spider for 6, and it again fails armor. It’s down to 4. The first spiders hits with an 11 for 4 damage, but Arath soaks half, so is at 18. The poison deals 2 more, leaving Arath at 16. The poison has run its course. The second spider will be in position to attack next round.
Round 3. Arath hits with a 12, killing the first spider (even if it makes its armor check, 4 points is enough to kill it). The second spider bites, but misses.
Round 4. Arath misses this time, but uses his luck to re-roll… and promptly misses again. Drat. The spider hits with a 10 for 3 damage, but Arath soaks, suffering 2 and is down to 14. Arath rocks his might check, so fights off the poison.
Round 5. Arath hits this time (barely), dealing 6. The spider fails its armor check, so is at 10. The spider bites with a 1. That’s a hard no.
Round 6. Arath hits it, dealing 6. The spider makes its armor eheck, suffering 3 and down to 7. The spider hits for 4. Arath soaks half and is down to 12. He makes his might check against the poison.
Round 7. Arath hits for 6. The spider soaks some of it again, and is down to 4. It hits again for 3. A successful armor check later, and Arath is at 10 hits remaining. He BARELY makes his might check.
Round 8. Arath misses. Poop. The spider hits with a 12. Double poop. Arath makes his armor check (by THIS much) and suffers 3, down to 7. He makes his might check.
Round 9. Arath deals 6; the spider makes its armor check, leaving it at 1. Stupid spider! The spider hits for 3, but after an armor check Arath is down to 5. Uh oh. Getting close. Arath makes his might check again vs. the poison.
Round 10. Arath rolls a pair of 1s. Ugh. The spider also misses with a 3, so misery loves company.
I have a combat that has gone into a second minute! First time that has happened.
Round 11. With his luck renewed, Arath feels a little better about finishing this fight strong. He has to use it (he whiffs on the first try), but hits for 7 on the re-do from luck. He deals 7. I check armor for fun, and the spider fails. It would be dead either way, but it is now extra dead.
- It is fun having the desert and campaign setting grow organically as I go. I feel like once this campaign is done, I will have enough material to publish a campaign setting sourcebook for the desert, just based on what I’ve worked out. I like how this ‘model’ is working to develop the game. I’m already thinking about a mountain/tunnels campaign… or a frozen wasteland campaign… or maybe finally the great mega-dungeon that I want to make but never get very far on.
- I like that I got rid of the earlier rule I had around scaled armor and variations in how it soaks. The temptation to have a natural 12 fully soak an attack is strong, but that was making fights go on longer than they should; I like how armor works. It’s clean, it feels intuitive, and it keeps things moving.
Thursday, June 22, 2023
Arath Session 10: Another Interlude
Bika, who will not be joining Arath going forward, suggests
that they try to ally with some of the tribes of weren. They are simple, but
not necessarily evil, and they were afraid of the bugbear and his minions. If
they could see the value in working with the Faun instead of against them,
they’d be stronger, the area would be safer, and they’d be able to focus on the
danger posed by the serpent cult, which is the bigger deal to them.
Decisions, decisions…
Heck it to heck. I give the dice a shot. 11 and 7. That’s bad. Luck. Pair of 6s. Quite auspicious!
Interpretation: the forces of law and chaos are striving over Arath’s fate, the for the moment order has dominance. This isn’t wish spell level good (that would a pair of 12s), but I’ll take it. Hmmm. Bonus tag? Dice say no. Special weapon? Nope. A ring? No. A special, unique tag? No. Mmf. Bonus to a trait? No. Bonus to armor? Yes. Is it a suit of armor? Yes.
Arath has a vision. He is to go beyond the door, and meet with the ghost on the other side. He will be given a suit of armor to help him on his journeys.
The dice liked that the best.
Okay. Arath returns to the keep from last time, and (with time) gets the door open. Turns out that this whole southern part was a secret, hidden temple dedicated to Ubek the Wanderer, and when the Gallan Empire was falling and the lush valley was turning to ash, the high priest died here. His ghost remains. Normally, a reaction check would be required, but Ubek has already given Arath his seal of approval. After a bit of a conversation and history lesson (reflected in Arath’s increased mind score already), the ghost bequeaths upon Arath the High Centurion’s Armor. It is probably a suit of enchanted scale mail; yep, the dice say it is. Nice. It is unlikely that it has a special ability beyond being a very good suit of armor; nope. Rolled a 7. That’s it. I will have it give +1 edge when interacting with Gallan armies, but since they have all been dead for a thousand years, that’s not likely to be a very valuable ability. Maybe against the shadelings? I guess I’ll find out. He could go all Aragorn and conscript the souls of the dead for one last fight. I guess the armor opens up a possibility like that…
Arath - Pensive Fighting Man 2 (XP 102)
Armor 5; Hits 26; Move 60’; Greatsword (6); Sling (1)
Might 4 (5); Mind 2; Reflex 1
Fortitude; Luck; Two-handed (+1 edge); Warrior (+1 to hit)
Greatsword 6; Scale Mail 4+1 (Armor of the High Centurion; grants +1 edge with Gallans); Sling 1; Adventurer’s Pack; 7 days rations; Gauntlets of Might +1; Boots of Traveling; Everburning Torch; Decanter of Sustenance (4 people of water per day, healing potion 2x per day); Potion of Levitation; 20’ Levitating Desert Skiff; 240 sp
Okay. Finally, the ghost gives him a commission – a holy cup of Ubek is lost in the desert somewhere, and if Arath can find it and restore it to its place on the altar of Ubek (also lost in the desert), he can restore the desert to its former glory as a lush, fertile valley.
That sounds like the thing that ends the campaign, if I can get there.
Arath also recovers a tattered Old Gallan flag from the temple area storehouse. The Faun are able to treat it with oils to preserve it, and he flies this from the back of his levitating skiff, which he has named the Falconer, since in Old Gallan myth the falcon was the symbol of Ubek.
In the meantime, a cave with spiders and maybe some treasure awaits!
Side note: I am enjoying Arath’s character growth. I love
the idea of playing paladins, and I almost made him one at character creation,
but then decided to just make him a mercenary who cared only about making some
cash… and slowly he is evolving into a paladin. I went back and changed his
adjective to pensive. He’s starting to change. I really like that, and I like
that the use of adjectives could change over time, which is not an option I had
considered, but which works fantastically.
Wednesday, June 21, 2023
Arath Session 9
Round 2: It misses again. Everyone whiffs.
Round 3: It misses. Arath hits for 6, and Bika misses. It fails its armor check, so is down to 2.
Round 4: It finally lands a bite on Arath, dealing 5. Arath makes both his armor and might checks, so he only suffers 3, which is amazing all things considered. He’s at 10. He and Bika both his for normal damage; this is enough to kill it. They search around the room to see if there’s anything of value. There’s a magical item! They find a potion of levitation on the dried husk of something that has been in its webs for a long time.
Armor 3; Hits 26; Move 60’; Greatsword (6); Sling (1)
Might 4 (5); Mind 2; Reflex 1
Fortitude; Luck; Two-handed (+1 edge); Warrior (+1 to hit)
Greatsword 6; Chainmail 3; Sling 1; Adventurer’s Pack; 10 days rations; 7 days water; Gauntlets of Might +1; Boots of Traveling; Everburning Torch; Decanter of Sustenance (4 people of water per day, healing potion 2x per day); Potion of Levitation; 20’ Levitating Desert Skiff; 240 sp
Tuesday, June 20, 2023
Arath Session 8
Monday, June 19, 2023
Arath Session 7: An Interlude
· One group is humans. Unfortunately, they are a snake-worshipping cult that resides in a fortress in hex A8. They control that hex, and they have a sort of jungle step pyramid there. That’s fun. The dice absolutely agree (natural 1) that these humans are worshipping a Naga of Darkness. Lots of snakes here.
· Another group is fauns. They have a small community on the eastern bank of the lake that dominates the southern part of the oasis. It’s a wooden-walled fort.
· The final group is a group of werejackals that were once humans, but over several generations have devolved into jackal weren creatures. They hide in a series of caves on the western edge of hex D7. They often try to raid the faun community, poaching creatures in the oasis and especially fish that populate the lake. They and the faun continually skirmish with one another. A bugbear has recently taken over one of their packs, and is using it to stage increasingly aggressive attacks. This sounds like a good hook to pursue first.
Sunday, June 18, 2023
Arath Session 6
Round 3: Both spiders hit. Yeah. It’s going to be time to run. Arath makes his armor checks (thanks to the luck he has to burn), so suffers 6 hits, which puts him at zero. He drinks the potion on his action, which restores 5 hits before he falls. He also runs – as fast as he can. He fails his check to resist the poison, so will be at 1 hit soon enough. He drinks the second draft of potion, which puts him at 6 after the poison runs is course. He keeps running until the cave is out of sight.
Round 2: The scorpion misses with all three attacks (whew); Arath hits with a natural 12 for 8 damage. Sadly, the scorpion makes its armor check, so he only deals 4. It’s down to 2.
Round 3: That stupid tail hits with a stupid 10. Arath fails his armor check… the tail only deals 3, so that leaves Arath at 1. I’m going to save my luck in case he fails his might check. He doesn’t.
Round 4: Arath’s attack. He hits for 6, which is enough to kill it even if it makes its armor check. At 1 hit, Arath is victorious. Hey, at least he got 5 more xp. He’s almost halfway to level 2. That’s kind of depressing. He’s worked really hard.
Round 1: He misses. Even with the -1 edge, 2 claws hit him. I don’t bother rolling armor, since 1 point cut in half rounds up to 1. He’s at 11 hits.
Round 2: The mighty swing hits and kills 1. All claws miss.
Round 3: Mighty swing misses. Luck is used. Mighty swing hits with a natural 12! That wipes out 3 of them. 2 remain. They both miss.
Round 4: Arath misses. They both miss. Everyone misses. No hits. Nothing. This is the most wasted round in the history of rounds. Okay, it’s the most wasted round 4 in the history of round 4s. I’m sure there are some rounds that were bigger wastes. But those were not round 4s.
Round 5. Arath destroys 1. The 1 remaining misses.
Round 6: Arath misses. So does the shadeling. See description for round 4.
Round 7: Arath literally rolls two 1s. That is. I can’t. There is only a 1 in 144 chance of rolling that bad. He found a way. I am grateful that I didn’t put in rules for things like your sword breaking on bad botches. Because his sword would totally be broken right now. The shadeling is attacking at -1 edge, so it misses too. Fortunately, there have been some historically bad Round 7s in gaming history, so this (despite the double botch) doesn’t even crack the top ten. If this had been a Round 3… well, enough said.
Round 8: I’m waiting for Arath to redeem himself, but it’s just not happening. I’m starting to root for the shadeling, to be honest. Kind of want the lord of shadelings to roll in and tell Arath what’s up. This shadeling hits with an 11 (despite that -1 edge), dealing 2 hits. Arath fails to soak, and is at 9 hits.
Round 9: Mercifully, Arath finishes this thing off. This combat seriously almost went into a second minute. Hey, he earned 6 more xp. I wish I had a rule that a shadeling drops a black gemstone worth 1,000,000 gp, because Arath would have a lot of cash. As is, these monsters are low on XP and even lower on cash.
Armor 3; Hits 13; Move 60’; Greatsword (6); Sling (1)
Might 4 (5); Mind 1; Reflex 1
Fortitude; Luck; Two-handed (+1 edge); Warrior (+1 to hit)
Greatsword 6; Chainmail 3; Sling 1; Adventurer’s Pack; 10 days rations; 7 days water; Gauntlets of Might +1; Boots of Traveling; Everburning Torch; Decanter of Sustenance (4 people of water per day, healing potion 2x per day)