Tuesday, December 13, 2011

Sometimes TPKs are no fun

  At Saturday night's Midlands 2e Sandbox game, I managed to TPK the party with a trio of ghouls. The party consisted of A 2nd level mage, a 2nd level fighter, a 1st level fighter, and a hatchling copper dragon(using modified Council of Wyrms rules to allow one of the players who on average loses 1 character every session to play the dragon from an egg the party found). With many players being new to gaming, or returning from decades long hiatus, I've been trying not to be too tough on them.
  Anyway, the game started well enough, picking up from the time before where the party was attempting to rescue the mage's henchman by fixing a problem they may have caused for the locals. They easily found the ghouls, but when they moved to attack, the dice did not favor them. The Ghouls managed to murder the party in less than 5 rounds. So, less than 1/2 an hour into the session, we had a TPK.
   The group created new characters and tried again . . . for another TPK. It's a darn good thing that character creation doesn't take too much time. It soon became apparent that the players were becoming frustrated and they didn't want to admit defeat to "three lowly ghouls".
   That's when I, as DM, decided to give the players a break. I don't like doing it, but trying to create new characters for a whole party mid-session is no fun at all. It's always half-assed, and the players don't have enough time to really think about or get into the idea of the character. When you combine that with the players' desire to get vengeance for characters they actually loved, then it starts being a slog for everyone.
  Instead of all this, I decided to let the players use the characters they had started the session with, letting them use what the plan they had not considered until it was too late. The session was effectively reset, and though the encounter was dangerous, the party prevailed. We called it a night after that, and I warned the group that this was a once a campaign event. Next time, the deaths would stand for keeps.
  I'll admit, as a DM who prefers to let the corpses fall where they may(I'm not a killer DM, but given the low level nature of the campaign at the moment, I'm sure a few people might beg to differ), giving the players a "do over" makes me feel more than a little dirty, but all in all, I feel I made a good call.

Thursday, November 24, 2011

Death Knight Kit

This was created in response to a post on Dragonsfoot.

Death Knight(Fighters Only)
  Becoming a death knight is first and foremost a punishment for crimes that place a powerful knight forever beyond the codes of honor he once held. The character is completely and utterly beyond any hope of redemption, having committed crimes so heinous that even the rest of the grave is denied the character.
Requirements: A Death Knight is ALWAYS of Evil Alignment. While the vast majority are of Chaotic Evil Alignment, a significant number are Neutral Evil. Because of their betrayal of their ideals, it's completely unheard of for their to be a Lawful Evil Death Knight, though that's not to say it could not occur. The character must also have a Strength, Intelligence, Wisdom, and Charisma score of at least 9. The original character must have also been Human, as the curse is one lain down by human gods.
Modifications: Death Knights use the Ranger/Paladin advancement table and are unable to specialize in weapons. If a character takes this kit after first level, he is reduced/raised to the minimum required XP for his current level according to his new XP table. A death knight gains no bonus hp for having a high constitution. Nor does he gain bonuses to attack rolls or AC from a high dexterity. Because of the nature of his undead state, he gains a +1 bonus to his Strength Score, to a maximum of 18/00.
Weapons and Armor: Death Knights are unusually restricted compared to other warriors. A Death Knight with Strength high enough to grant him bonuses to attack and damage only gets to apply these bonuses when using Long, Two Handed, or Short swords. Because of his magical nature, he also only benefits from the magical effects of magical swords. For Armor, a Death Knight is limited to the armor he was wearing when he was first turned. Regardless of said Armor's AC, his AC starts out as the AC of the Armor or AC 0(whichever is worse). Not even magic items may change this.
Equipment: See Weapons and Armor. Beyond this, a Death Knight may own any equipment he wishes.
Nonweapon Proficiencies: Bonus: Ancient History, Etiquette, or Heraldry. Recommended: Any General, Warrior, or Priest Proficiency.
Special Benefits: When a Death Knight is first created he becomes an undead creature. At this point, he's not much better than the standard corporeal undead save that he uses the warrior chart for Hit Dice/Points, and he has a 10% resistance to magic, with a 1% chance to cause the spell to reflect back upon the caster. Because of the nature of the curse, though a starting Death Knight can be turned, he is unable to be destroyed by turning. In addition, the character gains the following benefits as he levels:
  • +10% Magic Resistance per level(to a max of 75%), 2% chance of spell reflection per level(to a max of 11%)
  • +1(+10%) bonus to strength score at each level to a maximum of 18/00 Strength.
  • At 4th level, the character begins to command undead as a 1st level evil priest. This ability increases as he levels.
  • At 5th level, the character generates a constant fear effect in a 5' radius
  At 7th level, the Death Knight is able to either build or take over a keep of his very own in a manner similar to a fighter. Unlike that of a standard fighter, such a stronghold becomes a haven of corruption and decay, and very little is capable of surviving near such a monument to death. By gaining a Stronghold, the Death Knight gains access to the following abilities:
  • 7th level: Immunity to turning.
  • 8th level: Able to cast Detect Magic and Detect Invisibility at will. Able to cast Power Word, Blind, Dispel Magic, and Symbol of Fear once per day. All spells are at 10th level ability. These abilities show up not at level, but at each new or full moon(DM's choice) in which the Death Knight spends in his stronghold.
  • 9th level: Able to cast Detect Magic, Detect Invisibility, and Wall of Ice at will. Able to Cast Dispel Magic twice per day. Able to cast Power word: Blind, Kill, OR Stun once per day. Able to cast Symbol of Fear OR Pain once per day. Able to cast a 20-die fireball once per day. These spells replace the 8th level spell abilities. All spells are cast at 20th level ability. They show up in the same manner as the 8th level ones. 
  • 9th level: The Death Knight's Strength is now 18/00(if it wasn't already)
Additionally, a  death knight is not subject to the ravages of time. He suffers no ill effects from aging, but does gain the benefits. He also receives an additional +1 bonus to Intelligence for every 100 years of unlife(up to racial maximum).
Special Penalties: The big penalty to being a death knight is being a cursed form of the undead. Because of this, the starting death knight is Turnable by good/neutral priests, and controllable by evil ones until such time as the Death Knight gains some form of Stronghold. In addition to this, a Holy Word spell can unmake the creature entirely.This is the only way to permanently destroy a death knight.
Because of his undead state, there are two major combat flaws to being a Death Knight. The first is that the Death Knight is unable to heal naturally, and must rely on special spells or items to heal himself. The second is that, even if the death at -10 hp rule is used, being undead, the Death Knight "dies" at 0 hp. Unlike the standard undead however, the death knight doesn't stay dead forever, but will rise again in an age so distant it might as well be dead forever.
Any Death Knight with spellcasting ability must enter an inactive state(not really sleep, but it's a period where he suffers the same effects of sleep) for a period of no less than 8 hours in order to regain his spell like abilities.
In addition to those penalties already listed, each and every death knight is a unique being who came by his status via a curse. The DM should tailor the curse to each individual death knight. Some examples of additional curse effects include:
  • Being tormented nightly by the souls of those who died as a result of the Death Knight's action that caused him to become a death knight in the first place.
  • Being forced to break free from a prison of brambles/ice each time the character "awakens"
  • The character shifts every night of the full/new moon into the ethereal plane where he must fight for his own survival against a horde of ravenous undead that he is unable to control.
Death Knights who Fall after 1st level: A character who becomes a Death Knight after first level starts off with his normal abilities for his level as a standard warrior, and the abilities of a 1st level Death Knight. For each month that passes(on the night of the Full/new moon perhaps), he gains an additional level of abilities up to his current level. In the case of Fallen Paladins/Rangers, convert the character to a fighter first(standard fall from his original class) and THEN adjust as appropriate for the Death Knight Kit.

Monday, October 24, 2011

Life in Midlands, Part 2: Winter

Fog Month(28 days, 4 weeks, Similar to November, Full Moon on the 7th)
In cold years the first snows will start during this month. The colors of fall turn into the bleak grayness of winter. At this point most farmers are busy tending to their livestock, fattening them up in preparation for next month's slaughter.
  Ankhegs and Wyverns wrap up breeding season, while creatures that do hibernate begin to do so(Ankhegs, Many giant animals of the reptilian and amphibian variety). Goblinoids are finished raiding by the 7th, as the remaining tribe members focus on filling winter stores. Ogre, Troll, Lizard man, Minotaur, and most giant raids that were common during the warmer months begin to taper off as these races begin to gather in their winter grounds.

Holy Month(28 days, 4 weeks, Similar to December, Full moon on the 7th)
  By this point, livestock begins having some trouble finding enough food, so those involved with them slaughter many during this period. The colder temperatures. Salt is a very expensive commodity at this time of year as pickling and salting becomes a major industry in agrarian communities(which is basically everyone in the midlands). For the religious, this is also a time to leave offerings for the the Divinates(the Imperial religions' gods)
  Since prey is becoming scarce, Goblinoids may raid, but like the Ogres and Trolls, they too become less active during this time. What little the tribes do often involves expanding the lairs, and do not bother to send scouts outside the lair(many prefer to seal the entrances to prevent others from entering during this time).
   There are of course, a few races that become more aggressive during this time of the year. Wolf attacks tend to become more common during this time(the wolves are usually after the remaining livestock which they see as easier prey). Gnolls also become more active. Without the smaller goblinoids to raid, and with the larger races being a bit sluggish, the Gnolls' natural aggression and hunger forces them to clash with human settlements they'd normally ignore due to strong defenses.

God Festival(7 days, 1 week, Solstice/Yule/New Years/Candlemas/Einherjer, Full Moon on the 7th)
   For those who are a part of the Imperial church, this is seen as the most important festival week. It's a time to say farewell to those who died over the course of the preceding year. Candles are lit in the homes of everyone who has lost friends or family, and a small cup of alcohol is left on each mantle for each of the departed. Church services are held each day until the last, and on the day of the 7th, there's a huge party to say farewell to previous year and welcome in the new.

Ice Month(28 days, 4 weeks, Similar to January, Full Moon on the 28th)
   This is the time of year when tools and rope are made and repaired for the coming year. It's generally too cold to do much out of doors, and most people prefer not to leave their hearths. Gnolls are still a problem, as are some of the less prepared goblinoid tribes.In addition to those humanoids, settlements that were unable to stockpile enough food may turn to raiding other settlements to supplement their stores. One is generally advised not to be a traveler during this month.
   This is the month when winter is in its full power, and during the coldest winters monsters native to colder climes become an issue(Frost Giant raiders, young White Dragons, winter wolves, etc) as they sometimes stray south from the Northlands, or come down from their hidden fortresses on the highest peaks.

Sunday, October 23, 2011

In defense of character backgrounds

   A lot of bloggers have been talking trash about character backgrounds and deriding them lately. While I do agree that they are not 100% needed, they are an incredibly helpful tool for the DM of a sandbox game.
   Now, when I'm talking about backgrounds, I'm not talking about the rocks your character has tripped over as a small child, I'm talking about his relationships; his still living family, friends, mentors, and rivals from the days before when he went out to go adventuring.
  Think about all the times your players didn't all make it to the game some nights. You could of course just gloss over and pretend the player doesn't exist for the duration of the session, no harm done, or you could mention that a messenger arrived letting the character know something had happened to a family member, and he's needed at home. If your group is on a different plane from home, or too far for the character to travel reasonably within a single session, then possibly a friend or rival made it to where the players were staying and the PC decided that instead of going out adventuring.
   Background usefulness doesn't end there. A low level party looking for a henchman instead of a hireling suddenly has an entire roster of people to pick as Henchmen.Those players with living relatives and friends also have a place where they may be able to hide out(even if they have to endure listening to embarrassing stories of their childhood) to recuperate. It's a great place to store wealth in settings that don't have banks, and a useful tool for the DM to provide plot hooks that don't involve a bleedin' inn!

Saturday, October 22, 2011

Life in Midlands, Part 1: Autumn

Harvest Month(28 days, 4 weeks, similar to August, Full Moon is on the 14th)
   Harvest Month is when troops return to their homes from summer campaigns to shore up defenses before the goblinoid raids make camping too dangerous. The peasant classes are now in full swing, finishing the last of the hay harvest and starting in on the harvesting of other major crops.
   Goblinoid tribes start fighting, often against other tribes or traditional enemies(Goblins vs. Orcs, Kobolds become even more belligerent against gnomes, etc) but they will not turn down easy targets of other races.
    Their raids tend to be much more reckless(+3 bonus to the morale of Orcs, Goblins, Kobolds, Hobgoblins, and Bugbears during this time), but instead of killing, they will take captives, even those of races they normally don't spare. Those captured will be tortured until the new moon just prior to the Harvest festival. The favored captives of the goblinoids are children.

Autumn Month(28 days, 4 weeks, similar to September, Full Moon is on the 14th)
  Autumn Month is when most humans(even a few nobles and most soldiers) are involved with storing and counting the harvest. Those not involved with that are making war against the humanoids to defend their settlements.
  The goblinoids have massively stepped up their raids, raiding literally anyone(+6 bonus to morale). The victims are tortured until the New Moon(the 28th) when they are all slain in a mass sacrifice dedicated to their racial gods as well as to Stalker(the goblinoid bogeyman/grim reaper). The goblinoids take the heads of these sacrifices, cover them in pitch, present them in varying manners outside their settlements(hang them from trees, impale them on spikes, leave them in piles, etc), and set them ablaze each night in an attempt to keep stalker away.
  
Harvest Festival(7 days, 1 week, Halloween/Oktoberfest/Thanksgiving)
  Those of strong faith in the Imperial religion spend most of the festival in prayer. For others, this is a festival of plenty, to celebrate the finish of the majority of the harvest.
  A tradition that started a few centuries ago, initially among settlers from the north(it's said there's a religious significance to the practice) has spread among the various settlements, regardless of origin. Children carve hideous faces into squashes, gourds, and pumpkins. Each night, these jack-o'-lanterns are placed around the homes and on the walls of the settlements, with candles inside them. The more jack-o'-lanterns a settlement has, the fewer goblinoid attacks the settlements seem to suffer during the nights of the festival. Many children also use this time to perform pranks(and blame them on goblins) while the adults tell scary stories of goblins, witches, and the undead.

Wine Month(28 days, 4 weeks, similar to October, Full Moon on the 7th)
   The various human settlements are involved with finishing the late plowing, and finishing the storing of the harvest. In areas with vineyards and orchards, this is when orchard crops are finished being gathered and beverages requiring year long fermentation or aging are bottled.
  Goblinoid raids continue throughout this time, as they seek more heads to burn each night. By this point the number of heads so greatly outnumbers the number of jack-o'-lanterns a community can make, that tactic no longer works for the humans, and is thus abandoned in favor of massive defenses.
   As if the goblins aren't bad enough, the people of Midlands have two more problem to deal with; the start of Wyvern breeding season. Unlike the younger wyverns that plague them during the spring, the Wyvern issue in the late fall and early winter is that fully grown male wyverns are on the move, leaving normal territories to seek mates.
   The other problem is Ankhegs. Like the Wyverns, this is their breeding season. It's also when they're seeking to eat enough food before the first winter snows. Males tend to be less aggressive until the end of breeding season(if they're unsuccessful in finding a mate), while females tend to be extremely aggressive, not only to fatten themselves up, but to create a pile of carrion for their young to feed upon over the winter.

Thursday, October 20, 2011

Religion in D&D

  This is a rather touchy subject for me, and is what long ago inspired a "no real world religions" rule at my games. The reasoning is that most of the people I game with come from a wide variety of religions and beliefs, and some of these individuals take a dim view to having their gods or religions butchered in some game.
   In addition to that, I have some players who will not, under any circumstances regard certain religions positively(xtianity tends to have a pretty piss poor reputation, and tbh, that rep has been earned) and refuse to play in a game where such faiths are regarded as positive.
   What I have found that seems to be "ok" with most players is weak caricatures or facsimiles. If you make enough changes(#s of deities, names, overall belief system) you can keep political structures and 'rules' intact.
    In my current campaign, the Western Imperial church a weird amalgam of the Medieval Catholic and Eastern Orthodox churches(as best as I, a modern heathen, can understand them) with multiple divinities. This seems to fit the standard cleric class just fine(and has the added benefit of not ticking anyone off). I'm not allowing the Cleric class to work with any of the other human faiths.
   Thankfully, 2nd edition has a plethora of options for building priests of other faiths. The PHB, the DMG, and the Complete Priest Handbook are all useful tools for this type of class construction. In addition, there are a ton of different priestly classes already present in the 2e library(Crusaders, Monks, many different types of Shamen, Druids, Specialty Priests, Rune Priests, and others).

Sunday, October 16, 2011

Halloween Game

Just a heads up to my readers. I plan on running a game on Halloween night. It'll be the Tomb of Horrors using the 2nd Edition AD&D rules. I'll be handing a stack of pregens to each player, and we'll play from 10 pm(Eastern US time) until people either decide to quit, or the Tomb is finally defeated(as long as I have at least the 3 players wishing to continue, the game will do so). If you have an interest in playing, please contact me at Arnkel@hotmail.com putting [Halloween Game] in the subject line.