tag:blogger.com,1999:blog-28829824630652837052024-03-13T21:12:18.527-07:00LazerZ's DomainLazerZhttp://www.blogger.com/profile/03254060179289958393noreply@blogger.comBlogger58125tag:blogger.com,1999:blog-2882982463065283705.post-32263629772207328182019-08-20T14:15:00.001-07:002019-08-20T14:15:46.636-07:00Campaign concepts I'd love to playHere are some campaign concepts I would like to play, but have not gotten a chance to. More may come later and I may elaborate on one if there is interest.<u><b> </b></u><br />
<br />
<u><b>Alfheim Wasteland</b></u>: The elves once had a highly advanced technological society, before war split their race and resulted in the use of weapons of mass destruction. The elves' civilization was destroyed and most of their lands ravaged. Now ten millennia later the remnants of ancient ruins dot the wastelands, guarded by mechanical and mystical guardians. Techno-barbarian orc tribes rule much of the continent, though the remnants of the ancient elven empire hold fiercely on to the territory they retain. They have reached out to the great elven diaspora and their allies for help, promising them territory in exchange for their military services.<br />
<br />
<u><b>American Fairyland:</b></u> It's Earth, but not as we know it. Two planes have collided, resulting in a fusion between the two, which resembles the world outside your window, but with magic and mythical creatures. Few remember the world as it was, with an entire history of magic having overridden our own. The culture remains fairly similar, only altered by the presence of magic. Creatures like dwarves, elves and orcs all have a place in this new world.<br />
<br />
<span id="docs-internal-guid-1c1206e4-7fff-9c0c-592a-8badd439678d" style="background-color: transparent; color: black; font-family: Arial; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap; white-space: pre;"></span><u><b> Guardian's Realm:</b></u> A more "gonzo" setting, with inspiration taken from anime, Final Fantasy, Pokemon, etc. A deity has created their own demiplane and filled it with bits and pieces from other worlds. This deity resides at the top of a great tower, surrounding which is the principal city of the planet.<br /><b></b><u><b></b></u><br />
<br />
<u><b>Star Wars: Destiny of the Republic:</b></u> The players follow Jedi Master Qui-Gon Jinn on "damn-fool idealistic crusades," as the Galaxy falls into the chaos of the Clone Wars in an alternate universe. The Mandalorian Clan Wars rage, but a possibility of peace exists in the young Satine of Clan Kryze.Out of the Arkanian Civil War a galactic threat emerges, the lifeform known as Atha Prime, as well as Clone Masters who desire to gain profit from their now unused skills.LazerZhttp://www.blogger.com/profile/03254060179289958393noreply@blogger.com1tag:blogger.com,1999:blog-2882982463065283705.post-69050803787424547972019-08-19T20:48:00.002-07:002019-09-26T14:29:44.784-07:00Galactic Empire Table of Organization: Lines of BattleI am working on a revised table of organization for the Imperial Navy. Particularly, in order to provide for the larger vessels of the Empire. This post will cover Lines of Battle.<br />
<br />
<h2>
Lines of Battle</h2>
<u><b>Attack Line:</b></u> An attack line will contain from three to six vessels, with lines of larger vessels, heavy cruisers and Star Destroyers, being smaller and lines of smaller vessels, frigates and cruisers being larger. Their role is to engage opponents of equal size and protect larger vessels.<br />
<u><b>Battle Lines:</b></u> On rare occasions multiple battleships will make up a single line, found only in the highest-priority sectors. These battle lines will include three to four battleships, i.e. battlecruiser or larger vessels.<br />
<u><b>Bombard Lines:</b></u> Bombard lines can include several assault ships equipped for planetary bombardment, or one or more battlestations or dedicated siege platforms. These lines are devoted to such tasks as orbital bombardment or disabling planetary shields.<br />
<u><b>Element:</b></u> In some cases a single vessel is directly assigned to a Squadron as a line unto itself. This is most commonly an Imperator-class Star Destroyer, but also includes several of the Executor-class Star Dreadnoughts.<br />
<u><b>Heavy Attack Line:</b></u> A heavy attack line contains four to eight vessels, each no smaller than a light cruiser. They can perform the same roles as attack lines, but are also considered capable of operating separate of the main fleet.<br />
<u><b>Pursuit Line:</b></u> A pursuit line contains between four and ten starships, usually light cruisers, but sometimes smaller vessels, like corvettes. Their role is to maintain contact with fleeing vessels and attempt to calculate their jump coordinates. Carrack-class light cruisers or Velox-class Star Frigates tend to be assigned to these lines.<br />
<u><b>Recon Line:</b></u> A recon line contains two to four vessels, usually recon variants on existing light cruiser hulls, or dedicated reconnaissance vessels. These lines do not participate in combat, but instead attempt to discover the enemy's position and then report back.<br />
<u><b>Specialist Line:</b></u> Including such roles as carrier support and troop transport, these lines consist of one or more specialist vessels as well as two to four escorts of a type depending on the vessels they are supposed to escort.<br />
<u><b>Skirmish Line:</b></u> Consisting of at least four vessels, but frequently at least three times that many. These are usually corvettes, but can also be smaller carriers such as the Quasar Fire-class or Ton-Falk-class as well as small gunships like the Skipray Blastboat.<br />
<br />LazerZhttp://www.blogger.com/profile/03254060179289958393noreply@blogger.com0tag:blogger.com,1999:blog-2882982463065283705.post-89737159349839086152019-07-16T13:37:00.001-07:002019-07-16T13:37:47.533-07:00Hello!Hey, long time no post I know, but I am going to try to post again. Right now I am not doing much gaming, but I am hoping to start. I am playing a one-on-one game with my sister, set in Greyhawk and using first edition Pathfinder. I am also starting an Edge of the Empire campaign on roll20.net: https://app.roll20.net/lfg/listing/144352/rise-and-fall-of-the-zann-consortiumLazerZhttp://www.blogger.com/profile/03254060179289958393noreply@blogger.com0tag:blogger.com,1999:blog-2882982463065283705.post-92156199273225483962016-02-08T17:21:00.001-08:002016-02-08T17:21:58.880-08:00Temple of the Underworld: Adventures on the PlanesI have been playing a new campaign for a few months now. It is 5th edition Dungeons and Dragons rules in a campaign world of my design. It is focused on a megadungeon called the Temple of the Underworld, which was, as it's name suggests was devoted to deities of the dead or the underworld. The elven deity Labelas Enoreth, though devoted to longevity, is the closest thing that the elves have to a deity of the dead and thus also worshiped there.<br />
<br />
The first couple of sessions were rather routine explorations of the first level of the dungeon, with a very brief foray into a flooded sub-level. However the campaign would be uprooted by the actions of the dwarven fighter Grell defiled a shrine devoted to a demigod son of Zeus. This angered Zeus, so Zeus sent a spirit to confront the PCs and give them a quest to fulfill. They were to travel to the Temple of Zeus far to the south and present themselves to the priest their for further instructions. They... didn't make it.<br />
<br />
In order to get horses to expedite their journey they agreed to do a task for the local count. They followed a map to what was once a bandit's lair, but turned out to currently be inhabited by orcs. They did alright at first, but due to my lack of understanding of 5e encounter difficulties ended up running into an overwhelming group of orcs that quickly defeated them (I am strongly considering using converted stats from 1e or 2e rather than the existing 5e stats). Instead of allowing this to end in a TPK I judged that Zeus, wanting to insure that the PCs did not die without fulfilling their obligation to him rescued them.<br />
<br />
They awoke in the presence of Zeus himself. Zeus bade them again to go to his temple, but this time the one in the extraplanar city of Sigil. The PCs agreed, but before leaving Olympus sought an audience with Ares, who granted it because the Count was preparing for a war and had his favor. So Ares granted them another quest in exchange for assistance, including a guide, which was a new PC (one who only showed up for one game as it turned out). The PCs then sought out the Great Eagles of Zeus, the descendants of the giant, golden eagle that is Zeus's personal companion.<br />
<br />
Before they made it to the roost of the Eagles they encountered a dryad in a grove on the slopes of Mount Olympus. It charmed their guide and when they attempted to leave with him she summoned two wolves to attack the PCs. However they were able to smooth things over by mentioning their obligation to Zeus. When they met the Great Eagles they again mentioned their obligation to Zeus in order to secure their aid. Thus they secured a ride to the town of Thrassos, where there was a portal to the gate town of Glorium, from where they could get to Sigil. However, to access the portal they needed the consent of the town elders. It took some time to secure that consent from the busy elders, so while they waited they sought out a mage to send a message to the Count on the Material Plane. The halfling rogue, Himaru, was dismayed that unlike many of his companions he could not see in the dark and so commissioned a magic item that would make up for this weakness. The mage agreed in exchange for money, trade and a service. It seemed a certain house in town was the site of mysterious events.<br />
<br />
They set out for the house and quickly experienced a number of strange phenomena, including two parallel passages that led back to the other and an unusual creature, like an ambulatory bush that was responsible for the strange phenomena. I used the The Random Esoteric Creature Generator by James Raggi to create this creature. They did not want to fight this bizarre creature and so parlayed. The creature seemed interested only in being left alone, so they left, but warned the creature that they could not guarantee others would not come. They did advise the mage of what they found. The PCs also took on another quest in order to hopefully expedite their audience with the elders. They pursued a priest of Loki to a nearby cave where they discovered a hidden, ruined temple to Loki. They soon found the priest, accompanied by hirelings and learned that he was searching for what he described as a Hammer of Thunderbolts with a short handle.<br />
<br />
After a short time they fought a group of norkers and their orc allies. While the PCs were dealing with a group of goblins that arrived as a random encounter, pursuing them as they fled, the priest and his party slipped away and discovered their goal in a nearby hidden room. The PCs soon realized what was happening and hurried after them, discovering the priest trying to tip over a pedestal so that the hammer would fall in. After the battle the PCs realized what the hammer was, no mere Hammer of Thunderbolts but the Hammer of Thor himself, Mjolnir. The PCs resolved to return the hammer to Thor, not wanting to anger him by trying to keep it, not that they had any way to use the hammer. Of course by hindering Loki's priest they attracted the attention of Loki, but would hopefully have the favor of Thor.<br />
<br />
After another week they elders could finally let them through the portal. In Glorium they sought out the Temple of Odin, which contained shrines to other deities, including Thor. They prayed at the shrine and Thor himself appeared. After a demonstration in which a tree was demolished by Mjolnir's power Thor granted boons- Boots and a Cloak of Elvenkind for the rogue and a ring of Enlarge/Reduce for the dwarf. Thor also directed them to the portal.<br />
<br />
Finally they arrived in Sigil, the portal leading to the Great Gymnasium, headquarters of the Transcendent Order, one of several factions that held influence over the city. They were ushered out of the building by guards as the gymnasium was closed to the public at that time. They sought out a guide and found one, an Azer. He agreed to show them to the Temples of Zeus and Ares in the city and they got their new quests- find the relic that started the whole thing and bring it back to the Temple of Zeus and travel to a dungeon on the world of Abeir-Toril and share it with the Count. They were able to find a portal that led to the depths of the Temple of the Underworld (one I intended for them to find during there adventuring originally) and started searching for the shrine, since they came out in an unfamiliar area. They encountered Manes demons and Shadow Demon and a swarm of ambulatory fungi, before deciding to take a rest, which is where things stand now.LazerZhttp://www.blogger.com/profile/03254060179289958393noreply@blogger.com1tag:blogger.com,1999:blog-2882982463065283705.post-74451664800419423872014-02-17T11:50:00.002-08:002014-02-17T11:52:06.201-08:00The Misadventures of Ghorrka the Wookiee ThiefI am using the Mythic Game Master Emulator to run games of Edge of the Empire in
between my actual games which are once every two weeks, not often enough
for my tastes (I'll probably write about those as well). Also it's a way to learn the system better. I rolled
up a Wookiee thief and began a solo game.<br />
<br />
Ghorrka has spent his life on the metropolitan world of Lantillies.
Unfortunately unlike some of his species he has not had the
opportunities they have had to join the guilds and companies of
Lantillies and instead has had to make his living illicitly. Recently
the galaxy has been torn asunder by the Clone Wars. While Ghorrka has
tried to take advantage of the chaos it has been difficult, especially
with Lantillies being the original headquarters for Cerulan Spear
Command and thus under higher security. So in a way he was relieved to
hear that the war was over, finally people would think more of other
things besides potential threats to their well-being and livelihoods.
That was before he heard of the subjugation of Kashyyyk.<br />
<br />
Now Ghorrka sought to escape the reach of the Empire. Maybe he'd head
out to the Centrality or maybe the Tingel Arm. He'd rather avoid the
Hutts if he could, but perhaps the Kreetan Narrows would be safe enough,
being on the edge of their territory. However to do any of these things
he'd need money. So he left his safehouse amongst the tenements for
low-class laborers in Lantillies industries for the nearby spaceport. He
kept to the shadowy alleyways, watching for someone who looked like a
worthwhile mark. Eventually he saw a man who looked well off enough, but
didn't have any bodyguards or other accompaniment. So Ghorrka tried to
position himself in a nearby alley, creeping slowly on his target.
Unfortunately, he misjudged the man's speed and so missed him, another
attempt failed as well.<br />
<br />
After some time looking for another mark, Ghorrka decided to take
another, more risky, but also potentially more lucrative approach. He
made his way to the docking bays and looked for one that seemed quiet
and unlooked after. So he snuck in and found a terminal. He then hacked
into the spaceport network and brought up information on spaceport
activity. He found out that a yacht belonging to a low-level executive
on a business trip was docked nearby. So, Ghorrka decided to check out
that one. However, when leaving he saw a group of spaceport security
heading towards the docking bay he was in. This was because he had
accidentally alerted them to his presence in the system. He managed to
escape and head to the yacht.<br />
<br />
Unfortunately he is spotted sneaking into the docking bay. He hears a
cry for spaceport security go out and decides to take the risk of
breaking in quickly, grabbing anything valuable and then running. It
takes him a moment to open the hatch and he runs inside. Inside, he
finds several datapads, a credit stick and a box with a necklace in
side. He throws these into his utility belt and runs. Unfortunately as
he gets outside he is stunned by a barrage of blue rings.<br />
<br />
He awakens later in the spaceport jail. After some time of waiting,
eating some food and more waiting the guard comes in with a disreputable
looking man. "Yes, this is the one. He escaped from my master Forba two
weeks ago."<br />
<br />
Ghorrka recognized the name Forba. He was the only Hutt living on
Lantillies, mostly because the famed Lantillian Planetary Security
Forces or Forba himself had driven the rest off. If Forba was interested
in him his life was about to get very interesting, but at least he
wouldn't be in jail anymore. Heck, association with Forba would take
some of the heat off his back as even the LPSF was somewhat leary of
provoking the Hutt. However, the Hutt would ensure he was paid back in
full, and then some. (So he loses some Criminal obligation, but
ultimately has a net increase in his overall obligation due to his new
Debt)<br />
<br />
Ghorrka followed his liberator to Ghorrka's townhouse. The
well-appointed, even extravagant house was a far-cry from most
high-class dwellings on the planet, which like the starships they built
were conservative in design and far from flashy. Down the main hall was
Forba's audience chamber, filled with the usual lackeys, mercenaries,
neer-do'-wells, performers and slaves. In the center was the Hutt
himself, typical of his breed in physical attributes, except that he was
darker in skin tone than most. Ghorkka stood before Forba the Hutt, and
waited to be addressed.<br />
<br />
<div>
"Ah, Ghorkka. I hadn't bothered to follow you're career up to this
point, but I couldn't help but notice you're little performance earlier
today? I wonder what exactly you hoped to accomplish? Perhaps it has
something to do with the recent invasion of you're homeworld?"</div>
<div>
</div>
<div>
"Indeed mighty Forba, I was attempting to find a way to escape Lantillies for more... hospitable parts of the galaxy."</div>
<div>
</div>
<div>
"Unfortunately it seems you did not do so well. Fortunately I was
there to help you. Of course I will expect that you repay for my
generosity."</div>
<div>
</div>
<div>
"Well then I will be certain to do whatever it is you want. I certainly would not want to disappoint my benefactor."<br />
<br />
<div>
Forba laughs a great, deep belly laugh, "I am pleased. I needed a
new minion, one less associated with me than my more experienced
employees for a... job I need doing."</div>
<div>
</div>
<div>
"You see, one of the gangs in the spaceport has been neglecting
there payments to me. Furthermore, I have seen evidence that they are up
to something. I need you to infiltrate their hideout and find out
what."</div>
<div>
</div>
<div>
"Of course I will give you time to rest. You may do so in the
general quarters. Later, you will be told what the mission entails."</div>
</div>
<br />
So Ghorrka found himself in the employ of a Hutt, something he wanted
to avoid. Will he be able to fulfill his obligation to Forba well
enough that Ghorkka allows him to leave and doesn't either get angered
if he fails or decide he has outlived his usefulness if he succeeds and
sell him into slavery? Perhaps Ghorrka will attempt to escape and see
his debts turn into a bounty on his head! If he does leave where will he
go?LazerZhttp://www.blogger.com/profile/03254060179289958393noreply@blogger.com0tag:blogger.com,1999:blog-2882982463065283705.post-83500097876903156462013-11-06T13:13:00.000-08:002013-11-06T13:13:43.328-08:00Imperial Navy Order of BattleI've created an Order of Battle for an Imperial Sector Group. It's for a Star Wars campaign I'd like to run and I thought I'd share it. It's based on information from the Imperial Sourcebook.LazerZhttp://www.blogger.com/profile/03254060179289958393noreply@blogger.com0tag:blogger.com,1999:blog-2882982463065283705.post-28505637948812906022013-02-23T12:03:00.000-08:002013-02-23T12:03:00.262-08:00D&D Campaign Setting: Earth: the Planes<a href="https://docs.google.com/document/d/14hLrRqpAUnrjyJT-C_JRI5lXAtiPSk9vAsuh6otgYxs/edit?usp=sharing">Here</a>'s what I've been working on on the "D&D Earth" Campaign Setting I talked about earlier. It's a work in progress, but it is about D&D Earth's relationship with the rest of the planes.LazerZhttp://www.blogger.com/profile/03254060179289958393noreply@blogger.com0tag:blogger.com,1999:blog-2882982463065283705.post-4986021429509545802013-02-16T11:47:00.000-08:002013-02-16T11:47:36.925-08:00A D&D Campaign Setting: Earth<span style="font-family: inherit;">There are a lot of references in D&D to Earth, such as why and by whom the Forgotten Realms were forgotten and Oerth being one of five alternate worlds with varying amounts of magic, Earth being the least magical. So yesterday I got an idea to detail Earth as a D&D Setting, where the PCs would either be visiting from D&D worlds, or being Earth natives dealing with D&D elements crossing over. This has sort of been done before, with d20 modern's Shadow Chasers and Urban Arcana, but I'm thinking of a somewhat different version, including a bit of "Yog-<span style="background-color: white; line-height: 19.1875px;">Sothothery</span>". Other inspirations is the 2e Historical Reference series.</span><br />
<span style="font-family: inherit;"><br /></span>
<span style="font-family: inherit;">The world has had periods of waxing and </span>waning<span style="font-family: inherit;"> magic, with the earliest having been in prehistory, during the time of Atlantis. The </span>waning<span style="font-family: inherit;"> of magic contributed to Atlantis's destruction, but magic eventually came back during the Age of Myths, including the age of the Greek heroes. By the time of Classical Greece most magic again disappeared. Magic again peaked during the Dark Ages, including the reign of King Arthur (who yes, exists in this version of Earth), then started to wane again during the Middle Ages, eventually reaching it's lowest point. However by the 20th Century magic again began to be restored, slowly and subtly. By the modern day it has again started to take hold again, and subtly effects society in the background.</span><br />
<span style="font-family: inherit;"><br /></span>
<span style="font-family: inherit;">Not all myths are true, but they do tend to be partially true. Mythological figures may have had somewhat different motives or be slightly different than they are presented in myth, different kinds of creatures might have been confused for those of a different type, or their may be more than one of a creature that was thought to be unique. The conventional understanding of history is wrong as well, since you know, myths and legends are true.</span><br />
<span style="font-family: inherit;"><br /></span>
<span style="font-family: inherit;">Most people, even many "bad guys" tend to be neutral, with optional rules for "unaligned" characters and "temporary" alignments, so that characters like paladins don't get completely nerfed. Hitler is evil however.</span><br />
<span style="font-family: inherit;"><br /></span>
<span style="font-family: inherit;">Just a few of my ideas. I will post more later.</span>LazerZhttp://www.blogger.com/profile/03254060179289958393noreply@blogger.com0tag:blogger.com,1999:blog-2882982463065283705.post-35099704930184119742013-02-16T09:09:00.000-08:002013-02-16T09:09:01.291-08:00Skill TiersI am considering introducing a new concept to handle characters in d20 based games that have lots of skills, but little skill in combat. These are "skill tiers" inspired by the new Mythic rules Paizo has created. They work much like Mythic Tiers, but they only grant 4+Int modifier skill points per tier and a bonus feat that must be a general (not a part of a specific category of feats like Item Creation, or Metamagic feats), non-combat feat.LazerZhttp://www.blogger.com/profile/03254060179289958393noreply@blogger.com0tag:blogger.com,1999:blog-2882982463065283705.post-90002922461252900392013-01-19T08:27:00.001-08:002013-01-19T08:27:41.790-08:00Mercinary Hirelings for PathfinderThese stats are for low-level fighting hirelings, including untrained commoners and trained warriors. Thus they cost 1 sp per day or 3 sps per day respectively. Excursions into a dungeon will usually cost extra "hazard pay", that usually being 5 sp per dungeon level for untrained hirelings, or 1 gp per dungeon level for trained hirelings. They are presented with minimal equipment, as they are supposed to be provided with equipment by their employers. However, a set of example equipment is also presented in case they are encountered as NPCs.<br />
<h4>
Peasant Hireling CR 1/4 (or 1/3 if properly equipped)</h4>
<b>XP 100 or XP 135 </b><br />
Human commoner 1<br />
N Medium humanoid<br />
<b>Init</b> +0; <b>Senses</b> Perception +0<br />
<b>AC</b> 10, touch 10, flat-footed 10<br />
<b>hp</b> 5<br />
<b>Fort</b> +1, <b>Ref</b> +0, <b>Will</b> +0<br />
<b>Speed</b> 30 ft.<br />
<b>Melee</b> club +1 (1d6+1/x2) or<br />
quarterstaff +1 (1d6+1/x2)<br />
<b>Str </b>13, <b>Dex</b> 11, <b>Con</b> 12, <b>Int</b> 10, <b>Wis</b> 10, <b>Cha</b> 9<br />
<b>Base Atk</b> +0, <b>CMB</b> +1, <b>CMD</b> 11<br />
<b>Feats</b> Armor Proficiency (light), Skill Focus (Profession [farmer])<br />
<b>Skills</b> Craft (carpentry) +4, Handle Animal +3, Profession (farmer) +7<br />
<b>Languages</b> common<br />
<b>Combat Gear</b> club or quarterstaff<br />
<br />
with equipment<br />
<b>AC</b> 13, touch 10, flat-footed 13 (+3 armor)<br />
<b>Combat Gear</b> club or quarterstaff, studded leather; <b>Other Gear</b> 4 sp, 2 cp<br />
<br />
<h4>
Militiaman CR 1/4 (or 1/3 if properly equipped)</h4>
<b>XP 100 or XP 135</b><br />
Human warrior 1<br />
N Medium humanoid<br />
<b>Init</b> +4; <b>Senses</b> Perception +0<br />
<b>AC</b> 10, touch 10, flat-footed 10<br />
<b>hp</b> 7<br />
<b>Fort</b> +3, <b>Ref</b> +0, <b>Will</b> +0<br />
<b>Speed</b> 30 ft.<br />
<b>Melee</b> club +3 (1d6+3/x2) or<br />
quarterstaff +3 (1d6+3/x2)<br />
<b>Str </b>15, <b>Dex</b> 11, <b>Con</b> 12, <b>Int</b> 9, <b>Wis</b> 10, <b>Cha</b> 8<br />
<b>Base Atk</b> +1, <b>CMB</b> +3, <b>CMD</b> 13<br />
<b>Feats</b> Improved Initative, Power Attack<br />
<b>Skills</b> Handle Animal +3, Profession (farmer) +4<br />
<b>Languages</b> common<br />
<b>Combat Gear</b> club or quarterstaff<br />
<br />
with equipment<br />
<b>AC</b> 15, touch 10, flat-footed 15 (+5 armor)<br />
<b>Speed</b> 20 ft.<br />
<b>Melee</b> halberd +3 (1d10+3/x3)<br />
<b>Ranged</b> light crossbow +1 (1d8/19-20/x2)<br />
<b>Combat Gear</b> halberd, light crossbow; <b>Other Gear</b> 9 gp, 1 spLazerZhttp://www.blogger.com/profile/03254060179289958393noreply@blogger.com0tag:blogger.com,1999:blog-2882982463065283705.post-41520288555418511522013-01-18T13:14:00.000-08:002013-01-18T13:15:13.920-08:00Labyrinth Lord with 0th-level rules from DCC online campaignI am starting a new online campaign on roll20.net. It can be found <a href="http://app.roll20.net/campaigns/details/65700/labyrinth-lord-modified-sandbox-slash-megadungeon-campaign">here</a>. I am looking for players.LazerZhttp://www.blogger.com/profile/03254060179289958393noreply@blogger.com0tag:blogger.com,1999:blog-2882982463065283705.post-65141619781807832052012-12-24T08:57:00.000-08:002013-01-18T13:15:44.315-08:000th level Characters for Pathfinder<h2>
Oth-level Character</h2>
<b>Alignment:</b> Any<br />
<b>Hit Die:</b> d4<br />
<b>Base Attack Bonus:</b> Poor<br />
<b>Good Save Bonuses:</b> None<br />
<b>Class Skills (2+Int Bonus):</b> None<br />
<h3>
Class Features</h3>
<b>Weapon and Armor Proficency:</b> A 0th-level character is proficient with one simple weapon. He is not proficient
with any other weapons, nor is he proficient with any type of armor or
shield.<br />
<b>1st-level:</b> A 0th-level character starts with -500 xp. When they reach 0 xp, they may select a class. They gain hp equal to the difference between d4, and their new hit die, essentially losing the old in place of the new.<br />
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<a name='more'></a>This is meant to be a sort of equivalent to the 0th-level character rules in DCC, as well as an alternative to the commoner class. It's meant to be used with background rules like the ones in Tome of Secrets, or some equivalent, so that a 0th-level character will in fact have a small number of class skills.LazerZhttp://www.blogger.com/profile/03254060179289958393noreply@blogger.com0tag:blogger.com,1999:blog-2882982463065283705.post-62914474519005465732012-12-17T12:48:00.001-08:002012-12-17T12:48:34.538-08:00And now for something completely different...In addition to considering running 4e D&D, I am also considering running one of a number of other rpgs. I have discussed running a Star Wars game with one of my D&D players. We have agreed that we'd like to run several more D&D sessions before actually starting it however. In general, except for several PbP campaigns, most of which haven't gone very far and a couple of one shots I haven't played anything except D&D. However, I would like to.<br />
<br />
For Star Wars I haven't quite decided which game to use. I am strongly considering using d6 Space as it is free and I could use material from the old WEG game with it. There is also MiniSix, but I think that it could in some ways be too simple, as I'd like more complex rules for vehicles for instance. The new FFG game is also a possibility, but I'd rather not require my player to buy anything. Saga Edition has the same problem which is compounded by the amount of material for that game. However, more material means more material I can use, however.<br />
<br />
I am also considering trying another game. I have run many PbP games of the Marvel Universe Roleplaying Game, but only briefly in person. So I'd like to try running that in person or over roll20.net sometime. Or trying another Superhero rpg. Like Mutants and Masterminds. I own BESM 3e and Tristat dx, so I've considered running those as well. I'm a fan of a number of anime, in various genres so I could run a game for them or a similar campaign. However, I'm not sure BESM would in fact be the best choice for any game I run.LazerZhttp://www.blogger.com/profile/03254060179289958393noreply@blogger.com0tag:blogger.com,1999:blog-2882982463065283705.post-45527033079903379072012-12-14T09:40:00.002-08:002012-12-14T09:40:58.296-08:00The urge to play...Okay, 4th edition is by far my least favorite version of Dungeons and Dragons. However, that still doesn't mean I hate it. Heck I've had a lot of fun playing Living Forgotten Realms. My preference might be for more old school games, but I still think 4th edition isn't completely bad. Once in a while I get the urge to play it. With my discovery of roll20.net this is completely feasible and I'm getting the urge...<br />
. <br />
However, if I do play it I'm likely to make a few rule changes. These include:<br />
<ul>
<li>Alignments are the nine traditional ones. However, you need not choose one of these and may choose to be unaligned.</li>
<li>Races might get some tweaks. For instance I like Hobbit halflings.</li>
<li>Hit points will be lower. I might even use hit dice.</li>
<li>There may be some changes to the rules for rests. Perhaps a third category of rests will be introduced, with this one restoring all hp and the lesser rests restoring hp at a lower rate.</li>
</ul>
The "Core Assumptions" will also be altered:<br />
<b>The World is Mysterious, But Not All Of It:</b> Much of the world is covered with "swathes of light" with hundreds of villages that are relatively safe, with the occasional "point of darkness". However, the campaign will focus on the borderlands between these swathes of light, where it is much more mysterious and there are only the occasional "point of light"<br />
<b>Monsters are Everywhere on the Borderlands:</b> Again, there are large swathes of light, where it is mostly safe. It's mostly on the edges of civilization that you have to worry about villages being wiped out.<br />
<b>Adventurers are Not Exceptional:</b> The PCs might be special, but only if they overcome many difficulties to earn it. Just anybody could potentially be an adventurer.<br />
<b>The Common Races Sometimes Band Together:</b> Alliances of men, elves and dwarves have stood against hordes of goblins, trolls and giants in the past, yes, but just as often have quarreled against each other. In human kingdoms civil wars are common, with feuding lords levying their people to march against their enemies just about every springtime after they have finished their planting.<br />
<b>Magic is Not Everyday: </b>Peasants will often see magic, but they do not understand it very well. The common folk tend towards superstition.<br />
<b>Primordals Don't Exist: </b>I'm not using the concept of primordals.<br />
<b>Gods Are Active:</b> Gods regularly walk the world, and often interact with mortals.<br />
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Generally I will be using more story elements from pre-4e. Archons are lawful good immortals, Eladrins are chaotic good immortals. Succubi are demons. The planes hew closer to the Great Wheel model. Etc.<br />
<br />
So, what do you think? Is it even worth bothering with 4e? Should I just stick with versions of D&D that are closer to my ideal? Will I even be able to find players willin to use these house rules?LazerZhttp://www.blogger.com/profile/03254060179289958393noreply@blogger.com0tag:blogger.com,1999:blog-2882982463065283705.post-83428858023562616442012-12-07T11:15:00.000-08:002012-12-07T11:20:11.687-08:00Monster Hill Session Report: Exceedingly Close, to an Extremely Distant World<div class="separator" style="clear: both; text-align: center;">
<iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.youtube.com/embed/B9qDoL64KT8?feature=player_embedded' frameborder='0'></iframe></div>
Okay, this video doesn't directly relate to the topic of this post, however, recent events in my recent session of Monster Hill reminded me of this song.<br />
<br />
You see I placed a portal on the second level of my dungeon. The party may soon discover said portal. In fact assuming the probabilities of them taking each route available to them are equal, they have a 25% chance of discovering it. The portal leads to the city of Sigil, from the Planescape Campaign Setting.<br />
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The session started off where the last one ended. However, the party now consists of two PCs, played by the same person, to help compensate for the low party size. I glossed over exactly how the new character, a barbarian, joined the party. I wish the last (and this) session hadn't ended in the dungeon for precisely this reason. Since a new party is supposed to form every new session, each session should end with the party back in town. However, since I only have the one player right now, it's less of a concern. I wouldn't normally allow the same player to control multiple characters at once either, though I do allow and even encourage multiple characters per player. I may allow this from now on though, provided there are less than three players at a particular session.<br />
<br />
So the party descended the stairway to the second level, the "Upper Temples". The first room they found had a broken statue of Orcus, who in my campaign is presently dead. However that doesn't mean that he might not play a role in the campaign, especially with such a large chance that they might end up in Sigil. Neither the player nor his characters have any idea who Orcus is, but I hope this serves as good foreshadowing for his potential appearance in the campaign. Perhaps a certain petitioner might have a job for them that brings them to Automata just in time for them to see the start of the off-schedule Great Modron March...<br />
<br />
There were five exits to the room and wouldn't you know it they pick the one with the teleporter at the end of it. So they find themselves in a room on the other side of the level. Unfortunately, that's when we had to end it. I am pretty anxious to know whether the party finds the portal. On the one hand, I am excited to potentially introduce Planescape elements which I was hoping to have an opportunity to do. On the other hand, I'm not sure that such a drastic change to the status quo of my campaign will be a good thing and I am concerned that this will complicate reintroducing the rogue character that my other player played in the first session, but hasn't been able to play since.<br />
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There is something else I'd like to talk about, but am not ready quite yet. It is exciting news and I hope everything goes well, however things haven't progressed far enough that I feel comfortable talking about it. Also I encourage feedback on the Soldier base class I posted earlier.LazerZhttp://www.blogger.com/profile/03254060179289958393noreply@blogger.com0tag:blogger.com,1999:blog-2882982463065283705.post-11970259119138363622012-11-21T07:28:00.002-08:002012-11-21T07:28:53.780-08:00Rough Draft: Soldier Base ClassIve been working on and off on my own variant of d20, with some old school influences as well as my own ideas. One of the differences is the classes. They tend to be far more specific. Instead of having one fighter class for every kind of fighting man under the sun, there are more specific ones (though as of right now there are two very broad classes, the soldier of this post and the warrior. I've also considered an alternative scheme where there are several fighting man classes, including a militia, basically a veteran levied peasant, and a squire/knight). There is no such thing as a generalist wizard, though there is likely to be a "semi-generalist". While there isn't a cleric class for every god, clerics are broken into three main classes, the crusader (the classic "gish" cleric), the invoker (blasty clerics) and ministers (might need a better name, these guys focus on healing, buffing and protective magics. They can ward/drive off monsters, or weaken them, but don't have much in the way of damage dealing potential). A "rogue" might be a burglar, scout, mountebank, etc. In addition there are variant versions of classes and "prestige classes" or the equivalent.<br />
<br />
Also to be noted is that while the character level cap is going to be something like 36, several classes might have considerably lower ones. The soldier has a level cap of five for instance. These classes are meant to multi-class at some point. Most often into a prestige class. While you may start as a soldier, you'll eventually become a ranger (yep, rangers might be a, or more than one, prestige class), a swordsmaster, or a shining blade of Hieroneous. Also neither skills or feats are being used. I may add them in later, replace them, or ignore them entirely.<br />
<br />
So here is the soldier, thus far:<br />
Hit Dice: d10<br />
BAB: Good<br />
Good Saves: Fort, Ref<br />
<a href="http://www.d20srd.org/srd/variant/buildingCharacters/weaponGroupFeats.htm#">Weapon Groups</a>: Basic weapons, plus three of the following: axes, bows, crossbows, flails and chains, heavy blades, light blades, maces and clubs, picks and hammers, polearms, slings and thrown weapons, and spears and lances.<br />
Veteran: Allows the soldier to call upon a fellow soldier he knew from a previous war. LazerZhttp://www.blogger.com/profile/03254060179289958393noreply@blogger.com0tag:blogger.com,1999:blog-2882982463065283705.post-56664559718973282272012-10-23T17:13:00.001-07:002012-10-23T17:13:34.803-07:00Monster Hill Campaign 1st and 2nd SessionsWell, I recently got to play my Monster Hill Campaign with some of my old friends. I happened to be able to hangout with each of them during the summer and then I asked them to play D&D with me. So we did.<br />
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The first session was pretty meh, with some good moments. Highlights include, a hireling falling into a pit trap, and then being left at the entrance to the dungeon, where he was subsequently killed (and they knew a creature was roaming around out there), goblins beating them up and taking them prisoner (they escaped and cut the goblins throats in the night), two of there number being hypnotized by a shadow faerie and encountering a cyclops and two ogres and having to run away. They escaped by running through the room labyrinth they were in and then finding an old mediation chamber with the images of five demon lords that were once worshiped at Monster Hill, or four demon lords and an outer god... The image of Yog-Sothoth marked where a secret door was and from there they managed to find a way out, observing the corpses of the bandits my PbP group killed.<br />
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The second time we played online on roll20.net. One of the players from last time went into the dungeon with four hirelings. They managed to kill an ogre, thanks to very good rolls on the part of the hirelings, including a critical hit. They unlocked the door to the right in the corridor where the door to the ogre's room, using a key the ogre held. They survived a burning hands trap and found two magic wands on an amethyst encrusted pedestal. If they sell the wands they might have enough xp for both PCs to level up, if they split the loot between them as I suggested they do, despite only one player being able to play, The player was only able to explore one more room before we ran out of time. This room was an enigma, containing stairs to the next room... and a trail of bloody foot prints that led from the stairs, across the room, up the wall and then over to the other side of the room, were unbeknownst to them, a secret door was located.LazerZhttp://www.blogger.com/profile/03254060179289958393noreply@blogger.com0tag:blogger.com,1999:blog-2882982463065283705.post-78607173804998691082012-06-03T16:09:00.002-07:002012-06-03T16:09:50.381-07:00Forgotten BeastsForgotten Beasts are a class of monsters from Dwarf Fortress. They are procedurally generated, thus they can come in many different shapes and forms. One might be a humanoid made from metal, another might be a giant spider that emits poisonous gas an yet another might be a giant bird with deadly secretions. There are also Titans, which are similar except where Forgotten Beasts are subterranean, Titans dwell on the land and in the sea. I am thinking about how to integrate such creatures into a D&D setting.<br />
<br />
While there's no need for a specific origin for random esoteric creatures (yes, that's a reference to THE RANDOM ESOTERIC CREATURE GENERATOR FOR CLASSIC FANTASY GAMES AND THEIR MODERN SIMULACRA, by James Raggi, a most useful resource...), for "Forgotten Beasts" I'm thinking that they would be creatures created/warped by the weird radiations and extraplanar energies found in the underworld (or Underdark, Darklands, Khyber, etc). Perhaps these creatures are servants or creations of an evil or merely primal, elemental deity who has been lost to the annals of history, hence their name of Forgotten Beasts.<br />
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Continue to observe this post and I may post a few sample Forgotten Beasts.LazerZhttp://www.blogger.com/profile/03254060179289958393noreply@blogger.com0tag:blogger.com,1999:blog-2882982463065283705.post-73847964612975568982012-05-28T09:02:00.002-07:002012-05-28T09:02:55.496-07:00If you want D&D Next to be something that appeals to you...You should let WotC know what you want from it. WotC is getting a lot of feedback. However, it tends to be from those who played and enjoyed 4e, because those are the people who frequent their message boards. I for one am worried that this feedback will lead WotC to make something that resembles 4e much more again, despite the fact that they have to appeal to more than just the people who play 4e to accomplish the goals they've set for themselves.LazerZhttp://www.blogger.com/profile/03254060179289958393noreply@blogger.com1tag:blogger.com,1999:blog-2882982463065283705.post-71912845100832801022012-05-24T07:44:00.000-07:002012-05-24T07:44:51.541-07:00D&D Next First ImpressionsI like D&D Next. There are a few things I'd like to see changed, but all in all it pretty much seems to be exactly what I thought 4th edition should have been in the first place. Personally I'm hoping that the final rules at least have the option of less hp, but in general there seems to be less than in 4e, so this is good.<br />
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I will be running a game, running the PCs myself, later today. However, I hope to find other players to playtest with as well.LazerZhttp://www.blogger.com/profile/03254060179289958393noreply@blogger.com0tag:blogger.com,1999:blog-2882982463065283705.post-80244211019920181132012-05-02T14:34:00.001-07:002012-05-02T14:34:45.930-07:00Some Musings on my Monster Hill PbPI have recently started a Play-by-Post campaign in my megadungeon, Monster Hill. As per the concept of Monster Hill, anything these players do will carryover to every time I play. So if I'm still running Monster Hill ten or twenty years in the future, I might offhandedly remark "Hey, that's the corpse of one of the first Player Characters that delved into this dungeon!"<br />
<br />
A few interesting PCs include Zaggle'Bo, the goblin cave druid and Onnam the Guide wood elf cleric of Hades (I have decided to use real world deities for the humans in this campaign). They seem to be developing goals that might just have a strong impact on the course of the campaign. This is, to remove the corruption of Monster Hill. Ironically, this corruption comes largely from portals to Hell, Hades and the Abyss. Hades of course, lives on the plane of Hades, albeit on Pluton not Oinos to which the portal leads.<br />
<br />
They are soon due to encounter some bandits. They have already encountered an orcish slave of the bandits in a cave which serves as a stable for the bandits. The pool in this cave is sometimes inhabited by faeries with powers of healing, a reference to the Legend of Zelda series.LazerZhttp://www.blogger.com/profile/03254060179289958393noreply@blogger.com0tag:blogger.com,1999:blog-2882982463065283705.post-26319642391156639822012-02-02T11:11:00.000-08:002012-02-02T11:11:48.773-08:00Monster Hill First DelveWell, I'm going to be running my Monster Hill campaign at Play the Game Read the Story in Syracuse, NY. I'd invite you guys, but I don't think any of you would be able to make it, though I don't know where any of you live, so I might be surprised, I suppose ;). I'm really excited. I've been preparing for a while, though since I have been writing parts, I've only gotten the first level and part of the second and third levels done. I would've liked to have them all completely detailed by now, but I don't think they will be going lower than the first, so it's not that big of a deal.LazerZhttp://www.blogger.com/profile/03254060179289958393noreply@blogger.com1tag:blogger.com,1999:blog-2882982463065283705.post-14207786839314004352012-01-27T18:26:00.000-08:002012-01-27T18:26:47.730-08:00Inspired by Dwarf Fortress...Inspired by Dwarf Fortress, and the fact that some players have actually managed to have they're dwarves colonize Hell itself, I have decided that if my players ever end up visiting Hell (or perhaps one of the other Lower Planes) there will be a dwarven fortress there, managing to survive despite the hostile natives.LazerZhttp://www.blogger.com/profile/03254060179289958393noreply@blogger.com1tag:blogger.com,1999:blog-2882982463065283705.post-57147488588328307682012-01-17T07:56:00.000-08:002012-01-17T07:56:08.118-08:00A Different Take on Gargoyles This post has been sitting in the back burner for a while now, but I think I can just post it in it's current form.<br />
<br />
In my campaigns, gargoyles are not evil creatures. They are in fact a form of benign fey with ties to the good gods and celestials, though they're forms are similar to demons and devils. They inhabit places also inhabited by men, protecting them from evil. They may have once been demons that were converted to good somehow, but this theory is unverified.<br />
<br />
However, there are creatures similar to the traditional D&D gargoyles. They are constructs, created by demons in mockery of real gargoyles. Perhaps Demogorgon, infamous for his for his use of various constructs such as the Retriever commissioned the first of these, but that is not known for sure.LazerZhttp://www.blogger.com/profile/03254060179289958393noreply@blogger.com0tag:blogger.com,1999:blog-2882982463065283705.post-91374364854117939632012-01-12T10:29:00.000-08:002012-01-12T10:29:10.027-08:00An article that intrigues me<a href="http://www.forbes.com/sites/davidewalt/2012/01/09/wizards-announce-new-dungeons-and-dragons-an-inside-look-at-the-game/">Article</a><br />
<br />
This article has some bits that intrigue me, in particular this part:<br />
<br />
"<span style="font-family: Georgia, 'Times New Roman', serif; font-size: 18px; line-height: 24px; text-align: left;">Second, and most important: Wizards is on the right track.</span><br />
<div style="background-attachment: initial; background-clip: initial; background-image: initial; background-origin: initial; border-bottom-width: 0px; border-color: initial; border-image: initial; border-left-width: 0px; border-right-width: 0px; border-style: initial; border-top-width: 0px; font-family: Georgia, 'Times New Roman', serif; font-size: 18px; line-height: 24px; margin-bottom: 15px; margin-top: 15px; outline-color: initial; outline-style: initial; outline-width: 0px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; text-align: left; vertical-align: baseline; word-wrap: break-word;">I’m not a fan of fourth edition. I find the combat slow, the powers limiting, and the rules inhospitable to the kind of creative world-building, story-telling and problem-solving that make D&D great.</div><div style="background-attachment: initial; background-clip: initial; background-image: initial; background-origin: initial; border-bottom-width: 0px; border-color: initial; border-image: initial; border-left-width: 0px; border-right-width: 0px; border-style: initial; border-top-width: 0px; font-family: Georgia, 'Times New Roman', serif; font-size: 18px; line-height: 24px; margin-bottom: 15px; margin-top: 15px; outline-color: initial; outline-style: initial; outline-width: 0px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; text-align: left; vertical-align: baseline; word-wrap: break-word;">But so far, the fifth edition rules show promise. They’re simple without being stupid, and efficient without being shallow. Combat was quick and satisfying; we got through most of an adventure in just a few hours. And I get the sense that fifth edition will bring back some of the <em style="background-attachment: initial; background-clip: initial; background-image: initial; background-origin: initial; border-bottom-width: 0px; border-color: initial; border-image: initial; border-left-width: 0px; border-right-width: 0px; border-style: initial; border-top-width: 0px; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; outline-color: initial; outline-style: initial; outline-width: 0px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; vertical-align: baseline;">good</em> complexity of previous versions, allowing players to create unique characters and new worlds."</div><div style="background-attachment: initial; background-clip: initial; background-image: initial; background-origin: initial; border-bottom-width: 0px; border-color: initial; border-image: initial; border-left-width: 0px; border-right-width: 0px; border-style: initial; border-top-width: 0px; line-height: 24px; margin-bottom: 15px; margin-top: 15px; outline-color: initial; outline-style: initial; outline-width: 0px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; text-align: left; vertical-align: baseline; word-wrap: break-word;"><span style="font-family: inherit;">From that it sounds like they're on the right track to me.</span></div>LazerZhttp://www.blogger.com/profile/03254060179289958393noreply@blogger.com1