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Posted 15th December 2008 at 12:08 AM by airwalkrr Comments 0
Posted in Campaigns
The other day I was browsing around EN World as I so often love to do and I noted an interesting bit on the news page. It seemed that OSRIC 2.0 had recently been released. For those not in the know, the OSRIC (Old School Reference & Index Compilation) is essentially a re-publishing of 1st edition AD&D mechanics (not considered under copyright) without the fluffy bits of artistic design (which are considered under copyright). Being the huge 1st edition fan that I am, this fan-supported project had interested me from the beginning. It promised to clean up and organize information better than the original AD&D manuals on which it is based as well as simplifying the rules in some places. On all levels, this sounded intriguing to me.

Up until recently, the OSRIC had only been a curiosity however. I had read it cover to cover, and while I admitted it was cleaner and tighter than 1st edition, it felt somehow lacking. Well, no longer do I feel that way. Perhaps it is the old school art. Maybe it is the improved editing. Either way, version 2.0 is a stellar achievement, especially for a fan-based project. And I felt compelled to run it. So it was with great excitement that I brought along a full print copy of the rules with me to last night's game along with a copy of the Temple of Elemental Evil (being mostly compatible with the OSRIC) to run for my group.

As I pulled out the huge binder and extra character sheets for OSRIC, there was so much trepidation in the air, I could have cut it with a knife. We were already knee deep into the Expedition to Castle Greyhawk and most of my players were fairly happy playing 8th-level characters. To go back to playing 1st-level with a system unfamiliar to some of them was not exactly welcome. However, I convinced them that this was merely an experiment that I wanted them to try out. I wanted them to do it for me if nothing else. Thankfully, they agreed.

So what were the results? Well for starters, we usually end our game around 1:00 am; last night I didn't pack up until 3:00 am so apparently we were enjoying ourselves. We managed to fit in seven combat encounters whereas under 3.5 we normally fit in two to four. We also managed to do some roleplaying and they learned a little bit about the history of Hommlet and the Temple of Elemental Evil, classic fixtures in the Greyhawk setting. By the end of the night the players had a fairly good grasp of the combat rules, which were much simpler than 3.5 (and didn't require a battlemap!). Most importantly, it seemed like everyone was having a very good time. No one ever asked me "Can we get back to the Castle Greyhawk campaign already?" which I consider a good sign.

So will I be running OSRIC for my group again? I hope so. I've told them next session we will be going back to Castle Greyhawk, but I'll be bringing along the Temple of Elemental Evil and OSRIC in case anyone wants to do a little old school dungeon exploration while waiting for the rest of the group to arrive.

Posted 4th December 2008 at 07:06 AM by airwalkrr Comments 0
Posted in D&d 3.5
This week we have a mish-mash of enchantment spells that need tweaking. I'm gonna give them the see-saw treatment, pumping a couple up (just a smidgen) and knocking the other down just a tad (you'll get that pun when you see it). Let's get straight to it.

Tasha's Hideous Laughter
Great spell. Awesome spell. Incredible spell. Too great, too awesome, and too incredible. Compare it to other enchantments of similar level and you see why. Not only does it incapacitate the target, it knocks them prone. That's a -4 penalty to AC and there is nothing the creature can do about it. And when the spell is up the creature has to endure attacks of opportunity to get up. On top of that, it can be used on a variety of creatures, while spells like charm person must target a humanoid. The spell is like lesser hold monster more than anything. Let's just get rid of that falling prone part and make it like an improved daze spell. Here is the new text.

This spell afflicts the subject with uncontrollable laughter. It erupts into gales of manic laughter, unable to take any action but laughing. The subject is not considered helpless. After the spell ends, it can act normally.

A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster's receives a +4 bonus on its saving throw, because humor doesn't "translate" well.


Sleep
Another great spell, it's coolness mitigated by the fact that it really just makes the bad guys waste a round waking their companions up. But it really outlives its usefulness pretty quickly. Then you are stuck with a dead page in your spellbook or a worthless spell slot in your repertoire. To extend the usefulness of sleep beyond 1st-3rd level, change the the first line of text to the following:

A sleep spell causes a magical slumber to come upon 4 Hit Dice of creatures plus 1 Hit Die per two caster levels (to a maximum of 9 Hit Dice at 10th-level).

Deep Slumber
Same problem as above, except change the text to the following since this is a higher-level spell:

This spell functions like sleep, except that it affects 5 HD of creatures plus 1 HD per caster level (to a maximum of 20 HD at 15th-level).

Well, there you have it. I think we've corralled enough spells for one entry. This next one's gonna take a different turn. I've already addressed a lot of the "little" changes to the game that I thought would make it better without affecting backwards compatibility. In two weeks, I will go a bit beyond that with Have a Little Class.

Posted 28th November 2008 at 04:42 PM by airwalkrr Comments 0
Posted in Campaigns
At this point, I should hope you have already figured out that this is a campaign blog about a published adventure. As such, it contains spoilers about the adventure. You have been warned.

When we last left our intrepid heroes, they had rescued Ricard Damaris, famed swordsman and proprietor of the Green Dragon Inn, a locale haunt in the City of Greyhawk for all manner of folk, especially the adventuring kind. Ricard had been ambushed while traveling with a trade caravan from Dyvers by orcs who were led by a fearsome half-orc who was "almost as good a swordsmen" as he. Ricard claimed he would have bested the half-orc had his wyvern-riding lieutenant not swooped in, stinging him with the tail of the wyvern. Wyvern poison coursing through his veins, he collapsed.

Our heroes had come upon this grim scene by Zagig's Bridge shortly after these unfortunate events had occured. A few orcs remained behind to pillage the homesteads built up around the bridge. The illustrious adventurers knew injustice when they saw it, and they strode forth hastily to aid the commoners being accosted by orcs. The half-orc lieutenant had remained behind to oversee the pillaging and began to cast defensive spells on himself and his wyvern. In the end, the heroes saved the day. The orcs were slain one by one and the lieutenant brought down by a fireball spell from the warmage Sephanie over the Selintan River. Though they never recovered his corspe, it seemed clear there was no way he could have survived the plummet. As the adventurers surveyed the wreckage, the elf known as Jan noted that it was unusual that these orcs appeared to be not from the nearby Pomarj, but of the Jebli tribe, which would mean they would have to have traveled from far to the north through a number of civilized lands, a proposition that made little sense at all.

Ricard was found amid some wreckage of a wagon belonging to the Able Carter Coaching Company, a trading firm based in Greyhawk. He was slowly dying from the wyvern wound, but the Rhenee priest of the Wanderer, Timogen, staunched the flow of blood and removed enough of the poison that he the wound would no longer be fatal. After rescuing Ricard and hearing his story, they spoke with another survivor, a priest of Boccob, the Archmage of the Gods, a man named Abner. Like Ricard, Abner had been traveling to Greyhawk, but for a different reason. Abner was a pilgrim coming to Greyhawk to celebrate a hero of the faith, Patriarch Riggby, renowned for his opposition to the evil demigod Iuz. Many years past, Riggby and others had attempted to destroy the Old One after releasing him from the archmage Zagig's god-trap. They were unsuccessful, however, and the Old One swore vengeance upon those who sought to obliterate him. That Riggby had escaped his revenge through a natural death from old age was seen as a cause for celebration, not only within the Boccobite faith, but also among those who followed the way of the Cudgel and St. Cuthbert.

The heroes escorted Ricard and Abner to the Free City where Ricard was generous enough to offer the party of adventurers a free place to stay for the next month in exchange for saving his life. It was at the Lord's Table (as Ricard called it) the next night that Ricard told the heroes the story of the ruins of Castle Greyhawk. Once the abode of mad archmage and former mayor of Greyhawk, Zagig, the castle sported three towers, one to house Zagig's army, another to house his apprentices, and a third for his own private arcane experiments. It was said that all kinds of wondrous things were to be found in all three towers, but a couple centuries ago, Zagig simply disappeared with no sign. The occassional edict still surfaced from the Tower of Zagig regarding the governance of Greyhawk, but eventually, the city moved on and elected a new Lord Mayor. Zagig was not heard from again. It was not long before the castle began to fall into disrepair and many began to wonder what had happened to the mad archmage and what sort of things might lie beneath the towers in the numerous dungeon levels that were rumored to exist. There was only one way to find out.

A few explorers began to delve below the ruins to seek their fortunes. Many never returned, but those who did often came back with unfathomable wealth and incredible magic. Such successes spurred a generation of expeditions, the most famous of which were done by the archmage Mordenkainen and the Citadel of Eight. The Citadel was an adventuring company Mordenkainen had organized, including such famous personas as Bigby the archmage, Robilar the fighter, and his orcish cohort Quij, and their exploits in the dungeons of Greyhawk were still talked of today with much enthusiasm in the Green Dragon, Ricard explained. Beneath the ruins they discovered portals to demiplanes, artifacts of immense magical power, and magic the likes of which does not exist anywhere else on Oerth.

Ricard spoke of perhaps their most famous adventure, in which they attempted to kill a demigod. Several members of the Citadel of the Eight are said to have breached the lowest levels beneath the Tower of Zagig and discovered a magical artifact crafted by the archmage Zagig known as the god-trap, a strange device Zagig used to imprison nine demigods that he might ascend to godhood himself. Within the god-trap they discovered Iuz the Old, and, seeking glory, released him that they might defeat him in battle permanently. However, they underestimated the demigod's power. Even having been trapped for so long and in a weakened state, he managed to escape their grasp. Soon, the Lord of Pain made to rebuild his evil empire in the north and the Citadel quickly regretted their decision. Still, the deed was done and there was no going back. The Citadel disbanded soon after, but many of the former members remained influential to this day, Ricard stated.

To make matters more interesting, Ricard noted that he had done a little poking around and learned that the orcs who attacked him and the caravan he had traveled with had been seen coming from north of Zagig's Bridge. The interesting part about that information was that the road north of Zagig's Bridge was a dead end that led only one place: the ruins of Castle Greyhawk.

Posted 14th November 2008 at 06:39 AM by airwalkrr Comments 0
Posted in D&d 3.5
I just got out of the hospital, so this will be a short installment. However, I will make it up to you by providing you an additional installment next week, free of charge!

Last time we broached the topic of spells, we discussed powering down a few spells. Next I'd like to turn to a couple spells that could use some powering up.

Entropic shield is my first example. This little-used spell is often neglected because it just doesn't do much. It is like blur, but only for ranged attacks. A 1 in 5 chance of missing a character against ranged attacks only isn't going to do them much good unless they are fighting arrow demons, and at that point, why not just cast blur? Let's bump this up to a 50% miss chance for ranged weapons and let it see a bit more action.

Gaseous form is often touted as the ultimate getaway spell. Maybe in a dungeon tightly packed with nothing but doors, but certainly not most places. Moving at a speed of 10 (and a fly speed no less, meaning no running) means even a heavily armed cleric can follow you wherever you go and beat down any door in his way before you get too far. Sure it has it's uses for surprising enemies and sneaking around, but those are often ancillary thoughts when it comes to this classic. Players want to vanish into a puff of smoke when they cast this spell. This is not to mention the indignant ease with which PCs can follow a vampire back to its coffin. I say give the gaseous form a fly speed equal to its base land speed and now things are a bit more interesting.

Well, that's all I have time for today. Next week, This Spells Trouble, Part IV.

Posted 2nd November 2008 at 12:44 AM by airwalkrr Comments 0
Posted in Campaigns
So it turns out Big Brent has some family issues that have to be taken care of. Illness in the family and he is needed. We will miss him for the time being, but that left us at an impasse next week. The fact that Jarrett so easily stepped aside told me that he wasn't that married to his Mystara campaign. However, Big Brent had opened a can of worms by allowing everyone to create super-ultra-mega characters (the idea of triple gestalt characters was bandied about for a while--no seriously, it was actually considered) at a much higher level than our group is usually used to playing.

Now let me explain a few things about our group before getting too far into this. David and Tenar (a married couple) have only recently started playing 3rd edition so they really don't know the rules too well. Tenar at least has played nothing but rogues so far so she is starting to get the hang of the rogue shtick. However, David likes trying something new all the time, and he doesn't seem to take much time outside the game to read up on the rules, meaning he spends all his time during the game looking things up. Travis and Donna (another married couple) have more experience with 3rd edition, but they aren't exactly good at optimizing their characters. Little Brent is just happy to be playing. Then there is Jarrett, who is quite knowledgeable of the rules and capable of building well-optimized characters. There is a huge disparity in skill level.

One of the biggest challenges a DM can face is making sure everyone in the group feels like they are contributing something. When you have a group like this, that challenge becomes even greater. For that reason, I strongly prefer beginning all new characters at 1st level. It gives new players a chance to learn their powers from the ground up while reducing the advantage veteran players have in character building. By the time they reach 5th-level, the novice players at least know how to play their character and the veterans have already learned much of what the novices now know.

But as I said, the cat was out of the bag and there was no getting that feisty feline back inside. Having seen the glory of "high-level" characters, the players in my group (not all of them, but enough to cause concern) were salivating at the thoughts of casting 3rd level spells more than once per day and having hit points nearing triple digits. To make matters worse, both Jarrett and Big Brent had been allowing us to use ability score arrays that were worth somewhere in the area of a 45-60 point buy.

I had asked Jarrett if he would mind if, instead of continuing Mystara, he let me take the DM chair again. He wasn't opposed. So at that we began discussing what it would take to make everyone happy. At this point I realized I was going to have to compromise. My preference would have been to have them start at 1st level with a new campaign (or pick up the Shackled City campaign again, which received lukewarm reception at best) but let them have slightly higher ability scores and some nifty equipment while using some house rules (like soft critical hits) to ease the difficulty. Our group has been vocal about the fact that they don't like games that are too challenging; they want to feel like heroes with awesome power who always win. I can accept that. Jarrett managed to convince me that in order to actually feel powerful however, the PCs would need to be killing more than bugbears and orcs. They want to slay dragons and powerful wizards and reap the rewards of great treasures.

So I decided to let the PCs pick the campaign. Since I don't have time to write a campaign myself right now, I grabbed several of my published adventures and allowed my players to pick one. I have some 10+ level adventures, but I left those at home, because as much as my players would probably like being that high level, they just aren't ready for it. I selected Eyes of the Lich Queen, The Red Hand of Doom, Expedition to Castle Ravenloft, Return to the Temple of Elemental Evil, and Expedition to Castle Greyhawk. I gave my players each a small description of what kinds of encounters each would entail as well as the relative difficulty of the campaigns (having read them all already). I put Castle Greyhawk in the middle difficulty-wise and told them it was a mix of urban adventuring and dungeon-crawling. It was a split decision between that and Eyes of the Lich Queen, but eventually Jarrett decided to vote instead of staying neutral and Greyhawk it was.

So they created characters. I let them have any masterwork equipment they wanted and choose magic items for them (otherwise we would have been there all night). I also restricted feat and spell selection to the core rules, although I allowed them to select base classes from other books if they desired. In addition, they will be able to research new spells later if they wish, and they can take advantage of retraining rules from the PH2 if they gain the ability to learn new feats (which I plan to allow them to do if they join certain affiliations).
Spoiler Alert!
Last week the PCs were on the River Road to Greyhawk, returning home from a trip around the Flanaess for the first time in three years. They had learned much in this time and gained greatly in wisdom and wealth. As they arrived at Zagig's Bridge, they saw a disturbance. Orcs! The beasts were attacking a small community built around the bridge and slaughtering the inhabitants mercilessly. Needless the say the nasty creatures paid dearly for their crimes, but why would orcs come so close to the Free City, especially those bearing marks of the northern tribes?
And so it is that the adventure has begun. Tonight we kick out the first session after the prelude and my PCs get to explore the Free City of Greyhawk, many of them for the first time. It shall be interesting to see what adventures they have in the weeks to come. And just to give you a heads up, future updates on my campaign will contain spoilers for the adventure, so you might want to turn a blind eye if you are playing in the campaign.
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