Variant Rule: Brace Action

Bracing is when a character readies whatever defenses available for an imminent attack. This could involve raising and ducking behind a shield, preparing to dodge a blow, or holding your weapon in a guard position.

Bracing is a standard action which gives the character who braces a +1 dodge bonus to their AC and Reflex save until the start of their next turn.

Use of this optional rule may give combat a more granular feel, and peels back a bit of the abstraction that is assumed in the combat rules around AC and Reflex saving throws. As such it may slow combat down slightly, while giving a new tactical option to characters and monsters.

If you end up giving this new rule a try in your game please let us know what you think.


Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Variant Rules by with no comments yet.

Magic Item – Delver’s Rope

Aura faint transmutation; CL 5th
Slot none – hand held; Price 8,000 gp; Weight 1 lb.

Description

This small coil of fine silk rope is light and wonderfully easy to handle. When users speak a magic word and uncoil it, however, they will discover that it it long enough for any use, no matter how much rope is needed. For example, the small coil can be lowered all the way down to the bottom of a 300 foot deep chasm, or used to tie a tightrope across a eighty foot gap between two rooftops, or bind a single prisoner, and the rope is exactly long enough to accomplish the task.

Construction and Cost

Craft Wondrous Item, rope trick; Cost 4,000 gp.


Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Magic Item by with no comments yet.

Finkald’s Freebooters

medium level fantasy encounter

While travelling on the road, the Player Characters (PCs) encounter “Finkald’s (‘Fin-kald) Freebooters”, a small army composed of rowdy dwarven mercenary veterans. They are fresh from a string of victories in the lands to the west, and are on a quest to find the fabulous lost dwarven stronghold of Kargoth. Finkald claims to have a map that shows the way to Kargoth, also known as “The Invisible Fortress”, but will show it to none, saying he has committed it to memory. His secret, which he will never admit, is that he recently learned that his victories in the east had led to his being singled out for assassination by the wild priest-hunters of the elven lands they had been raiding. He is therefore leading his warband as far away as he can get from those woods.

Upon meeting the party, Finkald will size them up, silently appraising their wealth, asking which way the roads lead, if they know anything of Kargoth, and who the players are and where they are headed. While Finkald talks the dwarves will fall out of order to begin drinking from a keg on a wagon and eating from a haunch of roast deer. Some will gather to hear the conversation.

Unless the players flee or offer to join Finkald on his journey to Kargoth he will ask them if they can help the army with any spare provisions they may have – “You see how hungry my Freebooters are – full bellies keep them happy!”. If the players seem wealthy and relatively weak, he might ask for gold or, particularly, any gems or jewelry they players are wearing. If the players refuse to give him what he asks for, he raises his voice and makes threats, “What’s to stop us from taking it, and everything else you have!?” Unless the players pay his price or run away, they try to take the players’ valuables by force.

ENCOUNTER – low to medium level

  • Fainkald – dwarven ranger 6
  • Seargents – 3 x dwarven fighter 4
  • Freebooters – 20 x dwarven fighter 1

Posted in Encounter, rules agnostic and tagged by with no comments yet.

Elder Scrolls Online Beta and Online Fantasy Games

I had the opportunity to play in Bethesda Softwork’s beta test of Elder Scrolls Online this weekend and, frequent crashes of the client aside, I liked the game quite a bit. The user interface was so good, in fact, that it started me thinking about all the other online fantasy games I play. So in this post I’ll start of with my impressions from Elder Scrolls Online and move on to compare and contrast with World of Warcraft, Dungeons & Dragons Online, and Minecraft.

Elder Scrolls Online follows confidently in the footsteps of Skyrim, Oblivion, and Morrowind. The familiar world of Tamirel is good looking and well rendered. The small island I ended up stuck on was large enough to get lost on several times, so the sense of being in a large world in the game is present. The quests and NPC reactions were well voice-acted and easy to navigate, thanks to the game’s very good quest, map, and inventory interfaces. So to end the introductions, here is Sagulot.

Most of these screenshots were in the game’s low graphics mode, by the way. It looked nicer in the high mode the client started in by default, but my computer, trustworthy as it is, isn’t exactly cutting-edge. I had also heard that the client liked to crash. So I tried the minimum graphics mode, which played smoothly, and then switched it up to low, which was also very smooth. When I switched to the medium video settings, the quality of the detail improved dramatically, but it also slowed down a bit. It was still playable – I could quest and fight successfully, but it wasn’t quite a fluid as it was on the low setting. I didn’t try any settings higher than that. I know the limits of my old frugally home built desktop. Here’s a shot of it with the medium settings.

The user interface, overall, was the most impressive part of the experience, showing the type of polish in a game that, in my opinion, sets Bethesda Softworks up there as rightly-honored veterans in the video game industry. For example – the spell and special-ability hotkeys are Q, 1, 2, 3, 4, and R on the keyboard, conveniently close to the WASD movement keys. The open-doors-and-loot-chests-and-talk-to-people button, the E key, is your “accept” or “equip” key when you’re in most dialouge windows. And the ALT key is “cancel” when you want to get out of any sub-screen. Overall it makes playing the game vastly easier and is the type of attention to detail that I really appreciate in a game. If you zoom out of the first-person point of view that is the default, it moves up over your character’s right shoulder and looks down at an angle, so that you can still see things that are right in front of you. All together it helps with the immersiveness of the game.
Little touches like the lockpicking mini-game and the various disguises you can use during quests make the cloak and dagger elements fun in a way great games like Mass Effect 2 have used.Here is Sagulot, disguised as a servant.

Also, the client crashed a lot. This is the only reason I took a half star off of my tentative rating. And some of the quests or items were buggy – there was a chest that I could not open until I restarted the client. I didn’t mind too much, except for having to re-enter my password every time. I know some of my friends got frustrated and went back to playing Final Fantasy Online or Faster Than Light, but my thinking is that I’m getting to play this game for free, before they have released it, as part of a stress test of their servers. They are croudsourcing an important part of their quality assurance process, and I think it’s a good deal for them and for us, so I can put up with having to restart the client over and over. And there were a couple of instances of something not loading right, but nothing that I wasn’t able to overcome with a restart of the client.

The stories I played through were good. I particularly enjoyed the escape-from-the-underworld tutorial sequence, which played fast and got you right into the game. The quest and conversation sequences were direct and nicely to-the-point, and every one that I navigated was appropriately voice acted. There were good dramatic moments throughout the quests, and even some funny asides. The world is the wonderfully gritty, brutal fantasy-medieval world those who have played previous games in the Elder Scrolls series have come to know.

In terms of the pvp-free multiplayer, outdoor areas and many areas in the game’s dungeons are common areas, where other online players are there with you. In the online beta this turned the dungeons into perpetual bloodbaths where the goblins spawned as fast as the marauding players could slay them. Return to town, repair your equipment, sell your spoils, and set off on a new quest. And the landscape is dotted with quests, making wandering off into the wilderness a rewarding experience, even on the small island where I played.

Smoothly interspersed here and there are areas where your player is alone with some non-player characters to present a dramatic scene. The game seemed to have a way of keeping the in-game quest scenes private to each player, which was nice and helped with the verisimilitude of the heroic fantasy. Nothing to make a quest you just completed seem mundane like seeing forty other players being celebrated with the same quip. So, overall, I enjoyed the story elements, which were well executed, and look forward to seeing what other adventures like ahead.

Character statistics, skills, powers and spells appeared to work much like in previous Elder Scrolls games. In general, the skills you use the most advance without intruding on the hack-and-slash “first person sword-and-sorcery” thrill ride (FPS&S – to coin a phrase?). You can pick special powers, called “feats” that let you pierce your foe’s armor, or increase your defenses, and it appears most classes get access to some magic spells. I was happy to see the inclusion of their soul magic system, and look forward to making some magic enchantments, which appear to be transferable between items. My orc character’s class was Dragonknight I believe, and within a day of playing I had a flaming chain spell that pulled enemies to me, a sword swing that stunned my foes, and an iron cuirass and shield. It was awesome.

Overall, I give Elder Scrolls Online a tentative 3 1/2 stars. If the client crash issues and the few quest hiccups are fixed, I expect to play this excellent-looking addition to the series with my friends quite a bit when it comes out. But for now, Elder Scrolls Online, I bid you a good night.

As for World of Warcraft,Dungeons & Dragons Online, and Minecraft, tonight the candle burns low, so I will return to the subject in an upcoming post.

thanks, and happy gaming,


Posted in Review by with no comments yet.

My Best OwlCon Yet

This year’s OwlCon was once again an excellent experience for my friends and I, and judging by the ever-rising attendance numbers, other attendees have had similar experiences. Read of for details and pictures.

The Claw / Claw / Bite crew carpooled from Austin to the beautiful Rice University campus for a long weekend of gaming and catching up with friends. I ran a great game of Divine Right with some first time players, helped Dan run our AD&D adventure Siege of Black Mountain, and played lots of other games, including the not-yet-released reprint of OGRE. To top it off, we not only figured out where to get good food on campus, but we discovered the on-campus bar, Valhalla.

I played a round of OGRE and had a blast. Fast-paced, easy to learn, and fun. I played the conventional forces trying to stop the OGRE from reaching my command post to no avail.

Daniel Smith and I had prepared a two-party AD&D / OSRIC adventure to run. Dan ran the dwarf party as they tried to protect their mountain home from the army of elves on their doorstep.

I had a blast playing the new Star Ward miniatures game. With Rob Wubbenhorst providing cover with his X-wings, I was able to drive my Y-wings straight down the trench and bullseye the Death Star’s exhaust port on my first shot. It was awesome.

For my final event I ran a very fun game of Divine Right with some first-time players, who had never played a map-and-chits game before.

For more pictures check out Unicorn Rampant’s Facebook page.


Posted in convention, Editorial by with no comments yet.

The Beastblade

This longsword’s wide blade extends from the lion-headed crosspiece like a steel tongue from the open jaws. It bears enchantments which give the wielder +1 to attack and damage, but is considered +2 and deals an additional 1d6 points of damage against mundane and magical beasts such as giant rats, dire wolves, chimeras, hydras, and gorgons.

Though sentient, the Beastblade communicates mainly in growls and roars. Those who wield it are immune to all fear effects, but the blade’s spirit will not accept retreat from combat – those attempting to disengage from melee or flee a fight must successfully beat the Beastbalde’s ego score of 17 (Charisma, Will, or Fear saving throw to resist) or it will force them to continue fighting. This has resulted in the death of many of the Beastblade’s wielders.

Those with bardic knowledge or who are deeply steeped in arcane lore may recall the tale of a Beastblade that bears a blessing and a curse – “those who wield it know no fear.”

As the wielder reaches higher levels, the Beastblade may gain additional powers. At 5th level it deals an additional 1d6 damage against magical and mundane beasts.  It’s roar becomes more forceful as it’s wielder grows stronger, and at 7th level gains the power to evoke thunderwave, shatter, and fear (per the spells) once per day each. At 9th level it gains the ability to cast shout once per day, and deals an additional 1d6 damage against mundane and magical beasts.


Posted in Equipment, Magic Item and tagged by with no comments yet.

Spell: Subvert Control

Years ago in the pirate kingdoms, the wizard Deganous crafted this spell to use against King Kik’dak of the ice kobolds and his mechanical dragons. Along with Donal of Rockwell the wizard led a force to the ice kobolds’ fortress in the Barrar Mountains. When those that survived the trap-laden gauntlet reached the throne room where Kik’dak waited, Deganous used this magic to turn the kobold’s mechanical dragons on him, whereupon he was torn limb from limb.

Subvert Control

School transmutation; Level sorcerer/wizard 7

CASTING

Casting Time 1 standard action
Components V, S, M (a piece of bone and a piece of raw meat)

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Targets up to 2 HD/level of constructs, no two of which can be more than 30 ft. apart
Duration 1 min./level
Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

This spell alters the magic which powers constructs, which enables you to control them for a short period of time. You command them by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible, the controlled constructs do not attack you. At the end of the spell, the subjects revert to their normal behavior.

Intelligent constructs will remember that you controlled them, and they may seek revenge after the spell’s effects end.


Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Spell and tagged , by with no comments yet.

Aberoth

Aberoth

Welcome the throwback world of Aberoth, a cute little (55K) Javascript client that plugs in to what appears to be a fairly fleshed out world on the backend.  It seems there are mobile clients and even one in Java (people still use Java?).

Hop online and enjoy some amusing times that will at least remind you of your old video game rpg playing days when you had more free time.  If by a 1:million chance you run into me, I’m on there as Omeros.


Posted in Review by with no comments yet.

Shadow Sentinels

Those few mariners who have braved the ice isles and their frozen towers will encounter White Eye’s guardians throughout. These pale-eyed living shadows stand as sentinels in the catacombs beneath the towers, and add their victims to the ranks of gray ghouls on the shores.

Shadow Sentinels – CR 8

XP 2,400
N medium undead
Init +0; Senses darkvision 60 ft.; Perception +6

DEFENSE

AC 17, touch 17, flat-footed 15 (+5 deflection, +1 Dex, +1 dodge)
hp 83 (8d8+47)
Fort +7, Ref +5, Will +8
Defensive Abilities incorporeal
Immune undead traits

OFFENSE

Speed fly 30 ft. (perfect)
Melee shadow claws +7 (1d6 and 1d6 strength damage)
Special Attacks draining gaze (DC 19)

STATISTICS

Str —, Dex 12, Con —, Int 10, Wis 11, Cha 20
Base Atk +5; CMB +5; CMD 22
Feats Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Toughness
Skills Fly +9, Knowledge (history) +10, Knowledge (nobility) +10, Perception +18, Sense Motive +10, Stealth +9; Racial Modifiers +8 Perception, +8 Stealth
Languages Common

SPECIAL ABILITIES

Strength Damage (Su)

A shadow’s touch deals 1d6 points of Strength damage to a living creature. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score.

Draining Gaze (Su)

Those meeting the deathly green eyes of the Shadow Sentinels (range 30ft.) must succeed on a DC 19 Fortitude Save or gain 1 negative level.

Create Spawn (Su)

A humanoid creature killed by a shadow sentinel’s Strength damage or gaze attack becomes a gray ghoul under the control of its killer in 1d4 rounds.


Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Creature and tagged by with no comments yet.

Free Download of Fourthcore Alphabet

In honor of Halloween, SVD Press has made their Fouthcore Alphabet available as a free PDF download from Lulu now through the dark holiday.

We have found this to be a valuable resource for generating new ideas for dungeons, denizens, and deathtraps! Each letter of the roman alphabet contains tables of 1d20 and 2d20 roll results with juicy elements to pick and choose in your deep or ad hoc dungeon design.

Go get your copy now before it’s too late.  You’ll kick yourself if you don’t.

And as always, make it fun!


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