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Showing posts with label long-winded. Show all posts
Showing posts with label long-winded. Show all posts

Saturday, March 6, 2010

Drunken one-off crawl pt. II: the revenge

So I promised either a session report or falling asleep in the comments section of last post; I delivered on the latter promise. Here's the former.

Our stalwart troupe of hastily-named adventuring-type folk entered the Catacombs of the Necromancer via the timber lift ensconced in the ever-so-aptly named Stinky Hole tavern. The lift brings one to "The Training Grounds" (AKA Level 0, AKA The Rat Warrens), an area where (according to the talk around town) a small, inexperienced group of adventurers may hone their craft without exposure to the more-terrifying terrors of the deep. (Basically, yeah, it's a rat-whomping newbie level straight out of CircleMUD - a little tribute to a huge time-waster of my youth.) One of the standard rumors concerning the Catacombs details the way to "Level 1" and the dungeon proper (first right, first left, first right) but Angus said to hell with that. (IIRC, the last Basic game anyone in our circle played was my boy Matt's, wherein they lost 30 PCs in a night, so maybe his caution is justified.)

The party (consisting of, I believe, a fighter, a dwarf, an elf, two clerics and a halfling) entered the narrow passages of The Warrens. (5' wide, here, which makes having a spear- or polearm-armed back rank fighter almost necessary, lest combat devolve into the dreaded Conga Line of Death.) They first happened on an octagonal-shaped room containing a low table and several exits. Upon entering the room, it was found to also contain a nasty recurring green slime infestation; the party was surprised, and the fighter was drip'd 'pon, but the deadly goo only struck his helmet and pauldron (flubbed the attack roll), and - quickly discarding these - the room was marked off "no entrar" with chalk and the party moved on.

(A note here about green slime, and its inclusion in the "slow-pitch" area of my dungeon. Often considered one of the deadliest low-level monsters in D&D, and unfortunately (due to hazy guidelines on how to use the stuff) a rarely-used one by many DMs. IMC, one must be surprised by the slime to be struck (assuming it's clinging to the ceiling and not filling some drinking goblet or slime-spraying death trap), and an attack roll is made to see if it hit the PC, their armor (or gear), or simply the floor. Slime striking the armor gives PCs a round or two to react, and they get a "this shit's sizzling away" cue to work off of. In other words, you have to be relatively unlucky to get "slimed" in my game unless someone's worked it into a trap. Still, it's a potential PC-melter, why include it in the "safe zone"? 'Cause new players need to get the message right of the bat that there's no "safe," just "safer," and sometimes the first PC death is the band-aid-ripping that signals to newbies that their survival depends on their wits as well as luck. Putting the slime encounter one room from the door gets this out of the way (and while any replacement PCs needed are a shout away).

From the now-shunned slime living room, and while avoiding the described route to Level 1, the only remaining way lead to a small, circular room containing an ancient stone well. Lying in wait here was a 5'-long gecko - the party sprang into action and monster-pinata'd the fuck out of this before it could take anybody's arm off. The gecko was skinned for a cloak (bright blue with orange spots is apparently in this year), and the well was investigated.

Now, this is another potential "gotcha" that could be considered unusual for a newbie level. Iron rungs lead to the bottom of the well, where there is a sandy bottom (sometimes containing a small treasure) with a fast-flowing stream running across it; the stream's channel is just tall enough for a dwarf to walk and fight, but cramped for a human. Upstream, the channel leads to other areas of the level via additional wells (introducing the idea of hidden ways and non-explicit level connections). Downstream, there is an iron grate (now broken), the floor slopes down, and the sandy bottom is replaced by algae-slimed bare rock. If you proceed downstream, you are given several warnings and chances to turn back - failing to do so results in a Dex check, and - failing that - shooting down a dark waterslide to a wholly unsavory (and un-newbie-friendly) cavern level ("The Grotto") wherein death awaits with big, nasty teeth. (The teeth are on giant shrews, if you're curious. Nasty - these are described in Basic as pretty much R.O.U.S.'s, and they're rough customers. Y'know, for a fucking shrew.) This, beyond providing an area for slightly leveled-up and trouble-seeking PCs to explore, teaches the lesson that, yes, I really will give you enough rope to hang yourself with, and that ignoring "flavor text" warnings is somewhat inadvisable. So far I'd yet to see someone actually make it down there (usually the description deters players), and this was no exception. Next time, dear ones, next time. (More on that later - someone eventually fell for it! LOL)

So the watery channel was forded upstream - past an open-ceilinged gallery to another well (this with iron rungs as well). The halfling poked his head up and spotted there skeletons as they in turn spotted (and nearly spitted) him. Quick combat later, the skellies were so much bone meal; onwards and upwards the party proceeded.

Well, that's all my phone browser will hold, so looks like there'll be a part III. Next time I discuss alternative mapping methods, random cave generation, and the dinner bell.

-DYA

Monday, November 30, 2009

Bardic Lore Pt. 1: You Spoony Bard!


So, in a very roundabout way I've finally had to address the question of bards in my campaign. To wit: Dealing with last week's Advanced Prostitutes & Procurers game led me to look at the Thieves' Guild structure in the City of Greyhawk, which prompted me to take into consideration the "other" illicit guilds described in The Canting Crew: The Assassins' Guild, the Beggars' Guild, and the Vagabonds' Guild. This last encompasses Jongleurs, Gypsies, Strolling Players, Mountebanks and Tinkers (with a great deal of overlap between them). In other words, itinerant entertainers - which inevitably leads us to bards.

Now, I've always had a soft spot for the class. As a player (probably because I get to actually "play" so infrequently), I love "in-between" classes and jack-of-all-trades characters. As a GM, having a bard of any stripe in the party inevitably leads to hilarious situations and juicy complications (not to mention a great information pipeline when I want it). That said, it's had a bit of an identity crisis through the years (and editions).

The original (OD&D) version appears as early as Strategic Review #6, and already we're told that it's basically an amalgamation of the Nordic skald, the Celtic bard, and the medieval minstrel. The class has lore abilities (specifically used here to ID magic items in the dungeon), a basic bent (if not a requirement) towards Neutrality (the bard in all TSR editions seems to have a Heart Full of Neutrality), access to tons of languages (1 per point of Intelligence), and the odd mish-mash of fighter, thief, and (upon attaining 2nd level) spellcasting ability (here from the MU list). Interestingly, elves, dwarves and hobbits may all pursue the class, albeit with limits to their advancement. The 0e bard has a d6 for hit dice and attacks as a fighter of equivalent level. Thieving ability is as per a thief of half their level, rounded down (thus presumably not accessible at 1st level), with the backstab specifically excluded. Here the bard may use any weapon, but is limited to chainmail or leather armor (chain, however, precludes his ability to climb walls and move silently). The article is silent on whether they're allowed to use a shield (I'd guess no). The 0e bard has a % chance per level to mesmerize opponents (once per day per level), and once this is done he may plant a suggestion as per the spell; he may also use his music to counter song-based effects (the harpy's song is mentioned). Perhaps most unusual is that the bard here attracts followers starting at 2nd level, and these followers increase in number and level as the bard advances in experience. The Gaelic college names (Fochlucan, Mac-Fuirmidh, etc.) are present already. (Note: I had assumed these to be "mock Gaelic" and pseudo-historical; not so, as it turns out - check this link for a metric ton of bardy goodness.)

AD&D and the Players Handbook brought us the 1e bard, AKA "the original prestige class" - prestigious indeed, due to the requirements in getting one through actual play! The class seems to be a retro-fit of the 0e version, adding in a highly unusual (and somewhat problematic to arbitrate) "training period" before you actually get to the bardyness. (That's a word, right? Bardyness? Should be, anyway.) What's more, the progression here (gaining at least five but less than eight levels of fighter, then gaining at least five but less than nine levels of thief before finally switching to bard) works completely different from the standard dual-class (or multi-class) systems (which has caused much wailing and gnashing of teeth over at the Dragonsfoot forums, I can assure you). The class as presented here has a reputation for a huge power bump once the bard levels are attained (as the xp progression given here is somewhere between the fighter and the cleric, yet for some reason the bard BTB gets a new HD every bard level, again flying in the face of the traditional dual-class system where you don't get new HD until your new class exceeds the old), as well as the near-mythical rarity of actual, played-from-first-level 1e bard PCs.

All that craziness aside, the actual class is pretty close to how it's presented for 0e. Races are limited to elven and half-elven. (This is parodied somewhat in the novel Azure Bonds, with the halfling "bard" Olive.) (Note how retardedly powerful the actual bard in this story is, too - he becomes a friggin' god by the end of the series! Clearly either Novak or Grubb had seen one in play at the table. LOL) Alignment is now required to be Neutral in at least one of its axises (this would also stay put until d20 rears its ugly and oh-so-permissive head). Hit dice are still a d6, but the 1e bard attacks as per his fighter level, which never increases once the class is abandoned (more on that later), while thieving ability is as per thief level. Weapons are now restricted (the druid list plus non-two-handed swords), and now only magical chain is permissible (presumably once you've worked through ten levels of fighter and thief, this is not too problematic). Spells are now from the druid list, and go up to 5th level; what's more, the 1e bard gains all druid abilities as a druid equal to their bard level. Additional languages are granted as the bard advances in level. The Legend Lore, Charm and Counter-song abilities of the older class are present, largely unchanged (albeit at a slower rate of advancement), and are supplemented by the now-ubiquitous ability to inspire his allies in battle (+1 to attack, +10% to morale, requires 2 rounds of singing and lasts a turn).

It took AD&D players all of three years to decide that the weird advancement was a little unwieldy, and the concept perhaps a bit muddled, and to do something about it. Dragon #56 (December '81) saw the publication of "Singing a new tune - A different bard, not quite so hard" by Jeffery Goelz. Goelz takes the bard as presented in both previous incarnations, and melds it into a single-class warrior-druid-illusionist (without the thieving associations or the attendant skills). This is informally known as the "Welsh bard," taken more or less from the Welsh Mabingion cycle. The Welsh bard may be human, elven or half-elven (with unlimited advancement); halflings and dwarves may only attain up to 5th level. Alignment is sort of weird - no evil, tending towards law and/or neutrality. Armor is leather only, but may be supplemented with a wooden shield (i.e., as per the druid), although the shield will interfere with Charming. Weapons are as per the druid with the addition of non-bastard-or-two-handed swords, handaxe, hammer, and horseman's mace, and excluding the spear. (Which seems pretty rough giving the poor armor situation and the back-rank position this implies - I'd be inclined to add it back in.) The Dragon bard attacks as a fighter, but does not gain multiple attacks per level or versus "insignificant opponents". They receive but one starting weapon proficiency, and attack with a -4 penalty to non-proficient weapons. They are also prohibited from using an off-hand weapon (such as a dagger or handaxe). (Again, seems a weird restriction.) Here the bard gains druid spells upon attaining 2nd level, and illusionist spells on reaching 4th. However, there is a list of spells from both traditions which are unusable by (these) bards. This bard does not gain extra languages per se, but rather adds a Read Languages ability to their Charm and Lore abilities; the Charm ability here is unrestricted by uses per day. The Inspire ability is as presented in the PHB, with the addition of a +2 bonus to saves vs. fear, and only requires one round of singing (or poetic oratory). The Counter-song ability, in addition to providing complete protection vs. harpies and the like, grants a +1 to saves vs. non-song sonic effects (such as that of a groaning spirit). Interestingly, the bard may also sooth road-weary travellers (I should note that this has never proven the case in my campaigns ;) ), granting a bonus to mounted or pedestrian movement overland. Lastly, the druid abilities are scaled back to just the shape-shift ability, and this at 11th (rather than 7th) level.

(Read in Flavor Flav voice:) Oooohhhh NINETEEN EIGHTY-NINE!!! 2e drops (yo), and the bard gets a single-class overhaul. This is the bard I grew up with, and the genesis of the modern concept of the class. We're firmly in minstrel/jongleur territory, here - the Celtic origin of the class is touched upon, but the actual class described is basically a fighter/thief/MU (errr, "mage") with good people skills. Races allowed are back to human/half-elf, alignments are back to neutral/something. Armor up to chain is allowed (with attendant adjustments to thieving skills), but no shield; weapons are unrestricted. Spells are now from the MU ("wizard") list again, and there is mention of the need for a spellbook. Hit dice are on a d6, with fighting ability as per a thief. Thieving abilities are restricted to Climb Walls, Detect Noise, Pick Pockets, and Read Languages; the 2e bard is better at Detect and Read than a thief, but suckier at Climb and Pick. The Charm ability of previous incarnations has been reduced to a chance to shift listener's reaction category by one place (with an equal and opposite reaction if the target makes a saving throw). The Inspire ability is present, here it can provide (either) a +1 to attacks, a +1 to (all!) saves, or a +2 to morale; it now requires three rounds of singing to work, and lasts 1 round per level of the bard. Countersong is limited to song-based effects, and requires the bard to make a save to get the effect. The Legend Lore ability is present (5% chance per level), albeit somewhat gimped and ambiguous (does not reveal pluses or powers, only alignment, cursed-osity, and history). Finally, 2e bards can attempt to use scrolls as a thief (just a little bit better).

Lastly, we have the bard as presented in WotC's 3rd Edition. Without going into it too much, the d20 bard is essentially akin to his 2e presentation, with much more emphasis on the "skill monkey" aspect of the class (since now there are skills), spells as per a 3e Sorceror (just a few spells known from the Wizard list, but you can cast'em a zillion times, no book), some weapon restrictions (basically simple weapons with "fencer-type" weapons added on top), limited to light armor (leather up to chain shirt) and (non-tower) shields (albeit with a chance of spell failure when casting in armor). The Lore ability is now Bardic Knowledge, works pretty much the same. Inspire, Counter-song and Charm (now Fascinate) are present, but the reason I include this class is the division of the Inspire ability into Inspire Courage (pluses to combat like we're used to), and "Inspire Competence", which allows you to sing a song and make somebody better at any random task, and is fucking hilarious. The character of Elan (from Order of the Stick) is pretty much based around this, and the "Bluff, Bluff, Bluff, Bluff the Stupid Ogre!" song is one of my top ten webcomic comedy moments; hence this class's inclusion.

So that's the rich tradition of the bard, as seen through the lens of a game about genocidal murder and doing B&Es. Next time we get to look at how I'm bringing some of these classes in line with each other for (simultaneous, parallel) inclusion in my AD&D game. There will be fucktons of charts.

- DYA

Thursday, September 24, 2009

About The New Campaign (Or "GM ADD Strikes Again") [CZ:UW+WG13/1e]

When I stopped posting a few months back, my main campaign was my B/X homebrew sandbox. Sketchily detailed fantasy city-state with attendant a-wizard-did-it megadungeon below, Wilderlands-style hexcrawl areas in the surrounding hills, forests and swamps (using the Known World map from the Expert Set, but ignoring the Mystara stuff). One of the nice things thing about this campaign is its portability - I can run it with just one binder, no bookshelf required. Since I was running a lot of games out of my house, that was huge. However, my gaming time sorta fizzled around May, and I wasn't running games for a while.

Right when I got some free time to game again, a few things happened at once. I got some of the guys from the band hooked right around the same time several players from my old group became available on weeknights, so I suddenly had a double-handful of players. The GM of the BFRPG / Castle Zagyg game I was playing in abruptly suspended the campaign, and I'd been sitting on a brand new (unread) Castle Zagyg:Upper Works boxed set since the winter con season. And I needed a good excuse to clean out the Nerd Loft (incidentally, where my big table and AD&D / HackMaster shelf reside). A recipe for GM ADD if there ever was one.

So now we're on the fourth or fifth session of AD&D First Edition, using CZ:UW and Joe Bloch's WG13 as Castle Greyhawk, placed 2-3 hours' walk to the east of the Free City of Greyhawk (ignoring Yggsburgh and all TSR-published versions of both the City and the Castle), with the '81 folio and '83 boxed set versions of the World of Greyhawk campaign settings for background. I'm keeping most of the background material from the pre-'85 modules (I've got most of the 1e-era stuff) but ignoring most of the other Greyhawk material and changing whatever strikes me at the moment. I'm using lots of anecdotal material from the Lake Geneva campaign (pulled from forum posts and interviews on the net) for inspiration, but I'm not worried about canon or any aspirations to "authenticity". From what I can tell, the key to running a Gygaxian campaign is not obsessively parroting details from the game he ran, but rolling with the punches and thinking on your feet to see what kind of game you can come up with.

The group itself is a blast: Three players from my first long-term campaign (all hardened AD&D vets), three complete D&D virgins (the guys from the band - all 3 have played plenty of PCRPGs, including Baldur's Gate, so they're picking up fast), and rotating assortment of other folks - I'm seeing anywhere between 6 and 9 folks turning out every week. (It occasionally strikes me that I'm a lucky bastard - all I ever read is tales of woe from guys trying to get 3 players at an OAD&D table on the same day, and I'm almost to the point of turning good players away.) Running a group this size is an interesting challenge, but using a caller (and loudly-rolled wandering monster dice) is keeping things pretty smooth.

In keeping with my understanding of the original campaign, I've thrown alignment restrictions to the winds, so of course the guys immediately seized on playing an eeeeeeeeeevil party. In practice, they're not going as apeshit as I expected them to - it may be that, over the years, I've impressed upon them the repercussions for out-of-control PCs who Get Caught. (Hahaha...) They're plotting the betrayal of good-aligned adventuring parties, terrorizing small farming hamlets, abusing hapless hirelings, and indulging in the occasional good-natured inter-party assassination bidding war, but nothing that would arouse the wrath of the gods (or the guard) so I'm letting them play it out. All parties involved are half-expecting the whole thing to go down in a bloody PC-on-PC TPK at some point, but so far they're actually more or less working together.

What's more, they're actually succeeding. [CASTLE ZAGYG SPOILERS TO FOLLOW] They've made the trip to the Castle grounds a few times now (over a couple weeks of game time), in which time they've made a cursory exploration of the lower and middle courtyards, successfuly penetrated the dungeons (huh-huh, "penetrate"), and made inroads to Level 1 (the Store Rooms). Nobody's died yet (to my utter consternation), although they've had several close calls. They've had skirmishes with various humanoids in the Ruins level, and driven off the gnoll minions of a rival evil cleric (who they then seriously murdered to death*). (The party currently contains 3 evil clerics, so clearly they were protecting their job security.) They've managed to secure a defensible (if somewhat nightmare-inducing) refuge from the predations of the undead. The party MU also managed a neat little coup - they scored a few magic items by smart (and lucky) play, gave them to the MU, and he netted enough XP to go from level 1 to the cusp of level 3 in the space of two games. This, and the plate mail they liberated from the cleric, should give them a decent toehold on survivability, and it's looking like this batch just may make it over that 1st level hump.

Here's the line-up as it stands now:

Grishnakh Skuthne - Half-Orc Fighter 1
Baldermir Von Bizmark - Human Fighter 1 (on the cusp of 2)
Vladimir - Human "Fighter" (Assasssin) 1
Gozher the Gaucherion - Mountain Dwarf Cleric (Abbathor) 1
Mordis Pitborn - Half-Orc Fighter/Cleric (Incabulous)
Rudger - Half-Orc Fighter/Cleric (Fuck if I can remember)
Vas Deferenez - Half-Elf Fighter/MU 1/1
Treg Kerelius - Human MU 2 (on the cusp of 3)
Alberoth (AKA Dingle) - High Elf Thief 1
Falatious Bowlhard - Grey Elf "Thief" (Assassin) 1

Currently they're on level 1, just having won the fight with the gnolls (I'll be giving them the results of the room-loot next session.)

More on last session later.

-DYA



* Man, speaking of players messing up a perfectly good plan. Gnolls, 4th-level cleric with hold person on tap. Rough situation for a 1st level group - unless the friggin' F/C PC on point wins initiative and drops a darkness spell on the enemy priest (who then obligingly fails his save like a good little xp-container)(grumble grumble). Tough to cast PC-party-fucking spells when you can't see them. *grump*