Tuesday, October 29, 2013

Failed Weather Mods and a First Look at the Midnight Fights Scenario

Last time I was considering adding bonuses or penalties to stat checks according to the severity of weather. The idea was to try out stat check mods on the party's barbarian. He had decided to climb the leg of a giant monster and attack it from underneath. Unfortunately, the encounter came to completion before the weather tables produced the freak storm I was counting on.

I did get some time to ruminate on using the mods. At a later date, I'll incorporate them and post the results.

Here's an update from tonight's PBEM session:

The sky clears and the moon illuminates the plains. The party; including Elvin, Jericho, and the Monk; decides to travel around the northern end of the fest grounds. Soon, they hear the voices of others traveling on the trail to the old barrows. With Kromang in the lead, the party folds into the long line of revelers heading for the subterranean arena. 

Along with the rest of the crowd, the PCs are drawn through a pair of expertly-crafted, faux tomb doors and down a wide set of stone, torch-lit stairs. The crowd passes through a four-way intersection before finally setting foot in the arena. 

From this perspective, looking down past the wooden stands and onto the oval-shaped arena floor, the party can make out some interesting items.

1. A bloody fight is already underway. A lightening quick rapier-wielder is carving unwanted tattoos on a shirtless gladiator. Blood flows freely down the gladiator's sinewy chest.  

2. A woman garbed in all white is seated high in the risers to the South (to the right of the PCs). Oscar, Elvin, and  Jericho recognize her as Laddal. She's seated with a half-dozen guards. Occasionally, runners make their way up the stands to trade small items with her. She's not aware of the party.

3. Down on the arena floor, just outside the dirt area where the gladiators engage, fight managers preen over their prize fighters. You notice two managers screaming at the current fight. The first, a tall half-elf, seems out of place in his exquisite finery. The second, an aging dwarf, regularly slams his peg-leg on the decking for great effect. 

4. The entire area is riddled with entrances/exits. Hallways at various depths circle outside the main arena room and spill out onto the risers. 

5. Tooth, seated on the north side of the stands, gives Kromang a huge wave and a warm smile.  

C. Aaron Aldridge 2013

Monday, October 28, 2013

Concerning Weather and Acrobatics

Currently, in our 2nd Edition campaign, the Barbarian class PC has decided to climb a two-story monster's leg. The plan, I assume, is to cripple and down the Plainspider from underneath. I'll make a monster manual entry for Plainspiders at a later date. We'll see how the barbarian fares over the next few rounds.

That leads to my exercise. At what speed do wind velocities affect or even negate attempts to leap from one point to another? At what density of rain/hail falling is a character likely to lose a precarious grip? At what elevation does a character receive a penalty for attempting a mundane activity?

Certainly these tables have been created before. If possible I'd like to simplify each instance to a penalty or bonus to a stat check. The barbarian/Plainspider scenario will be a great place to test the playability of wind/weather effect penalties. I'll post the outcome.

C. Aaron Aldridge 2013

Saturday, October 26, 2013

Insanity at the Spring Rendezvous

It's been awhile since I posted. The group has since completed the forest temple quest and moved on to some intrigue at an annual fair. Here's a recent update to the campaign. I'll try to be more active here in the future.



Oscar is the first to hear the low, rhythmic clanging of what he recognizes as gongs. Then he sees the people. Guards, revelers, shopkeeps, waitstaff, entertainers all running north (toward the rest of the group) at full speed. "The alarm! Plainspiders!" one guard yells. The entire mob is panicking. "Head north! Stay away from water sources!" another guard yells over the heightening crowd noise. 

Seconds later, the crowd surges over the rest of the group. Billy pulls you deeper into his booth. "Works of Antarkus!" he curses. "That fire and the unbearable heat must have set them on the move. We'll have to make our way out of the grounds. Stay away from open water or you'll get yourself trampled by the buggers." Billy moves NW through the crowd toward the gates.

At first Oscar thinks he sees trees leaping over the walls of the festival grounds. Then he thinks to look up. The trees, he realizes, are red, chitinous legs. Atop the uppermost leg segments Oscar sees a huge brown ball of fur. A sickening green proboscis unfurls from the front of the beast's body. That's when Oscar finally takes in the immensity of the creature. Standing over 2 stories high, it resembles a giant spider but with crab legs and a furry brown body. Oscar chills when he notices the beast has no discernible eyes or mouth. The proboscis probes the ground about 50 ft SW of Oscar. The Plainspider is travelling East. 

The rest of the group see the creature just after Oscar. There must be more than one. You can hear further crashing to the SW. 

C. Aaron Aldridge 2013

Tuesday, July 2, 2013

Since then....

It's been about two weeks since I finished up the Creation Story. You may have noticed I haven't posted since then. Here's what's been happening:

-The PCs in our PBEM campaign are nearing the Orc Camp in Yreach forest. We've had excellent participation by the core group, so far. I'm very happy with the results.
-I'm continuing to seek out and acquire miniatures, hand-mapping tools, and other items that will assist in a future table-top game.
-The internets just gave me GIMP!!! So far, I've filled a BG with a repeating tile. It looks daunting, but I'll persevere.

Here's an excerpt from the current campaign. Bic Lighter, the party's intrepid ranger, is scouting ahead before the party camps for the evening.


Bic makes his way NE on the stream bed. Soon the stream becomes jammed with detritus. Everything from busted arrows to feces float around in stagnant pools where the stream has been diverted to the side by the sheer mass of junk. The area smells terrible. Bic suspects it may be a hot stop for predators looking for a midnight snack. Wisely, he moves on.

Unable to move further upstream at this point, Bic finds a small, fresh trail that leads up an embankment on the north side of the stream. The climb becomes difficult at points, especially since the moon is just beginning to rise. 

At the summit of the steep embankment, the trees give way to a remarkable vista. 

First, bic notices the proximity of the Quankim mountains. The moon back-lights the highest peaks and Bic realizes the party has come far to the North of Liam's hut. In the highest foothills, nestled in a perfect little corner, the lights of the Orc Camp glow. From this distance, in the low light, Bic can't make out much but that the place definitely exists and it's a quarter to a half mile away. The moonlight reflects in the stream where it pours out of the SW corner of the huge wooden walls surrounding the camp.

Far to the SE, in the southernmost finger of the Quankims, another glowing light twinkles.

The wind is stronger here. It blows quite cold down out of the mountains. Bic can smell pine and fir and the sharp smoke of pitch burning. The loud arhythmic boom from earlier echoes strongly through the mountains. 

Bic returns to the camp unharmed and the night unfolds without any events of note. 

The sun brings warmth and the songs of birds living in and around the streambed. 



C. Aaron Aldridge 2013


















-Aaron

Monday, June 10, 2013

New Campaign, David A. Trampier, Vin Diesel

Yesterday, the new campaign began. The players that were able to attend had their PCs meet in Briar's Tavern. We role-played the necessary events in the tavern to get the PCs to move over to a publishing house and take on jobs as monster hunters. The players and I had previously decided this would be a neat way to get them tasking together.

Since we're doing this PBEM with the occasionally hangout event, I've decided to add visual prompts to the text descriptions I'll be giving. It seems to be working for now. I'll keep the readers updated on this. It feels experimental to me.

Hopefully we'll have a couple more players joining today. It's been my experience that PBEM slows down during the week. That'll be perfect for the other players to get caught up.


Here's a couple gamey  links:

Check out this cool Trampier article.

A neat interview where Vin Diesel talks about gaming.


Sunday, June 9, 2013

Chronology of Creation According to the Adherents of Ukko.


 0 Revolutions After Ignition (RAIs)


Aeternus and Despiria, the two Grand Heavens, and a handful of minor heavens exist in isolation. They are and will be. The Gods sleep.

Ukko, Supreme God of the Sky and Heavens, Light of the Known Realms, sleeps on Aeternus. Around him all is not. Ukko stirs. The weight of his leap to consciousness shatters the isolation of each of the heavens. They become entwined. Ukko stands. He is without alignment.

 Ukko reaches deep into his own throat and retrieves his heart from his chest. He halves the heart and returns the first half. Ukko does not smile. He does not weep. He simply is. Around the second half of his heart He begins to build the grand genesis machine of the heavens; for no reason but he must. Ukko becomes neutral good.

Antarkus wakes on Despiria. He is without alignment. Antarkus stands upright and gazes across the vast nothing to Aeternus. With despair, he  looks upon the skeleton of the genesis machine. The heart of the genesis machine beats strongly but no vessels exist to bring blood to its cold extremities. He is possessed by jealousy and rage. Antarkus has no heart even for himself.

Antarkus labors to destroy the genesis machine of the heavens  He fails to completely destroy it, but successfully acquires its heart. He becomes neutral Evil.

Ukko travels to Despiria to retrieve the heart of the genesis machine. Antarkus refuses and the two meet in battle. Ukko is wounded by Antarkus. Ukko is bound and branded with the Pain of Antarkus. Blood is spilled and the two gods become entwined. Antarkus becomes Chaotic Evil. Ukko becomes Lawful Good. For no reason but that each must be the anti-thesis of the other.

Ukko breaks free and ultimately overcomes Antarkus. Antarkus perishes. Antarkus is laid to rest on Despiria. Ukko weeps and walks Despiria for the Long Penitence. Ultimately, Ukko heals, but the Pain of Antarkus is permanently branded on him. See Parable A: Self-Flagellation and the Long Penitence.

Ukko completes and ignites the genesis machine of the heavens and rechristens it the Infinitum, Creator of Light and Matter -- Engine and Meter of Time. Ukko seats himself and watches as creation reaches out before him and all become.

1 RAIs

The light of Ukko begins its long tour through the heavens.

200  RAIs

The Light of Ukko reaches Despiria and Antarkus is resurrected. Seeing he cannot destroy the Infinitum, he vows to destroy everything else touched by the light of Ukko.

400 RAIs

The light of Ukko reaches the Minor Heavens. Each of the minor gods awakens and looks back to Infinitum. The heart of Infinitum beats loud and true. Creation expands and all continues to become.

1000 RAIs

The light of Ukko pools in places. The pools coalesce and The Stars are born with Ukko's favor.

1001 RAIs

The stars begin their long tour around Infinitum. Occasionally they turn to Ukko for guidance.

1523 RAIs 

The light of creation reaches the vicinity of the known worlds. Ukko dreams of a multitude to wander the vastness of creation. He binds the light of creation to his will and the known worlds become. On this world, home of your sect, Ukkan, Ukko again reaches deep into his throat and retrieves his Heart. He halves the Heart and returns the first half. The second half he gives to the trees, the seas, and the mountains. Ukko begins to walk this world.

1524 RAIs

Ukko ends the Long Survey and christens the world Ukko's Gate. Ukko returns to Aeternus.

1525 RAIs

The trees, the seas, and the mountains give birth to the good races of Ukko's Gate. The good races are bound to wander the vastness of creation. For no other reason than they must.


- Copied from the remaining transcripts of Friar Melwane's, now legendary, 5376 RAIs communication with the Aerial Maidservant of Ukko.

C. Aaron Aldridge 2013


20 FAQS about our current PBEM campaign.

What is the deal with my cleric's religion?

See post on pantheon and the as yet unfinished creation myth.

Where can we go to buy standard equipment?

Closest is Monty's Best Gear in the town of Invid.

Where can we go to get platemail custom fitted for this monster I just befriended?

You'll have to go into Nyminty City for that. Ask for Nylund at the Blacksmith's guild

Who is the mightiest wizard in the land? 

That would be Elanion. He lives in a tower to the east.

Who is the greatest warrior in the land?

That's king Jerrik. He lives in the palace in Nyminty city

Who is the richest person in the land?

That's probably Yilk Uniom. He maintains a private garrison in Uniom Keep to the South.

Where can we go to get some magical healing?

Talk to Dreth, Elanion's right hand man.

Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, alignment change, death, undeath?

The temple of Ukko, atop the highest of the Garwar peaks

Is there a magic guild my MU belongs to or that I can join in order to get more spells?

Sure, talk to Dreth.

Where can I find an alchemist, sage or other expert NPC?

The appropriate guild hall in Nyminty City.

Where can I hire mercenaries?

Uniom Keep.

Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?

Public places in the city and Jerrik's Palace.

Which way to the nearest tavern?

You've been to Briar's. There are a few more in the area.

What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?

An excellent question. You'll have to talk to NPCs for that information.

Are there any wars brewing I could go fight?

Not in Mirranor. 

How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?

Not in Mirranor.

Are there any secret societies with sinister agendas I could join and/or fight?

Another excellent question. NPCs are a great source of information.

What is there to eat around here?

Briar's serves a damn fine sauer potato salad!

Any legendary lost treasures I could be looking for?

Yes. Start by talking to NPCs.

Where is the nearest dragon or other monster with Type H treasure?

The meanest baddies are said to dwell in The Black Hole, far to the East. There are, however, a multitude of places to enter the Deep Dark around Mirranor.