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Monthly Archives: August 2011

Dun Da-Da Dun Da Daaaa: “Charge”

31 Wednesday Aug 2011

Posted by infravision in D&D Q&A, errata

≈ 4 Comments

Tags

AD&D, Combat, Cuthbert Campaign, Movement, Rules

Please note: these rules aren’t in play until the DM says so

The DMG had some really fascinating things to say about the mechanics of charging. The rules are presented in an odd oder, so here are all the listings for FURTHER ACTIONS in the COMBAT section:

Close To Striking Range: This merely indicates that the party concerned is moving at base speed to engage the opponent. This action is typically taken when the opponent is over 1″ distant but not a long distance away. Play goes to the next round after this, as melee is not possible, although other activity can, of course, take place such as that detailed above (half-movements and such).
Charge: This action brings the charging party into combat on the charge round, but there are a number of considerations when it is taken.

~~Movement Rate Outdoors:
Movement bonus for charging in normal outdoor
settings is 33%% of base speed for bipedal creatures, 50% forquadrupeds.

~~Movement Rate Indoors: The indoor/dungeon rate is greatly reduced due to the conditions. Therefore, all movement at the charge is double base speed, remembering that encumbered creatures are not allowed the charge. Note: The opponent must be within 10′ distance at the termination of the charge in order for any blows to be struck during that round.
~~Armor Class of Charging Creatures: There is no dexterity bonus allowed for charging creatures. Creatures with no dexterity bonus became 1 armor class lower, i.e. easier to hit. Thus on AC 3 creature becomes AC 4. There is no penalty to AC 10 creatures for charging, however.
~~Melee At End of Charge:
Initiative is NOT checked at the end of charge movement. The opponent with the longer weapon/reach attacks first. Charging creatures gain +2 on their “to hit” dice if they survive any noncharging or charging opponent attacks which occur first. Weapon length and first strike are detailed under Strike Blows . 
Only one charge move can be made each turn; thus an interval of 9 rounds must take place before a second charge movement can be made.–

The difference between the indoor outdoor movement may seem odd at first, but remember you are traveling in yards when outdoors. More importantly,  those of us with longer weapons (talking to you, you two-handed swordsmen, pole-arm users, bastard and long-sword wielders) – ((not talking to you, you Freudian armchair analysts)) – if an opponent is sporting a weapon shorter than yours, you can hit them first on a charge with an automatic +2 to hit. You lose your Dex bonus to your AC, or suffer a neg 1 for that round. But still pretty sweet!That being said – there are some times when charging is definitely a bad call.

Set Weapons Against Possible Opponent Charge: Setting weapons is simply a matter of bracing such piercing weapons as spears, spiked pole arms, forks, glaives, etc. so as to have the butt of the shaft braced against an unyielding surface. The effect of such a weapon upon a charging (or leaping, pouncing, falling, or otherwise onrushing) opponent is to cause such opponent to impale itself and take double normal damage if a hit is so scored.

So I am thinking that the important take-home message of these charging rules is to look before you leap, or rather, check before you charge. If your weapon is longer than you opponents, consider charging. If they have any pointy pole arms, do not charge! But you know what, you already knew that. Odds of your having a weapon longer than an opponents spiky pole arm in near moot, but still important to keep in mind. Now here is a fascinating little bit of info:

Weapon Speed Factor: (edited) When weapon speed factor is the determinant of which opponent strikes first in a melee round, there is a chance that one opponent will be entitled to multiple attacks. Compare the score of the lower-factored weapon with that of the higher. If the difference is at least twice the factor of the lower, or 5 or more factors in any case, the opponent with the lower factored weapon is entitled to 2 attacks before the opponent with the higher weapon factor is entitled to any attack whatsoever. If the difference is 10 or greater, the opponent with the lower-factored weapon is entitled to 2 attacks before the opponent is allowed to attack, and 1 further attack at the same time the opponent with the higher-speed-factored weapon finally is allowed to attack. Note that such speed factor considerations are not applicable when either closing or charging to melee, but after on initial round of combat, or in cases where closing/charging was not necessary, the speed factor considerations are applicable.

Yes. Yes! Reasons to be a dagger wielder! Reasons to have a short-sword. According to these rules – Ingbee, with his short-sword (Speed Factor 3), should get two attacks each round when fighting against an opponent wielding a flail (SFs 6 or 7), for example. Hell, if he is fighting some pole-arms, that is three attacks! Per round!  Ulla forbid Igbee’s ever mixing it up with two handed swordsmen, but that is awesome to know! Dagger users, with the Speed Factor of 2, they can get multi-attacks all over the place. Sweet beans!

Tactics, people!

Coming to Break You Off (Break It Off) – an Essay into the Tactics of Bailing

31 Wednesday Aug 2011

Posted by infravision in D&D Q&A, errata

≈ 4 Comments

Tags

AD&D, Combat, Cuthbert Campaign, Movement, Retreat, Rules

 

– While perusing the AD&D DMG, I came across a few rules/tactics of note I am thinking we should be aware of both as players of the game and in light of the current party. Found some great stuff on attacks of opportunity and running the fuck away (yeah, yeah, yeah, I’m playing a halfling thief). Well, it’s not exactly an “Attack of Opportunity” per se, but it certainly looks like an opportunity to attack! ~ DMG, p. 70, COMBAT (MELEE)

Breaking Off From Melee:
At such time as any creature decides, it can break off the engagement and flee the melee (break it off). To do so, however, allows the opponent a free attack or attack routine. This attack is calculated as if it were a rear attack upon a stunned opponent. When this attack is completed, the retiring/fleeing party may move away at full movement rate, and unless the opponent pursues and is able to move at a higher rate of speed, the melee is ended and the situation becomes one of encounter avoidance.

– Okay, first of all – that is bad ass! This goes for both monsters and players, though I suppose that in the case of fighting an intelligent creature with no discernible “back” then the bonus would be mitigated accordingly. The rules for stunned opponents and attacking from behind are as follows (even though we are all probably pretty familiar with this rule):

Rear Attacks: Opponents attacking from the rear gain a +2 to hit, negate any consideration for shield, and also negate any consideration for dexterity.
Stunned, Prone or Motionless Opponents: Treat all such opponents as if being attacked from the rear, but in this case the ”to hit” bonus is +4 rather than +2.
Magically Sleeping or Held Opponents:
If a general melee is in progress, 
and the attacker is subject to enemy actions, then these opponents areautomatically struck by any attack to which they would normally be subject, and the maximum damage possible according to the weapon type is inflicted each time such an opponent is so attacked. The number ofattacks or attack routines possible against such an opponent is twice the number normally allowed in a round. Otherwise, such opponents may be automatically slain, or bound as appropriate to materials at hand and size, at a rate of one per round. Note that this does not include normally sleeping opponents (see ASSASSINS’ TABLE FOR ASSASSINATIONS).

-Then I read something rather terrifying and intriguing. Melee in D&D is Fight or Flight!

Who Attacks Whom:
As with missile fire, it is generally not possible to select a specific opponent in a mass melee. If this is the case, simply use some random number generation to find out which attacks are upon which opponents, remembering that only a certain number of attacks can usually be made upon one opponent. If characters or similar intelligent creatures are able to single out an opponent or opponents, then the concerned figures will remain locked in melee until one side is dead or opts to attempt to break off the combat. If there are unengaged opponents, they will move to melee the unengaged enemy. If the now-unengaged figures desire to assist others of their party, they will have to proceed to the area in which their fellows are engaged, using the movement rates already expressed.

– Now first of all, this was just flat out strange being told what a character would do in melee. What if I don’t want to engage an unengaged enemy? What if I want to stab the engaged one? Reading this initially, it didn’t really hit me, but that is because I didn’t realize exactly what Breaking Off combat entailed. So my reading of this rule is that once a character has engaged with an opponent, they need to stay on that opponent until they are downed or until they break-off the attack (break it off). And so it follows that once an intelligent creature is engaged in melee with a character, that fight is to the death or until a character breaks it off (break it off). As terrifying as that is, note the extremely important detail that this only applies to single combat and that makes perfect sense. If two somethings are attacking another something, the out-numbered something should be able to strike at any of his attackers who are in range. Perhaps this is obvious, but I find this an important rule to be cognizant of- even if it sounds a little scary.

– But then check out this gem!:

Flank attacks: All flank attacks negate any defender armor class addition for shield. Attacks against a rear flank, where the opponent is virtually unable to view the attackers, negate dexterity armor class bonus.

-Holy fuck, yes!  Ok, so yeah – this tactic can certainly be used against a few shield toting members of our current party, but our Cuthbert Campaign has enough melee capable players that flanking and rear-flanking are viable options. Remember what a bitch that Moat-house Asshole was?   Shoulda been Flanksteak! This is only really an option when ganging up on a single target, but it should be in the party’s repertoire for appropriate situations.

That being said, what was that bit in Breaking Off From Melee about pursuing (break it off)?

PURSUIT AND EVASION OF PURSUIT:
abridged for wordiness
Pursuit And Evasion In Underground Settings:
When player characters with attendant hirelings and/or henchmen, if any, elect to retreat or flee from an encounter with a monster ar monsters, a possible pursuit situation arises. Whether or not pursuit will actually take place is dependent upon the following:
1. If the MONSTER MANUAL so states, then pursuit will certainly occur.
2. If the monster or monsters encountered are semi intelligent or under, hungry, angry, aggressive, and/or trained to do so.
3. If the monster or monsters encountered are of low intelligence but otherwise suit the qualifications of 2.. above, then pursuit will possibly occur

A. If the party outnumbers the potential pursuers, then pursuit is 20% likely.
B. If the party is about as numerous as the potential pursuers, then pursuit is40% likely.
C. If the party is outnumbered by the potential pursuers, then pursuit is 80% likely.
D. If condition C. exists, and furthermore, the potential pursuers conceive of themselves as greatly superior to the party, then pursuit is 100% certain.

Modifiers To Pursuit: There are several circumstances which will affect the pursuer. These are:
1. Barriers: Physical or magic barriers will slow or halt pursuit, i.e. locked portal, a broken bridge, a wall of fire, etc.
2. Distractions: Actual or magic distractions will be from 10% to 100% likely to cause pursuit to falter or cease altogether.
A. Food: Food, including rations and/or wine, will be from 10% to 100% likely to distract pursuers of low intelligence or below, providing the food/wine is what they find palatable.
B. Treasure: Treasure, including precious metals, gems, jewelry, rare stuffs such as ivory or spices, valuable items, and/or magic will be 10% to 100% likely to cause pursuers of low or greater intelligence to be distracted.
3. Multiple Choice: It will mast often come to pass that the pursued take a route which enables them to cause the pursuer(s) to have to make decisions as to which direction the pursued took in their flight.

-Now there are a bunch of finer points and percentiles and chances listed in the DMG for different conditional circumstances, but the gist is that if all else fails, dropping food and treasure is a hilarious and awesome way to give yourself a chance for escape. This may not be a paladin’s cup of tea – but what if he were say, saving a baby from some cultist bandits that will sacrifice the helpless infant the moment they get their grubby hands on it?  That’s some highly noble tactical withdrawal going on. (Actually, that isn’t such a great example as I am pretty certain that heavy armor restricts running speeds, so let’s say it was a band of peg-legged cultist bandits and the point stands.) Additionally, rules are provided for parties on the run, and modifying movement rates by the slowest party member. There are also detailed rules for evading pursuit outdoors which take into account terrain modifiers and lighting conditions.

So there we go. Breaking Off From Melee rules, Attacking in Single Combat, Flanking and Rear Flanking, and the nuances and options to consider when pursuing or evading pursuit. Tactical options, people!

Magic: TG Cube Draft, Aug. 30th

31 Wednesday Aug 2011

Posted by Bobby in Uncategorized

≈ 1 Comment

Tags

Cube, Draft, Magic

Magic Draft, Aug. 30 2011
Players: Bobby, Matt & Junior

Round 1 Winner: Bobby 2-1-0
Round 2 Winner: Bobby 2-0-0

Weapon Specialization

30 Tuesday Aug 2011

Posted by Bobby in Uncategorized

≈ 4 Comments

Tags

AD&D, Cuthbert Campaign, Equipment, Rules, Weapons

Weapon Specialization

Only members of the fighter class and the ranger sub-class can make use of weapon specialization. This discipline is manifested in the character’s choice of one weapon to practice and use, to the exclusion of others. If weapon specialization is to be practiced by the fighter or ranger, that decision must be made when the character is initially created. Weapon specialization counts as two weapon proficiency “slots”; that is, a fighter may choose a weapon of specialization in addition to two other weapons of proficiency to count for the character’s initial allotment of four proficient weapons, while a ranger may have one weapon of specialization and a single weapon of proficiency as well. Specializing in a bow other than a crossbow requires an additional proficiency “slot,” so that a fighter who specializes in the use of a bow may have only one other weapon of proficiency to start with, and a ranger specializing in the bow can have no other weapon of proficiency at the start of his or her adventuring career.

The benefits of weapon specialization are as follows.

Melee Weapons: The character is + 1 to hit and + 2 to damage with the special weapon, on top of all other strength and magic bonuses. The weapon must be a specific type, such as long sword or broad sword, as opposed to a general sword. In addition, the fighter gets additional attacks per round with the special weapon. The specifications for these additional attacks override the figures given on the Attacks Per Melee Round Table hereafter, and are summarized on the Weapon Specialization Table below.

Bows: Fighters and rangers using the long, short, or composite bow as a special weapon are entitled to a “point blank” range category. Point blank range is from 6’ to 30’. The character is + 2 “to hit” and on damage rolls against targets within this range, and furthermore any successful hit deals out double damage (a total of 6-16 points for a non-magical arrow) to the victim, plus bonuses for strength or magic if applicable. Additionally, a bow specialist who begins the round with arrow nocked, shaft drawn, and target in sight is entitled to loose that arrow prior to any initiative check. Short range for a bow specialist is from 30‘ up to the lower limit of medium range for that bow. The bowman is + l to hit and damage at short range. Bow specialists may also gain additional attacks at higher levels.

Crossbows: In the hands of a specialist, these weapons have a “point blank” range of 6’ to 60’ (this completely overtakes the short range of a light crossbow in the dungeon). The crossbow specialist is + 2 “to hit” and damage against targets in this range, and receives the double damage benefit as for a bow; thus, a light crossbow bolt fired by a specialist at point blank range will do 6-12 points of damage, exclusive of bonuses (if any) for strength and magic. At short range the crossbowman is + 1 to hit and damage. At medium range the crossbow specialist is + 1 to hit, but gains no bonus on damage by virtue of specialization. Crossbow specialists also increase in rate of fire with level, and the amount of this increase is dependent on whether a light or heavy crossbow is used. Crossbowmen also gain the “aimed shot” advantage of bowmen, so that if the crossbow is cocked and aimed and the target is in range, the crossbowman gets a free shot before initiative is rolled.

Other Missile Weapons: Users of other sorts of missile weapons gain a + 1 bonus “to hit” and a + 2 bonus on damage. Their number of attacks per round depends on the initial fire rate of the missile weapon.

Double Specialization: A fighter or ranger may either initially or at a later time decide to gain double specialization in his or her chosen weapon. Only melee weapons, excluding pole arms and the two-handed sword, may be used in double specialization. Double specialization is taken instead of a proficiency “slot” whenever the character qualifies for a new weapon, and can only be taken in the weapon type that the character is already specialized in. Double specialization gives the wielder + 3 to hit and + 3 to damage with that specific weapon.

Final Note: All “to hit” bonuses granted by weapon specialization are not magical in nature, and will not affect creatures that are only hit by magical weapons. If a ranger or fighter is wielding a magic weapon that is of the weapon type that he or she is specialized in, all magical bonuses apply in addition to the bonuses gained for specialization.

Unearthed Arcana, p.18

I’m willing to include these rules, with some small adjustments: Rangers can only specialize in missile weapons, and no double specialization. Anyone disagree?

Ogre Encounter

29 Monday Aug 2011

Posted by the great weird in Drawings

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Not depicted: The brutish party member who nearly one-shot the ogre.

Some of us were more frightened than others, I was excited enough to cast a spell at it, even.

D&D is a hard hat zone!

27 Saturday Aug 2011

Posted by Bobby in Uncategorized

≈ 10 Comments

Tags

AD&D, Armor, Cuthbert Campaign, Rules

It is assumed that an appropriate type of head armoring will be added to the suit of armor in order to allow uniform protection of the wearer. Wearing of a “great helm” adds the appropriate weight and restricts vision to the front 60″ only, but it gives the head AC 1. If a helmet is not worn, 1 blow in 6 will strike at the AC 10 head, unless the opponent is intelligent, in which case 1 blow in 2 will be aimed at the AC 10 head (d6, 1-3 = head blow).

From DMG

Just read this part for first time. Anyone who hasn’t bought a helmet, I suggest you do so. I love yelling “HEADSHOT!”

Dylan Fucked Up! Bow No’s Thieving!

26 Friday Aug 2011

Posted by infravision in erratta, Uncategorized

≈ 3 Comments

Eeek and Alas! I have caught an egregious error on my part. This being my first thief in any game format, and 1st Edition being rather odd in some places, I totally overlooked the fact that thieves can’t take bow proficiencies in our game. Only fighter types and assassins are allowed to put holes in people with arrows sans penalty.

As such, and somewhat fittingly since I brought the topic up in our mega-thread, Incandenza will now be a dart-chucker/plumbata lobber! I have already apologized to Alex and asked him not to change the bad-ass mini he made because it is just far too cool looking. Maybe after the next part wipe I can roll up a halfling assassin.  

Apologies to all for the sloppy oversight!

-dylan

House Rule: Missile Collection

25 Thursday Aug 2011

Posted by Bobby in Uncategorized

≈ 5 Comments

Tags

AD&D, Cuthbert Campaign, Equipment, Houserule, Weapons

House Rule goes into effect tonight!

After combat, you may try to collect your used missile ammunition. You must roll a die, or combination of dice, that most closely represents the number of missiles you fired (without being greater) and collect that many. The rest are lost broken or lodged too deeply in an opponent to be removed.

I.e. You threw six darts, you rolled a 4 on a D6. Two of your darts are gone.

You shot 27 arrows, you roll D20 and a D6, and collect 15 arrows.

Image

Night Fight

25 Thursday Aug 2011

not for the feint of heart

how best to strike the ire of the adventuring party - steal their goods at night and get caught while doing so

In which our party was partially burglarized by night bandits, who then paid for our night’s stay — with their lives. Also, don’t sleep at the Inn of the Four Seasons.

Posted by the great weird | Filed under Drawings

≈ 3 Comments

D&D Q&A~ Darts

23 Tuesday Aug 2011

Posted by infravision in D&D Q&A

≈ 18 Comments

Tags

D&D Q&A

Topic: Darts – Question: What the Fuck Is Up With Darts?

Introductory Aside: I am not at all suggesting new table rules to the Cuthbert Campaign, I am just raising some discussion-worthy questions about game mechanics.

The AD&D Players Handbook is actually pretty fair with Damage and Range as far as Darts are concerned when indoors:  Damage vs Small and Medium creatures: 1-3 and Large is 1-2

Short Range: 1.5 (15 feet); Medium Range: 2 (20 feet); Long Range 3′ (30 feet)

It is important to note that anything beyond Short Range for all weapons should instill  penalties to hit at neg 1 for Medium, and Long Range at neg 2.

However Outdoors, the Range becomes yards instead of feet – so now we are talking: 45 feet for Short; 60 feet for medium; and 90 feet for Long.

These become rather improbable distances for dart throwing – and it got me to thinking -wait, why are players always throwing darts in First Edition?

We imagine our wily Magic Users throwing darts when they employ them. (I suppose a Thief might use them as well, though it is a rare thief who uses a precious weapon prof on darts instead of throwing daggers or bows – Assassins get an additional weapon prof to the Thief subclass, so I could imagine that class utilizing them.)

They do have a rather attractive triple rate of fire per round, which does indeed make them a viable combat option (for mages in particular), but it got me to thinking: Why would anyone throw a dart in combat? We are used to the idea of thrown darts, but this is purely(?) from the game of darts, not the weaponization of darts. If anyone has illuminating information on the martial use of darts, hit me the fuck up, but the only effective uses of darts in a combat or hunting setting that I am aware of entails some sort of blowgun, or a similar means where the dart becomes a projectile. (Note: not talking about poison traps and the like – thought even then there is usually some sort of spring or propulsion mechanic)

Should (in a not by-the-letter D&D setting) dart usage beyond short range necessitate a blow gun? Don’t those outdoor distance figures imply a blowgun or some means of propulsion beyond a hand toss? Are outdoor dart-users supposed to be lobbing darts up to 30 yards?

I’m not interested in fudging ranges, rate of attack, or damage- I am simply questioning the concept. What do people think? Should Dart-Tossers be carrying around blowguns? In a non by-the-letter campaign would you just nerf the outdoor distances and leave it as is? Does anyone care about Darts at all? So many questions, and only YOU can supply the answers.

Next up in my D&D Q&A: Weapon Proficiencies- Why Magic Users Can’t Use Slings, and Why Druids Can Use Machetes (Scimitars) But Not Bows and Arrows. 

New basic armor available in Cuthbert Campaign

23 Tuesday Aug 2011

Posted by Bobby in Uncategorized

≈ 1 Comment

Tags

AD&D, Armor, Cuthbert Campaign, Equipment

Brigandine
AC Adj.: -4
Cost: 40G
Weight: 30
Characters wearing brigandine armor are likely to be viewed as ruffians or bandits

Hide
AC Adj.: -4
Cost: 35G
Weight: 35
Characters wearing hide armor are likely to be viewed as backwoods, or barbaric

Elven Chain
AC Adj.: -5
Cost: NA
Weight: 20
This armor is super light, but unavailable for purchase in almost every situation

Field Plate
AC Adj.: -8
Cost: 800G
Weight: 75

Full Plate
AC Adj.: -9
Cost: 2,000G
Weight: 100
This armor is worn almost exclusively by barons, dukes and nobles of similar or higher rank

New basic weapons available in the Cuthbert Campaign

23 Tuesday Aug 2011

Posted by Bobby in Uncategorized

≈ 5 Comments

Tags

AD&D, Cuthbert Campaign, Equipment, Weapons

Caestus
DamSM: D4
DamL: D3
Weight: 20
Speed: 2

Net
DamSM: –
DamL: –
Weight: 100
Speed: 10
ROF: 1
RangeS: 1
RangeM: 2
RangeL: 3

The gladiators’ net consists of a small (8′ to 12′ diameter) circular net with weights around the edge and a trailing rope used for control. Customarily, it is folded in such a manner that it will twirl open when thrown; the gladiator throws it with one hand, keeping a grip on the trailing rope with the other. If the gladiator makes his attack roll, he has a Pin maneuver on his target (see the rules for Pin maneuver from the Combat Rules chapter). All the notes on Pin apply here except one: the netted character may not make any sort of attack on the netter until he’s won a Strength ability check and thrown that net off. On the round after the gladiator has netted his opponent, he has a choice of what he wants to do. He can hold onto the trailing rope with his off-hand (in order to maintain the Pin), pull out another weapon with his free hand, and attack his prey with that weapon. Eventually, his prey will probably win a Strength ability check and shrug that net off; in the meantime, the gladiator may get several rounds of unreturned attack on him. Alternatively, he can try to improve his hold on the target. By continuing to loop the trailing rope around his victim, he can improve the capture until the victim has no chance of escape. To do this, he must make an ordinary roll to-hit against his victim’s AC each round. On each successful hit, the victim loses 4 points of effective Strength for purposes of breaking free of the net. If the victim wins a Strength ability check against his captor before his Strength drops to 0, he breaks free (and his Strength is normal for all other purposes). If he fails, and his Strength is brought down to 0, he is hopelessly enmeshed in the net and cannot get out until his captor lets him. When a gladiator throws a net and misses, it is open and unfolded. That doesn’t mean he can no longer fight with it . . . but it is not as accurate, because it’s not folded right. Each subsequent attack roll with the unfolded net is at a –3 to attack rolls. With a properly-folded net, an attacker can perform Disarm, Parry and Pin maneuvers. Once a net is unfolded, such attacks are at a –3 to attack rolls.

via Complete Fighter’s Handbook

Sling Staff
DamSM: –
DamL: –
Weight: 51
Speed: –
ROF: 1
RangeS: –
RangeM: –
RangeL: –

Attacks as per quarterstaff or sling.

Whip
DamSM: D2
DamL: 1
Weight: 20
Speed: 8

My GM Merit Badges for our AD&D1e campaign

22 Monday Aug 2011

Posted by Bobby in Uncategorized

≈ 4 Comments

These merit badges reflect only my current campaign, which strives to be as close to rules-as-written as possible.

Player Death LikelyNo dice fudgingDisturbing Content Warning!Rule 0 in EffectPlayer v. Player AllowedRUN!!!Tactical play requiredPremade mapsRules as WrittenBEER!!!!

Source: Planet Algol (which rules, by the way)
Source: Strange Magic

Heroes for Hirelings

22 Monday Aug 2011

Posted by infravision in Uncategorized

≈ 5 Comments

Tags

Heroes for Hirelings, Speculative Gaming

Heroes for Hirelings: A Speculative RPG

  • Are you tired of being the first thing a monster hits?
  • Have you grown weary of attracting the attention of gold-diggers and big-wigs?
  • Do you miss carrying torches?
  • Do you ever think that Player Character Classes are massively overpowered?

Well YOU might just be a hireling!

No longer will the world of Personal Adventuring Assistants be overlooked! In the gripping world of Heroes for Hirelings you can:

TRAVEL the world on someone else’s dime AND you’ll get paid for it!

BARTER and WHEEDLE your way into Sweet Deals with Merchants for Everyday Items!

BRUTALLY PIT various Adventuring Parties against each other!

CONCOCT and ENACT Inter-party Animosities and Alliances!

SECRETLY fund your own personal business ventures while staying out of the line of fire!

AMASS your Stash!

CARRY OUT Secret Missions!

Appraise and Pocket the SHIT out of things while the Party’s back is turned

Come join Heroes for Hirelings: a world of Espionage, Intrigue, and Cunning.

The Eveningstar

20 Saturday Aug 2011

Posted by Bobby in Uncategorized

≈ 6 Comments

the Combat Torch

the Combat Torch

The Eveningstar solves the dungeon spellunker’s greatest problem, keeping a light source and a weapon handy at the same time. This tools weighs and attacks as per mace, and provides light equal to a standard torch. The torch is fueled by replaceable oil flasks, and burn for an hour. The oil flasks are delicate, and will break if a maximum damage roll is made during an attack (6 on a D6). If the flask breaks, the target is dealt another D4 damage from burning oil spray and the light source is extinguished.

Weight: 50
Damage: D6
Cost: 50G
Speed: 6

Dungeon Jockey R&D: FMDJ Ver. 0.1

19 Friday Aug 2011

Posted by Bobby in Uncategorized

≈ 1 Comment

FileMasterDungeonJockey is the digital DM screen I am developing for our game. Here is an empty version of its current alpha stage.

Cool Things it Does

  • Good character sheets
  • Fills in most character information automatically
  • Stat Bonuses
  • Racial Bonuses
  • Class Bonuses
  • Calculates encumberance, and its resulting effects on other mechanics
  • Automatically calculates initiative for the table and enemies.
Cool Things it Doesn’t Do
  • No assassin class
  • Play a sound for each round
  • Look pretty
Download

Dungeon Jockey’s Log: Session 1 – the Brothers Hammer

19 Friday Aug 2011

Posted by Bobby in Journals

≈ 3 Comments

Tags

AD&D, Cuthbert Campaign, DM, journal

This is Cuthbert Campaign Session 1. Module T1.

Our story began with the brothers, themselves: Armand and MinMaximus the Gallant. They were collectively known within the Church of St. Cuthbert as “the Flower of Nobility.” Many hopes were pinned on the young prospects, and they were given the responsibility of protecting the new church in rural village of Hommlet. The brothers were to travel to Hommlet immediately, but they wouldn’t have to travel alone. The Church sent a brave, though humble and plump, young priest by the name Hugh Manzfield the Novice to accompany the brothers, intended to serve as a spiritual guide to the young knights. To reenforce the strong arm of Cuthbert, certain vulgar mercenaries were provided as well: Finger McThicker, a Bravo from Dyvers, and Adrianus Theodorus Willowbark III, a crafty elf known as the Prestidigitator. Further, a strange young stable hand, a foreigner by the name of Hochi Mang, insisted on joining the party, alluding to strange Oriental powers that he possessed.

The path to Hommlet was treacherous, and known to be populated by brigands of various sorts. The Church was specifically concerned with slave raiders and traders in the region north of the Pomarj. The concern was appropriate, as the party was ambushed by such a group on the road south to Hommlet. A net trap was sprung, capturing the whole of the party. The slavers grinned at their catch: these ones will fetch Arena prices. The excitement is short lived, however, as Hommlet militia-men were spotted by the slaver scouts. The party was made subject to a quick plundering of any conspicuous wealth, and abandoned by the retreating Slavers. The slavers lost one man in the scuffle; when the thug reached for the little stable boy, the boy punched his short sword through the brute’s abdomen. Militiamen escorted the group to the outskirts of Hommlet.

The priest and the brothers could not in good conscience leave a man’s body to rot in a forest, so they brought the corpse of the slaver with them, into Hommlet. The group, eager to rid themselves of this burden, proceeded immediately to the new Church of St. Cuthbert in the north of town. The local priests were reluctant to allow unconfirmed bandits in their consecrated graveyard, and suggested the body be taken to a small island on the pond to the East. Once there, they were instructed to perform a purifying Hammer Burial.*

Hammer burials are hard work, and the party was eager to relax at the nearest inn. They were delayed, however, by drunken boasts of a sot named Elmo. The noble party brushed aside this human louse, and continued to the Inn of the Welcome Wench. A quick questioning of the locals revealed that the ruins of the moathouse to the east were once again crawling with evil.** It was decided on the spot that cleansing this evil would their first action as protectors of the Church of St. Cuthbert, Hommlet. After a night of moderate food and drink, the party, excluding Hochi Mang, retired to the most expensive rooms in the Inn. The stable boy had negotiated a place to stay, the barn was his while he “Work half food!” in the fields of Elmo’s father.*** The party posted vigilant guards throughout the night, a shooed patrons of dubious morals away from their doors.

Bright and early, the party marched eastward, chests puffed and heads high. After a short surveillance of the moathouse, the team carefully, if not covertly, attempted to cross the rotting drawbridge. Their passage was interrupted by a group of very large bullfrogs. The frogs surprised the party (There aren’t any frogs THIS BIG in Verbobonc!), and were quickly able to swallow whole Armand and Finger. The frogs attempted to scatter with their prey, but the remaining members put the blade to them, and rescued their imperiled companions.

Unknown to the party, this battle has been observed, and their presence has been communicated to an unknown party…

End Cuthbert Campaign Session One. Module T1.

* Drunken DM Improv: A hammer burial is performed by bludgeoning a corpse into paste. It follows the sayings of St. Cuthbert: “Enlightment can penetrate even the helm of iron.” “Evil which cannot be removed must be eliminated.” “Foolishness can be beaten.”

** Drunken DM Improv: I gave that up way too easy. I felt cheap and used after that dreadful RP.

*** Drunken DM Improv: Why is the farmer Elmo’s dad? Because I panicked when I couldn’t think of anything interesting to say about the farmer. It doesn’t make any sense for him to be the father. Elmo lives on another farm… right next door…

Party Wipe Now: “Sane and Back Again” by Ingbee Gardenza~ pt. two

19 Friday Aug 2011

Posted by infravision in Uncategorized

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AD&D, Cuthbert Campaign, incandenza, journal, party wipe now

Sane and Back Again by Ingbee Gardenza

Gods Bless the Millow-Marsh- I dearly miss your laughing brooks, your merry folk, and where your biggest worry this time of year is fending off the dire-boar and making sure the villages have proper stores of ale for the Harvestfest.  Alas.

Folk here can be terrible and cruel- but I must confess my surprise at how quickly I have taken to some of these strange twigbreaking plodders I find myself with. The Cudgel Lovers are headstrong and brash, but I they are fervent in a scuffle, and even if my kill count has notably surpassed theirs, they may be over-zealous but they fight the good fight. I find myself preferring the company of the forest friend- he came to my aid when the oafenkinds retreated without warning- and I mean to keep the favor returned. But that being said, I even enjoy the inconstant one with the clearly tortured past. He swings a mean blade when he cares to- and is highly competent in the field. I have yet to make up my mind on the eldrich fellow. All who practice the arcane arts are inscrutable in their own way, but being an elf to boot does nothing but further obscure.But I will not be dissuaded that easily.

In our travels today we encountered a startlingly large representative of Viperidae Muy-Grande. She was inhabiting a dark room filled with bats. Highly irregular and yet strangely thrilling on a purely herpetological level. We removed the fangs and venom sacks for further study.

Although today there was blood and fighting, we fought with clearer hearts and minds; though we lost our retarded ranger to a highly acidic ceiling slime, (a truly gruesome sight that no-doubt will haunt my dreams) I was able to dispatch with the over-sized viper specimen with flair, and I personally neutralized at least four zombies to boot. I do so very much prefer the zombies, as morbid as that may sound. I just simply cannot abide the bandits. I can almost respect the otherness of the creatures of the dark. Cutthroats and highwaymen, however? They will kill you in your sleep. They tried their hands on me. Now they lay silent for a thousand thousand nights. Restless. Foul. and yet I am still here.

Living here among the Others, if you can really call this living and not just simply surviving – it has taught me much as to what our kind can do. We may not stand as tall, but I can kill a man as well as man can. My blade is just as sharp, my arrows just as true. And all people are the same height when they’re dead. Ignoble will fear me. Friends will love me. And life will be the better for the singing of my steel and the thrumming of my bowstring. I am in and I am here.

The world of “man” is fearsome, but our kind can make ourselves heard here. We have less to fear than we thought. Man is not the true evil – Evil is. My companions may be strange, but they are fierce. Who is to say? – with some luck and some foresight, we may just make a difference.

Tonight, we retreated back to town. Not all that heroic, though I must say the bed is hard to complain about. With a full meal in our bellies and healing on the way, gods be good- We may just turn up something about those missing paladins – or at least smack some Evil around. Another day, another dungeon. I hope to be writing here in these pages again right soon.

Until then,

 by the hand of ~ Ingbee “Incandenza” Gardenza ~

Party Down by the great weird

17 Wednesday Aug 2011

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Party Wipe Now: “Sane and Back Again” by Ingbee Gardenza~ pt. one

17 Wednesday Aug 2011

Posted by infravision in Journals

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AD&D, Cuthbert Campaign, incandenza, journal, party wipe now

Sane and Back Again by “Incandenza”

I Am In Here…

The sleepers all keep looking at me, and neither one of us can wake. Our eyes are in our throats I think I think. But you think I don’t know. Me. But you’re not sure.  They’d Kill You In Your Bed! Red Neck Treasure Pockets Pricked and Pried! 

. . *sigh*.  .

Well anyway, you CAN’T say they didn’t deserve it those nasty toadstools! Fucking Other Brigand Scum, right- fellows? A little jig with the jugular – and sure as a Tallfellow-tit- you best come to meet ’em straight on! It was either them or us, it was. And I’d rather it be us than them, when all’s said and said, you see.

Oh right, and while I’m at it I may as well wish to be back in the Millow-Marsh at the Shavepenny Mongoose-  my feet upon a stool pulled up in front of a warm crackling Winter Fir in the hearth! Or howabout a belly full of mung-wine, a canon of the Westbend’s absolute primo Old Toby – and after even there’d be lil’ Pinecone Amy and her rutabaga patch! I am in here. Stupid, stupid, Stout.. You are living with Others! With twigbreakin’ Plods! How did you ever expect anything other than the very bloodbath it was? take it. soak it in.

Oh gods-in-the-morning that’s right- a bath! I’d freaking kill for a bath -Ha! well. that is, if I haven’t already. One might say, you know, if they were at all inclined that way. So that’s all I’m just saying, really. I might be. Maybe the only one in here, even- but I am in here at least – Okay? It is sad here among the Oafenkind – not at all like back home.
Neither am I , really.

On this day and a half, I’ve killed six giants. Six.

We turned into our rooms having had too many cups and not enough winks, and I was as close to the Moth Mother’s milk as a man can get without a nipple in his kisser, when what do my weary eyes see but three, three, armed bandits coming into my room to rob me blind and carve themselves up a spitstick of  this here hin-self. And I panicked. -my attack was futile. Separated from my sword and in the dark, I hid, I fought, and hid again. If it wasn’t for the rather dour eldrich fellow, my hide was as close to being riddled as a ring, with me there hiding under the bed- cowering, bleeding- and then, well- I guess you could say it was like magic.

The three murderous giants at my cabin all, as improbable as it may sound, fell asleep simultaneously and fell to the floor- sleeping. Sleeping they lay- and then sleeping they bled. I was upon them as quick and as sure as I could. I’d seen no remorse in these eyes, men but not men. The cold eyes of bandits. Toadfucking Wartdicked Bandits! Life among the giants is truly cruel- I have seen it, I’m afraid. They tried to kill me in my sleep. I was in there. Barely armed and half their size. They sent three at me- godsdamnin’em bunnybangers! I am in here Sleeping!

We slept next back at the Welcome Wench, I rented a room for the lot of us and we were keeping watch. The Club Priest and Forest Friend can both apparently heal, which is incredibly useful, and quite a good thing too since I’d had the right stuffing stabbed and beaten out of me.

So then acquired a new partner when we brought on an extremely well outfitted drunkard named Chipple or Elmo, or some such thing. – I suggested we use a page from the ol’ Truffletom Tiggly’s Roundabout Route Rout and we  stutter-stepped our leavin’ town to throw off any more neerdowells. Can’t wait to tell that one round a round or twelve at the Old Furry Wubbly .

Next torchlicker I took was with a single shot from my full-bow (number four)- the arrow flew kestrel straight  into his left eyehole and he fell to the ground, as another monster charged me and missed me wide-left with his mace. The funny plodder Jerome yelled praises of me and to challenge the other Others.  It gets blurry after that.

Asshole with an impressive if slightly fascist looking baddass shield. Couldn’t hit him for anything! More stabbing than the bushes round a maypole but just could. not. hit  that shit.

More eldrich, more snoozing, more slept. more red bloom trick. (that’s five) no thought. no chance. no way, men.

I waved my steel at the well armored plod, for a bit but it continued to be of not much effect. The last of the sleeping ones woke shortly after. He rose armed and next he fell as I swiftly sent him back down to meet the earth. My sword flashed the red of him when I pulled it from his side.

Six.

Next the elf-fellow simply  rapsnaps and Zap! There goes Presto Shieldo! He crumpled to the ground as an eerie purple light flashed into his very self. Then we fell upon their bodies  gutting through like mad badgers in a honey-hole.

My hands are shaking as I write this. I found things. Things on them. Things in me. Things found too. I am here still. Right. In here.

Need to Sleep They Kill You In Your Sleep DEAD- (MAD BADGERS)

. .**sigh**. .

Sane and Back Again

 by the hand of ~ Ingbee “Incandenza” Gardenza ~ 

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