Wednesday, August 28, 2013
Sunday, June 23, 2013
(A new GM flattered me recently by asking my advice on how he might best start off running his own games. He said he had an idea for something that involved the PCs doing battle against demons and orcs and ghosts to save a town, but hadn't planned much beyond that. What follows is the response I sent, which got so long that I figured I might as well just turn it into my bi-annual blog post!)
One thing I always suggest is that new GMs take a look at existing adventure modules to get an idea of the industry standard for layout and pacing. Writing a story is great, but when it's time to start rolling dice you want your players to be really excited and engaged with the sort of challenges you put in front of them.
That isn't to say that the story you want to share isn't a big part of the game, but you never want your players to feel like the things their characters do matters less than the narrative their GM is trying to tell. Keeping the right pace helps with that.
Also, keep a certain amount of focus. Demons and ghosts and orcs are all awesome, but do they have a reason to work together apart from being bad guys? Though all of them are chaotic evil, they all make for very different kinds of encounters, and probably wouldn't get along well under most circumstances!
Demons are probably the most challenging of the bunch to play, because they get all sorts of dangerous abilities - not least of which is the ability to summon MORE demons! Add to that DR and SR, along with generally terrific stats, and you've got some of the meanest monsters in the game. Further, they can operate in a myriad of different ways. While some of them aren't much more than rampaging monsters, others are subtle manipulators that you might never know are even demons until it's too late.
They also come from a place called The Abyss (in most campaign settings, that is), which is an infinite place of chaos and evil that will spawn infinite numbers of demons. It's difficult to see large amounts of demons bothering to work with orcs or ghosts.
Ghosts are also tricky, given their "nature". They are often tied to a particular location, and are incredibly difficult to destroy due to their rejuvenation ability - and once the heroes manage to destroy one for real, it's often the end of an entire chunk of the campaign.
Building your own ghosts also requires understanding of how templates work, and having a solid grasp on CR.
Orcs are easier to work with, but their tactics can make them just as deadly as the other two. They advance as characters rather than gaining monstrous Hit Dice, which means that you can essentially put your PCs against other adventurers of various levels - even equal to or higher than what the PCs are, sometimes!
I'm not saying that you can only ever use one sort of monster, but it's a good idea to hammer out where exactly the bad guys are coming from and where they hope to go.
Instead of rampaging nasties all over, what if a single Glabrezu (http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon/glabrezu) was banished from the Abyss because he angered his demon lord? The fiend (be sure to give him a cool name!) is amassing an army of orcs, ogres, harpies, and hill giant cultists to try and turn the home of the PCs into his own little piece of the Abyss...maybe he'll even try to become more powerful than his old master! Don't show all your cards at once here - in fact, don't even reveal the demon at all until you begin dropping tiny hints after several sessions in.
Maybe the PCs find his name but don't know what it means. Maybe a note here or there, or the orc cultists who worship him as a god dressing up with wolf heads on their helms and giant crab shells for armor. Knowledge: Planes checks, everyone!
Just off the top of my head: I'm sure you have your own cool ideas!
Be sure to challenge the players, but be prepared to let them be awesome. If they solve a problem you didn't expect them to solve, or come up with a solution to something that wasn't quite what you had in mind, try to think of a way to roll with it! That isn't to say that you should be a softie and keep from killing any PCs, of course. The game is only tense when people know they might fail.
I hope that this was useful! Let me know how the game shapes up.
Best regards
Kevin Mickelson
Thursday, November 8, 2012
Personae Malevolent 14 - Turducken v2.0
(Original posted nearly 1 year ago here)
Turducken
CR 5
XP 1,600
N Small magical beast (5d12 lbs)
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +10
DEFENSE
AC 17, touch 15, flat-footed 13 (+4 Dex, +2 natural, +1 size)
hp 37 (5d10+12)
Fort +6; Ref +8; Will +6
OFFENSE
Speed 60 ft, Fly 40 ft, Swim 20 ft
Melee
Peck +5 (1d4+1)
2 Spur Claws +7 (1d6+2)
2 Running Claws +5 (1d4+1)
Special Attacks: Warble, Pounce
STATISTICS
Str 14, Dex 18, Con 18, Int 2, Wis 20, Cha 6
Base Atk +3; CMB +2; CMD 17 (21 vs. trip)
Feats Multiattack, Weapon Finesse
Skills Perception +10, Stealth +12, Survival +7
SPECIAL ABILITIES
Warble (Su)
Once every 1d4 rounds as a standard action, a turducken can
generate a mind-affecting effect by warbling "Gobuakuk!". Every
non-turducken in a 60 foot radius takes 2d6 points of nonlethal
damage and is fatigued as though they had not eaten for 3 days, and
are therefore starving (DC 16 Will save for half and no fatigue). The
save DC is Constitution-based.
Nonlethal damage from thirst or starvation cannot be recovered until
the character gets food or water, as needed—not even magic that
restores hit points heals this damage.
Leap (Ex)
When a creature with this special attack makes a charge, it can make a
full attack.
ECOLOGY
Environment - Forests and low hills
Organization - Solitary, mated pair, or grand feast (3-9)
Treasure none (Unspoiled carcass is worth 500 gp)
The turducken is a chimeric beast along the same lines as an owlbear
or hippogryph. They only appear near human settlements around
harvest time each year, and it is rare to find more than one at a time.
A majestic comb crowns its head like a jaunty pompadour, matching
nicely with its rather dapple waddle and aerodynamic beak. When
swimming, the four front legs fold in close to the body to allow the
webbed feet from the rear to paddle.
Elusive beasts, turduckens trust in their natural camouflage to keep
them out of sight when hungry humans are about. If it becomes
evident that escape will be impossible the turducken will launch itself
heedlessly into battle against its pursuers, upon whom it will unleash
the primal fury that has slumbered within the hearts of turkeys, ducks,
and chickens for generations.
POSTMORTEM SPECIAL ABILITIES
FEAST
These beasts are much prized by the finest chefs in the land. A cook
must prepare a turducken with a DC 20 Profession: Chef check to
unlock its hidden potential.
Everyone that eats at least 1/4 lb of turducken meat receives a +1
morale bonus to all saves for 2 hours, and doesn't need to eat again for 24 hours. If more than two portions are consumed in the span of one day, the imbiber must succeed at a DC 20 Fort save or fall unconscious for 1d4 hours.
DRUMSTICKS
Anyone who eats one of the turducken's legs receives the effects of a
Cure Light Wounds as cast by a 1st level Cleric.
LEFTOVERS
Turducken meat will never ever spoil.
Turducken
CR 5
XP 1,600
N Small magical beast (5d12 lbs)
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +10
DEFENSE
AC 17, touch 15, flat-footed 13 (+4 Dex, +2 natural, +1 size)
hp 37 (5d10+12)
Fort +6; Ref +8; Will +6
OFFENSE
Speed 60 ft, Fly 40 ft, Swim 20 ft
Melee
Peck +5 (1d4+1)
2 Spur Claws +7 (1d6+2)
2 Running Claws +5 (1d4+1)
Special Attacks: Warble, Pounce
STATISTICS
Str 14, Dex 18, Con 18, Int 2, Wis 20, Cha 6
Base Atk +3; CMB +2; CMD 17 (21 vs. trip)
Feats Multiattack, Weapon Finesse
Skills Perception +10, Stealth +12, Survival +7
SPECIAL ABILITIES
Warble (Su)
Once every 1d4 rounds as a standard action, a turducken can
generate a mind-affecting effect by warbling "Gobuakuk!". Every
non-turducken in a 60 foot radius takes 2d6 points of nonlethal
damage and is fatigued as though they had not eaten for 3 days, and
are therefore starving (DC 16 Will save for half and no fatigue). The
save DC is Constitution-based.
Nonlethal damage from thirst or starvation cannot be recovered until
the character gets food or water, as needed—not even magic that
restores hit points heals this damage.
Leap (Ex)
When a creature with this special attack makes a charge, it can make a
full attack.
ECOLOGY
Environment - Forests and low hills
Organization - Solitary, mated pair, or grand feast (3-9)
Treasure none (Unspoiled carcass is worth 500 gp)
The turducken is a chimeric beast along the same lines as an owlbear
or hippogryph. They only appear near human settlements around
harvest time each year, and it is rare to find more than one at a time.
A majestic comb crowns its head like a jaunty pompadour, matching
nicely with its rather dapple waddle and aerodynamic beak. When
swimming, the four front legs fold in close to the body to allow the
webbed feet from the rear to paddle.
Elusive beasts, turduckens trust in their natural camouflage to keep
them out of sight when hungry humans are about. If it becomes
evident that escape will be impossible the turducken will launch itself
heedlessly into battle against its pursuers, upon whom it will unleash
the primal fury that has slumbered within the hearts of turkeys, ducks,
and chickens for generations.
POSTMORTEM SPECIAL ABILITIES
FEAST
These beasts are much prized by the finest chefs in the land. A cook
must prepare a turducken with a DC 20 Profession: Chef check to
unlock its hidden potential.
Everyone that eats at least 1/4 lb of turducken meat receives a +1
morale bonus to all saves for 2 hours, and doesn't need to eat again for 24 hours. If more than two portions are consumed in the span of one day, the imbiber must succeed at a DC 20 Fort save or fall unconscious for 1d4 hours.
DRUMSTICKS
Anyone who eats one of the turducken's legs receives the effects of a
Cure Light Wounds as cast by a 1st level Cleric.
LEFTOVERS
Turducken meat will never ever spoil.
Wednesday, November 7, 2012
I have words.
I think the real reason our country has been so viciously divided this election is the inclusion of social media - mostly Facebook - into the equation.
There is a certain anonymity that comes with
posting online, (this is especially true for people who use message
boards) and even though our faces and names are attached to what we say over Facebook, we feel more empowered to type our ideas, opinions, and (most
dangerously) beliefs into a little magic box.
We do this
not with the express intent to upset or offend people who are ostensibly
our "friends" (or so we'd hope!), but to show how good and valid our
ideas, opinions, and beliefs are as they relate to the current trending topic.
This can be quite rude on its own when that topic is
divisive. It is possible for several groups of intelligent and well-informed people of good moral character to reach very different
conclusions about the most moral and intelligent way to
look at something. Touting your unsolicited opinion in mixed company when you know that there are probably people present who strongly disagree is
simply in bad taste, and certainly not something most of us would
normally do.
But it doesn't stop there. There is no faster way to escalate something than to
put it on the internet. There are always extremists and pundits willing
to put energy and money into cranking out hateful propaganda. Somebody makes a
funny picture poking at the other guy, who makes a picture he thinks is
funny to poke back, but actually sort of pisses guy A off, so he finds a
picture that is all about calling guy B stupid, or bigoted, or (gag.
hurk.) ignorant.
That word has been forever ruined for me. .
Now instead of just looking for ass-pats about how good their ideas, opinions, and beliefs are, they've moved on to saying that people who disagree must be unable or unwilling to think properly; and all the while they themselves are unable or unwilling to see the vulgar arrogance they've have fallen into.
I remember people
being private about their votes. Then if and when things didn't go their
way, they were able to shrug it off. They could go have a coke with the people
whose candidate had carried the day, because there was a
great chance that neither had ever gotten angry with the other in the first place.
Now I
see good people from both sides who belong to Facebook groups that encourage
and feed off of vile, racist, hateful rhetoric. Romney supporters have sour grapes, and Obama supporters are smug.
I expected as much, given how nasty things had gotten.
But I was not ready for "I can't believe how absolutely retarded people
who voted that piece of human trash back into office are!" or "Cry more
white man. Your tears are delicious and Romney is an evil corporate
predator,".
Unconscionable.
I ended up hiding so
many feeds from so many really cool people, and I plan to
get busy un-hiding soon. I hope we'll all consider, though, that there is absolutely no reason it ever needs to go this way again. We don't need to spread
the ready-made vitriol that small, angry people like to circulate. We should never insult the intelligence or integrity of our friends by condescending or pontificating to them.
To everyone who voted
for Mitt Romney, hey. It was a good try, and an extremely close race despite what the electoral college would have you believe. The sun rose today and it'll be
here tomorrow, and even the people that disagreed with you won't stand
for seeing actual harm come to you or your loved ones - so what's really so awful?
To everyone who voted for President Obama,
congratulations. He's got a hell of a challenge ahead of him, and since he's
your guy you'll probably feel a sense of responsibility for decisions
he makes over the next four years. Be sure to help him by bridging some of the gaps that formed during all the electoral fervor.
To everyone who voted for Gary Johnson, congratulations. The fact that
people know his name in this two-party system of ours is exciting, and a
victory in itself. We might be ready for a third, fourth, and fifth
perspective before too many more elections!
To absolutely
everyone - If I said or did anything upsetting during the past
few months (as it pertains to politics, at least), I am sincerely sorry. I try not to show my hand too
often, and intend to show it even less next time around. I hope you'll
consider joining me when that time comes. =)
God bless.
Sunday, October 14, 2012
Personae Malevolent 13 - Curcubiter
Prepare for a very Frightful Time!
Curcubiter (Chaotic Evil)
Looking for all the world like regular plump orange pumpkins (at least until they open their eyes and mouths), cucubiters have ambitions of world conquest swirling about in their loamy brains. Though initially created when regular pumpkins were pollinated by fiendish bees, they are able to breed true. Woe betide any who should behold a patch of these villainous vegetables rolling downhill in their direction!
Initiative +3; Speed 20 ft. (4 sq.); CR 1; HP 9
Senses Darkvision (60 feet), Low-Light Vision; Perception +1
DEFENSE
AC15, touch 14, flat-footed 12 (+3 Dex, size, +2 natural)
Fort +3, Ref +3, Will +1
Immune paralysis, sleep, poison, polymorph, stunning
OFFENSE
Melee Bite +5 (1d4+1/20/x2) and
Vines x2 +5 x2 (1d3+1/20/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks Rolling Charge (As a full round action, draw all vines into body and charge in a straight line up to 80 feet to make a slam attack. +7 to hit, 1d8+2. Any target struck by a rolling charge is subject to a trip attempt.
STATISTICS
Str 12, Dex 17, Con 12, Int 10, Wis 13, Cha 14
Base Atk +2; CMB +3; CMD 16 (immune to trip)
Skills Perception +1, Sense Motive +1, Stealth +7
Feats Weapon Finesse
SPECIAL ABILITIES
Hypnotic Gaze (1/1d10 rounds) (Ex) Hypnotize a single target using gaze attack. The target takes no hostile actions, and moves toward the curcubiter at their regular move speed to attempt to place the curcubiter on their head as a full round action. DC 13 Will negates. A new save may be attempted at the beginning of each of the target's turns.
Domination Once a curcubiter is on someone's head, the target falls under their complete control. Use the original creature's physical stats with the curcubiter's ability bonuses added as enhancement, while using the curcubiter's mental statistics. The curcubiter is still able to use its bite attack, though it loses the use of its vines, rolling charge, and gaze attacks.
Darkvision (60 feet)
Plant Traits
Light Blindness (Ex) Dazed for 1 round if exposed suddenly to bright light.
Low-Light Vision
ECOLOGY
Environment - Gardens, forests, low hills.
Organization - Solitary, pie (2-4), or patch (5-50).
Treasure none, or whatever a possessed creature carries.
Thursday, September 20, 2012
What a difference a few months can make!
When I first started to network on facebook, it was with some vague idea that I could put to use all the time I spent DMing under difficult circumstances, and offer advice (and free random encounter content) to other DMs that I wish I'd have had access to. Remember when we'd have regular Personae Malevolent updates?
Yeah, me either.
It was mostly a lot of fun, though of course whenever you get involved with any large group over the internet while letting your opinions hang out, there will inevitably be some amount of hilarious drama. My favorite was when a lady accused me of claiming to have written the Tomb of Horrors (???), though there will always be a special place in my heart for those who decided that not liking their favorite version of D&D meant that I was simply not worth talking to, and the dude that insisted that I wanted to engage in sexual congress with a horse because I think the new My Little Pony cartoon is pretty rad.
However, things got very real very fast at the tail end of this year's May. I'd just finished another semester of spinning my wheels in college and was starting to get excited about being a freelance writer with TPK Games (thanks in no small part to a recommendation from my pal Richard A. Hunt) when Ben Dobyns let me know that the Mask of Death was going to happen, and its Kickstarter campaign (which would go on to be funded in 6 hours) would be a prelude to the Hands of Fate. Could I have it all wrapped up in two weeks?
The Mask of Death was a project that I had been fiddling with for a long, long time. Back in late 2010, Zombie Orpheus Entertainment was promoting a re-release of The Gamers 2: Dorkness Rising. As this is one of our all-time favorite movies, Amanda and I were happy to kick in a few bucks to see the Dungeon Remastered Edition (no price was too great to get rid of Lodge's infamous "No you don'T. ..Tuh."). During this promotion, I asked their facebook wall if there would be a re-release of the mythical Goodman Games version of The Mask of Death, of which there are only about 200 copies that were sold at GenCon 2005 (3 years before the movie even came out)! I received the response that, sadly, they had asked "as many times as would be polite", and Goodman would absolutely positively not be doing a reprint.
That night I got into bed and stared at the ceiling for about half an hour before hopping back online and asking if they'd just like somebody to write a new one for them. When I woke up the next morning, it turned out that the answer was "yes", and Ben Dobyns had dropped me a line asking to see my chops. He liked the stuff he saw (largely from this blog!), and the gig was mine.
Fast forward back to June of this year. Ben introduced me to Brian Clements, who would be my editor. It was this poor man's duty to tell me things I didn't want to hear about a book I'd been writing on and off (and had once had to entirely rewrite due to accidental deletion) for a little bit over a year. We'd grapple with the huge stack of virtual paper I'd accumulated, and try to bang it into a somewhat manageable 48 pages.
Somewhere in the middle of all this, it was decided that Amanda and I would be making the pilgrimage to Washington to attend Paizocon, and also get together at Dtwenty Games with a celebrity group of ZOE gamers to do a final playtest on the module's rough.
She painted all of the miniatures herself, because she is awesome.
From The Gamers franchise, we'd be meeting with Scott Brown, Nathan Rice, Brian Lewis, Andy Dopieralskim and Ben Dobyns. Also attending would be Joanna Gaskell and Edwin Perez from Standard Action.
This was our first gaming convention ever (and my first convention period!), so there was a lot of excitement and nervousness leading up to it. When we finally got to the Redmond Marriott, we were amazed by the friendly and open atmosphere. Within our first few minutes of hanging out in the lobby, we found a group of guys who helped us get set up for society play out of the goodness and enthusiasm of their hearts. We made several new friends, gamed alongside a few published authors, and shot the breeze with the Reynolds', who were both absolutely great.
Yes, that Reynolds.
We got the chance to hang out with Joanna Gaskell, Edwin Perez, Rob Hunt and Carla Miller; stars, director and set designer of the very awesome webseries Standard Action. We met them in line bright and early in the morning to try to get into Society play, and then met again that night for a preview playtest of The Mask of Death that went about three hours longer than expected. Edwin (who claims to have never played a bard before despite the role he plays in SA) turned Flynn the Fine into an absolute killing machine, much to the awe of everyone at the table. We did so much laughing and got on so well that it was like gaming with my home group - so much so, that when I woke up the next day I was so hoarse that I was afraid I wouldn't be able to GM the official playtest
Luckily this was Washington, so we hit three Starbucks for tea with honey during our four-block sojourn to the drugstore for cough drops.
The day of the playtest, Scott Brown picked us up in the hotel lobby. He was chatting it up with Sean K. Reynolds when we came down, and...yep, this was about the point where I had checked right the hell out of reality as I had come to understand it.
Next thing I know, we were having lunch with Scott Brown at Claim Jumpers. Not "a" Scott Brown, but THE Scott Brown. With a "C" in there. We hit it off really well and actually stayed longer than we meant to at the restaurant, so we arrived late to the play test, where we were introduced to Andy, Ben, Brian, and Nathan.
The game went amazingly well, and in no time flat we were getting along like we'd been gaming for years.
The conclusion of the evening's adventure was a thrilling showdown between our heroes and Mort Kemnon's bodyguards, who were overcome when Flynn the Fine (played by Scott) thought outside the box and saved the day! We hung out with Scott and Brian for a little while after the game, and then hitched another ride with Mr. Brown back to the hotel. By the time we were headed back to Duluth, we'd already planted the seed for another ZOE project, and spent a good portion of the trip home discussing how we'd get ourselves to our next Mask of Death related obligation.
That's another story, though...
Saturday, September 8, 2012
You ever stumble across somebody at a con that you just can't quite figure?
At Gen Con we played PFS with a very nice group. This one fellah in particular was running a samurai, and he and I (with my cavalier) got along really well. In game he was helpful and willing to take more than his share of the risks, and out of game he was gregarious and enthusiastic. When I lost one of my con-exclusive Pathfinder buttons, he helped me look and seemed really concerned.
But then we got into a situation (I don't want to ruin the scenario) that we ended up fighting against some warrior women that were duped into serving the bad guy. He (while in character) started calling them "bitch!" (always with the emphasis on the "bi" part; the word had its own little rhythm) every time he'd address them when trying to persuade them that they were in service to evil.
*Bad guy turns into a big drooling monster. Duped shieldmaidens stare in horror.*
"Now do you believe us, BITCH?!"
Well yeah dude, I sort of think she might.
Most of the time I can just distance myself from a generally unpleasant gamer, but this guy was extremely chill apart from this one somewhat tourettsesque foible.
Nobody really seemed uncomfortable (I'll admit I immediately looked at Amanda to see if I'd need to don my shiny white armor), so I just let it slide. But it certainly colored my impression.
It's important to always be aware of the fact that you can't know what strangers are used to or comfortable with, even if you share interests. Religion, potty-talk, and politics (in descending order of cleanliness) aren't appropriate for mixed company; keep this in mind, and everyone will feel welcome and comfortable!
Thursday, March 15, 2012
Baldur's Gate gets "enhanced"!
Baldur's Gate 2 is
When Dungeons and Dragons put that sexy timer up on their page I just had to know. Was it gonna be Baldur's Gate 3? (Huh? How would THAT make sense after how 2 ended?) Was it going to be a "reimagining" that turned the game play into an FPS, Minsc into a depressive alcoholic and Aerie into an obsessive nymphomaniac? WOULD BODHI SPARKLE?!!?
My distaste for the recent handling of the Forgotten Realms has been well-documented, and so the clock did its job in giving me ample time to panic.
After a mob of old farts (myself probably the oldest and fartiest amongst them) almost crashed the server at Baldursgate.com, we found out that it was not going to be a new game, or even a rehash of the old one. Rather, it would be the original game, enhanced for a whole new group of adventurers!
Wait..."enhanced"? What the heck does that mean?
I asked that question and several more to Cameron Tofer, an old Bioware vet and COO of Beamdog (of which overhaulgames.com is a division), and he was kind enough to get back to me!
GMK - Can you explain what exactly you mean by "enhanced"?
Cam -We mostly are referring to the new content, but we are fixing lots of bugs in all areas. Enhanced will be the best version of Baldur's Gate.
GMK - Why Baldur's Gate? Why now?
Cam -We've been wanting to continue Baldur's Gate for a long time. We've finally got the agreements and resources in place to do it.
GMK - Are you going to be keeping the same turn-based style of combat?
Cam -Ya, we're not touching what's awesome.
GMK - Will my four year old off-the-rack Acer be able to handle the game?
Cam -You bet, in fact Enhanced will probably run better than the original.
GMK -What about voice acting? The same audio clips, or are you going to re-record?
Cam -We won't be re-recording. But our new content will be voiced.
GMK - Will there be additional characters or endings that weren't in the original?
Cam -We'll tell you more on this later.
GMK - Will the game's core mechanics still be based around AD&D, or are you going to be using this as a chance to preview 5th Edition?
Cam -No this is the same ruleset.
GMK - Boo has never been a playable character! I realize that this isn't a question as such, but it seemed worth mentioning...
Cam -Well in our PnP campaigns Boo was a very important player character!
GMK - How about side-quests? The same old classics, or will there be some new stuff?
Cam -There'll be new.
GMK - Ditto in regards to the stronghold quests.
Cam- More on this later.
GMK - How about DLC?
Cam - (See above)
GMK - What are some of the particular challenges you think you'll be facing with this project?
Cam- The challenge for us is to not break the magic that is BG. It's an incredibly large project.
GMK - Will there be some form of online play? (The original had a limited amount of online compatibility)
Cam -We're fixing all the multiplayer bugs, more on this later.
GMK - Could this mean we'll be seeing revamped versions of other old D&D classics like Elemental Evil, Pool of Radiance, Icewind Dale, or Neverwinter Nights?
Cam -If we do more games they will be ones we've original been involved with. so maybe a few of them on your list.
GMK -Should we look forward to all-new games set during this time period of the Forgotten Realms?
Cam -We'd love to continue work there, as of now we don't have anything in place.
GMK - When should we expect a release?
Cam -Summer 2012
GMK- Thank you so much for your time! In closing, what do you think will excite people the most about this project? Any cryptic hints you'd care to titillate us with?
Cam - I think people should be most excited to relive a period of classic game that hasn't been matched. The full extent of the project can't be grasped with one announcement :)
For my part, I'm pretty stoked.
Labels:
2e,
Baldur's Gate,
BG,
BG 2,
DnD,
enhanced,
old-school,
turn-based RPG
Friday, January 27, 2012
Grace and dignity.
So my item was SOUNDLY rejected for this year's RPG Superstar contest. Am I bitter? Heck no.
http://www.youtube.com/watch?v=-Y_3NqrYrP0&feature=youtu.be
Now Hitler...HE is bitter!
http://www.youtube.com/watch?v=-Y_3NqrYrP0&feature=youtu.be
Now Hitler...HE is bitter!
Saturday, December 10, 2011
How to deal with argumentative players?
It's a problem that's been around for just shy of 40 years now, and will probably be around for at least 40 more. Most commonly, the disputes that arise are due to:
- Different ideas about what a certain rule or ability does
- A mistake on the player's part that makes them want to strong-arm the GM into a "do-over"
- An idea or plan that a player has fallen in love with, and cannot accept has failed to produce results
My favorite means of dealing with this behavior is to nip it in the bud by laying out a set of ground rules at the start of a campaign. Lots of GMs like to prepare a campaign packet beforehand, letting the players know some back story for the game, listing important factions and NPCs, as well as specific materials and books they recommend. All of this information doesn't need to take up more than a page or two, and can serve as the spoonful of sugar for the medicine that is a final page of campaign policies
The term policy has a very firm connotation. It is most likely that your players have all encountered policies in their work or school lives, and so they know that such things are taken seriously by whoever has set them. Subtle things like this can, over time, make all the difference.
A way to set the tone with a new group of players is to (politely) insist that they roll their stats in front of you, explaining that it simply a matter of personal policy in how you like to run your games and no particular reflection on your trust in them. It sends the message that you have a handle on your game, and are not afraid to induce a little squirming to maintain that handle. If you have the luxury of a longtime gaming pal in your otherwise new group, make sure that the new players see her rolling stats in front of you as well, so they get the message that there will be no favoritism.
One policy I've found to work very well is an edict against rules-lawyering. We're only human and we will make mistakes when it comes to a strict interpretation of the rules. These mistakes might, if left uncorrected, even have a seriously negative impact upon the player character(s) they are affecting.
This changes nothing.
Most of us only have a limited amount of time during any given week to come together and indulge in our little slice of escapism, and if that time is eaten up by one person rifling through books and heatedly debating their nuances, it is a disservice to everyone else at the table. Don't allow it, don't engage in it. Simply do your best to become familiar with the rules (so you make the fewest mistakes possible), and explain to your players that any concerns should be made a note of, and discussed with you at the end of the game, preferably in private.
If and when you realize you've made a mistake (it happens to the best of us!), be sure to smilingly concede the point. This is not a competition, and even a hint of non-ironic pouting might instill an "us versus him" mentality that you really want to avoid. You shouldn't ever retcon something that has happened in game, but you can make it up to the player by offering a little extra XP, a hero point, or maybe even a new magical item that's just their size (this last should ideally be worked into the story as smoothly as possible).
If the mistake resulted in the actual loss of a character, even that isn't an unfixable situation. Even the best fantasy stories of all time have their contrivances and miraculously improbable resurrections! Simply whip up an excuse to save them, and then give them a shot at coming back in dramatic fashion, maybe even somehow carrying new plot information and a nice chunk of free XP they didn't have before.
What about generally cantankerous behavior? Some otherwise great people can turn into real passive-aggressive ogres around the game table, muttering about this and glaring after that, or getting all worked up over something else. Don't put up with it! It's important that you, as the GM, enjoy the game as much as anyone else. My remedy for this has two parts -
First, consider the teachings of Pavlov. Conditioned behavior is a real thing, and can result in all sorts of positive changes. If a player is getting snarky and unpleasant, consider making their character's life subtly more difficult. The key word here is subtly. As tempting and hilarious as it may seem to drop a house on them, this will only exacerbate the bad behavior. However, if you do small things when they get out of line, it will eventually have an effect. Declare them to have failed a Will save that they actually just BARELY would have made, as though the DC had been a single point higher for them. Perhaps they get a slightly lower ratio of useful loot than the rest of the party, or perhaps they miss a trap they otherwise might have found. Skill checks and saves are the best way to go about this without them catching directly on.
The other side of that is to reward them when they are being pleasant to game with. Maybe an NPC is a little nicer to them, they make a save they otherwise would have just BARELY failed, or the treasure the party finds is just a tiny bit (10% or so) richer than they would otherwise have expected. This works wonders if done properly.
Secondly, a discrete one on one conversation. Don't stop the game to tell them to knock it off, because the satisfaction you'll feel will come at the cost of embarrassment and resentment on behalf of the offending party, and could possibly escalate into a shouting match that splinters the group. Simply take them aside at some point, ideally after calling a ten minute break (a good idea for any game), and let them know that this isn't okay. You're doing your best, and you get enough harassment from your boss/teacher/customers that you don't need it here, in a game you're trying to facilitate for their enjoyment. Be sure to remain relaxed during this conversation, and if they get defensive just let them get it out of their system. If they have a specific complaint, address it, sure. But let them know that this isn't the way to go about bringing it to your attention, or making their voice heard. Remind them of the policies outlined at the start of the campaign, and if they can't get a handle on it, it may be time to amicably part ways.
Of course that isn't something anybody wants to happen.
Remember - you aren't there to be a smug tyrant god that lords your power over your friends for four hours a week, but neither are you there to be a punching bag upon which they can take out frustrations that they simply can't vent on other, more serious authority figures. Do your best to keep the PCs the stars of the show, but don't be a doormat. Be even handed in the choices and calls you make, and stand by those rulings even if the player doesn't agree. Above all, don't let your group lose sight of the fact that it is just a game, and that anger over a game is behavior befitting of children.
Thursday, November 24, 2011
Personae Malevolent 12 - Turducken
Turducken
CR 3
XP 800
N Small magical beast (4d12 lbs)
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +9
DEFENSE
AC 17, touch 15, flat-footed 13 (+3 Dex, +2 natural, +1 size)
hp 27 (3d10+12)
Fort +5; Ref +7; Will +6
OFFENSE
Speed 40 ft, Fly 40 ft, Swim 20 ft
Melee
Peck +5 (1d6)
2 Lesser Claws +3 (1d4)
2 Greater Claws +3 (1d6)
Special Attacks: Warble, Leap
STATISTICS
Str 10, Dex 18, Con 18, Int 2, Wis 20, Cha 6
Base Atk +3; CMB +2; CMD 17 (21 vs. trip)
Feats Multiattack, Weapon Finesse
Skills Perception +9, Stealth +12, Survival +6
SPECIAL ABILITIES
Warble (Su)
Once every 1d4 rounds as a standard action, a turducken can generate a mind-affecting effect by warbling "Gobuakuk!". Every non-turducken in a 60 foot radius takes 2d6 points of nonlethal damage and is Fatigued as though they had not eaten for 3 days, and are therefore starving. (DC 16 Will save for half and no fatigue). The save DC is Constitution-based.
Nonlethal damage from thirst or starvation cannot be recovered until the character gets food or water, as needed—not even magic that restores hit points heals this damage.
Leap (Ex)
A turducken can perform a special kind of pounce attack by jumping into combat. When a turducken charges, it can jump into the air and land next to its enemies, then follow up with four claw attacks against foes in reach. When a turducken pounces, it cannot also peck.
ECOLOGY
Environment - Forests and low hills
Organization - Solitary, mated pair, or grand feast (3-9)
Treasure none (Unspoiled carcass is worth 400 gp)
The turducken is a chimeric beast along the same lines as an owlbear or hippogryph. They only appear near human settlements around harvest time each year, and it is rare to find more than one at a time.
A majestic comb crowns its head like a juanty pompador, matching nicely with its rather dapple waddle and aerodynamic beak. When swimming, the fore and rear legs fold in close to the body to allow the central webbed feet to kick.
Elusive beasts, turduckens trust in their natural camouflage to keep them out of sight when hungry humans are about. If it becomes evident that escape will be impossible the turducken will launch itself heedlessly into battle against its pursuers, upon whom it will unleash the raw fury that has slumbered within the hearts of turkeys, ducks, and chickens for generations.
POST MORTEM SPECIAL ABILITIES
FEAST
These beasts are much prized by the finest chefs in the land. A cook must prepare a turducken with a DC 20 Craft: Cooking check to unlock its hidden potential.
Everyone that eats at least 1/4 lb of turducken meat receives a +1 morale bonus to all saves for 2 hours. If more than two portions are consumed in the span of one day, the imbiber must succeed at a DC 20 Fort save or be Slowed for 10 rounds, then remain Fatigued until they take at least 30 minutes to nap.
DRUMSTICKS
Anyone who eats one of the turducken's legs receives the effects of a Cure Light Wounds as cast by a 1st level Cleric.
LEFTOVERS
Turducken meat will never ever spoil.
CR 3
XP 800
N Small magical beast (4d12 lbs)
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +9
DEFENSE
AC 17, touch 15, flat-footed 13 (+3 Dex, +2 natural, +1 size)
hp 27 (3d10+12)
Fort +5; Ref +7; Will +6
OFFENSE
Speed 40 ft, Fly 40 ft, Swim 20 ft
Melee
Peck +5 (1d6)
2 Lesser Claws +3 (1d4)
2 Greater Claws +3 (1d6)
Special Attacks: Warble, Leap
STATISTICS
Str 10, Dex 18, Con 18, Int 2, Wis 20, Cha 6
Base Atk +3; CMB +2; CMD 17 (21 vs. trip)
Feats Multiattack, Weapon Finesse
Skills Perception +9, Stealth +12, Survival +6
SPECIAL ABILITIES
Warble (Su)
Once every 1d4 rounds as a standard action, a turducken can generate a mind-affecting effect by warbling "Gobuakuk!". Every non-turducken in a 60 foot radius takes 2d6 points of nonlethal damage and is Fatigued as though they had not eaten for 3 days, and are therefore starving. (DC 16 Will save for half and no fatigue). The save DC is Constitution-based.
Nonlethal damage from thirst or starvation cannot be recovered until the character gets food or water, as needed—not even magic that restores hit points heals this damage.
Leap (Ex)
A turducken can perform a special kind of pounce attack by jumping into combat. When a turducken charges, it can jump into the air and land next to its enemies, then follow up with four claw attacks against foes in reach. When a turducken pounces, it cannot also peck.
ECOLOGY
Environment - Forests and low hills
Organization - Solitary, mated pair, or grand feast (3-9)
Treasure none (Unspoiled carcass is worth 400 gp)
The turducken is a chimeric beast along the same lines as an owlbear or hippogryph. They only appear near human settlements around harvest time each year, and it is rare to find more than one at a time.
A majestic comb crowns its head like a juanty pompador, matching nicely with its rather dapple waddle and aerodynamic beak. When swimming, the fore and rear legs fold in close to the body to allow the central webbed feet to kick.
Elusive beasts, turduckens trust in their natural camouflage to keep them out of sight when hungry humans are about. If it becomes evident that escape will be impossible the turducken will launch itself heedlessly into battle against its pursuers, upon whom it will unleash the raw fury that has slumbered within the hearts of turkeys, ducks, and chickens for generations.
POST MORTEM SPECIAL ABILITIES
FEAST
These beasts are much prized by the finest chefs in the land. A cook must prepare a turducken with a DC 20 Craft: Cooking check to unlock its hidden potential.
Everyone that eats at least 1/4 lb of turducken meat receives a +1 morale bonus to all saves for 2 hours. If more than two portions are consumed in the span of one day, the imbiber must succeed at a DC 20 Fort save or be Slowed for 10 rounds, then remain Fatigued until they take at least 30 minutes to nap.
DRUMSTICKS
Anyone who eats one of the turducken's legs receives the effects of a Cure Light Wounds as cast by a 1st level Cleric.
LEFTOVERS
Turducken meat will never ever spoil.
Monday, November 7, 2011
Beginner Box!
We had the opportunity to get together with some people and try out the new Pathfinder Beginner Box over at Dungeon's End in West Duluth.
Pictured clockwise above, our group consisted of two people with very limited experience with the Pathfinder RPG (Miranda and Addam), one player with none whatsoever but a goodly amount of 3.5 experience (Max), and one that hasn't touched any sort of RPG in about ten years (Greg). I'm the yeti standing in the back by the dragon mural.
So nope, couldn't get any TOTAL newbies, but that will change when I use this bad boy to teach my in-laws how to play sometime this winter!
Once everyone was assembled, we decided it would be better to get going as quickly as possible, and so we used the pregenerated characters right out of the box. A cursory glance over the sheets was enough for most of the players, though Greg needed the occasional reminder of how skill checks worked. It took us about two and a half hours to play through the premade scenario, though that was due at least in part to us doing a fair amount of goofing off.
This mini-module managed to show off -
Three puzzles
Skill checks for swimming and climbing
The benefits of using Diplomacy instead of violence (or at least it would have if the players hadn't decided to launch an ambush...)
and the importance of strategy!
(Not pictured: strategy)
There was a lot of magical loot for a level 1 adventure, but there was also a lot of peril in the form of creative encounters that didn't have much patience for sloppy tactics. Sending the wizard into an unexplored area first triggered a chain reaction that brought the party within a single hit point of a TPK...but then the cleric got to test out the "channel energy" mechanic, and it made her a big damn hero!
All of this was a good time, but what I find most impressive about this box is that the premade adventure and characters are a tiny part of its worth. The (glossy and full color) books contained inside of it are actually all you'd need to run a campaign up to level 5.
They include several dozen premade monsters, random encounter tables for just about every kind of environment, and a skin and bones version of the town of Sandpoint. Add to that the concise and neat blank character sheets and the simple grid on the other side of the dry-erase flip map, and you're set for several months of quality games.
I expected this to be pretty good as a way to introduce people to the game, and it turned out to be a lot more. The hard cardboard "pawns" seem to be made of the same adamantine-infused paper as the Pathfinder GM screen, and they are a terrific midpoint between 2-D pogs and plastic miniatures. They also keep the cost down to a trim 35.00, and allow for a lot more critters to be stored away!
Our demonstration has Dungeon's End looking at getting a store copy of the boxed set for free use, so be sure to stop in and ask about it if you'd like to give it a whirl yourself. This is an absolutely terrific addition to our collection, and something we'll be bringing with us whenever we travel with friends!
Pictured clockwise above, our group consisted of two people with very limited experience with the Pathfinder RPG (Miranda and Addam), one player with none whatsoever but a goodly amount of 3.5 experience (Max), and one that hasn't touched any sort of RPG in about ten years (Greg). I'm the yeti standing in the back by the dragon mural.
So nope, couldn't get any TOTAL newbies, but that will change when I use this bad boy to teach my in-laws how to play sometime this winter!
Once everyone was assembled, we decided it would be better to get going as quickly as possible, and so we used the pregenerated characters right out of the box. A cursory glance over the sheets was enough for most of the players, though Greg needed the occasional reminder of how skill checks worked. It took us about two and a half hours to play through the premade scenario, though that was due at least in part to us doing a fair amount of goofing off.
This mini-module managed to show off -
Three puzzles
Skill checks for swimming and climbing
The benefits of using Diplomacy instead of violence (or at least it would have if the players hadn't decided to launch an ambush...)
and the importance of strategy!
(Not pictured: strategy)
There was a lot of magical loot for a level 1 adventure, but there was also a lot of peril in the form of creative encounters that didn't have much patience for sloppy tactics. Sending the wizard into an unexplored area first triggered a chain reaction that brought the party within a single hit point of a TPK...but then the cleric got to test out the "channel energy" mechanic, and it made her a big damn hero!
All of this was a good time, but what I find most impressive about this box is that the premade adventure and characters are a tiny part of its worth. The (glossy and full color) books contained inside of it are actually all you'd need to run a campaign up to level 5.
They include several dozen premade monsters, random encounter tables for just about every kind of environment, and a skin and bones version of the town of Sandpoint. Add to that the concise and neat blank character sheets and the simple grid on the other side of the dry-erase flip map, and you're set for several months of quality games.
I expected this to be pretty good as a way to introduce people to the game, and it turned out to be a lot more. The hard cardboard "pawns" seem to be made of the same adamantine-infused paper as the Pathfinder GM screen, and they are a terrific midpoint between 2-D pogs and plastic miniatures. They also keep the cost down to a trim 35.00, and allow for a lot more critters to be stored away!
Our demonstration has Dungeon's End looking at getting a store copy of the boxed set for free use, so be sure to stop in and ask about it if you'd like to give it a whirl yourself. This is an absolutely terrific addition to our collection, and something we'll be bringing with us whenever we travel with friends!
Sunday, October 23, 2011
Personae Malevolent 11 - Yellow Musk Sporebearer
Yellow Musk Sporebearer
CRUNCH
Yellow Musk Spore Bearer
CR 2
XP 600
NE Medium plant
Init +1; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC 13, touch 11, flat-footed 12 (+2 natural)
hp 2 (2HD)
Fort +0, Ref +0, Will +3
DR 5/slashing; Plant traits
OFFENSE
Spd 35 ft.
Melee slam +3 (1d6+3)
Special Attacks - Burst
CR 2
XP 600
NE Medium plant
Init +1; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC 13, touch 11, flat-footed 12 (+2 natural)
hp 2 (2HD)
Fort +0, Ref +0, Will +3
DR 5/slashing; Plant traits
OFFENSE
Spd 35 ft.
Melee slam +3 (1d6+3)
Special Attacks - Burst
STATISTICS
Str 14, Dex 13, Con —, Int —, Wis 10, Cha 10
Base Atk +1; CMB +3; CMD 13
Feats: Fleet
SQ plant traits, staggered
SPECIAL ABILITIES
Plant Traits (Ex)
This zombie's animation is provided not by necromancy but by the plant that grows throughout its body. Yellow musk zombies lack undead traits, but gain plant traits. They are treated as plants, not undead, for the resolution of magical effects and attacks. Channel energy cannot harm a yellow musk zombie, for example, nor does negative energy heal a yellow musk zombie.
Str 14, Dex 13, Con —, Int —, Wis 10, Cha 10
Base Atk +1; CMB +3; CMD 13
Feats: Fleet
SQ plant traits, staggered
SPECIAL ABILITIES
Plant Traits (Ex)
This zombie's animation is provided not by necromancy but by the plant that grows throughout its body. Yellow musk zombies lack undead traits, but gain plant traits. They are treated as plants, not undead, for the resolution of magical effects and attacks. Channel energy cannot harm a yellow musk zombie, for example, nor does negative energy heal a yellow musk zombie.
Staggered (Ex) Zombies have poor reflexes and can only perform a single move action or standard action each round. A zombie can move up to its speed and attack in the same round as a charge action.
Burst (Ex)
As either a swift action, or an automatic response from being dealt damage, the Spore Bearer can cause it's body to explode into a cloud of dark yellow pollen.
Everyone standing within 40 feet of the Sporebearer needs to make a Fortitude save. DC 12 if out to 40 feet, 14 within 30, 16 within 20, 18 within 10, and DC 20 if directly adjacent. If the save is failed, the spores take root inside the nasal passages and begin to grow into a miniature version of the Yellow Musk Creeper that spawned it. The subject is Nauseated [unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move actions per turn.] from the overwhelming pain, and suffers 1d4 points of int damage per round, during each of which the victim may attempt a new save.
As either a swift action, or an automatic response from being dealt damage, the Spore Bearer can cause it's body to explode into a cloud of dark yellow pollen.
Everyone standing within 40 feet of the Sporebearer needs to make a Fortitude save. DC 12 if out to 40 feet, 14 within 30, 16 within 20, 18 within 10, and DC 20 if directly adjacent. If the save is failed, the spores take root inside the nasal passages and begin to grow into a miniature version of the Yellow Musk Creeper that spawned it. The subject is Nauseated [unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move actions per turn.] from the overwhelming pain, and suffers 1d4 points of int damage per round, during each of which the victim may attempt a new save.
FLUFF
When a Yellow Musk Creeper gets to a certain size and age, there is a 10% chance that one of the zombies it creates will continue to undergo physiological changes until it becomes little more than skin bursting with yellow pollen. This quasi-undead creature then lurches off in search of the living, and has just enough awareness to try and burst itself in the midst of as many animals (or people) as possible.
Thursday, October 13, 2011
Saturday, October 8, 2011
Friday, September 23, 2011
Tomb of Horrors Part 1
Thought it might be fun to upload audio from a game I'm running for UWS' gamer's club. Sending some college buds through the Tomb of Horrors, and the death toll is mounting!
SAGA vs the Tomb of Horrors -Episode 1

SAGA vs the Tomb of Horrors -Episode 1
Sunday, September 18, 2011
Personae Malevolent 10 - King Obould Many-Arrows
Wow, it's been awhile, huh? I've been distracted from doing PMs by the ongoing work with Mask of Death as well as my home campaigns. I'm coming back with a bang with a level 21 King Obould Many Arrows, and while I don't think I'll quite be back up to doing it on a weekly basis for quite some time (especially with college going again), I'm going to try and keep from waiting this long between updates again.
Also worthy of note - this is the last PM I'm going to do in the classic 3.5 style. All future entries will be designed with the Pathfinder system in mind! If you prefer your 3.5 un-updated though, fear not. It's a very simple matter to reverse engineer from one system to the other.
King Obould Many-Arrows

CRUNCH
Barbarian 11/Orc Warlord 5/Legendary Leader 5
Str 28 (22 + 6 enhancement) - +8
Dex 16 (12 + 4 enhancement) - +3
Con 24 (16 + 6 enhancement) - +7
Int 12 - +1
Wis 14 - +2
Cha 24 - (16 + 6 enhancement) -+7
Speed: 40 ft Initiative: +4
Size: Medium. Height: 6'9 Weight: 314
AC: 33 [10 + 3 (Dex) + 10 Armor Bonus. +5 Deflection +5 Natural Armor]
Flat footed AC: 30 Touch AC: 18
DR 5 (2/-, 3/adamantine)
HP 294
Fort:22 Ref: 11 Will:18
Base Attack Bonus: 19
Grapple: 27
Attacks:
Horde King's Blade: 32/27/22/17
2d6+17 +2d6 Fire Damage (3d6 on crit) 17-20x2
Horde King's Bow: 26/21/16/11
1d8+13 20x3
GREATER RAGE: 5/DAY
DURATION: 18 ROUNDS
Str 34 - +11
Con 30 - +9
HP: 357
AC 31
Will: 21
Grapple: 30
Horde King's Blade: 35/30/25/20
2d6+21+2d6 Fire Damage (3d6 on crit) 17-20x2
Feats:
Blood of the Warlord: You are seen as a king among kings and a natural leader of orcs. You gain a +2 bonus to Diplomacy and Intimidate checks made to influence orcs. Additionally, as long as you are visibly leading them, all your followers gain a +1 morale bonus on their attack rolls and Will saving throws.
Leadership: Leadership score of 33. (level 21 +7 cha +2 for Great Renown, +2 for Stronghold)
Iron Will: +2 to will saves
Power Attack: Trade attack bonus for damage, up to Base Attack Bonus. (19) If you attack with both hands on the weapon, instead add twice the number subtracted from the attack rolls. (max -+38 damage)
Cleave: If you deal a creature enough damage to make it drop you get an immediate extra melee attack against another creature within reach. The extra attack is with the same weapon and same bonus as the one you used to drop the initial creature.
Intimidating Rage: While you are raging, designate a single foe within 30 feet of you that you can attempt to demoralize as a free action (see page 76 of PHB) A foe that you successfully demoralize remains shaken for as long as you continue to rage. You may only use this feat against a single foe in any particular encounter.
Extra Rage: You can rage 2 additional times per day.
Extend Rage: Your rage lasts an additional 5 rounds.
Skills:
Intimidate: 30 (32 against orcs)
Diplomacy: 24 (26 against orcs) (29 if target is not unfriendly) (31 if target is orc and not unfriendly)
Jump: 24
Listen: 15
Spot: 15
Swim 14
Ride: 8
Knowledge, Religion: 4
Knowledge Nobility: 4
Survival: 15
Class Abilities:
Barbarian 11
Fast Movement, Rage, Uncanny Dodge, Improved Uncanny Dodge (cannot be flat footed, cannot be flanked, cannot be sneak attacked by a rogue of lower than 15th level. Damage
Reduction. Greater Rage.
Orc Warlord 5
Gather Horde 200%: Number of followers from the Leadership feat are doubled so long as they are all orcs.
Inspire Courage:
(as Bard) Allies get +2 morale bonus on saves vs charm and fear, +1 morale bonus on attack and weapon damage so long as they can hear the Orc Warlord speak and for five rounds thereafter.
This ability can be activated while in a rage or frenzy.
Final Rage:All allies within 10 feet of the Orc Warlord (and the Warlord himself) immediately enter a rage, even if they could not normally do so or have already used all their rages for the day. If the warlord or his allies are already in a rage at the time, they enter a Greater Rage. This rage lasts until the end of the Warlord's next turn, and all penalties for leaving a rage are applied.
Invoking the Final Rage is a free action.
Legendary Leader 5
Fearless: Immune to fear effects
Hero's Luck: +3 to all saving throws
Natural Commander: Commander rating equal to class level, unless rank would grant a better one.
Legendary Reputation: Add class level to Diplomacy checks made against any NPC who is not already Unfriendly.
Greater Command: 2/day as the spell, DC 23
Quick Rally: May perform a rally check as a free action once per round.
Bonus Feat: Improved Cohort. Cohort level is only one lower than Legendary Leader's character level.
Heroic Success: Once per day you may automatically succeed on a single saving throw instead of rolling the dice.
Additional Commander Aura: At 5th level you may select an additional Commander Aura for which you qualify. Your followers benefit from both Auras.
To Hell and Back: Any followers gained from the Leadership feat are immune to fear effects (including morale checks) so long as they have line of sight to you.
Obould as a commander:
Blood of the Warlord: As long as you are visibly leading them, all your followers gain a +1 morale bonus on their attack rolls and Will saving throws.
Auras:
Orc Commander - Orc allies within 30 feet of Obould deal an extra 1d6 damage on melee attacks. Considered a morale bonus.
Bloodthirsty Commander - All allies within 30 feet of Obould gain a +1 morale bonus on damage rolls against wounded creatures.
Inspire Courage:
as bard; allies get +2 morale bonus on saves vs charm and fear, +1 morale bonus on attack and weapon damage so long as they can hear the Orc Warlord speak and for five rounds thereafter. This ability can be activated while in a rage or frenzy.
Final Rage:All allies within 10 feet of the Orc Warlord (and the Warlord himself) immediately enter a rage, even if they could not normally do so or have already used all their rages for the day. If the warlord or his allies are already in a rage at the time, they enter a Greater Rage. This rage lasts until the end of the Warlord's next turn, and all penalties for leaving a rage are applied.
Invoking the Final Rage is a free action.
Quick Rally: May perform a rally check as a free action once per round.
To Hell and Back: Any followers gained from the Leadership feat are immune to fear effects (including morale checks) so long as they have line of sight to you.
Intimidating Rage: While you are raging, designate a single foe within 30 feet of you that you can attempt to demoralize as a free action (see page 76 of PHB) A foe that you successfully demoralize remains shaken for as long as you continue to rage. You may only use this feat against a single foe in any particular encounter
Gear:
+5 Adamantine Breastplate that adds +6 to the wearer's Dex. (DR 3/Adamantine)
Periapht of Health +6, (+6 Con)
Ring of Moderate Fortification +5. (50% to negate critical strike or sneak attack damage, +5 to
Deflection AC)
Ring of Arming (All weapons and armor stored within ring, can be automatically donned and armed when ring is activated, and removed in the same manner)
Bracers of Wind. (-2 penalty on ranged attacks fired against you, does not affect siege weapons.
+1 competence bonus on all ranged attack rolls. Wind constantly seems to blow wearer's hair or clothing about. Can be suppressed by saying "Calm" in Auren, and re-activated by saying "Zephyr" in the same language.)
True Strike Gauntlets (When you activate True Strike Gauntlets, you gain a +20 insight bonus on the next attack you make before the end of your next turn. This ability functions once per day)
Obould's Mantle (Cloak of Charisma +6, increases Natural Armor +5)
Girdle of Giant's Strength +6 (+6 to Str)
Greater Boots of the Mountain King.(Ignore increased movement cost and skill check DC increases for light and dense rubble. In addition, you can move up stairs and slopes at normal speed and run or charge downhill without making a Balance check. Finally, the boots can be activated to grant the wearer the benefit of the Stoneskin spell once per day)
Crown of Rage (While raging, you can negate the damage dealt by a single sneak attack or critical hit scored against you. You can activate this item after the damage from the attack has been determined. Crown of Rage functions once per day)
Potion of Heal (x2)
Weapons:
Horde King's Bow (+4 Mighty Composite Greatbow [+9]. Range increased to 200 ft. When the bow is drawn, a ghostly pale violet arrow appears nocked. These projectiles are treated as +4 for purposes of damage, though they deal Force damage rather than piercing. The arrows also have the Precise property, which means they can be shot into melee without the standard -4 penalty))
Horde King's Blade (+5 Keen/Brash/Flaming Burst/Adamantine Greatsword. If the wielder of the Horde King's Blade enters a Rage or Frenzy, the Rage or Frenzy lasts an additional 3 rounds. In addition, the wielder becomes immune to fear effects during the duration of the Rage or Frenzy)
FLUFF AND TACTICS
The greatest orc chieftain to ever live, Obould Many-Arrows commands a mighty horde from his seat of power in the northern reaches of Faerûn. A credit to his fecund and ambitious race, he's sired many sons over his life, and intends to carve an even larger empire out of the Forgotten Realms, to make certain that his progeny all have enough elbow room to not fall into civil war at his passing, thereby undoing all he's wrought.
While it's generally accepted by civilized races that an orc horde will pour out of the mountains very few dozen races, the efforts of Obould have made the Many-Arrows clan a much more credible long-term threat to the Silver Marches, and perhaps to all of the Realms.
If Obould finds himself fighting alone, it must be a truly extraordinary circumstance. The few times he enters combat personally it is at the head of a horde for a a particularly important battle, his honor guard berserkers holding the line while he makes use of his famous bow. If a particularly worthy foe should challenge him to single combat however, he will oblige.
He rages at the first opportunity, and makes use of his gauntlets of true strike while power attacking for the full amount with the Horde King's Blade. If brought to below 1/4th his total HP he will quaff one of his potions and keep up the fight. He only flees if there is outside interference, or a more pressing tactical matter catches his attention.
Also worthy of note - this is the last PM I'm going to do in the classic 3.5 style. All future entries will be designed with the Pathfinder system in mind! If you prefer your 3.5 un-updated though, fear not. It's a very simple matter to reverse engineer from one system to the other.
King Obould Many-Arrows

CRUNCH
Barbarian 11/Orc Warlord 5/Legendary Leader 5
Str 28 (22 + 6 enhancement) - +8
Dex 16 (12 + 4 enhancement) - +3
Con 24 (16 + 6 enhancement) - +7
Int 12 - +1
Wis 14 - +2
Cha 24 - (16 + 6 enhancement) -+7
Speed: 40 ft Initiative: +4
Size: Medium. Height: 6'9 Weight: 314
AC: 33 [10 + 3 (Dex) + 10 Armor Bonus. +5 Deflection +5 Natural Armor]
Flat footed AC: 30 Touch AC: 18
DR 5 (2/-, 3/adamantine)
HP 294
Fort:22 Ref: 11 Will:18
Base Attack Bonus: 19
Grapple: 27
Attacks:
Horde King's Blade: 32/27/22/17
2d6+17 +2d6 Fire Damage (3d6 on crit) 17-20x2
Horde King's Bow: 26/21/16/11
1d8+13 20x3
GREATER RAGE: 5/DAY
DURATION: 18 ROUNDS
Str 34 - +11
Con 30 - +9
HP: 357
AC 31
Will: 21
Grapple: 30
Horde King's Blade: 35/30/25/20
2d6+21+2d6 Fire Damage (3d6 on crit) 17-20x2
Feats:
Blood of the Warlord: You are seen as a king among kings and a natural leader of orcs. You gain a +2 bonus to Diplomacy and Intimidate checks made to influence orcs. Additionally, as long as you are visibly leading them, all your followers gain a +1 morale bonus on their attack rolls and Will saving throws.
Leadership: Leadership score of 33. (level 21 +7 cha +2 for Great Renown, +2 for Stronghold)
Iron Will: +2 to will saves
Power Attack: Trade attack bonus for damage, up to Base Attack Bonus. (19) If you attack with both hands on the weapon, instead add twice the number subtracted from the attack rolls. (max -+38 damage)
Cleave: If you deal a creature enough damage to make it drop you get an immediate extra melee attack against another creature within reach. The extra attack is with the same weapon and same bonus as the one you used to drop the initial creature.
Intimidating Rage: While you are raging, designate a single foe within 30 feet of you that you can attempt to demoralize as a free action (see page 76 of PHB) A foe that you successfully demoralize remains shaken for as long as you continue to rage. You may only use this feat against a single foe in any particular encounter.
Extra Rage: You can rage 2 additional times per day.
Extend Rage: Your rage lasts an additional 5 rounds.
Skills:
Intimidate: 30 (32 against orcs)
Diplomacy: 24 (26 against orcs) (29 if target is not unfriendly) (31 if target is orc and not unfriendly)
Jump: 24
Listen: 15
Spot: 15
Swim 14
Ride: 8
Knowledge, Religion: 4
Knowledge Nobility: 4
Survival: 15
Class Abilities:
Barbarian 11
Fast Movement, Rage, Uncanny Dodge, Improved Uncanny Dodge (cannot be flat footed, cannot be flanked, cannot be sneak attacked by a rogue of lower than 15th level. Damage
Reduction. Greater Rage.
Orc Warlord 5
Gather Horde 200%: Number of followers from the Leadership feat are doubled so long as they are all orcs.
Inspire Courage:
(as Bard) Allies get +2 morale bonus on saves vs charm and fear, +1 morale bonus on attack and weapon damage so long as they can hear the Orc Warlord speak and for five rounds thereafter.
This ability can be activated while in a rage or frenzy.
Final Rage:All allies within 10 feet of the Orc Warlord (and the Warlord himself) immediately enter a rage, even if they could not normally do so or have already used all their rages for the day. If the warlord or his allies are already in a rage at the time, they enter a Greater Rage. This rage lasts until the end of the Warlord's next turn, and all penalties for leaving a rage are applied.
Invoking the Final Rage is a free action.
Legendary Leader 5
Fearless: Immune to fear effects
Hero's Luck: +3 to all saving throws
Natural Commander: Commander rating equal to class level, unless rank would grant a better one.
Legendary Reputation: Add class level to Diplomacy checks made against any NPC who is not already Unfriendly.
Greater Command: 2/day as the spell, DC 23
Quick Rally: May perform a rally check as a free action once per round.
Bonus Feat: Improved Cohort. Cohort level is only one lower than Legendary Leader's character level.
Heroic Success: Once per day you may automatically succeed on a single saving throw instead of rolling the dice.
Additional Commander Aura: At 5th level you may select an additional Commander Aura for which you qualify. Your followers benefit from both Auras.
To Hell and Back: Any followers gained from the Leadership feat are immune to fear effects (including morale checks) so long as they have line of sight to you.
Obould as a commander:
Blood of the Warlord: As long as you are visibly leading them, all your followers gain a +1 morale bonus on their attack rolls and Will saving throws.
Auras:
Orc Commander - Orc allies within 30 feet of Obould deal an extra 1d6 damage on melee attacks. Considered a morale bonus.
Bloodthirsty Commander - All allies within 30 feet of Obould gain a +1 morale bonus on damage rolls against wounded creatures.
Inspire Courage:
as bard; allies get +2 morale bonus on saves vs charm and fear, +1 morale bonus on attack and weapon damage so long as they can hear the Orc Warlord speak and for five rounds thereafter. This ability can be activated while in a rage or frenzy.
Final Rage:All allies within 10 feet of the Orc Warlord (and the Warlord himself) immediately enter a rage, even if they could not normally do so or have already used all their rages for the day. If the warlord or his allies are already in a rage at the time, they enter a Greater Rage. This rage lasts until the end of the Warlord's next turn, and all penalties for leaving a rage are applied.
Invoking the Final Rage is a free action.
Quick Rally: May perform a rally check as a free action once per round.
To Hell and Back: Any followers gained from the Leadership feat are immune to fear effects (including morale checks) so long as they have line of sight to you.
Intimidating Rage: While you are raging, designate a single foe within 30 feet of you that you can attempt to demoralize as a free action (see page 76 of PHB) A foe that you successfully demoralize remains shaken for as long as you continue to rage. You may only use this feat against a single foe in any particular encounter
Gear:
+5 Adamantine Breastplate that adds +6 to the wearer's Dex. (DR 3/Adamantine)
Periapht of Health +6, (+6 Con)
Ring of Moderate Fortification +5. (50% to negate critical strike or sneak attack damage, +5 to
Deflection AC)
Ring of Arming (All weapons and armor stored within ring, can be automatically donned and armed when ring is activated, and removed in the same manner)
Bracers of Wind. (-2 penalty on ranged attacks fired against you, does not affect siege weapons.
+1 competence bonus on all ranged attack rolls. Wind constantly seems to blow wearer's hair or clothing about. Can be suppressed by saying "Calm" in Auren, and re-activated by saying "Zephyr" in the same language.)
True Strike Gauntlets (When you activate True Strike Gauntlets, you gain a +20 insight bonus on the next attack you make before the end of your next turn. This ability functions once per day)
Obould's Mantle (Cloak of Charisma +6, increases Natural Armor +5)
Girdle of Giant's Strength +6 (+6 to Str)
Greater Boots of the Mountain King.(Ignore increased movement cost and skill check DC increases for light and dense rubble. In addition, you can move up stairs and slopes at normal speed and run or charge downhill without making a Balance check. Finally, the boots can be activated to grant the wearer the benefit of the Stoneskin spell once per day)
Crown of Rage (While raging, you can negate the damage dealt by a single sneak attack or critical hit scored against you. You can activate this item after the damage from the attack has been determined. Crown of Rage functions once per day)
Potion of Heal (x2)
Weapons:
Horde King's Bow (+4 Mighty Composite Greatbow [+9]. Range increased to 200 ft. When the bow is drawn, a ghostly pale violet arrow appears nocked. These projectiles are treated as +4 for purposes of damage, though they deal Force damage rather than piercing. The arrows also have the Precise property, which means they can be shot into melee without the standard -4 penalty))
Horde King's Blade (+5 Keen/Brash/Flaming Burst/Adamantine Greatsword. If the wielder of the Horde King's Blade enters a Rage or Frenzy, the Rage or Frenzy lasts an additional 3 rounds. In addition, the wielder becomes immune to fear effects during the duration of the Rage or Frenzy)
FLUFF AND TACTICS
The greatest orc chieftain to ever live, Obould Many-Arrows commands a mighty horde from his seat of power in the northern reaches of Faerûn. A credit to his fecund and ambitious race, he's sired many sons over his life, and intends to carve an even larger empire out of the Forgotten Realms, to make certain that his progeny all have enough elbow room to not fall into civil war at his passing, thereby undoing all he's wrought.
While it's generally accepted by civilized races that an orc horde will pour out of the mountains very few dozen races, the efforts of Obould have made the Many-Arrows clan a much more credible long-term threat to the Silver Marches, and perhaps to all of the Realms.
If Obould finds himself fighting alone, it must be a truly extraordinary circumstance. The few times he enters combat personally it is at the head of a horde for a a particularly important battle, his honor guard berserkers holding the line while he makes use of his famous bow. If a particularly worthy foe should challenge him to single combat however, he will oblige.
He rages at the first opportunity, and makes use of his gauntlets of true strike while power attacking for the full amount with the Horde King's Blade. If brought to below 1/4th his total HP he will quaff one of his potions and keep up the fight. He only flees if there is outside interference, or a more pressing tactical matter catches his attention.
Monday, July 11, 2011
A brief interview with Elaine Cunningham
We recently had the exciting opportunity to pick the brain of one of fantasy literature's all-time greats; Elaine Cunningham!
GMK: Can you tell us a little about yourself?
GMK: What was it like to make the transition from music teacher to author?
GMK: So shortly after you were published, you started living the life of Richard Castle, right?
GMK: Ever played any of the characters you've written about?
GMK: What projects are on the horizon?
GMK: Thanks so much for taking the time to answer these questions, Elaine!
GMK: Can you tell us a little about yourself?
ec: Someone once described me as having “eclectic curiosity.” That works. I’m interested in a lot of things, most of them wildly impractical. I’m a history geek--16th century Scotland is a particular obsession. Once upon a time I was a classically trained soprano with a degree in music education. I still have the degree, I suppose, but my current musical preference is traditional folk music. My favorite instrument these days is the Celtic harp, though I also play around a bit with Irish fiddle and tin whistle. I’m fascinated by linguistics, folklore, mythology and more modern belief systems, the Scottish reign of James VI and I, the Matter of Britain, the mystery surrounding Tycho Brahe’s death, organic gardening, mead making, psychic phenomenon, and how recent advances in neuroscience are changing our understanding of how the brain works. I’m a voracious reader and I make a great apple pie. I’m married to my high school sweetheart. We have two sons, a garden that needs more attention than it gets, and an eccentric Siamese cat.
GMK: What was it like to make the transition from music teacher to author?
ec: It wasn’t a direct transition. I spent four years doing office work and taking classes, trying to figure out what I wanted to be when I grew up. I was working toward an MBA when my first son was born. The idea of putting Andrew in daycare was heartbreaking, so my husband said, “You’re always reading. Why don’t you try writing?” The idea had never occurred to me, but it felt right. I started reading stacks of books on the craft of writing. I also approached writing the way musicians learn composition: Analyze music to learn the rules and understand the structure. I took books I admired and outlined them in detail. After a few of these, I began to understand the bones of a story. I wrote several manuscripts and began to understand that theory and practice are, in writing as in art and music, two very different things. My first book sale didn’t come until Andrew was three years old and his brother, Sean, was an infant. Needless to say, I did most of my writing during naps, nights, and weekends.
GMK: So shortly after you were published, you started living the life of Richard Castle, right?
ec: Of course! Well, there are some minor differences. I write fantasy novels, not murder mysteries, so instead of following a homicide detective around, I stalk dwarf warriors. You would not believe what I spend on ale on any given work day.
GMK: Can you tell us about your process?
GMK: Can you tell us about your process?
ec: I usually start with characters, then come up with a basic conflict and figure out their response, which in turn tells me more about the character, which suggests more plot complications. Story planning is a very circular process, tied together with considerable amount of patchwork. But it boils down to a few basic questions: What does this person want, what is he willing to do to get it, and who/what stands in his way? I go through this process with the antagonist as well the protagonist, because a hero is only as interesting as the villains he faces. Then I write a narrative outline to nail down the overall shape of the story. Then comes the working outline—chapter-by-chapter, scene-by-scene. Once I start writing, my inclination is to tinker endlessly, but that’s a terrible habit. I try to work straight through a rough draft, then revise. The revised first draft goes to the editor, who suggests revisions that might be substantial or might, as with one book, consist of two typos.
GMK: What is your ideal day off?
ec: Assuming this ideal day takes place in Scotland, I’d start with an early morning walk along the Tweed, past the 15th century Needpath castle and up to the Roman ruins. Lunch would be “haggis, neeps, and tatties” and a pint of Guinness at a pub in Peebles. More exploring in the afternoon--visiting some historic sites, doing some research. Traditional Celtic music in the evening.
GMK: I've heard a rumor that you're going to be moving on from writing stories set in the Forgotten Realms. True or false?
ec: Not true. The Serpent’s Daughter, a novel focusing on Azariah Craulnober, will be out in 2012 or thereabouts.
GMK: Are you currently involved in any gaming?
ec: I’m not playing RPGs at present. It’s too difficult to find a group of geezer-gamers in the New England suburbs. We do a lot of family game nights, though, and we play Settlers of Catan several times a week.
GMK: Ever played any of the characters you've written about?
ec: Not yet!
GMK: Who is your favorite and why?
ec: Hmm. That’s like asking a parent to name their favorite child. I appreciate Elaith’s complexity, Azariah’s devious intelligence, Danilo’s sense of humor, Liriel’s combination of fun-loving nature and single-minded intensity, and Arilyn and Honor’s devotion to the elven people. But I’m just as fond of several other protagonists, a few villains, and many secondary characters.
GMK: What projects are on the horizon?
I’ve started a new and very different project: a series of “e-riginal” fantasy novels in a world of my own creation. The first, Honor Among Thieves, is available now at all the usual e-booksellers: Amazon.com, Barnes & Noble Nook Bookstore, iTunes, Smashwords, and so on. I wrote the outline for this story years ago. Since it was planned as a novella, that’s how I wrote it. It’s only 35,000 words, a little less than half the length of some of my Forgotten Realms books. Honor Among Thieves is the first story in the Starsinger trilogy. The next two, Honor Bound and Word of Honor, will be novel-length stories. In addition to the ebooks, I’m posting daily articles about the setting, Sevrin, on my author website, www.elainecunningham.com. The Prologue and first six chapters of Honor Among Thieves are also available on the website.
GMK: Thanks so much for taking the time to answer these questions, Elaine!
ec: My pleasure.
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