Saturday, March 3, 2007

My own personal clay golem

Remember all those old figures I showed earlier in the week? I got 'em all primed and started painting last night. So far I've only finished the clay golem.


I know he's not much to look at, but he's all mine. (In the background you can see my Demogorgon figure. I didn't paint him. He came that way. That dude is awesome.)

Painting up that golem reminded me of a great encounter with a clay golem from back in the mid 90's. It was in my old Bandit Kingdoms campaign, a 1st edition/2nd edition hybrid game featuring my friend Pat as the bard/mage Doctor (later Baron) Phostarius and guest-starring whoever else showed up that week. One of the other regulars for a long time was Ray St. John. That guy was wacky fun at the table. Ray played Sir Cleave, Doc Phostarius' half-drow half-brother. Cleave was a cavalier and we used the 1st edition Unearthed Arcana version of that class. Man, was that class over the top. Way more powerful than a standard fighter.

If I remember correctly I think they fought the clay golem in the invisible step pyramid composed of solidified elemental air. It was an upside down dungeon full of lawful good critters. Most of the PCs in this campaign leanded chaotic and/or evil, so a dungeon with halflings on level one and dwarves on level two was right up their alley.

So anyway, they end up throwing down with a clay golem. This was back before the adoption of Damage Reduction. Many more creatures were totally immune to various attacks in pre-3E D&D. In those days the only physical attacks that could hurt a clay golem were magical blunt weapons. They were completely immune to anything with an edge or point. Good ol' Sir Cleave doesn't realize this fact. I'm sure Ray had fought a clay golem before, he had been playing D&D since almost the beginning of the hobby. But he apparently didn't recall this special immunity.

Poor sucker goes after the golem with his ubermagical longsword. I don't recall exactly what kind of enchantment was on the blade, but it was something hardcore like +5 or vorpal. I've used some sort of critical system in pretty much every D&D game I've ran going back at least until 1989, and Sir Cleave scores a crit against the monster with this magic sword that it is totally immune to.

I think the record will show that I'm pretty pro-player when I'm behind the screen. I don't usually bend the rules except in the favor of the people at the table who don't wield absolute power. But something about this particular situation really spoke to me. And what it was saying was "hose over Cleave". Without really thinking about it I declared his wondersword to be completely shattered against the golem's clayey hide. You should have seen the look on Ray's face.

Was that dickerly of me? Probably so. But the DM sometimes has to be prepared to go above and beyond the mere rules in the search for an awesome gaming experience. And sometimes that awesome can only be found by messing with the players.

Update: FASERIP is go!

Phil Reed's ogl FASERIP project has met its $1000 goal several weeks ahead of the deadline. Allow me to extend a hearty thanks to everyone who pledged!

(my original FASERIP announcement)

Friday, March 2, 2007

What do you want first?

The bad news or the worse news?

It seems Chaosium and GenCon are having a spat. The official word from GenCon:
Unfortunately, we will have to keep all events for Chaosium products on hold until on-going negotiations between Chaosium and Gen Con LLC have been resolved. Events can be submitted, but they will not be marked as “Accepted for Consideration” until everything has been resolved. Badges and hotel arrangements will not be based on these Chaosium events.

This specifically affects any events for Chaosium-published products. It does not affect related games from other publishers (such as Call of Cthulhu d20) or the more general overall Lovecraft mythos.
I don't really know what this means, but I don't like the sound of it. It seems either GenCon is using this as leverage to force something out of Chaosium OR Chaosium is asserting some sort of rights over games run with their IP. Both options hurt the fans first and foremost. Whoever is responsible for this decision needs to own up and explain themselves.

(Thanks to theRPGsite member kregmosier for this item.)

In other depressing news Necromancer Games seems to be going under, and they are doing it in the same super-classy way that the story of Guardians of Order's demise broke: Somebody let it slip that Necromancer was going down, but the announcement was unauthorized and ahead of schedule. Now everyone is backpedaling, saying that the company isn't necessarily dead. Best of luck to everyone involved with Necromancer. Too bad it had to go down like this, especially so soon after someone involved with GoO pulled the exact same thing, twice. Here's the EN World thread on Necromancer's woes.

No more DDM boosters for me.

This item comes courtesy Ogre Cave, press release below.

Reaper Prepainted Plastic Miniatures

Reaper Miniatures is proud to announce the release of its first series of prepainted plastic miniatures.

This new product line will be released under the brand name Legendary Encounters™.

Offered in an open, non-blind, non-random format, Legendary Encounters™ prepainted plastic miniatures will be packaged using Reaper's standard blister card. Both single and multiple piece packs will be offered.

Unlike the several existing blind-sale prepainted plastic miniature lines currently available, Legendary Encounters™ will not be produced on a limited edition basis and will be available at any time.

Drawing on Reaper's vast experience in miniatures and a catalog of 1000's of metal models to design Legendary Encounters™, Legendary Encounters™will quickly become the most popular prepainted plastic miniatures line on the market.

Reaper has always focused on the creation of evergreen product lines and Legendary Encounters™ is the first product line of Reaper's new "Ready to Fight™"(RTF) series of games and gaming products.

Available this June Legendary Encounters™ initial release will include: Undead and Orc warriors of various types, an Ogre, Troll and Minotaur. Like our Dark Heaven Legends miniature line, future releases into Legendary Encounters™ will include every type of creature imaginable.
Maybe if Reaper's line takes off Wizards will offer D&D figures in a DM-friendly format. And a starter kit with the most common race/class PC combos.

two awesome pics

My friend Pat sent me this picture. It's a screencap from a cartoon, but I forgot the website. I'm sure Pat'll share the URL next time he's online.

I always knew the Evil Midnight Bomber What Bombs at Midnight was on our side.

I don't normally play clerics, but I'd totally sign on to turn undead in the name of this guy:

See that in the background?  That's Captain America NOT GIVING UP.

Thursday, March 1, 2007

Great Random Charts from RPG History, volume II

I can't say that I'm a big fan of Adventures in Fantasy, the second RPG that Dave Arneson ever worked on. It's too bland for my tastes. Like the new Blackmoor d20 material all the awesome stuff like laser beams and robots has been cut out, leaving behind nothing but super-vanilla Tolkienisms and Old World folklore. The section on dragons is pretty much the only part of the game that I like. These charts (which I have reformatted but not otherwise altered) look like a super-fun way of freaking out jaded D&D players.

RANDOM DRAGON PHYSIOLOGY
Head (d10)
1) Horned Ram
2-3) Horned Camel
4-6) Hornless Crocodile
7) Elephant
8) Salamander
9-10) Serpent

Body (d10)
1-2) Green Scales
3-5) Armored Scales
6-7) Red Scales
8) Gold Scales
9) Green Armored
10) Red Armored

Extremities (2d10)
2) Shelled belly, front feet of tiger
3-5) Lion forelegs, eagle rearlegs
6-7) Forked tail, neck of serpent
8) Webbed feet, bovine ears
9) Winged, forked tail, neck of serpent, webbed feet, bovine ears
10) Winged, shelled belly, front feet of tiger, lion forelegs, eagle rearlegs
11) Winged, lion forelegs, eagle rearlegs, forked tail, neck of serpent
12) Winged, shelled belly, front feet of tiger, forked tail, neck of serpent
13-15) Winged, lion forelegs, eagle rearlegs, webbed feet, bovine ears
16-19) Winged, shelled belly, front feet of tiger, webbed feet, bovine ears
20) Winged, shelled belly, front feet of tiger, lion forelegs, eagle rearlegs, forked tail, neck of serpent, webbed feet, bovine ears

That last entry is a doozy! After these charts are several more pages of dragon details, include random personality charts and stuff like that. I'm not going to retype all 9 pages of draconic info, but let me hit a few interesting highlights.
  • Female dragons lay 1-6 eggs six months after mating occurs. Only 50% of the egges are fertile. Infertile eggs crumble to dust in 1-3 years. Fertile eggs hatch after 30 years, during which time they are impervious to all non-magical attacks. After the hatching the mother drives the young out of her lair.
  • Some dragons can be convinced to adventure with the PCs if sufficient treasure is involved. The treasure must contain at least 100,000gp, 4 magic items, or something of peculiar interest to the dragon (see below). In no case will the dragon venture more than 90 miles from its lair.
  • All dragons are hobbyists. Common areas of interest include magic, academia, warfare, crafts, history, the natural world, food, and sex. Only those dragons with specific interest in sexual matters ever go to the trouble to mate. The rest of them consider the act beneath the dignity of the species. By the numbers 90% of all dragons are celibate.
Arneson's dragons are like the ultimate super-nerds. They're pretty freakish looking, don't venture out too much, have weird tastes, and they're pretty much all virgins. Yet inexplicably they sit at the top of the food chain.

Our Vacation in Hell

I'm still trying to figure out my reaction to last night's World of Alidor game. There were plenty of awesome moments, like the unexpected return of the Champion of Ten Thousand Eyes, the creepy villain who is a collection of eyeballs in the shape of a man. But there was also some pretty fucked up shit going down.

Let's start with the events that led our party literally into Hell. Jon prides himself in having what my main man Settembrini calls a "strategic campaign". Alidor is one of those worlds where a bigass multi-continent map has been fleshed out. You can just wander the map, bumping into things already on the board and thereby have adventures. I know this for a fact, because me and my crew have done it. Between sessions John tries to feel us out for where we are going to go and what we plan to do, but if we change our minds he never misses a beat. For example, he had no clue we were going to crash a zeppelin into a wizard's back porch. We just found a zeppelin and pointed it in that direction until I blew a piloting roll.

So most of the time in his campaign I get the feeling that we are masters of our own fates. Another great example is the time we made a point of going to the city of the Elvish Samurai. After a few minutes of hassle from the gate guards I declared that I was not putting up with their pointy eared orientalist shit. We never even set foot inside the place and instead started hoofing it for a less annoying town.

That's how we ended up at Morgan, a dwarven town. Some small portion of last session was devoted to Jon making sure we understood that the dwarves of Morgan weren't much friendlier. They don't like humans. We smell funny. They try to keep us all in the Foreigner Quarter and are generally racist bastards, though outright pogroms seem to be rare. But we did our best to get along, despite the surly and bigoted locals. We tried not to cause any trouble. (Okay, I did murder that one dude, but he totally had it coming. And besides, he wasn't a dwarf, so how much could the locals have really cared?)

Last session ended with a massive horde of orcs and fiends heading straight towards Morgan. Anyone still reading this far probably knows me well enough to understand that one of my favorite things to do in D&D is to beat up orcs. Some day I really ought to do a blog entry about Why Orcs in particular, but today ain't the day for that. The point is that Doug and Pat had to talk me out of staying and defending a town full of dwarf racists from a huge orc/fiend invasion.

This discussion between the three of us took place mostly in e-mail. A week or so before each session the DM emails us trying to feel out what are plans are for the nest run. Sometimes he offers us specific options. This last time he offered 4 options.

A) Fight the orcs
B) Go down into the valley [where the dragons are]
C) Use a magic portal to completely vacate the region
D) An option I must not have liked, because I don't even remember it.

The player discussion was completely focused on A or B and B eventually won out. But we never made it to the valley, because after we re-killed the Champion of Ten Thousand Eyes we were suddenly in Hell.

That suddenly. With no real explanation available as to what happened. One moment we were fighting the eyeball dude just outside the dwarf town, the next we were chillin' on the first layer of the Bad Place. At this point I still do not understand what happened. All I know is that the DM had previous outlined four possible courses of actions for our PCs, none of which were a quick trip to Satan's backyard. Why even ask what we are going to do, if the plan was to zap us away like that? As a DM I start out sessions with a little railroading all the time, but I don't try to trick the players. I look the players in the eye and say "Here's the adventure I have planned. If we don't do this adventure, then I've got nothing." Arguably that's a pretty stupid way to run a campaign but unlike Jon I don't have an elaborate campaign world chock full of adventure.

So now we're in Hell, for no apparent reason. Theologically, all the PCs have done plenty of things to earn a roasting in a lake of fire but that's not really an explanation for this eyeblink transition. After almost no discussion we all agree that when one finds oneself in Hell, the most useful way to spend one's time is to look for a way out. So we proceed to do just that.

We had some really awesome moments in Hell. It turns out the first layer of Hell is a lot like the surface of Mars: dry, cold, unforgiving. We had to weather out an Infernal Duststorm in a cave, where we found the corpse of the last adventurer to venture upon the plane. Our souls were tempted by a deviless. We passed within spitting distance of Tiamat's lair. In order to get some information ('Where's the exit?') out of a giant mound of talking skulls we had to provide a sacrifice. The druid summoned a unicorn and offered it to the skull, who tore the poor beast to pieces and devoured it soul. That was trully creeptastic and the druid turned Evil as a result. Okay, we got hosed in the way we were sucked into Hell for no reason, but we got some great play out of it. And we looked to be well on our way of escaping the Netherworld.

But then the big finish for the night came like a punch to the gut. We're within sight of the giant Get Out Of Hell Free Card when the temptress devil showed back up with a kobold goon squad (yes, kobolds) demanding we sign on for the Blood Wars or fight her team. My group and I aren't really into choosing anything over fighting, so I charge the devilchick. We have a Fight-Man fight and everything goes well, but then the rest of the kobolds show up. By 'rest of the kobolds' I mean every kobold that has ever been killed in a Dungeons & Dragons game. It's a sea of kobolds out to the horizon and amongst them is Kurtulmak, chief of the kobold pantheon. I'm all for killing kobolds, but I'm not prepared to take on an apparently infinite number of them backed by even a smallish god. So we haul ass up the mountain to the gate that leads back to Kansas.

After a grueling serious of dice rolls and stupid mechanical tricks, we slog up the mountain. The Infinite Kobold Swarm is now close enough to ineffectually pepper us with arrow fire and some flying devils are winging their way towards us to boot. One by one we go through the magical doorway back home (or at least back to our home plane). Only after six members of our seven man team are through do we discover that this portal only works for six people in any 24 hour period.

Well, fuck.

It was getting very late and we were all tired and we were, you know, trying to escape Hell itself. This resulted in our withdrawal being a little less orderly than our unit normally prefers. Normally, we have well-understood priorities in situations like this. Normally, we try to make sure the spellcasters are first on the chopper out of Saigon. Normally, Doug's ranger or my barbarian would be the last man out of combat situation. As much as I like simply drawing my sword and going all berserkergang on evil's ass, this group tries to be professional. But this time we screwed up, big time.

The last man in the queue out of Hell was Pat's PC, the party wizard. I didn't orchestrate this situation, but I feel terrible for leaving Pat behind. Not just because he's the party's arcane blaster and therefore a valuable team asset, but also because I abandoned my good personal friend's PC in literally the worst possible situation. And it gets worse.

Pat's a smart cookie and he also likes playing bad guys, so once he sees he's not getting out of Hell today his wizard tries negotiating with the advancing hordes of Hell. Pat is nothing if not audacious, but I thought he actually stood a pretty good chance because his PC was a charisma based caster with something like a +28 Diplomacy check. Also, the DM had spent the night emphasizing that souls were valuable and Pat was offering up his PC's soul. Pat pulled it off. His soul was forfeit and he was now Evil, but the forces of Hell agreed to send him through the magic portal the next day. Then the DM dropped the biggest bomb of the night with what sounded like a casual, off-handed remark "Of course, the devils spend the next 24 hours sodomizing your character."

Of course. How could there not be sodomy at this point?

The game took maybe ten more minutes to wind down, but I wasn't really listening to the DM much after this point. I think I was distracted by the PC rape. Yeah, that's probably it. Or maybe I was just really tired. After all, this delightful little stroll through the underworld took a lot longer than most of our Alidor sessions.

No, I think it was the rape.

On the ride home Pat seemed to be in a decent mood, all things considering. I think he was trying to focus on all the cool feats and prestige classes now available to him thanks to his new Evil alignment. Prior to this session Evil aligments had been forbidden to our characters and so fun things like the Assassin and the Ur-Priest are now available to Jason and Pat's PCs. I'd be jealous of Pat, if not for the diabolic sodomy.

I'm not sure what's going to happen next in this game. Doug has already talked about calling it quits. Once before I talked Doug out of quitting this campaign, but I don't think I can bring myself to do it this time. I think someone needs to talk me out of quitting. The problem is that, as vile as last night became, this particular session seamlessly fits into the overall tone of Jon's campaign. At least in as much that I can find lots of awesome little high spots, but then the lows are lower than I want to go. And then there's the whole "Not Making Any Fucking Sense Except In The DM's Head" thing Jon seems to do a lot. Despite not everything always being awesome or logically coherent, in the past the players had agreed to soldier on and take the bad with the good.

That was before the rape. If a PC is killed, we can get them resurrected. No magic spell is ever going to unrape anyone.

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