Since I started playing Dungeons & Dragons back there in 1987 I've had many characters. With some of them I played long-term campaigns and with others just a few sessions. With time I started playing other games than D&D. This blog is dedicated to all of them and the hours of fun we've had together. Here they are along with other musings...
Thursday, July 26, 2012
Tuesday, July 24, 2012
Unarmed Combat (house rules)
Grappling attacks are made against an opponent using the standard modifiers applicable to melee combat, including attribute and magical bonuses if any. If a grapple attack is successful, the opponent is now considered held. A successful grapple attack automatically results in 1 point of damage (regardless the number of attackers) to the target.
Also multiple opponents may attempt to grapple one opponent. For each additional grappler, add a +1 to attack roll of the main attacker. If the grapple attack is successful, then all grapplers are said to have a hold on the target. Always consider the main attacker the one with the highest level. In the round following a successful grapple, the grappler(s) may attempt to force them prone with a successful attack. The multiple opponents bonus also applies.
A held combatant may attempt to free himself in the next round by rolling a successful attack roll. They suffer a -1 penalty per grappler having a hold. If they are prone, they additionally suffer the normal -4 to the attack. A held combatant may not perform any other combat action or movement than attempt to free himself.
Since size matters in grappling attacks or freeing attempts, you may want to also consider these modifiers:
If an attacker is Small, they have +0 versus other Small, -2 versus Medium, -4 versus Large.
If an attacker is Medium, they have +2 versus Small, +0 versus Medium, -2 versus Large
If an attacker is Large, they have +4 versus Small, +2 versus Medium, +0 versus Large
Remember that any penalty is applied ONCE to a single die roll, and that bonuses are always cumulative.
Also multiple opponents may attempt to grapple one opponent. For each additional grappler, add a +1 to attack roll of the main attacker. If the grapple attack is successful, then all grapplers are said to have a hold on the target. Always consider the main attacker the one with the highest level. In the round following a successful grapple, the grappler(s) may attempt to force them prone with a successful attack. The multiple opponents bonus also applies.
A held combatant may attempt to free himself in the next round by rolling a successful attack roll. They suffer a -1 penalty per grappler having a hold. If they are prone, they additionally suffer the normal -4 to the attack. A held combatant may not perform any other combat action or movement than attempt to free himself.
Since size matters in grappling attacks or freeing attempts, you may want to also consider these modifiers:
If an attacker is Small, they have +0 versus other Small, -2 versus Medium, -4 versus Large.
If an attacker is Medium, they have +2 versus Small, +0 versus Medium, -2 versus Large
If an attacker is Large, they have +4 versus Small, +2 versus Medium, +0 versus Large
Remember that any penalty is applied ONCE to a single die roll, and that bonuses are always cumulative.
Finally, I'd like to thank Michael "Chicagowiz" Shorten, whose own house rules were the base for this ones.
Sunday, July 22, 2012
LotFP - Theilan Islands Campaign
Last Friday on G+ hangout, we begun JoetheLawyer's Lamentations of the Flame Princess campaign set in a harsh and gritty world.
"You live on an island in the northern ocean. The island is divided in two, with the ocean flowing between the two halves. Most of the island rises from the ocean with no beach. The only sections of the island that actually has a beach is the area where the island is split in half. That gap between islands is perhaps 20-40 feet wide, and is full of jagged rocks. At high tide, the fishing boats are sent out, and at low tide nets are set to trap fish. At high tide again, the fishing boats come back in what whatever haul they were able to land. The island itself is in the far north, between the main island of your clan, and the islands of the hobgoblins. Still, it has some level of protection from long ship raids because no long ship is ever able to navigate the rocks or high cliffs to land. They have to anchor and send in shallow boats at high tide in that narrow strip of land between the islands to even begin to attack you. And there are lookouts to prevent such a thing. Also of note, there are several hot springs on the island. One large one in the village, a common meeting place for villagers after a hard days work, and two others across the island. Other than occasional seals, walrus, and birds of various type, there is no wildlife on the island.
The characters (all human) are:
Annar Svearson, a male Fighter played by Frotz.
Signy Bjornsdottr, a female Shaman of the Polar Bear played by Sarah.
Hrok, a male Magic User and "Shitty" his summoned shit monster played by Chris.
Antii Durniksson, a male Specialist played by me.
On the fist session, we finished up the characters and got acquainted with the rules and each other. There was an attack by the hobgoblins to a merchant ship arriving to the village, in which we had the chance to test the combat mechanics. Signy's roar imbued everyone in battle with the spirit of the polar bear, and so, Annar made his name as a fighter by killing several hobs, but Antti almost died in the struggle. Even though both ships were lost, we saved many from the merchant ship, defeated the hobgoblins and captured several, for future sacrifices in the hands of the shaman and magic-user.
Then we explored some ruins that were exposed after an earthquake, in which we found what was left of a magic users's laboratory, bedchambers and library. We encountered some flame-eyed skeletons in what looked like a summoning chamber (lead-covered ). "Shitty" died here so Hrok had to summon another being. I thought this would be the end of our characters, but the dices aligned and he managed to control the creature. We survived the first session.
"You live on an island in the northern ocean. The island is divided in two, with the ocean flowing between the two halves. Most of the island rises from the ocean with no beach. The only sections of the island that actually has a beach is the area where the island is split in half. That gap between islands is perhaps 20-40 feet wide, and is full of jagged rocks. At high tide, the fishing boats are sent out, and at low tide nets are set to trap fish. At high tide again, the fishing boats come back in what whatever haul they were able to land. The island itself is in the far north, between the main island of your clan, and the islands of the hobgoblins. Still, it has some level of protection from long ship raids because no long ship is ever able to navigate the rocks or high cliffs to land. They have to anchor and send in shallow boats at high tide in that narrow strip of land between the islands to even begin to attack you. And there are lookouts to prevent such a thing. Also of note, there are several hot springs on the island. One large one in the village, a common meeting place for villagers after a hard days work, and two others across the island. Other than occasional seals, walrus, and birds of various type, there is no wildlife on the island.
Your culture is best described as Viking/Scandinavian in style. Your religious worship is defined by the clan you live in. Your clan is the Clan of the Polar Bear. The other two clans are the Winter Wolf and the Snow Leopard. You fight each other of the typical stuff- wine, women and possessions. Most often though you fight your ancestral enemies, the hobgoblins. Sometimes with other clans, sometimes alone. The hobgoblins occupy the largest island in the area, and always have, since before the time of the old gods betrayal. They are typically stronger, better sailors, and build better ships than your people. Typical ships are long ships.
The only other thing your island produces are strong clay pots and jugs. They aren't ornamental or anything, but they are strong due to the rich veins of earth from which such items can be made. The only problem is that the island has to import much wood, as it is small, and mostly deforested. Driftwood is often used. Sometimes you are able to get coal in trade."
Annar Svearson, a male Fighter played by Frotz.
Signy Bjornsdottr, a female Shaman of the Polar Bear played by Sarah.
Hrok, a male Magic User and "Shitty" his summoned shit monster played by Chris.
Antii Durniksson, a male Specialist played by me.
On the fist session, we finished up the characters and got acquainted with the rules and each other. There was an attack by the hobgoblins to a merchant ship arriving to the village, in which we had the chance to test the combat mechanics. Signy's roar imbued everyone in battle with the spirit of the polar bear, and so, Annar made his name as a fighter by killing several hobs, but Antti almost died in the struggle. Even though both ships were lost, we saved many from the merchant ship, defeated the hobgoblins and captured several, for future sacrifices in the hands of the shaman and magic-user.
Then we explored some ruins that were exposed after an earthquake, in which we found what was left of a magic users's laboratory, bedchambers and library. We encountered some flame-eyed skeletons in what looked like a summoning chamber (lead-covered ). "Shitty" died here so Hrok had to summon another being. I thought this would be the end of our characters, but the dices aligned and he managed to control the creature. We survived the first session.
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Lamentations of the Flame Princess
Saturday, July 21, 2012
"The Core" - FLAILSNAILS game on G+
On Tuesday night we ventured into "The Core", a megadungeon set inside a (dormant?) volcano created by +Chris Kusel.
On the first foray it was just Finloss, a half elven fighter/thief level 1/1 (AD&D ), and his henchmen Orion, a 1st level human enchanter (3.5e). Since Chris was using Castle & Crusades plus some D&D/Hackmaster tweaks, it was not a problem the characters were from different editions.
As far as we know, there are two possible entrances to "The Core", a main entrance through a temple and a "backdoor" through a lava chute. We decided to take the last one. This natural chute went down and deep into the mountain, until it became clear it has been worked out. Doors and side corridors appeared. Ignoring a door on the left of the main tunnel, we took a side corridor to the right until we reached a door. Finloss listened and heard voices on the other side. Anticipating trouble Orion casted Mage Armor on himself. Then Finloss yanked the door open and surprised 3 humans playing cards and drinking around a table. Orion casted Sleep and they fell into a deep slumber. They were quickly stripped of armor, weapons and other possessions, then tied and gagged. They are bore a symbol resembling fangs which identified a demonic cult responsible for several attacks and disappearances in the surrounding area. That was enough reason to slain them in their sleep.
A door led to another room which contained the beds and trunks of the guards. We rummaged through their belongings taking any valuable. Another door opened into a more lavishly furnished room. A stand with a book and a padlocked trunk stood out. Finloss easyly opened the lock but suspecting the trunk trapped, opened it carefully and a dart shot from inside, missing him. In the trunk he found a couple of potions, a silver circlet wrappend in cloth, and a pouch of coins. Orion inspected the book which resulted to be a spellbook! We grabbed all these things and before leaving spiked a door that exited the room with a dagger. We took the bundles with armor and weapons from the guards and quickly left the place.
On our way out we encountered some strange red round creatures, two feet wide, several eyes, a pair of appendages they used to crawl, and a maw full of pointy teeth. When they closed to melee Orion casted Burning Hands and they exploded damaging both Finloss and Orion. The pair of adventurers now badly wounded rushed out of the dungeons praying they didn't encounter anyone on their way back to town.
They reached the nearby town safely, and spent several days healing their wounds, and selling and inspecting their loot. The spellbook had wizard spells Sleep, Identify, Tenser Floating Disc, Jump and Magic Missile. The next day he casted Identify on the circlet, which resulted to be a Circlet of Persuasion. The potions were of Cure Light Wounds and Invisibility. After that they were ready for a second incursion.
This time they were joined by a redheaded elven 4th level fighter named Etan. The trio went again into the dungeons through the "backdoor" entrance. They went to the same place they've been on the previous foray. Finloss listened at the door and heard voices. Orion sent his rat under the door but it came back scurrying, so the party left and went back to the main tunnel.
The tunnel widened like a funnel with corridors that opened left and right. They checked the first on the left. It went straight and led to two sets of double doors. Theone on the right were of polished metal with no hinges or handles. The one on the left were wooden and richly carved. These opened into a huge domed amphitheater. We descended the terraces and upon reaching what would be the stage level Finloss found a secret door. He crawled into a tight space and came behind the curtain into a place full of ropes, pulleys and counterweights and two one-way secret doors opened back into the amphitheater.
On the stage there were two doors one on each side. Etan listened at one and heard nothing. Finloss listened at the other and heard some rustles. The party prepared to open it, Etan at the front with shield and sword, Finloss from second rank with his spear and Orion behind ready after casting Mage Armor on himself. Inside of what used to be a dressing room, there were four masked humanoids that slowly advanced towards the door. They all fell under Etan's sword, Finloss's spear and Orion's Magic Missile and Ray of Frost. Nothing of value there, but in the other dressing there were some jewels (ring, earrings and bracelet) to be found, and hidden among the clothes a spear engraved with runes. The group left and decided to inspect the metal doors that, when pushed sideways open easily. The room was also metallic and on one wall there was a triangular indentation.
Back in the main corridor, the party explored the next passage on the left. It led to an octagonal room with a big diamond in the center. Everyone smelled trap and left the diamond alone, but searched the room finding two secret doors. Exploring one of them, they found a corridor that had two doors at the end. One room was empty, but in the other 6 skeletons were guarding 3 teak wood trunks, so combat ensued. The undead were soon but a pile of bones, and the party dragged the trunks full of silver to the main passage.
They were at it when up ahead, a couple of hobgoblins emerged from the wall! They commanded the party to surrender but Etan ignored and tauntingly turned her back on them. The hobs took the bait and charged. Etan turned and fired a couple of arrows at them. On fell on the spot and the other, wounded, turned to flee. Another arrow flew and the creature fell. Upon inspection the group found they were carrying a sealed bag with coins. The seal bore the fangs of the cult. It was then that Finloss came with a plan: impersonate the hobgoblins and take the bag to the guards to catch them off-guard.
So they did, and when the guards opened, Orion casted Sleep on them. This time all fell except one, so Etan fired an arrow at him, hitting, and Finloss charged with his spear, missing. The guard took his mace and attacked Finloss hitting him really hard. Etan interposed between them and attacked the guard, almost killing him. He surrendered, so they bound and gagged him. They then stripped all of weapons, armor and possessions, and killed the sleeping guards. Finloss drank the Potion of Cure Light Wounds, and the group left dragging the trunks behind.
Once in town they delivered the prisoner, a cleric of the cult, to the authorities and claimed the reward. Inspecting all the loot, the bracelet and spear were magic, a Bracelet of Shadows (+2 AC) and a Spear of Pinning.
Back in the main corridor, the party explored the next passage on the left. It led to an octagonal room with a big diamond in the center. Everyone smelled trap and left the diamond alone, but searched the room finding two secret doors. Exploring one of them, they found a corridor that had two doors at the end. One room was empty, but in the other 6 skeletons were guarding 3 teak wood trunks, so combat ensued. The undead were soon but a pile of bones, and the party dragged the trunks full of silver to the main passage.
They were at it when up ahead, a couple of hobgoblins emerged from the wall! They commanded the party to surrender but Etan ignored and tauntingly turned her back on them. The hobs took the bait and charged. Etan turned and fired a couple of arrows at them. On fell on the spot and the other, wounded, turned to flee. Another arrow flew and the creature fell. Upon inspection the group found they were carrying a sealed bag with coins. The seal bore the fangs of the cult. It was then that Finloss came with a plan: impersonate the hobgoblins and take the bag to the guards to catch them off-guard.
So they did, and when the guards opened, Orion casted Sleep on them. This time all fell except one, so Etan fired an arrow at him, hitting, and Finloss charged with his spear, missing. The guard took his mace and attacked Finloss hitting him really hard. Etan interposed between them and attacked the guard, almost killing him. He surrendered, so they bound and gagged him. They then stripped all of weapons, armor and possessions, and killed the sleeping guards. Finloss drank the Potion of Cure Light Wounds, and the group left dragging the trunks behind.
Once in town they delivered the prisoner, a cleric of the cult, to the authorities and claimed the reward. Inspecting all the loot, the bracelet and spear were magic, a Bracelet of Shadows (+2 AC) and a Spear of Pinning.
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Wednesday, July 18, 2012
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