Wednesday, May 13, 2015

gg no re: my new podcast



I'm DMing for a brand new actual play podcast. Check it out above.

We make characters and introduce the concept of the show. Skip if you like; episode 1, when we actually start playing, is uploading now.

Soundcloud: https://soundcloud.com/ggnorecast
G+: https://plus.google.com/113373938766046636485
Blog: http://ggnorecast.blogspot.com

We're running through the Wizards of the Coast 5e D&D module, Princes of the Apocalypse. It's an actual play and a review-in-process, where we'll pause to talk about our opinions of the product, and the DM will discuss techniques in general and specifically for this module.

Note: we are n00bs at the podcasting game! Expect chip crunching, dice clattering, and other background noise. We get better about it in later episodes, promise.

Saturday, April 25, 2015

Ref Sheet for Princes of the Apocalypse

image by +Jay Africa 

This is something I'm making for myself: shops, rumors, faction lists. I'll probably keep it updated as I go because I don't think it's complete. But it's definitely good enough to start from. (HT: +Sean Ahern for updating and correcting my list of Believers.)

Shops

  1. Gear 
    1. Helvur Tarnlar, Clothier (area 7)
    2. Gaelkur's (poor tools)
    3. Waelvur's Wagonworks (area 16; low quality)
    4. Vallivoe's Sundries (area 22)
    5. Chansyrl Fine Harness (area 6)
    6. Thelorn's Safe Journeys (area 5)
    7. Ironhead Arms (area 13)
    8. Tantur Smithy (area 9)
  2. Food & Drink
    1. Lorren's Bakery (area 8)
    2. Mhandyvver's Poultry (area 14)
    3. Gaelkur's (area 17; poor tavern)
    4. The Market (area 21)
    5. Jalessa Ornra, Butcher (area 11)
    6. Drouth Fine Poultry (area 10)
    7. The Helm at Highsun (area 3; tavern)
  3. Artisans
    1. Mellikho Stoneworks (area 18)
    2. Dornen Finestone (area 12)
    3. Luruth's Tannery (area 19)
  4. Services
    1. Black Market (area 17)
    2. Bethendur's Storage (area 20)
    3. Constable Harburk (area 11; law)
    4. Mother Yalantha's (area 4; lodging)
    5. The Swinging Sword (area 2; lodging)
    6. Allfaiths Shrine (area 1)
    7. Gaelkur's (area 17; barber)
    8. Haeleeya's (area 15; bath house & dress shop)

Trouble in Red Larch (low level rumors)

  1. Bears and Bows 
    1. page: 149
    2. giver: Constable Harburk (area 11)
  2. Haunted Tomb
    1. page: 149
    2. giver: Pell Mhandyvver (area 14) or Mangobarl Lorren (area 8)
  3. Bloody Treasure
    1. page: 150
    2. giver: Albaeri Mellikho (area 18) or Elak Dornan (area 12)
  4. The Last Laugh
    1. page: 150
    2. giver: Endrith Vallivoe (area 22)
  5. Lance Rock
    1. page: 151
    2. giver: Kaylessa Irkell (area 2) or Tarnlar children (area 7)
  6. Tomb of Moving Stones
    1. page: 153
    2. giver: Stannor Thistlehair (area 3 or 16) or event: sinkhole opens up above area T1

Rumors of Evil (level 3+ rumors)
  1. Beliard
    1. page: 42
    2. giver: Brother Eardon (area 2; delegation seen there) or Zomith (area 3; delegation)
  2. The Dessarin Road
    1. page: 42
  3. Shallow Graves
    1. page: 43
    2. giver: Larmon Greenboot (area 17; found freshly dug graves)
  4. Womford Rats
    1. page: 43
    2. giver: Endrith (area 22; old dwarven book)
  5. Scarlet Moon Hall
    1. page: 69
    2. giver: Thorsk (area 5; fire symbol on goods headed there)

Combined Rumor List
  1. Bears and Bows 
    1. page: 149
    2. giver: Constable Harburk (area 11)
  2. Haunted Tomb
    1. page: 149
    2. giver: Pell Mhandyvver (area 14) or Mangobarl Lorren (area 8)
  3. Bloody Treasure
    1. page: 150
    2. giver: Albaeri Mellikho (area 18) or Elak Dornan (area 12)
  4. The Last Laugh
    1. page: 150
    2. giver: Endrith Vallivoe (area 22)
  5. Lance Rock
    1. page: 151
    2. giver: Kaylessa Irkell (area 2) or Tarnlar children (area 7)
  6. Tomb of Moving Stones
    1. page: 153
    2. giver: Stannor Thistlehair (area 3 or 16) or event: sinkhole opens up above area T1
  7. Beliard
    1. page: 42
    2. giver: Brother Eardon (area 2; delegation seen there) or Zomith (area 3; delegation)
  8. The Dessarin Road
    1. page: 42
  9. Shallow Graves
    1. page: 43
    2. giver: Larmon Greenboot (area 17; found freshly dug graves)
  10. Womford Rats
    1. page: 43
    2. giver: Endrith (area 22; old dwarven book)
  11. Scarlet Moon Hall
    1. page: 69
    2. giver: Thorsk (area 4; fire symbol on goods headed there)

Factions
  1. Believers
    1. Elak Dornen (area 12; leader)
    2. Marlandro Gaelkur (area 17)
    3. Mellikho Albear (area 18)
    4. Luruth (area 19)
    5. Aerego (area 20)
    6. Grund (area 21; just hired muscle)
    7. Ilmeth Waelvur (area 16)
    8. Baragustus Harbuckler (area T8)
    9. Rothar Hatherhand (no area, father to Braelen in area T4)

  2. Wind Cult
    1. Iraun Thelder (area 2; spy)
  3. Earth Cult
    1. 6 guests in area 4
  4. Water Cult
    1. Justran Daehl (area 3; partner in tavern, spy)
    2. Ghileeda (area 2; spy, reports to Justran)
  5. Order of the Gauntlet
    1. Imdarr Relvaunder (Red Larch, area 1)
    2. Lady Ushien Stormbanner with the Knights of Samular (Summit Hall, p36)
  6. Harpers
    1. Endrith Vallivoe (Red Larch, area 22)
    2. Darathra Shendrel, Lord Protector (Triboar, p37)
  7. Emerald Enclave
    1. Haeleeya Hanadroum (Red Larch, area 15)
    2. Abbot Ellardin Darovik (Goldenfields, p33)
  8. Zhentarim
    1. Mangobarl Lorren (area 8)
  9. Lord's Alliance
    1. Helvur & Maegla Tarnlar (Red Larch, area 7)
    2. Waterbaron Nestra Ruthiol (Yartar, p39)

Monday, April 20, 2015

Princes of the Apocalypse Quickstart

image by +Jay Africa 
How do you run this module? you may ask. Here's how, with page numbers and everything (c=chapter, p=page: e.g., c2p24 = chapter 2, page 24). You're looking at a single hour of prep to have all of your little ducks in row. If you don't have an hour, no biggie, you'll just have to do some page flipping.
  1. lay out annotated map of Red Larch (you have to make / print one), including location names, numbers, important NPCs, and the factions they belong to; this is for you and the players
  2. print/bookmark the wilderness encounter tables (c2p31)
  3. assign hooks (c1pp13-14) and factions (c3p41)
  4. tell them they've been sent by their factions to work together to do what their factions want them to do (c3p41), and that they have their own reasons for being here too (c1pp13-14)
  5. introduce Red Larch (ch3p41 boxed text)
  6. tell them that after asking around town that night, they're in the Helm at Highsun tavern discussing which of their rumors to follow up on first
  7. give them a list of rumors
    1. if starting at level 1, use the list on c2p21 and optionally the list on c2p22 (this lets them take any lead from the get-go, even ones that are meant for higher level PCs: recommended)
    2. if starting level 3, use the list on c2p22 (expanded upon in the list on c3p41) and optionally the list on c2p21 
  8. have them pick one to follow up on
  9. go to the person/area indicated by the rumor, give obvious info; obtaining non-obvious info is a challenge solvable by roleplaying, magic, or other lateral thinking
  10. you should now be in a loop of going to an area for more information or to take action
    1. if you get stuck, give them more information; if you don't know what information to give, take a break, flip to the earliest content they haven't been to yet, and give them the info they need to get there and why they might want to get there
    2. keep an eye out for Cult Reprisal Triggers (c3p44):
      1. when they visit  the first locale (Beliard, Dessarin Road, Shallow Graves, Summit Hall, Womford Rats)
      2. after they visit the first Haunted Keep (first: __________ second: __________ )
      3. After they visit the third Haunted Keep
    3. Keep an eye out for Cult Retaliation (c4p76)
      1. after they defeat the first prophet (________), run Dire Tidings (c4p76) when they return to civilization; note also that now the remaining prophets should descend a level to wait in the chapter 5 dungeon complexes
      2. After the party clears a second chapter 4 shrine (rooms A19, C25, B23, or E17), run Reckless Hate (c4p76) when they return to civilization
      3. After the party clears a third shrine, run Race to Destruction (c4p77) when a character sleeps
    4. Each time they return from the Fane of the Eye or finish exploring an elemental node:
      1. If an elemental node is still active, roll 1d6 and consult c5p113:
        • 1-2: if water node still active, Downpour
        • 3-4: if fire node still active, Burning Hils
        • 5-6: if earth node still active, Tortured Earth
      2. Run Counsel of Despair (c5p113) if you have not done so; or, if the air and water prophets have been defeated, introduce Haayon the Punisher via if you have not done so (c5p114).
    5. remember the structure:
      1. Level 1-3 sidetreks (detailed in chapter 6, rumors c2p21)
      2. Level 3+ rumors (c2p22)
      3. Four Haunted Keeps (c3)
      4. Four Temples (c4)
      5. Temple of the Elder Elemental Eye (c5): the fane and four elemental nodes
    6. side treks (c6p160): I don't like these because they take too long to read, and some of them ("New Management") baffle me when I try to think of how to present them as a thing to actually play. Here are their levels if you want to give rumors to them:
      1. Level 3+: New Management (c6p160): who knows what this is
      2. Level 4: Iceshield Orcs (c6p163): tower defense vs orcs, could be cool, kind of a B10 vibe
      3. Level 5: The Long Road (c6p166): bandits attack caravans, I dunno
      4. Level 6: Curse of the Fire Witch (c6p167): "Wiggan and Bertram Nettlebee have constructed an elaborate ruse"
      5. Level 8: Vale of Dancing Waters (c6p172): go to a dwarf shrine for some reason, end up killing ppl
      6. Level 9: Dark Dealings in Yartar (c6p175): stop a black market deal
      7. Level 10: Rundreth Manor (c6p179): sort of talk to a thing that isn't what it seems like to get info maybe
      8. Level 11: Halls of the Hunting Axe (c6p180): help a dwarf find a thing in a place



Saturday, February 28, 2015

Quests as Campaign Structure

Let's say you want to start a new campaign. It's about, I dunno, kids in a monster hunter academy. 

To make sure it's about what you want, and to give yourself and players some direction and focus, set out 1-3 campaign/default quests. Like:

* graduate from monster hunter school
* make and maintain friendships
* find and maintain romance

Say, "these are the default quests. You never can lose them. As long as you're following a quest, you're playing the game right. This is what the game is about."

Say, "You can and should write down other quests for your character before and during play. When you're following those, you're also playing the game."

The objective of the game is to see what happens when you follow one or more of these quests, to see why you do what you do, and to see what comes of it. 

When you as the the GM or you as the player don't know what to do next, follow a quest, present obstacles for quests, ask why someone is or is not following a quest, challenge that, or wrote and follow a new quest. .  

Sunday, January 11, 2015

Scary Combat Choreography

I'm not a big fan of wargamey PvE or PvP (PvX?) fighting.

I want something quicker, more cinematic, more desperate and brutal.

So this.

I'm giving you the 5e version here, but it's pretty adaptable if you shove hard enough. Some steps have different settings; so just do you.

STEP 1: ROLL INITIATIVE
Everything is normal. Breathe.

STEP 2A: A PC WON INITIATIVE
  1. Ask the player what they want to do.
  2. If it's attack, say "Set up your finishing move.
  3. Freeze the action at the moment of uncertainty before the finishing move happens, when it could go either way.
  4. Judge: do we even need a roll here, based on what happened in the setup and what's happened with the fight so far and who the PC is and who the monster is? If not, it just happens. Return. Else, proceed.
  5. Judge advantage or disadvantage.
  6. Have the player make the roll (or rolls if they're using multiple attacks: multiple mechanical 'attacks' can and should group into one fictional attack)
    1. On a hit, they do the finishing move. If the monster could reasonably still be up and kicking, apply hp damage and other effects as normal. 
    2. On a miss, apply miss effects as normal. If this kills the monster, then of course it's killed. If it doesn't kill the monster: 
      1. If this is a melee engagement, the monster seizes initiative. 
      2. If this was a missed ranged or spell attack and the monster isn't in melee range, initiative passes to the next character in order. 

What's a finishing move? It's whatever they intend on doing to the monster when they get in position to do it.

What's 'setting up' that move mean? It's whatever's involved in getting to the moment of uncertainty before the finishing move might happen.

Example
Jansen, you have the initiative.

I attack the goblin. 

Okay, set up your finishing move.

I run up to it and sweep its legs out from underneath it with my glaive.

And? [The player didn't set up a finishing move. This happened in my game tonight. It's more choreography-authority than people are used to; so the player stopped short.]

I want to drive the blade down into the middle of its back. 

[There's our finishing move and set up. I would judge that the goblin may turn the situation around; so we do need to roll, but the PC will have advantage since the goblin's on its face.]

OBJECTION! Won't the players just put themselves in an advantageous position every time? 

ANSWER: Yes. That's the point. They will have to engage the fiction at every point because they will want to find a way to give themselves advantage. There is fictional friction all the time. They can ask you questions about how the monster is reacting; you can just offer this information; it's not a problem for the PC; this is still part of their setup. But don't worry, we're making it harder on the PCs too; read on.

STEP 2B: A MONSTER WON (OR HAS SEIZED) INITIATIVE 
Note that you can use monster-groups as a single monster here to simplify things and make them a little easier on the players. But feel under no compulsion to do so.
  1. Set up their finishing move. Beat up the PC a bit in the process (not applicable to ranged or magic, of course; that's just chanting and aiming). It's okay to break gear here, put them in precarious positions, make them bleed. Or just to put them on their backs, crawling away. 
  2. Freeze the action at the moment of uncertainty before the finisher. (Before the spell goes off, before the arrow flies, before the blade falls.)
  3. Ask if anyone who has held their initiative wishes to jump in now to interrupt; if so, resolve as 2A; if a missed attack wouldn't put the monster out of position, a miss might mean that the monster's attack continues straightforwardly—the arrow just flew past them. 
  4. Make your attack roll
    1. On a hit, subtract hp as normal. If they're dead they're dead. Otherwise, make things irrevocably worse in the most interesting way you can think of. If you can't think of anything, default to injury. If death is the last interesting and honest thing, then they die. Any special effects might proc here as well, like a ghoul's paralysis. You'll have to think about the fiction: how does the paralysis work? It may warrant a second save (the "AC save" being the first), depending on how you conceptualize it. 
    2. On a miss, the targeted PC seizes initiative if this is a melee engagement; otherwise, play passes to the next in the initiative order.
OTHER SITUATIONS
Other saves or dangers work the same way: choreograph to the moment of uncertainty, then make the save or attack roll (which is basically an armor save) to see what happens.

AN EXAMPLE FROM THE CINEMA
Roll for initiative!

Orc wins, sets up finishing move by tossing Aragorn against a tree the better to slice.


Orc misses; Aragorn seizes initaitive by ducking out from under the shield


They fight and tumble as part of Aragorn's setup
 

Then Aragorn stabs orc in the leg to set up his finisher

But misses. Orc headbutts Aragorn, shoves him away, pulls knife out

Throws it for his finisher; we freeze here to roll

Miss; Aragorn blocks it (really?) and seizes initiative

Aragorn starts his 18 hit combo and does a bunch of parried strikes that puts orc off balance

Cuts arm off (I'd allow that as setup) then goes to decapitate; freeze; hit

That just happened.

Now for some memes.





COMPLEMENTARY HACKS
(Without the stackable and expanded inspiration hacks, players are going to be getting injured and killed left and right when you run out of interesting way to make things worse for them. It also lets you really incentivize whatever it is you require in order to get inspiration hint hint.)

Stackable inspiration: make inspiration stack. You can have as much as you can get.

Expanded inspiration use: you can spend inspiration after any d20 roll to reroll it: your attacks or saves, attacks made against you, attacks by teammates, whatever.

Inspiration marks: for some actions, don't award an entire point of inspiration but only a mark or tally. When the player has acquired X of these tallies (I'm thinking 3 for my game), they erase the tallies and gain another inspiration point. Recommended to incentivize those little things you want to see so badly, you pitiful control freak.

Despair: monsters have despair (like PC inspiration, get it) for use on attacks against them or saves they make. They have a number equal to HD (ignoring any pluses to HD, if you're running old school). So a 4 HD monster can force 4 rerolls for attacks against it or on saves it makes. Without this hack, humanoid creatures with discernible anatomy should be pretty quickly dispatched by the PCs, which may or may not be as you wish. Recommended for terror.

Add HD to initiative: I like this because winning initiative is really important, especially in this variant; so better fighters should win it more often.

HP damage on setup vs players: Roll damage as if you hit against PCs as part of setup, before the attack roll. If you kill them, kill them before the attack roll. Do not add any ability modifiers to this damage, just the dice. If you hit, reroll the dice and add the modifier this time. If you crit, roll the dice again. (This makes archers nasty: they do damage just by aiming at you; better hit the deck where you can't be a target.) Highly recommended. 

HP damage on setup vs monsters: as above. Makes monsters even easier to kill. Not recommended.

Heroic setups: if you want a more LOTR vibe, just say that, as part of setup, your PCs can wipe out creatures of HD equal to their own. Not recommended; you should work for every goblin.

Heroic finishers: as above, but you get to take out the mooks after a hit only. Not recommended; you should work for every goblin.

Heroic half and half: as above, but maybe kind of split it up before and after the hit? Not recommended; you should work for every goblin.

Heroic randomness: as above, but roll a die with enough faces to accommodate your number of hit dice. This turn, you can take out the result in HD before the roll, up to your max number of HD. Not recommended; you should work for every goblin.

SOME CONSIDERATIONS
B-B-B-Balance! Yeah, it messes with everything. Some spells won't be as useful anymore. Some spells you might actually have to think about: what does this thing actually do, fictionally? You're a grownup, work it out. You can't tank as well now. But maybe you can kill multiple things with one melee attack action if you narrate it right? See, I'm sure it'll be fine, in the end.

It is not very wargamey. This is true. If the wargamey style of man to man combat inherited from Chainmail floats your boat, then just keep being awesome. It's how Gary intended, after all.

Monday, December 22, 2014

Mana System for 5e

You don't have spell slots. 

When you cast a spell, choose what level you cast it at. If you want to cast cure light wounds at 9th level, go ahead.

Targets save as normal, you apply the effects as normal. 

Then you lose mana. 

You start with mana = max hp. 

The mana you lose is XdY, where:

X = the level of the spell you cast it at
Y = your HD size (or, if you're the kind of person that multiclasses, shame on you, you use the highest HD you have hahaha; but, since I am merciful, if you have only 1 level in fighter and cast a level 2 spell, "use up" your figher HD first, and then you can use your next highest HD size; so 1d10+1d6 mana). 

However, don't count any die that comes up its max value. 

So a level 1 wizard with 7 mana casts fireball (presuming the character somehow knows the spell). It's a level 3 spell. That means 3d6 mana loss after the spell takes effect. Death save time. 

Mod to taste.

* you lose maximum hp and don't track a separate pool of mana; this way clerics can't be a mana fountain
* make a check to avoid mana loss


Sunday, November 23, 2014

Magic Items Without the Plusses

This hack removes the +X magic item scale.

Instead, if a weapon is magic, it does an additional die of damage, half damage on a miss (like saving vs dragon breath), and doesn't break except by magic. 

If armor (or shield) is magic, your armor doesn't break except by magic; and, for piece of armor you wear, gain additional hp equal to your level: x3 if helmet, x2 if shield or covers vitals, and x1 otherwise.  

Those are the new base properties. Carry on. 

(This means you can give out a single magic shoe, and it will be great.)