Showing posts with label Homebrew Rules. Show all posts
Showing posts with label Homebrew Rules. Show all posts

Monday, August 31, 2009

Keeping Secrets at the Table

The Dungeon Master's jaw rested very comfortably on the floor as he stared down at his notes - eyes wide. "The... the dragon... dies?"

Cheers erupted from the table.

"Success!"
"Huzzah!"
"For the Mountain Dew!"

The Dungeon Master however, was not impressed. Sifting through his stack of papers he found the photocopies of our character sheets and made some quick references. "Wait a second. How did you beat the dragon's grapple checks? That's impossible with your modifier!"

We all looked to the victorious warrior who leaned back, a slick grin on his victorious face.

"Remember the minor Shadow Ring artifact we found in the Citadel of Midnight? You said it had the ability to change into any one magical ring. Well, I changed it into a Ring of Freedom of Movement before the battle. Pretty smart huh? See, I wrote it on my sheet!"

"Smart?" Wisps of steam rose from the pink-faced Dungeon Master's ears. "You didn't tell me you had Freedom of Movement cast! You just said you beat his grapple checks!"

"Well, the dragon wouldn't have known about the ring or it's effects on me. I knew if it couldn't grapple me the first time it would get frustrated and - not being able to take defeat well - would keep trying and waste all of it's rounds."

"I can deal with what the dragon knows. As the Dungeon Master though, I need to know what your character has for abilities and items! That's why I made copies of your sheets! How can I run a fun and challenging game for you all without knowing what will actually challenge your characters?"

"If you run your challenges based on what we can do, then what benefit is there for getting more powerful and coming up with unique strategies? You'll have an answer for every attack!"

*Cue fight music*

- - -


Secrets at the table. Good idea? Bad idea?


You Can Never Know Everything

Any good DM knows that even if they know the ins and outs of their player's character sheets, they could never know everything about a character. Some players assume that when a DM has a copy of their sheet, they lose all chances to do something which surprises the DM, but they must realize that a DM can never account for imagination and creativity.

Players, you still hold the power! So, if your DM wants copies of your sheets, try not to worry TOO much.

DMs, please remember that you can't control what the players do. Just because you have their stats doesn't mean you know everything they're going to throw at you. Even if you think you can predict your player's movements to a T, don't rely on it, lest your carefully planned campaign de-rails a little and you find yourself uttering those words no DM should ever utter.

How Much Fun Is "Challenging"?

Challenging is an interesting word. I don't think anyone, player or DM would say that they wanted a simple, non-challenging campaign. An easy campaign is just no fun. Sure, having the occasional encounter where the heroes simply stomp the enemies can be fun, but overall a campaign should be challenging.

But how do you make a campaign or encounter challenging?

Is it simply by sending boatloads of monsters at your PCs, or launching something several levels higher than them onto the grid?

One of the best ways to make an encounter challenging is to tailor a monster specifically to battle the group. If the group is seriously lacking in aerial attack power, throw something with wings at them. Take down your party's pyromancer with a monster immune to fire! Yes, this is challenging... but is it fun?

One of the big reasons DMs may keep careful tabs on their players is to tailor encounters to be "challenging" for them, but TREAD SOFTLY DMs! If you take away all of their favorite toys, your players may close down and stop having fun. As soon as a player feels "useless" in a battle, you've hit a major problem.

Tip: If you want to keep a challenging battle fun, rather than make your character's abilities useless, force them to come up with new and creative ways to use their abilities. Puzzle bosses are a great example of how you might incorporate this idea.

An Unfortunate Reality

One benefit of transparency is that it takes a big stab at cheating. Players can't change their skill points, or their prepared spells, or their eye-color mid-campaign. The other edge of this sword is that a call for transparency unfortunately does imply at least in some small way that a DM wants to keep tabs on their players.

Is that so bad?

Well, it can put pressure on the DM/Player relationship, even though it does help to keep everyone at the table honest.

Obviously this aspect of transparency at the table should be addressed in an individual group-to-group manner. Only you know what will work best for your group, and how trustworthy your players are to not fudge their sheets. In an ideal world, no D&D player would ever cheat, and in many groups it never happens.

Every so often though, there are players who make an attentive DM raise their eyebrows. I've sadly seen this more often than I'd like in my time as a DM.

Final Verdict?

The question of whether or not players should be able to keep secrets from their DMs is one I've dealt with in many of my gaming groups and really should be solved on a case-by-case basis. What will work best for your group? What will maintain levels of fun and a healthy degree of challenge?

A DM's expectations of transparency should be laid out at the beginning of a campaign (don't hold your players to high expectations that you've never explained), and players should work with their DM rather than against them.

In the end, it's up to you! It's true that "secrets, secrets are no fun", but sometimes they're the best things ever.

Wednesday, August 26, 2009

Lessons from LARPing: Delaying Death

Every so often, LARPing teaches me a little something that I can bring right to the table (if you don't know what LARPing is, read this post!). This little lesson deals with killing off characters - a topic I discussed not too long ago.

So, a character dies. Always an icky business. You're looking down behind your DM screen and see the natural 20. You glance at your notes - they have twenty hit points left. You look at the stat block of the goblin - x4 multiplier. You roll again... another 20. The time has come (the walrus said) to make a decision.

Do you fudge the roll?

Do you go ahead and kill off a character?

But, this is a GOBLIN! A random encounter gone horribly wrong!

What if you just gave this critical... a raincheck?

Sometimes, the random encounters can get out of hand. Even the planned ones can! PC's can die at the worst possible moments, when it would completely disrupt the flow of the game, at the hands of a minor and nameless foe, or in any one of another one hundred inconvenient ways.

Fudging the dice to make your PCs invincible can be lame, and can remove the fear of death from your campaign which can make things hard on all fronts.

So, fudge the dice for now, but that PC has died, and sooner rather then later (Final Destination style) that character's going to die - though in a much more epic way. Add in extra damage when the PC faces the next boss, or add a deadly trap to an important plot hook around the next corner.

You can postpone death to a point when the other players (and you) will be able to give the death the attention it deserves, and feel like the PC didn't die for no reason. If you're playing a game where there's no coming back from death, this could be especially effective.

Delaying a death hinges on one big thing though - not telling your players. It can cheapen the initial battle, and make them angry about the second death, even if you were doing it for them.

Keep it to yourself, and don't forget about it! Writing yourself a little "I.O.U. One Death" post-it to remind you later doesn't hurt!

Sunday, July 26, 2009

5 Tips for Dealing With PC Death

It's a dirty dark Dungeon Master secret that we don't actually want to kill PCs. Many Dungeon Masters, especially new ones, when faced with a character on the verge of death will bend reality itself to keep them alive, or grant them a swift resurrection by their God or some other divine force. As an experienced DM will quickly point out though, without a fear of death in the world, a campaign can very quickly go off it's hinges.

Dungeons and Dragons, and many other tabletop games, already call for a certain suspension of belief but if - despite a combat-heavy game - your players know that you'll swoop in and save them every time they near death, things will go... downhill.

Your players may begin taking foolhardy actions, attack without thinking, and generally disregarding planning or tactics. A certain recipe for disaster indeed...

To expand on a point I made in yesterday's post, character deaths should be taken seriously and given weight. Here are some tips to make character deaths a more meaningful part of your story.

1. Talk About It Beforehand

One of the best ways to deal with a character death is to preemptively have talked about the possibilities of death with your players. Explain that characters do die and that it's an essential part of any proper campaign. Also, it's good to explain why death needs to be a factor of the game. Remind them that adventuring is a dangerous profession, and that it wouldn't be fair to them as players if you cheated so that they could survive.

It's also good to lay out the house rules for what will happen if a character should die. Obviously, immediately following the character's death, the player will probably have to sit out for the rest of the battle. Explain ahead of time that this is a possibility and this fact won't weigh you down too much mid-battle.

2. Control the Mood

The moment a character dies, especially if it's the first death in your campaign, the mood of your game (or at least your session) should shift drastically. Your job as the DM probably won't be to create a change of mood, since your players (especially the one who just lost a character) will probably be moody enough as it is, but rather the control the mood.

When a character dies, things you might see include:

> Players becoming uncomfortable
> The player in question getting upset
> Players checking frantically over character sheets
> Players raising up torches and pitchforks.

It's important that you control the sudden tension, depression, and rebellion that's sweeping over all your players at once. The best way you can do this is to immediately take control of the situation. I usually put the game on pause for a moment and speak directly to the player involved, asking "before I play out your death scene, are you sure that you've done all the math correctly?" Everyone at the table typically pours over their character sheets to check for any magical ability or item they have that might have stopped the death - usually there isn't one, but it's good to check before you continue.

Following this - it's good to steer the emotions that the rest of the table is feeling into combat. Players may be frustrated and upset to the point where the best option in your mind might be to take a break. In reality, the emotions caused by a character death can more often then not be filtered into an emotional climax to a battle, causing it to actually be one the characters enjoy.

The first step to doing this is to put the numbers out of your head for a second and to give the character a memorable "death scene". Consider your favorite fantasy movie when a main character dies - think Boromir's death scene in the LOTR movies (go watch it if you haven't seen it). Describe in detail the valiant death of a hero.

If you use a soundtrack for your game (which everyone should), before the campaign even starts you should select a death theme. My death theme is "Beauty Killed the Beast I" from the King Kong Movie Soundtrack (works very well trust me). Something emotional is perfect, especially if it breaks the upbeat fighting songs you've been using for the battle up to this point.

The reason I love Beauty Killed the Beast I is that one minute into the song drums start playing. The feel you're going for here is not unlike the death scene in movies where all the characters are screaming but the actual sound is muted and all you can hear is the music. Once your description of the death scene ends, continue on with the battle.

Now that you have turned the death of a character into a powerful part of the story, the players should have shivers running up their spine because... sh*t just got real.

3. Bolster Their Companions

In fantasy movies, there's no such thing as a TPK. Why? Well, because that would make for a fairly cruddy movie. More importantly though, the heroes are bolstered by the sight of the fallen comrade.

Cries of "I will avenge you!" and "You shall not have died in vain!" echo through the battlefield as the heroes call forth some inner reservoir of gumption previously considered unattainable. Suddenly they are better archers, braver warriors, and able to muster more powerful magics then ever before.

Is it adrenaline? Magic? No one really knows, but it makes for a damn fine action sequence - and who are we to question it. The question is, can we harness this raw power into a tabletop campaign? Of course you can!

How you choose to give the still-standing characters that extra oomph is up to you - whether through bonuses, increased stats, an extra second wind... It's wise to not make the benefit anything too extraordinary, or PCs might start killing each other just for the bonuses! Make it a small bonus that lasts for the remainder of the battle however, and not only will this encourage your players to avenge their fallen comrade, but it will make the fallen PC feel useful and lessen the chances of one of those icky TPKs.

4. Clearly Explain The Options

When a player loses a character and has to sit out of the session for a little bit, it's good to have options for them to consider, so they don't feel up a creek without a paddle when their character kicks the bucket (too many metaphors?).

For example, I usually give my players three options. One, they can do nothing and hold out for resurrection. If a player gets really frustrated this is usually the option they pick because if resurrection isn't an option in the near future they can leave the session early.

Two, they can take up the role of an NPC temporarily while they await resurrection. This gives the party a little more wiggle room in terms of leaving a fellow player hanging, and may be the best option if they're in the middle of a quest far away from resurrection.

Three, the player can make a new character, or take on an NPC permanently. This choice usually cuts off the opportunity for resurrection, and is used if resurrection is unlikely, the player wants to bring in a new character, or for whatever reason the character wouldn't come back even if raised.

Obviously, the options available to your players are up to you. You can explain the options ahead of time to your players, or pull them aside and discuss them following the battle or encounter in which they died. Both of these are probably good ideas. No matter how you disperse the information, make sure your players know that they do have options. You should never have a character death mean a player has to leave the campaign, make sure to plan ahead and ensure that even death won't exclude a player from at least some level of involvement with the game for too long.

5. Sidequest: The Afterlife

In many fantasy tabletop games, like Dungeons and Dragons, the game will actually in some way explain what happens to people after they die - usually dealing with some sort of afterlife, or traveling to another plane of existence to see one's God. If your game allows for it, I strongly suggest utilizing this!

Nothing dulls the pain of having a character shuffle off this mortal coil then a personal side quest, right?

Pull the player aside for a few minutes and throw them a small roleplaying encounter as they meet their deity. If you're feeling generous and they have reason to be in their God's favor, have the deity offer to answer a question of theirs. Even this small personal attention can help a player deal with a character dying because they actually get a small reward.

If an afterlife doesn't exist in your game, there are many ways to still entertain a player. For example, you could offer their character a dream or cutscene revealing something that the rest of the party doesn't know. If you are playing in a campaign where the character has no chance of returning, this step isn't as vital, but in a fantasy campaign a brief meeting with their God before pitching a character for good is still a wise idea.

If you want to take a page from my book, utilize Death Packets! Essentially, what a Death Packet is, is a few pre-written pages tailored to each of the PCs in my Dungeons and Dragons campaign. It includes a short story detailing their character's spirit as it travels to their home plane and what they see. I usually end the story with them being beckoned into their deity's chamber to speak with their God or Goddess. I also include in the packet a list of their options now that their character has died.

What the Death Packet allows me to do quite easily is entertain a player after their character died. It gives them something to read over as the battle continues onward, and something to think about. Once the battle ends, I can pull them aside and flesh out the conversation between them and their deity, now that the preliminary story is done with.

Given, the incorporation of Death Packets takes a lot of preparation, but it's worth it. If there's anything players like, it's getting their own personalized handouts that no one else can read - and it certainly dulls the pain of death, even making a character's death exciting in some ways. "Yes! I get to read my death packet now!"

Aside from a player's options, and the short story surrounding their character passing on to the afterlife, there's really no limit to what you can put in a Death Packet. Visions, dreams...

In Kobold Quarterly #10 (which I recently reviewed) they have an article on death feats and flaws for your character (only attainable after being resurrected). I've included information like that in Death Packets as well, giving players some interesting character development or advancement options that are only open to them now that they've died.

Again, giving a player some extra toys to play with and essentially rewarding them for dying can go a long way to cheering them up.

Well, those are my tips for dealing with PC death. As you might imagine I've had to deal with it a lot. Initially, the death of a PC is always a terrifying prospect, but if you are properly prepared to deal with the fallout, the entire scenario can actually be turned into a powerful and memorable moment in your campaign. So, don't fear death - just be prepared for it!

Wednesday, July 15, 2009

Holidays in D&D: Part Six - Party Time!

In conclusion of my Holidays in D&D series, here's an encounter your whole group can enjoy!

I ran a festival for my 3.5 Dungeons and Dragons group this past year - a holiday based specifically around actions the characters had taken. The celebration consisted of three parts.

The first part of the holiday was a full-town celebration. The characters had been invited back to the town as guests of honor, and throughout the small settlement people cheered them on as they walked through the streets in a pseudo-parade fashion. Stores had special bargains for them, and wherever they went they were welcomed into homes with fresh-baked pies and other small gifts.

The second part of the holiday was a feast in their honor. I took some time to allow the players to mingle and to describe the delicious meal. During the meal, the third part of the holiday was revealed - a masquerade ball to be held the following evening...

The Masquerade Ball CR: NC-17
Every hero needs a break, and what better way to relax then to par-tay. A night of dancing, drinking, and eventually - *gasp* finding someone lucky to go home with. Surely the most difficult challenge your heroes will ever face...

This encounter contains three parts, with the eventual goal of, yes, your noble adventurers getting lucky. No this is not the kind of encounter you think it is! Rather, it's designed to be a light-hearted and comedic encounter, built to give your players a chance to cool down after closing out a big chapter of their campaign. It also is a prime place to seed future plots or drop any number of juicy rumors.

The first part of this encounter entails preparing for the ball - specifically, purchasing costumes. The second part includes the party itself, where the players can take on a variety of party "roles" to increase their chances of getting lucky and determining who exactly they get lucky with.

The third part, is of course, the roll to determine who goes home alone, and who parties their way into the arms of another.

Encounter Set-Up: This encounter assumes that the players are familiar - at least on a basic level - with some of the individuals who may be attending this party. It is best held in a city which the characters have spent a lot of time in, or have done a little adventuring in - having already met some key characters. This is because part of the ball will be an opportuity to discover the identity of specific party-goers in order to plan carefully which of the guests the adventures want to use their... charismatic wiles on.

Even a general familiarity with townspeople, such as "Hey, wasn't there a portly baker woman who made us the most amazing pies ever? I bet she'll make me pies for breakfast. Wink wink. Nudge nudge." should work fine.

Feel free to set up your gaming table for this encounter however you'd like. The simplest set-up is to take five note cards and lay them out on your gaming table however you'd like. On the face-up side of each card, write one of the "party roles".

On the face-down side of each card, write the appropriate reward for successfully achieving that role.

Stage One: Dressing the Part
"Thank you all so much for being able to come to the feast. It truly is an honor to have you in our fair little town, especially given all you've done for us." The mayor smiled sweetly. "I trust we'll see you all at the masquerade ball tomorrow night.

Remember to bring a costume!"


Every good masquerade ball attendant needs a costume. The more elegant, extravagant, and inconspicuous the outfit, the better. Encourage your players to shop around town and design costumes that suit their characters best. The amount of money each character spends on a costume grants a bonus to their "The Big Score" roll which will be made at the end of the night. DM's should make a note of the bonuses privately until all players have made their purchases.



Encourage your players to describe their guise as they enter the party, and feel free to ham up the many heads that turn for the more expensive outfits. As a note, the lowest end of costumes probably consist of little more then a half-face masquerade eye mask, while the highest end are full face masks accompanied by extravagantly crafted clothing, platinum jewelery, and fine jewel accents.

Stage Two: Now The Party Can Start
"Why, good sir, I don't know who hides behind that mask but I must say whoever it is knows a thing or two about dancing!" The rogue smiled, "Lady, you ain't seen nothin' yet!"

As the encounter begins, invite your players to take turns (starting with whoever has the best costume and so on) to place their miniatures on the party role of their choice. To begin, only one character may attempt each role, though after each round (regardless if it's a failure or success), they may choose to move to other roles allowed by the role they were previously on (even if it's occupied), or to stay and try to attempt that role again (again, even if they succeeded the first time - the rewards are all cumulative).

For each role, the character will be given a set of potential skill checks. They may choose whichever skill check they wish to make, and must succeed at a DC 15 skill check for that skill. If they succeed, they gain the reward for that party role. This entire stage of the encounter has five rounds (ie. five chances to succeed at skill checks). If you'd like to make the party longer, feel free to make it ten rounds and simply cut the rewards in half.

Lord of the Dance: Leave those ballroom dancers in the dust. When you're the Lord of the Dance, none can stand to your funky moves. Stand back ladies and gentlemen, the Lord has arrived.

Jump - Jump around! Jump! Jump! Jump!
Perform [dance] - Did he just invent that move?
Tumble - They're break dance fighting!
Sleight of Hand - Look at her twirl those sunrods!
Concentration - And step, one two, and step, ball change.

Reward: +2 bonus to a character's Big Score modifier.
Progression: From this role, a party-goer can move to the Smooth Talker, Life of the Party or Master of the Bar roles.

Life of the Party: Now that you're here the party can really start. Sure, you make a fool of yourself, but sometimes standing out can be the best thing. And when you're not falling down, standing out is something you've mastered.

Climb - Get off the curtains!
Perform [sing] - Oh man, I LOVE this song!
Knowledge [local] - How refreshing, social commentary!
Survival - We're out of booze? Don't worry, I can find some.
Search - Marco! Polo!

Reward: +2 bonus to a character's Big Score modifier.
Progression: From this role, a party-goer can move to any party role they choose.

Mysterious Stranger: Tall, dark, and handsome. You cling to the shadows, picking out the perfect moment to make your move. Catching the eyes of a handsome noble, or a fair farmer's daughter from across the ballroom and then vanishing into the crowd leaving them wondering... Yeah, all that and more you sly dog you.

Disguise - I have no idea who she is, but she's amazing...
Move Silently - Oh my, you snuck up on me... *bashful giggle*
Gather Information - I owe the mayor a dance. Seen her?
Spot - There she is!
Hide - I was dancing with this girl, but then... she was gone!

Reward: A character can successfully identify a fellow party-goer.
Progression: From this role, a party-goer can move to the Smooth Talker or Lord of the Dance roles.

Smooth Talker: "If your AC weren't so high, I'd totally hit that..." Oh you, master of the silver tongue and the golden pick-up lines. No one can resist your wily charms, and you know it.

Diplomacy - Excuse me miss, care to dance?
Bluff - You know, we halflings get a pretty versatile size bonus...
Listen - Did someone say they needed some punch?
Sense Motive - She digs me.
Knowledge [architecture & engineering] - Need I say more?

Reward: A character can successfully identify a fellow party-goer.
Progression: From this role, a party-goer can move to the Lord of the Dance, Mysterious Stranger, or Life of the Party roles.

Master of the Bar: Adept at serving up drinks of all shapes and sizes, you can hold your own and keep everyone else riding the buzz all the way home. Pelor bless you spinner of the sauce.

Open Lock - Guess who found the liquor cabinet?
Craft [alchemy] - I call this one Alchemists Fire Water!
Heal - I got the drink what heals ya.
Balance - For when the world starts spinning!
Intimidate - I think you've had enough...

Reward: +2 bonus to a character's Big Score modifier.
Progression: From this role, a party-goer can move to the Life of the Party or Mysterious Stranger roles.

Stage Three: The Big Score
The night is winding down. Your adventurers have spent the night asserting themselves as the true heroes of - not only the town - but the party. Dancing, drinking, and sweet-talking the night away, some of your adventurers know the identity of those they're trying to "seal the deal" with, while to others... it remains a mystery. Regardless, it's time to try for the big score.

All players may now make a DC 25 "Big Score" Check. This, again, is a skill check chosen from a list of potential skills. The characters may add the modifiers gained from their costumes and their achievements throughout the night. If they have identified individuals from the party, they may target a specific individual - otherwise it's up to you who they have the potential to go home with.

Ride - [Censored Explanation]
Escape Artist - [Censored Explanation]
Use Rope - [Censored Explanation]
Handle Animal - [Censored Explanation]
Decipher Script - And you thought that skill was useless.

At the end of the night, a round of light applause for the victors (and perhaps a private roll to see if any kids will be knocking on their doors a few years from now) should be in order. What comes of these one night romances is up to your group, but all in all it should be a fun break from their typical adventures to take on a real challenge.

What waits for them the next morning, besides the true identities of their bedmates and a hangover is up to you!

If you're really looking for a fun awakening, take a page from my book and make it the very morning that an army of stone giants come streaming over the hilltops with a red dragon in tow and their eyes set on taking the town by force.

DM: Belthez, you are awakened by three things. The smell of sizzling bacon in the next room, a splitting headache, and the distant sound of war drums just outside the cities walls.

Belthez: Wait a minute. Did you say bacon?

Have a delightful party, and remember:

Friends don't let friends scry-n-die drunk!

Monday, July 6, 2009

Holidays in D&D: Part Three

You make your ways through the crowded streets, passing by various buildings, some of which appear to be small privately owned shops, or minor pubs like the one you tried to gain entry to before. Likewise, these taverns also have their doors closed. You cross over Sharkfin Bridge and continue West through the slum district until you reach a main intersection.

To your right stands a tall, incredibly flashy building that seems out of place this close to the slums. Marble columns carved to resemble trees line the walls of the building and a large illusory image of a scandalously writhing woman with pale skin and green hair undulates on a miniature stage built to resemble a forest glen above the main entrance. A golden sign labels this establishment as "The Dancing Dryad". Unfortunately you only have time to catch a glance at it, as you hurry the rest of the way towards Oak Island.

Walking along this road you can see to your right where the rock drops off to a lower layer, and the western edge of the peninsula. This district is filled with large manors and expensive looking houses. Several roads lead down into the district, and city guard can be seen patrolling in small groups rather then individually around this high class district.

Reaching the eastern edge of the bridge connecting to Oak Island, you cross through a large stone structure, open to the air. A sign labels this structure as the "Saltmarsh Point Forum", and as you walk through the center of the forum, you pass by four statues, flanking you two to a side. The statues depict a paladin, a rogue, a wizard, and a druid - likenesses you imagine to the four adventurers who founded Saltmarsh so many years ago.

As you cross the bridge, you don't have to be a dwarf to admire the architectural wonder, as the bridge is held aloft by only four thin pilings that reach down to the ground and seabed below.

Crossing over to the other side, you enter a large abandoned squat stone keep, now overgrown with vines. Reaching the exit on the other side you are met with a sea of people.

Creatures of all races and genders crowd this small island, lining up before a large platform.

You can see a wide open span of the island stretching out behind the platform, dense patches of oak trees lining the edges of the plateau. Some of you manage to spot a small staircase to the side of the keep which you all head to, drawn both by the idea of not having to stand in the back row of an almost endless crowd of people.

You all make your way up onto the roof, passing by a young noble couple catching a private moment in the stairwell. They blush and run off as you approach, giggling. As you reach the roof, you all can't help but congratulate yourselves on such a find. You seem to be the only four up here, and sitting on the crenelated wall gives you a commanding view of the masses below, the arranged platform, and the island beyond.

Turning around you can see the city spread out before you, fireworks still echoing in the sky, as hippogryph riders do somersaults in the air. You sit back and manage to try and relax for the few minutes you have before the opening ceremonies start

- - -

There are many ways to incorporate holidays into your game. Many campaign settings will provide a list of common holidays in their world, while source material on deities is a good place to look for religious festivals. Homebrewing holidays isn't all that hard either, and based on your knowledge of the group you play with, it might be best to tailor your festivities to whatever your group might enjoy.

Traditional Holidays
Most holidays are annual, and the most common ones are based on the changing seasons. Midsummer, midwinter, the end of the dry season, the beginning of harvest season, and so on all make good options for holidays.

Such universal yearly dates probably encourage celebration through your world or campaign's continent (though the biggest celebrations and balls obviously take place in the capital city).

Other traditional holidays typically mark the beginning of something. Whether it's the day a nation first gained independence, the day a great war ended (or began), or the day a town was founded - these celebrations can be local or broad, focused around individual towns and may even bring animosity from some communities who opposed the change (despite how long ago it was).

Religious Holidays
Holidays linked to deities can add fantastic flavor to any game. From secret underground masquerade balls held for a god of trickery and shadows, to festivals for the goddess of love where candy and contraceptives are sold in the streets (if you catch my drift).

Religious holidays can add a lot to games especially if you have one of more players whose characters are devoted to the deity in question. Special invitations to them and a number of guests can get the party as special guests to unique celebrations, and make players value their dedication to the gods in your game.

Guests of Honor
Nothing will entertain your players more then holidays specifically surrounding them. Did your players more or less single-handedly save a small town from an overwhelming assault? Perhaps they saved the life of a town's mayor! Such grand actions may make the characters local heroes and may encourage a small annual festival to be held in their honor.

Unexpected invitations to the PC's as "guests of honor" to a festival held in their honor for actions they took a year (and several levels) ago should delight and surprise your players. A feast, a ball, and grand gifts from the town such as a boat, or a home of their own, will give your players a chance to relax and revel in their own accomplishments (perhaps while they even watch the town's children re-enact the events in a small play).

Birthdays
If all else fails, celebrate your player's birthdays in-game by giving their characters a birthday party too! Having all of their favorite NPC's surprise them with small gifts and a big cake can add to any session! For maximum surprise, encourage your group to keep the celebration a secret and procure a real cake for everyone to enjoy. There's a lot of different ways you can approach this idea, but the number one rule is HAVE FUN WITH IT!

As the last part to this series on holidays, next time I'll give you all a holiday ready and raring to be celebrated in your next session. Happy celebrating!

Saturday, July 4, 2009

Holidays in D&D: Part Two

Happy Fireworks Day to everyone! In honor of the holiday, and as a follow up to some holiday flavor, I present the second part of my ode to holidays in your Dungeons and Dragons game.

Incorporating holidays and celebrations into your D&D game is a great way to keep your world alive and vibrant. Holidays may occur for any number of reasons and inject a unique event into the lives of the characters in your campaign. Perhaps your players stumble randomly upon such a celebration, are planning to attend it for a few months, or are the guests of honor themselves!

Festivals can make fantastic diving boards into a campaign, or a flavorful adventure on the side. Regardless of how you use holidays in your game, if done well, they have the potential for giving your players a break from their stressful adventure-filled lives, and finally some time to just have fun.

The Good: Upsides to Holidays in D&D
Having holidays and festivals in your game has benefits and downsides, both of which you should consider before implementing them into your game. As the Dungeon Master for your group, you know your players better then I do, and a holiday certainly won't work for everyone, but they do hold great potential.

Holidays can start quests, or even entire campaigns. Perhaps your adventurers get matched up in the same team for the annual Festival of Adventurers! This is a great way to seed plot hooks and information, from the small sidequests to the main plotline.

Want your players to save the King from assassination, or even assassinate him themselves? What better chance to do that then the annual festival when he makes a very public appearance? Is there a villain on the run from the players? What better place for him to hide then in all the hubbub in your nation's capital city during the holidays. Ah, work and pleasure combined.

The Bad: Downsides to Holidays in D&D
Holiday adventures are not for everyone, and if you do decide to use them, make sure to match the events to your players preferences. If you have a kick-down-the-door party, make sure that you have plenty of bar fights, rowdy festival guests, and other such encounters lined up for them.

A potential problem to holidays in D&D as well is the fact that, to do a festival or celebration justice, it may take a few sessions (depending on your average session length). To fully convey such a unique event, much like any important (read: once in a campaign) event in your party's life (like meeting royalty for example), I think it's worth it for the Dungeon Master to plan ahead and truly give the event some thought and detail.

Giving your players time to explore the festival, or a city's unique deals, decor, and events, will be worth it in the end.

Next, I'll discuss ways you can incorporate holidays of varying types into your game (and how to celebrate player birthdays!)

Now, go enjoy your fireworks and try not to blow any fingers off!

Friday, July 3, 2009

Holidays in D&D: Part One

Your first step onto the docks sends a chill of excitement down your spine. The city streets are densely packed with creatures and races from all over the world, dressed in armor, robes, and garish outfits hailing from cultures you've never even heard of.

Throngs of children run amok through the crowds, squealing in joy at their first sighting of a half-giant, asking for autographs from some of the more regal looking elves, playing tag with a group of kobolds, and gently stroking the fur of various animals that cling tightly to their master's sides for fear of being lost in all of the excitement.

City streets are decorated with ribbons of green and gold, while proudly proclaiming the symbol of the Adventurer's Guild, the sponsors of this grand event.

A large shimmering banner hangs above the entrance to the shipyard, raining down a shower of magical sparkles on each new group of boat passengers as they cross the threshold onto the cobblestone city streets, as a magic mouth exclaims "WELCOME ONE AND ALL, TO THE FESTIVAL OF ADVENTURERS!"

A large gnomish band can be seen across the crowd in a raised pavilion playing jaunty tunes that whirl around your ears while a mixture of exotic smells overwhelm you, of spiced krenshar meat sizzling on a bed of hot coals, deep-fried guttersnipe shish-kabob, and warm gnomish goldspeck ale.

The sights, the sounds, the smells, all drown you in revelry, as even the most stoic mages cannot help but crack a smile, getting caught up in the joy and celebration that surrounds every new step.

The flow of city traffic quickly moves you south along winding streets, towards the Market Place and check-in for the festival itself. As you process down the streets in pseudo parade fashion, some of you cannot help but wave and cheer yourselves, as city locals lean out their windows or doors, throwing flower petals and streamers out towards you.

Every so often, a glitterdust spell is fired into the air, and as the shimmering beads of magic rain down upon you, you can often spy acrobatic hippogryph riders doing stunts far in the air above you.

The Market Place itself is booming with excitement. The long, wide street is lined with merchants, selling wares of all shapes and sizes.

A Goblin bangs his pots and pans, showing their durability, as a pair of young Half-Orc twins explain to a Halfling bard how their mandolins hold secret compartments sized perfectly for hiding an extra playing card or two.

You are shuffled quickly to a large group of tables, behind which sit several representatives of the Adventurers Guild, buried under piles of papers and bright green folders. After you work your way through the line they greet you with a genuine smile.

Without a wasted word, the representative before you rattles through his introduction all in one breath, as you imagine he has said nothing else for the entire day.

”Greetings, and welcome to the first annual Festival of Adventurers! If I could just get your name, city of origin, god or goddess of preference, area of expertise, and weapon of choice, I can give you your official Festival Packet. Oh yes, and did you come alone, or with others? This includes family, friends, party members, familiars, animal companions, and any other relation of body, mind, or spirit.”


They smile at you, dipping their inkpen in a small inkwell, preparing to jot down your answers.

Tuesday, September 16, 2008

Handout #1d100: Adding a Template

Every treasure horde needs something unique. Some groups may certainly be happy with just buckets and buckets full of gold, but sometimes a more unique sort of treasure is required. To some characters, a fully stocked library is just as valuable as any dragon's horde, but what can you give a player to appease their loot tooth?

Submitted for your pleasure is one "scroll" you can print out for your players. A ritual allowing them a chance at transformation into a half-celestial. This was written for 3.5 Dungeons and Dragons, but could certainly be adapted for any system. Many players would consider adding a template to their character better then treasure. I see such a ritual as a great roleplaying opportunity and a fun side-encounter. Enjoy!

Performing Transformations: An Experiment
by Malaki Tapprio

To alter not only the structure of one's body but the blood that flows through one's veins is a truly difficult feat, as it involves the body to be both disassembled and invariably reassembled with the assistance of powerful magicks. Altering merely the outer form of any object is simple, involving merely any illusionary or transmutation magicks to be successful. However, to change the species of a creature is a scrupulous task as it requires the very transformation of ones blood. This requires a much more powerful ritual, to be discussed later.

The most immediate issue approached when discussing self-transformation is that of the soul. Souls are a confusing subject as they are ethereal and therefore impossible to examine. This calls into question whether or not the soul carries important genetic information linked to the shape of a creature or merely that creature’s thoughts, memories, and emotional infrastructure. In my experiences I have found that it is impossible for any genetic information to be linked to this variable, as I have with my own eyes witnessed a soul enter the wrong body. This resulted in one creature literally seeing through the eyes of a different body.

The soul defined who they were, what they knew, their personality, and their memories, while the body was just a shell. However, while this might seem straightforward enough, and one would think merely calling a soul into a different body would perform a proper transformation, this is incorrect. Through several experiments on calling the souls of several Ratticus Norvegici into the bodies of various creatures, while the Ratticus Norvegicus still was able to function, and tried to eat food it was used to, the creature failed to use any of its new body’s abilities.

For example, when the soul of a Ratticus Norvegicus was called into the body of a Pan Troglodytes it did not make use of any of the Pan Troglodytes natural abilities, such as climbing. This works in the same way that trading souls between two humanoids would not allow them to use each other's learned or natural abilities or magicks. It is rumored that the druid cabals have capabilities of doing such reincarnations, but I have heard that it is unreliable at best.

When the soul is not in it's host body and is merely a ghost in a shell, it loses its ability to access any functions beyond those that are basic. This proves that the soul, while having no sway on the shape or makeup of a creature, when removed from its host body loses these functions. Along this line of thinking I have deduced that any changes of form must be made to the host body in order to fully become said creature. The soul however, having no sway on the appearance of a creature should be removed fully before any transformations take place. This is due to the fact that the soul is a very delicate variable, and is subject to possible change should it be present during the actual transformation. Despite what happens to the body, when the soul is called back it will recognize it’s host body as it’s own and reattach properly, now binding to the new shape and genetic makeup, allowing the user full access to all special functions of the new form.

Therefore it is conclusive that to properly transform one creature into another, and to attain all special abilities such as magicks, longevity or the ability to fly, first the soul must be removed from the host body. Following this, any and all transformations to the body must be made. For convenience sake, I suggest cutting the host body into very small bits so the body will already be in it’s lowest form (several hundred pieces) and the blood will be readily accessible and able to be altered if an inner change is required. Transmutation spells can be cast at this time to alter physical appearance.

Following all necessary transformations, the soul may be called, and reattached to its new body. Recognizing the body as it’s host body, the soul will make the proper changes and readily bond to the body, infusing the new shell with the memories, and emotions of the original person. Since the soul recognizes the body as its host, it will make the proper accommodations to allow most if not all of the new body’s functions to be activated and readily used. Along the lines of retaining magicks, magicks are tied to the body, therefore as long as nothing is taken away from the body, only changes, magick users will not lose their spells.

To properly “alter” the blood of a creature in their broken-down state, in the case of completely replacing blood or creating a mixture, it is not possible to merely remove the blood from the broken creature and replace it, rather, the blood must be magically replaced. If any substances are added to a corpse from which the soul has been torn, and the soul is called back, the creature reforms, despite where its blood may be, leaving the added substance behind. The blood therefore must be magically replaced or added to so the body recognizes these substances as now part of the body. This way, when the body is raised after the soul is reattached the substances stay with the body, and indeed, the very genetic substance of the creature is altered.

For example, if you wanted to infuse a human with troll blood, after removing the human’s soul a powerful spell must be used to replace the human blood with troll blood and to bind it to the body. When the soul is called and the body raised, the body would recognize the troll blood as part of the body, and would take the place of the removed human blood. The creature would appear normal, like a human, but with troll blood, abilities, and natural magicks running through it in addition to any emotions, memories and magicks that the human had before the transformation. However, any troll abilities based on the structure of the trolls body would be inoperable unless the humans body structure was also changed during the transformation. In essence, to change both the blood and the body, two powerful spells, most likely drawn from the transmutation path of magick would be required.

In the case of making half-breeds, the alteration of blood is slightly different, and easier. Instead of completely removing the blood of the original creature, you need only to bind the blood of the new creature with that of the original. For example, along the same lines if you wanted to make a human half-troll, after removing the soul, a ritual would be done to bind each drop of the trolls blood with a drop of the human’s blood. This is easier because no additional spell is required to bind the new blood to the body, as the bound blood will reform with the original blood.

The specificities of blood for distinct creatures are a hindrance however in the sense that blood cannot be made my magical means. So far, the only discovered way to perform such a blood transfusion is with real blood, usually acquired by killing the creature to which it belongs. This comes with problems though, because if the creature were to be raised after the transformation took place the blood may very well be ripped out of its new host’s body and cause irreparable damage. In the case of creating half-breeds however, some hopeful information has been found.

It appears that if both creatures are willing, a magical compromise can be made. If the souls of two creatures are removed, for example a troll and a human, and magick is cast to bind half of the trolls blood to the human’s, the same effect as before would be possible in the creation of a half-breed. However, to keep the troll alive, half of the human’s blood may be equally bound to the troll’s. In this case, both creatures would be able to live; only two full-bloods would become two half-breeds.

The experiment will be tested on intelligent creatures for the first time in history upon myself, Malaki Tapprio. I will attempt to become half-celestial by bonding with an Archon. Archons interact highly with humans and are also preachers of wisdom, knowledge and aid. My current plan is to find one through my prayers who wishes to be more in touch with the mortal realm and to offer the transference of blood as a suggestion. One candidate is Vretil, who specifically follows the aspects of knowledge; however he is a leader and such a sacrifice on his part I could not even ask. Though some of the angels under him may be willing. The ritual will be performed as followed:

Step 1: The assembled will pray.

Step 2: I will perform a ritual to consecrate and purify the land, so as to make the land both suitable for the ritual, free from unwanted interference, and pure enough for the Archon to set foot on.

Step 3: I will perform a ritual to allow the Archon to come into the Material Plane.

Step 4: We shall both be prepared for the ritual. Our bodies will be cleansed of any possible taint, all equipment shall be removed, and all others, save those needed to cast spells and oversee the ritual, will leave the area.

Step 5: The assembled will pray.

Step 6: Two sacrificial daggers shall be covered in acid. We shall both simultaneously perform the art of righteous sacrifice. Our blood shall fall by our own hands, and in one strike our souls will be removed from our bodies.

Step 7: A Transmuter of great power shall perform a ritual using purified components in order to provide a transference of half of our blood to each other, binding it to our remaining blood.

Step 8: A Transmuter of great power (not necessarily the same one), shall again call upon the their magicks to alter the structure of my body to one that can properly withhold the blood of a celestial being. Such changes will include wings and other adaptations connected to flight. Other possible changes may include hair and eye color.

Step 9: The assembled will pray.

Step 10: Two Clerics of great power will call each of our souls back to our respective bodies. They will bind with our new blood, and the structural changes to my body.

Step 12: We will all pray and thank the Gods for their guidance in this feat.

More information concerning the effects of this ritual are forthcoming, notwithstanding my horrible, horrible death.

Saturday, September 13, 2008

Leadership: The Solution

To allow, or not to allow. That is the question. A lot of feats out there, primarily Item Creation feats, always beg this question. Do I want to give my players the false hope that they will actually have downtime to make these items? Am I denying a feat when in fact there will be downtime during which there will be nothing else to do?! Always a debate. Perhaps the biggest debate in my book is for the Leadership feat.

Leadership has the potential to get bad. It can wind up with a ton of figures on the map that are not unlike speedbumps as far as the characters are concerned. And suddenly I as the DM have to come up with how many different personalities? Unless of course I just want the player to manage them all and wind up with thirty followers with identical personalities.

So how can I keep my players and myself happy? Well, I'll allow Leadership - but I want to have fun with it to.

Followers aside for a moment, my solution doesn't work for everyone, because some people just really want to make a second character (their cohort) and get to fight with two characters during combat. Well, I've tried this method and it simply doesn't work.

Characters somehow find cohorts that perfectly accentuate their own abilities, and who get lost in the shuffle as two-dimensional characters with no real motives or backstory besides kissing the character's feet every night.

Hey! Cohorts are people too!

So, first off, I do away with followers. I allow characters to gather followers, but I do not allow followers to go adventuring. They can start a small village, run a store, manage a keep, or anything like that, but these folks will never join your party officially. As for the cohort, while I offer the player some control over the type of cohort, it will be me as the DM who actually makes and runs the character.

This takes a little getting used to, as not all DM's all knowledgeable enough at the game to run too many NPC's. With a well laid-out character sheet however, taking on a DM-PC can be done, and is actually fun.

Pro: You actually become attatched to your "PC" and get rid of that nasty tendency to stack the odds against your player.

Con: You have to be very careful about not making a character who can give the players too much info or who might be tempted to roleplay. You have to get used to the NPC being impartial, going along with the PC's and even perhaps feeding them faulty information sometimes. (This can be fun).

So what do I do when my players take Leadership? I have them fill out the following sheet, then I get to make the cohort and it's up to them whether or not the NPC is accepted. This is all done through roleplaying while I don't even show the sheet to the player. Then, I essentially add an NPC to the party, and take control of them in roleplaying encounters and combat.


Another Pro: Having NPCs under your control with the party can actually be really good. If the players are ever being really really stupid, if you're sneaky, you can nudge them in the right direction without them knowing. This takes practice.

The Leadership Form
My current leadership score:

1. Which type of character class:
- Warrior
- Arcane
- Divine
- Adventurer

2. Which alignment appeals most to you:
- Good
- Evil
- Chaotic
- Lawful

3. Which type of character concept:
- Brute
- Peaceful
- Explorer
- Scholar (book smarts/INT)
- Pious
- Tactician
- Sneak
- Artist
- Sage (worldly/WIS)
- Student

4. Which type of race:
- Same as you
- Humanoid (standard)
- Humanoid (nonstandard)
- Monster
- Animal

So, lets say that our good friend Kiikii-Jiikii wants a stalwart companion to keep him safe (since he's a chicken). Kiikii could specify that he wants a warrior companion who is primarily good. Since Kiikii is looking for brawn, he chooses the Brute concept. Feeling a little crazy, Kiikii chooses Nonstandard Humanoids as the race.


Kiikii's Cohort Options

Class: Fighter, Barbarian, Ranger (two-weapon), Monk, Paladin, Duskblade, Dragon Shaman, Samurai, Knight... and so on...

Alignment: Either Neutral Good, Chaotic Good, or Lawful Good.

Character Concept: Since Kiikii chose Brute we can probably start to narrow down class choices. This mostly has to do with the character's ability score dispersal however, and how they react. They are probably either a dumb thug, or someone who simply deals a lot of damage. They're not too tactical - they just hurt things.

Race: Since Kiikii picked Nonstandard Humanoid there are really a TON of options. Though the character has to be good, it could still be anything from a Kobold to a Gnoll.

Based on all these ideas, I would try to make a character that would add something unique to the party and who would also give Kiikii a fun companion to pal around with. Remember that you probably don't want to make a character who rivals someone else in the party. For example, I wouldn't make a Barbarian cohort, since there's already a barbarian in Kiikii's party.

Plus, I would want to make it something that I would enjoy playing, and that could be played fairly easily. Write up a sheet, pick out a figure, and you're good to go!

Friday, September 12, 2008

Gunslinger: A 3.5 Homebrew Class

In honor of the current homebrew carnival going on hosted by Donny the DM, I thought I'd toss my two cents in with one of my homebrewed classes for 3.5 Dungeons and Dragons. The Gunslinger. I originally designed him for an Expedition to Castle Ravenloft game I was running since one of my players was eager to use guns. Here's what I came up with...

Gunslinger
Where there are weapons, there are those who have mastered them. From sword-wielding warriors to dagger-throwing ninjas. For some however, a weapon is not just a tool, not just a blade or a bolt, but something more. A lifestyle. Such is the attitude of those who have taken and mastered the keen clockwork motions of the pistol, hidden and deadly. For this weapon master, bullets are his lifeblood, kickback is a graceful art, and the scent of gunpowder is what drives him onward. There is no keener eye and no deadlier bullet, then the Gunslinger.

Adventures: A gunslinger is driven by the desire to perfect himself. An adventure is seen as a challenge, and challenges are made to be overcome. Life is full of trials and gauntlets, all of which the gunslinger sees as opportunities to perfect himself and his skill. He will often think outside the box, trying to go around problems rather then confront them head-on. Gunslingers are careful planners and priceless companions.

Characteristics: Gunslingers are very limited in terms of weapons, typically wielding nothing beyond a pistol and both excelling and improving upon it. His skills allow him to improve upon and maintain his weapons as well as lending some aid in the dangers of a dungeon or in other such unique environments. Typically hailing from urban backgrounds, the gunslinger is not as adept to the wilderness as his distant cousin the ranger, using their knowledge best around machinery, architecture, engineering, and technology. An experienced gunslinger has deadly accuracy with his weapon, or weapons, as some gunslingers choose to focus on duel wielding revolvers.

Alignment: Gunslingers can be of any alignment, while some find profession as chaotic vigilantes defending the less fortunate, others use their skills to further their own gains. Still others work for elite bodyguard companies, or are hired as bloodhounds to track down criminals using their unique abilities. Evil gunslingers are a force to be feared, using their distant and deadly techniques much like an assassin who can take out a target from a half-mile away.

Religion: Gunslingers follow a variety of deities, but most commonly gunslingers follow either Moradin or Garl Glittergold. Moradin, as the god of smithing, metalworking, and engineering, is an obvious choice. Garl Glittergold is the chief patron of the gnomes who flock to this class because it utilizes one of their creations – the revolver. There is some debate over who designed firearms first, the gnomes or dwarves, though the common belief is that gnomes created the revolver.

Background: Most gunslingers gain their training through their craft, either as a blacksmith, alchemist, gunsmith or clockmaker. Combining these crafts gives the components needed to make a gun, and most artisans with the hope of adventuring will often craft and practice with a weapon of their own. Firearms are still considered rare, so not many mainstream adventurers use them, leaving the class primarily to those who can actually craft the weapons and bullets.

Races: Clearly, the most common races who come to this class are gnomes and dwarves, as they feel natural wielding the weapons their ancestors created. Humans however, also are drawn to the gunslinger class, further expanding their versatility. Half-Elves and Half-Orcs have been seen to wield the weapons as well, though halflings find them to cumbersome and elves find them to unnatural, though there’s a first time for everything…

Classes: Gunslingers get along well with most classes, though druids and rangers will often find their techniques disruptive and unnatural. Gunslingers get along well with fighters, who often show them more respect then they show people using wooden weapons. In general, anyone who can mind a gunslingers company and doesn’t mind having their items tinkered with every so often is ok by them! As gunslingers are often curious and think outside the box, their best companions are usually rogues or others who have a knack for using, tampering with, and disassembling devices.

Role: Gunslingers find their best role as a secondary combatant, using their ranged combat abilities to get into a fight quickly and do lots of damage. Gunslingers also know their way around traps and locks. While not as proficient as a rogue, they often can use their abilities to “Aid Another” when dealing with locked doors and traps.

Game Rule Information
Gunslingers have the following game statistics.

Abilities: Dexterity is important for a gunslinger both because he tends to wear light armor and because of their ranged proficiency. Intelligence is also important for gunslingers as it gives them a high number of skill points and Intelligence is the key ability for a gunslingers spells. An Intelligence score of 14 or higher is required to get access to the most powerful gunslinger spells. Charisma is also helpful to a gunslinger as it fuels a lot of their skills.

Alignment: Any

Hit Die: d8

Class Skills: 6 + int modifier (x4 at 1st level)

Gunslinger Class Skills: Appraise (int), Bluff (cha), Concentration (con), Craft (int), Disable Device (int), Gather Information (cha), Hide (dex), Intimidate (cha), Knowledge: Architecture and Engineering (int), Knowledge: Local, Listen, Move Silently (dex), Open Lock (dex), Search (wis), Profession (wis), Search (int), Sense Motive (wis), Spot (wis)


Class Features
These are the class features of the gunslinger.

Weapon and Armor Proficiency (Ex): A gunslinger is proficient with all simple and martial weapons, as well as revolvers. A gunslinger may wear light armor, but not shields.

Urban Tracking (Ex): A gunslinger gains Urban Tracking as a bonus feat.

Gunsmith (Ex): A gunslinger gains a +2 insight bonus on all craft checks having to do with assembling a gun (blacksmithing to make bullets, alchemy to make gunpowder, gunsmithing to make the casing, etc.)

Improve Revolvers (Ex): At 2nd level and beyond, by tinkering with a revolver for 8 hours, a gunslinger can make the weapon function more efficiently. Every time a gunslinger earns this ability (at 2nd, 6th, 10th, 14th, and 18th level), his guns are somehow visually altered, allowing others to see that his weapon has been altered. For each such alteration, the wielder gains a +1 to their intimidate checks made to demoralize an opponent. This bonus does not stack for multiple tinkered weapons being visible. The alteration is the same for all weapons tinkered by a gunslinger, so should they duel wield revolvers, they will look identical. It is up to the player to determine what the alterations look like, though it should be creative and unique.

At 2nd level, a tinkered weapon counts as a masterwork weapon. As revolvers are complicated weapons, they are not normally sold as masterwork weapons, making this one of the only ways to gain such equipment. At 6th level, a tinkered revolver weighs half as much and is considered a light weapon. At 10th level, a tinkered revolver doubles it’s range increment from 30 ft. to 60 ft. At 14th level, a tinkered revolver gain a +1 to all damage rolls. This stacks with any other abilities which grant a +1 to damage, such as point blank shot. At 18th level, once per day a tinkered revolver can do a complete discharge, firing all bullets within the chamber. This is a full round action. Attack rolls for each bullet are rolled separately.

Practiced Hand (Ex): At 2nd level, a gunslinger gets Weapon Focus: Revolver as a bonus feat.

Draw! (Ex): At 3rd level, a gunslinger gets Quick Draw as a bonus feat, but only for drawing his revolvers, not other weapons.

Steady Eye (Ex): At 4th level, a gunslinger gets Precise Shot as a bonus feat, but only when using revolvers as his ranged weapon.

Trigger Happy (Ex): At 5th level, a gunslinger gains Improved Initiative as a bonus feat.

Expanded Chamber (Su): At 8th level when loading a revolver, a gunslinger can load “another bullet” effectively allowing him seven shots before he needs to reload.

Evasion (Ex): At 9th level, a gunslinger becomes much more aware of the combat around him, granting him the ability to dodge incoming fire much easier. He gains the Evasion ability.

Dive for Cover (Ex): At 12th level, a gunslinger furthers his ability to dodge incoming attacks. Once per day, if the gunslinger fails a reflex save to only be dealt half damage from an attack, he may try to make the save again. If he succeeds the second time, he only takes half damage from the attack, but he is considered prone.

Hide in Plain Sight (Ex): At 17th level a gunslinger may hide regardless of terrain or concealment.

New Items
A gunslinger has access to more advanced items.

Revolver (exotic one-handed)
Dmg: S = 2d4, M = 2d6
Critical: x2
Range Increment: 30 ft.
Weight: 3 lbs.
Damage Type: Piercing
Cost: 500 gp
Craft DC: 30

Bullets (10)
Weight: 1 lb.
Cost: 3 gp.
Craft DC: 10 (requires 1 oz. gunpowder)

Gunpowder (powder horn)
Weight: 2 lbs. (32 oz.)
Cost: 35 gp
Craft DC: 15

Reloading
Different guns reload at different speeds.

Revolvers
1 revolver w/ free hand = standard
1 revolver w/ free hand + rapid reload = move
1 revolver w/ free hand + rapid reload + duel discharge = free
1 revolver w/o free hand = full round
1 revolver w/o free hand + rapid reload = standard
1 revolver w/o free hand + rapid reload + duel discharge = move

So, if Kain is duel-wielding revolvers with the Rapid Reload and Duel Discharge feats, he can empty both revolvers and then take a full round action to reload both of them.

New Feats
A gunslinger has access to different feats which may aid him.

Urban Tracking [general]
You can track down the location of persons within a community.

Duel Discharge [general]
When duel-wielding revolvers, you can reload them quicker.

Prerequisites: Proficiency with Revolvers, Rapid Reload, BAB +4

Benefit: With a flick of your thumb, you can open the cylinders of your revolvers, dropping out the blank shells with a flick of your wrists. This cuts your reload time when duel-wielding (see the above reloading chart).

Friday, August 15, 2008

Robe of Useless Items

Ah, Dungeons and Dragons 3.5 Magic Items. Some of them were... kind of silly. As much as I loved rolling treasure randomly and providing my players with any of Quall's Feather Tokens, or for that matter a Sustaining Spoon...

"You find a magical spoon."

"Wait. Are you serious?"

"Yes."

"What does it look like?"

*DM checks in the book.*

"An unremarkable eating utensil fashioned from horn."

"How... unremarkable. I cast Identify."

If the spoon is placed in an empty container the vessel fills with a thick, pasty gruel. Although this substance has a flavor similar to that of warm, wet cardboard, it is highly nourishing and contains everything necessary to sustain any herbivorous, omnivorous, or carnivorous creature. The spoon can produce sufficient gruel each day to feed up to four humans.

"Wow."

Anyways, my favorite item has ALWAYS been, the Robe of Useful Items. I mean, first off, it's a robe. So... no one wearing armor can use it. Secondly, it's full to the brimming with useful items. That you can use once. 16 - 28 useful items to be exact. I'm a particular fan of the fact that you could potentially pull a mule, a rowboat, and a window all out of this robe. Yes, you can pull a window out of the robe. I guess you can put it in a dungeon wall... right next to the pit and iron door...

So, to share my joy of this item, I wanted to drop it in one of my first level campaigns. I couldn't however, since it apparently has a 7,000 gp market value. I --- I don't even... 7,000... what in holy hell were they.... *sigh* Moving on.

So, lo and behold, I crafted the Robe of Useless Items.

This appears to be an unremarkable robe, but a character who dons it notes that not only is it adorned with small cloth patches of various shapes, but it makes them look fat. Only the wearer of the robe can see these patches, and see that the robe makes them look fat. The wearer of the robe may detach the patches, though they will be too concerned with how fat they look in the robe to recognize what the patches will turn into until they have been removed.

A robe has both lesser patches, and greater patches. The wearer may detach one lesser patch every round and may remove as many such patches daily as they like. The wearer may detach one greater patch daily. Detaching a patch causes it to become an actual item, as indicated below. The items remain in existence for six hours before vanishing. Once removed, a patch cannot be replaced. Once a patch's item vanishes, it cannot be retrieved and another patch does not take it's place.

A newly created robe of useless items always has two each of the following lesser patches:

* Dagger Hilt
* Bullseye lantern (empty and extinguished)
* Mirror Frame (capable of holding a highly polished 2'x4' steel mirror)
* Pole (10-inch length)
* Hempen soap (smells like feet)
* Snack (tastes like feet)


In addition, the robe has several greater patches. Roll 4d4 for the number of greater patches and then roll for each patch on the table below to determine its nature.

01-10% - Bag of 100 Gold Chocolate Pieces (melted)
11-20% - Mug of coffee (decaf)
21-30% - Door, straw (up to 10'x10', highly flammable)
31-40% - Gem Pop (as ring pop, grape flavored)
41-50% - Potion of
Cure Minor Papercut
51-60% - Rowboat (hole in bottom)
61-70% - Portable Ram (deceased)
71-80% -
Elixir of Unrequited Love
81-90% -
Boot of Jumping (only one, use leaves wearer prone 5' to the left)
91-00% - Half of
Mordenkainen's Amulet (grants immortality if joined with 2nd half)

Now I need YOUR HELP! I want to craft this fun little item into a great artifact of epic proportions, but to do that, I need a lot more uselessness! What useless items do you think we should add in order to form the Greater Robe of Useless Items? Comment with your ideas!

Thursday, August 14, 2008

Pathfinder RPG: Urban Variants

In my preparations for fall semester, I've decided to take on a second Pathfinder campaign. I will be continuing (and hopefully finishing) the Rise of the Runelords adventure path, but I will be starting up another group to run the Curse of the Crimson Throne adventure path as well. In addition, I've decided to run this adventure using the new Pathfinder RPG Rules.

Since this is primarily an urban campaign, I've already had some player interested in using both the Urban Ranger variant, and the Urban Druid class from Dragon Magazine #317. Now, I love urban campaigns, and both of these variants, so I was more then happy to oblige. So, I sat down and made the changes - some big, some small - but I think they are passable versions of either class. Enjoy!

Pathfinder Variant: Urban Ranger

The urban ranger stalks the treacherous streets of the city, relying on his knowledge of alleyways and underworld contacts to keep him alive.

Class Features
The Pathfinder urban ranger has all the standard Pathfinder ranger class features (as presented in the Pathfinder RPG Rulebook), except as noted below.

Class Skills
Eliminate Knowledge (nature), Knowledge (dungeoneering), and Survival from the ranger's class skill list. Add Diplomacy, Knowledge (local), and Sense Motive to the class skill list.

Hunter’s Bond
An urban ranger can’t naturally bond with an animal larger than medium. If the urban ranger takes a feat that grants him a specific type of animal companion however, he may bond with the provided animal, regardless of size. For example, an Urban Ranger who wishes to have graduated from the Endrin Military Academy of Korvosa may take the Sable Company Marine feat from the Curse of the Crimson Throne Player's Guide and bond with a Hippogryph.

Urban Tracking
An urban ranger does not gain the Track ability at 1st level. Instead, he gains the Urban Tracking feat (see below), which allows him to use Diplomacy to track down a missing person, suspect, or other individual within a community.

An Urban Tracker gains a +2 bonus to Urban Tracking check against his favored enemies.

Urban Tracking [General]
You can track down the location of missing persons or wanted individuals within communities.
Benefit: To find the trail of an individual or to follow it for 1 hour requires a Diplomacy check. You must make another Diplomacy check every hour of the search, as well as each time the trail becomes difficult to follow, such as when it moves to a different area of town. The DC of the check, and the number of checks required, depends on the community size and the conditions. If you fail a Diplomacy check, you can retry after 1 hour of questioning. The game master should make these rolls.
Normal: A character without this feat can use Diplomacy to find out information about a particular individual, but checks takes 1d4+1 hours and don’t allow trailing.
Special: A character with 5 ranks in Knowledge (local) gains a +2 bonus on Urban Tracking Diplomacy checks. You may make Diplomacy checks every 30 minutes at a -5 penalty.



Favored Enemy

Remove Survival from the list of skills given a bonus by this ability.

At the game master's discretion, an urban ranger may select an organization instead of a creature type as his favored enemy. For example, a character might select a particular thieves' guild, merchant house, or even the city guard. The favored enemy bonuses would apply to all members of the chosen organization, regardless of their creature type or subtype.

Favored City
This replaces the Favored Terrain feature gained at 3rd level.

At 3rd level, a ranger may select any community in Golarion. This may be anything from a Thorp to a Metropolis. The ranger gains a bonus on Knowledge (local), Perception, Stealth, and Diplomacy skill checks when he is in this community dependent on the community size of the location shown on the table below.


Likewise, he gets a +1 bonus on initiative checks when in this community. At 8th level and every five levels thereafter (13th and 18th level), the ranger may select an additional Favored City. In addition, at each such interval, the skill bonus in any one favored terrain (including the one just selected, if so desired) increase by +1, while the initiative bonus increases by +1.

Spellcasting
The urban ranger's spell list differs from the standard ranger list. Remove the following spells from the urban ranger's spell list: 1st – animal messenger, charm animal, detect animals or plants, detect snares and pits, entangle, speak with animals; 2nd – bear's endurance, cat’s grace, hold animal, owl’s wisdom, snare, speak with plants; 3rd – command plants, diminish plants, plant growth, reduce animal, tree shape, water walk; 4th – commune with nature, and tree stride.

In exchange, the urban ranger adds the following spells to his class spell list: 1st – comprehend languages, detect chaos, detect law, detect secret doors, hold portal (*secret weapon), message; 2nd – arcane lock, detect thoughts, eagle's splendor, knock, locate object, spider climb; 3rd – discern lies, invisibility, secret page, shrink item, speak with dead, tongues; 4th – dimensional anchor, and locate creature.

Woodland Stride
An urban ranger does not gain this ability.

Swift Tracker (Ex)
Beginning at 8th level, am urban ranger may make a Diplomacy check for his Urban Tracking feat every half hour without taking the normal -5 penalty.

Quarry (Ex)
A ranger can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is tracking down the location of his quarry, a ranger can take 10 on his Diplomacy skill checks making Diplomacy checks for his Urban Tracking feat, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry and all critical threats are automatically confirmed. A ranger can have no more than one quarry at a time and the creature’s type or association with an organization must correspond to one of his favored enemy types. He can end this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If his quarry is killed, he can select a new quarry after waiting 1 hour. This ability does not confer the ability to know whether or not the quarry is still alive. The ranger must see proof that his quarry has been killed to select another after 1 hour.

Camouflage
An urban ranger does not gain this ability.

Hide in Plain Sight (Ex)
An urban ranger can use this ability in any area, whether natural terrain or not.

Improved Quarry (Ex)
The ranger’s ability to hunt his quarry improves. He can now select a quarry as a free action. He can now take 20 while using Diplomacy to track his quarry every half hour without penalty. His insight bonus to attack his quarry increases to +4. If his quarry is killed or dismissed, he can select a new one after 10 minutes have passed.

Master Hunter (Ex)
A ranger of 20th level becomes a master hunter. He can, as a standard action, make a single attack against a favored enemy at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC of this save is equal to 20 plus the ranger’s Wisdom modifier. A ranger can choose instead to deal an amount of nonlethal damage equal to the creature’s current hit points. A successful save negates this damage. A ranger can use this ability once per day against each favored enemy type he possesses, but not against the same creature more than once in a 24-hour period.

Pathfinder Variant: Urban Druid
The urban druid sees a city as a living organism – living, breathing, seeing and hearing. They are one with the urban environment they live in.

Class Features
The Pathfinder urban druid has all the standard urban druid class features (as presented in Dragon Magazine #317), except as noted below.

Class Skills
Eliminate Concentration, Gather Information, and Speak Language from the urban druid’s class skill list. Add Linguistics to the class skill list.

Skill Points Per Level
4 + Int modifier (do not multiply by 4 at first level)

Spellcasting
An Urban Druid should follow the spell chart on Table 4-6 of the Pathfinder Campaign Setting book to determine the appropriate amount of spells per day (page 24).

City Sense
Replace the bonus granted to Gather Information with a bonus to Diplomacy checks instead. Gather Information now falls under the Diplomacy skill.

Favored City (Ex)
Remove the bonus granted to Gather Information. Gather Information now falls under the Diplomacy skill.

Information Network
Replace the benefit granted to Gather Information with a benefit to Diplomacy checks instead. Gather Information now falls under the Diplomacy skill.