fredag den 12. oktober 2012

torsdag den 11. oktober 2012

Darkness and other dark elf powers

Seems to me that the whole dark elf campaign was a good idea. So far, it's been fun. I do however think that all those innate powers are way too much. Now, I am all for preserving the dark elf feel, but maybe we can tone it down a little. Combats tend to be long and boring if all main enemies are blinded, all the time.

So instead, I suggest we should change to a more sane setup.

1st level: Cast darkness, faerie fire and dancing lights all 1/day

5th level: Levitate, know alignment and detect magic, all 1/day

6th level, IF INT 16 or higher, then use inate spell and cast normal spell (or two innate abilities at the same time)

7th level, clerics, priests and wizards gain clairvoyance, detect lie, know aligment and dispel magic, all 1/day.

13th session: Two deaths and the destruction of House Tuin

7th moon, 11th day, year 4553

After talking with R'azz, the brothers learn that cousin Ry'jak, a failed cleric turned fighter has been acting suspiciously and meeting in secreet with noble sons of other Houses. The T'orghs decide that he probably is the spy and set new plans in motion in order to get a confirmation thereof. Talking to their father, High Priest Venar, they are allowed to sacrifize 600 sets of weapon (stolen from the orcs) and armor to flush out the spy. They get the weapons and the armors moved to an old warehouse.

7th moon, 12th day, year 4553

Disguised as orcs (using change self), Nalfein and Glazmar pull a fast one on cousin, and make him think that those weapons are meant for a sizable mercenary force coming to bolster the T'orgh forces. Then they hang back and wait for him to make his move.

7th moon, 13th day, year 4553

A couple of hours after midnight, Ry'jak leaves the palace and heads down to Scumtown. The 5 brothers follow him under the cover of invisibility and darkness, and when he enters the Red Devil, an Inn of ill repute, Glazmar and Ukerin follow. There he meets with Crantyk, the elderboy of House Xiltyn and tells him of the weapons. Crantyk pays him, and leaves, and Ry'jak goes back to the palace as well.

The brothers quickly return to the palace and tell Father, what they have learned. He is pleased, but informs them that the spy will have to wait. House Tuin will most likely soon attack, and he has a job for his sons.

As you all know, one doesn't have to destroy another house to destroy them. Provoking them to attack and repelling them, is more than enough. House Tuin will come at us with all that they have, and we will stop them. Your older brothers and I will defend us all against the concerted magical assault they will launch. Meanwhile, you will sneak out and take out 3 of their spellcasters to ensure a stallmate. Once rebuffed they will either leave and be destroyed by the other houses or risk a head on assault on the palace with all the defences intact. At this point, it will just be a matter of how the House of Tuin dies.

The spellcasters will be spread out in the area surrounding our palace, in a pattern to enhance their magical assault. Probably on rooftops, in appartments or other places out of sight. They will probably be protected by some sort of guards or traps. In order to find them, you need to use locate object to find this pendant, which all spellcasters of House Tuin wear. All of their most powerful spellcasters will be at the center of the pattern, so if you find a place with multiple pendants, move on to another.

He then hands them 3 scrolls of Locate Object and the Tuin Pendant.

7th moon, 15th day, year 4553

After waiting around a couple of days, things finally pick up pace, and the Tuin family and army make their move. As soon as the attack start, Nalfein is alerted by his uncle, and the brothers move out and start magically tracking down spellcasters.

They find the first in a courtyard, surrounded by dark elf guards and an ogre. A long battle starts, with darkness spells flying left and right. Raheem is held by the cleric's magic and so is Glazmar. In the end, the a repeated barrage of lightning bolts kill the cleric while Tagar and Nalfein deal with the ogre and the dark elves.

The brothers recoup their breath and move on to the next target, which turns out to be on a rooftop nearby. The T'orghs all levitate up, but fail to surprise the wizard standing up there. He quickly launches a fireball, knocking both Raheem and Ukerin unconscious, which causes them to plummel to the ground and die. Meanwhile, Glazram manages to land a hold person on the wizard, and as Tagar is about to cut his throat, they find out that the mage is protected by stoneskin and that he has a pet troll which was hiding. The battle continues, but blinded by the dark elf magic, the regenerating beast is no match for the dark elf brothers, and they manage to beat their way through the stoneskin and the troll before the hold person spell expires.

There is no time for mourning, and the 3 brothers left standing move on to the last target, which they find in an apartment. They levitate up and surprise two wizards who have occupied a goblin place. The fight is swift and brutal, but the 3 brothers walk away from it relatively unharmed.

They return to Father, who is very very pleased. They have done honor to House T'orgh, and he offers to ressurect Ukerin while he declares that Raheem is not fit to live. Unfortunately is is not either the will of Asmodeus that Ukerin lives (failed ress check with 1% on a 98). So just 3 days after his birthday, Ukerin is no more.

onsdag den 10. oktober 2012

Proficiencies -> Skills

So, speaking of skills, here is my suggestion to change them.

You roll d20 + stat - 10 vs target numbers. So for example, if you have an 16 int, you roll d20 + 6 int bonus vs a target number when you attempt to appraise something.

If the skill is a general skill or a class skill, you get a +2 bonus to your rolls for that skill.

Cross-class skills still cost one extra slot.

You still get the same amount of skills as you get NWP's. Except as follows:

Rogues get Sleight of Hand, Open Locks, Remove Traps, Stealth, Listen, Climb and Decipher Script for free. Rogues also get a +4 bonus to those skills instead of the normal +2 bonus.

Bards get Climb, Listen, Sleight of Hands, Decipher Script for free

Rangers get Stealth and Tracking for free. Rangers also get a +4 bonus to Track.

Below is the list. I tried to keep almost all the old options, even the infinitely stupid ones that we never use, just in case. The blue ones are old ones that changed a bit, due to the nature of switch from proficiencies to skills. The red ones are new ones, sorta. While I was at it, I added the thief skills, since the percentile skills are silly and suck. Should make the thief better.

Otherwise, the skill do pretty much what the proficiencies used to do. Except that the target numbers are less arbitrary and random. Instead the target numbers are as follows:

Basic: DC 5
Average: DC 10
Superior: DC 15
Exceptional: DC 20
Legendary: DC 25

Hitting exceptional or Legendary DC's when less is required usually has it's benefits :)

GENERAL
Agriculture (int)
Animal Handling (wis)
Artistic Ability (wis)
Blacksmithing (str)
Brewing (int)
Carpentry (str)
Cobbling (dex)
Cooking (int)
Dancing (dex)
Direction Sense (wis)
Etiquette (cha)
Firebuilding (wis)
Fishing (wis)
Heraldry (int)
Languages, Modern (int)
Leatherworking (int)
Lore, Local (int) - Knowledge of the inner workings of a town, a city
Mining (wis)
Pottery (dex)
Riding, Airborne (wis)
Riding, Landbased (wis)
Rope Use (dex)
Seamanship (dex)
Seamstress/Tailor (dex)
Singing (cha)
Stonemasonry (str)
Swimming (str) - Penalty to check depending on armor**
Weather Sense (wis)
Weaving (int)

PRIEST
Ancient History (int)
Astrology (int)
Dark Arts (int) - Knowledge of demonology, exorcisms and dark magic in general
Diplomacy (cha) - Replaces Etiquette. Also covers knowing what to say.
Engineering (int)
Healing (wis)
Herbalism (int)
Languages, Ancient (int)
Local History (cha)
Musical Instrument (dex)
Reading/writing (int)
Religion (wis)
Spellcraft (int)

ROGUE
Ancient History (int)
Appraising (int)
Blind-fighting (N/A)
Climbing (str) - Climb stuff. +4 bonus if rogue. Penalty to check depending on armor*
Diplomacy (cha) - Replaces Etiquette. Also covers knowing what to say.
Decipher Script (int) - Discern context of languages that he doesn't speak/read. +4 bonus if rogue
Disguise (cha)
Find Traps (int) - Spotting traps. +4 bonus if rogue
Forgery (dex)
Gaming (cha)
Gathering Information (cha) - Uncovering unknown information and/or secrets.
Geography (int) - Intimate knowledge of an area's geography.
Gem Cutting (dex)
Juggling (dex)
Jumping (str)
Listen (wis) - Hearing stuff. +4 bonus if rogue
Local History (cha)
Musical Instrument (cha)
Open Locks (dex) - Opening locked locks. +4 bonus if rogue
Reading Lips (int)
Remove Traps (int) - Disabling a trap. +4 bonus if rogue. Penalty to check****
Set Snares (dex)
Sleight of Hand (dex) - Picking pockets and the like. +4 bonus if rogue. Penalty on check****
Stealth (dex) - Ability to move silently while hiding. +4 bonus if rogue. Penalty on check*****
Tightrope Walking (dex)
Tumbling (dex)
Ventriloquism (int)

WARRIOR
Animal Lore (int)
Armorer (int)
Blind-fighting (N/A)
Bowyer/Fletcher (dex)
Charioteering (dex)
Endurance (con)
Gaming (cha)
Geography (int) - Intimate knowledge of an area's geography.
Hunting (wis)
Mountaineering (N/A) - Penalty to check depending on armor***
Navigation (int)
Running (con)
Set Snares (dex)
Survival (int)
Tracking (wis) - +4 if ranger
Weaponsmithing (int)

WIZARD
Ancient History (int)
Astrology (int)
Dark Arts (int) - Knowledge of demonology, exorcisms and dark magic in general
Engineering (int)
Gem Cutting (dex)
Geography (int) - Intimate knowledge of an area's geography.
Herbalism (int)
Languages, Ancient (int)
Navigation (int)
Reading/writing (int)
Religion (wis)
Spellcraft (int)


*: Penalty = Base AC of armor worn - 2. So chain mail (AC 5) gives a -3 penalty.
**: Penalty = Base AC of armor worn + 2. So chain mail (AC 5) gives a -7 penalty.
***: Penalty = Base AC of armor worn -3. So chain mail (AC 5) gives a -2 penalty.
****: Penalty = Base AC of armor worn -2. So chain mail (AC 5) gives a -3 penalty.
*****: Penalty = Base AC of armor worn -3. So chain mail (AC 5) gives a -2 penalty.











søndag den 7. oktober 2012

Energy Drain

Possible House rules

I would like to tweak Energy Drain attacks. They tend to ruin characters and campaigns and while fun for about 10 seconds, when players are scared, they only lead to less fun overall. Below are 11 suggestion as to how we can deal with that type of attack in our 2e campaigns. Look them over and we will talk about it on Tuesday.

 

  • Lost xp is regained at double the normal rate
  • Saving throw at the end of the day/week to avoid level loss
  • Levels return after a period of time (day/week)
  • Restoration is lower level spell with no drawbacks
  • Character doesn't actually lose level, gains "negative level" instead. Each negative level gives a -1 penalty to all die rolls.
  • Religious ritual to restore level with sacrifice of magic item.
  • Con loss instead of level loss (Permanent)
  • XP loss (X% of what needed for next level)
  • Lost level/con/xp or negative level restored when creature which did the draining is killed.
  • Replace energy drain with hit point damage that can only be cured by natural healing.
  • Energy drain affects HD first.
Not matter which we choose, I think I will give those undead that drain a little bonus. Perhaps in the form of +1 to hit and +2d6 temp hit points per drained level. You know, to balance things out ;) - But that's an altogether different matter.

Casting spells from scrolls

The following is not a house rule, but since we had trouble finding it the other day...

 

When casting a (higher level) spell from a scroll, the chance of failure is


(Minimum caster level needed to cast spell - character level) * 5%

So for example, if you are 5th level and try to cast a 7th level spell.

(15 (min. level needed to cast 7th level spells) - 5) *5% = 50% chance of failure

If a failure happens, consult overview below

Caster level difference = 1-3 -> 95% chance of total failure; 5% of reverse or harmful effect

Caster level difference = 4-6 -> 85% chance of total failure; 15% of reverse or harmful effect


Caster level difference = 7-9 -> 75% chance of total failure; 25% of reverse or harmful effect


Caster level difference = 10-12 -> 65% chance of total failure; 35% of reverse or harmful effect


Caster level difference = 13-15 -> 50% chance of total failure; 50% of reverse or harmful effect


Caster level difference = 16+ -> 30% chance of total failure; 70% of reverse or harmful effect

fredag den 5. oktober 2012

12th session: Starting a war...

7th moon, 5th day, year 4553
The T'orgh brothers, who had learned that Zirgox had a lover outside the palace, decided to stake out her place.

7th moon, 6th day, year 4553
As it begins to get dark, they see Zirgox entering the building of his lover. The brothers wait a bit, following him up to the 4th floor, and cloaked in Silence, they break down the door and rampage through the apartment, looking for Zirgox. They find him soon enough, almost ready, as he has been warned by a magical alarm on the door. The fight is short, but interrupted when Zirgox leaps out of the window, Feather Fall'ing down in a courtyard, where he ends up dying to the magic and weapons of the T'orghs.

After killing him, Raheem hires some nearby goblins to carry the body to his House. The lover, called Rowena, is left alive.

7th moon, 7th day, year 4553
After a good night's sleep, the brothers decide to work on the spy. First target is their older brother, Zel'kar. They tell him that father has charged them to head to a remote cemetery tonight, to question a creature from another world, that only appears on nights of the full moon. The "ghost" might have valuable information about the power of the Scrolls of Asmodeus. They ask for advice to deal with such a creature, and for a blessing. Zel'kar offers them good advice and Asmodeus' blessing.

As night falls, the T'orghs are hiding at the cemetery. Zel'kar arrives, and calls for Nalfein. He says he is here to help, but they quickly come to blows. As the battle starts, Zelkar calls on an elemental that appears behind Raheem. Just as Zel'kar is killed by Tagar, the elemental completely bashes in the skull of Raheem, killing him outright.

Devastated (??) by the loss of their brother, they return home to father, to tell the news. They convince him to raise Raheem back from the dead.

7th moon, 8th day, year 4553
While Raheem rests, the others search Zel'kar's chambers for clues. No proof of him being a spy is found, just proof of his obsession with the scrolls and an intense hatred towards the brothers, due to some notion of them being preferred by father.

They also stop by the ID-mage, to figure out what the ring is. Ukerin actually managed to ID several other items, but failed the maul - again.

7th moon, 9th day, year 4553
The next day, another mark. This time it is Razz. They tell him to find a secure spot outside the walls of Menzo, where a trade involving the Oracle will go down.

7th moon, 10th day, year 4553
The next day, they head out, accompanied by Razz, carrying a fake Oracle in a barrel. Once there, they tell Razz to leave, and wait for him to return with his friends from another House.

7th moon, 11th day, year 4553
 Nothing happened, so the brothers return.



Note:
ID-mage has no Fly, no Haste
Ukerin failed Leomund's and Suggestion