Thursday, November 13, 2008

Why I Love D&D

Today's session of Temple of Elemental Evil reminded me how much I love D&D.

The characters were in the dungeon beneath the moathouse, locked in a fight with a doppelganger wizard who had posed as Burne. Immediately before the fight, they had accidentally triggered a gong that rang and alerted the entire dungeon level. Luckily for the PCs, they had already defeated most of the creatures on the level. Or, if you're a pessimist, they had unluckily only defeated most of them.

So, while the PCs fought the doppelganger and his orc guards, a pair of ghouls rushed down the hall to attack the party from behind. The characters managed to close and bar a door to hold back the ghouls for a few rounds, just long enough to defeat the doppelganger and the orcs. They had one round to get ready before the door finally splintered to pieces and the ghouls charged in.

By the end of the fight, half the party was down and everyone was badly injured, but the characters were victorious. They trudged out the escape tunnel from the dungeon and made camp. As one PC was down to 1 hit point and zero healing surges, the party felt a trip back to Hommlett was too risky. It was near dusk, and everyone was in bad shape.

This is when things got interesting.

See, I had spent a fair amount of time stocking the moathouse and its dungeon, and my inconsiderate players had skipped half the encounters. I had all these monsters in the dungeon, and the cruel, cruel dice had dictated that only the two ghouls had heeded the ringing gong.

On the fly, I decided that the kenku that the dice had determined took their sweet time responding to the alarm were upset with the doppelganger. They figured that, if they tarried and the wizard died, they could clear out the treasure in the dungeon and take over the place.

So, as the PCs rested, the kenku went to work. With the ghouls dead, I judged that the kenku were able to command the skeletons that still remained in the crypts. The kenku then organized a search party to make sure the PCs weren't still around.

That led to a brief fight in which the badly injured, really hoping for an extended rest party managed to cut down all three kenku. There was another tense moment when some skeletons almost stumbled across the party's camp, but the undead failed to notice the characters.

At that point, with one search party gone the kenku decided that the characters were still close by. As dawn broke they went on one, final sweep of the dungeon. As the characters woke up, the shrill, high pitched screams of dying kenku echoed from the moathouse.

The kenku had found something the PCs had missed. Something terrible, something hungry, something angry.

Anyway, I love D&D because when the session began we had the party trapped in a room with two ghouls outside, trying to batter down the door. It ended with the characters outside the moathouse, wondering what's going on. I never could've guessed that we would've ended up with the kenku ransacking the dungeon and unleashing a very, very bad thing.

Tuesday, November 11, 2008

Keep on the Borderlands: Environs of the Caves

So, if you followed my WotC blog you know that I'm currently running a 4e game based on Temple of Elemental Evil. I've messed around with the plot a bit, added some new villain groups, and shifted around some NPCs. I run the game twice a week at work, during lunch, though Player's Handbook 2 has zapped many a session as of late. Luckily, we can finally play again tomorrow.

In addition to the campaign at work, I've been hankering to run a game based on Keep on the Borderlands. I love being able to run D&D at the office, but I sometimes miss the depth and complexity that four hour sessions allow. With one hour sessions, I try to keep things a little modular and fast-paced, so that every session has a nice beginning and end point.

Anyway, tonight I put together an overview map of the Caves of Chaos. As with my Temple campaign, I've changed a few things around to keep things interesting and to have a bit of fun with. A straight conversion of the Keep is fine, but I want to add some more depth and backstory to the dungeon as a whole. In addition, I want the campaign to have a strong sandbox element within the bounds of the Keep, the Caves of Chaos, and the area around the Keep.

So, a few things I changed:
  • The ravine of the caves is far larger. It looks much more like something out of this image, rather than a narrow box canyon.
  • I placed a small lake in the middle of the ravine, flanked on both sides by steep ridges that form a barrier between the ravine's entry and its rear area.
  • There are several sites of interest in the ravine, including the ruins of a small fort once occupied by an order of knights tasked with watching over the caves, a few strange pillars dedicated to the Lords of Chaos, a mysterious wizard's tower, a necropolis, and a small hut where an undead ferrymaster takes pilgrims of chaos across the lake mentioned above.
  • A strange mist hovers over a region at the far end of the ravine. A ring of standing stones surrounds the mist. No one has ever entered the mist and emerged to tell the tale.
  • I came up with a background for the caves, explaining its history and why humanoids congregate here, but it's not quite ready to go.
So, that's what I did with my Monday evening.

Friday, November 7, 2008

My Old Flame, 1st Edition

I have to admit, I still love 1st edition AD&D. Sure, the rules are whacky and labyrinthine, but there's an undeniable core of fun that beats at the heart of the game. Sure, I love 4e (duh!), but there's something nifty about 1e. Whether it's the art, Gygax's prose, or the fundamental simplicity of the game, I'm always drawn back to it.

The thing is, I've been playing D&D in its various forms for over 25 years now. There are things in AD&D that still really bug me. I have half a mind that, once I get a replacement laptop, I'm going to embark on my own, personal redesign of bits and pieces of the game. Not a redesign in the sense of adding a skill system or rebuilding things from scratch, but more from the perspective of having played a lot of (A)D&D and learned what I think works, and what I think doesn't.

Really, the list of things to change is short and almost entirely wrapped up in character classes. To whit:

  1. The fighter could use some other toy to play with. Rangers and paladins are strictly better, and that bugs me. I'd want to see something simple and in keeping with the spirit of AD&D, more like "+1 attack when using a weapon you are proficient with" than a feat or maneuver based approach of 3e or 4e.
  2. The thief, oh the poor thief. From those who curse its appearance in OD&D, to people like me who really want to play the Gray Mouser without feeling like a chump, I'm not sure this class really makes anyone happy. I'd look to do a radical revision, though I'm not sure exactly what I'd want. Remove the proto-skill system? Make it a fighter sub-class more in-line with a swashbuckler? I'm not 100% sure.
  3. The assassin is stuck in the same boat as the thief. This is the class I'd like to see embrace the backstab/assassination mechanic. To me, that's interesting, but I think the thief's backstab makes the assassin semi-pointless.
  4. The monk! OK, I love the concept of the monk, but I always disliked Gary's implementation of it. The monk falls into the same category as the magic-user, in that you have to manage to survive low-level in order to gain massive power at higher levels. However, the magic-user's fundamental weaknesses remain at all levels. Whether a lowly prestidigitator or a mighty wizard, the M-U breaks into a cold sweat when a nasty ogre shuffles up to him. The monk, on the other hand, carpets over his weaknesses with innate, constant abilities. Having played a monk at low and high levels, it is essentially two classes. That shift in playstyle bugs me, and is far too bald a filter between a weak and strong character. I'd seek to balance the monk, strengthening it at low levels and toning it down at upper levels.
I'm not sure I'd change much else. Sure, initiative needs to be fixed up, but that's not something I see as critical. After all, people have played the game for decades without that getting in the way. The class issues are more topics that, for me at least, make the game less enjoyable.

Thursday, November 6, 2008

In Search of the Unknown

Now that PH 2 is off my plate (well, mostly; it killed today's Temple of Elemental Evil session), I've had more free time to doodle around with stuff. Lately, I've been stocking Mike Carr's In Search of the Unknown, the lesser known but still popular companion to Gary's Keep on the Borderlands.

The really fun thing about the module is that, since it's a "teaching" adventure that lacks monsters, it spends a lot of time focusing on interesting details of the dungeon. For those out of the loop, the idea is that the PCs find a map to the subterranean lair of a pair of long vanished adventurers, the magic-user Zelligar and the fighter Roghan. There's a room overrrun by fungus, a chamber with lots of weird pools to mess with, and so on.

My favorite bits concern the secret chambers of Zelligar. They have lots of little bits that point to Zelligar as a less than nice guy. His lab has an empty coffin, the skeleton of a slain enemy, a tapestry made of human skin, and a few other baubles.

I really liked the idea of Zelligar poking at things best left alone, so there are a number of extraplanar critters in the dungeon and chambers with weird, demonic themed puzzles and oddities.

Today, I picked up this Dreamblade miniature on the free table at work. It looks cooler from the opposite side - it has a big, steamroller splattered with blood. I liked the idea of Zelligar leaving behind a really nasty guardian to kill intruders. So, with that in mind, here's what I did:

If the party takes a short rest in the dungeon, roll 1d20, +2 per prior short rest taken during this expedition. On a 15 - 19, the party faces a wandering encounter (I haven't placed monsters in the dungeon yet). On a 20+, the Doom Crusher appears 2d10 squares away from the PCs and moves to attack. It cannot open doors, and scrupulously avoids destroying the furnishings and decorations in the dungeon. Otherwise, under Zelligar's 30+ year old orders, it attempts to crush intruders as an encouragement for them to leave.

I'll work up stats for it soon, but I'm thinking of making it a level 10 elite in a dungeon aimed at level 4 characters. I'll also add in some signs of its presence, like a crushed chaos warrior or orc here or there, pulverized skeletons, shattered armor and weapons scattered in the halls.

Saturday, October 25, 2008

James Wyatt is Hardcore

I've acquired the habit of carrying a 1e Dungeon Master's Guide to meetings at work. James calls it the Gygaxian Bible, and I think there's something to that.

Anyway, while waiting for someone to show up to our meeting, I rolled up a 1e character using James' 1e Player's Handbook, which he had also brought to the meeting. Determined to delve into the full AD&D experience, I puzzled over the weapons vs. AC chart to pick out two weapons for good old, 7 Charisma, 7 Intelligence Algar the half-orc fighter.

As I looked over the table, James said, "I had a unified table that combined weapons vs. AC with the standard combat matrices."

So yes, my fellow gamers, someone did use those tables. James Wyatt: more old school hardcore than you.

(And as an aside, I found something rather interesting about the tables that makes me want to use them. It's kind of neat to kit out your fighter with a scimitar for orc hacking, and a halberd to pull out when a high AC or big monster shows up. OTOH, I once asked Gary if he used those tables, and he insisted he put them in AD&D only because some people on the TSR staff insisted gamers wanted that level of realism and detail.)

Friday, October 17, 2008

A Magic Item for... ME!

I love playing fighter/wizards. Here's a little toy I've invented for my own use in 4e, to help out that multiclass combo:

Runeshield Level 2+ Magic Item
This iron shield is covered with arcane runes. In the hands of an arcanist, these runes glow with yellow fire.
Level 2: +1, 520 gp
Level 7: +2, 2,600 gp
Level 12: +3, 13,000 gp
Level 17: +4, 65,000 gp
Level 22: +5, 325,000 gp
Level 27: +6, 1,625,000 gp
Property: This shield functions as an implement for any arcane class, but its wielder must be proficient with shields of the appropriate type in order to use it as an implement. It adds the listed enhancement bonus to attack rolls and damage rolls for arcane powers that use implements. Note that the enhancement bonus applies only in this situation. It does not apply to AC or Reflex.
Property: The shield grants a +4 bonus to AC against opportunity attacks provoked when you cast an arcane spell.

Monday, October 6, 2008

Skill Challenges as Tool for Putting Demogorgon on Dungeon Level 1

Here's a stray thought about skill challenges. Back in the 1e days, you'd hear all sorts of stories about dungeons where Orcus and Tiamat stomped around on level 1. Meeting those monsters is, obviously, instant death.

In 4e, you could do the same thing, but if you want to give the PCs a chance to live, use the encounter as a skill challenge. You could even make it a level 1 (or whatever is appropriate) challenge to give the PCs a chance and work the big bad guy into the story.

For instance, the PCs open a door to a summoning chamber in the abandoned wizard's lab, and out bursts Demogorgon. Before he returns to the Abyss, his two heads demand that the PCs do him a favor. Cue the skill challenge (success, you're in Demogorgon's debt; failure, he eats a few PCs).

There's no reason why the superstars of D&D's monster world can't show up early in a campaign, and the skill challenge system is a good way to use them in situations other than combat.