Thursday, November 21, 2019

Sword and Backpack


Sword and Backpack is a fantasy game designed by Rothbard and Gazpus that is 100% focused on story and the characters. The only mechanic that exists is rolled a d20 and adding a +5 (if the action falls within your job/class) vs. A target number. The original game can be found here and it is four pages long. What is more is that the pages are formatted to be cut out and taped/glued into a small moleskin notebook. This transforms the notebook into your character sheet and the Chronicle of your adventures. It does not take much effort to assemble it either:


Just reading through the game and the supplemental material was immediately inspiring to me and really changed the way I viewed gaming. It also led to some great adventures and role play moments. 

I finally hit some difficulty with when introducing it to new players or players who have only played crunch heavy games as Sword and Backpack is extremely freeform. So, I went to tinkering with it and all of my early attempts over complicated it which made it lose its soul. I eventually gave up the tinkering until I came across Cecil Howe's Hack and things just clicked (he cracked the code to tinker with it) and I went to work tweaking it after getting some experience playing Cecil's hack. Cecil Howe was kind enough to let me use his work and art on my version as long as I gave him credit. 

You can find my "Breakfast Club" Edition (Hack) here and the cover here. It is already formatted in booklet form and yes, the red cover is inspired by Kung Fu Hustle.

Here is also a four panel character sheet that was put together by Mr. Gone.



The core differences in my "Breakfast Club" Edition are:
  • Changed how class bonuses interact with difficulty ratings
  • Structured combat
  • Added a wound/effort system
  • Added a set of optional "Advanced" Sword and Backpack rules that are focused for campaign play
 I would also highly recommend reading the Sword and Backpack Broadsheet Collection. They are a best of GM and Player advice for this game but can honestly be used across the board.

The most powerful thing about Sword and Backack is that it is more then a game, it is a philosophy and that philosophy can be summed up with the Dungeon Punk Manifesto:

1. BETTER LIVING THROUGH ADVENTURE

2. BE AN INTREPID ADVENTURER AND EXPLORER FIRST, A HACK AND SLASH TOURIST SECOND.

3. EXPERIENCE > EXPERIENCE POINTS

4. WARRIOR = DRUMMER, SORCERER = GUITAR PLAYER, ROGUE = BASS PLAYER. EVERYONE SINGS.

5. A GOOD ENCOUNTER SHOULD BE LIKE AN AWESOME 7" SINGLE; A GREAT ADVENTURE SHOULD BE LIKE A SECRET $5 WAREHOUSE SHOW; THE BEST CAMPAIGNS SHOULD BE LIKE AN EPIC TOUR.

6. YOU ARE YOUR CLASS, BUT YOUR CLASS IS NOT YOU.

7. THERE'S NO SUCH THING AS AN INHERENTLY EVIL ORC.

8. A SWORD AND BACKPACK ARE YOUR BEST FRIENDS.

9. D.I.Y.: DUNGEONCRAWL IT YOURSELF.

10. YOUR CHARACTER SHEET AND YOUR DICE ARE YOUR PERSONAL TOTEMS. TREAT THEM AS SUCH.

11. ADVENTURE AND STORY TRUMP THE RULES.

12. IN FACT, WHEN IN DOUBT, SCREW THE RULES!

Wednesday, November 13, 2019

Thief Redux


Thieves from any of the old school games such as Labyrinth Lord, B/X Essential, Basic Fantasy, Swords and Wizardry, all of the other retroclones, and original editions have all suffered from two main problems. The first one being the horrible d% progression skill system. A d% skill system isn't bad in itself but it is the starting values and progression that that really handicap the class Thief. The second main issue is the Thief's ability to survive as they tend to be rather squishy out of the box. There has been countless proposed alternates including getting rid of the class together and this option had caused many heated debates.

I think the class adds flavor and really helps the party be more efficient at certain tasks (and attract less unwanted attention). They also help parties solve certain obstacles in more creative ways.

This is all do to their specialization but what they are suppose to be good at they are not, especially at early levels.

Before I go further, this is whatever everyone has a chance of doing on a mundane level;




  • Hear Noise: 1 in 6 chance, demi-humans have a 2 in 6 chance, Thieves start at 2 in 6 and improve to 5 in 6 by level 11.
  • Expert Miner: Dwarves detect slanting passages, traps, shifting walls, and new construction with a 2 in 6 chance. 
  • Secret Doors: Anyone has a 1 in 6 chance to find a secret door, elves have a 2 in 6 chance. 
  • Hiding: Halflings have a 2 in 6 chance to remain hidden in dungeons.
  • Opening Doors: Anyone has a 2 in 6 chance opening a stuck door, modified by Strength.
  • Finding Traps: Anyone has a 1 in 6 chance to find a trap (non-magicial), dwarves have a 2 in 6 chance. 
  • Lighting Fires: Anyone had a 2 in 6 chance lighting a torch/fire in one round with a tinderbox.
  • Foraging/Huning: There is a 1 in 6 chance that anyone can find enough food (suitable animals to eat, etc.) For one day.

B/X Essentials 
Swords and Wizardry 

The Thief skills are commonly misunderstood in theory and execution as anyone can attempt some of them and even though some skills are cross pollinated the Theif possesses a higher level of training. This training makes the Thief more effective and almost magical in execution. 

Climb Walls: This skill relates to climbing sheer surfaces and no one else can do that.

Delicate Tasks and Traps: This encompasses things like pick pocketing and disarming traps. It is a speciality skill and the run of the mill classes don't have access to it. 

Hear Sounds: A universal skill. Thieves are better at it and this skill improves in the x in 6 style.

Hide in Shadows: This gets confused with move silently or Stealth which anyone can attempt but the Thief can effective become invisible in corners and at night. 

Open Locks: A specific and trained skill and other classes don't have access to it.


Of all the alternatives I have seen in "official printed" material, five stand out far above the others:

1. The Thief from White Box: Fantastic Medieval Adventure Game by Seattle Hill Games. This using an increasing all encompassing Thievery  x in 6 die that scales with level.

2. The Specialist from Lamentations of a Flame Princess. The Specialist gets skill points to put in various skills using the x in 6 system. They are the only class that gets skill points and these points increase every level. The playtest rules actually make me like this version a lot more as it changes the skills to 1d6+x and you need to get a total of 6 more.

3. The Thief Alternate found in Black Pudding #4 by James V. West.

4. The Thief from Dungeon Crawl Classics has a scaling bonus to the skills and the add to the d20 roll vs. DC.

5. Delving Deeper is actually becoming one of my favorite printed options. The Thief succeeds on all related skills with a 3 in 6 change which means anything 3+ on a d6 is considered a success. This skill does not increase but the class starts out really good at skullduggery and then at higher levels there is still a chance of failure to keeps things dynamic.

Out of all the house ruled proposed alternatives to the skills I have seen or used there are a couple that win the Gold Medal and are extremely viable and even clever.

Option 1*: Use the Ability Check method (which is d20 roll under relative ability and I happen to love this mechanic in general) with advantage. Then at each level (even the first) you get to choose a skill and that skill gets a +1 bonus (so when that specific skill is used the ability in question is considered one point higher for the purpose of the roll). Thieves also begin play with a +4 in Climb Walls because even the original Thief was so good at this. This makes up for the fact that attributes do not increase in these games.

* This is the one I have historically used the most.

Option 2*: For a more modern take (the theory of proficiency), you roll a d20 + ability modifier + Level vs. a DC 15. This is a static DC and is not meant to be modified. Thieves receive an innate bonus of +10 to the Climb Walls checks as they are amazing at that right out of the box.

* I have not used this method yet but I think it is smooth and would really well. 


As for the squishyness of the Thief, the alternate is really simple. Just increase their hit die to d6/d8. Then you can use whatever house rules you want in regards to bonus hp and/or max HD at first level. 

Sunday, November 10, 2019

Dog Days: Session 4


Quick Disclaimer: The player who played the ferret Disaster from Session 3 dropped out of the game. 

When we last left our party, the meeting with the senator was set up at his warehouse with the Captain and the Captain was in full knowledge of the situation. 

The party arrived at the warehouse with the Capt. of the Guard in addition to some of his men with him and others to arrive for an ambush if needed. During the meeting with the Senator the Capt. explained that he know that the Senator was in league with the Governor and that he does not trust the Senator to take him into custody to prove his innocence. As who loyalties are where were trying to be discovered in a very tense situation (especially with trigger happy Roger) a brown rat dressed in a blue robe with gold stars on it and carrying a staff seems to appear of out nowhere explaining that he lost is precious jerboa Bobo (there were lots of gerbiling jokes made throughout the night) and asked if anyone has seen him. 


 As many questions are asked around trying to figure out who the hell this person is and if they were betrayed Thorin and Ghost hear noises of combat outside and watch the senator escape to his trap door with his guards. Thorin and Ghost inform the rest of the party what is going on and charge out of the door to discover the Capt.'s men mortally engaged in combat with the Governors soldiers. It is wondered by everyone who the Governor knew they were there. As the party enters the fray it does not look like it is going to end well. Various crossbow bolts, spells, and sword swings miss their targets as Thorin and Ghost take some mighty blows the draws blood. The tide soon turns with the help of the Thane's banging story telling skills which helps the party slaughter most of the Governors men and a final splash of acid to the face of the Sgt. after watching his fellow soldier next to him slip and take two swords to the chest was to much. The  Sgt. throws down his spear and orders a surrounded to his remaining troops. As one of the Governors catches a nasty sword cut to his back fleeing, Roger holds his pistol the the Sgt.'s head and asks him how he knew they were here. The Sgt. replies that the Governors men have spies all over the city and it was only a matter of time before the found the Capt. and who was helping them. Roger then states that is all he needs to know and pulls the trigger...During the lull in the chaos introductions are made and the party realizes that the Rat wizards strongly dislikes the status quo and helped them during the fight...

Now introducing the rat wizard Felcher, who grew up in Dogma and studied magic at one of the most run down and scorned magic schools and has a hatred for the status quo.

Shortly after this incident the part is approached by a beggar jingling some coin in his hat and says it is not safe here, the Governor has sent in the Calvary and numerous reinforcements will be here soon. The beggar also states that the Upright Man (who is the Thief Guild Master of the entire Triumvirate) wishes to meet with us. The party quickly decides that this is really the only option they have and they could use some help. The beggar leads them down a maze of alleyways to a dead in where the rat taps a pattern on the wall and part of the wall opens into another alleyway. The party was led through another maze of alleyways and finally to a waiting carriage with another rat smoking a pipe and everyone entered the carriage. During what seemed like the never ending ride some philosophical conversation is made and it is learned that the Upright Man is a hero among the poor people and especially in the slums. He only steals from the middle class and rich and does what he can to help protect the poor because no one else will. 


The carriage ride finally stops and as the party exists they find themselves in a large room with various other members of the thieves guild around. The party is instructed that to speak to the Upright Man they must leave all weapons behind and after the party disarms they are padded down and they find the dagger Thane tried to hide. The party is then led through a few doors and into a pitch black room that as soon as the last person crosses the threshold the doors slam shut and the hear it lock. A voice then appears to be all around them and introduces himself as the Upright Man and he explains that the Capt. is under arrest - not for the crimes of the ferrets (for that is reason alone to hang him) but for the crimes against the poor of the city. The Upright Man goes on to explain that the Capt. has failed to protect his people and has even facilitated various transgressions. After some back and forth conversation the Upright Man promises a fair trail for the Capt. as he is just and decisions are not pre-decided like the mockery of the courts of the nobles. Due to the parties actions, the Upright Man finds us trustworthy and he appreciates our treatment of the beggars, and he goes on to inform us that the Governor has hired a cat by the name of Sylvester to hunt us down. The very name sends chills through the party and Sylvester is known only by legend, the most blood thirsty assassin to every walk the lands. In hunting is prey, Sylvester will not only kill is mark, but people that come into contact with his mark as well (even if it is a chance meeting). The Upright man says he will give us aid to leaves the city and as long as we are in areas of his power, we can find help. 


 The party is quickly ushered out of the room and retrieve their equipment. During this time, one of the guild members gives them 1,000 guild pieces to split among themselves and a single copper coin that one side depicts a man with a very obvious broken back and the other a very tall man walking upright. The guild member then instructs us that we must show this corn to prove our loyalty to the guild but are also warned to not overreach or overstay our welcome. The party loads back up in the carriage and we are dropped off outside of the south side of the city. 

After some discussion, the party decides that we will head south into the woods (staying off roads and paths) then turn north to head towards Ratatia and Dogma as Thorin explains that he has some friends in the slums the might help.

Days upon days of travel bring nothing of interested until one morning Thorin notices smoke rising above the trees.  Thorin then whispers to the party and points to the smoke. It is quickly decided that Thane should go and scout it out and in an amazing vanishing act (a really obscene stealth check) Thane is able to scout out the area and finds that there is a small clearing with a mud out and no one else around. Upon Thane's return it is decided that everyone will approach the hut and upon entering the hut they find an impossibly old ferret with blind eyes and before a real conversation can start Felcher does not waste anytime offending the old ferret woman in ways that even man Roger look at him with disgust (this is a true feat) as everyone else shook their heads and muttered under their breath. It took some quick wit of Thane to recover the situation and we learned in a very cryptic way that danger is following us and the old ferret went on to explain that one of us will find no friends in Dogma except a few in the slums (but even that is a gamble) as the situation has worsened since one of the party members have left. This causes some side way glaces but nothing more. The party decides to leave the old woman alone even though Felcher tries convince the rest of the party to rob her. 

Many more days of travel ensue until the woods give way to grasslands and upon entering the grasslands the party spots some deer and as they are discussing if they should kill one to eat one a group of the chickens ambush two of the deer and start tearing into it. 


The party is spotted by the lead chicken which rears up and does a few fake charges at the party to try to intimidate us. As the party backs away very slowly it is discussed that young chickens can be domesticated as mounts and Thane breaks away (with another obscene stealth roll) to try to find their tracks so the party can find their nests. Roger follows Thane's efforts but the chickens catch their scent even though they could not see Thane or Roger and after some communication between the chickens they take rip off large chunks of meat and take off as Roger and Thane barely avoid them. It is quickly decided after that that it would be unwise to fight an unknown number of chickens actively protecting their nest and the party travels on. 



Another string of uneventful traveling (to the DM's dismay I am sure) leads to the discovery of small village and after a quick scouting mission it is determined that everyone will enter the village, resupply, gather intelligence, and hopefully a nights rest. After learning that an actual town is only 4 days travel away the party is charged for rations at a ridiculous mark up because winter is coming and offered a place to sleep at their supplies of rations house for the night but they have to sleep on the floor. During the dinner that their hosts provided they learn that the people hear rarely get any information regarding anywhere else unless someone comes through to trade or one of the villagers has no other choice then to make a long trip to one of cities or towns. The party also learns that recently a Warden of the Spine has came down from the mountains to trade and shared tales of strange magics and stranger beasts roaming the lands. 

After dinner the party goes to bed and sets up a watch. During Felcher's watch, he suffers a vision in the fire of a group of cats in the daylight traveling to the village and killing one of the outlaying farmers after the farmer gives the cats information regarding the party. Then Felcher wakes up the rest of the party and explains the situation. It is decided that is not safe for anyone to stay in the village and the party convinces the villagers to leave single file and head to the Warden's outpost in the Spine and the party will head in a different direction. 

This is where the session ended...







Wednesday, November 6, 2019

Rules as a Player


RULES AS A PLAYER

1) I do not hoard my wow-bangs. If I die with a sheet full of magical items or spells, then I played in vain. I am not here to advance a character, I am here to make fun memories with people I enjoy spending time with. Regular battles of attrition are slightly more interesting uses of my time than a 3rd grade math pop quiz.

2) Getting somewhere depends on rudimentary time management. Pixel-bitching for 45 minutes on something that isn't going to change the curve is wasting not only your time but everyone else's. I know there are one-way doors in the game, but most of the time you can come back with better information if it seems like you're missing something, rather than OCD on not-immediately obvious Q or A.

3) I surprise the DM - I do not find the margins and color inside of them. I find the weak points not considered and blow up the best-laid plans of my adversaries like the dudes walking away with their backs to the explosion. I am not concerned about dramatic tension; I am looking to dominate, bypass, confound, and neutralize. Moments of sheer panic will happen regardless but my goal is to have none.

4) Help other players have big moments - I know I'm a strong personality who will end up in a caller-like role whether consciously or unconsciously. So if leading a party, be a leader-servant. When other players are all looking at each other unsure of what to do, break the silence. When other players have an idea, help them make it happen. When you see a way for them to shine that they don't - put them in that position and try your damnedest to make everyone the party's X factor from time to time. When you all get together over beers afterwards, no one wants to hear stories about one person's character.

5) Spend your damn money - buy information, rumors, contacts, hidey-holes, strongholds (name-level or not), small armies of mercs, church support, adoration from the masses, and anything and everything else that gives your DM a lever to move your world. Whenever I look at a player's character sheet - presuming they have all of the basic game necessities met (training, maintenance, whatever) - and there's some ridiculous amount of gold scratched on there I feel like I'm sitting with a middle-manager only capable of following someone else's plan. Help them see the possibilities.

6) Have a short, medium, and long term goals that have zero to do with whatever the DM is cooking up - tying in with the above, adventure seeds are great - I'm always hunting for this stuff. But surely you know something you want to do that's intrinsic to yourself. Are you a fighter that wants a magic sword? Don't pine for it, drop out-of-game hints, or anything else. Start hunting for it; make it known within the world what you seek (at least to those who might point you in that direction). If you're a thief - make contacts way before you're thinking of setting up a guild in a few levels. Look for one ripe for takeover. Cleric? Where doth the church need extending its reach? Etc.

7) Contribute to the game world - make custom spells, items, and prayers. If you're a fighter, don't just found a stronghold - find a good natural harbor and start a new city.

8) Pay attention - be ready to roll. Don't be the guy saying "huh" every time. Speak up. Move things along. Write down stuff.

9) Be versatile - every time I see a player whine because they had a specific idea for a character in mind and must have that or their time isn't fun, I get flashbacks to every high-maintenance girl I've ever stupidly dated anyway. The warning signs are always there early, and they always come true.

10) There is no arc - embrace setbacks. This is not a novel. At this point there's nothing more boring than saving the world except a nice steady progress from week to week where my character consistently waxes in power. I don't invest in the bond market, and I'm not looking to play D&D to meter my progress through the level names. You're not really winning at D&D if you never lose. Gamble. Take big risks with the equivalent of monopoly money. If you're a character-driven roleplayer, seek the admiration that comes from a populace that sees your character rise from the ashes to become even better than before the tumble. Laughing off real adversity is the role most D&D characters should be playing, not the guy who always hits their scratch off ticket for $1 more than it cost.

This is reposted from EOTB's blog (with permission) regarding his personal rules as a player. I felt like these were pure genius and I wish more players would adopt these rules.

Wednesday, October 30, 2019

Review: Cha'alt


I was very intrigued about this when it was on kickstarter but I was unable to participate when it was live. I acquired the pdf the first chance I got and Venger Satanis sent me a physical copy for review purposes. 

In Venger's own words, "The world of Cha'alt started as a fairly typical medieval land with elves, dwarves, snake-men, clerics, and magic-users; steeped in superstition along with antediluvian traditions, before the Old Gods went mad.  

Three-thousand years passed. The surface dwellers split from the malevolent creatures who slithered below. Those who remained on the surface lost the understanding of magic, but their civilization became a highly developed, technological empire of domed cities welcoming interstellar travelers, their massive starships hovering high above in blue skies.

But in the deep crevasses of the world, a power older than time stirred from its deathless slumber. The Ancient Gods, long forgot, had not died but continued to dream... growing chaotic and full of darkness.  And those living underground hastened the Old Ones' rising because they yearned to reclaim Cha'alt for themselves.

When the Great Old Ones awakened, they were angered by the lack of worship, sacrifices, or even casual acknowledgement that they had fashioned the world and all life upon it. 
Soon enough, Cha'alt was all but destroyed by those vengeful Gods, jealous of their creations' achievements and bitter that they had been forgotten.  Civilization in ruins, the surface-dwellers of Cha'alt turned to barbarism as sorcery reappeared, dragons appeared in the now-magenta sky, and demons took hold once more.

Cha'alt is a mysterious world where you're likely to encounter mutant bikers with laser rifles, tentacled sandworms in the deep desert, tribal warfare as blood-splotched shamans ululate at the crimson rock, and alien pirates on anti-grav skiffs looking to steal relics of a bygone age."

This is just the tip of the iceberg. It has so much more potential then just being a campaign setting. It can be used as a location to to send players and one could easily drop any location, monster, NPC, dungeon room, or factions into any other campaign little to no effort. There is enough setting information to give game masters a solid footing in the world but there is wiggle room to make Cha'alt a sandbox world of your own. 




The above map shows twelve locations one can visit. Each location is given some information but four places places are given a lot more detail. The locations that are focused is the City of Kra'adumek, the ruins beneath Kra'adumek, the frozen Violet Demon-Worm, Gamma Ineel Cantina, and the Black Pyramyd. 



The city of Kra'adumek is given descriptions but there are no NPCs, maps, or specific plot hooks. 

The Ruins beneath Kra'adumek is an introductory dungeon that is also doubles as an introduction to the setting. There are multiple ways characters can end up there and it starts the party right in a dungeon. I personally love this idea and I have used this technique multiple times. 

The frozen Violet-Demon Worm is a giant worm that is frozen outside of Kra'adumek. No one knows the if the worm is actually dead. The worm itself is a location that characters can explore and inside of the worm is a mini mega Dungeon in it's own. Inside the belly of the worm there are encounters like a family that took shelter and the wife is about to give birth and an almost intact pirate ship.

Ah, the Black Pyramid. This is the heart of Cha'alt and is a Mega Dungeon that spans pages 81 to 199. This thing is stuffed full of encounters like a madman in a playhouse, a tiki bar, and a giant frozen peach with ape men. 



Presentation: I have to saw that I am completely blown away by the physical presentation of Cha'alt. It is a 211 FULL COLOR paged, dust jacketed, hardback tome that should live on your coffee table. Under the dust jacket is a reddish brown cover that has a burlap texture with gold inlay. The pages are thick and edge to edge full color (not just the art). The images inside the book is a mix of fantasy/sci-fi, live action, and abstract images that are probably from the lucid dreams of H.P. Lovecraft himself. 

       

Character Creation: It is designed basically OSR system agnostic which means you could easily plug in your OSR system of choice with it. Though, with that being said Cha'alt is designed using Crimson Dragon Slayer d20 (these rules are included in the back of the book) which is Venger Satanis's own rules light hack with a DnD 5th Edition flare. Character creation boils down to choosing a name, race, class (there are 4), alignment (law, chaos, neutral), and writing down something noteworthy about your character.


Resolution System: If you use the included Crimson Dragon slayer then the dice mechanics are d20 vs. Target number or Armor Class. Anything that needs to be determined outside of roleplay it is vs. a DC of 15 but the player adds their character level to the roll. Saves are 20 - character level and must roll that number or better to succeed. The advantage/disadvantage mechanic is used instead of numeric modifiers.

Crunch: There is none. 


Final Thoughts: This is what happens when H.P. Lovecraft, Robert E. Howard, Ray Bradbury, Manly Wade Wellman, and Frank Herbert all drop acid and play Gamma World. Cha'alt has aspects of Dune, Gamma World, gonzo fantasy ala Warhammer Fantasy, and just about anything from Weird Tales. They way it is written you could tone down or crank up the gonzo, the sci-fi, or the fantasy aspects. Even if any if these aspects do not fit your taste or gaming style it is worth getting your hands for inspiration and mining for ideas. 

My favorite thing about this is that all of the encounters and designed where things, people, and monsters have their own motivations and are going about their business in addition to whatever the encounter with the party brings. This creates role play rich opportunities and gets ride of the kill everything and ask questions later mentality. To be honest, combat is not always the wise or best option in the harsh sands of Cha'alt. 

You can acquire this Tome of Maddening Awesomeness here:



Additional Resources:



Sunday, October 27, 2019

Dog Days: Other Races


Wolves: +2 Str, +2 Wis, -2 Cha Size Medium; Cornered Fury (4 RP): Prerequisites: None; Benefit: Whenever a member of this race is reduced to half its hit points or fewer and has no conscious ally within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Armor Class. Low-Light Vision (1 RP): Prerequisites: None; Benefit: Members of this race can see twice as far as a race with normal vision in conditions of dim light. Scent (4 RP): Prerequisites: None; Benefit: Members of this race gain the scent ability (Bestiary 304). Fast (1 RP): Prerequisite: Normal speed; Benefit: Members of this race gain a +10 foot bonus to their base speed.

Wolf Languages: Woofish and Howler

Working Felae: +2 Dex; +2 Int; -2 Con: Cat’s Luck (1 RP): Prerequisite: The race has at least a +2 racial bonus to Dexterity; Benefit: Members of this race gain the following extraordinary ability: Once per day, when a member of this race makes a Reflex saving throw, it can roll  the saving throw twice and take the better result. It must decide to use this ability before attempting the saving throw. Silent Hunter (2 RP): Prerequisites: None; Benefit: Members of this race reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait). Sneaky (5 RP): Prerequisites: None; Benefit: Members of this race gain a +4 racial bonus on Stealth checks. Darkvision 60 Feet (2 RP)

Luxury Felae: +2 Dex; +2 Cha; -2 Str Curiosity (4 RP): Prerequisites: None; Benefit: Members of this race are naturally inquisitive about the world around them. They gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge  skills as class skills, they gain a +2 racial bonus on those skills instead. Nimble Faller (2 RP): Prerequisite: The race has at least a +2 racial bonus to Dexterity; Benefit: Members of this race land on their feet even when they take lethal damage from a fall. Furthermore, they gain a +1 bonus to their CMD against trip attempts. Darkvision 60 Feet (2 RP): Prerequisites: None; Benefit: Members of this race can see in the dark up to 60 feet. Beguiling Liar (2 RP): Prerequisites: None; Benefit: Members of this race gain a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie.

Feral Felae: +2 Dex; +2 Wis; -2 Cha: Fearless (1 RP): Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on all saving throws against fear effects. Special: This bonus stacks with the bonus granted by the lucky (greater or lesser) racial trait. Curiosity (4 RP): Prerequisites: None; Benefit: Members of this race are naturally inquisitive about the world around them. They gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead. Nimble Faller (2 RP): Prerequisite: The race has at least a +2 racial bonus to Dexterity; Benefit: Members of this race land on their feet even when they take lethal damage from a fall. Furthermore, they gain a +1 bonus to their CMD against trip attempts. Stalker (1 RP): Prerequisites: None; Benefit: Perception and Stealth are always class skills for members of this race. Darkvision 60 Feet (2 RP): Prerequisites: None; Benefit: Members of this race can see in the dark up to 60 feet.

Cat Languages: Meowan and Br'rt

Brown Rat: Use ratfolk but not slow, and without Skill Bonus Craft Alchemy, and Skill Bonus Use Magic Device, but also with Swim (2 RP): Prerequisites: None; Benefit: Members of this race have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants, and Lightning Reflexes as a bonus feat.

Black Rat: +4 Dex, -2 Str, -2 Con, Size Small; Nimble Attacks (2 RP): Prerequisites: None; Benefit: Members of this race receive Weapon Finesse as a bonus feat. Fleet-Footed (3 RP): Prerequisite: The race has at least a +2 racial bonus to Dexterity; Benefit: Members of this race receive Run as a bonus feat and a +2 racial bonus on initiative checks. Swarming (1 or 2 RP): Prerequisite: Medium or smaller size; Benefit: Members of this race are used to living and fighting communally with other members of their race. Up to two members of this race can share the same square at the same time. If two members of this race that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. Special: If the race is Small or smaller, this trait costs 1 RP. If the race is Medium, it costs 2 RP Rodent Empathy (1 RP): Prerequisite: Ratfolk subtype; Benefit: Members of this race gain a +4 bonus on Handle Animal checks made to influence rodents Low-Light Vision (1 RP): Prerequisites: None; Benefit: Members of this race can see twice as far as a race with normal vision in conditions of dim light.

Rat/Ferret Languages: Mazian, Labratine, and Squickish

Ferret: +2 Dex, +2 Cha, -2 Wis, Size Small; Silver Tongued Members of this race gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can do so up to three steps up rather than just two. Low-Light Vision Members of this race can see twice as far as a race with normal vision in conditions of dim light. +2 bonus to Perception +2 Bonus Stealth, Gift of Tongues Members of this race gain a +1 racial bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill.


Worg: +4 Str, +2 Con, -2 Dex, -4 Cha, -2 Int Size Large; Bite (2 RP): Prerequisites: Small or larger size; Benefit: Members of this race gain a natural bite attack, dealing damage equivalent to that of a creature one size categories lower than normal for their size (Bestiary 302; 1d6). The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. Special: This trait can be taken up to two times. The second time it is taken, the bite damage increases by one size category. Darkvision 60 Feet (2 RP): Prerequisites: None; Benefit: Members of this race can see in the dark up to 60 feet.

Worg Languages: Howler

Leopard: +2 Str, +2 Dex, -2 Cha  Size Medium; Cat’s Luck (1 RP): Prerequisite: The race has at least a +2 racial bonus to Dexterity; Benefit: Members of this race gain the following extraordinary ability: Once per day, when a member of this race makes a Reflex saving throw, it can roll the saving throw twice and take the better result. It must decide to use this ability before attempting the saving throw. Camouflage (1 RP): Prerequisites: None; Benefit: Choose a ranger favored terrain type. Members of this race gain a +4 racial bonus on Stealth checks while within that terrain type. Climb (2 RP): Prerequisites: None; Benefit: Members of this race have a climb speed of 20 feet, and gain a +8 racial bonus on Climb checks that a climb speed normally grants. Fast (3 RP): Prerequisite: Normal speed; Benefit: Members of this race gain a +20 foot bonus to their base speed. Darkvision 60 Feet (2 RP): Prerequisites: None; Benefit: Members of this race can see in the dark up to 60 feet.

Leopard Languages: Meowan and Br'rt

Note: All races were created with Pathfinder 1e race creator.

Wednesday, October 23, 2019

Harmon's Story Circle


As I run games, read books, or watch movies I never really think about the formula behind the story. This is especially true when I games because when I prepare an adventure I have bullet points (that cover goals, obstacles, etc) and a list of locations with NPCs and I just let the players run with it.

It was not until I cam across a forum post by Matt Slaton that I really started to think about story design. Matt Slaton also has a great youtube channel where he talks about terrain building and other table top things. 

Anyway, in Matt's original post he presented a technique called Dan Harmon's story circle. The circle has 8 steps to follow to help create all the elements of a good story. 

Here is an example of a break down of the circle using The Dark Knight as an example:


Here is another example of how the circle can be used in a Dungeons and Dragons/table top adventure/setting:


In the above show, Satine Phoenix lists various references in regards to storytelling;

It is also interesting to note that Dan Harmon is the creator behind Rick and Morty (I have never seen the show) but apparently almost every episode follows the story circle. 


Matt Slaton also put together a pdf template for the story circle that can be found here.

Monday, October 21, 2019

Dog Days: Session 3


As the rest of the party sleeps Ghost heads out to one of the great walls of the city to track down the Lt. Upon tracking him down, a long conversation his had about the Capt. and Ghost eventually learns that if the Capt. was still in the city the best place to disappear would be the slums. 

Upon his return to the Red Snouzer Inn Ghost goes to sleep before the rest of the part wakes up. Roger, Thane, and Thorin discuss some ideas over breakfast and it is decided that Thorin is going to go to the local gaird post and see if he can dig up any information and will return. Roger and Thane think it is best to wait for Thorin' return.

It did not take long for Thorin to find the local guard post and due to his background and commanding presence he was able to make his way inside and play some dice with the guards. During the dice game Thorin did not learn anything of value but the ideas of how great and loyal the Capt. was were reinforced and how it looks like they will be shutting down the city guard soon. Thorin soon takes his winnings from the dice game and returns to his companions at the Red Snouzer Inn.

When Thorin returned he motioned Roger and Thane to follow him. Once in their rooms they woke Ghost up and information was shared. Ghost let them know that the Capt. is probably hiding in the slums and there have even been sightings of a German Shepherd. 

The party makes it's way to the slums and they were quickly accosted  by a rat trying to pick pocket Roger. Thorin and Thane made their perception checks and Thorin was able to grab a hold of the rat before he could escape. The rat was about to suffer some serious violence but a mob of slum goers surrounded the party and started to throw things at them and threaten them. Thane's crazy good diplomacy check helped.calm the crowd down and and the rat was reluctantly let go no worse for wear. 


...Now Introducing Disaster (Ferret Swashbuckler with the Inspired Blade archetype): Disaster is on the search for his brother that was one of the missing ferrets from then massacred encampment. Disaster is a investigator by trade and well traveled.

As the party trekked on, they ran into Ferret looking for his magically inclined brother and a deal was struck that the party would help the Ferret look for his brother if he helped then look for someone else. During the ensueing conversation it is learned that Disaster saw a German Sheperd of the same statue enter a house some blocks away.

The party knocks on the door as Thane sneaks around the back. A little old maid of a Mutt answered the door and says she doesnt know what the party is talking about and it is just her and her sons. As this conversation goes on Thane opens the back door and narrowly misses a crossbow trap. As Thane looks through the offending hallway he sees to large dogs in cloaks that appear to be armored and are pointing crossbows at him.

Hearing the commotion at the front door Thorin intimidates the old mutt to let him and his friends in as they immediately go to the aid of Thane. Due to some slick talking by Thane the situation does not end up in a bloodbath and the residents are convinced we are friends of the Capt. and mean him no harm. We are allowed to wait inside the house for the Capt. to return. During this wait, the sly Thane tries to seduce the old Mutt in the hope that he can get more information during ye olde pillow talk. Thanes attempt was top notch and the result on the die roll was crazy high (like a 29)  but the shrewd old Mutt turned him down.


The Capt. returns later that evening and much conversation is had. The Capt. and his men understandably don't trust us and it is decided that we will all meet on neutral ground with the Senator at a warehouse (the Capt. Doesnt know that the warehouse is owned by the Senator and there is a secret passage from the warehouse to the Senators compound).

During the next day the Capt. and his men leave as Disaster, Roger, and Thane go to talk to the Senator and to set up a meeting with the Capt. During their meeting in the Senators office (at his compound via warehouse tunnel) Disaster reader an encoded letter from the Govenor talking about capturing the Capt. and the Govenor himself makes an appearance...

In the meantime, Ghost and Thorin find a good hiding spot to watch house but quickly release that they are being watched by a beggar. Thorin makes his way over there and drops some coin on his cup and learns that a wizard ferret was abducted by men in robes right off of the street a few days ago. Thorin drops a few coins in the beggars cup for future information.

As night falls, the party is reunited and it is decided to be completely honest with the Capt. about everything. When the Capt. returns it is decided that they will keep said meeting but try to set up a ambush becuase keeping this meeting is the only way to find our the truth and who is loyal to who....

This is where the session ends...



Wednesday, October 16, 2019

LotFP Class: The Reanimated


The Reanimated are not born, they are created. Sewn together from living parts and given life through terrible intellect, the reanimated appear to be stitched together well-preserved corpses.

Rules and Magic Core

Experience: As Fighter

Hit Dice: As Fighter

Saves: As Fighter

Inhuman Strength: They receive a +2 damage bonus on all melee attacks and their unarmed strikes deal 1d6 damage.

Relentless: They do not need to eat, sleep, drink, or rest. In addition, their move is always 60’ per turn/20’ per round/12 miles per day) regardless of encumbrance.

Unnatural Physiology: They reduce all damage by 2 and possess a +2 bonus to all magical saves.

Second Edition Playtest Notes Changes

Experience, Hit Dice, and Saves are ignored becuase they are calculated differently.

Unnatural Physiology: The magical save bonus becomes a +2d6.

Credit where credit is due. This is basically a conversion of the Reanimated Class found in White Box Gothic from Barrel Rider Games. Before I came across this book I tinkered with various ideas and nothing seemed to work that way I wanted it to. Then I remembered I had White Box Gothic on my shelf and cracked it open and bam! There it was. No need to reinvent the wheel.