Monday, October 23, 2023

Legacies of Exera: Session 4

 

When we last left our heroes they were being charged by a gaunt figure who ends up bottle necking them into the hallway. Harl is able to spear the creature a few times and being able to narrowly shake of the paralyzing chill that almost froze Harl's bones in their place. Gareth and Helenista were able to squeeze into the room and Gareth sliced the gaunt figure from the back as Helenista was able to set the creature ablaze with a firebolt which finally put at end to the creatures existence. 

After the creature was dispatched, Gareth opens the chest that was on the table and finds some gold in it. The party then continues through a roughly carved tunnel and passes a door on their left as they continue on to find themselves where the tunnel ends in a door. Harl opens the door and finds a handuf a skeletons that are working on building some boats. The skeletons notice them and start to head towards the party as they armed themselves with various tools. Harl tries to reason with the encroaching skeletons but they just chatter their jaw bones and do not stop. Harl quickly shuts the door and after a few tense moments it sounds like the skeletons return to work. The party back tracks and discover a storage room full of rotting food and the continue on following the sound of tools working and a humming of a song. As the party follows the noise they come across a sign that stated "Work in Progress" and as they rounded the corner they come across countless mining tools working by themselves to expand the labyrinth on seemingly on their own free will and accord. 

The party then backtracks through the maze of tunnels and finally decides to transcends the stairs where the intense stench of rot is coming from. After every member of the party takes one last breath of fresh air as they march onward. After sometime on a tight winding staircase the party find themselves in a wide open chamber with a couple of bodies laying on the floor. As Claren takes lead and enters the chamber, the bodies start to move and they party makes quick work of them before the bodies even have a chance to stand up. Once the party makes sure more more bodies littered around the floor are going to decide to rise the party continues on to the staircase leading up on the other side of the room. When the party reaches the top of the stairs they come across a giant stone archway with two thick stone doors set wide open and as soon as A'nari (who is the last member to cross the threshold) steps across the threshold the giant stone doors slam shut and throws the party into darkness. Enama activates the light from her belt and a few other party members light up some lanterns. 

Harl takes lead and they party winds themselves through various twists and turns until they come across what appears to be a rather well made door with iron banding. Harl opens the door and finds a group of four Dwarves drinking, smoking, and gambling at a rather large table. One of the Dwarves stands up and lets out a stream of obscenities and that Dwarf eventually stammers out "What are you doing here? Doesn't anyone have any manners and can't even knock." Harl attempts to engage the Dwarves in conversation and to try to get any useful information about the labyrinth from the dwarves. Most of the conversation leaves the party rolling their eyes as the Dwarves spend a lot of time arguing among themselves about which way is the right direction through the maze and one of the Dwarves mention that the pet drake is a cute little fellow that likes scratches behind the ears. The dwarves then try to convince the party to bring them back more ale and eventaully Harl realizes that any more conversation is going to be pointless and with a shrug and a defeated look to Harl's companions, the party wishes the Dwarves well and closes their door. 

 
 
The party continues to explore the maze of hallways and eventually comes across a large wide open cavern with stalagmites. Before the party can even gain their bearings, they notice some movement in  the shadows an instance before a gout of fire lights up the cavern as a red scaled dragon like creature come into view an instance before it charges towards the party. 
 
Enama reacts first and grabs one of Gareth's enchanted stones, moves forward, and throws it at the dragon-like creature. As Harl moves forward and blasts the creature with a bolt of crackling black and purple energy. A'nari connects with a bolt from Shadowgrumble as Helenista steps forward with her hands raise as a deep frost grows over the creatures scales. The creature responds to these attacks by breathing more fire which catches Enama in it and as the fire scorches her flesh, she screams out "bad drake!" Claren's crossbolt flies wide and Gareth's stone throw suffers the same fate. Enama then charges the creature at full speed and slaps it with both hands which causes the creature to pause in surprise as Harl charges and leaps in the air and with both hands, drives his spear directly between the creatures shoulder blades, pinning it to the ground, and slaying it at the same time. Enama laments about how she did not want to kill it and make it her pet as Enama scratches the dead creature behind its ears. Enama continues on about how she is going to make this supposed Warlock to fix it or teach Enama how to make on. 


After a short rest and finding nothing else of note in the cavern, the party discovered a narrow passage where Harl takes lead and after what feels like an eternity comes across a ornate door that is left ajar. As Harl peers through, he sees a very ornate decorating and well lit room with an old harmless looking man sitting at a desk playing cards. As Harl gathers his thoughts to converse with the old man Enama forces her way through the line of the party members dragging the drakes dead body and drops it in front of the old man's desk as Enama demands "Fix it or teach me how to make a new one." 

The old man stands up and in a flash of light transforms into a well dressed young man and in a booming voice, "You killed me beloved pet and then make demands of me? You will never leave this mountain alive!" The party charges into the room as Harl tries to flank the Warlock and landing his spear point in the Warlocks thigh as Helenista misty steps into the room. The warlock then unleashes a deadly explosion of fire the drops Helenista and Claren. The remaining party members attempt to surround the warlock to prevent any escape in desperation as the Warlock yet again, sets off an additional explosion of fire that badly scorches the surviving party members before the Warlock succumbs to additional attacks as the Warlock attempts to escape. 

After the fall of the Warlock, the remaining party members quickly searches the room for any more dangerous as Harl heals Claren and Helenista, bringing back from the brink of death. The party finds a door on the far end of the room which leads into a large storage area filled with supplies, some treasures, and a large chest with multiple padlocks on it. The party is able to solve the puzzle using various keys and some brute strength to discover an impressive cache of resources. Eventually, after taking what they needed and searching the body of the Warlock, the party finds a hidden passage that leads them out into fresh air and daylight...



______________________________________________________________________________

PLAYER NOTES: This was the last session of the "belly of the beast" adventure and I found it highly entertaining. There was a lot of things that we encountered that I was not expecting. One of these being basically finding the back door to the boat house of where the skeletons were building doors. It is to bad they did not take to kindly of being interrupted but it was quickly decided to leave them where they be. Then there was the interactions with the drunk Dwarves and after they calmed down for being interrupted, it was like talking to the doors in the scene from the movie The Labyrinth and was almost maddening. A few other character's threw in their two cents into the conversation as Harl tried to get help or any other useful information out of them. I was entertained about this whole interaction but after a lot longer in real world time dealing with this situation then probably should have passed (but there was a lot of fun that was had), we left them alone and moved on. 

The Guard Drake combat was fun and I am surprised it was dealt with in such a quick manner even though Enama had an instance bound with the guard drake and wanted to try to knock it out to attempt to tame it. The slapping of the drake did not knock it before the guard drake met its end. 

When we finally met up with the Warlock, I think some of us were hoping for some diplomatic interaction before combat broke out but Enama had different ideas and wanted the guard drake revived or to learn how to create one. This obviously did not end well, as the Warlock was pissed off and attacked the party. This combat had more worried as the first fireball took out two of the characters and the second fireball left a lot of the other characters under 10 HP! I think Harl was at 6. I was worried about a TPK or death of at least a few of the characters but the Dice Gods had other plans and I think we won the combat by the skin of our teeth. 

After the session, I had a conversation with the DM and he used a conversion of the first Fighting Fantasy Book, Warlock of Firetop Mountain. I have to say, this is one of the funnest dungeons that I have ever got to play through. The dungeon had a lot of personality and there were some many unique encounters that had nothing to do with combat that was a lot of fun. I really liked the interaction with the merchant and the dwarves. I am bummed we did not do more exploration and I am curious how the interaction with the werewolf would have went. 

The end of these session gave everyone enough experience to reach Level 3! In addition to the level ups, all of the characters items of power increased in effectiveness. 

____________________________________________________________________________

ITEMS OF POWER UPDATE (3rd Level):

  • Garvangr (Harl's Spear) - Gained +1 enhancement bonus.
  • Goujian (Prince Claren's Sword) - +1 enhancement bonus.
  • Bag of Three (Gareth's Belt) - Bag of Holding Qualities
  • Shadowgrumble (A'nari's Crossbow) - Enhanced Critical Hit: On a critical, this eapon deals an additional 2d6 piercing damage. 
  • Pia's Belt (Enama's Belt) - +1 to saving throws & DC's to Ki abilities. In addition, a bonus action can be utilized to regain Ki points equal to the roll of the Martial Arts die, this feature cannot be used again until the next dawn.
  • Feyshadow Boots (Helenista's Boots) - The footsteps of the wearer make no sound and the wearer gains advantage on Stealth Checks that rely on moving silently.

Monday, October 16, 2023

Review: Mydwandr

 

Mydwandr is the most recent release by Olde House Rules and it sits firmly in the FKR realm with a dash for OSR/NSR for a little extra flavor. This build up to this release was pretty silent except for a handful of comments that something is in the works from the author. Then this game dropped and it took off - it did not take long to hit Copper on Drivethrurpg and it has already spurred some fan projects. This game came off of the heels of Gaming Primitive and the release of PP IV: The Divine Spark. So, lets take a deep dive and see what Mydwandr is all about. 

Presentation: Mydwandr clocks in at 60 pages of single spaced words that are cleanly laid out which captures the DIY feel of the 70's and 80's. The layout is supported by a full color cover, 14 full page black and white woodcut style images with some spot illustrations for support. The art and layout makes it feel like a manuscript from the Middle Ages.

Character Creation: Character creation follows a simple flow that provides some key choices. Though, I feel like it is important to post a quote from the book under the header "Characters" as it just provides foundational vibes for the rest of Mydwandr:

"Campaigns matter; but they need characters to occupy their spaces. These are the heroes of the story, and adventures, however enthralling, are just a thought experiment without the brave souls who undertake them. But character creation is likewise important to a campaign’s referee, who may be tasked with crafting their cast of non-player characters; for enemy humans remain the deadliest of all, even in a world of dragons, giants, and dark demons from the pits of Hell."
With that being said, character creation provides some important choices:

  1. Choose a Kindred (Dwarves, Elves, and Humans)
  2. Choose Abilities (Non-humans choose one while Humans choose two)
  3. Record Hit Points (Non-humans start with 10 while Humans start with 15)
  4. Note movement - Unarmored movement is 50' and armored movement is 30
  5. All characters start with a 100 Silver (SP) to buy gear and supplies


Resolution: When the dice need to hit the table for any reason, roll 2d6 and if the dice show 8+ it is considered a success (skills, saves, etc.). If an Ability or fictional situation provides advantage, the roll 3d6 and choose the two highest. 

Abilities come in two types: Common (CN) and Special (SL). Common (CN) Abilities provide extraordinary skill to things everyone can do which translates into Advantage using that Ability (for example: Footman, Mighty). Special (SL) abilities are unique abilities that require training to even attempt the skill. Special Abilities allow the attempt with throwing 2d6 (for example: Exorcist, Backstabber). 

Combat uses the core mechanic with a few nuances and it is important top note that all characters can wear armor and use any weapons. Before combat breaks out initiative is decided by both sides throwing doubles and whoever has the highest total goes first and the initiative is kept  the combat (ties favor the enemy unless fiction dictates differently and elves act on their own initiative due to their ability). There is advice where the Referee can forego initial initiative if one side or the other has a clever plan or ambush. 

Combat is divided in 30 second rounds where each participant gets to move and attack/cast a spell/etc. When it is a characters turn the player rolls doubles usually (unless advantage is acquired) and consult the totals for damage:

2-7: Miss/No Damage 

8-9: 1

10-11: 2

12: 3

Two handed weapons add +2 to damage but shield use is impossible and crossbows add +1 damage but takes a round to reload. 

When a character is reduced to 0 Hit Points, the character dies unless the character is wearing armor. Armor allows a death save and if it is successful, the character is revived to 5 Hit Points but the armor is broken and needs to be repaired or replaced. Carrying a shield provides an Armor Save as well. If a character has both armor and shield they can save verse death twice. 

Finally, Magic in Mydwandr takes on a free form approach.  Magic is covered by the Abilities Healer (heals a set amount of Hit Points per level per day) and Spellbinder (Enter the ye old Magic User - charms can be cast one per level per day. These charms can only be used against one target within 60' either scoring hits or manifesting a different effect with a duration of 3d6 rounds. Characters also cannot cast in armor or with shield as magic takes some serious movement). Outside of these parameters magic is free from and players create their own spells and effects. It is also important to note that magic is powerful and their is no "to hit" rolls or "saving dice" allowed - the charm just takes effect.

Final Thoughts: The reading of this book has more of a unique flow akin to a novel compared to the standard player handbooks that are out in the wild. In addition to the vibe of this book from cover to cover sets a tone of the type of game it wants to run from movement rules (Outdoor/Overland movement is 12 miles per day while underground movement is 500' per game play hour), how all characters can use weapons/wear armor, low focus on treasure and money, to how it is inspired by Hawk the Slayer,  Chronicles of Prydain, Dragon Slayer and Ralph Bakshi's Lord of the Rings Animated Film. 

(Not in the Book but from Olde House Rules Social Media)

Other aspects of the game to give the game structure and assist the Referee are as follows (some of these reference the vibe or style of Mydwandr):

  • Money and Gear: Mydwandr provides a basic list of items that include weapons, armor, and basic traveling supplies. Prices for everything else are created by the referee with the guidelines of small/basic items cost a roll of a single die, medium items cost 2d6 x 10, large items cost 3d6 x 100, and extravagant items such as an entire ship could cost tens of thousands silver. 
  • Encumbrance: Characters can wear armor, carry a shield, bear a single favored weapon, and carry 25 items that can feasibly fit in a backpack or hang from a belt. 
  • Languages: Non-Humans speak their native language and the common tongue. 
  • Advancement: Experienced is gained from completing major quests, engaging hostilities, and recovering valuable treasure. More experience is given for the quests and valuable treasure the engaging with hostilities. Every 15 experience points gained, the character acquires a new level and will gain additional hits and abilities. 
  • Hazards: This is a section that lumps together monsters, NPC's, traps, ans environmental situations as "Hazards." Each of these hazards uses the same stat line so it is seamless for the Referee to run any hazard the characters come across. One of the numbers on the line is Level which when appropriate, translates as hit total as the Referee times the level by 1, 2, or 3 depending on how difficult the encounter is.
  • Darksight: Nothing that the PC's have access to have Darksight, not even Dwarves! 
  • Miniatures: Quick advice if the group wants to make use of miniatures - every inch squares 5' of movement. This removes the need for grids/hexes. 
  • Treasure: Formula for determining treasure based on treasure type in the stat line and chance for magical items. There are lists of magic item, 
  • Enchanting: Items are created by none player characters only and a PC that posses the required Abilities can write their own scrolls.
  • Towns/Wilderness/Dungeons: Advice, random encounters, and prices for services found in most towns are listed. 

Mydwandr also has approximately 8 pages of setting information regarding the lands, people, and history of Mydwandr. The entire game has a smooth flow and even though it reinforces a certain vibe for a campaign it is nowhere near locked into that idea. There is unlimited flexibility but enough structure to make the Referee's job easy and gives enough setting prompts that a Referee should be able to build off of that or drop adventure's inside the known world without much trouble. 

My favorite aspects of the game are how light sources are important as even Dwarves do not possess darksight, money is spent and acquired in low quantities (with XP only being awards for major treasure or artifact level discoveries), the take on elves, and how initiative is paramount in combat situations. 

With that being said, I wish there was more information or explanation regarding Balance as the paragraph under that section could be interpreted various ways such as all encounters need to be balanced but I do not think that is the intention of the design. I would have also liked to see a play example outside of the included combat example and the inclusion of 4-6 regenerated characters for a group to hit the ground running.

In all Honesty, I hope Olde House Rules rules writes an entire setting book for Mydwandr. Maybe it should be called the Chronicles of Mydwandr?

You cam find Olde House Rules and Mydwandr here:

 

Monday, October 9, 2023

Powered By Sword and Backpack

 

I have had this idea for a long time to attempt to create a Powered by Sword & Backpack movement. Something akin to a game jam that does not end. Since my previous post about my invisible rule book for Orthodox Sword & Backpack (some of the things in my invisible rule book has changed) and discovering that the game was removed off of itch but still exists in an old Tumblr blog has made me redouble my effort. This information made me paranoid that Sword & Backpack my vanish to the sands of time like TWERPS, Dinky Dungeons, and countless others. This is something I want to prevent as I think Sword & Backpack is an important touchstone to the table top role playing game scene. 

 

With that being said, this is more then just historical preservation and a call to arms because this is a CHALLENGE! As James George of Olde House Rules recently stated:

"I've always said crunchy systems are easy to write. It's the minimalist stuff that's challenging." 

I am already working on a hack that is lovingly titled "Arsenic & Old Lace" and I am hoping that it will be ready to be released into the wild sooner rather than later. Though, that is a minor note as a challenge needs rules. I know what you thinking but having some rules will create some uniformity and help keep the original spirit of Sword & Backpack alive. 

Without further ado, here they are:

1. How to Play and Storyteller section

2. At least three "Jobs"

3. Strong Implied Setting

4. Only a Single d20 for Resolution 

5. Invisible Rule Book 

6. Use of the Powered By Sword & Backpack Logo

7. Keep the Spirit of the Dungeonpunk Manifesto alive!

The Sword and Backpack logos were amazingly re-imagined by Luke Herbert (you can find him on IG @herbertappleseed). In addition, you can find the hi-resolution versions of all three styles here!


Monday, October 2, 2023

Glyphs of the Hobo

 

In my research for The Knights of the Road, I came across Hoboglyphs. These symbols were used by the homeless in the depression and dust bowl era. A lot of the information about them is second hand or from Hobo-Camp-Fire-Tales. A-No. 1. Hobo-Camp-Fire-Tales. Cambridge Springs, PA. The A-No. 1 Publishing Co., 1911. Though, it has been determined that a lot of tales were exaggerated but we will never have all of the information due to it being lost to the sands of time.

I think this would be a great reference and source material for people running The Knights of the Road.

"Hoboglyphs is a fascinating system of symbols understood only by the hobo community back during the Depression era. They would inscribe these symbols using chalk or coal as a way to leave or send a message for the next hobo. Their code features elements like circles, arrows, and more that made up the directional symbols. Hash marks usually meant danger, but many of the signs were cryptic and nearly impossible to understand outside of the hobo community. One example is the symbol for a courthouse nearby; a curly line inside a circle."



 



Wednesday, September 27, 2023

Review: USR Sword & Sorcery Deluxe

 

Keeping with my theme of Sword and Sorcery from last review, I am finally getting around to reviewing USR Sword and Sorcery Deluxe by Vanishing Tower Press. This game is a hack of Unbelievably Simple Roleplaying by Trollish Delver.

This is a game that has been on my shelf since its first edition iteration which has been replaced by the Deluxe Edition for sometime now. I have ran various one shots using the first edition of the game and ran a single into adventure using the Deluxe version. The Deluxe version is split into two books - the first book contains everything the players and the Crypt Keeper needs to make Characters, Conquer Challenges, Fight Stuff, Carouse, and much more. The second book in the Deluxe series contains the rules for Mass Combat and Magic.

 


Presentation: USR Sword and Sorcery Deluxe provides approximately fifty pages of a clean easy to read two column layout. with 27 pieces of art. Some of the art is full page which is always nice. The art is black and white and captures the Sword and Sorcery spirit with a dose of weird. The books are well organized with a table of contents and some end papers that could be printed out for quick player references or a Crypt Keeper's screen. The physical product is a print of demand via Drivethrurpg and it is a softback A5 tome. The two books are listed separately so if you do not plan on using Mass Combat or Magic you do not need the second book but it is great for reference and to be used for villains. 

Character Creation: Characters are initially defined by three attributes and "Hits". The three attributes are Action, Wits, and Ego. Hits is a characters stamina and an abstract measure of how much punishment they can take before falling unconscious or dying. Characters are created with the following steps:

  1. Name
  2. Choose which attributes (Action, Wits, and Ego) to place a d6, d8, and a d10 in.
  3. Calculate starting Hits. Hits are calculated by rolling Action and Wits die, then adding the total. Hits cannot be less then 5. 
  4. Roll on the Background Table
  5. Roll on the Background Details Table 
  6. Choose Three Specialisms
  7. Roll 3d6 x 10 for Starting Silver. These are the funds to be able to equip your character with food, gear, weapons, and maybe armor. 


Resolution: The core resolution mechanic is rolling the corresponding attribute dice plus a related Specialism (if applicable) vs. a set target number. 

  • 2+ EASY (e.g. jumping a low wall, tying a knot, bartering for food)
  • 4+ NOT SO EASY (e.g. riding a horse, rock climbing, reading a book)
  • 7+ HARD (e.g. picking a lock, leading an army, smithing weapons and armor)
  • 10+ VERY HARD (e.g. deciphering ancient tomes, practicing alchemy, persuading Kings)
  • 14+ IMPOSSIBLE (e.g. resisting Silver Lotus poison, summon demonic beings)

Specialisms are specific skills that provide a +2 to an attribute roll. There is not list of Specialisms (as they are meant to be open ended by design) but some of the common examples given include Beast Riding, Melee/Close/Ranged Combat, Seduction, City Knowledge, Legends and Lore, Weapons Smith, Orate, Intimidate, Stealth, Tracking, Lock Picking, Chariot Racing, and Leadership. 

Contested actions happen when an action is being directly contested by another PC or NPC. Both parties roll the relevant Attribute, add a related Specialism (if any), and compare results. The highest total wins and the Crypt Keeper can decide if certain actions or attempts require additional successes. 

Combat on the other hand follows a slightly modified version of contested actions. Initiative basically follows the fiction as all combat happens simultaneously where all participants are both attacker and defender at the same time. Each participant in combat gets one attack action and one movement action. There is no defined parameters within these actions as the characters can get as colorful or creative as they want. The character or NPC can choose to give up one of these two actions for either an additional movement action or attack actions but all rolls for that turn have a -2 penalty is this double mirror action is taken. 

IT IS IMPORTANT TO NOTE THAT that once both actions are taken in a round, the character is unable to defend themself any longer and all subsequent attacks directed at said character for the rest of round are considered undefended and the attacker rolls an uncontested test at 4+.

The attacker is the winner of the contested roll and damage dealt is the difference between the two rolls with weapons adding a bonus to the initial contested action roll and armor providing damage reduction. Once damage is calculated, hit location is rolled (on a d20), damage reduction from armor is applied, and final damage total is subtracted from the targets hits. A critical hit happens when the attacker rolls max damage and the defender rolls a 1 or vise versa for Dramatic Failure. If this happens, roll on the respected tables for the results. 

Ranged combat is handled in an uncontested manner with the following difficulty guidelines: 

  • 2+ IMMEDIATE (Close Combat Range)
  • 4+ SHORT (Within 10-40 feet)
  • 7+ MEDIUM (41-70 feet)
  • 10+ LONG (Within 71-200 feet)
  • 14+ EXTREME (Over 200 feet)

When a characters hits reaches 1, the character is incapacitated but conscious, at 0 to -3 that character is unconscious and incapacitated, and at -4 or below the character is dead. Hits are restored at 1 or 2 points per day depending on medical care and carousing can restore an additional 2-4 hits per night of carousing. There may be magical sources of healing...

BONUS INFORMATION: BOOK 2 - MASS COMBAT AND MAGIC: Book Two contains rules for Mass Combat and Magic. The Mass Combat rules provides a concise step by step system in handling mass combat situations that even includes a random encounter table during a mass combat. 

Magic is split into three different disciplines that include Artifact Mastery, Sorcery, and Mesmerism. Artifact Mastery covers the use of powerful items and the book includes examples of 5 artifacts. Mesmerism covers techniques to bend other people to ones will and adjacent affects. Dusts and poisons are used to power these effects and examples of 4 are given. Sorcery governs the traditional style of black magic with the summoning of demons and other overtly magical effects. There are 8 "spells or rituals" provided as examples. 

All magic, regardless of form is dangerous, as high costs, takes time to cast or use, and have high target numbers.

Final Thoughts: The author has definitely read a lot of source material for the Sword and Sorcery genre and has taken the USR system for one hell of a ride to create an authentic Sword and Sorcery experience. The information provided as well as the games design reinforces this experience and the books also includes:

  • Critical Hit Table (d100 table)
  • Dramatic Fumble Table (d100 table)
  • First Strike Rule (For spears and only for the first round of combat)
  • Carousing Rules
  • Carousing Mishap Tables (d100 table)
  • Called Shots 
  • Character Advancement and Experience
  • Magical Mishap Tables 

It is interesting to note that that book discusses how combat is a central theme in Sword and Sorcery but hits are low with expensive armor and combat can quickly turn deadly with an unlucky roll or two, a critical hit, being ganged up on by multiple opponents, and a few other factors. Without some advancements, combat seems to be best avoided. 

The book also alludes to a more abstract combat that does not use hit locations as it provides alternate examples of armor in light/medium/heavy bonuses with weapon bonuses of light/medium/heavy. Each section is +1/+2/+3 respectively. I am grateful for this aspect or tool that is built in as the Crypt Keeper can choose to use hit locations for a more specific combat experience or not for something quicker and more abstract. 

One of my favorite things about this game is the carousing rules and the carousing mishap table. This really helps reinforce the genre and some results from the mishap table could spring board an entire campaign!

I personally found reading through the combat section slightly confusing and it took me a few reads for everything to fall into place. I also confirmed somethings with the author to make sure I understood everything correctly but your mileage may very. I also wish that the books provided a list of foes common and horrible. 

USE Sword and Sorcery Deluxe is slated to be released in three books to mirror the three LBB from a famous and common fantasy game. We currently have two out of three and third book is rumored to contain the authors home brew Sword and Sorcery Setting. I am really excited about this third book! It cannot come out fast enough.  

All in all, this is one of my favorite Sword and Sorcery games and you can find it here:

Monday, September 25, 2023

Legacies of Exera: Items of Power

 

As mentioned in Session 0 and  Session 1 & 2 each of the characters received a magical item but a lot how and what these items were/what powers they currently possess got lost in the note taking process as there was all kinds of crazy things going on. I really like this idea as it creates very personal items and relationships between those items and their characters. It also helps stave off the MMO feel of ditching equipment for the next upgrade as quick as possible. I will post updates in the Player Notes when the items gain new abilities of the relevant session as well as I will update this post.


Garvangr (Harl's Spear)

Weapon (spear), unique (requires attunement)

Garvangr is a spear with the name "Garvangr" carved in Hermannen runes onto the shaft and also carved in Hermannen runes: “whenever she rides into battle she takes half of the slain”.  The spear bears the symbol of a cracked skull whose eyes can glow red around undead on the spearhead.  

Sentience: Garvangr is a sentient neutral good weapon with an Intelligence of 12, a Wisdom of 16, and a Charisma of 16. It has hearing and normal vision out to a range of 120 feet. The weapon communicates by transmitting emotions to the creature carrying or wielding it.  The eyes on the skull image on the weapon glow red when within 120’ of undead creatures.  This attracts the attention of undead creatures, drawing them to the wielder when within sight of it.  

Personality: Garvangr is a confident weapon and shares its confidence with the wielder when held. 

  • 3rd Level Increase: +1 Enhancement Bonus 

 



Goujian (Prince Claren's Sword)

Weapon (Sword), Unique (Requires Attunement)  

Claren received the Sword of Goujian from his mother, Queen Li.  The Sword of Goujian is a longsword with ancient Hanyu writing acid-burned into the blade which reads "Three Treasures - Compassion Frugality Humility".  The wooden hilt has a yin yang symbol carved into it.   When it is drawn, the blade whispers warnings to the wielder, giving a +2 bonus to Initiative.  The Sword of Goujian is a blissful weapon, which shares its bliss with its wielder, causing them to feel fortunate and optimistic about the future.  Additionally, when the blade is drawn, butterflies frolic in its presence. 

  • 3rd Level Increase: +1 Enhancement Bonus  

Bag of Three (Gareth's Belt)

Wondrous Item (Belt), Unique (Requires Attunement)  

Gareth received the Bag of Three from Queen Li.  The Bag of Three is a leather belt adorned with dwarven runes reading "Bag of Three".  Additionally, the belt's buckle is made with Mithral and is adorned with a symbol of a belt of seven stars acid-burned into it.  The belt also has three large leather pouches sewn onto it. The wearer of this belt always knows their depth below the surface and the direction of the nearest staircase, ramp, or path leading upward.  

  • 3rd Level Increase: Pouches became Bags of Holding  

 

Shadowgrumble (A'nari's Crossbow)

Weapon (Crossbow), Unique (Requires Attunement)  

A'anri received the crossbow, Shadowgrumble, from Jastari Shadowform, a zsadri blood hunter.  Shadowgrumble is a jet black wooden crossbow adorned with markings of vines and leaves carved into it.  It is further adorned with inset gemstones, platinum overlays, and silver filigree.  It frequently grumbles and can provide useful information to those who are actively listening to it who succeed on a DC 15 Perception check.

  • 3rd Level Increase: Enhanced Critical Hit - On a critical, this weapon deals an additional 2d6 piercing damage  
 
Pia's Belt (Enama's Belt)

Wondrous Item (Belt), Unique (Requires Attunement)  

Enama received Pia's Belt from Queen Li.  Pia's Belt is a leather belt inscribed with feathered wings and suns.  It has its name, "Pia's Belt", inscribed in Celestial writing on it.  The golden belt buckle has a sun acid-etched into it.  The belt periodically and randomly alters its appearance in slight ways outside of the wearer's control.  There is a little known prophecy that the bearer of Pia's belt will solve the sphinx's riddle.  Fiends find the belt and whoever wears the belt to be repulsive.  The wearer of the belt can use a bonus action to cause the item to shed bright light for 10 feet and dim light an additional 10 feet or to extinguish the light.
  •  3rd Level Increase: +1 to saving throws and DC's to Ki abilities. In addition, a bonus action can be utilized to regain Ki points equal to the roll of the Martial Arts die. Once this feature is used, it cannot be used until the next dawn.
 
 Feyshadow Boots (Helenista's Belt)

Wondrous Item (Boots), Unique (Requires Attunement)  

Helestina received the Feyshadow Boots from General Serac.  The Feyshadow Boots are leather gray boots adorned with markings of stars.  Each boot also bears the sigil of the Mage School of Maemyth Quor on the front shaft.  While these boots never get dirty, always giving off the faint glow of polished leather, they also crack and fray with every step (though the damage doesn't last).   The wearer of these boots can't be tracked by normal means, as the boots leave no footprints and leave no other sign of the wearer's passing (such as odor). 

  • 3rd Level Increase: The footsteps of the wearer makes no sound and the wearer gains advantage on Stealth checks that involve moving silently. 
 

 
Taleweaver (Stephonocles Lute)

Wondrous Item (Musical Instrument), Unique (Requires Attunement)  

Taleweaver is a musical instrument of strange appearance and magical nature. It has the shape of a tower rising out of a double crescent moon, reminiscent of the symbol of the orcish god Touvos. It is made of a crimson-colored wood and covered in orcish runes, spelling out its name, Taleweaver. It has a shimmering jewel-encrusted brown leather strap to hold it to the wielder's body. This instrument is made of multiple parts that can make it function as several musical instruments simultaneously. It can function as a lute, dulcimer, flute, viol, and a drum. It doubles the range of bardic inspiration to 120’.

The Taleweaver is a sentient magical item with an Intelligence of 16, a Wisdom of 10, and a Charisma of 18. It has hearing and normal vision out to a range of 120 feet. It communicates telepathically with the creature attuned to it. It can read, speak, and write Rollarian Common and Orcish. This instrument inspires the wielder to a sense of valor and glory and heroism. It has a neutral good alignment. It likes making music and tends to play itself if no one is playing it, causing anyone holding it to have disadvantage on Dexterity (Stealth) skill checks.
 
  • 3rd Level Enhancement: This magical instrument functions as a +1 spellcasting focus, giving a +1 to the spellcaster's Spell Attack Bonus and Spell Save DC. 
 
Mazeblade (Vladimir's Dagger)

Weapon (Dagger), Unique (Requires Attunement)  

This dagger is a piece of jagged onyx whose blade is scribed with a maze-like pattern with no beginning or end. This pattern is ever-changing. This weapon is desirable to all humanoids of evil alignment. They may take reasonable action to attain it.

The Mazeblade is a sentient chaotic evil weapon with an Intelligence of 12, a Wisdom of 12, and a Charisma of 20. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal and Rollarian Common. An insane glabrezu named Uth'tinor lives within the Mazeblade. The weapon yearns to cause chaos. It learns its wielder's principles, then uses those ideals to encourage reckless action. The dagger whispers ideas of revolution.

The wielder can speak, read, and write Abyssal.
  •  3rd Level Enhancement: The wielder gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, immediately after you make a ranged attack with this weapon, it reappears in its sheath.
 

Monday, September 18, 2023

Legacies of Exera: Session 3

 


We last left our heroes getting attacking by four giant bats...

The bats swoop into the parties area and one of them (#4) takes a solid bite out of Gareth - finding the space between armor and neck. Harl charges the bat that but Gareth and stabs it with his spear, pulls it out, and slams the butt of his spear into the bats (#4) forehead. Gareth picks up a handful of stones to enchant and then slashes at the bat (#4) with his scimitar, regardless of the blood leaking from Gareth's neck. Anther of the bats (#1) swoops in closer Harl and Harl allows it to taste tip of his spear before the bat (#1) sinks its teeth into Harl's shoulder drawing a copious amount of blood. Prince Claren takes this opportunity with the bats (#1) back turn and slashes it across its back with his sword. Helestina decides to back up Prince Claren's efforts by rewarding the bat (#1) with a firebolt to the face and the bat reels and screeches with singed fur. Enama takes advantage of commotion and leaps into the air landing a flying punch directly into the bats (#2) face as A'anari lashes out with his whip - shredding one of the bats wings with the crack. Harl catches his breath but the loss of blood and the bats (#4) erratic movements causes Harl's spear point to miss its mark as Gareth launches one of his new enchanted stones at bat (#2) which cracks against the bats (#2) skull that drops the bat (#2) lifelessly to the ground. As Bat (#1) dives toward Harl, Prince Claren lashes out with his sword and in a single stroke - removes the bats (#1) head more efficiently then Ozzy at a concert. Bat (#3) turns its attention towards Harl but Harl is able to bring his shield to bear as the bats claws scratch against the metallic surface as Harl Drops to his knee and ends the life of bat (#4) by running his spear through its jaw and into the bats (#4) brain. On Prince Claren's back swing before the head of bats (#1) head even splashes down in the water, Prince Claren removes the tail off of bat (#3). 

Helenista reaches out with some hand gestures and a moment of frost starts to appear over bat (#3) fur before it shakes its body violently and the frost vanishes. The look of shock vanishes over Helestina's face as Enama leaps across the water as she slams the end of her quarterstaff into the bats (#3) head so hard, its head snaps back and it falls backward lifeless in the water. 

The party takes advantage of the calm and backtrack into the previous room to rest and lick their wounds. During this time, Harl remains silent for the most part and sits slightly apart with an thousand yard stare and mumbling softly to himself before joining the rest of the party as they pack up and continue their exploration. 

The party continues to cautiously explore the beach and river looking for an easy way to cross as the river is fast moving. Gareth spots a bridge that is barely in the line of site and uses a strange reality bending technique to "bend" the bridge to there the party is on the beach. Enama decides to take the lead in crossing the bridges old rotted planks as the rest of the party follows behind. Helenista notices a rather large crocodile circling the bridge as multiple planks crumble and Enama and Prince Gareth are able to keep their toes out of the water and make it across. As the party regroups on the other side they heard multiple boards break as their beloved mule Lady falls into the water and the crocodile goes right for the tasty mule. Almost simultaneously  Gareth releases the concentration on his ability and bridge snaps back into its original location as A'nari leaps into the water to fight the crocodile and save Lady. The party makes quick work of the crocodile without incident and everyone spends a few moments fawning over Lady before refocusing on the exploration. 

As the party orientates itself, they discover that there is a boathouse off to the right that is close to them, what appears to be a large house off in the distance to the left, and a door set in a stone wall that is directly in front of the party but a good hike over the beach onto firmer ground. It was decided that everyone should investigate the boat house and Enama attempts to open the front door but it is looked. Peering through one of the barred windows Enama explains that she sees a group of skeletons working on building a boat and one of them notices the attempt to enter the door, looks up from the boat work, takes a few steps forward to the door before shaking the skeletons head and returning to the work at hand. The party decides not to disturb the skeletons and their boat building as Shadowgrumble "talks" to Gareth and explains that there is a werewolf to the left. The party decides to take that as a warning and head North through the wall. 

The party enters through the the door and find themselves in a wide room that contains a long dead warrior still clad in armor and holding a weapon surrounding by four zombies holding different weapons. The party seized the surprise as the zombies did not immediate react to the parties presence. During the ensuring combat Enama almost got cut down by a battleaxe and everyone noticed that every time Harl's spear made contact with their undead flesh red energy spider webbed just under the undead flesh. In addition to the zombies appeared to go out of their way to attack Harl. After the zombies were put down, Harl placed his hands on Enama's wounds and healed her. The bodies are searched and anything of value is packed away.

The party moves into the next area and they find themselves in a room adorned with three stone coffins and an altar in the corner. It was quickly decided to not touch the stone coffins as Gareth explores the altar and finds an old leather book covered in dust. Gareth blows off the dust off of the cover but the title is so worn that he cannot read it. As Gareth starts to open the book Helenista yells "No" but it is too late and the book is opened. As soon as Gareth looks at the pages a shadow materializes from each of the coffins and swarms the party members. The party is unsure of how effective their attacks are but notice then shreds of shadow fall off the shadows main bodies and vanish into thin air. As soon as Harl made contact with his spear, the same spider webbed red energy in the shadow's mass which causes the other shadow to single minded move towards Harl - this movement allowed the rest of the party members cut down the shadows without much trouble. As the last shadow is driven into nothingness the party takes a quick stock of their wounds as A'nari proudly stood guard over Lady. For all of the trouble, only sixty gold is found in the coffins.



The party does not dally in the now shadowless room and soon finds themselves in a T shaped hallway. The left path appeared to circle around and a alcove was noticed in that direction. The party decided to take the path to the right and discovered a staircase off to one side. As they discussed to descend the staircase, the party was hit with a nauseating stench of rotting flesh and it was decided to come back to the stairs and continue down the eastern passage. Sooner rather then later the party finds themselves in an area adorned with a chest on the table, wooden debris thrown across the floor, and a pale gaunt figure laying on a rotting straw mat facing the wall. The eyes on Harl's spear seem to glow a little bright and Harl reaches out with his hand and lets a crackling burst of purple and black energy fly but the energy misses the figure and displaces parts of the straw mat. This action causes the pale gaunt figure to stir, stand up, and charge at the offending Harl as the gaunt figure growls in frustration.

_____________________________________________________________________________

PLAYER NOTES: I have to say, the combat with the bats was really intense as two of the bats almost took out Gareth and Harl with a single bite. The DM's dice went cold and everyone was able to escape without anyone dying. After this encounter, we all had enough experience to make it to level 2 and the DM decreed we needed to take a short or long rest to take advantage of the level up and that causes everyone to retreat into the previous room for more safety. During this downtime, Harl has a vision of the Raven Queen offering him power in lie of his Service and Harl agrees and is flooded with new power. 

Gareth is a Psionist that the DM home brewed and the trick with the bridge was one of the psychic abilities. It was hilarious that everyone (except the DM) forgot that we hade the Mule Lady with us until the DM announced it failed its save and ended up in the water with the crocodile. After this incident, everyone became hilariously aware of Lady and it was a side focus to keep the mule out of harms way and made sure that one of the party members was leading Lady. I am really interested in if Lady is going to survive what the DM has called this side quest, "The Belly of the Beast." 

When the shadows popped out of the stone coffins I was really worried that we were going to lose someone had shadows are very difficult to deal with at low levels. The magic users had an advantage in this combat but what really helped the party survive is the DM's dice went cold and the shadows did not land a single hit on anyone. After this recent combat with more undead, it became obvious that Harl's spear possessed some magic but was also cursed and the undead seem to go out of their way to try to take a bite out of Harl. 

The level up really saved the parties bacon in the later encounters and opened up some more options. In addition, this session I felt like all of the players really started to hit their stride and the characters are getting more comfortable working as a team and more active. 

Though, I feel like we missed out on some really great interactions with NPCS like the skeletons building the boat, whatever was in the mansion down the beach, and the werewolf. We were clipping a long at a good pace and making cautious decisions (<--- which is a good thing). 

The dice and rolling tray I have been using since session zero...