Tuesday, February 17, 2015

Sword Coast Legends - what does $60 really get you?


I'm probably a bit late on commenting on this, but Sword Coast Legends does deserve some attention. On the surface it appears to be a isometric Baldur's Gate-style RPG with some utility that will give it a bit of the Neverwinter Nights cusotmization for running home games. The ad copy here and here strongly imply that you as DM will be laying out the tiles, monsters and other encounter bits for home-design scenarios.

This may sound cool, and if you're mostly coming at this from the tabletop end then it's worth pointing out that NWN's scenario design abilities weren't quite what one thinks of when you see Fantasy Grounds or other online tabletop utilities. NWN let you use a rather complex design tool to create CRPG adventures, which were more or less pre-programmed with a certain amount of DM intervention possible....but it wasn't a grand medium of free-form tabletop style gaming.... you were definitely still playing a CRPG, just with a player who could manipulate some of the story elements at times.

The other interesting element of Sword Coast Legends is the price. It looks like entry in the single player game only is a measly $35, which isn't bad. $60 seems to get you some functionality as a DM with one "Lost Mines" dungeon tile set. There are the obligatory deluxe special collectors editions aimed at the D&D whales out there, which I concede I am probably not one of; I only dedicate a functional chunk of my time to D&D, and don't buy every miniature game, board game and special super collector's edition PC game there is......but I guess they expect somebody will.

$60 seems fine for a "single player plus DM's kit" edition, right? But one tile set suggests that this will be a micro-transaction/DLC-based title. This trend is nothing new today....Project Spark and other titles give you a minimum level of functionality and then dump a cash shop full of minutiae on you to expand your game experience for the right price. It's a shame to see that this is likely the way Sword Coast Legends will go, since of course we can all still load up Neverwinter Nights 1 and 2 on GOG games and (for a bit of aggravation and effort) get all the tile sets you could ever want for no extra cost. So while it looks like the base game will be $35 or $60....the truth is we have no idea how expensive it will be to get the "full game."

$60 used to be the "end point" for a game purchase....the cost point at which you owned the whole thing. But for the last several years now that's completely eroded away....$60 is now the "entry point" for most games, the bare minimum for playable access, beyond which more money must be given for the "rest of the game."

Oh well....at least it's not "free." That's the word that tells you you'll end up paying the most money for all the options....

Monday, February 16, 2015

D&D 5E: Kobolds for Every Occasion-Shield Champions, Wardogs and Spellstabbers

Next time your 5th edition gang of adventurers meet some kobolds, throw these tyrannical devil dogs at them and see what happens….the kobold shield champion, wardog and spellstabber will make for some impressive combatants against a party used to the same old 5 hit point kobolds in the Monster Manual.

Each of these stat blocks was created according to the guidelines in the DMG (page 282-283).


Kobold Shield Champion (Fighter Champion level 8)
LE small humanoid
STR 14, DEX 18, CON 14, INT 10, WIS 12, CHA 8; HPs 58; AC 18 (chainmail and shield); Speed 30
Saves: Str +5, Con +5
Kobold Traits: sunlight sensitivity, pack tactics, small size, dark vision 60 feet
Fighter Features: Dueling (+2 dmg), second wind (1D10+8), action surge, champion archetype
Proficiencies: athletics +5, Perception +4 (passive 14), Intimidation +2, Survival +4
Languages: common (Middle Tongue), draconic
Attacks:
Action Surge: gain 1 attack as an additional action once during the combat.
Multiattack: make two sword or sling attacks
Shortsword (one target; +7 attack, 1D6+6 damage, crit on 19-20, finesse weapon)
Sling (one target; +7 attack, 1D4+4 damage, crit on 19-20, range 30/120)
CR 3 (700 XP)

The kobold shield champion is a towering monster among his kind, almost four feet tall and bristling with tiny but spring-loaded muscles, ready to terrify Halflings and gnomes everywhere. He is a dedicate to Tiamat, and believes that in the next life he will reincarnate as a dragonborn, or perhaps even a drake of some sort. Anything is better than being a kobold…


Kobold Wardog (Fighter Champion level 4)
LE small humanoid
STR 12, DEX 16, CON 14, INT 8, WIS 10, CHA 12; HPs 30; AC 14 (drake hide); Speed 30
Saves: Str +3, Con +4
Kobold Traits: sunlight sensitivity, pack tactics, small size, dark vision 60 feet
Fighter Features: Great Weapon Style (reroll damage on 1 or 2), second wind (1D10+4), action surge, champion archetype
Proficiencies: athletics +3, Perception +2 (passive 12), Intimidation +3, Acrobatics +5
Languages: common (Middle Tongue), draconic
Attacks:
Action Surge: gain 1 attack as an additional action once during the combat.
Warhammer (one target; +3 attack, 1D10+4 damage 2-handed, crit on 19-20, reroll 1-2 on damage, versatile weapon)
Sling (one target; +5 attack, 1D4+3 damage, crit on 19-20, range 30/120)
CR 1/2 (100 XP)

The kobold wardogs represent a special subculture of kobold warriors who believe they channel the spirit of the rabid fire drakes, barking like mad beasts as they charge into battle swining their mighty warhammers about like crazed berserkers. Wardogs are literally trying to become drakes in their minds, hoping this will let them get closer to spiritual reincarnation as the next echelon of draconic being after they perish.


Kobold Spellstabber (Fighter Eldritch Knight level 5)
LE small humanoid
STR 9, DEX 16, CON 10, INT 16, WIS 13, CHA 8; HPs 34; AC 16 (chain shirt, defense); Speed 30
Saves: Str +2, Con +3
Kobold Traits: sunlight sensitivity, pack tactics, small size, dark vision 60 feet
Fighter Features: Defense (+1 AC), second wind (1D10+8), action surge, Eldritch Knight archetype (spells)
Proficiencies: acrobatics +6, Perception +4 (passive 14), Intimidation +2, Arcana +6
Languages: common (Middle Tongue), draconic
Spell Casting Ability: Save DC 14, Spell Attack Modifier +6; 2 level 1 spell slots, 2 cantrips
Cantrips Known: firebolt, poison spray
Level 1 Spells Known: color spray, shield, magic missile
Attacks:
Action Surge: gain 1 attack as an additional action once during the combat.
Multiattack: attack one or two times per round with a melee or ranged attack.
Eldritch Bonded Scimitar (one target; +6 attack, 1D6+3 damage, crit on 19-20, finesse weapon; can summon weapon to hand as a bonus action)
Sling (one target; +6 attack, 1D4+3 damage, range 30/120)
CR 1 (200 XP)

The kobold spellstabbers are a breed apart. Worshipping tiamat but harboring a clever intelligence and cunning for magic far above their brethren, the spellstabbers have formed an elite order of eldritch knights within the larger kobold societies, serving in many cases to dominate behind the scenes. Spellstabbers aren’t terribly formidable by the standards of elven and human mages, but their reliance on cunning and surprise, as well as fielding plenty of wardogs and shield champions ahead of them while they bombard with magic from afar has given them a well-earned reputation. 


A note about encumbrance: each of these kobolds is below the gear threshold for the optional encumbrance rules, but in some cases only a bit. As such, a successful gang of kobold raiders will quickly start to slow down if they drag too much loot away from a raid. They usually drag along lots of normal kobolds to do that job.

Saturday, February 14, 2015

D&D 5E/Lands of Pergerron: The Ibixian Goatman


Ibixian (goatman)
CR 2 (450 XP)
Chaotic evil medium humanoid (goatman)
Initiative +1
DEFENSE
AC 13 (natural hide)
HP 42 (5D8+20)
Resistance: psychic, poison
Immunity: disease
OFFENSE
Speed 30 feet
Multiattack-the ibixian attacks twice with its great club or twice with its claws.
Melee Attack-great club +5 attack (reach 5 ft; one target); Hit: 1D8+3 bludgeoning plus 2D4 poison damage and target must make a DC 14 save vs. CON or become inflicted with a leprous rotting disease (see below).
Melee Attack-claws +5 attack (reach 5 ft.; one target): Hit: 1D4+3 damage slashing plus 2D4 poison damage and and target must make a DC 14 save vs. CON or become inflicted with a leprous rotting disease (see below).
Statistics
STR 16 (+3), DEX 12 (+1), CON 18 (+4), INT 8 (-1), WIS 10 (0), CHA 6 (-2)
Languages: common, ibixian
Senses: Perception +2 (passive 12), Darkvision 60 ft
TRAITS
Disease Carriers-ibixians infect those they touch or injure with a leprous rotting disease. The immediate effect of the disease is that the target cannot recover benefits from a long rest, and the hit point maximum drops by 1D6 per day. If the target’s hit point maximum reaches zero he or she dies. A cure disease spell will cure the inflicted target. The target may make a new save (CON DC 14) once per week to recover naturally.
Third Eye-Ibixians hail from the Outworld, a planar realm adjacent to and possibly part of the Outlands. They can recognize planar portals and gates even when such pathways are not visible to the naked eye.

Ibixians are planar denizens of the Outworld, a timeless, infinite dimension that some fanatics of the great wheel believe is just a lost segment of the Outlands, and others think is a spawning realm of the Abyssal Chaos. The ibixians don’t care; they believe they were born of the sweat from the pits of the primordial Pulsragal himself, as he rained down his bodily fluids upon the land. From each plague-ridden drop formed an ibixian, whole and ready to serve their vile elder god of plagues.

The ibixians technically do have males and females and can procreate as a species, but they prefer to capture humanoids of other types as breeding stock; such infants are usually born true ibixians 60% of the time; the rest are deformed, stillborn, or manifest as terrifying monsters of unusual nature.

Ibixians regularly seek out planar pathways into the mortal realm, especially the native world of Pulsragal, the lands of Pergerron, where they raid for food, wealth and breeding stock. The ibixians have a unique trait that they call their “third eye” which literally manifests as a third eye upon their forehead that is blind save for its ability to detect planar gates and portals. This ability also extends to an almost unerring ability to “read” where the portal will open up for them.

Ibixians rule by might within their tribes, and a handful of the strongest goatmen will dominate the others. Usually these ibixian chieftains have a few levels of barbarian to back them up.

Ibixian tribes congregate in runed temples of pulsragal, vermin and plague infested domains such as the worst slums or dungeon levels might allow for, and in the Outworld they always dwell in regions that border on the toxic for other creatures.


Friday, February 13, 2015

I've got a fever...a fever for the Frog God

In case you hadn't heard, Frog God Games has this new daily deal thing going. So far I've picked up The Lost City of Barakus and Against Tsathogghua in PDF for $2, Tome of Adventure Design in PDF for $10.50, and today I snagged Razor Coast in print and PDF for $60. Honestly this started even before the new sale deal when I pre-orded my copy of Fifth Edition Foes last week and then got a coupon for Stoneheart Valley in print for $20. Good stuff. I suggest signing up for news and offers on their site, it's worth it.

If you didn't know it, this is a hardcover revision of Wizard's Amulet, Crucible of Freya AND Tomb of Abysthor represented as a full setting
A couple important details if you've never ordered from Frog God before, because until I got Fifth Edition Foes this was not obvious from their website: when you buy a print copy of a book, you also get the PDF as part of the deal. Most web retailers note this (Pelgrane and Kobold Press, for example) but for the longest time I didn't try to buy from Frog God directly because it seemed like the listing was for the print or PDF, not both. So, keep that in mind....it makes their prices a better deal, and the sales even nicer.

If you get a coupon and it doesn't work, contact their service via email on site. They had my issue fixed like two minutes later and the code worked.

Most of Frog God's games are in Pathfinder and Swords & Wizardry formats, so you can pick your preferred poison. So far they have the free version of Wizard's Amulet and the forthcoming Fifth Edition Foes out for 5E (the PDF is available immediately, and its pretty awesome). I am hoping for a lot more 5E from them in the future, but honestly conversion in 5E is a piece of cake (something I suspect WotC intended for this edition), so I've been snagging lots of Pathfinder-friendly versions to that end....although in retrospect S&W versions might actually be easier to convert to 5E. Ah well...

Anyway, these sales are great....I've actually been keen on most of what Frog God has to offer, but their products are not available through retail and frankly have been priced at "prestige" level prices, putting the bulk of their tomes out of my $$$ comfort zone for something I wasn't sure I'd use at the game table or not. $100 for Razor Coast? Eyyaaaaah I'll just wait and watch Ebay for a few years. $60? Well that's not too much more than the Core Rules for Pathfinder.....sure, I'll bite. PDF comes with it? Deal!!!!!

The description of this module alone sounds worth it. I shall now hope that future sales include discounts on the other books in the series.



Lands of Pergerron: The Vosjin Wood

Located east of the city-state of Samaskar, and found only by those who look carefully for the path that leads from the stone-henge atop The Hill of Giants, lies the pathway to the Vosjin Wood, a demon-haunted forest of mystery in Pergerron....


The Vosjin Wood

The haunted Vosjin Wood is actually a landmark of the ancient war between the primordials and the Enkanneth, a landmark battle where the forces of the old Empire of Sar rose up against the Enkanneth and their armies, bolstered after the defeat of the primordials in the outworld. Using dire magics, an army of elvish blood knight vampires sought to destroy the human armies, but the goddess Suliversa called upon her divine magic and encased the army in a vast forest which rose up and grew around the armies of Sar. The trees captured all of the sundry monsters, blood knights and other creatures encompassing the last stand of the Saric armies and the primordial followers. To this day it is said that the trees of Vosjin feed on blood and that one can accidentally awaken a vampire (or worse), trapped in torpor, within the trees.


Getting to the forest isn’t easy: first you find the Hill of Giants, about ten miles north east of Samaskar, where an ancient stone henge rests along with the entrance to multiple tombs of old giants. Then the henge must align such that one sees a path into the wood. To do otherwise will lead the explorer only into the mundane Dreshani woodlands. Once in, escape is not so easy; the forest is enchanted, and no path is easily discerned save what the spirits of the wood desire you to see.

The forest has three spirits of great power which vie for control of the woods, and serve as protectors to the hidden portals which lead to the Outworld and the Mountain of Sahambla. The sole survivor of that ancient army of Sar was the Lamia Queen, Sukagra, and she was tasked with the goddess Suliversa with overseeing the great woods, to insure that the army within was never released; it is said that every time a creature is released from the woods, Sukagra must hunt it down or suffer terrible pain, or even death.

Sukagra
Sukagra has reformed much over the thousand years she has ruled the woods as warden. In this time she has come to recognize that the primordials and the old empire of Sar had grown corrupt with power, and that they brought their own downfall with the hubris they showed toward the young race of man. To this end she has accepted her role as a warden and protector of the Vosjin Wood. She has also changed in her very nature, becoming a champion of light and a purveyor of the ideals of the Enkanneth as a result.

The Black Rook, Spirit of the Vosjin Wood
The other two spirits were bound to the wood when the goddess forged the great expanse. Both were gatekeepers in their prior lives, spirits who held the keys to the portals to the Outworld locked within the woods: The White Stag knew the secret path to the Chasm, a bottomless rift in the ground beyond which the mountain of Sahambla rested. The Black Rook knew of the Portals within the earth and the Deep Passage, reached through the cistern beneath Aruman’s villa and other ways. The Black Rook was a being of pure shadow, a spirit spawned from the emanations of Pulsagral, and a interested party in entities like Aruman, which it likes to trap in the woods as playthings.

The White Stag, Servant of Sambador
The White Stag, by contrast, is a being of pure balance and empathy, and also a servant of the old god Sambador. Sambador was a primordial of neutrality, and the White Stag seeks to find champions who can pick up the cause to either awaken or avenge the primordial.

There are many who have sought the refuge of the magic wood, which by its nature obscures the path of those who enter such that no one leaves without the will of one of the three caretakers. The Saganyir Elves are one of the most notable denizens of the woodlands, a tribe of ancient wood elves who found the comfort of the magic wood and its access to Outworld to be to their liking. Led by the elder lord Vask’Tinorin, who may well have been a survivor of the ancient war and a young elf when the Vosjin Wood was created, these elves remember the old ways of Sar, but seek to learn where they fell in their hubris. They revere Sukagras almost like a goddess.

The Tymardiae are also frequent visitors to the Vosjin Wood. These gypsies of the east claim to have descended from the lineage of Suliversa, and have a blood relation to the enkanneth. This allows them freedom of movement in the magic wood, which allows them to enter the outworld as they wish, for the Tymardiae are indeed gifted with a sight that lets them see the bridges to the outworld, and to enter and leave the outworld as they wish.

One of the greatest threats of the Vosjin Wood is the green dragon Caldare. Caldare has resided in the forest for centuries now, and he is one of the few beings with the force of will necessary to leave against the wishes of the spirits of the wood. He hunts any who he wishes, and serves the whispering madness of the shadow as he sees fit. Sukagra would see him banished or slain but lacks the power to do so herself. There is some evidence that the secret cult to Hox Nagor is affiliated with Caldare, and may in fact regard him as a patron or even a lesser god to be worshipped, for Caldare claims to have descended from Hox Nagor, when the primordial lay with the dragon queen Cytarelle.


Of final specific note is the presence of the Ibixians, goat-headed beastmen of the Outworld who frequently arrive in the Vosjin Wood and seek to escape into the rest of the world to do much harm. The Black Rook lets them go, the White Stag tricks them into returning to the Outworld, and Sukagra seeks to hunt them down when possible.

Ibixians of Outworld

Next: Aruman, the Lich of Vosjin

Wednesday, February 11, 2015

Lands of Pergerron: The Silver Coast

I usually try to avoid posting content too closely to when I'm using it in actual games at the table, but I'll make an exception here. The region below is actually where I am dolling up the official D&D 5E Adventure "Ghosts of Dragonspear Castle." It's been removed from the original Forgotten Realms setting and squeezed into the region detailed below. For your reference, Caruum is analogous to Daggerdale, Crom's Hold is Hakar's Hold and Thassar is providing a suitable substitute for the menace of the Thayan wizards. Dragonspear....remains Dragonspear. The whole Kas thing is my own addition to the plot. The Elemental Demon Gods referred to below are in the Pergerron mythology the servants of the Primordials that survived the war of the gods that led to the fall of Old Sar, and they are indeed the Elemental Evils which I will neatly tie into the ongoing Elemental Evil campaign content. If it all goes well I am hoping I can use the upcoming D&D Elemental Princes module, customized for use in Pergerron.

For more on Pergerron, I point you to this page on prior articles!


Paladin of Katas from Caruum
The Silver Coast: The City States of the Amber Sea

The coastal region around the great Delta of the River Anansis is divided between two major city states: there is Haggain, ruled by the cruel king Kataelroth, who oversees the coastal territory from Caruum to the capital of his domain. North of this region is Eskalin, buried deep in the convergence of the “great fork” where the River Anansis splits into three rivers through the delta region, spilling out into the great estuary sometimes known as the Mouth of Kings.

Eskalin and Caruum often come into conflict, but each region also faces threats from other local powers. South of Haggain is the northern tip of the southlands of the Empire of Mesutin, where the powerful city of Angar rules. Westward lies northern Vothrace, a lawless land of nomadic warriors who claim no fealty to any king and regularly war against the rival orcs and gnolls in the region. Beyond that is Thassar, the Red City, where the undead sorcerer-king Sakan’Dazar rules. Thassar, as the stories go, once held much of the Silver Coast and beyond in its control, until marauding barbarians which included both the first men of Anansis and the nomads of Vothrace sacked and pillaged the old and now forgotten Dreaming Empire. Tales from that time suggest a corrupt magiocracy ripe for destruction by the simpler barbarian clans some six centuries ago. The Red City has never forgotten this trespass, and remains the mountain bastion of the once great empire.

Culturally the regions of Haggain, Caruum and Eskalin are all part of the Anansis river culture. Thassar is unique, and its mysterious history is buried in ancient elemental demon cults. Before the arrival of humans there was an older culture, the imperial province of ancient Sar called Ihanefir. This elven-dominated dominion was ruled by the elven Imperator Kas. Kas was a cruel warlord of Sar and it is said that he was one of the last great generals of the old empire to fall before the rise of the Enkanneth and their followers.  The legacy of this era of the old empire is such that the elves retained control of much of the region for nearly two centuries after the fall of Sar. The Ihanefir elves were said to have held out against the encroachment of humanity at this time, but eventually fell or were forced deep into the strongholds in what are now called the Ihanefir Mountains.

In this era a thousand years ago the Silver Coast was given to the sorcerer-king and priest of the Enkanneth called Sakan’Dazar. It is said that in the early days of his rule Sakan’Dazar was a fair and just king, and a worthy sorcerer-priest of the Enkanneth, but that the richness of the magic offered by the  elemental demons of the Ihanefir elves was too tempting to resist, and Sakan’Dazar fell to the seduction of such corruption. Rumors that he was beguiled by the elven princess Coriathis are often believed to be true by the citizens of Thassar, and is usually an explanation for why Thassar maintains its hold at Thassar’s Wall, a fortress-city which also conducts direct trade with the dark elves of Ihanefir.

The rule of the Dreaming Empire lasted only three centuries; after two centuries the elvish rule of the land was all but vanquished, but the Ihanefir settled in a treaty to occupy the ancient western mountains beyond the Serpent Marshes. In turn, the empire had another century of prosperity, but was laid low over a period of a century when the immortal ruler Sakan’Dazar retreated to the Red City of Thassar in the mountains, and left the rule of his empire to a cluster of petty regents who could agree on nothing. When the Vothrace Nomads and the determined men of Anansis sailed down-river and decided to claim the land for their own, the old guard of the Dreaming Empire were completely unprepared. So it was that around six centuries ago the Dreaming Empire was no more.

For close to five hundred years now the men of Anansis have held this region, and while the center of power changes regularly, it has nonetheless remained consistent. Today Haggain and Eskalin are the two centers of power in the region, with Thassar a distant threat and the subterranean empire of Ihanefir all but a memory. Mesutin to the south is regarded by most today as the greatest threat, as the southern empire’s corsairs engage in regular piracy with the Silver Coast.

The Silver Coast (original map, not dolled up at all)
Timeline of the Silver Coast:

-100 to Year -1 (Rule of Sar): Last reign of peace of Ihanefir Province under Imperator Kas
Year 0: Sar falls; Ihanefir is still a hold-out
Year 1 of the Rule of Man to Year 27: Imperator Kas fights against the Enkanneth men and falls; imprisoned in his tomb
Year 28 to Year 111: Sakan’Dazar rules, forging the Dreaming Empire of the Silver Coast. This era is marked by by the end of conflict and a treaty with the Ihanefir Elves which grants them dominion in and under the Ihanefir Mountains.
Year 112 to Year 199: The Dreaming Empire maintains a strong rule; this period ends when Sakan’Dazar retreats to the Red City of Thassar to the west to begin his alchemical studies in eternal life, leaving seven regents in control of his empire.
Year 200 to Year 311: A lengthy period of rule in the Dreaming Empire during which the seven regent families grow into decadence; imperial expansion and protection now non-existent.
Year 312 to Year 381: The Dreaming Empire is besieged by incompetence from within while nomadic Vothrace and opportunistic Anansic pirates attack the land. By 281 the first regent surrenders to the Anansis warlord Ha-Minos, handing his lands over in exchange for peace.
Year 382 to Year 415: The remaining regents fall, and what was once the Dreaming Empire is now divided up by a series of Anansic clans, and the westerlands become the wilds of Vothrace, a people who steadfastly refuse to accept sedentary rule.
Year 416 to Year 850: Centuries of prosperity and growth under the Anansis people turns the Silver Coast into a bustling center of trade. Eskalin becomes a major rival to Haggain, which is founded in 501.
Year 851 to Year 917: the first major war with the Mesutin Empire. This prolonged engagement last two generations and involves a great deal of effort to control trade lanes along the Amber Sea while the Mesutin seek to gain control of the Anansis Delta. It ends in a stalemate, when the Mesutin Empire becomes embroiled in its own civil war following the assassination of Emperor Medeska by his brother Halambor to the south, forcing the empire to drop all expansionist efforts.
Year 918 to Year 997 (present): Haggain grows in power as first Amanor and then his son Kataelroth come to power. The legacy of the close conflict with Mesutin drives the dynasty of Haggain to push for a strong naval force, the great warfleet of the Silver Coast, and reasonable treaties are forged with the humans, atakaans and vumaskans of Asparta to the north and Eskalin to insure cooperation should the Mesutin strike again.

High Elf of Caruum
Elves of the Silver Coast

Physically the elves of the Silver Coast are a mix of dark skinned descendents of the Mesutin elves who populated this region thousands of years ago, with the northern elves that comprised much of the elite ruling class of the northern provinces of old Sar; many of these elvish tribes today are descended from the survivors of the old war, and when spared after their surrender, the men who served the Enkanneth allowed these elves to migrate south, to forge new homes for themselves. These elves were welcome in the Dreaming Empire during its reign as elves were regarded as powerful servants and allies by the sorcerer-lords of that early human empire.

When the Ihanefir Kingdom was established by treaty Coriathis and her servants migrated into the subterranean realms below the mountains and settled in the ancient city of Caeoloth. The worship of the Elemental Demons had corrupted these elves over time, and they gained the smoky darkness in their skin identifiable as servants of the Elemental Demon Lords. As a people they are doomed to stand out from their other kin of the surface, for the darkness of drow skin is unnatural by comparison to most elves.
Warrior of Vothrace
Men of the Silver Coast

The humans of this region are a mix of the rugged and swarthy Anansic settlers of old, a handful of the pale and mysterious bloodlines that hail back to the era of the Dreaming Empire (those that did not retreat back to the Red City when the empire fell) and the tough, ruddy-skinned nomads of Vothrace. Despite such a cultural mix over centuries, the bloodlines of many remain relatively unmixed, due to the tribalistic nature of the immigrants who settled in this region. The dark-skinned Mesutin have a presence in the region as well, with a handful of expatriate families who have been allowed to migrate into the region in exchange for protection against the empire which cast them out.

Other Demi-Humans of the Silver Coast

Tieflings are surprisingly common, and most frequently find their lineage traces back to the old bloodlines of the Dreaming Empire.

Aasimar are less common, but when found they seem to have a mysterious tie to three specific bloodlines, all of which are connected to old royal Mesutin blood in the south.

Halflings are exceedingly common in the region, and have been so for countless generations, profiting from and ignoring the wars of men and elves over the last two thousand years.

Dwarves, meanwhile, can be found in the south, ruling from their holdfast of S’Ralien while plotting eternally to recover their lost cities beneath the Ihanefir Mountains. Caeoloth, now the drow capital of Ihanefir, was once the dwarven city of Maergos….and the dwarves never forget this usurpation and the blood spilt when the elves, backed by the Dreaming Empire, took it from them.

Dragonborn are a spirited but minor race in the region, regarded as stalwart allies and excellent bodyguards and soldiers by those who can afford them.

Vumaskans, the blue and green-skinned half giants of the north, have a small population in the region fostered by the trade merchants of Asparta, always seeking to maintain open trade lanes with Anansis.

Ataakans are regarded as something of a curiosity in the region, for there are no large populations in the immediate area, but much trade is engaged with the Ataakans that dwell in their hidden cities to the north in the Hakar and Kasradol Isles of the delta.

More about Ataakan and Vumaskan playable races in 5E soon…

Vumaskan Sword Maiden

Threats in the Year 997, The Rule of Man:

Thassar

The Red City lurks across the wilds of Vothrace in its mountain dominion, and the sorcerers are at last beginning to stir. Stories of the depravity and decadence of Thassar may or may not be exaggerated, but it is well known that agents of Thassar have been encountered in Haggain and Caruum, and have on more than one occasion been found guilty of conspiracy to overthrow the rule of Kataelroth and his nobles along the Silver Coast. This subterfuge is typical of Thassar, but of greater concern is a suspicion that they have allied with the Mesutin warlord Cahamad of Angar in an effort to undermine the region politically. While it is generally believed Mesutin has not yet recovered enough strength politically to be a threat to Anansis, Cahamad is an enterprising fellow and he may believe that an alliance with Thassar will help to plant the seeds of corruption from within.

Rumors, of course, that Sakan’Dazar has awakened after seven centuries of sleep are regarded as foolish myth by many locals, but certain elder sorcerers in the region sense the power growing in the western Askofar Mountains, and the ever-present manifestation of scrying upon their very persons from that domain have left some sorcerers shaken to the core, ready to pack up and migrate northward lest they become the next assassination in the name of the Red City.

Imperator Kas
The Threat of Imperator Kas

Imperator Kas was the last and greatest of the military rulers of the province of Hanefir along the Silver Coast. Kas was nearly invincible and immortal due to a weave of ancient primordial magic with allowed him a measure of mind control over humans and other lesser kin. His army assembled at his legendary Castle Dragonspear, regarded as one of the most formidable bastions of Saric power in the old era. When he was at last defeated, it is said that he was locked away in a deep cavern in the Serpent Marshes, beneath an ancient temple of Sahambla. There he was bound by magics never to escape, his soul trapped in a gem that prevented him from possessing other beings. It was only recently that a hapless crew of temple raiders accidentally freed him, and Kas now possesses the body of the Monastic leader of the Monastery of Zeran, a retreat for introspection by servants of the Inner Spirit. The elvish monk Soros is now Kas’s possessed host.

Kas has only just begun his plans to return to power, and realizes that even with his enchanted armor and blade in a healthy possessed elven form he is but a shadow of what he once was. His first act will be to seek out roguish allies and make his way west into the Ihanefir Mountains, to assess the remnants of his old empire and see what remains among the current dark elves of this era. Unknown to him, the elder matron of Ihenefir is Corianthis, who rules as dark queen among her people, who have been utterly dominated by the worship of the Elemental Demons. Coriathis rules in decadence to rival the Red City from the subterranean realm of Caeoloth.

Monday, February 9, 2015

By Crom, Modiphius is making the Conan RPG!!!!

ENworld dropped the bomb here! This is good news. I snagged Mutant Year Zero recently and it was impressive. I have immediate high hopes for the future of Conan in gaming now. Modiphius's announcement page indicates a planned August 2015 release (and it does look like they are pretty good at hitting their target dates). They plan to use the "2D20" mechanics developed for Mutant Chronicles 3rd Edition (the playtest packet is free at rpgnow) so we can get a sense of how it will work.

From the release, here's who they have lined up to design the game:

Modiphius has scored a leading team of Hyborian Age scribes to chronicle these adventures including Timothy Brown (designer of the Dark Sun setting for Dungeons & Dragons), award-winning Robert E. Howard scholar and essayist Jeffrey Shanks (Conan Meets the Academy, REH: Two-Gun Raconteur, Critical Insights: Pulp Fiction, The Dark Man: The Journal of REH Studies, Zombies from the Pulps!), Jason Durall (Basic Roleplaying, Serenity, The Laundry), Chris Lites (Paizo, Savage Worlds, Omni, Slate), and many more to be announced.

That looks like a pretty decent lineup to me.

It also removes one suspect from the list of "what IPs could Fantasy AGE come out with this year?"


Wednesday, February 4, 2015

AD&D 2nd Edition House Rules: Removing multiclass restrictions and bumping humans up the food chain

Humans: generating XP for elves who hit them hard enough since 1974

My Saturday group is now rotating with me running D&D 5E (or 13th Age after the 5E scenario concludes) one week and my long time friend and host running AD&D 2nd edition for the first time in ages. It's been a lot of fun, but as I have been perusing my nice Premium edition AD&D 2nd edition books I was reminded of the key issues I always used to have with the game. Even more amusing than the rules with problems was the fact that --let's face it-- they were problems even back when 2nd edition released, enough so that the authors spent some time in the DMG or PHB explaining why the rules were there, with what amount in retrospect to some pretty amusing rationales.

The rules I refer to, of course, are multiclassing (and the even more restrictive dual-classing rules), level limits and the implicitly squishy nature of humans. If you're not an OSR fan or you are somehow under the age of 30 you might not be old enough to have jumped into the hobby at a time when multiclassing was a thing and the idea of a non-human paladin was anathema. Here's a summary of the rules that I have never particularly liked:

Racial Class Limits: Paladins as humans only; dwarves are never mages....stuff like this

Racial Level Caps: demihuman player races have hard level caps for most classes

Multiclassing: demihumans alone can multiclass

Dual-Classing: humans can only dual-class, and even then only if you are rolling exceedingly well for stats to begin with; almost statistically improbable you would ever see a dual-classed character in play without using a lot of trickery of cheating to get the numbers you want

All of the above were wiped out in 3rd edition and will never return. Going back to AD&D (either edition) requires either accepting these as given or hacking them off like the weird barnacles they are.

The 2E DMG provides optional rules for allowing various demihumans to advance past their level limits, but warns at length that being overly kind here will make humans obsolete....literally!....and turn the game into not just a story about elves, but the entire fantasy world. It's a weirdly amusing piece of logic because it implictly assumes that you can't or wouldn't be able to impose in-game restrictions (such as low birthrates) for species like elves who would then by default still find themselves at a disadvantage of the rabbit-like humans of fantasyland. But I suppose it's not worth arguing....this was a contention presented in the DMG in 1989, and its interesting because its clearly there to reinforce the design parameter set out by AD&D which survived to 2nd edition, and is not actually aimed at seriously considering all the implications of a fantasy world that is literally run by physical laws defined by the game rules as presented (cherry picking, if you will).

So what would be the harm in ditching these four limitations in AD&D 2E? As I see it, there are no real arguments that support the issue. You have the multiclass guidelines allowing any class combination you want, you know humanity's greatest threat is not elves unlimited but quick-breeding orcs and goblins, and as DM you can continue to enforce design limits on players like I used to.

I once had a methodology for player guidance that worked like this: I'd give the players 10 points to spend as a group on their racial options. Humans cost 1 point, dwarves, halflings, gnomes and half orcs cost 2 points and elves cost 3 points (elves were fabulously popular in the 90's, there is no contesting that nightmarish fact). 10 points was what could be spent among 6 players, typically. This meant that they could all play humans (6 points), but with 4 points left over up to four of them could upgrade to a demihuman choice. If the group wanted to be elf-heavy this meant that no more than 2 of them could be elves, meaning you could have 4 humans and 2 elves instead (total 10 points).

That method was how I kept my 2E games from being elf-heavy from 1990 to roughly 1994 when I stopped caring and let people play parties 100% comprised of entries from the Humanoids Handbook JUST BECAUSE.

Today, I'd do it like this:

Eliminate the Restrictions: No more class restrictions for any race. No more multiclass restrictions for any race. No more level restrictions either. Dual-Classing is allowed because if you meet the qualifications and want to, then more power to you.

Human Bonuses: Humans, however, should get some sort of compensation for being so awesomely human, though. As a result, humans can get a bonus proficiency slot, a +1 bonus to an attribute of their choice for being so awesomely human (but they still have to meet ability cap maximums) and, most importantly, I'd let humans multiclass. I know the DMG explains that humans are woefully short-lived creatures who can't absorb the lifetimes of discovery necessary to juggle two or more classes simultaneously, but alas for that logic the 2000's happened and now those arguments make no sense.

So, the advantages? Now you can build almost anything you like in AD&D 2E without restriction, which might not fly well for certain worlds and styles, but in settings like I run where my world of Chirak has seafaring dwarven hydromancers and minotaur ranger-wizards it should greatly facilitate the style of world that allows such madness.

Removing all those multiclassing restrictions as well as pumping up humans will go a long way toward providing an easier model of the actual weird fantasy that D&D always stemmed from....maybe not the Gygaxian way, but Appendix N will thank you.

Tuesday, February 3, 2015

State of the RPG-verse

The never-ending death of the RPG Industry Continues
Appendix N had an interesting discussion on exactly what, precisely, WotC's goal seems to be with D&D 5E. Personally I'd be happy with 1 rulebook or module release a month. 1 new rule book, 1 new monster manual and 10 modules a year would be all I could ask for, but I wouldn't ask for more than that, simply because it seems like the market can't support it (whether Paizo is an anomaly or some other factor is at play...which I think is the case.... remains to be seen).

That, of course, is not what's going on at all. We're going to be lucky, one might posit, if we have the Elemental Evil book in April, another adventure path in August and possibly --maybe!-- something by December. The new WotC publishing strategy seems to be one of austerity, and frankly I think they've gone way too far in the opposite direction from the era of "a new rulebook a month."

It seems like this isn't a strategy necessarily exclusive to WotC, either. Other publishers of note appear to have more or less given up, moving to a sort of "safety maintenance" model of publishing whereby their product continues to exist in some format which keeps a stream of modest sales rolling in from the regulars, but which is in no way, shape or form designed to grow the crowd. Others seem to have taken a different path, though. Let's analyze a few....

Steve Jackson Games--they are making their money on Munchkin, just like WotC makes its money on Magic. GURPS exists as a footnote to this, producing occasional PDFs and maybe once every few years a print release if they see reason to do so....but print is very much "dead" or at least off the table to SJG as Kromm has indicated on their forums over there. As it stands, SJG's print sales, which have traditionally been quite open, suggest a market for GURPS dominated by a tight community that ultimately is not growing.

My theory: they can't be bothered. The effort to make GURPS popular again is too much for Kromm and co. to want to deal with, or be able to afford, and Munchkin is too easy. GURPS is recognizably niche, and the feeling over there is that no amount of effort will make it a popular system in an era when reading past the first paragraph in a blog post is something less than 1% of the clicks bother to do (heh).

Hero Games--Hero Games moved to a primarily online direct to consumer sort of system a few years back, and has also worked to leverage Kickstarters to get some more accessible versions of the Hero System out in the market. That said, it's a shadow of its former self, but at least they keep their core line of books out there in PoD format. If you judge the health of a game by how easy it is to get print copies, Hero System is looking like the survivor over GURPS these days.....although if you want to consider fresh PDF content GURPS might win by a hair.

Evil Hat--I think Evil Hat's motto is "better to give for free and beg for some recognition in coin than to be robbed blind and see nothing anyway." They put many books on PWYW which is great, and then they sell their print tomes at what feels to me like charitable donation...as if the Evil Hats are concerned enough that I don't have a copy of FATE or Spirit of the Century that they drop the price 50% just to make sure we can all get one. I think they're on to something....maybe.....is the younger gamer generation one which basically despises being told to pay for product, but will happily shovel coin at someone when begged from? No idea. I'm buying all Evil Hat's books in print though, that's for sure.

Onyx Path Publishing--Who?!?! you might ask if you are not into rpgnow or White Wolf. Heck, even if you are in to White Wolf if you don't keep up online you might be surprised to know that the erstwhile publisher of the Storyteller System, which more or less did not survive its buy-out by CCP, the Icelandic publisher of Eve Online, in it's failed attempt to leverage the World of Darkness into an MMORPG. For a time it looked very bleak. All of a sudden, an enthusiastic group of former WW auteurs and designers surfaced to produce Onyx Path, and suddenly the game is alive again....so long as you know they exist on rpgnow in PDF and PoD format. Forget trying to get them in your FLGS. They're not quite the sadsack story that some of the prior examples are....Onyx is cooking up a lot of stuff, and the World of Darkness universes are both very much alive and getting some very high quality product as a result, with a format sure to please the young hipster with his tablet and the old grognard with his crusty tomes.

I love that example because it really doesn't fit my own anecdote: my buddy Wes locally is as hipster as it can get and he despises electronic media; meanwhile I love tablet readers and relish the day someone can produce a PDF viewer that functions properly.

Paizo: so here's my theory, backed by various stuff I've read but can't be bothered to source right now: the Paizo adventure books and such....pretty much all the "magazine format" adventures....are sold and marketed like one-off recyclables that happen to be undated, unlike magazines, giving them longer shelf lives. They probably sell a lot less than they produce (judging by the veritable tide of product littering local Hastings stores this certainly seems true) but the retailer cost must be fairly low. I am guessing Paizo doesn't have an unfavorable return policy on this stuff, or they'd be getting lots of returned product all the time, but I could be wrong. However, I think Paizo realizes that the prices of success is the perception of affluence. Lots of product means high visibility, and high visibility in the RPG market means people see your game think, "Hey, look at all this stuff. It's well supported and all over the place...it must be popular. Gimme!" I'm not talking about the usual D20 gamer who has a chip on his shoulder over some D&D edition going to Pathfinder...I'm talking people who just now went to go buy an RPG for the first time. They can try to make heads and tails over the mincemeat that is D&D's five coterminous editions for sale right now, or they can get Pathfinder, which has tons of module support for people who don't know how to write that stuff.

Good strategy, and its nice to see WotC believes in Paizo so much they are helping them along.

I'm not going to mention Green Ronin, because they have their act together and only the hassle of working with lots of licensed IP holds them back from a more robust release schedule.

There is also Mongoose Publishing, which as best I can tell tried to move toward a more PDF-focused, austerity driven model beginning in late 2013, with a focus on minis, and here we are in 2015 and they are very happy to get back to having print products available and while they design minis it looks like they prefer to let someone else take the hit of manufacturing and marketing. But a significant chunk of what Mongoose publishes boils down to three niche titles with a heavy fanbase that likes print product: the BRP-based Legend, Traveller, and Paranoia. Duh!

I'll briefly mention Pelgrane Press, which is also doing well, cutting edge, and producing products people want NOW. Pelgrane is definitely like Evil Hat: it's aware of the current market, and its aimed squarely at the needs of current consumers.

There's Pinnacle/Take 2. They are purely awesome, and like Green Ronin not much more need be said....they seem to have this all down just fine. Likewise for Cubicle 7, known more for getting products out and in retail that would never otherwise make it. Throw enough tomatoes and some will be bound to stick.

Who else is there? Well, there is one venerable publisher that seems to be doing something WotC might be trying for....

Chaosium: Chaosium runs to its own beat, and is doing its own game. It's niche, but it has a corner on the "BRP/Cthulhu" crowd pretty much, with lots of other niche publishers muscling in....but guess what, good news! The people inclined to buy Chaosium products tend to buy all the products from all the publishers in this corner. I don't think it's hurt Chaosium, and their modest pace over the years has become something of a steady stream of periodic releases that the fans love. It helps that they provide a modest but steady stream of print support for a universal system as well in a time when the other big two competitors (Hero and GURPS) are on maintenance mode, and the closest real competition now isn't really playing in the same field (Savage Worlds and FATE Core). Chaosium's only real competition is Pelgrane press.....and to be honest, there's not a lot of real overlap; people either love the Gumshoe engine or they don't, so much like FATE its not really the same thing.

Chaosium has, in essence, found a golden middle ground between fan satisfaction, the anticipation of new product, and ability to churn said product out. Maybe WotC is looking at doing something like Chaosium? Is it possible we could all be enjoying D&D 5E in five years, having only seen 10 or so new major products in that time?

Monday, February 2, 2015

FATE Core System - Print Find of the Weekend


My local new & used bookstore has a small section for RPGs and is essentially one of only three non-big-box locales in Albuquerque where it may be possible to buy any RPGs at all. It's also one of the only places in town where you have a chance of finding used games. Recently, thanks to one of the staff who has taken a strong interest in the RPG scene lately, it started carrying some contemporary products.....including FATE Core!

I snagged this today, and have been perusing it at length. I have been told by cohorts deeply enmeshed in FATE that Evil Hat, which started FATE (spun off from Fudge) with Spirit of the Century is honestly the best place to go to learn how the system works. So far I think this is proving true of FATE Core....it is extremely well written. I've had copies of the free version provided to me before, but ultimately I am still a print kinda guy when it comes to reading rulebooks, so snagging this edition is a real boon to expanding my interest in FATE.

I have felt that a big obstacle to getting into FATE in the past for old veteran gamers like myself has been the unfamiliar terminology coupled with the fact that FATE's mechanical design is aimed at achieving very different effects than traditional RPGs tend to go for. I remember reading Legends of Anglerre, where an example of mechanics included a case where a GM could introduce a fleet of pirate ships attacking a harbor, but a player could invoke an aspect where it was revealed that she was actually a sister of the pirate lord (or something to that effect). Cool concept, but demonstrated that the core conceit of the GM in FATE was really different from other traditional RPGs....not least of which being you don't want to define that pirate lord too tightly if players can effectively negate adventure content you have created through judicious use of aspects. I also recall reading the combat example in that book as well as Diaspora, and coming away perplexed at what was even going on; the jargon was counter-intuitive to even understanding what I was reading, which was a bit of an unsettling experience. To contrast, I still recall the "example of play" cases in D&D and AD&D 1E quite well; what I remember most about the Diaspora examples was, "I don't know if I'm actually reading English or a technical manual for a language that is just very similar."

But it's probably just a learning curve issue.  FATE Core also provides some better examples than I have seen in other FATE books, including cases where it does not appear that the GM must adhere to the plot-altering aspect just played by a player; in fact it advises players need to fit their aspect's play within the context as provided. I also noticed that FATE Core actually deliberately ditches a few of the older jargon terms, making me think I'm not the only one who had trouble connecting to them.

FATE definitely seems easier to grasp for long-absent gamers returning to the fold, especially if they grew disillusioned with D&D or (even better) never came into the hobby via D&D in the first place (i.e. arrived via Vampire: The Masquerade or some other route). That said, it seems to me that there's a very robust and interesting experience in FATE, and I think it was smart of Leonard Balsera and co. to produce this new, clean, updated edition that is also highly multiversal in approach.

I currently have at least one player who really likes FATE in the Saturday group, and everyone already knows this is going to be my year where I try do do at least 50% of my gaming in "non D&D" systems because of burnout and all that nonsense. Since I still can't find anyone willing to actually run FATE locally, maybe I will at last step up to plate and see if I can master this system....

Anyway, if you're curious about FATE Core take a look here at it's free SRD content. I'll post more once I've fully absorbed my read-through and try to work out some content/ideas of what to do with it.