Monday, September 14, 2015

GotWK Campaign Part 7: Cold Iron and Hot Lead

This is an account of part 7 of my ongoing campaign set in my homebrewed wild west setting, Guns of the Western Kings.  Get caught up with the previous parts here.

Previously, in Guns of the Western Kings, our heroes were trying to make their way back to Fort Crawdon and the Sunbeam Silver Mine after an unusual subterranean steamboat ride took them far off course.  They fought off a bandit gang of coyote-folk who were trying to rob their train, only to arrive in Fort Crawdon and find they were wanted by the Deuclair Mining Company for failing to carry out their end of a bargain they had made earlier.  They fled into the woods and encountered a group of elves that they had also tried and failed to help, but were interrupted by a patrol of Deuclair Co. soldiers.  They fled deeper into the woods and were surprised to meet Heather's mom, a dryad, who told them that Heather's daughter was in grave danger.

And now:

Before Heather can absorb the fact that her mother is a dryad and her daughter is in the fey realm, the dryad has everyone link arms and pulls Heather, Theodore, Gudguníis, Face, and Rusty (and their horses) through her oak tree into the land of the fey.  They emerge, slightly dizzy from the experience, in a majestic wood.  The dryad introduces herself as Dervenn and explains that Heather's child, Annabelle (whose disappearance was Heather's reason for adventuring) has been living with her in the fey realm.  Because time passes differently in the land of the fey than it does in the mortal realm, Annabelle is no longer a child of eight, but a girl of seventeen, and quite the favorite at the Seelie court.  Unfortunately, her popularity has also made her a target; the goblin king Hizendis kidnapped her and took her to his lair - an ancient tower in the Forest of Twilight.  The tower, built by the ancient Dark Elves long ago, is reputed to have a corrupting influence on the fey, so none from the Seelie court have dared try to rescue her.  Hence why Dervenn had to reach out to the mortal realm.

Still reeling from the news that she is a changeling and her daughter has aged nine years since she last saw her, Heather heads off with the others across the fey realm.  After trekking for some time, they come to a patch of woods where the sky is dim and a foul yellow mist hangs in the air.  Above the treetops they can make out two towers.  They advance, but are distracted by a commotion to the right - two unicorns have wandered into a nearby swamp and become trapped in the sucking mire.  Suspicious of the trapped beasts, Face the pigtailed paladin detects their evil intent and the party simply walks away.  The evil unicorns, loathe to let their prey slip from them so easily, teleport out of the swamp and gore Face and Rusty.  They manage to fend them off, Face smiting them with her twin sawed-off shotguns and Rusty blasting them with fiery bombs, until the nefarious beasts are nothing but crispy, perforated corpses.  Rusty seems to recall that shadhavar horns can be very valuable evil spell components, and Theodore is all for taking them, but Face and Heather overrule Theodore's business plans and have the black unicorns burnt, horns and all.  Face makes camp there, unable to go further before she fully recovers from the shadhavars' poison.

Monday, September 7, 2015

Improved Armor Tables Part 2 - Shields


The stalwart knight raises his shield against the dragon's searing jet of flame.  Axe bites into shield as the two sea raiders begin a duel of honor.  The wild barbarians crash and break like the sea against the well-ordered legion's tight shield wall.  The brave warrior's crushed and bloody body is carried home on his shield.

Shields are an iconic part of ancient and medieval warfare, and naturally of fantasy roleplaying games as well.  They are also the subject of this week's Improved Armor Tables.  The last edition of Improved Armor Tables focused on the fantasy staples of hide and chitin armor, but from here on out they will largely be focused on bringing historical accuracy to the armor tables.  I have a degree in medieval history and I'm using it to shake things up in the world of fantasy RPGs.  Unlike my Fixing the Weapons Table posts, these fixes should be considered entirely optional and a GM should carefully consider whether they want to use them in their game, because it might mean a lot of tweaking stat blocks behind the scenes.  These changes are designed for GMs who love history and want their fantasy worlds to be a little more grounded in it.

In the d20 system, melee fighters face a dilemma: strap on a shield for a boost to your armor class, or leave that hand free to wield a two handed weapon - or maybe two weapons - to deal extra damage.  It's a trade off every RPG player is familiar with, but historically speaking it is not the only trade off about when to use a shield.  In ancient times, the Greek hoplite was the ultimate heavy infantry unit.  It didn't matter whether he was wearing bronze armor, leather or simple linen, as long as he had that great round bronze shield - the hoplon, the hoplite's namesake.  Think of Roman legionnaires and you'll probably picture them with those iconic tower shields, perhaps taking the impenetrable testudo formation.  The vikings had those round wooden shields, three feet in diameter and rimmed with iron.  But as time went on, the shields got smaller.  The long Norman 'kite' shield gave way to the smaller knightly 'heater' shield.  In the later Middle Ages, the small buckler - a foot or less in diameter - rose to prominence for foot combat.  As armor improved, cavalry and heavy infantry abandoned shields altogether, even in tournament jousts.  Why?  Because shields are heavy and cumbersome.  In ancient times, when armor was less advanced, larger shields meant more protection - for some warriors, a shield was the only armor they had.  But knight in full plate is actually more protected without a shield than with it because the shield weighs him down and slows his movements.

To reflect this, I have completely reworked shields.   They have gained a boost to AC, but have more taxing armor check penalties and max Dex bonuses.  There are more types of shields now, to reflect the greater historical variety of materials they were made from.  These different types are largely distinguished from each other by weight and by their hardness and hit points, which I have added to the table - this is important when someone tries to sunder a shield, or when you roll a natural 1 on a reflex save vs a fireball.  You will also notice that I have scrapped the light/heavy shield dichotomy.  There are now small and large shields (and tower shields), and light shields form a separate class of shield.  Read on to learn more!

The following items and rules in gold and their accompanying tables are available as Open Game Content under the OGL.  Open Game Content is ©2015 Jonah Bomgaars and d20 Despot.

Thursday, September 3, 2015

Expect the Unexpected

One of the first things you learn as a GM is that the players will absolutely wreck all of your plans at the first opportunity.  You can never make a plan that takes into account every possible action by your players.  This is part of the beauty of tabletop roleplaying games.  This freedom is simultaneously one of the best things about being a player and one of the most difficult things about being a GM.  As a GM, how are you supposed to deal with it?  How can you expect the unexpected?  Today, we're going to look at just that.

We'll start with an anecdote:
My sister recently prepped and ran the first session of an urban adventure for two players.  The party's mission was to recover a valuable statue from the house of a wealthy merchant on behalf of its rightful owner.  She made it a very open-ended adventure with lots of room for the party to make and enact their own plans.  She expected the party might attempt to pull of a stealthy night-time burglary, try to bribe one of the guards, or simply rough up and intimidate the merchant.  She mapped out the merchant's house and came up with a system for determining where the guard would be at any given time during his nightly rounds, and where the merchant would be in town or in his house at any time throughout the day.  She made a list of DCs for all the different ways they might sneak into the house.  While carrying the statue, the DCs are increased by 5, and failure by 10 or more means the statue gets dropped.  All in all, it was a pretty solid set-up for a heist.

The players, of course, had different plans.  In broad daylight, they bluffed their way into the house to discuss tapestries, then cast a spell that let them search a room without being inside it and immediately found the safe in which the statue was hidden.  They bluffed their way into the study and accidentally disabled the alarm.  The skald summoned a dire rat in the streets as a distraction while the inquisitor disguised himself with magic, and they walked right out of the house with the statue.
I'm pretty sure adventurers would rule the world if they didn't have that nasty habit of getting eaten by dragons.

What can we humble, god-like GMs do in the face of creative PCs and their outside-the-box plans?

Monday, August 24, 2015

Monster Monday: Giant Otter and Dobarcu

For today's Monster Monday, we've got two big otters.  The giant otter is a man-sized Amazonian animal known to eat piranhas, black caiman, and anacondas (and now it can be your animal companion!).  The dobarcu, or otter king, is a bloodthirsty creature from Irish folklore that hunts the most dangerous game - man!

Photo: Frank Wouters via Wikimedia
I first learned of giant otters from a professor of mine who told stories about his research studying black caimans in the Amazon.  He mentioned that it was dangerous to go bathing or swimming there, not so much because of the caimans or the piranhas, but because of the giant otters.  They're fast and deadly, and they like to gang up on larger prey.  Modern giant otters range from 3.3 to 5.6 ft. in length, but before they were overhunted for their fur, large males could reach 7.9 ft.

Dobhar-cú (water hound) is the Irish word for otter, but folklorists and cryptozoologists (folklore enthusiasts who pretend to be scientists) use it (or the anglicized form 'dobarcu') to refer to a little-known creature from Irish mythology.  Also known as otter kings or an Irish crocodiles, there are stories of monstrous otters thinly spread all over Ireland and nearby islands.  The most famous and most detailed account goes thus:
In 1722, in Glenade (County Leitrim, Ireland), a woman washing laundry in the stream was attacked by a great beast.  Her husband went looking for her and found the dobhar-cú resting on her mangled and bloody body.  He grabbed his gun and shot it, but as it died it cried out for its mate, who came rushing up from the water looking for vengeance.  The man (perhaps with his dead wife's brother) fled on horseback to a nearby town 20 miles away, but the monster pursued him (or them) and he (or the brother) stabbed it with a spear (or dagger).  
The victim's tombstone still survives, with a carving of the monster getting stabbed:

No, it's not - as I first though - a dire scotty dog:
the bit at the front is a disembodied hand stabbing the beast.
Other accounts of dobarcu give its strange white-and-black coat, the fact that it can only be killed with silver like a werewolf, the idea that the beast's hide protects its wearer from drowning, and the story that anyone who kills a dobarcu will die the next day.

The following text in gold is available as Open Game Content under the OGL. Open Game Content is ©2015 Jonah Bomgaars.

Monday, August 17, 2015

Improved Armor Tables Part 1 - Hide and Chitin


The ultimate expression of victory over a monster is not killing it or taking its treasure - it's making armor out of its hide.  Adventurers are bound to come across all sorts of interesting and thickly armored creatures that they might want to turn into armor - not only is it an excellent trophy of your victory, but it is also a great way to add a dash of unique flair to your character's look.  After all, who is going to forget the grizzled dwarven hero decked out in black beetle armor, or the salty sea captain wearing a cuirass made from the rubbery hide of a giant squid?

Presented here are rules for creating both hide and chitin armor with variable levels of protection depending on the natural armor bonus of the creature they come from.  After all, mammoth hide should be stronger and heavier than wolf hide, and ankheg armor is going to be more protective than a cave fisher breastplate.

The following rules in gold and their accompanying tables are available as Open Game Content under the OGL.  Open Game Content is ©2015 Jonah Bomgaars and d20 Despot.

Monday, August 10, 2015

GotWK Campaign Part 6: Chugga Chugga Choo Choo!

This is an account of part 6 of my ongoing campaign set in my homebrewed wild west setting, Guns of the Western Kings.  Get caught up with the previous parts here.

Previously, on Guns of the Western Kings: The party was caught in a conflict between a mining company seeking to re-open the Sunbeam Silver Mine and a tribe of elves who  guarded the mountain and claimed that mining there would unleash a great evil on the world.  In the midst of this, they took a side-quest to investigate a mysterious ore coming out of a Dwarven settlement.  There they met a new party member, Theodore the adventurous businessman, but they also discovered what it was like to careen down a subterranean river on a broken-down paddle-boat.  They ended up in the desert far to the south, and worked their way northwards via an exciting and dangerous cattle drive.  As they approached the city of Templeton, where they intended to catch a train, they noticed they were being followed by a group of canine-headed humanoids who always stayed just outside of rifle range.

And now:

Wikimedia
After selling a load of accumulated goods in Templeton, including gnomish grave goods and a giant rattlesnake skin, the brave band of adventurers buys train tickets up to Fort Crawdon, hoping to finally get their plans back on track.  Heather especially was looking forward to it, since their adventures had taken her far away from the area where she was hoping to find her missing daughter.  It is a short train - two boxcars, two passenger cars, and a caboose.  Theodore's horse, Bucephalus, rides in one of the boxcars. Bjorn and Falco ride with the incapacitated Dawne and Ash in the frontmost boxcar, as the railroad wouldn't allow the tomb-cursed duo to sit in the passenger cars.  Heather, Theodore, Gudguníis, and Rusty take their seats in the passenger cars and the train chugs northward through the prairie.

Rusty was the first to notice a rider out the window - a lithe humanoid with the head of a coyote, armed to the teeth and riding with purpose.  He recognizes it as a wayaha, a race of roguish tricksters native to these lands.  Although the wayaha are a tribal people, they are quick to take up new ways of life, and many have been drawn to the way of the gun and become bandits and rustlers.  Gudguníis grabs his rifle and rushes to the back of the train, hoping to pick them off from the caboose, but as he passes into the second passenger car he sees the door to the caboose slide open and a coyote snout poke around it.  The wayaha bandit steps into the train car, brandishing a pistol, and calls out, "Your money or your life!" before Gudguníis blasts him with his rifle.  The coyote-man slumps back against a train bench, clutching his chest wound, fires off a shot at the half-elf rogue that misses by a foot, and collapses to the floor.  The door to the car slams back open and a burly, tough wayaha warrior, bristling with orangish fur, muscles his way in and blasts at Gudguníis with his shotgun.  Heather rushes into the car behind the half-elf and dives for cover behind a bench, calling out to the cowering civilians in the car to stay behind cover or flee to the next car.

Tuesday, August 4, 2015

History vs. Fantasy: The Plight of the Gaming Medievalist


Readers, there is something that has been weighing heavily on my conscience for a long while now, and I think it's time I finally came clean:

*ahem*

Chainmail is just called mail!  Studded leather armor doesn't exist!  Longswords and greatswords are the same thing; what you call a longsword is actually an arming sword!

Whew, glad to get that off my chest.  Now let me explain...

As an avid tabletop fantasy RPG player and a bona fide medievalist, I often find myself torn between two worlds.  On the one hand, I know that the magical and imaginative world(s) of Dungeons & Dragons and Pathfinder are not - and should never be - accurate simulations of the medieval world that they imitate, if only for the fact that magic and dragons and orcs never existed.  On the other hand, I know that the key to good worldbuilding is to ground your world to some extent in reality, and for me the best way to do that is to use what I know of medieval history as a foundation to build upon.  Since I literally know more about medieval history than 99% of the population (even if I am toward the bottom of that 1%), I sometimes come across pieces of the game - be they rules, items, lore, or what-have-you - that strike me as, for lack of a better term, innacurate.  I sometimes find it difficult to take off my historian hat and put on my fantasy hat.  Can't I just mash them together into some sort of awesome new hat?

by DucttapeNinja at Instructables
This baby would have really helped me study for my Latin final
History is not fantasy, and fantasy is not history.  But that doesn't mean that the two are mutually exclusive.*  No one thinks the events of Game of Thrones are actual historical events (at least I hope they don't), yet it frequently becomes a point on which medievalists and the general public engage with each other about actual medieval history.  No spoilers, but toward the end of Season 5 of the show, an event happened which ignited much debate across the internet, including much discussion about whether the event in question was historically accurate.  This - again - despite the fact that Game of Thrones is a fictional story set in a fantasy world that no one believes is real.  Why?  Because actual medieval history informs Game of Thrones and - to a much greater extent - A Song of Ice and Fire, and that worldbuilding foundation makes George "Reading Rainbow" Martin's fictional world so much more compelling than, say, Generic Fantasy World 27B1X.  A Song of Ice and Fire is, at some level, a meditation on the nature of power, so it makes sense to set it in a world of feudal obligation where a ruler's ability to garner support is dependent on his personal relationships and his attempts to please his barons.  This sort of 'realistic' fantasy, set in a world that owes more to the Middle Ages than to Middle Earth, has really struck a chord with people, and as a fan of both fantasy and medieval history, I couldn't be happier.