Showing posts with label Pathfinder. Show all posts
Showing posts with label Pathfinder. Show all posts

Saturday, 9 September 2017

The Cleric's New Clothes: New Armour Options for Clerics

So a while back I wrote an article about the most ridiculous weapons I'd ever seen.  In all my years of playing Dungeons & Dragons, Pathfinder and other Dungeon-Delving fantasy games.  You can find the post here.  One of the books I referenced was the Ultimate Equipment Guide Volume 1 from Mongoose Publishing.  While the book for the most part is a pass, it does have some very interesting items in it.  Including the ones that inspired today's post.

Ladies and Gentlemen let me introduce to you the Holy Robes and Holy Vestments.  I found these little gems on pages 44 and 45 of the Ultimate Equipment Guide, in the chapter named Clerics and Temples.  Now I don't know about you, but the idea of a Cleric in Chainmail swinging a mace around never really made sense to me.  Sure there have been examples of Priest's dressing in armour and wielding maces in real-world history.  I refer you to Bishop Odo of Bayeux, William the Bastard's (a.k.a. William the Conqueror) brother and right hand man.  More known for his skill as a warrior and a statesman than a man of God.  There is one vital difference between Odo and you're typical Cleric in Fantasy Roleplaying game though.  Odo was for the most part a mortal man, while Cleric's in D&D can call down the wrath of their god.  Why would they need to wear chainmail?  I personally find that the Holy Vestments and the Holy Robes offer an alternative to chainmail for your Cleric.

Holy Vestments

"Clerical holy vestments are blessed to withstand attacks, protecting their wearers from harm.  Often made from silk and wool, these robes are both comfortable and easy to move in.  The symbol of the patron deity is often embroider upon the centre of the chest of the robes in the chose colours."
Statistics D&D 3.5
Light Armour; 40 gp; AC +2; Max Dex +6; Check Penalty -; Spell Failure 5%; Speed 30 ft./20 ft.; 15 lb.

Statistics D&D 5th Edition (Converted by Yours Truly) 
Light Armour; 40 gp; AC 11+Dex modifier; Strength -; Stealth -; 15 lb.

Statistics Pathfinder (Converted by Yours Truly)
Light Armour; 40 gp; AC +2; Max Dex +6; Check Penalty -; Spell Failure 5%; Speed 30 ft./20 ft.; 15 lb.

Holy Robes

"As an alternative means of protection, many clerics fabricate their own form of armour.  These robes are crafted from durable wool and blessed with holy water by the temple priests for a fortnight before they are given to a cleric for use.  It is believed that the deities of the temples bless these robes to protect their followers."
Statistics D&D 3.5
Light Armour; 250 gp; AC +3; Max Dex +6; Check Penalty -1; Spell Failure 10%; Speed 30 ft./20 ft.; 15 lb. 

Statistics D&D 5th Edition (Converted by Yours Truly) 
Light Armour; 250 gp; AC 12+Dex modifier; Strength -; Stealth Disadvantage; 15 lb.

Statistics Pathfinder (Converted by Yours Truly)
Light Armour; 250 gp; AC +3; Max Dex +6; Check Penalty -1; Spell Failure 10%; Speed 30 ft./20 ft.; 15 lb.


Now granted mechanically they aren't great.  They're about the equivalent of Leather & Studded Leather Armour in terms of protection.  The Holy Robes in particular have a ridiculous price tag for the bonus it offers.  By the time a character can afford a set of Holy Robes they'll probably have a set of Magical Armour anyways.  That's not the reason that I suggested them though.  It's more for flavour than anything else.  It's for the purposes of Roleplaying.  At Level 1 a Cleric can't afford any armour more expensive than a set of Holy Vestments anyway (at least in Pathfinder).  Yet imagine how special you can make your Cleric feel by having him wear a set of what essentially cloth and still be protected.  (Especially when it supposedly is blessed by your patron deity themselves).  It's just a thought, you can disregard it as you wish, I just think it's an interesting roleplaying angle.  

That about wraps it up for me.  Be sure to +1, follow, comment and re-share.  May you roll many crits and have a nice day.   

Friday, 11 August 2017

The Forest of Dean: An Outlaw Campaign During the Anarchy of England

To start with this campaign idea owes a lot of credit to an unusual sourcebook.  Robin Hood for the Rolemaster RPG.  The book is a resource for the Rolemaster RPG that primarily focuses on playing Outlaws during the Norman rule of England.  Covering from the rule of William the Conqueror to the death of John Lackland.  The book gives a great deal of information on running games in this time period and provides two example campaigns.  One is called Robin i' the Hood and is essentially the standard fare of the legend.  Set during the Prince John's rule while his brother Richard the Lionheart is away on crusade.  I personally didn't care for this campaign, because it has the player's playing second fiddle to Robin and his band.  What piqued my interest the most was the other setting offered. The Forest of Dean, set during the Anarchy of England.
The aforementioned book.

For those of you not familiar with English medieval History.  The Anarchy is the time during which Stephen of Blois, Count of Boulogne a powerful nobleman in France, Normandy and England.  Seized control of the English Throne from his cousin Empress Maude, daughter of King Henry the First.  Overall the time is referred to as the Anarchy, during which nobles warred with one another to either support their preferred candidate or simply to line their own pockets during the chaos.  It went on for the better part of 19 years, without anything resembling law and order.  As such the English living under their Norman oppressors suffered greatly.  (If you've ever read the Cadfael Chronicles or seen the TV show with Derek Jacobi this is the time it takes place in).  It is a time during which the common people are in great need of heroes.  That's where the players come in.

They are outlaws, men declared by the King's justice to be outside the protection of the laws of the land.  Any man may kill them and it will not be considered murder.  If they are captured they will face the very sentence that drove them into outlawry in the first place.  Only a royal pardon can remove the brand of being outlawed.  With the country embroiled in Civil War (contradiction of terms) they'll have to decide which claimant to the throne they want to back (if any).  Will they prey upon their fellow Englishman or will they fight against Norman tyranny, (wait for the cliche) by robbing from the rich to give to the poor.

Getting Down to the Brass Tacks

Ordinarily I wouldn't try to run a campaign like this using a D20 system.  Today I've been taken by a sort of madness and have decided to go against my better judgement.  This game will be using a low-magic variant of either the Pathfinder Ruleset or D&D 5E.  A lot of what I write in this post will be geared towards Pathfinder (because I actually own the Core Books for that system), but could easily be used for D&D 5E.  The reason I'm thinking of running this as low-magic campaign set in our Middle Ages (rather than a straight historical one) is to appeal to wider variety of players.  D20 systems are usually what most Role-players start out on, as such most understand the concept of rolling a d20 and adding a modifier.  Personally I've always found magic too overused and relied on in role-playing games.  The problem is you can't appeal to a wide variety of players if you remove magic entirely.  Magic (and other fantasy elements) are a big part of why people play these games.  I'll be listing below some necessary changes that will have to be made to system to run my vision of this game. 

One of the candidates for this game's system.
The other contender.




















Races: Sorry to say we won't be playing anything but boring old humans in this game.  To fit in with the setting of Medieval England.  In place of Race the characters' cultures will be playing a more prominent role in this campaign.  Chances are the players will be playing one of the following three cultures.  Anglo-Saxon, Norman and Welsh.  Saxon characters will most likely be in the majority with Welsh characters being a close second.  As the campaign is set around the Forest of Dean (which in turn is close to Monmouth, Gloucester and Hereford) which is close to the Welsh Border.  Norman characters will be rare as a Norman could only be outlawed for a crime against the King.  When it comes to starting Languages the players will get their native tongue (English for Saxons, Welsh for the Welsh and French for the Normans).  If they have a high Intelligence they may get additional languages from the following list.  English, Welsh, French, Flemish, Cornish, Gaelic and Latin.  By default the characters are illiterate in any language they speak.  

Classes: The allowed classes would include.  Barbarian, Bard, Druid, Fighter, Ranger, Rogue and Sorcerer.  The Barbarian, Fighter and Rogue are right at home in the setting, (Barbarians are just really a variant of Fighters that relies more on determination and emotion, rather than martial skill).  Bards, Druids, Rangers and Sorcerers will fit in with some minor adjustment.  Adjusting for a Low-Magic setting.  Paladins and Clerics would be be somewhat out of place in a band of outlaws.  (Also I don't want to even try to begin to stat up the Judeo-Christian God for this game.  On account of all the controversy that would inspire).  While the Wizard relies too much on the written word to fit into the setting.

 A Note on Currency: Instead of the GP-SP-CP scale that role-players are so used to this game will use the period appropriate currency.  Of the Penny-Shilling-Pound, which converts roughly like this.
Penny = 1 SP (Silver Piece) = 1/12th of a Shilling, 1/240th of a Pound
Shilling = 1 GP (Gold Piece) = 12 Pennies, 1/20th of a Pound
Pound = 2 PP (Platinum Piece) = 240 Pennies, 20 Shillings
As a note the Pound and Shilling don't really exist (outside of an accountants ledge).  With that out of the way let's move onto our next order of business.
A period penny minted under the rule of King Stephen.
The characters are going to be seeing a lot of these.

Available Weapons

Simple Light Melee Weapons
Dagger = 1 Shilling, a common weapon used by noble and commoner alike.  Most use it as an eating utensil.  This can also be used to represent smaller versions of the Seax knife that the Saxons get their name from.  
Mace, light = 5 Shillings
Sickle = 6 Shillings

Simple One-Handed Melee Weapons
Club = 0
Mace, heavy = 12 Shillings
Shortspear = 1 Shilling

Simple Two-Handed Melee Weapons
Longspear = 5 Shillings
Quarterstaff = 0
Spear = 2 Shillings
Grounds for excommunication.

Simple Ranged Weapons
Crossbow, heavy = 2 1/2 Pounds
Bolts, crossbow (10) = 1 Shilling
Crossbow, light = 1 3/4 Pounds, the Pope has banned the use of crossbows against fellow Christians.  The price indicates how hard it is to get your hands on one.
Javelin = 1 Shilling
Sling = 0
Bullets, sling (10) = 1 penny

Martial Light Melee Weapons
Axe, throwing = 8 shillings (throwing axes have fallen out of favour since the age of the Vikings.  Plus they're difficult to make and balance right, the price reflects this).
Hand axe = 6 Shillings, another tool turned into a weapon.
Sword short = 10 Shillings (or a long knife depending on who you ask).

Martial One-Handed Melee Weapons
Battle axe = 10 Shillings, an axe designed with intent of actually killing people.
Long Sword = 15 Shillings, a sign of status.  Anyone not of noble birth caught with one will have some explaining to do.  The only proper sword available in the time period.
Falchion = 10 Shillings, commonly used by Hunters and Foresters.  The two handed version hasn't been invented yet so use the stats for a Scimitar.

Martial Ranged Weapons
Longbow = 3 3/4 Pounds, historians are still debating whether the English Longbow existed prior the
An English Longbow, we're still not sure if they're period accurate.
14th Century.  There are several instances of the Normans in England and their Welsh neighbours using Archers in combat.  The Normans using them in the way traditionally depicted in Hollywood battles.  While the Welsh preferred to use Archers in ambush, guerrilla tactics.  It is recorded that during the Norman invasion of Wales, Welsh archers inflicted many casualties.  It is not known whether they used Bows equivalent to the later English Longbow or if it was more like the Shortbow. I've included both types, for the sake of convenience.  It is unlikely any player characters would ever purchase a bow (more likely they'd craft it themselves), if they come into possession of one they'll do their damnedest to take care of it.  The price is meant to reflect the amount of time and skill it takes to craft a good bow.
Arrows (20) = 1 Shilling
Shortbow = 1 1/2 Pounds

An example of a Norman Kite Shield, the kind used
primarily by knights.

Available Armour

Light Armour
Padded Armour = 5 Shillings 
Leather Armour = 10 Shillings 
Studded Leather Armour = 1 1/4 Pounds 
Chain Shirt = 5 Pounds, meant to represent only a hauberk.  

Medium Armour
Hide = 15 Shillings 
Scale Mail = 2 1/2 Pounds 
Chainmail = 7 1/2 Pounds, meant to represent a full suit of mail. 

Shields
Shield, light wooden = 3 Shillings 
Shield, heavy wooden = 7 Shillings 
Shield, kite = 1 1/4 Pounds
Most shields of the period are constructed of a combination of steel (in some cases iron) and wood.  Wood serves as the primary component in most cases though.  In the case of the Kite Shield it primarily constructed of leather over a wooden frame.

Combat System

To get the right feel for this campaign, there would have to be some adjustments to the combat system.  Fortunately I've found a system that works for what I'm going for.  It's called Die Stygian Jackal.  It was originally intended for D&D 3.0 games set in the Robert E. Howard's Hyborian Age.  Having read it I find it works for the gritty combat (with a pinch of swashbuckling) that I'm going for.  I also like how Armour is handled under the new system, where it now serves as damage reduction.  Rather than a chance to hit, and the amount of damaged reduced is randomized.  To represent whether the attacker hits a weak spot in the armour or not.  I also like the reduced Hit Points, as it makes combat a lot more deadly.  While at the same time making it possible to one-hit a character of higher level (on a lucky crit).  One nitpick I have against the system is how it determines the Defense Class that replaces Armour Class.  They base it on Hit Dice (which makes the Barbarian the most skilled at defence) which I don't think makes sense.  So I would have to make some adjustments to that.  These rules should be easy to port over to either Pathfinder or D&D 5th Edition.  You can find the mentioned system here

Notes on Magic 

This is a Low-Magic campaign set in an actual historical period.  There are no dragons and users of magic are rare.  If magic appears it is very subtle (it doesn't take the form of fireballs conjured out of thin air).  Clerics can't perform minor miracles in the name of their deity.  Instances of that happening are rare (that's why they're called miracles), the same goes for Paladins who are just Fighters that've been told that God is on their side.  The means with which to craft magic items have all but vanished from this world.  If the characters ever encounter a magic item or a miracle.  It will either be very minor or a very important plot point.  

There are also no fantastic monsters, like dragons (they've been dead for centuries at this point) outside of stories.  Some notable exceptions being ghosts and fairies that haunt abandoned ruins throughout England.  Even then these creatures are more meant to be puzzles to figure out than, a source of XP for killing.  

I hear a lot of you saying "If there are no magic items, what are the players supposed to spend their ill-gotten gains on?"  Four options have presented themselves to me.  
  1.  At the time the campaign takes place, there is a custom in place called Murdrum.  Essentially if a Norman is killed on a lord's land, the Lord must do everything in his power.  To bring the murderer to justice within five days, or be forced to pay a fine.  If a culprit can't be found (or arranged) the lord will have to put the squeeze on his vassals to pay the fine.  Often the peasants living on this land will bear the full brunt of this taxation.  This means that Saxons within areas where the players have killed Normans, might be less likely to aid the PCs (they might even sell them out, in hopes of abating the taxation).  The PCs would be able to get around this by doling out their spoils among the common people.  In areas where they've killed Normans, thus making it possible for the peasants to pay the taxes.  This way the peasants would be more willing to hide the PCs, than if they just kill Normans and do nothing about the consequences to the peasants.  
  2. If the characters decide to back one of the claimants to the throne.  (Especially if it's Empress Maude).  They can donate the money to their preferred candidate's war fund.  (Think of it as an investment towards that pardon, that you're hoping for).  
  3. In the chaos of Civil War the players might decide they like the idea of becoming nobility.  They could seize lands from their "rightful" owners.  They can then use the money they've amassed from robbing tax collectors, to invest in the infrastructure of their newfound lands.  (A ferry here, a new castle there).  
  4. For those of you still itching to have a better weapon or a better suit of armour.  I present to you  the Masterwork Rules from the Black Company RPG by Green Ronin.  You can get a weapon with a little extra oomph or armour with a little bit of extra protection.  Just by paying some extra money and waiting a little longer for the blacksmith to forge it.  You can find these rules re-printed here.
On the subject of PC spell casters, I would use the limited magic rules for Pathfinder.  (Found here).  It's my understanding that D&D 5th Edition has rules for running Low-Magic Campaigns in one of their core books.  I would also probably go through the Spell List and do some pruning.  Taking out those spells that are inappropriate for the setting.  

In Conclusion

This has been an interesting post to write.  Ordinarily I don't think to use D20 systems when I run games.  It was fun to work with a system that's outside my usual tastes.  I think if handled a certain way the system could be used to run a very fun low-magic Historical Campaign.  Let me know what you think in the comments below.  Be sure to +1 and re-share.  Until my next post, have a nice day and may the dice be ever in your favour. 
What the campaign would like if I used the Toon System.

Tuesday, 8 August 2017

My Newfound Fear of Dragons: A Treatise on the Horrific Implications of Dragons in Medieval Warfare (May Contain Spoilers to Game of Thrones)

Now like many people nowadays, I am a fan of HBO's Game of Thrones.  I've been on a bit of a hiatus, in terms of watching the show.  (I've not seen anything past Season 5 and have read the Books up to A Dance with Dragons).  I'm also not one of those people that minds spoilers.  In fact I've been known to spoil shows for myself at my own leisure.  So when a scene from the newest episode of Season came up in my Youtube Recommendations.  I decided to give it a watch, and that is how I came to have an irrational fear of flying, fire-breathing lizards, that inhabit the typical Fantasy World.

Honestly the most scary thing I've seen on screen in recent memory.
I've never really thought of Dragons in fantasy as a serious threat.  What with the typical fantasy novel having the characters either befriending or slaying them.  The above screenshot and a few other choice moments from the scene I watched, shattered that perception.  Now that I think about it, dragons are probably the most deadly and terrifying creatures on the face of the earth.  In A Song of Ice and Fire's Westeros setting they serve as a huge part of the lore.  Mirroring the use of knights by William the Conqueror when he conquered England in 1066 in our own timeline.  Dragons in Westeros are the ultimate weapon of mass destruction, they can disintegrate armies in a fiery blaze.

Hell I don't even think there is weapon in our modern arsenals that could match a Dragon.  It combines the fear-inspiring attack of a flamethrower.  With better ground-attack capability than any helicopter (that I know of) in existence.  In the case of Drogon from Game of Thrones, he can cremate fully-armoured men in a matter of seconds.  A feat that takes an incinerator burning at 1000 degrees celsius two hours.  This is all before you add in the spells, intellect and other goodies that a typical D&D dragon possesses.  Any army trying to engage such a beast with Medieval-level weaponry is doomed to failure.

   Let's take for example a lone soldier that tries to fight a Dragon with a Light Ballista (or Scorpion).  We'll be using a Great Wyrm Red Dragon to fill the role of Drogon (who is at least Colossal size, equal to a Blue Whale) in this situation.  (Found on page 96 of the Pathfinder Bestiary).  While we'll be using a Foot Soldier to represent our would-be Dragon-slayer.  (Found on page 286 of the Pathfinder Game Mastery Guide).  Let's assume for the sake of argument that the Foot Soldier makes their Will save (a Natural 20 perhaps?) against the Dragon's Frightful Presence.  Let's also assume (again for the sake of argument) that the Foot Soldier already has the Ballista loaded.  Under ideal conditions the Foot Soldier would be trained to used the Ballista.  Unfortunately his Stat Block doesn't allow for it, without some customization on the GM's part.  So he's rolling with an Attack modifier of -2 (from his lack of Proficiency in Ballistas), unless he rolls another Nat 20, it's pretty much impossible to hit the Dragon with it's AC of 50 (no joke, do the math!)  Even if our intrepid (or stupid) Foot Soldier were to hit on a Nat 20.  All that would do is piss the Dragon off!  (It's got a few hundred hit points!)  Either way he's getting incinerated, with 24d10 fire damage and a Fortitude Save (which he can't hit) for the faint glimmer of hope he might be resurrected.  Not to mention if this was a Cone (rather than a straight line) his Ballista with it's 50 HP is probably going to be joining him.

So there you have it.  My way of coping with the trauma of witnessing an army slaughtered by a mythical, fire-breathing, flying lizard.  (That sounds a lot more childish when written out, than it did in my head).  It honestly makes me wonder if GMs should rethink, how they portray Dragon slaying quests in their games.  Or even the roles that Dragon's play in their roles.  When you are an intelligent being with this kind of fire-power (pun intended) at your disposal.  What's to stop you from setting yourself up as Overlord of a nation!  There'd really be nothing stopping you, and you could have all the sacrifices you want.  You wouldn't have to collect your own hoard anymore!  You could just have your tax-collectors (read: people that don't want to be cooked alive) bring you all the riches you could ever want.

This was a fun post to write.  Until next time be sure to +1, follow, re-share.  Have a nice day and may you roll many crits.


   

Wednesday, 5 July 2017

Campaigns I'll Probably Never Get to Run: Reverse Dungeon

When I was younger I read a series of comics called Dungeon.  Written by French authors Joann Sfar and Lewis Trondheim, you can buy the books here.  Dungeon was something of a parody of the classic Dungeons and Dragons tropes of dungeon-delving and monster-slaying.  It's primary actors live in the  previously mentioned Dungeon, which is run something like a business.  Adventurers are lured there in hopes that they will bring various trinkets and magic items to add to the ever expanding wealth of the Dungeon.  The cast is essentially the monsters that the players would ordinarily fight.  The Dungeon is any number of mega-dungeons that have been published over the years.  The Caves of Chaos, Castle Ravenloft, the Tomb of Horrors, Undermountain and of course Castle Greyhawk.

Running the Dungeon

My proposal is this.  A campaign where, rather than barging into and looting the dungeon.  You play the monsters that call it home.  The party would be made up of any manner of mismatched, misfit, creatures that the players cared to create.  I mentioned that the comic Dungeon is an inspiration.  I've done some research on the topic of playing Monsters and Villains in D&D.  There is a 2nd Edition module called Reverse Dungeon (where this post takes its name from), the Way of the Wicked adventure path for Pathfinder and Savage Species for D&D Three point Five.  There is also a variant of Dungeon World that has this as the norm.

Potential Plots

  • Protecting the Dungeon from various adventuring parties that come to loot and slay the inhabitants (several plots of the Dungeon Comic revolve around this)
  • Exploring the parts of the Dungeon that are unknown even to its inhabitants (example the Drow  or Illithid City way below the level that the characters currently inhabit)
  • Going on adventures on the surface (linking up with a branch of the Dungeon that you have lost contact with, retrieving a macguffin that is essential to the Dungeon's survival, etc.)
  • Avoiding areas of the Dungeon that are inhabited by monsters more dangerous than the players (a Medusa does nicely for this plot)
Compared to my other campaign pitch this one is a little lacklustre.  Largely on account of it being an incredibly broad topic in comparison to Shanghai 1930.  Yet at the same time be incredibly limited in the scope (a flaw of Dungeon-Delving fantasy in itself, I've found).  This is definitely a campaign where I would have to see what characters the players created before I ran it.  As the plot would largely need to be built around what types of monsters were thrown into the mix.  I hope you've enjoyed my musings on this potential subversion of classic Dungeon Delving.  Have a nice day and may your dice roll true.