Tuesday, 13 March 2012

Marvel 1602


While I'm busy not writing the session report post, here's a very short mini-review of a comic. The LFG/used book store has closed down, and in that process they sold out everything in the store for a buck a piece. I came late to the party, but I still managed to snatch a few treasures. Among them the eight periodicals that make up the first part of Neil Gaiman's take on a 17th century Marvel Universe well into alien space bat territory.

Tuesday, 6 March 2012

A tribute to the Book of Worlds


This work of art is made by Incognito, a.k.a. Velimir Tito, a.k.a. Torje, one of the players in the Pius Chronicles. His blog is here.

Monday, 5 March 2012

Historical References: Dominion of Langrim

This is a return to an old category. This time I'll look at a few aspects of the fantasy setting of Langrim, a pseudo-medieval affair with monsters, wizards and paladins. As usual, these images are drawn from our own history, and the intention is to provide a common frame of reference between myself and the players.


These jolly fellows are Byzantine cataphracts from around the 11th century. This is how the Legion appears, although they've swapped the scimitars for longswords.



Here we have a breakdown of the equipment of a Norman Knight. This is how most of the Knights of Greenvale roll. There will be some amongst them who wear plate, perhaps even full plate, but by and large most warriors on the island wear chain.




The bastle was a common sight on the Anglo-Scottish border in the 16th and 17th centuries. In this age of frequent skirmishes and prolonged unrest, these fortified farmhouses offered some protection from reivers and raids across the border. In the Dominion the threat comes from goblins and other evil creatures of the dark.



Lastly there's the motte-and-bailey castle. The Normans really dug these, and while they have several drawbacks compared to the stone fortifications that became all the rage in later centuries, they should work well against an enemy who rarely stays in the field once the sun rises. They also have the added advantage of being comparatively cheap to raise, and though labour intensive, cheap to maintain.




[Picture source: 1, 3 & 4 regretfully unknown; 2 - WrathDT]

Sunday, 4 March 2012

Ravenscroft village



The village of Ravenscroft lies south of Thorgan's Pass, in the remote Goblin Downs [map]. The village is known for little besides it being the staging point for expeditions into the Ruins of Dwergard and the dwarven mines of the area. Apart from the village, there is but one other settlement in this part of the downs, the farm of Drina's Bastle.

Friday, 2 March 2012

Old Stuff Day

NPC, the Game Master's Mouthpiece
Hindering game-flow or providing depth?

March 2 is Old Stuff Day, and this is my contribution. Here you can find the comments to the original post.


This is one of those post I just have to write. Tenkar posted a question a few days ago about whether NPCs should be used as a a GM's mouthpiece or not [edit: for future reference, Tenkar's second post on the matter]. In the comments a few people were rather unequivocal about how using such NPC's was sloppy game-mastering. I have to admit that that riled me a little. Since I have a soapbox available, I'll now climb up on it.

Thursday, 1 March 2012

Converting monsters



There are four characteristics that change from D&D 3.5 to the Ajax Configuration, AC, Hit Points, spells/spell-like abilities, and damage.

Defence and Damage Reduction
When converting AC to DB and DR, first look at the AC in the monster's stat block. The total AC will be broken down into Size, Natural, Armour, and Dex mod. To get the monster's Damage Reduction, compare the Natural AC modifier to the table below. The monster's Defence bonus is calculated by adding size, Dex, and any class bonuses, if applicable.

Wednesday, 29 February 2012

Chink in the armour, or the merits of called shots



He had managed to get to his feet after his horse had been killed beneath him, but the goblin rabble quickly surrounded him. Despite the heavy tax they payed to his sword, the little devils could smell victory. Hands grabbed at him from all quarters, and blows from axes, spears, and clubs tested every inch of his armour. He bit his teeth and focussed all his will to live on his blood-drenched sword. Screaming in feral rage and frustration, he struck at their heads and arms and bodies. Again and again.


At last he lost his footing on the now slippery ground. His enemies screamed in triumph as they pulled him over. He tried to get up, but the vicious monsters threw themselves on top of him. Some - too many - clung to his arms and legs like insane children.  They tore and stabbed at every joint and gap in his armour. Finally his battered visor gave in. He never saw the spear as it penetrated his left cheekbone and entered his brain.

Sunday, 26 February 2012

New Class: Spell Caster




In D&D 3.X: Ajax Configuration, the Spell Caster class replaces the Sorcerer and Wizard classes from D&D 3.5, and builds on the 3.X: Ajax magic rules. Rules for Bardic magic will follow.

~o~

Wizards, witches, and sorcerers all harness the powers of magic, shaping it through rituals and force of mind. Mastering the arcane arts requires years of devotion and study, but the rewards are unparalleled. Those few who are able to master the nine circles are bound to enter the legends, be it as terrible mage kings, as wise wizards, or as something altogether different.

Saturday, 25 February 2012

Tagged

Picture unrelated


Jedediah from the Book Scorpion's Lair tagged me, and I think I'll take a page from Trey's book here. Yes, I'll gladly answer the questions, but I wont partake in the chaining. So, here goes.


1. If you could choose three people to game with (any at all: fictional, real, famous ect.), who would that be?
TinTin, Amita Ramanujan from Numb3rs, and Al Swearengen from Deadwood.

D&D 3.X: Magic Rules 2.0



In an earlier post I sketched out a new system for magic in D&D 3.X. After having debated this with my wife, that system was abandoned in favour of something a little closer to Ars Magica. This has yet to be play-tested, but as it seems like the consensus may be leaning towards pulling the plug on LL, that may happen already next weekend.

Spellcraft
Like the Craft, Knowledge, Perform, and Profession skills, this isn't a single, defined skill, but rather a group of skills that fall under the same category. Spellcraft is divided into the separate schools of magic. Thus, each time the magic-user purchases a rank in Spellcraft, he must specialise in one of the eight schools, Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation.