純美蘋果園

跑團活動區 => 網團活動區 => 无尽的苍翠荒野 => 主题作者是: A球 于 2015-11-08, 周日 12:31:04

主题: 乱七八糟团务区
作者: A球2015-11-08, 周日 12:31:04
16/7/14  整合希娅古神系机制,昔日的旧神现作为邪术师庇护主的形式加入,并额外增添旧神米妮瓦,阿欧罗和格帕奇。
16/7/27  调整并完善凋零机制,凋零族裔瓦萨里人已作为玩家可选扮演角色加入,并额外增添旧神蒂卓拉奇,精灵族群新可选亚种雪精灵。
【位面指南已正式完成】
主题: Re: 姆达战报
作者: A球2017-12-05, 周二 09:54:04
引用
亲友们都不上果园,除草放个PC画的临时团战报
因为是国庆期间的临时开团,模组调整自雪夜怪谈,并删减恶意
长图戳大;不懂压缩 :em003
主题: 一些冒险点子!!!
作者: A球2018-09-28, 周五 02:08:40
也许今后会改成模组 :em009

1.重现龙堡:在久远的过去,当地有一座由持龙纹盾的追随者们所建立起来的强大要塞,如今辉煌不再,只剩下些许残骸。相传那追些随者所追随之人,正是在无数传奇事迹中显露着的,一名驾驭着伙伴银龙的圣武士!如今,一名巡礼的圣武士在古老的手抄书本中得知了这个故事,想要重建这座被游荡怪物和磷火教团占据着的要塞以赢得当地民众对正义的期望,并找到了你们作为补充人手。

2.修会迷踪:一个被称为缄默修士会的组织在数百年前神秘失踪了,传闻他们在与外界失联前曾通过无比强大的奥术卷轴打通了虚空之地,并将前往此处探寻真知,但真相的轨迹是否如此?在他们远离大陆的缄默之岛上,或许修士会的残存笔记能帮助你们理清整个事件的蛛丝马迹,以阻止千年帝国毁灭的危机再次上演。

3.地深冒险:在得知被自己将被毁灭的预言的几个世纪以前,伟大的先贤法师以自己的才能和倾近半生的心血将其体量庞大的法师塔纳入制造出的半位面之中,随后预言而至,他死于一场无法被避免的刺杀。如今这座硕大,难以估量其价值的半位面地城在一次不稳定的法术实验中被揭露。从高耸的尖顶到最深的地底,其中无数的财宝和知识正等待着冒险者们的光临,而被埋藏监狱里的洞穴巨人,华沙鱼人,眼魔和夺心魔又试图帮他们曾经的主人隐藏着什么秘密?无论如何,你们正是进入其中的探索小队之一。

4.消逝之音:在辛多瑞拉公国靠近湖畔的大图书馆里,建馆之初便环绕在馆内的塞壬歌声于某天神秘消失,之后再也没有响起。面对天命之声的消逝整个公国的民众都人心惶惶,不仅如此,皇家巡林客们和多个民间目击者均向当政报告了周边精类生物逐渐消失的见闻,面对愈加猖獗的流言和对皇室支持度的不满,你们奉这个公国的公主秘令找出事情的真相。

5.纯净之役:千年以来,精灵们都在秘密捍卫着一棵不断生长的智能乔木以免受到不法者的侵害。然而它作为主物质位面与妖精荒野的稳定交界处的秘密如今被邪恶卓尔们得知,几大卓尔家族联合起来带领着他们的人手正从地底赶往此地。在这座被魔法笼罩在无尽黑夜中的古老森林里,被卓尔束缚在魔法中召唤而出的深渊恶魔们先后浮现,战火一触而燃。

6.骷髅神殿:一座其间耸立着十二根骷髅柱子的久远神殿受到邪恶教徒的仪式从当地沼泽的污浊泥潭中升起,血月照耀下神殿周围浮现出满是血污的死人断肢,他们是附近村庄的民众,因邪教徒的献祭而被谋杀的祭品。如今渴望向生者复仇的怨灵们徘徊在沼泽之上,干涸血液洒在神殿的墙面上,而骷髅神殿其中的酝酿着的邪恶无人知晓。
主题: 找个地方写战报之拥王者小队的电子游戏大冒险!
作者: A球2018-10-02, 周二 01:46:40
<1>

一队人,坐在贸易站酒馆讨论接下来的任务计划。
啪!门被踢开
三名肩披+1抗性蓝斗篷,指带魔法飞弹&祝福术银戒指and,手拿异界生物符文召唤魔杖,人手1只精灵龙的佣兵油子们闪亮帅气的登场了!(加入帝王loot版画风
——探索,
——回报,
——合作!
如今穷的叮当响的主角和其他队员:探索者协会(震惊地)
酒馆老板:探索者协会(疑惑地)
吃足了回扣的八眼:探索者协会(坚定地)

(论从博德之门队友到冰风谷队友间的画风转变

<2>

一队人,在蜘蛛死完的洞穴里。
残血队友上去采果子,鉴定没过 死了
是的,你没有看错,这果子采集检定失败带~反~伤!
“队里谁知识(自然)检定高?过来采果子!”
刷刷刷队里出来三个人。
行吧,BUFF给你加上来了,采一下,不行,采两下,不行。
两下直接绿血变黄,黄血变红。
”我残了,换人!“这边人喊完一走,排队的第二个人又上了
BUFF加好,”哎呀,她采死了!“
全队的目光汇聚在最后的希望上
3血圣武士,圣疗+墩墩1瓶轻伤治疗药剂摸满血,自然检定技能+6
采了三下,残了,绝望。
”...要不然,守着果子旁边扎个营,长休息完等第二天回全队好血重头再继续?“

(最后SL大法过了,1级支线任务果子采集要DC20,一天的资源 一半拿来打蜘蛛集群一半拿来采果子 全消耗光了

<3>

一队人,闲晃在麋鹿神殿废墟中。
并见某人类男牧师被熊树人无脑殴打(画风蜜汁SM快乐?
路过的主角:“嚯~
这巴掌 看着就疼。
不知是哪位神养的俊哥哥,若俺是个大妹子,只怕是想立马上了这小雏儿~”
唔,然后可怜的牧师小哥就被拍成了肉饼
“啊啊啊啊啊树人朝这边看过来了!”
“来.得.好!”
话音刚落,先攻最优的拉皮剑圣猛地将手中得以为傲的“穿甲剑=文本格式2”剑势一沉,便迅捷地向目标发起冲锋
未命中 !
何曾受过这等屈辱,这位专门针对弓箭手法师位的敌后排捅串侠慢不得 手中借势又出一剑
竟又是未命中!
“桀桀桀 未断奶的小女娃也敢向老夫挑战,今日老朽木(虽然看起来是熊)心生邪念,便是要你们全都在这神殿陪葬呀!”
老朽木(虽然看起来是熊)当下一砸,轰声隆隆 无甲的拉皮剑圣借无耻快步做莲花步势 待身型稳定 却也已是口吐鲜血残红不保
拉皮剑圣定睛一瞧 骇人伤势遍体 当下大惊 “纳尼 这不应该啊!”
“不过插标卖首耳~死呀!”咔,拉皮剑圣当下直接便被熊树人一口咬成两截
负血即死,无法复活。
两位输出便失其一?!
队中20魅半兽人审判官自知当下临大敌,须臾之间便有性命之忧患,不敢怠慢。摸出魔杖唤来异界生物小马驹,手势无歇 又召出3匹恶狼,连点6发魔法飞弹向前
“拉———皮———妹!”
诗人吟唱,圣骑士祝福术,两塔盾选手防御姿态+协同防御,冲锋!!
主角再喝变巨术药水+开狂暴,冲锋!!!
“你要战,我便战啦!”
+15命中,给我中!
好,中了 主角骰伤害 伤害减免,0点伤害
欧拉欧拉欧拉,木大木大木大
砍!砍!砍!中!中!中!
伤害减免,0点 0点 0点
“法术燃烧之手!!!” 减免 0点  0点 0点
“战-你-娘-亲!~死呀竖子!”
三合过后,便又是一颗人头滚落!好一个威风凌凌的树中吕奉先!!
两位输出失其二!
恨呀,敌方摧枯拉朽,势如破竹!!!我方东倒西歪,溃不成军!!!
至此 大局已定,四个大肉饼俩个半截人 血染神殿废墟~~
无一人幸免。

(全员2级。后来查攻略 发觉这怪是steam上被吐槽最多的怪,没有之一。高AC带减免血又厚 不禁让人怀疑人生
至于那牧师小哥,可以招做队友,是女性主角可选恋爱对象之一
其他队员没有在第二轮做出反应,是因为当时本人电脑莫名卡了...

后续:大漂亮AC上30很轻松的过了,果然玩这游戏还是要用滥强构筑法,目前观感总结如下
                       
                                  水深火热的数据+及其无脑的AI=拥王者电子版
主题: how far can you see on a hex map?关于六边格的比例问题
作者: A球2018-10-06, 周六 13:36:38
How far is the horizon?
It turns out that the main obstacle to seeing faraway landforms - besides atmospheric interference like fog or rain - is the curvature of the earth.  A consequence of this is that the viewer's altitude is a key factor in how far they can see. (If you go high up enough that you're in space, for instance, you could see nearly half the planet!)

Wikipedia has a wonderful page on the horizon that gives us all the info we need.  The few equations we need aren't that complicated:

Distance to Horizon (miles) = 1.22 x sqrt( observer's height in feet )
Distance to Horizon (km) = 3.57 x sqrt ( viewer's height in meters )

For a hypothetical, 6' tall viewer, this puts the horizon around 3 miles.  (As Steamtunnel pointed out, this is one argument in favor of using 6-mile hexes: an adventurer in the middle of a hex could see right to its edges.)

A 6' tall adventurer standing on top of a 30' town wall, however, could see further, about 7 miles.  An adventurer at the edge of a plateau, 200' above the plains below, could see 17.5 miles - quite a bit further.

Seeing Faraway Tall Things
Most of the time our adventurers are not looking at flat, featureless plains. The more interesting question is stuff like: how far away can I see that tower?  Can I see the mountains?

It turns out the answer is unexpectedly simple: all you need to do is know the horizon distance for the viewer's altitude, the horizon distance for the target's altitude, and then add them together.

So if I'm on the town wall, and I want to know how far away I could see a 100' tall wizard's tower, the answer is:

1.22 x [ sqrt( 6' ) + sqrt( 100' ) ] = 15.2 miles

Now, this is the distance at which we could just barely see the very tip of the tower - we probably wouldn't be able to pick it out of the grass.  Let's say we need to be able to see at least half the tower to recognize it, that gives us:

1.22 x [ sqrt( 6' ) + sqrt( 50' ) ] = 11.6 miles

On a hex map of six miles, we'd be able to make out the tower a full 2 hexes away.

The Meaning of Altitude
A key point I've glossed over so far is how to work out 'altitude'. This isn't elevation above sea level, but the height above the prevailing terrain.  If you're on a plateau 2000' above sea level, that doesn't help you see further along the plateau.

Only add the plateau to your height if you're looking down off it. If you're looking along the plateau, it doesn't count (because it will be the earth-curved plateau itself that eventually prevents you seeing further).

A Linear Approximation
Now of course, taking square roots at the table while juggling all the other GM duties is too much to ask, but I have a simplification that works well enough for the distances we care about:

6 miles + 1 mile / 50' of height

So if you're on a 200' cliff, looking down across a plain to see a distant tower or mature forest (50' to its halfway point), you can see it 11 miles away.

From flat plains, foothills (say, 1000' tall, resolvable when you can see the top half - so 400') could be seen 14 miles away (8+6).

From that same vantage point, large mountains (6000' above the plains, 3000' to the midpoint) could be seen 66 miles away.

Flying on a griffin at migratory altitude (e.g. 5000'), you could see those same mountains from 166 miles away.  (At this point, most likely the limits of atmospheric clarity would be involved, even in very clear air.)

If you climb the tallest tree in the forest, putting you 10' above the canopy, you could see the top 50' of the strange rock spire formation (that protrudes 100' above the trees) from 8 miles away.  (The top of the trees, here, is the altitude baseline.)

A Simple Legend
To help during play, I might work out a simple legend for various terrain types on my hex map. This just takes the height divided by 50', then by my hex width to work out a "visible-distance contribution".

Here's a simple legend for a 12-mile hex map with five types of terrain:

Mountain Peaks (5000-6000'): 8 hexes
Mountain Slopes (2500'): 4 hexes
Foothills (1000'): 2 hexes
Treetops (100'): 0 hexes
Rolling Lowlands (15'): 0 hexes

To use this, work out the height of the viewer and the target over the prevailing terrain, add those together, and add a free half-hex.

In the foothills, looking across more foothills toward distant mountain slopes?  4.5 hexes  (8-4 + 0 + 1/2)

In the treetops, looking to see where the foothills start?  2.5 hexes (2 + 0 + 1/2)

If you're on a mountainous slope (4) looking out across a vast, rolling flood plain (0) to a massive mountain range on the far side, you could make out the peaks (8) from 12.5 hexes away.

Easy peasy!
主题: 烛火节活动(吹起塑料口哨卷筒!
作者: A球2018-10-18, 周四 11:01:25
11月11日烛火节,aka异教徒之日。是标志着死者往生的节日,纽希娅人在坟墓前纪念逝去亲人的灵魂

这意味着——

旅途中不幸死去的冒险者将从腐朽的坟墓区里爬出,拿起他们的头骨与蛇共舞,开始他们最后的冒险——

在活者窗外,以及炉火旁游吟诗人讲述诡奇故事的歌声中——

前往死神所许诺的
静谧之地!

(你可能在这场特殊冒险中会遇到的同伴:
一个现在身上爬满蜘蛛蠕虫,勇敢的侏儒贼/法骷髅小伙!
一个因拯救队友而死于地下城陷阱的高贵人类战士僵尸!!
一个强大的游侠亡灵,曾阻止邪恶卓尔全面入侵地表的英雄!!!
一个以非凡的意志力摆脱精神奴役,却在逃亡的最后时刻被他称之为朋友的人所背叛的矮人!!!!)
主题: Re: 团务区
作者: A球2019-01-31, 周四 20:30:50
 Arrowstorm又带来新的剧集The Outpost啦,哇,我真是太爱太爱他们了 :wub: :wub: :wub:
虽然这部剧刚开始走低,但随着剧情的深入大家的评价越来越好!
不负众望,CW也续订了第二季
感觉是因为一开始没掌握好节奏,毕竟是做小成本电影出生XD

希望这群有才华的人能取得更多的影响力 :lol:他们值得

最让我惊喜的是Jake Stormoen小哥,观影过程中这位Mythica里的半精灵贼丝毫没有让我出戏
主题: Re: 团务区
作者: A球2019-04-07, 周日 05:15:57
目前进度:没有进度。
无心翻译,快乐沉迷Lamentations of the Flame Princess :em032
主题: 好文搬運Six Siders & Space Hamsters
作者: A球2019-04-22, 周一 20:16:34
This article was originally published in Issue 2 of the Familiar.

The original Baldur's Gate companions have risen to iconic status among classic CRPG fans over the last nineteen years. The inspiration for many of these beloved companions, including Minsc, Edwin, and Xan, came from a pen-and-paper campaign that began around 1993. James Ohlen of BioWare was the DM, and the roster of players includes current giants in the RPG industry.

“I was looking to start a Forgotten Realms campaign and expand the number of players in my group,” Ohlen recalls, “so I advertised at the public library and local gaming stores. The response I got was much bigger than I expected.”

“I was playing a lot of Civilization at the time and I played the Russians, and so Minsc was named after the city,” Cameron Tofer, Beamdog co-founder, explains. “He was based off some horrible rolls - his Intelligence, I just fumbled that. And because I joined late I was a couple of levels behind everyone.”

It was this level disparity that inspired one of the most adored animal companions of all time. “[Minsc] was knocked out in the first round of pretty much every fight,” Tofer says. “When I finally levelled up enough to get a companion, that's how I got Boo.”

Ross Gardner played Jon Icarus, the character who later inspired Baldur's Gate II villain Joneleth Irenicus. “I changed [the name] because of its connection with Greek mythology,” says Ohlen. Jeff Veitenheimer played a ranger named Sarevok, who not only became the villain of Baldur's Gate, but was also Minsc's big brother.

“[Sarevok] had a vorpal sword and was really badass. Everything was 'Sarevok this' and 'Sarevok that',” says Tofer.

Sean Carriere played Edwin, a wizard, and Dean Anderson played Bodi, Jon Icarus's sister. Ben Smedstad played Xan. “Ben was literally Xan,” Tofer recalls.

“A lot of lifelong friends came from the people I met in the Forgotten Realms campaign,” Ohlen says. “Some of those friends have gone on to found their own video game companies or take on senior roles at some of the biggest video game companies in the world.”

Though the characters would later go on to fill the ranks of Baldur's Gate companions, the game Ohlen ran didn't inspire the storyline for the game. Ohlen had ample experience crafting and DMing adventures. “I ran [a Forgotten Realms campaign] in my teenage years and at one point I was Dungeon Mastering three separate groups at the public library in Grande Prairie,” he says. “The campaign spanned many years, thousands of hours of Dungeon Mastering, and more than 30 different players.” The campaign that saw the rise of Minsc lasted for many years, until around 1999.

In that time, there were some constants in the adventures the party faced. “Every campaign we started, we'd be naked in a jail cell,” says Tofer. “[Ohlen would say], 'Ok, you wake up. Naked. In a jail cell.' 'OH NO, NOT AGAIN! EVERY TIME!'”

“Cam is over exaggerating a little,” adds Ohlen. “I did use the prisoner trope quite a bit, but not all the time. The reason I used it so often probably stems from the fact that the D&D published adventure Scourge of the Slave Lords is one of my favorites of all time.”

Shades of the Baldur's Gate II opening scene, with the player character locked in Irenicus's dungeon? “[The trope] did probably influence Baldur's Gate II,” Ohlen says.

“Oh yeah,” adds Tofer. “It's a classic.”

Minsc developed over the course of the game, though his history in the pen-and-paper campaign is not the same as the character's in the video game. “Eventually when we started leveling up, Minsc was pretty badass,” Tofer recalls. And on the character sheet, Minsc is listed as having a sister. “Yeah, but she came in late, she didn't really play a role,” says Tofer. “It was just Minsc lying unconscious and Boo running around doing everything.”

Minsc and Boo had “some kind of mental link” says Tofer, which made it easier to play the hamster. Perhaps Boo is the one influencing Minsc in Baldur's Gate.

Luckily for us, Tofer saved many of the character sheets from the original campaign.

[這裡我想貼明斯克原始角色卡面來著,無奈大小權限不夠]
(https://us.v-cdn.net/5019558/uploads/editor/t8/6cogaqm0sa4t.jpg)
(https://us.v-cdn.net/5019558/uploads/editor/vx/0s8js4sppxqg.jpg)
主题: Re: 乱七八糟团务区
作者: A球2019-05-02, 周四 08:23:57
Dragon Fist, "The Roleplaying Game of Martial Arts Action," was published by Wizards of the Coast in 1999. It won't be found in their catalog, though; this 128-page book is only available online as a series of Adobe PDF documents. The original book, and its one supplement (Dragon and Phoenix, an adventure), can still be downloaded at http://www.wizards.com/dnd/DF_Welcome.asp
Premise: Dragon Fist is inspired by Hong Kong martial arts movies, like A Chinese Ghost Story. (Though not released at the time, Crouching Tiger, Hidden Dragon is a somewhat more familar movie in the wuxia style espoused by this game.) The rules, loosely based upon Advanced Dungeons & Dragons, are somewhat tilted towards a cinematic style of play. "If you want a precise simulation of martial arts, look elsewhere. If you want to have a blast playing an action hero, read on."

The Game World: These are dark times indeed in the land of Tianguo. Emperor Jianmin, obsessed with immortality, unwittingly made a deal with the devil (literally). Now, only by feeding souls to this dark master can he keep his life and his considerable power.

Obviously, the people aren't terribly fond of being slaughtered, but most of them can't do anything about it. The player characters are, naturally, a different story. Nine secret societies, known collectively as the World of Martial Arts, are beginning to work together to try to bring down the Emperor and his cackling eunuch sorcerers. "Your kung fu may be strong, but is it strong enough to save the world?"

Rules: For the most part, the rules are standard AD&D 2nd Edition. Proficiencies are gone; most skills are handled as attribute checks. Character kits are mandatory, and conveniently provided (each kit represents membership in one of the nine secret societies). Armor Classes go up, like in D&D 3rd Edition.

Dragon Fist adds the "stunt die" mechanic, which essentially lets players add 1-5 points to all their actions of a certain type in a round, including random cool shit related to the type of stunt. An "Acrobatics" stunt, keyed to your character's Dexterity attribute, allows you both to temporarily improve your AC and to improve your chance of successfully bounding over a tall building. A "Fortitude" stunt will make it easier to do that cool "walking on hot coals" trick. And so on.

In addition to standard weapons proficiencies, every character gets several nifty martial arts abilities. Every character gets Wuxia, allowing vertical leaps of 20 feet or more. Many of the other abilities are inspired by the old Oriental Adventures book - special stunning attacks, various defensive stances, nerve strikes, channeling your ki energy into a fireball like Liu Kang.

The game encourages off-the-cuff bonuses for playing in the spirit of the setting. "A player who 'attacks with his sword' is going to look pretty foolish when the villain counters by backflipping out of the way, kicking up a table, and sending it whirling at the player character."

For Veteran D&D Players: You will only need to skim most of the book, as large chunks of material are simply recycled (like 25 pages of spells, almost all of which are direct copies of existing D&D spells).

For not-so-veteran gamers: This book is in fact a complete system, containing everything you'll need to play. None of this d20 "you have to own seventeen other books to play" garbage; rules, monsters (hopping vampires, anyone?), and a world setting rich in potential (but not in detail). And you certainly can't beat the price.

Bottom Line: It's free. Take a look. It won't hurt. Only the most ardent fans of Hong Kong movies would want to make a whole campaign out of it, but it would be a great one-nighter.
主题: Re: 乱七八糟团务区
作者: A球2019-05-05, 周日 14:37:38
龙与地下城
던전앤드래곤     
ダンジョンズ&ドラゴンズ

JBW: You are a specialist in both Korean and Japanese archaeology. I am curious to know what are the current challenges facing your field. Could you perhaps elaborate what these are based on a reflection of your own experience?

GLB: We must resist attempts at nationalistic interpretations of history, especially the tendency to use archaeological and historical data to argue ethnic superiority. There are now cases where right-wing factions in the national governments are interfering with academic research funding and institutional structures for their own purposes. Academia must be an endeavor free from political interference. Even the designation of important cultural properties by UNESCO has become a competition of sorts between national governments to claim archaeological resources within their current boundaries as part of their exclusive ethnic histories. What we need is “archaeology without boundaries” to represent the diverse range of cultures and peoples that preceded us and accord them respect in their own right.
                                                                                                          ——Prof. Gina L. Barnes

A Monster For Every Season四季是好东西,不要忘记它 :wub: order of the stick万岁
主题: Villain Workshop by Rich Burlew
作者: A球2019-05-09, 周四 08:40:00
Villain Workshop

Today we're going to talk about villains. When I say the word "villain," I mean a very specific kind of antagonist. Generally, I'm talking about character that not only serves an adversary, but also does so repeatedly, either in person or through his or her secondary influence. Villains usually have an ongoing agenda beyond, "I want to survive my next fight with the heroes." In other words, the ogre in the cave that you fight is not a villain, but the ogre who swears revenge on the heroes for killing his brother in the cave is.

Creating villains is easy; we've all seen enough movies to be able to whip up a threatening guy in a black cloak who wants to conquer the world. This article is about creating villains that go beyond stereotypes and clichés, and who are fully realized characters with their own internal logic and emotional depth. It also deals with ways to keep every villain you make from accidentally having the same modus operandi; you can only throw your players against so many evil clerics of evil gods who hate everything good and pure before it starts to get stale!

In the interest of making this easy for anyone to use, I'm going to go through a step-by-step procedure for creating a villain for your own campaign. Along the way, I will use a single example from my own campaign: the Fire King, a half-devil elf sorcerer/fighter.

Step X: What is the villain's race or class? I am putting this first not because I think it should necessarily be the first thing determined, but because there is no "right" time to make this choice. Sometimes, the villain will flow out of the choice of creature, other times the creature type will flow out of the villainous plot you have created. Often, you will determine bits and pieces of this as you go through the other steps.

The Fire King began as a half-fiend of some kind, but other than that, I had no preconceptions when I began working on him as to his eventual stats.

Step 1: Start with two emotions. I really believe all great characters begin with one emotion that drives them. By choosing this first, you make sure your villain will stay true to the very reason he became a villain in the first place. It's kind of a cop out after a while to have villains who are just evil for evil's sake; something had to drive them to be evil in the first place. Options for their primary driving emotion might include Anger, Angst, Greed, Jealousy, Lust, Hatred, Regret, Revenge, Shame, and Sorrow. Feel free to narrow these down as much as possible to get to the core of the villain's persona: Anger is fairly broad; Resentment is a much more specific emotion. Don't forget that "positive" emotions (such as Love or Honor) might lead to villainy as well, if taken too far.

But I did say TWO emotions. So what's the second one? The emotion you intend to inspire in your players when they encounter the villain. Not all villains need to be universally loathed by the heroes, and even those that are often have that loathing colored by another emotion.

The Fire King began with the driving emotion of Shame, with a good mix of Insecurity and Revenge. He was created from the beginning to inspire stark raving Terror in the players.

Step 2: What events in the villain's past brought about this emotion? Whatever emotion you picked, there must be a reason the villain feels that way. It does not need to be necessarily logical, and it certainly does not need to be something you personally agree with. In fact, often the villains I create will personify an emotional response that I specifically find inappropriate. Part of the fun for me is creating characters with a "twist" away from the expected reaction to the events in their past. Still, it needs to at least be consistent with responses that might be natural for someone, somewhere. The goal is to create a history that sounds reasonable when you read it, but might not be completely obvious when bits and pieces are uncovered over the course of the campaign.

I decided that the Fire King was ashamed of his half-breed status. The twist was that rather than being embarrassed for being half-fiend, he was embarrassed because he was half-something else. In his eyes, he didn't live up to the legacy of his father, a powerful fiend of some kind, because he was half-mortal. Without getting into specifics, I decided that he had been through at least one traumatic childhood meeting with other full-blooded fiends, where he was ridiculed or even attacked for his hybrid nature. I also decided that both of his parents were deceased, since it made it easier to give him that "alienated" status.

Step 3: What is the villain's scale? Decide on what level you want the villain's actions to have repercussions. Is this a villain that will only harass the heroes and their immediate friends? Is this a villain that threatens a nation? Is it a villain that threatens all of existence? The answer will depend on how often you want this villain's actions to interject into the campaign. If the entire campaign is an epic struggle against this villain, chances are he's going to need to have a scale greater than just one village. On the other hand, the greater the scale, the more likely powerful NPCs will take notice of the villain, and it becomes more difficult to justify them not swooping in to aid the heroes. This question will also help decide what Challenge Rating you should assign to the villain.

The Fire King was intended as the primary villain for the entire campaign (which ended up lasting 38 sessions). I decided he worked on a scale that threatened the entire world, but not every other plane of existence.

Step 4: What is the villain's goal? Every villain needs a final goal, no matter how grand or insignificant. Keeping in mind the villain's scale, determine what he wants to see happen. It can be as simple as wanting to be very wealthy, wanting to kill a specific person, or wanting to seize as much power as possible. Many goals are completely unattainable, such as winning a specific person's admiration or being the most powerful wizard anywhere. The villain can still cause a lot of heartache for the heroes on the path towards that goal, though. Remember that the villain only needs to believe their goal is attainable; it is necessary that it actually be so.

I determined that the Fire King ultimately wanted to live up to his father's expectations, as well as come to dominate the full-blooded fiends who mocked him. Therefore, his final goal was to seize control of his home plane, Hell.

Step 5: What does the villain need in order to be able to achieve this goal? In order to devise an appropriate plan, it is crucial to understand what the villain thinks he needs in order to pull off the "end stage" of the plot. If the villain wants to destroy the multiverse, he needs to have some source of power that allows this. If the villain wants to drive the gnomes out of Sunlight Valley, she needs something that will make the gnomes want to leave. By visualizing what resources the villain needs in order to make the goal a reality, you firm up what steps the villain will need to take along the way. Note there will almost certainly be multiple paths to accomplish the goal, so your villain has chosen either a.) only one, or b.) to enact multiple simultaneous plans as a failsafe.

Often, the means to accomplish the goal will be fairly esoteric; feel free to make up whatever powerful artifact, lost magic, or obscure ritual you need to give the villain the tools he needs. These are the things that the players will need to stop, or delay, or what have you, and from there, adventures will be easily derived. You can also break the goal into several "subgoals," each with its own requirements.

The Fire King determined that he needed virtually unlimited magical power to accomplish his goal; at least as much power as that of the current rulers of Hell combined. To that end, he learned of a ritual to absorb all of the world's magical energy. The ritual had very stringent requirements: it could only be undertaken by a sorcerer who was genetically unique in the world and a native to that plane, but a mortal could not survive the inherent energies involved. As a native outsider, however, the Fire King was uniquely suited to the task. I would later decide, due to the high level of coincidence that this created, that his father had spawned him specifically to serve as the focus for this ritual as part of an older, failed domination plot.

Step 6: What obstacles must the villain overcome? The easy answer here is, "the heroes," but it isn't the right answer. The fact is, the heroes won't even know to oppose the villain until they encounter some other part of the plan. There needs to be something (anything) standing between the villain and his goals, or else they will be achieved with no chance for interference on the part of the heroes. Since your goal is to create opportunities for conflict, that won't fly.

Once you establish the obstacle, you can then go back to Step 5 and determine what steps need to be taken to overcome that obstacle. Then back to Step 6 for what obstacles are in the way of those steps. And so on and so forth, until you have enough steps to flesh out a fully realized plan of action.

The big stumbling block for the Fire King was the line in his ritual about being "unique." I decided being a half-fiend wasn't sufficient; he needed for his base creature type to be the only one in existence. Obviously, that was not the case currently. His solution, then, was somewhat grandiose but befitting the scale I had chosen for him: slay all creatures of the same base type, everywhere.

It was at this point that I decided he would be half elf, half devil. The elves in my campaign world are somewhat unpleasant, and I liked the idea of one villain trying to wipe out a race that others would find inherently villainous in the first place. Plus, it set up another automatic obstacle: there were certainly plenty of high-level elven wizards walking around the world, meaning that the Fire King could not simply start slaughtering elves left and right without attracting their attention.

Step 7: What is the villain's primary means of projecting influence? The final step before setting down the villain's ultimate plan is to decide what sort of actions he or she prefers to take to set things in motion. Is the villain a manipulator, turning others to his end without their knowledge? Is he a leader, convincing others to side with him through strength of personality? Does she use her own personal power to accomplish her ends or does she rely on others to do her dirty work? Does he move openly or in secret?

The Fire King was primarily a manipulator. While I decided he would be a very powerful sorcerer by this point, he was aware that if he moved openly with his plan for genocide, the heroes who would act against him would number in the dozens (or hundreds). He could not stand against that kind of power, so he worked to turn those who would interfere with his plan against one another, whittling down their power until it was safe to reveal himself.

Step 8: What are the villain's resources? This step's importance cannot be underestimated. If the villain has infinite resources available, they are essentially omnipotent. Limiting the people, places, and things the villain can successfully use to enact his will leads directly to adventures, because the villain must then use these resources in such a way that allows him or her to acquire more. Don't forget to include abstract resources, such as "genius-level intelligence" or "knowledge of the future."

I decided quickly that I would differentiate the Fire King from other stereotypical villains by sharply limiting his starting resources. This was not to be a villain with an entire organization fanatically backing him; this was a guy with the equivalent of the shirt on his back. I listed his resources as the following:

Genius-level intelligence and a fine strategic mind
Superb leadership and deception skills
The power of a 12th level Red Sorcerer (that is, mostly fire-oriented spells), including appropriate magic items.
The ability to pass in elven society without being detected as anything other than an elf, even via magic.
The inherent tension between the human and elven civilizations, a result of centuries of enslavement in the distant past. Also, the natural dissatisfaction of the elves with the state of the world.
A handful of minor devils who had owed loyalty to his father and were willing to throw their lot in with the son as well.
His sister, another half-devil elf, with the skills of a 9th level rogue and a knack for seduction.
As the campaign began, he also reestablished the loyalty of another powerful villain, with his own elaborate backstory, that had worked with his father. While he later came to manipulate large armies of elves, I didn't count these as true resources because the elves were not part of his plot; they were the victims of his plot.

Step 9: If no heroes were to interfere, what would the villain's plan to achieve this goal be? Now that you know all of the goals that need to be accomplished and the primary means by which the villain intends to do exactly that, you can set down the villain's plan in loose terms. Try to not take into account the specific actions of the players; even if the villain hatches his plot with full knowledge of the heroes, he is unlikely to assume that they will defeat him. It is entirely likely, however, that he might take general steps to limit their interference.

This step is likely to produce the most work, because in effect it is an outline of the way in which the villain will interact with the heroes and the campaign world. The villain's plan might have dozens of steps to it, and each may turn into one or more adventures for the players. If you find the plot has more steps than the number of times you would like this villain to show up, simply decide that the villain has already accomplished one or more steps before the heroes are even in play. Alternately, you could have some steps occur "off-camera," but you run the risk of the heroes deciding to take steps to stop them when you really haven't planned to run that particular adventure.

The Fire King's plan began years before the heroes began adventuring. Finding his greatest asset to be his ability to work within the very society he was attempting to wipe out, the Fire King spent 20 years infiltrating the house of an elven noble, until such time as he quietly seized control of the elf's noble title. With this title, he was able to attend gatherings of the elven emperor's court, where he quickly made a name for himself with several outspoken opinions that he used his other resources to make happen exactly as he had predicted. The Fire King further endeared himself to the boy-emperor by introducing him to his half-fiend sister, who easily seduced the young elf. Soon, the emperor began listening to the Fire King's advice almost exclusively, and then the plan moved into high gear.

Whispering lies into the emperor's ears, the Fire King convinced him that the empire needed to recover past glories or die out. He began gathering and training a new elven army, which he then used to lash out at the neighboring humans, destroying border towns and killing hundreds. The emperor was easily impressed by these early victories, and ordered the invasion of a nearby human nation. The Fire King manipulated events so that only "soft" targets were attacked, lulling the elven court into believing that a full-scale war against humans could be won when he knew that the human nations were more powerful. He took control of the invading armies personally, urging elven commanders to commit horrible atrocities that would incense other nations. In this way, the Fire King hoped to provoke the humans into slaughtering the elves for him, thus achieving his goal.

Meanwhile, he began personally seeking out and eliminating threats to the plan. While the drums of war began to beat between the humans and the elves, he struck at various power centers on either side that might be able to bring the rush to war to a halt. It was through these strikes that the heroes learned of him and his plans. Had nothing gone awry, the Fire King would have struck down or manipulated those with an interest in stopping the war, allowing the humans and elves to fight it out in a bloody war to the end. Eventually, the Fire King would have been able to simply mop up the surviving elves and enact the ritual that allowed him to seize all magical power in the world. With this power at his command, he could transform the planet into a training ground for an army of billions with which he could conquer Hell.

Step 10: What are the villain's boundaries? There should be at least one thing the villain is not willing to do to achieve his goals. They may have a code of honor, or simply have a strong distaste for some kind of act. This detail will give your villain a realistic feel, as well as crossing off certain options that might be difficult for the heroes to eliminate through their actions. For example, the villain may be unwilling to traffic with demons, which helps you explain why he doesn't just summon a bunch of balors to do his dirty work.

The Fire King was intensely loyal to his friends. Growing up as basically an outcast wherever he went, he was not about to throw away friendships over something as minor as world domination. Thus, he was not ever going to betray anyone who was within his inner circle of confidence, and he did not consider any of them expendable.

Step 11: What is the villain's personal threat level? In other words, is the villain a danger to the heroes if encountered personally? How much of a danger? Some villains might be just puppeteers, capable of influencing the world but unable to stand up in a fight; think of this as the "Lex Luthor" model. Others might be equal in power to the party, while still others may be so much more powerful than the party that a direct confrontation would be suicide. This last option is ideal if you want the players to become aware of the villain long before you expect them to defeat him.

The Fire King was a serious physical threat by any standard. When first encountered, he wreaked such destruction on a village that further encounters with him prompted the heroes to simply run away. As the campaign progressed, he gained in power but at a slower rate than the heroes, so that by about the time the heroes were 12th level, he was a beatable (but still very difficult) challenge. Often, I put their encounters in the context not of direct combat, but of achieving goals. The heroes once managed to rescue an NPC that was about to rat out the Fire King's plans by being able to outrun him, for example.

Step 12: How does the villain treat his minions? How do the minions feel about the villain? Not all villains inspire loyalty to the death. Giving the villain servants who are less than blindly obedient can increase the opportunity for roleplaying, as heroes try to convince henchmen to abandon their evil ways (or at least accept a healthy bribe). Whether or not the villain treats them well will influence this decision heavily. A villain who sends his servants on suicide missions time after time had better be powerful or charismatic enough to ensure their absolute obedience, or else he will find himself on the wrong end of a mutiny.

I had already determine that the Fire King had a good relationship with his true allies, so this step was kind of redundant for him. Although I did clarify that he was willing (in fact, eager) to send as many of the elven soldiers serving in his army to their horrible deaths as he could.

Step 13: What are the villain's visual quirks? A good villain has a look that will be remembered long after the campaign is over. Once the players are aware of the villain, further direct encounters should be recognizable solely based on his look. Try finding things that distinguish him from others of his race and class. Also, methods of fighting and preferred tactics can add to the villain's style. Using a unique weapon or a favorite spell not only flesh out the character, it gives the players the opportunity to plan a countermeasure for their next meeting with the villain. The character thus becomes a part of their world in a fundamental way.

The Fire King, as his name implies, always used fire-based evocations when attacking. Because he was immune to fire himself, he enjoyed casting fireball as a melee spell. He also wore black adamantine full plate armor while doing so, which terrified the more metagaming-prone players. They spent a lot of energy figuring out how he was able to cast arcane spells in armor, which kept him alive in their thoughts even when he was not "on-screen".

Step 13a: What would the villain's theme music sound like? OK, this one really isn't a necessary step, but it's one that helps me imagine the villain properly. Whether you intend to actually play it during the game or not, come up with a song or orchestral piece that evokes the emotional impact of the villain. I've found that playing the song for myself before I DM a game where the villain makes an appearance helps me roleplay him.

If you've ever played Final Fantasy 8, you have heard the Fire King's theme music. I chose the theme from one of that game's early villains (Edea, who later becomes a friend) as the Fire King's theme because I felt it represented the right mixture of cunning manipulation and raw personal power. As the driving force behind a massive elven army that was marching to its untimely end, the piece's chanting helped convey to me a sense of impending doom. To this day, I think of the Fire King when I hear it, not Final Fantasy 8.

Step 14: What is the villain's escape plan? This is semi-optional too, but if you intend to have the players encounter a villain repeatedly without a decisive victory, you need to think about it. I cannot emphasize, however, that such a plan needs to be keeping within the rules of the game AND within the villain's reasonable expectations for the future, or else your player's will cry foul. Just having the villain run away and not letting the players follow feels cheap. On the other hand, if your villain is a powerful wizard, making sure he prepares at least one teleport for those sticky situations is not only helpful; anything less would be foolhardy. Even then, it is usually helpful to have such an emergency plan come with a price: the villain must abandon his goal or one of resources to save his own skin. Thus, even when he escapes, the heroes have earned a victory.

Early in the game, the Fire King was so much more powerful than the heroes that he didn't run from them, they ran from him. As time went on, he learned to teleport away once he could no longer accomplish his goal.

Step 15: What is the villain's name? Trickier said than done, coming up with a good name can make or break a villain. Anything that can be easily mocked will lessen his impact. Anything too complex will lower the chance that the players can remember it, and they can't fear what they can't remember. Ideally, a good name should inspire respect. Also, give some thought as to when you will reveal the villain's name; during their first meeting, or at some later point?

I decided at this point that this character didn't need a name as much as he needed a title; a self-proclaimed station to attempt to live up to. With his inherent embarrassment over his elven blood, he would seek to escape from whatever name he had been given by his mortal mother and forge a new identity for himself. Hence, I named him the Fire King, which I thought had the right sense of dominance without actually being a real title. Of course, this was his name for himself, and he used a different title when among the elves. Early on, the heroes had no idea what his name was at all, and referred to him simply as the Red Wizard (they didn't know he was a sorcerer) for months.

By this point, you should have a very good idea of who your villain is and what he needs to do in your game. With all of the plotting you have done so far, you should have created the rough framework from which you can build a series of adventures without having any foregone conclusions or railroading. By understanding the villain and his aims, you can have him or her organically alter their plans based on how the heroes manage to thwart sections of it, all without pre-ordaining the outcome.

As a way of working further on these issues, I'm going to go and create a completely new villain over on the message board, using this checklist as a guide. If you enjoyed this article, I encourage you to enter the Villain Design Contest I am going to hold on the message board; feel free to use either these guidelines or your own methods to come up with the most badass bad guy ever.

Next time, I'll talk about texture for players (rather than DMs), also known as "How to Have Seven Classes and Have Each of Them Make Sense."
主题: Re: 乱七八糟团务区
作者: A球2019-05-09, 周四 09:33:30

Don't run scenes that don't matter
If it's really "pick one or the other" you don't need to ask your players which they pick. If you want to describe things so they have a feel for the setting, do that. If you want to see how they generally approach binary choices with no information, you can do that, too. But when you set a scene, you should have an idea of what's at stake, what you as GM are trying to accomplish or, if not, which player(s) in particular have directed this scene to happen and are presumably trying to accomplish something with it.

There's a couple of ways to approach this to avoid running a meaningless scene, depending on what you're going for. If you're just trying to narrate travel, for example, you might do something like this:

as you travel from Oakdale to the Deepwoods, the forest thickens visibly. After the first 5 or so days, your path is shaded and the atmosphere dark, even during the daylight hours. At night your party huddles close to the fire, and it is difficult to sleep with the ever-present distant howling of wolves and the occasional roars of far stranger beasts. Arriving at an unmarked crossroads, you take the northern path, which will detour through the hamlet of Willow's Glen, though the southern path would reach the informal border in about as much time. After replenishing your rations and torches in the hamlet, and exchanging post and news, it has been a grand total of 17 days when you encounter your first elfin border patrol and know you have truly entered the depths of the primordial forest.

It's like a minute or two of talking, and then all the traveling is out of the way and the players have an idea of the layout of the region they are in and the resources consumed to get here.

If you're trying to figure out how the PCs approach travel so you can narrate it like that in the future, you'd instead need to ask a bunch of questions and find out what sorts of things are important to them in traveling and how they spend their resources and such.

You want to know how your party smells, so you know how the Otyugh Druid whose territory they are entering interprets their presence. You run through a bunch of short example scenes while travelling, or maybe and example day coupled with a couple other questions. You take stock of who bathes when and where and with what, what food, in particular is eaten, if and how dishes are cleaned, what they are cleaned with, whether laundry is done, etc.

If the players are the ones driving the particular scene in question, then you'd need to give lots of details and pertinent background knowledge their PCs would possess, so they can do whatever it is they are trying to do in a manner that makes sense.

One of the players asks if they come across any tree species unusual in the border region as they go deeper in the forest. Thinking briefly on it, you respond in the affirmative, describing the time and circumstances their PC first notices such a tree, and deciding on your part which species will be first to be encountered. The player says they'll try and set camp later, such that one of those trees is nearby. You set a scene of the party making camp, explaining the relative location of the tree, asking other players what they are doing, asking the driving player if they share their plan with anyone, etc. They decline to share the plan, saying it's not a big deal, and cast tree stride on the tree in question to get an idea of the direction towards the center of the forest and the relative lay of the land, before returning to passing time.

If the players are driving the scene and it's for interrelational reasons, then what's going on beyond that doesn't much matter, and you should just sit tight while they talk until more GMing is needed.

While Bob is making sure he isn't lost with tree stride, John and Lisa get to talking over food about the reasons they responded differently to the factions present in the last big town. It provides a good opportunity for the characters to develop, and you don't interrupt them, except to tell them when Bob returns to the campfire and becomes privy to the ongoing conversation. If it goes on extraordinarily long you might let people know that the fire is burning low and it's quite late, but probably not.

Please do note that this is a solution to your problem, not the only reasonable way of doing things. It's a playstyle I've used several times to drive action and meaningful content, but it's not the be all and end all of RPGing.

主题: DRACO HISTORIA
作者: A球2019-05-12, 周日 07:35:09
The name of the game is Dungeons & Dragons, so it’s not exactly surprising that dragons have always been a part of the game. In fact, their appearance in OD&D (1974) would largely form the template for their depictions forever after.

THE ORIGINAL TEN: 1974-1988
In the beginning, there were six types of dragons: white, black, green, blue, red, and golden, appearing on pages 11-14 of Monsters & Treasures for OD&D. Since the book offered just a paragraph of description for most monsters, the amount of material on dragons was notable—immediately showing how important they were to the game.

In that first appearance, dragons already had their unique breath weapons: cold for the white dragons; acids for the blacks; chlorine gas for the greens; lightning for the blues; fire for the reds; and fire or gas for the golds. They also each inhabited unique terrains and level niches: from levels 5-7 for the whites, to 9-11 for the reds, and 10-12 for the golds. They could also appear in different age groups, which defined their hit points and breath weapon damage. And, lest you think otherwise, the golds were indeed lawful, while the chromatic dragons were chaotic.

In other words, the dragons from the original OD&D book looked a lot like they would for the next few decades.

One of the few aspects of OD&D’s dragons that would be largely ignored in later books was their vulnerability or resistance to certain elements. For example, blue dragons were vulnerable to fire, but resistant to lightning and water.

Where most monsters were defined solely by their combat stats, dragons had percent chances that they might be willing to talk or would be sleeping, probably reflecting the actions of Smaug from The Hobbit (1937)—who was likely a model for the red dragon itself. OD&D also contained extensive rules for subduing dragons and even selling them on the open market!

The four missing dragons appeared shortly thereafter in Supplement I: Greyhawk (1975), which revealed brass, copper, bronze, and silver dragons. Like the gold dragon, each had two breath weapons.

And then there were ten.

The biggest change between dragons in Greyhawk and later sources is that the metallic dragons are first said to be either lawful or neutral—where they’d soon be lawful only; other dragons would eventually appear to fill the neutral niche. Greyhawk also introduced the draconic gods, Bahamut and Tiamat, though they weren’t yet named.

When AD&D rolled around with its Monster Manual (1977), Gygax slightly increased the power of the dragons—something that would become an ongoing task over the decades. Most notably, they picked up a fear power that allowed them to scare away weaker foes; beyond that they were very similar to the OD&D monsters. And that was the state of the ten basic dragons through the entirety of AD&D’s first edition (1977-1988).

EXPANDING THE TEN: 1980-1988
The dragons of OD&D and the Monster Manual defined a strong paradigm: lawful dragons were metallic and chaotic dragons were chromatic. Though the official D&D rules only listed five each of type, fans were willing to look deeper.

Len Lakofka began the trend in The Dragon #38 (June 1980) where he introduced three new evil dragons: brown, orange, and yellow. Similarly the evil gray dragon and the good steel dragon appeared in Dragon #62 (June 1982). Richard Alan Lloyd more methodically filled in “the tints of the color wheel” in Dragon #65 (September 1982) with his own yellow, orange, and purple dragons.

None of these new chromatic and metallic dragons really expanded the scope of D&D’s dragons: they just filled in the blanks. Much the same could be said of the gem dragons that first appeared in The Dragon #37 (May 1980). These new dragons by Arthur W. Collins rounded out the alignments by providing five neutral dragons: amethyst, crystal, emerald, sapphire, and topaz. Like their predecessors, these gem dragons each had their own terrains and breath weapons—and they were innovative enough to become official in 2e’s MC14 Monstrous Compendium Fiend Folio Appendix (1992). As we’ll see, many more dragon articles would appear in Dragon over the years.

Meanwhile, D&D’s official products were more clearly breaking new draconic ground. The Fiend Folio (1981) introduced six “oriental” dragons, while the Monster Manual II (1983) expanded dragons beyond the categories of the previous years by introducing a motley crew of cloud dragons, faerie dragons, mist dragons, and shadow dragons. Basic D&D revealed its own “gemstone” dragons in the D&D Masters Rules (1985). These amber, crystal, jade, onyx, ruby and sapphire dragons had no relation to the neutral dragons of Dragon Magazine, but instead followed a variety of alignments.

There was one thing that all of these dragons of the ‘80s had in common, from Lakofka’s colorful monsters to Frank Mentzer’s gemstones: they didn’t change the fundamental paradigm of how dragons worked in D&D. They were powerful monsters, but not necessarily the horrific creatures of legend and lore. They fit into a pretty standard range of monster levels (approximately 5-12) and although they had more powers than most monsters, they weren’t impossible to deal with.


DRAGONLANCE: 1984-2010
Though dragons appeared in every early Monster Manual, they weren’t given much love in D&D adventures. TSR published modules about giants (1978), drow (1978), lizard men (1982), and elemental evils (1979, 1985), but there were scarcely any dragons to be seen. Recognizing this deficit, TSR decided to publish a trilogy of adventures all about dragons. They took proposals from in-house designers, and the result was an epic adventure by Tracy Hickman called Dragonlance.

Dragonlance (1984-1986) grew from those small beginnings into TSR’s first true epic. It ended up running 12 modules—one for each of the ten types of dragons, plus Bahamut and Tiamat. The rules for dragons didn’t change, but they generally acted more intelligently—appearing as real characters in the adventures, not just monsters. They were also quite central to the plot, where dragon armies marched across the world of Krynn, commanded by Takhisis (a version of Tiamat).

Dragons have continued to be important to Krynn over the years. For example, when TSR released Dragonlance: Fifth Age (1996) it told the story of huge, alien dragons settling the world of Krynn and taking over great territories. They were some of the biggest (and most dangerous) dragons ever seen in a D&D game world.

PRINT MAGAZINE WRITING: 1981-2007
Meanwhile, Dragon Magazine was increasing its focus on dragons, expanding upon those early articles by Collins and Lakofka. It began with Dragon #50 (June 1981); the magazine’s fifth anniversary issue was advertised as having a “Special Dragon Section”. The most notable article in the issue was probably Gregory Rihn’s “Self Defense for Dragons”, which stated that dragons couldn’t “stand up to the invariably large and well equipped parties that are thrown against them.” It was an early recognition that dragons needed to be tougher—and so picked up extra attacks and dirty tricks.

From there, two or three articles about dragons appeared in every anniversary issue for decades. Sometimes this meant more new dragons, such as in Dragon #62 (June 1982) and Dragon #74 (June 1983). Dragon #170 (June 1991) even introduced a new breed of dragon, the “ferrous” heavy metal dragons—which included iron, chrome, cobalt, tungsten, and nickel. More often it was rules variants, such as an article on dragon clerics or still another attempt to improve dragon damage in “Dragon Damage Revised” by Leonard Carpenter in Dragon #98 (June 1985). The final draconic anniversary issue, Dragon #356 (June 2007) was notable for both detailing many of the most famous dragons from D&D adventures* and revamping the ferrous dragons for 3e.

The anniversary issues were a great source of (unofficial) draconic lore that over time ensured that dragons were the best-detailed monsters in the D&D universe. However, that wasn’t Dragon’s only contribution to them. Ed Greenwood’s “Wyrms of the North” column, which ran from Dragon #230 (June 1996) to Dragon #259 (May 1999), detailed almost thirty unique draconic personalities—again highlighting the fact that dragons were more than just monsters.

2E MONSTROSITITIES: 1989-2000
After AD&D was revamped in a second edition (1989), dragons unsurprisingly reappeared in Monstrous Compendium Volume One (1989). This sourcebook revised dragons more thoroughly than had been the case either in Dragonlance or in most Dragon articles—primarily by powering them up. As TSR announced in Dragon #146 (June 1989): “They’re back… and more dangerous than ever!”

Dragons in 2e were given new special attacks like snatch and wing buffet. They also received more hit dice: the weak white dragon, which once ran 5-7 HD now had 11, while the red dragons which once ran 9-11 HD now had 15. Total hit points were also increased for older dragons. All around, dragons were far more dangerous in 2e, as was appropriate.

Overall, 2e was a great time to be a monster. TSR released over 25 Monstrous Compendiums. Which meant, of course, lots of monsters. Chromatic dragons, gem and gemstone dragons, metallic dragons, neutral dragons, and oriental dragons all reappeared in official books. There were also tons of one-off dragons, such as the planar adamantine dragon, the astral dragon, the cloud dragon, the radiant dragon, the steel dragon of Greyhawk, and the weredragon. However, there were no large-scale revisions of the major categories of dragons that had been created back in 1974.

The first draconic sourcebook, FOR1: Draconomicon (1990), was also released during the 2e years. Though Nigel Findley’s book theoretically focused on the Forgotten Realms, it had lots of information on dragons of any land, including notes on psychology and magic. There were of course new dragon species, too—including official mercury, steel, and yellow dragons.

The biggest expansion of the era might have been the dracolich—an undead dragon species that originated with Ed Greenwood in Dragon #110 (June 1986) and the novel Spellfire (1987)**. However dracoliches really came of their own in the 2e era, when they became a standard part of the AD&D cosmology and were the heart of AD&D’s second draconic sourcebook: Cult of the Dragon (1998).

Then again, the biggest 2e draconic expansions might also have been the Council of Wyrms (1994, 1999), a setting where players got to take on the roles of dragonkind themselves.

Whichever way you count it, the ‘90s was an expansive time for dragons.

3E REVISIONS: 2000-2007
During D&D’s 3e years, Wizards of the Coast revamped many of the traditional draconic groups without expanding them. Thus the standard lists of chromatic dragons, gem dragons, metallic dragons, and oriental dragons all appeared for d20.

The biggest change for dragons in 3e was that draconic age levels were now used to broadly distinguish a species. For example, white dragons went from 4HD wyrmlings to 37HD great wyrms, where before age had modified hit points within a smaller range. Draconic attacks also became more dangerous, as part of a general power increase for monsters. Finally, dragons were more frequent spell casters. All told, dragons were more obviously the dangerous creatures of legend that they were always meant to be—at least if they lived to a sufficiently advanced age.

There were also three notable expansions of dragonkind: several Realms-specific dragons appeared in Monsters of Faerûn (2001); more powerful epic dragons appeared in the Epic Level Handbook (2002); and new planar dragons abounded, especially in Draconomicon: The Book of Dragons (2003).

The last book, another major look at dragons, featured details on psychology and physiology, related prestige classes and feats, and loads more. Draconomicon also expanded the scope of dragonkind, not just with the planar dragons but also with such lesser cousins as the drakes and landwyrms. Though drakes and wyrms had both been touched upon in the ‘90s, this was their most comprehensive so far.

Draconomicon wasn’t the only draconic book for 3e, which also saw the publication of Dragons of Faerûn (2006) and Races of the Dragon (2006). The last book was particularly interesting because it introduced a humanoid dragon race called the dragonborn. Though similar races had been around since Dragonlance introduced the draconians, this was the first big push for a humanoid dragon PC race, something that would only gain importance in 4e.

4E ICONS: 2008-2012
Dragonborn became one of the core D&D races with the release of D&D 4e (2008). However the real story of dragons in 4e is how important they became to the game. Most notably, dragons weren’t just for high-level parties anymore. Instead, 4e continued with the expansion of 3e, which allowed younger dragons to be face by lower-level parties. The Free RPG Day adventure Treasure of Talon Pass (2008) featured a climatic encounter with a black dragon, as did some of the later D&D Encounters adventures—even though these were intended for 2nd or 3rd level characters. This was a big change from the high-level dragons of AD&D.

The 4e Monster Manual (2008) largely used the same tactic as 3e: varying ages allowed dragons to be widely differentiated in level. A young white dragon was level 3, while an ancient white dragon was level 24; as a result, the weakest of the dragons could now be used for beginning parties and epic-level adventurers alike. Of course the statistics for the dragons were dramatically revamped, primarily to make them more thematic, as was generally the case with 4e. A white dragon might now do cold damage with its claws, while all the dragons received more potent fear effects and breath weapons that recharged in new ways.

The 4e Monster Manual included the standard five chromatic dragons, but after that monster designers became ever more creative. When metallic dragons finally showed up, they appeared in a new range of types: brass, bronze, cobalt, mercury, mithral, orium, and steel. Official brown, gray, and purple dragons also appeared. More notably, a totally new category of dragons arrived: the catastrophic dragons of Monster Manual 3 (2010), who embodied such forces as blizzards, earthquakes, and volcanoes.

WHAT’S NEXT: 2014-PRESENT
Over the last four decades, dragons have become increasingly important to the D&D game. Not only have they become more epicly powerful, but they’ve also appeared in weaker forms for low-level adventures. Meanwhile, frequent sourcebooks have helped to entrench them as a core part of the game.

That should only improve this summer as D&D’s newest multimedia storyline takes center stage. In “Tyranny of Dragons” the Cult of the Dragon seeks to free Tiamat, the queen of evil chromatic dragons. It also suggests that in the D&D edition that comes next, dragons will continue to be core from the start.

* Notable adventures for dragons include Dungeon #1 (1986), The Sunless Citadel (2000), Return to the Temple of Elemental Evil (2001), Bastion of Broken Souls (2002), and the Age of Worms adventure path (2005-2006). Note the lack of early adventures prior to Dragonlance (1984-1986).

** Or if you prefer, on the map of White Plume Mountain (1979), which warned of an “undead dragon”.
主题: Reactions to OD&D: The Scope of the Game
作者: A球2019-05-30, 周四 07:49:40
From Volume 1: Men & Magic, pg. 5:

Number of Players: At least one referee and from four to fifty players can be handled in any single campaign, but the referee to player ratio should be about 1:20 or thereabouts.

From Volume 2: Monsters & Treasure, pg. 3:

Monster Type   Number Appearing*
Men   30 - 300
Goblins/Kobolds   40 - 400
Orcs /Hobgoblins/Gnolls   30-300
* Referee’s option: Increase or decrease according to party concerned (used primarily only for out-door encounters).

OD&D Volume 3And from Volume 3: Underworld & Wilderness Adventures, pg. 16:

Large Party Movement: Parties numbering over 100, including pack or draft animals, will incur a 1 hex penalty. Parties over 1,000 incur a 2 hex penalty.

These passages, colletively, refer to a style of gaming quite distinct from the modern standard in which a “campaign” refers to a stable group of roughly half a dozen players. And, in point of fact, they refer to a style of gaming quite distinct from that found in most of the published modules from TSR.

OPEN TABLE: The first distinction of classic play is the “open table”. When Arneson and Gygax talk about a single campaign involving fifty players, they don’t mean that they lived in mansions with massive gaming tables where 50 players could huddle around a battlemat.

Under the open table model of gaming, the adventuring party was fluid. This Saturday your companions might by Bob, Steve, and Lucy. Next Tuesday it might be Steve, Suzanne, Ben, and David. And then on Wednesday you might get together with the DM for some solo play.

This kind of mass participation in a single campaign had a significant impact on how scenarios were designed: The dungeon complex was never designed to be “cleared” or “won”, because if you cleared the dungeon complex where was Tuesday’s group going to go?

And this extended beyond dungeon play. The entire campaign world was a limitless sandbox made interesting not only through the creative faculties of your DM, but also through the actions of your fellow players.

OPEN DMING: Both Arneson’s Blackmoor campaign and Gygax’s Greyhawk campaign featured co-DMs who would run adventures within the same setting and for the same players. For example, Rob Kuntz, who receives special thanks on the title page of Men & Magic, is known for having become Gygax’s co-DM for Castle Greyhawk and co-designing several levels of that infamous dungeon.

It was also common for characters to adventure in both Arneson’s campaign (which was based in Minneapolis) and Gygax’s campaign (which was based in Lake Geneva). And this kind of “campaign visitation” was common.

In fact, my gaming buddies and I used to do the same thing when we started playing: We each had our stable of personal characters, and these characters would be used interchangeably in all of the campaigns we would run (and we all had our own campaigns).

(On a tangential note: Some people ascribe this style of play as having been lost in the mists of time, but I’m not sure that’s actually true except on a personal level. Certainly as I started to place a higher value on verisimilitude and coherent character arcs, the “illogical” nature of campaign-swapping meant that I abandoned this style of play. But on those rare occasions when I’ve seen younger players, they often have the same carefree style of freeform gaming that I used to have.

So if this is something that you miss or that you want to have again, consider simply embracing it anew.)

MULTIPLE CHARACTERS: Part and parcel with all this is that it was apparently fairly typical for players to have more than one character playing in the same campaign. Sometimes they would be playing them simultaneously, but it was also quite typical for you to be playing one set of characters on Wednesday and a different set of characters the following Monday.

BEYOND DUNGEON-CRAWLING: You know what I’m tired of hearing? That D&D is a game about “killing things and taking their stuff” and nothing else.

Has combat and treasure-hunting always been a part of the game? Sure. But the game is about a lot more than that, and it always has been. For example, here’s the description of the fighting-man class from Men & Magic:

Fighting-Men: All magical weaponry is usable by fighters, and this in itself is a big advantage. In addition, they gain the advantage of more “hit dice” (the score of which determines how many points of damage can be taken before a character is killed). They can use only a very limited number of magical items of the nonweaponry variety, however, and they can use no spells. Top-level fighters (Lords and above) who build castles are considered “Barons” (see the INVESTMENTS section of Volume III). Base income for a Baron is a tax rate of 10 Gold Pieces/inhabitant of the barony/game year.

The idea that successful characters were destined for more things than dungeon-crawling was part and parcel of the game. There are rules in OD&D for stronghold construction, political assassination, the hiring of specialist tradesmen, baronial investments (in things like roads, religious edifices, and the like), assembling a naval force, and so forth.

And when you realize that this type of “realm management” play was an integral part of the original gameplay of D&D, then tables in which “40 – 400” goblins were capable of appearing begin to make sense: Sometimes you were a bunch of 1st level nobodies trying to root out the local goblin gang that had taken root in hills north of the village. And sometimes you were a band of nobles riding forth at the head of your host to wipe out the goblin army marching on your barony.

Now take a moment, if you will, and consider the type of game that arises when all of these elements are true: Some of the PCs have become the local nobles. Others are still lower level dungeon-delvers. And the entire world is developing and evolving as a result of their cumulative actions.

OFFICIAL SUPPORT

Ironically, this style of play never received any meaningful support from TSR. Not even in its earliest days. Have you ever seen a module with 400 goblins in it? There are a few glimpses of it here and there — in the Wilderlands campaign setting from Judges Guild or B2 Keep on the Borderland. But for the most part, the type of game being played by Arneson and Gygax — the type of game that led to the codification of the D&D rules — was not the type of game that was being supported through published modules.

Partly this is because that style of game is organic in its nature. You can’t actually capture the essence of the Greyhawk or Blackmoor campaigns, for example, because they were always evolving. (When Wizards of the Coast published Jonathan Tweet’s Everway, a member of the company memorably said something to the effect of, “If we could just include a copy of Jon in every box, we’d sell a million copies.” They couldn’t and they didn’t.)

But, on the other hand, that shouldn’t stop you from publishing the raw material from which a rich sandbox campaign could be played. But the Wilderlands campaign from Judges Guild is probably as close as we’ve ever gotten to that.

What stood in the way? Well, partly the resources. Publishing such a product in a single volume would have been a huge investment. And by the time TSR was capable of pursuing such an investment, that style of play was already becoming “outdated”, Arneson was long gone, and Gygax was already beginning to lose his control of the company.

And even if the resources had been available, such an undertaking would constitute an incredibly large and complex project. Gygax himself spent 30+ years trying to get Castle Greyhawk into print. It has never happened.

So what got published instead? Tournament modules. The earliest TSR modules — stuff like the A series, G series, and S series that we now think of as classics and defined the concept and format of what a “module” is — were all designed for tournament play. And tournament play is almost precisely the opposite of the type of game that Arneson and Gygax were running: The scope is limited (because you have to finish it within a single convention slot), the outcome premeditated (because the next round of the tourney was already designed), completion anticipated (so that scoring could be done), and the impact to the wider world nonexistent (because there was no wider world that could be effected).

For better or for worse, those were the modules that the gamers at home were buying. And they became the models around which their games were fashioned.

And, hand-in-hand with that, the mechanical support for those styles of play were purged from the rulebooks. 3rd Edition — designed by old school grognards working for a company which was, at the time, run by another grognard — saw a return of some of that lost mechanical support. But 4th Edition, of course, has reversed course once again.

The designers of 3rd Edition understood the value of open-ended, fully-supported play. You can see it in Ptolus (the campaign setting Monte Cook used to playtest the 3rd Edition rules). The designers of 4th Edition, on the other hand, openly proclaimed that the game was all about killing things and cited that getting back to those “roots” was one of their primary design goals.

Talk about your false premises.
主题: THE GENERAL PHILOSOPHY OF XP
作者: A球2019-05-30, 周四 08:03:08
The practice of giving XP is much maligned. I criticized it myself when I was young. The logic usually goes something like this:

(1) “How does earning money improve your skills?”

(2) “Treasure itself is a reward. Why should you be rewarded for getting a reward?”

The answer is simple: Treasure was seen as an analog for accomplishment. The goal of the game was not, in fact, to go into a dungeon and fight with monsters. Fighting with monsters was, in fact, a really bad idea. Fighting monsters could get you killed. What you wanted to do was get the treasure without fighting the monsters.

By rewarding the bulk of XP for treasure, the game encouraged smart, strategic play instead of hack ‘n slash play. Combat was implicitly a means to an end, not the end itself. (I know that in the BECMI Basic Set, at least, it was explicitly made so. Whenever someone tries to tell you that D&D is a game about “killing things and taking their stuff”, keep that in mind.)

And this was intentional. Upon discovering that 100 XP per HD was encouraging players to treat monsters as a source of walking XP (instead of fearing them as deadly dangers), Gygax promptly revised the XP rules in Supplement 1: Greyhawk. Low level awards were drastically reduced (1 and 2 HD monsters, for example, were reduced to just 1/10th of their former reward) and experience awards were now explicitly divided among all party members. Hirelings and retainers were also given a full share (although they only benefited from half their portion).

Depending on how you read the rules, if you were in a group with a total of 10 characters (PCs and hirelings both) you could actually see your XP rewards for killing a 1 HD monster reduced to 1/100th its former level upon adopting the rules in Supplement 1: Greyhawk!

This still leaves the objection that there’s no innate connection between finding a pot of gold and improving your sword-swinging ability. But this is almost utterly irrelevant because experience points — like virtually all character creation mechanics — are abstracted to the point of being virutally indistinguishable from a completely dissociated mechanic. Experience point awards are simply not any kind of meaningful model of actual learning or self-improvement in the real world — it doesn’t matter whether you give them for treasure, killing monsters, roleplaying, or just time served.

A few games (most notably RuneQuest) abandons them entirely and attempt to adopt associated mechanics that more meaningfully model the learning process. (For example, by improving skills that are used or trained.)

But if you choose to keep XP awards (and, like other dissociated character creation mechanics, I find nothing particularly problematic about them), then I think it’s important to acknowledge their role:

(1) They’re an efficient way of saying this is important. They can be an important part of the formal or informal social contract that says, “This is one of our primary goals.” If the primary source of XP is killing things, then you’re saying, “Killing things is going to be a focus of the game.”

(2) They’re a concrete way of setting and rewarding specific goals.

Of course, it’s also possible to over-emphasize the importance of these things. XP awards may feature an important part of the risk-vs-reward dynamic at the game table, but there are other rewards to be had — both in-character and out-of-character.
主题: Hex-Clearing Procedures
作者: A球2019-05-30, 周四 08:39:52
Not to be confused with hexcrawling, hex-clearing is the process by which monsters and other hostile forces were cleared out of a hex in preparation for a stronghold to be constructed. Clearing a hex was the first step towards bringing civilization to an uncivilized portion of the world. It was also the transitional point between the low-level activities of monster slaying and the high-level activities of realms management. It is one of the oldest game structures in D&D, yet I feel comfortable saying that probably 99% of all current D&D players have never done it.

In pursuit of a tangentially-related project, I decided to do a brief survey of the extant hex-clearing procedures in old school D&D. I offer them here in the thought that they might be of use to a wider audience.

OD&D HEX-CLEARING

Hex Scale: 5 miles

Referee rolls a die to determine if there is a monster encountered.
If encountered monster is defeated or if no monster is encountered, the hex is cleared.
Territory up to 20 miles distant from an inhabited stronghold may be kept clear of monsters once cleared.
AD&D HEX-CLEARING

Hex Scale: 1 mile / 30 miles

CLEARING HEXES

Make wandering monster check.
If encountered monster is defeated or if no monster is encountered, the hex is cleared.
Once cleared, hexes will remain cleared, except:

Once per day, check to see if a monster has wandered into an uncleared border hex.
Once per week, check to see if one of these monsters has wandered into the cleared territory.
Patrols: If regular (1/week) patrols from a stronghold are made through a cleared territory, the check to see if a monster has wandered into a border hex is made only once per week.

CONSTRUCTING THE STRONGHOLD

Must map and clear the central hex (location of stronghold) and six surrounding hexes.
Unless 7 hexes are actively patrolled, there is a 1 in 20 chance per day that a monster will enter the area.
GYGAXIAN VAGUERY – PATROLS

Because Gygax was objectively terrible at writing rulebooks, the rules above are actually incomplete. They overlap with a different set of incomplete rules which directly contradict the first set of rules. If you use this second set of rules, a cleared hex that is being patrolled should be handled in this way:

Once per week, check on the Uinhabited/Wilderness encounter table to see if a monster enters the cleared territory.
Once per week, also check on the Inhabited table. Or, if there is a road, check three times on the Inhabited encounter table.
Zone of Civilization: If a territory is cleared to a 30 mile radius [should probably be 30 mile diameter, filling the large hex that the stronghold is at the center of], make ONLY the second type of checks, but ignore all unfavorable checks except once per month.

Reversion to Wilderness: If patrols are not kept up, the territory automatically reverts to wilderness status. “Unless the lands around it are all inhabited and patrolled” in which case “all of the unsavory monsters from the surrounding territory will come to make it a haven for themselves.” [So it won’t revert to wilderness, it will just really revert to wilderness.]

RULES CYCLOPEDIA – HEX-CLEARING

Hex Scale: 8 miles / 24 miles

Clearing the Hex: You just… do it. “An area is considered clear when all significant monsters in the area have been killed, driven out, or persuaded (through bribery, threats, persuasion, or mutual-defense agreements) to leave the PC’s subjects alone.” There are no further guidelines.

Constructing the Stronghold: Clear the 8-mile hex in which the stronghold is being built.

Patrols: Cleared areas automatically remain free of monsters as long as they are patrolled.

Patrols can range 24 miles from a stronghold in clear terrain.
Jungles, swamps, and mountains require a garrison every 8 miles.
There are more detailed rules for dominion management, but they don’t really pertain to hex clearing.

EXPERT SET VARIATIONS

Hex scale is not clearly defined. (Isle of Dread, the sample adventure included in the set, uses 24 mile and 6 mile hexes.)
Patrol ranges are limited to 18 miles and 6 miles (instead of 24 miles and 8 miles).
The 18 mile limit of patrols matches the 18 miles an encumbered character can travel on foot in a day. The Rules Cyclopedia oddly maintains the same rule for determining overland movement rates (divide by 5 to determine the number of miles a character can travel over clear terrain per day, and therefore 90’ divided by 5 = 18 miles per day), but the Traveling Rates By Terrain table doesn’t follow that rule and instead uses values calculated to divide evenly into hexes (so an encumbered character only travels 12 miles per day in clear terrain).
JUDGES GUILD – HEX-CLEARING

Hex Scale: 5 miles

As I’ve mentioned in the past, Judges Guilds’ hexcrawl procedures and management had a major impact on the game. Virtually all of OD&D’s hexcrawling procedures, for example, were abandoned by AD&D in favor of systems clearly drawing from Judges Guild material. This was somewhat less true when it comes to hex-clearing, but I thought reviewing the material from the Ready Ref sheets might be useful. In this case, it largely was not:

Constructing the Stronghold: Clear 4 hexes radiating from the stronghold’s hex.

Patrols: Automatically keep hexes clear of monsters, except for mountains, swamps, and dense woods.
主题: OMG, Bandits! (d12)
作者: A球2019-05-31, 周五 13:18:16
Brigands (typical bandits)
Deserters (ex-military force trying to be self-sufficient – easiest to do if you take stuff from other people who do it better than you)
Desperados (on a run of criminal activity, why not hit the party too?)
Fugitives (on the run from the authorities, hungry and desperate)
Highwaymen (on horseback, looking for easy looting)
Outlaws (turned to banditry because they have been exiled / outlawed – possibly with good reason)
Poachers (not so much out to get you, but defensive, criminal and probably hungry)
Raiders (pillage first, then burn!)
Robbers (up the loot, folks, and no one gets hurt)
Slavers (your goods are gravy, they want you!)
Thieves (might try to pretend to be friendly… at first)
Thugs (local toughs here to show you how tough they really are)
主题: Re: Hex-Clearing Procedures
作者: A球2019-05-31, 周五 17:10:53
Not to be confused with hexcrawling, hex-clearing is the process by which monsters and other hostile forces were cleared out of a hex in preparation for a stronghold to be constructed. Clearing a hex was the first step towards bringing civilization to an uncivilized portion of the world. It was also the transitional point between the low-level activities of monster slaying and the high-level activities of realms management. It is one of the oldest game structures in D&D, yet I feel comfortable saying that probably 99% of all current D&D players have never done it.

In pursuit of a tangentially-related project, I decided to do a brief survey of the extant hex-clearing procedures in old school D&D. I offer them here in the thought that they might be of use to a wider audience.

OD&D HEX-CLEARING

Hex Scale: 5 miles

Referee rolls a die to determine if there is a monster encountered.
If encountered monster is defeated or if no monster is encountered, the hex is cleared.
Territory up to 20 miles distant from an inhabited stronghold may be kept clear of monsters once cleared.
AD&D HEX-CLEARING

Hex Scale: 1 mile / 30 miles

CLEARING HEXES

Make wandering monster check.
If encountered monster is defeated or if no monster is encountered, the hex is cleared.
Once cleared, hexes will remain cleared, except:

Once per day, check to see if a monster has wandered into an uncleared border hex.
Once per week, check to see if one of these monsters has wandered into the cleared territory.
Patrols: If regular (1/week) patrols from a stronghold are made through a cleared territory, the check to see if a monster has wandered into a border hex is made only once per week.

CONSTRUCTING THE STRONGHOLD

Must map and clear the central hex (location of stronghold) and six surrounding hexes.
Unless 7 hexes are actively patrolled, there is a 1 in 20 chance per day that a monster will enter the area.
GYGAXIAN VAGUERY – PATROLS

Because Gygax was objectively terrible at writing rulebooks, the rules above are actually incomplete. They overlap with a different set of incomplete rules which directly contradict the first set of rules. If you use this second set of rules, a cleared hex that is being patrolled should be handled in this way:

Once per week, check on the Uinhabited/Wilderness encounter table to see if a monster enters the cleared territory.
Once per week, also check on the Inhabited table. Or, if there is a road, check three times on the Inhabited encounter table.
Zone of Civilization: If a territory is cleared to a 30 mile radius [should probably be 30 mile diameter, filling the large hex that the stronghold is at the center of], make ONLY the second type of checks, but ignore all unfavorable checks except once per month.

Reversion to Wilderness: If patrols are not kept up, the territory automatically reverts to wilderness status. “Unless the lands around it are all inhabited and patrolled” in which case “all of the unsavory monsters from the surrounding territory will come to make it a haven for themselves.” [So it won’t revert to wilderness, it will just really revert to wilderness.]

RULES CYCLOPEDIA – HEX-CLEARING

Hex Scale: 8 miles / 24 miles

Clearing the Hex: You just… do it. “An area is considered clear when all significant monsters in the area have been killed, driven out, or persuaded (through bribery, threats, persuasion, or mutual-defense agreements) to leave the PC’s subjects alone.” There are no further guidelines.

Constructing the Stronghold: Clear the 8-mile hex in which the stronghold is being built.

Patrols: Cleared areas automatically remain free of monsters as long as they are patrolled.

Patrols can range 24 miles from a stronghold in clear terrain.
Jungles, swamps, and mountains require a garrison every 8 miles.
There are more detailed rules for dominion management, but they don’t really pertain to hex clearing.

EXPERT SET VARIATIONS

Hex scale is not clearly defined. (Isle of Dread, the sample adventure included in the set, uses 24 mile and 6 mile hexes.)
Patrol ranges are limited to 18 miles and 6 miles (instead of 24 miles and 8 miles).
The 18 mile limit of patrols matches the 18 miles an encumbered character can travel on foot in a day. The Rules Cyclopedia oddly maintains the same rule for determining overland movement rates (divide by 5 to determine the number of miles a character can travel over clear terrain per day, and therefore 90’ divided by 5 = 18 miles per day), but the Traveling Rates By Terrain table doesn’t follow that rule and instead uses values calculated to divide evenly into hexes (so an encumbered character only travels 12 miles per day in clear terrain).
JUDGES GUILD – HEX-CLEARING

Hex Scale: 5 miles

As I’ve mentioned in the past, Judges Guilds’ hexcrawl procedures and management had a major impact on the game. Virtually all of OD&D’s hexcrawling procedures, for example, were abandoned by AD&D in favor of systems clearly drawing from Judges Guild material. This was somewhat less true when it comes to hex-clearing, but I thought reviewing the material from the Ready Ref sheets might be useful. In this case, it largely was not:

Constructing the Stronghold: Clear 4 hexes radiating from the stronghold’s hex.

Patrols: Automatically keep hexes clear of monsters, except for mountains, swamps, and dense woods.
Today I’m just going to be talking about stocking hexes. Before you can do that, though, you need the map you’ll be keying.

First, figure out how big you want your map to be. Having worked with a 16 x 16 map with 256 hexes, I’ve concluded that (a) it’s bigger than it needs to be and (b) it requires a ridiculous amount of prep work. So I recommend that people start with a 10 x 10 or 12 x 12 map: 100 or 144 hexes are substantially more manageable and the map will be more than big enough.

Hexcrawl MapSecond, place the the home base for the PCs in the center of the map. (This way they can go in any direction without immediately riding off the edge of your prep.)

Third, grab a copy of Hexographer and lay down your terrain. I recommend large blocks of similar terrain, which can then immediately double as your regions. (Remember that any individual hex is huge. Just because you threw down forest as the predominant terrain type doesn’t mean there can’t be a lot of local variation within it.)

I also recommend having two or three different types of terrain immediately adjacent to the home base: If the PCs go north, they enter the mountains. If they go west, they enter the forest. If they head south or east they’re crossing the plains. (It gives a clear and immediate distinction which provides a bare minimum criteria that the PCs can use to “pick a direction and go“.)

Fourth, throw down some roads and rivers. You’re done.
主题: Baldur's Gate III:The Black Hound
作者: A球2019-06-08, 周六 00:12:25
Setting
The game was set to take place in the fictional Forgotten Realms continent of Faerûn. It would have been set in the Dalelands and allowed players to travel mostly in the area of Archendale. Players would have also been able to travel to key areas in Archendale such as the White Ford, the Church of Lathander and bases of the Red Wizards of Thay. Other areas in the Dalelands featured would have been Battledale, Deepingdale as well as an area of North Sembia. Though it is possible that Baldur's Gate would have appeared in the game as well in a cameo appearance, this remains unconfirmed and highly unlikely.

Characters
None of the characters from the previous Baldur's Gate games would have returned, the cast would have been completely original as well as the story, although characters from the Icewind Dale series would have returned. The reason for this is Icewind Dale was released after Interplay lost the initial D&D license. An original NPC would have been Stellaga Brightstar, a priestess in the Church of Lathander. The game would have revolved around the hunt for May Farrow, the evil cleric who killed a black hound. The Black Hound was the representation of the selfish acts of the game's main antagonist and would appear to the player through circumstance and remind him of his actions throughout the game.

The main faction in the game would have been the Archenriders, who are also the first faction encountered by the player, the Church of Lathander would have been a faction at the same importance. The Red Wizards of Thay, the Sembian Silver Ravens, the Malarite People of Black Blood and the Elves of Deepingdale would have been other major factions in the game that the player would have been allowed to side with. The characters from Icewind Dale that would have come would have been the gnome, Maralie Fiddlebender and the Druid, Iselore who would have appeared in a cameo. The Harpers and the Zhentarim would have also appeared. The Zhentarim would have been seen for part of the game as the Black Network.

Story
May Farrow and her gang of raiders have spent weeks tracking down the black hound, the essence of May's guilt for unleashing a great evil. The player character is resting by the firelight in an old barn to hide from the storm outside when a black hound arrives and after being shot twice by an arrow, it cries one last time before it dies on the player lap. May almost kills the player, accusing him of being in league with the dog (meaning she thinks the player character is another essence of her guilt) and almost kills the player character (PC) before the Riders of Archendale save the PC. They question the PC, take the PC to the magistrate, who question the PC further and inform the PC not to leave the areas of North Sembia, Archendale, Battledale and Deepingdale. Whenever the player then approaches somebody with great guilt, the black hound appears to him and eventually the players actions make the player the essence of guilt throughout the four areas mentioned above. As the player unravels more secrets, he learns that he can't kill guilt, thus he cannot kill the black hound or what he has become (the player can physically die, but people won't forget about what the player did). Eventually, he learns the tale of a widowed farmer's wife, taking great guilt in her husband's death as for some reason she believes it is her fault, she tries to resurrect him. She succeeds but finds him to be an abomination and cannot stop him, despite him being very weak at the time. Through the course of the game, the farmer is growing stronger and stronger off the guilt absorbed by the black hound through the player. The player learns of this wife being May Farrow, who believes killing the hound would be a way to stop the farmer, the hound however latched its soul onto the player and uses him as a tunnel to channel guilt to the farmer and as a guide to the world.

The game would not have been a sequel to Baldur's Gate II in terms of story but rather gameplay, however, it did continue part of story of Icewind Dale II through joinable NPC's, specifically Maralie Fiddlebender, who would have been an adult in the story. There was a hound featured in the storybook of Icewind Dale II of which Maralie narrated, according to the developers, the game would have revolved around this hound. The game was also revealed to have a connection to another one of Black Isle Studios games, Project Jackson. Project Jackson was then revealed to be Baldur's Gate: Dark Alliance II. This connection was unknown and as of current, there is only one connection known: a Forgotten Realms setting. It is possible that there could be a story connection due to both the Harpers and the Zhentarim being in the game, but this was never revealed by any developer on the project. It was only stated that the projects were related once in the entire history of the project.
主题: Why Do I Like 5 Room Dungeons?
作者: A球2019-06-17, 周一 19:22:44
Why Do I Like 5 Room Dungeons?
This format, or creation method, has a number of advantages:

Any location. Though I call them 5 Room Dungeons, they actually apply to any location with five or so areas. They dont have to be fantasy or dungeons. They could take the form of a small space craft, a floor in a business tower, a wing of a mansion, a camp site, a neighbourhood.
Short. Many players dislike long dungeon crawls, and ADD GMs like to switch environments up often. In addition, some players dislike dungeons all together, but will go along with the play if they know its just a short romp. This helps ease conflicts between play styles and desires.
Quick to plan. With just five rooms to configure, design is manageable and fast. Next time you are killing time, whip out your notepad and write down ideas for themes, locations, and rooms. Knock off as many designs as you can and choose the best to flesh out when you have more time and to GM next session.
Easier to polish. Large designs often take so long to complete that game night arrives before you can return to the beginning and do one or more rounds of tweaking and polishing. The design speed of 5 Room Dungeons leaves room most of the time to iterate.
Easy to move. 5 Room Dungeons can squeeze into many places larger locations and designs cant. If your dungeon goes unused or if you want to pick it up and drop it on a new path the PCs take, its often easier to do than when wielding a larger crawl.
Flexible size. They are called 5 Room Dungeons, but this is just a guideline. Feel free to make 3-area locations or 10-cave complexes. The idea works for any small, self-contained area.
Easy to integrate. A two to four hour dungeon romp quickens flagging campaign and session pacing, and can be squeezed into almost any story thread. It also grants a quick success (or failure) to keep the players engaged. The format is also easy to drop into most settings with minimal consistency issues.
 

 

Room One: Entrance And Guardian

There needs to be a reason why your dungeon hasnt been plundered before or why the PCs are the heroes for the job.  A guardian or challenge at the entrance is a good rejustification why the location remains intact. Also, a guardian sets up early action to capture player interest and energize a session.

Room One challenge ideas:

The entrance is trapped.
The entrance is cleverly hidden.
The entrance requires a special key, such as a ceremony, command word, or physical object.
The guardian was deliberately placed to keep intruders out. Examples: a golem, robot, or electric fence.
The guardian is not indigenous to the dungeon and is a tough creature or force whos made its lair in room one.
Room One is also your opportunity to establish mood and theme to your dungeon, so dress it up with care.

 

 

Room Two: Puzzle Or Roleplaying Challenge

The PCs are victorious over the challenge of the first room and are now presented with a trial that cannot be solved with steel. This keeps problem solvers in your group happy and breaks the action up for good pacing.

Make Room Two a puzzle, skill-based, or roleplaying encounter, if possible. Room Two should shine the limelight on different PCs than Room One, change gameplay up, and offer variety between the challenge at the entrance and the challenge at the end.

Note, if Room One was this type of encounter, then feel free to make Room Two combat-oriented.

Room Two should allow for multiple solutions to prevent the game from stalling.

Room Two ideas:

Magic puzzle, such as a chessboard tile floor with special squares.
An AI blocks access to the rest of the complex and must be befriended, not fought.
A buzzer panel for all the apartments, but the person the PCs are looking for has listed themselves under a different name, which can be figured out through previous clues youve dropped.
A concierge at the front desk must be bluffed or coerced without him raising the alarm.
A dirt floor crawls with poisonous snakes that will slither out of the way to avoid open flame. (A few might follow at a distance and strike later on.)
Once youve figured out what Room Two is, try to plant one or more clues in Room One about potential solutions. This ties the adventure together a little tighter, will delight the problem solvers, and can be a back-up for you if the players get stuck.

 

 

Room Three: Trick or Setback

The purpose of this room is to build tension. Do this using a trick, trap, or setback. For example, after defeating a tough monster, and players think theyve finally found the treasure and achieved their goal, they learn theyve been tricked and the room is a false crypt.

Depending on your game system, use this room to cater to any player or character types not yet served by the first two areas. Alternatively, give your group a double-dose of gameplay that they enjoy the most, such as more combat or roleplaying.

Room Three ideas:

The PCs rescue a number of prisoners or hostages. However, the victims might be enemies in disguise, are booby-trapped, or create a dilemma as they plead to be escorted back to safety immediately.
Contains a one-way exit (the PCs must return and deal with Rooms One and Two again). i.e. Teleport trap, one-way door, 2000 foot water slide trap.
The PCs finally find the artifact required to defeat the villain, but the artifact is broken, cursed, or has parts missing, and clues reveal a solution lies ahead.
Believing the object of the quest now lays within easy reach, an NPC companion turns traitor and betrays the PCs.
Another potential payoff for Room Three is to weaken the PCs as build-up to a dramatic struggle in Room Four. It might contain a tough combat encounter, take down a key defense, exhaust an important resource, or make the party susceptible to a certain type of attack.

For example, if Room Four contains a mummy whose secret weakness is fire, then make Room Three a troll lair (or another creature susceptible to fire) so the PCs might be tempted to burn off a lot of their fire magic, oil, and other flammable resources. This would turn a plain old troll battle into a gotcha once the PCs hit Room Four and realize the are out of fire resources.

Dont forget to dress Room Three up with your theme elements.

 

 

Room Four: Climax, Big Battle or Conflict

This room is The Big Show. Its the final combat or conflict encounter of the dungeon. Use all the tactics you can summon to make this encounter memorable and entertaining.

Room Four ideas:

As always, generate interesting terrain that will impact the battle.
Start or end with roleplay. Maybe the bad guy needs to stall for time to let PC buffs wear out, to wait for help to arrive, or to stir himself into a rage. Perhaps the combat ends with the bad guy bleeding to death and a few short words can be exchanged, or there are helpless minions or prisoners to roleplay with once the threat is dealt with.
Give the bad guy unexpected powers, abilities, or equipment.
Previous rooms might contain warning signals or an alarm, so the bad guy has had time to prepare.
The bay guys tries to settle things in an unusual way, such as through a wager or a duel.
The lair is trapped. The bad guy knows what or where to avoid, or has the ability to set off the traps at opportune moments.
The bad guy reveals The Big Reward and threatens to break it or put it out of the PCs so reach so theyll never collect it.
The bad guy has a secret weakness that the PCs figure out how to exploit.
A variety of PC skills and talents are required to successfully complete the encounter.
 

Room Five: Reward, Revelation, Plot Twist

Heres your opportunity to change the players bragging to
we came, we saw, we slipped on a banana peel. Room Five doesnt always represent a complication or point of failure for the PCs, but it can. Room Five doesnt always need to be a physical location either - it can be a twist revealed in Room Four.

Room Five is where your creativity can shine and is often what will make the dungeon different and memorable from the other crawls in your campaigns.

In addition, if you havent supplied the reward yet for conquering the dungeon, here is a good place to put the object of the quest, chests of loot, or the valuable information the PCs need to save the kingdom.

As accounting tasks take over from recent, thrilling, combat tasks, this would also be a good time to make a campaign or world revelation, or a plot twist. Perhaps the location of the next 5 Room Dungeon is uncovered, along with sufficient motivation to accept the quest. Maybe the true identity of the bad guy is revealed. New clues and information pertaining to a major plot arc might be embedded in the treasure, perhaps sewn into a valuable carpet, drawn in painting, or written on a slip of paper stuffed into a scroll tube or encoded on a data chip.

Room Five ideas:

Another guardian awaits in the treasure container. A trap that resurrects or renews the challenge from Room Four.
Bonus treasure is discovered that leads to another adventure, such as a piece of a magic item or a map fragment.
A rival enters and tries to steal the reward while the PCs are weakened after the big challenge of Room Four.
The object of the quest/final reward isnt what it seems or has a complication. i.e. The kidnapped king doesnt want to return.
The quest was a trick. By killing the dungeons bad guy the PCs have actually helped the campaign villain or a rival. Perhaps the bad guy was actually a good guy under a curse, transformed, or placed into difficult circumstances.
The bad guy turns out to be a PCs father.
The true, gruesome meaning behind a national holiday is discovered.
The source of an alien races hostility towards others is uncovered, transforming them from villains to sympathetic characters in the story.
The entrance is hazardous and requires special skills and equipment to bypass. For example: radiation leaks, security clearance, wall of fire.
The PCs must convince a bouncer to let them in without confiscating their weapons.
A collapsed structure blocks part of the area. The debris is dangerous and blocks nothing of importance, another trap, or a new threat.
The true meaning of the prophecy or poem that lead the PCs to the dungeon is finally understood, and its not what the PCs thought.
主题: Re: 乱七八糟团务区
作者: A球2019-07-09, 周二 08:01:31
GURPS Gukmun 2-pan Sylfiena ( GURPS국문2판실피에나
GURPS Bushin kourin (「ガープス·マーシャルアーツ·アドベンチャー武神降临」
GURPS Runal / Yuel (「ガープス·ルナル」「ガープス·ユエル」

GURPS Runal (ガープス・ルナル) is a role-playing game supplement that was written in Japanese language for the GURPS game rules. It was written by Shou Tomono and Group SNE, then first published in 1992. It was followed in 1994 by GURPS Youmayakou.

Over twenty novels of a series named Runal Saga (ルナル・サーガ) have been published based upon GURPS Runal.[1]

The setting is a fantasy world named Runal that was strongly influenced from RuneQuest. There are seven mysterious Moons grant magic power to worshipers.

The seven colors Moons are worshiped by various people as follows:

Blue Moon - The Moon of lawful deities and one of the twins Moons. It is worshiped by dwarves and humans who prefer order and law.
Red Moon - The Moon of chaotic deities and one of the twins Moons. It is worshiped by humans who prefer liberty and disorder.
White Ring Moon - The Moon of magic. It is worshiped by wizards. It is called ring moon because it when the gods of the Moon left for a higher plane of existence, it split in two forming a ring.
Green Moon - The Moon of plants and forests. It is worshiped by elves called Elfa. Elfa culture is similar to the Native Americans'.
Wandering Moon - A capricious Moon whose orbit is random and also called the Moon of all colors. It is worshiped by various non-human races.
Silver Moon - The Moon of strangeness and madness. It is worshiped by residents of elemental planes and fearful monsters like as creatures of Cthulhu Mythos.
Black Moon - The Moon of evil. It is worshiped by demons.
The Rhiado continent is the main land and focus of the game. The strongest nation is the Tor-Addness Empire which is modeled after the Tang Dynasty of China. Its state religion is the worship of the Blue Moon. The Toru-Addness Empire are disputing with neighboring countries which worship the Red Moon.

GURPS Yuel, the sequel of GURPS Runal was released in 2005 as a supplement of GURPS 4th ed.
主题: 揭秘唐朝士兵的武器配置
作者: A球2019-08-02, 周五 18:37:41
      历史是琐碎的,要了解它的真相,得去翻史料,比如对于唐朝军队的装备,《新唐书》的“兵志”就有记录。

  唐朝初年实行府兵制,是民与兵合一的机制。这种兵制的特点之一就是士兵出征的很多装备得自己掏钱购置,“皆自备”。具体自备哪些东西呢?《新唐书》交代得很清楚:人均一张弓,三十支箭及一种叫胡禄的箭囊;横刀一把——一种佩刀,日本现在有完整样本。武器有了,还得有后勤装备,即磨刀石、毡帽、毡装、行李箱各一件。当然,还有吃的:人均携麦饭九斗、米二斗。此外,还有着装要求,唐朝的大部分士兵穿明光铠,骑兵还要在身上、腿上和手膀上配置铁甲,背上有长枪。

 以上装备是不是都直接配置在士兵身上呢?不得而知,如果是这样,那份量也不轻,不过根据记载来看,军队里有驮马。这些装备在平时都储存在折冲府的军库里,当有军事行动时,再看具体情况进行发放。

  隋炀帝时期远征高丽,因为路途遥远,粮食运输艰难,所以每名野战士兵身上要负重好多天的粮食,严重影响行军速度和战斗力。也因此,有些士兵冒着杀头和饿肚子的危险,将粮食埋在地下。

  如果是和平时期,这些府兵就配备横刀和弓矢。

  个人装备如此,那么单位的配备情况又如何呢?唐初士兵三百人形成一个团,每五十个人组成一个队,每十个人组成一个火。火是一个很小的军事单位,但仍会配备六匹驮马,如果弟兄们实在差钱,可以用驴子代替驮马。同时还有布幕、铁马盂、铲子、凿子、箩筐、斧头、钳子、甲床等各两件,锅子、火钻、盐袋、碓等各一件,马缰绳三件。马盂是什么呢?据唐朝人李筌的《太白阴经》记载,它是一种盛食品的容具,有木制的,也有铁制的,容量为三升,能保温,“冬月可以暖食”。

  唐朝的军粮可能还是未脱皮的,上了前线,还得用舂米工具,这工具就是“碓”。

  还有火钻这玩意,别以为这是取火工作,实际上它是一种兵器,打仗的时候,在火钻上浇上油,点上火,直接往敌人阵地上扔,大约可以算是原始手雷吧。

  此外,每人还配备一把锤子,象牙做的。这锤子可管用了,可以用来开箱撬锁,类似瑞士军刀吧。

  这样看来,大唐王朝单兵的装备确实杠杠的。

  而对于战马,政府是有补贴的,不是直接给战马,而是每个骑兵发二万五千钱,自个儿买马去。如果战马过了服役年龄,就卖到民用市场上,用所得资金再买新的战马。不过这战马会不会和机动车一样折旧,就不得而知了。

  当然,唐朝历时将近三百年,其军制也是在变化发展中,后来的情况如何呢?

  唐朝募兵考试

  射击命中率要求在50%以上

  到唐玄宗的时候,由于拓边战争增多,原来的兵力明显不够用,于是改为募兵制,关于这个制度如何,咱们没必要做学术性的研究,还是看细节吧。

  唐朝募兵,首先身高是有要求的,20岁入伍,身高应该在五尺七寸(大约1.7米)以上,就算降低要求,也要在五尺以上。入伍男子免除赋税。

  对士兵使用兵器也有要求,即要求士兵能够自主使用伏远弩,射程三百步;要求士兵在四发中能命中两发,50%的命中率才算过关;对擘张弩的应用会有场考试,擘张弩是一种用双臂拉开的弓弩,射程二百三十步,要求是四发二中,也是50%的命中率。

  以上两种是重射击武器,对于轻射击武器的使用,则是这样的:角弓弩,射程二百步,要求是四发三中,对于命中率的要求提高了25%;单弓弩,射程一百六十步,要求是四发二中。

  兵力战术分配

  战斗人员占七成弓弩手比例不低

  在《李卫公兵法》里,每次出征时的军队数量是有规定的,大将出征,一般每次授兵两万。当然,这也不是死指标,会根据实际情况酌情增减,“临时更定”。至于兵种的组成结构,李将军说得很详细:一支四千人的野战部队,称为“中军”,必须有2800名战斗人员,比例为70%。

  这2800战斗人员当中,有800名弓弩手,弓弩手又再细分:弓箭手400人,弓弩手400人,骑兵1000人,刀盾手500人,唐朝管这类士兵叫“跳荡”。还剩下500人干什么?他们是“奇兵”,是用来机动作战的。按照唐朝部队编制,机动作战人员必须占三成,“大率十分之中,以三分为奇兵”。

  唐代史料也记载了唐前期军队训练情况。《新唐书·兵志》对这个程序有详细记载。

  “每岁冬季”,是全国士兵集中训练的时机。以一个折冲都尉府为单位,分左右两个校尉统领,每个校尉手下有十支步兵队,一支骑兵队。还没有正式集合的时候,士兵们都打开旗帜,分散站立。

  第一通号角吹起,指挥官马上集合手下士兵,步兵和骑兵都排成队列,“诸校皆敛人骑为队”。

  第二通号角吹起,将军旗和长矛都放下,有点偃旗息鼓的味道。

  第三通号角吹起,军旗和长矛都举起来,似乎进入战斗状态。

  接下来,擂起战鼓,两支部队鼓噪冲锋。当然,绝对不是漫无纪律的群殴,还是有章法的:先是右校尉这边鸣金,队伍稍稍退却,左校尉分队进入右校尉的位置;接着,相反操作。

  两支部队退却之后,又上前迎面对杀,进入演习状态。最后,三通号角,演习结束。然后,大伙去自由狩猎,猎物各自分配,“是日夜,因纵猎,获各入其人”。事实上,狩猎也是增强战斗力的一种方式。
主题: 基於寶藏表平均值所能得到的PC財富表 *房规除6(贸易流通量小)
作者: A球2019-09-03, 周二 21:57:24
Level     Coin Gain (gp)    Coin Total (gp)
1   0   0
2   877   877
3   877   1,753
4   877   2,630
5   13,634   16,263
6   13,634   29,897
7   13,634   43,530
8   13,634   57,164
9   13,634   70,797
10   13,634   84,431
11   72,425      156,856
12   72,425   229,281
13   72,425   301,706
14   72,425   374,131
15   72,425   446,556
16   72,425   518,981
17   672,050   1,191,031
18   672,050   1,863,081
19   672,050   2,535,131
20   672,050   3,207,181
主题: Money Money Money
作者: A球2019-09-04, 周三 05:30:54
References
 Dungeons & Dragons Basic Rules pp B20 4th ed. Jan 1981 - "Moldvay red book"
 The 1974 Edition had the following values for electrum: "If Electrum is added it is optionally worth either twice or half the value of Gold."
 Dungeons & Dragons Basic Rules book 2, page 39 1st ed. 6th printing - "White box"
 Dungeons & Dragons Basic Rules page 34 3rd ed. Dec 1979 - "Holmes blue book"
 Dungeons & Dragons Basic Rules pp B47 4th ed. Jan 1981 - "Moldvay red book"
 Advanced Dungeons & Dragons Player's Handbook pp 35 1st ed. 1978
 Advanced Dungeons & Dragons Dungeon Master's Guide (1st edition) 1979 pp 25
 Advanced Dungeons & Dragons Dungeon Master's Guide (1st edition) 1979 pp 86
 "Only Train When You Gain" Dragon #97
 Advanced Dungeons & Dragons Player's Handbook pp __ 2nd ed. 1989
 SRD
 David Nalle "For the Sake Of Change" Dragon #63 pg 67
 GURPS Middle Ages I pg 60
 Dragonlance Adventures Hardcover, 1987



Gold Piece
 
*Gold ducat from Austria

The gold piece, or gp for short, is the foundation of the default monetary system in the D&D system since its inception. All prices in the core rulebooks and boxed sets are given primarily in gp, with items of lesser value given in silver pieces (sp) or copper pieces (cp), which are monetary fractions of the standard gp.

Contents[show]
Size and Weight
The gold piece is generally considered to be a coin, though ingots or trade bars made of gold or other materials may be worth multiple gold pieces. In coin form, it is generally described as “approximately the size and weight of a United States half-dollar coin” meaning 30.6mm in diameter and weighing 11.5 grams (approximately 40 to an avoirdupois pound). In “Basic” D&D (and previous editions) and First Edition AD&D, despite the described weight, gold pieces are considered to weigh a tenth of an avoirdupois pound (1.6 avoirdupois ounces) each for encumbrance purposes, with 10 gp weighing one avoirdupois pound. Indeed, in these editions of the game, the basic unit of weight/encumbrance is either the “coin” (cn in Basic D&D)[1] or the “Gold Piece Weight” (gpw), either of which equals one tenth of a pound.

Starting in Second Edition AD&D and continuing through Third and Fourth Editions, gold pieces are considered to weigh approximately a third of an avoirdupois ounce (9 grams) each, which equal about fifty gp to an avoirdupois pound, while maintaining the size.

It should be noted that the avoirdupois ounce and pound is different than the Troy ounce and pound (which is used for precious metals). An avoirdupois ounce is 0.9114 Troy ounce and an avoirdupois pound is 14.58 Troy ounces (1.215 Troy pounds).

Value
As part of the default monetary system of all editions and versions of D&D, the gp is a staple of the system, but its relative value varies depending on edition.


Basic D&D
1974 1st Edition:

1 gp = 10 sp = 50 cp = 2 OR[2] 1/2 ep = 1/5 pp (meaning 5 gp = 1 Platinum Piece)[3]
1979 3rd Edition:

1 gp = 10 sp = 50 cp = 2 ep = 1/5 pp (meaning 5 gp = 1 Platinum Piece) [4]

1981 4th Edition:

1 gp = 10 sp = 100 cp = 2 ep = 1/5 pp (meaning 5 gp = 1 Platinum Piece) [5]
First Edition AD&DEdit
1 gp = 20 sp = 200 cp = 2 ep = 1/5 pp [6]
As can be seen, an attempt at replicating a real world economy was made; the 20 sp = 1 gp corresponds to the pre-decimalisation British system of 20 shillings to a Pound Sterling.

It should be mentioned that by the rules in the DMG a character was supposed to "automatically expend not less than 100 gold pieces per level of experience per month".[7] It was even worst regarding leveling up as the cost of doing so was the "Level of the trainee character * 1,500 gp = Weekly cost during study/training" with the number of weeks being 1 to 4 depending on how good the player role played.[8]

As expected any DM who tried to follow this rule and gave out enough wealth that his players could easily get to the next level quickly found themselves in a death spiral of having to giving out more and more treasure to "one up" the previous adventure resulting in the dreaded Monty Haul campaign.[9]

Second Edition AD&D
1 gp = 10 sp = 100 cp = 2 ep = 1/5 pp [10]
With 2e, a return to the simple decimal system was made, presumably due to the familiarization of most players with such a system.


Third Edition and Beyond
1 gp = 10 sp = 100 cp = 2 ep = 1/10 pp[11]
With the introduction of the third edition (and the d20 System), the trend toward decimalization reached its logical conclusion; the platinum piece doubled in value to 10 gp (from the earlier 5 gp), so that with the exception of the electrum piece, each coin is exactly one tenth the value of the coins “above” it, i.e.: 1 pp = 10 gp = 100 sp = 1,000 cp. This continued through the Fourth Edition.

3e offers a table that indicates that 1 gp can buy a goat or a pound of cinnamon. Magical Items can range in value from the low 12 gp, 5 sp (sometimes described as 12.5 gp) single-use 0-level scroll to artifacts valued at hundreds of thousands (or even over a million) gold pieces.

Gold coins in the real world
Roman gold coins
Gold was used for coinage very infrequently until the time of Julius Caesar, who introduced a standardised coin called aureus, which was struck regularly. It weighed 8 grams, about 1/40 of a Roman pound, but later its weight decreased to 1/45 of a pound in the time of Nero and to 1/50 of a pound in the time of Caracalla. The aureus had a fixed value of 25 denarii (Roman silver coin). Emperor Constantine I introduced the solidus to replace the aureus. Solidi were wider and thinner than the aureus, with the exception of some dumpy issues from the Byzantine Empire. The weight and fineness of the solidus remained relatively constant throughout its long production, with few exceptions. Fractions of the solidus known as semissis (half-solidi) and tremissis (one-third solidi) were also produced.[12]

Middle Ages
There were very few gold coins minted during the middle ages with gold more often being made into jewelry, lavish items for personal use, or holy items. When gold was used as money the weight was more important than the form the metal took and it was mainly used to settle debts between kingdoms.[13]

Copper and silver coins as well as barter were the way average transactions were carried out.

British gold coins
The noble was the first English gold coin produced in quantity, having been preceded by the twenty pence coin and the florin (also called double leopard) earlier in the reigns of King Henry III and King Edward III, which saw little circulation. The coin was introduced during the second coinage (1344-1346) of King Edward III, when the coin weighed 138.5 grains (9.0 grams); during the kings' third coinage (1346-1351) the weight of the coin was reduced to 128.5 grains (8.3 grams), while in his fourth coinage (1351-1377) it became even lighter, at 120 grains (7.8 grams).

A gold sovereign is a gold coin first issued in 1489 for Henry VII of England and still in production as of 2006 (equal to a pound sterling). Those original sovereigns were 23 carat (96%) gold and weighed 240 grains or one-half of a troy ounce (15.6 grams). Henry VIII reduced the purity to 22 carats (92%), which eventually became the standard; the weight of the sovereign was repeatedly lowered until when it was revived after the Great Recoinage law of 1816, the gold content was fixed at the present 113 grains (7.32 g), equivalent to 0.2354 Troy ounces. Sovereigns were discontinued after 1604, being replaced by unites, and later by laurels. Production of sovereigns restarted in 1817.

The guinea coin of 1663 was the first British machine-struck gold coin. The coin was originally worth one pound, which was twenty shillings; but rises in the price of gold caused the value of the guinea to increase, at times as high as thirty shillings. 44½ guineas would be made from one Troy pound of 11/12 finest gold, each weighing 129.4 grains. In 1670 the weight of the coin was reduced from 8.4–8.5 g to 8.3–8.4 g, but the price of gold continued to increase, and by the 1680s the coin was worth 22 shillings. The diameter of the coin was 25 millimetres throughout Charles II's reign, and the average gold content (from an assay done in 1773) was 0.9100.

General circulation US gold coins
The United States had general circulation gold coins from 1792 to 1933. Four of these coins are officially known as "Eagles".

Gold dollar: Minted from 1849 to 1889. While the coin weighed 1.672 g it varied in diameter (12.7 mm to 14.3 mm)

Quarter Eagle ($2.50): 17 mm diameter; 4.37 g (nearly 104 to a pound)

Three-dollar piece: Minted 1854 to 1889; 20.5 mm diameter; 5.015 g (about 90 to a pound)

Half Eagle ($5): 21 mm diameter; 8.75 g (nearly 52 to a pound)

Eagle ($10): 27 mm diameter; 17.5 g (nearly 26 to a pound)

Double Eagle ($20): minted 1849-1933. 34 mm diameter; 33.4362 grams (nearly 14 to a pound)

Gold coins in different campaign settings
Forgotten Realms
Gold Pieces are called Golden Lions in Cormyr, Dantars in Amn, Bicentas in Calimport, Dragons in Waterdeep, Shilmaers in Cormanthyr and Dinars in Southern Lands. Sembia mints five-sided coins of the same weight called Golden Lions (not to be confused with the eponymous Cormyrean gold pieces.


Dragonlance
The Dragonlance Campaign Setting greatly devalues the intrinsic worth of the gold piece and replaces it with the Steel Piece (Stl) as the default value in the rulebooks, with 1 Stl = 1 standard gp. In the Setting itself, the actual value of a gp relative to the other coin types depends on the region; in some areas (Seeker Lands) the gp is literally worthless, while in others it may be worth between 1/10th Stl, 1/40th Stl or 1/50th Stl.


Silver Piece
 
SHARE
* 1964 US Silver Half Dollar
Genuine, 100% Authentic D&D Silver Piece

The silver piece, or sp for short, is an integral part of the default monetary system in the D&D system since its inception. All prices in the core rulebooks and boxed sets are given primarily in gold pieces (gp), with items of lesser value given in silver pieces (sp) or copper pieces (cp), which are monetary fractions of the standard gp.

While the gp is the most common coin used by adventurers, most economies in fantasy settings actually have the silver piece as their foundations, with most wages calculated in silver pieces, not gold.


Size and Weight
The silver piece is generally considered to be a coin, though ingots or trade bars made of silver or other materials may be worth multiple silver pieces or even fractions thereof. In coin form, it is generally described as “approximately the size and weight of a United States half-dollar coin” meaning 30.6mm in diameter and weighing 11.5 grams (approximately 40 to a pound). Pre-1965 US half dollar coins are made of 90% silver, 10% copper, which is a very reasonably accurate representation of the composition of good quality medieval European silver coins.

In “Basic” D&D (and previous editions) and First Edition AD&D, despite the described weight, silver pieces are considered to weigh a tenth of a pound (1.6 standard ounces) each for encumbrance purposes, with 10 sp weighing one pound. Indeed, in these editions of the game, the basic unit of weight/encumbrance is either the “coin” (cn in Basic D&D)[1] or the “Gold Piece Weight” (gpw), either of which equals one tenth of a pound.

Starting in Second Edition AD&D and continuing through Third and Fourth Editions, silver pieces are considered to weigh approximately a third of a standard ounce (9 grams) each, which equals about fifty sp to a pound, while maintaining the size consistent with previous editions.

Value
As part of the default monetary system of all editions and versions of D&D, the sp is a staple in the system, but its relative value varies depending on edition.


Basic D&D
1979 3rd Edition:

1 gp = 10 sp = 50 cp = 2 ep = 1/5 pp (meaning 5 gp = 1 Platinum Piece) [2]
Note that 1 sp = 5 cp; in all other editions, 1 sp = 10 cp
1981 4th Edition:

1 gp = 10 sp = 100 cp = 2 ep = 1/5 pp (meaning 5 gp = 1 Platinum Piece) [3]
First Edition AD&D
1 gp = 20 sp = 200 cp = 2 ep = 1/5 pp [4]
As can be seen, an attempt at replicating a real world economy was made; the 20 sp = 1 gp corresponds to the pre-decimalisation British system of 20 shillings to a Pound Sterling.


Second Edition AD&D
1 gp = 10 sp = 100 cp = 2 ep = 1/5 pp [5]
With 2e, a return to the simple decimal system was made, presumably due to the familiarization of most players with such a system.


Third Edition and Beyond
1 gp = 10 sp = 100 cp = 2 ep = 1/10 pp[6]
With the introduction of the third edition (and the d20 System), the trend toward decimalization reached its logical conclusion; the platinum piece doubled in value to 10 gp (from the earlier 5 gp), so that with the exception of the electrum piece, each coin is exactly one tenth the value of the coins “above” it, i.e.: 1 pp = 10 gp = 100 sp = 1,000 cp. This continued through the Fourth Edition.


Silver coins in the real world
US Silver coins Edit
As previously mentioned, the 90% silver pre-1965 half-dollar coins are the quintessential silver pieces. It should be noted that prior to 1965, all US coins (with the exception of the one and five cent copper and nickel coins… and the obvious gold coins) were made of silver; quarter-dollars were exactly half the weight of a half-dollar, silver dollars were exactly twice the weight of a half dollar, dimes were exactly 1/5 the weight of a half dollar and half-dimes (silver coins worth 5 cents) were exactly 10 to a half dollar in weight.


British silver coins
The quintessential silver British coin is the shilling; a 92.5% (.925) pure silver coin slightly smaller than a US quarter dollar coin. Twenty shillings made up one Pound Sterling (which does not weigh one pound), leading to the term sterling silver being used to denote .925 purity silver. Silver was minted in other denominations; the Crown was a heavy silver coin worth five shillings and was approximately the same size and weight as a US Silver Dollar. The Crown led to the creation of the Half-Crown, predictably enough, half the weight of a Crown (and very close in size and weight to the US half dollar. Other silver coins are the two-shilling Florin, the half-shilling Sixpence and the quarter-shilling Threepence.

Silver coins in different campaign settings
Forgotten RealmsEdit
Silver Pieces are called Falcons in Cormyr, Tarans in Amn, Decarches in Calimport, Shards in Waterdeep, Bedoars in Cormanthyr and Dirhams in Southern Lands. Sembia mints triangular coins of the same weight called Ravens.


Copper Piece


*Elizabethan & Victorian British Pennies; Authentic D&D copper pieces in size, weight and composition

The copper piece, or cp for short, is an integral part of the default monetary system in the D&D system since its inception. All prices in the core rulebooks and boxed sets are given primarily in gold pieces (gp), with items of lesser value given in silver pieces (sp) or copper pieces, which are monetary fractions of the standard gp.

While the gp is the most common coin used by adventurers, most economies in fantasy settings actually have the silver piece as their foundations, with most wages calculated in silver pieces, not gold. However, as the silver piece is subdivided into copper pieces, the humble cp is by far the most familiar and common coin used in daily transactions throughout most settings.

Size and Weight
The copper piece is generally considered to be a coin, though ingots or trade bars made of copper or other materials may be worth multiple copper pieces or even fractions thereof. In coin form, it is generally described as “approximately the size and weight of a United States half-dollar coin” meaning 30.6mm in diameter and weighing 11.5 grams (approximately 40 to a pound).

In “Basic” D&D (and previous editions) and First Edition AD&D, despite the described weight, copper pieces are considered to weigh a tenth of a pound (1.6 standard ounces) each for encumbrance purposes, with 10 cp weighing one pound. Indeed, in these editions of the game, the basic unit of weight/encumbrance is either the “coin” (cn in Basic D&D)[1] or the “Gold Piece Weight” (gpw), either of which equals one tenth of a pound.

Starting in Second Edition AD&D and continuing through Third and Fourth Editions, copper pieces are considered to weigh approximately a third of a standard ounce (9 grams) each, which equals about fifty cp to a pound, while maintaining the size consistent with previous editions.

Value
As part of the default monetary system of all editions and versions of D&D, the cp is a staple in the system, but its relative value varies depending on edition.


Basic D&D
1979 3rd Edition:

1 gp = 10 sp = 50 cp = 2 ep = 1/5 pp (meaning 5 gp = 1 Platinum Piece) [2]
Note that 1 sp = 5 cp; in all other editions, 1 sp = 10 cp
1981 4th Edition:

1 gp = 10 sp = 100 cp = 2 ep = 1/5 pp (meaning 5 gp = 1 Platinum Piece) [3]
First Edition AD&D
1 gp = 20 sp = 200 cp = 2 ep = 1/5 pp [4]
As can be seen, an attempt at replicating a real world economy was made; the 20 sp = 1 gp corresponds to the pre-decimalisation British system of 20 shillings to a Pound Sterling.

Second Edition AD&D
1 gp = 10 sp = 100 cp = 2 ep = 1/5 pp [5]
With 2e, a return to the simple decimal system was made, presumably due to the familiarization of most players with such a system in the modern context.


Third Edition and Beyond
1 gp = 10 sp = 100 cp = 2 ep = 1/10 pp[6]
With the introduction of the third edition (and the d20 System), the trend toward decimalization reached its logical conclusion; the platinum piece doubled in value to 10 gp (from the earlier 5 gp), so that with the exception of the electrum piece, each coin is exactly one tenth the value of the coins “above” it, i.e.: 1 pp = 10 gp = 100 sp = 1,000 cp. This continued through the Fourth Edition.


Copper coins in the real world
British Copper coins
The quintessential copper British coin is the pre-decimalisation Penny; a 95% copper (5% tin & zinc, technically making it bronze; pure copper is too soft for practical coinage) coin 31mm in diameter weighing 9.4 grams (little over 48 coins to a pound); this matches the D&D cp almost exactly in both size and weight. 12 pennies (abbreviated "d"). The penny was further divided into Half-Pennies - each half the weight of a Penny and about the size of a US quarter dollar. Half-Pennies are further divided into Farthings, again, half the weight of a Half-Penny (a quarter of a Penny) and the size of a modern one cent coin. At one point, Half-Farthing coins were circulated, each half the weight of a Farthing (eight to a Penny), as well as Quarter-Farthings and Third-Farthings, which were minted for the colonies during the Victorian era.

At the other end of the spectrum, King George III (1760-1820) struck a two-penny coin so large and heavy that it was commonly called a "cartwheel penny"; though its face value was two pence, it weighed a whopping 30 grams (pennies weighed more in this era than in later Victorian coinage). The sheer inconvenience of the coin (heavier and larger than the 38.1mm diameter of a US silver dollar, which weighs 26.73 grams [with the later cupro-nickel Eisenhower dollar weighing in at 22.68 grams]) made it not very popular with the masses, and it was removed from circulation as soon as enough silver to make Half-Groat (2d) coins became available.

US Copper coins
Few people today are aware that, until 1857, one cent coins in the US were "Large Cents", between 27mm and 29mm in diameter. These were last minted in 1857, when the US began to strategically reserve copper for the looming conflicts on the horizon and passed the Coinage Act of 1857, which also terminated the production of Half-Cent coins, which were slightly smaller than modern quarter-dollar coins (22mm v. 24.3mm with about the same weight).

From 1864 to 1873, the US minted Two-Cent coins that were about the same size and weight as the pre-1857 half-cent.

Composition remained bronze (95% copper) for most of the "small" (modern) cent's history, until 1982, when it was switched to 97.5% zinc.

Copper coins in different campaign settings
Forgotten RealmsEdit
Copper Pieces are called Thumbs in Cormyr, Fandars in Amn, Unarches in Calimport, Nibs in Waterdeep, Thalvers in Cormanthyr and Bits in Southern Lands. Sembia does not use copper coinage (but they do use copper trade bars), but the cp's place in the economy is taken up by a square iron coin called a Steelpence.
主题: Get the Most From Your Magic Spell-casting advice for magic-users of all levels
作者: A球2019-09-15, 周日 21:45:53
Among the many new features of the Oriental Adventures supplement are two new spell-casting classes, the shukenja and wu jen. These two new classes each have their own complete spell lists, which include many spells borrowed from the spell-casters of traditional AD&D® games.
Clerical, druidic, magic-user, and illusionist spells from the Players Handbook and Unearthed Arcana have been adapted for use by shukenja and wu jen. The Oriental Adventures spell lists also include many new and original spells. While many of these spells are specially tailored for use in an Oriental campaign, other spells in the book are fairly broad in nature and could see use in many situations and cultures. Just as various spells have been adapted from West to East, many of the spells known to Oriental characters would work quite well with the spell-casters of Occidental AD&D games. Presented herein are four lists of Oriental spells adapted to the
four major spell-casting classes of Western AD&D game settings. In choosing which ones to adapt, I looked for ones that were not dependent on the unique qualities and characteristics
of an Oriental campaign world. Spells that too greatly overlapped or duplicated the effects of spells given in the Players Handbook or Unearthed Arcana are not included in the spell lists below. A few new spells are added for Western spell-casters by translating the effects of an Oriental spell into a similar spell that would be proper in an Occidental campaign. The specifics of these general guidelines are discussed below in the commentaries on the four groups of new spells. Any changes or differences in the details of these adapted spells are noted and explained. The material components, spell levels, casting times, or specific effects of spells are often altered in applying these spells to Western spell-casters. Full descriptions of the few completely new
spells are also given in these notes. In these commentaries, one asterisk indicates a spell with a slightly altered title, while two asterisks denotes a totally new spell in the game. Simple abbreviations indicate the source of a spell; WJ stands for a wu jen spell, Sh for a shukenja spell. The number following the two letters shows the spells level. The many spells presented here
need.

Clerical spells
All of the new clerical spells are adapted
from the list of shukenja spells. The Occidental cleric differs from the shukenja
class in several important ways, which
must be taken into account when shukenja
spells are chosen. To begin with, the supernatural beings of the Orient are very
different from those of the West. The
spirit beings of the East have no Occidental counterparts, so the many shukenja
spells used to influence kami of all types
cannot be adapted for use by Western
clerics.
not be introduced into an Occidental campaign all at once. Spells should be introduced a little at a time, appearing on
scrolls or in hard-to-find spell books. Cleric
and druid spells may be granted by deities
as the characters prove their worth. Most
fun of all, player characters might find
themselves the targets of spells never
before seen. A fighter hit by a magnetism
spell or a thief made lawful good by a
compel spell make for interesting encounters in the campaign.
Of course, the spell lists can be altered
as the Dungeon Master sees fit. Some
spells may be considered inappropriate for
the campaign, while additional spells from
Oriental Adventures might be introduced.
The shape-changers of the East are not
known in the West, so the two spells used
to detect or forcibly change these beings
are inappropriate for clerics. These two
spells, however, may inspire new spells
that affect those creatures of the West
vaguely similar to shape-changers  lycanthropes. Detect lycanthrope and force
werechange are two completely new spells
that may be known by clerics.
The metaphysics of the Orient is different from that of the West. Humans of the
East commonly experience reincarnation
of the spirit and may have many past lives.
As humans and most demi-humans in the
West are rarely reincarnated, the second
use of the remember spell is largely unknown to clerics.
Shukenja differ from clerics in their
range of possible alignment positions.
While shukenja are good-aligned holy
persons who revere a great many kami,
clerics are worshipers of a specific deity
and can hold any one of the nine different
alignments. Those spells used by shukenja
to coerce a wicked person into following a
more enlightened way of life must be
modified  or even abandoned  to suit
the full range of alignments available to
clerics. Remorse is a spell quite unsuitable
for neutral or evil clerics, and so should be
prohibited from use by the cleric class.
Other spells such as oath and compel must
be broadened in scope to permit a cleric of
any alignment to coerce another into
behaving in a way closer to the cleric’s
alignment and beliefs.
Shukenja are highly adept at casting
divination spells. Clerics who do not have
such great interest in the future or fortune telling should gain spells such as
omen or fate at a higher spell level.
The material components of a number
of spells must be changed to reflect religious or cultural differences between East
and West. Other changes in spell descriptions are made for various reasons of
magic specialty, a deity’s sphere of influence, or clarity of description

First level
Calm: (Sh1) This spell may be used by a
cleric to soothe most forms of mental
distress, except for magical fear, which
can only be cancelled by a remove fear
spell. This spell is identical to the shukenja
spell in all other ways but requires no
material component.
Detect disease: (Sh1) The clerical version
of this spell uses no material component.
Second level
Detect harmony: (Sh1) The material
component for this spell is the cleric‘s holy
symbol.
Omen: (Sh1) This spell is considered to
be second level for most clerics, although
a deity whose sphere of influence includes
divination and fortune telling may bestow
omen as a first-level spell.
Weapon bless: (Sh1) The material components for the cleric’s spell are a quill made
from the feather of an eagle and ink made
from dragon’s blood. The identity of the
foe and several prayers of the cleric’s
religion are written on the weapon using
the quill and ink, just as described under
the shukenja spell.
Third level
Castigate: (Sh3) As per the Oriental Adventures spell.
Detect curse: (Sh3) The material components for this spell are a small gem worth
at least 10 gp and a few fresh rose petals.
Snake summoning: (Sh2) This spell will
only affect ordinary, nonmagical snakes;
no serpent or serpentlike creatures are
summoned by the clerical version of this
spell. The material components for this
spell are the cleric’s holy symbol and a
miniature silver flute that disappears
when the spell is cast.
Substitution: (Sh3) Deities with little
regard for healing or protective magic,
notably war gods, barbarian deities, or
death gods, will not grant this spell to
their clerical worshipers. The prepared
statue must be made from materials costing at least 25 gp.
Warning: (Sh2) To more clearly separate
this spell from the find traps spell, this
spell is treated as a third-level improved
version of the find traps spell, rather than
a second-level spell that partly duplicates
the powers of the existing clerical spell.
The chance to detect any mechanical or
magical trap within the 10' radius of detection of the warning spell rises to 100%.
The chance of detecting any other type of
danger, including invisible opponents, rises
to 50%. The casting time of this spell is 6
segments. This spell is identical to the
shukenja’s warning spell in all other ways.
Fourth level
Detect lycanthrope: (* *) This spell is
similar to the fourth-level shukenja spell
detect shapechanger, except it can detect
any form of lycanthrope. When cast upon
a lycanthrope in human form, the spell
reveals the person to be a lycanthrope, but
does not identify which type of lycanthrope the person is. If cast upon a lycanthrope in animal form, the spell reveals
the creature is a lycanthrope, but does not
divulge the creature’s human identity. The
material component for this spell is a balm
of honey, dried carrot, moonwort, and
belladonna, which is rubbed onto the
caster’s eyelids. This spell is otherwise
identical to detect shapechanger in range,
duration, area of effect, and casting time.
Endurance: (Sh4) The material component for the reversed version, fatigue, is a
small quantity of cumin seeds or poison
nut.
Oath: (Sh3) Unlike shukenja with their
alignment limitation, clerics of all alignments may cast this spell upon opponents
of any alignment in order to force them
into a desired behavior. A chaotic cleric
will be less likely to abide by the conditions of the oath than a lawful or neutral
cleric.
Pacify: (Sh4) As per the Oriental Adventures spell.
Reanimation: (Sh4) The material components for this spell are the cleric’s holy
symbol, burning incense, and the cleric’s
prayer vestment.
Sustain: (Sh4) The material components
for this spell are a few drops of wine and
a small piece of bread.
Fifth level
Advice: (Sh5) As per the Oriental Adventures spell.
Fare: (Sh4) Many deities with little interest in fate, destiny, or divination will not
bestow this spell on their clerics. For a
deity with a special interest in divination
Force werechange: ( * * ) This spell is
somewhat similar to the sixth-level shukenja spell force shapechange. This spell
can be used to force a lycanthrope to
return back to his or her human form, or
to cause a lycanthrope to go from human
to wereform against its will. This spell
does not inflict the wracking pain of force
shapechange, but might cause injury if the
lycanthrope assumes wereform while
constricted by armor (see page 23 of the
Dungeon Masters Guide). A lycanthrope is
entitled to a save vs. spells to avoid having
his form changed by this spell. If the save
is successful, the lycanthrope does not
change form, and does not take any damage in trying to resist this spell. The material component of this spell is a moonstone
crushed into dust when the spell is cast.
This spell is otherwise identical to force
shapechange in range, duration, area of
effect, and casting time.
Instruct: (Sh6) The clerical version of
this spell is greatly altered because clerics
of all alignments may cast this spell. A
listener whose alignment is very different
from that of the caster will not be so easily
swayed. Listeners with a difference of one
alignment component (either lawful, neutral, chaotic, good, or evil) gain a + 1 bonus to the saving throw. Listeners with
both alignment components different from
that of the caster gain a + 3 bonus. A
character may still fail the save and become strongly devoted to the new religion
Sixth level
or astrology, this spell may be granted as a
fourth-level spell instead of a fifth level.
The material components for this spell
may vary depending on the particular
method of divination prescribed by the
cleric’s religion, as determined by the DM.
Immunity to weapons: (Sh6) This spell is
treated exactly as described in Oriental
Adventures, but is handled as a fifth-level
spell to accomodate the existing spell
description. Treating this spell as a sixthlevel spell poses a problem; although the
spell description states that shukenja of
11th level or below can provide immunity
to normal weapons with this spell, a shukenja must be at least 14th level to cast
immunity to weapons as a sixth-level spell.
For the existing spell description to make
sense, it would be better to treat this spell
as fifth level for shukenja and clerics. The
casting time of the clerical spell version is
8 segments.
Remember: (Sh5) For most clerics, this
spell can only restore lost memories. This
spell won’t usually confer any knowledge
of past lives, because most character races
of Western AD&D game campaigns do not
experience reincarnation. Only elven
clerics might be able to peer into the past
lives of other elves with this spell. Reincarnated PCs will have a much clearer memory of their previous life with this spell,
possibly allowing the use of certain skills
and abilities in the new form, as determined by the DM.
by rolling a 1 for the save vs. death magic.
Clerics, druids, paladins, and rangers all
gain an additional +2 to the save for their
strong faith in and dedication to their
alignment and religion. These characters
may still develop a mild interest in the
new religion by rolling a 1 for the saving
throw, but are immune from becoming
strongly devoted to the spell-caster’s
religion.
A character who becomes mildly interested in the caster’s religion may commit
some minor transgressions against his or
her original alignment, and may be penalized accordingly. A paladin might lose
some of his important powers, or a cleric
may lose touch with her deity and be
denied higher-level spells. The effects of
mild interest may be cancelled by an
atonement spell.
A character developing a strong interest
in the new religion is considered to have
suffered an involuntary alignment change.
The character may be brought back to his
original alignment and faith by receiving
an atonement spell.
When the cleric casting this spell addresses a crowd, the saving throw is handled as described in Oriental Adventures,
but a bonus of + 1 to + 3 may be applied
to the group’s saving throw, depending on
the general alignment make-up of the
people listening.
Smite: (Sh6) As per the Oriental Adventures spell.
Seventh level
Ancient curse: (Sh7) This curse may be
called upon by a cleric of any alignment to
bring the wrath of the cleric’s deity upon a
foe of both cleric and deity. The DM must
decide whether the deity feels the curse is
warranted, judging by the intended target’s obstruction or opposition to the cleric’s religion and cause. An evil cleric may
call this curse upon a good and noble foe
of the cleric’s religion as readily as a good
cleric may call this curse down upon a
wicked person, In fact, undoing an ancient
curse cast by an evil cleric may be the goal
of a campaign adventure.
Compel: (Sh7) This spell may be used by a cleric of any alignment to bring a foe into line with the clerics alignment. If the compelled character is changed to an alignment outside the character s class, then all special abilities and powers of the class are lost. A paladin changed to the neutral-evil alignment becomes an ordinary fighter. This spell may be reversed by a wish or atonement spell.
Longevity: (Sh6) The material components for this spell are a piece of giant
tortoise shell and an offering to the cleric’s deity worth at least 1,000 gp.
Druidic spells
The list of new druidic spells contains a mix of wu jen and shukenja spells. The trick of choosing new druidic spells is to pick spells that would suit the druid class without robbing the Oriental classes of all Spells that too closely duplicate existing druidic spells should be avoided, and so of their interesting nature spells. should spells that would overload the druid with too many spells that are variations on a single theme. Druids have no need for the animal companion spell when they already know animal friendship.
Druids have plenty of interesting fire spells as it is without piling on more fire spells that should remain unique to the wu jen class. Spells that seem proper at first glance are revealed to be inappropriate after closer inspection. Drowsy insects would seem a natural spell for druids by its very name, but the true effect of the spell is closer to the magic-user’s sleep spell. Reverse flow is a water-control spell that might appear reasonable as a druidic spell, but why would druids wish to alter the natural flow of rivers or waterfalls just to be able to paddle faster upstream?
The wood rot spell is often inappropriate for druids, although its reverse, prevent rot, would work well with the class. A totally new spell in the game, cure rot, is intended to overcome the main limitation on the power of prevent rot. All of the new druidic spells are altered in some way, usually to accommodate the different material components that druids use with spells. Mistletoe is a holy symbol and is included among the material components of all druidic spells, and the material components that are proper in the Orient must often be replaced by materials commonly found in a Celtic wilderness
setting.
First level
Detect disease: (Sh1) This spell is identical to the shukenja spell, but if the druid can identify the disease and it is a normal, nonmagical disease native to the druids homeland, then the druid has a 5% chance per level of experience to concoct a natural cure for the disease. Making the cure takes 2-8 turns. The material component for this spell is mistletoe.
Resist: (Sh1) The material components for this spell are mistletoe, a few edible berries, a drop of water, and a feather from a wren. This spell is a favorite of rangers.
Second level
Animate wood: (WJ1) The material component for this spell is mistletoe.
Create spring: (Sh2) The material components for this spell are mistletoe and a freshwater reed.
Swim: (WJ1) The reverse of this spell, sinking, cannot be cast by druids. The material components for this spell are mistletoe and a fish scale.
Third level
Animate water: (WJ2) The material components for this spell are mistletoe and a small vial of spring water mixed with cinnabar ore
Still water: (WJ1) The material components for this spell are mistletoe and a small fan
主题: Re: 乱七八糟团务区
作者: A球2019-09-15, 周日 22:15:06
Wood shape: (WJ3) Druids should be very reluctant to use this spell on living wood, of course, but may use it freely on nonliving wood. The material components for this spell are mistletoe and a miniature adze (as per the Oriental version).
Fourth level
Animate fire: (WJ3) The material components for this spell are mistletoe and a few
holly berries.
Elemental turning: (WJ4) This spell does
not turn elementals through the power of
fear, but causes them to wander away
peacefully due to the druids understanding and command of elemental beings. An
elemental cannot be forced to return to its
plane of origin by cornering it, but it may
be sent back to its own plane by the druid
if the elemental is willing to return. If the
elemental is being controlled by another
being, then a way must be found to break
the creature’s concentration in order for
the druid to peacefully send the elemental
back to its home plane. The casting time of
the druidic spell version is 6 segments.
The material components for this spell are
mistletoe and a pinch of the element identical to the type of elemental to be commanded  a pinch of earth for earth
elementals, a puff of breath for air elementals, etc
Prevent rot: (WJ5*) This spell is the
reverse of the fifth-level wu jen spell wood
rot. Prevent rot is the listed spell for
druids, since preventing wood rot is of
great interest to druids, while wood rot
would see only limited use. A druid would
never use wood rot against healthy, living
wood, but might use wood rot against
nonliving wood or hostile plant creatures.
The casting time for the druidic spell
version is 6 segments. The only material
component is mistletoe.
Fifth level
Cure Rot * * (Alteration)
Level: 5
Range: 3”
Duration: Perm.
AE: Special
Components: V,S,M
CT: 7 seg.
ST: None
Explanation/Description: This spell is
like a more powerful version of the pre-
 vent rot spell. If cast upon a wooden object affected by a wood rot spell, this spell
completely cures the wood rot at a rate of
1 cubic foot per round until the object is
restored to its original condition. At least
part of the original wood must be intact
for this spell to cure the rot; an object that
has totally rotted into dust cannot be cured.
This spell also cures any rotting, decay,
or damage to living trees or plants caused
by natural disease or living organisms.
Damage is cured at a rate of 1 cubic foot
of wood per round, or 1 square yard of
plant growth per round. At least part of
the original plant life must remain intact
for the spell to take effect. This spell may
cure up to one acre of plant life, so the
spell may treat a small grove of diseased
trees or a garden plot partly destroyed by
insects. The material components for this
spell are mistletoe and a dead woodborer
beetle.
Ironwood: (WJ5) The material components for this spell are metal filings mixed
with willow tree sap, and mistletoe sprigs.
Sustain: (Sh4) The material components
for this spell are mistletoe, a small vial of
spring water, and a few edible nuts or
berries.
Water to poison: (WJ5) This spell may be
cast by druids only if the DM permits
druids to use poison. The reverse of this
spell, poison to water may be used freely.
The material components for this spell are
mistletoe and the fang of a poisonous
snake briefly dipped into the liquid.
Sixth level
Quickgrowth: (Sh6) This spell must be
used with care by druids, who should not
use it just to create natural curiosities to
impress the rubes. A good reason should
always be given for this spells use. The
reverse of this spell, wither, is rarely used
against living plants. Mistletoe replaces the
staff as the material component for this
spell.
Warp stone: (WJ6) Mistletoe is needed in
addition to a piece of twisted clay as this
spells material components.
Magic-user spells
The majority of new magic-user spells
are culled from the list of wu jen spells. In
choosing these spells, it is best to pick
those that would see use in a variety of
different cultures and societies, and to
avoid those special spells that should remain unique to the wu jen class.
While wu jen sorcerers and Occidental
magic-users are both able to cast a broad
range of spells, wu jen are somewhat
more specialized in their abilities. Wu jen
are experts in the field of element control;
when spells dealing with the elements and
elemental beings are adapted for use by
the magic-user class, some of these spells
made available to the magic-user should be
placed at a higher spell level or be toned
down in power. Still water and animate
water are both treated as one spell level
higher for magic-users. Elemental turning
and elemental servant are slightly less
powerful when cast by a magic-user than
when cast by a wu jen sorcerer.
Certain other spells of element control
are too special to be granted to magicusers. The most powerful of element
control wu jen spells, notably ice blight,
whirlwind, internal fire, and tsunami,
should be reserved for the wu jen only
to allow the class to maintain its special
abilities and characteristics.
Other wu jen spells are too similar to
existing magic-user spells. Magic-users
who can hurl fireballs do not need to have
the fire rain spell made available to them
as well. Magic-users do not need the water
protection spell when they can already
cast water breathing. Fire wings is too
specialized for magic-users to use, and
magic-users can already cast fly.
Magic-users do gain a few shukenja
spells. Detect curse is gained as a fourthlevel spell, because magic-users can cast
remove curse at the same spell level. The
new spell detect lycanthrope is also available to the magic-user at the third spell
level. Mental strength and longevity are
gained at higher spell levels.
Magic-user spells are not as greatly
altered as cleric or druid spells, since the
material components for most wu jen
spells work well with magic-user spells.
Changes made in spells are usually minor.
First level
Accuracy: (WJ1) A quill made from the
feather of a hawk is used in place of the
brush to inscribe the mystical character
on each enchanted missile.
Chameleon: (WJ1) As per the Oriental
Adventures spell.
Secret signs: (WJ1) As per the Oriental
Adventures spell.
Swim: (WJ1) As per the Oriental Adventures spell.
Second level
Prestidigitation: (WJ1) As per the Oriental Adventures spell.
Protection from charm: (WJ2) As per the
Oriental Adventures spell.
Still water: (WJ1) As per the Oriental
Adventures spell.
Third Level
Animate fire: (WJ3) As per the Oriental
Adventures spell.
Animate water: (WJ2) As per the Oriental Adventures spell.
Detect lycanthrope: (* *) This spell is
identical to the new fourth-level clerical
spell given above.
Magnetism: (WJ3) As per the Oriental
Adventures spell.
Memory: (WJ3) The material components for this spell are a quill made from
an owls feather, a pot of ink, and a sheet
of vellum.
Fourth level
Detect curse: (Sh3) This spell requires no
material component.
Elemental turning: (WJ4) Elementals
make their saving throw vs. this spell at
+2 to their roll, because magic-users are
not as adept at controlling the elements
and elementals as are wu jen sorcerers.
Melt metal: (WJ4) The material component for this spell is a ruby chip worth at
least 100 gp.
Quell: (WJ4) As per the Oriental Adventures spell.
Reverse flow: The duration of this spell is only 4 turns/level of experience of the caster.
Transfix: (WJ4) As per the Oriental Adventures spell.
Wood shape: (WJ3) As per the Oriental Adventures spell.
e.
Eighth level
Tool: (WJ7) As per the Oriental Adventures spell.
Elemental servant: The task to be completed by the elemental can take no longer
than one day per two levels of experience
of the magic-user.
Seventh level
Warp stone: (WJ6) As per the Oriental
Adventures spell.
Pain: (WJ6) As per the Oriental Adventures spell.
Gambler’s luck: (WJ6) As per the Oriental Adventures spell.
Metal to rust: (WJ6) As per the Oriental
Adventures spell.
Aura: (WJ6) As per the Oriental Adventures spell.
Sixth level
Servant horde: The casting time of this
spell is 5 segments.
Water to poison: (WJ5) As per the Oriental Adventures spell.
Wood rot: The casting time of this spell
is 5 segments.
Mental strength: (Sh5) As per the Oriental Adventures spell.
Metal skin: (WJ5) As per the Oriental
Adventures spell.
Mass: (WJ5) As per the Oriental Adventures spell.
Ironwood: (WJ5) As per the Oriental
Adventures spell.
Seventh level
Elemental servant: The task to be completed by the elemental can take no longer
than one day per two levels of experience of the magic-user
Tool: (WJ7) As per the Oriental Adventures spell.
Eighth level
Longevity: The material components for
this spell are a piece of giant tortoise shell
and a scale from an ancient dragon of any
sort or size.
Surelife: The material component for
this spell is a butterfly cocoon floating in a
half-filled vial of liquid mercury.
Surelife: The material component for
this spell is a butterfly cocoon floating in a
half-filled vial of liquid mercury.
Of the four main spell-casting classes of
Western AD&D game campaigns, the
illusionist gains the fewest new spells. But
unlike other Occidental classes, illusionists
(who are such great specialists in one area
of magic) do not suffer greatly from the
spell level changes applied to the other
Western character classes.
Prestidigitation is a first-level spell for
illusionists, compared to second level for
magic-users. Two third-level wu jen spells,
disguise and face, are treated as second
level for illusionists. Both spells are considered to be specialized forms of the alter
self spell, used for very special roles to fool others regarding the character’s true
appearance or status. A very powerful wu
jen spell, summoning wind, is known in a
less-powerful seventh-level form. Few
other high-level spells from Oriental Adventures are applicable to the illusionist
class.
Two wu jen spells are slightly altered
and renamed for illusionists. The wu jen’s
fiery eyes and smoke shape spells are
known to illusionists under different
names and have restricted effects.
First level
Apparition: (WJ2) The casting time of
the illusionist version is only 1 segment.
Chameleon: (WJ1) The casting time of
this spell is only 1 segment.
Glowing eyes: (WJ1*) This spell is similar
to the first-level wu jen spell fiery eyes in
most respects, but with the following
exceptions. This spell version has no heat
component to it, so combustibles cannot
be set on fire by the beams of light. Also,
the casting time of this spell is only 1
segment. This spell behaves as does fiery
eyes in all other ways.
Prestidigitation: (WJ1) The reverse of
this spell, fumble-fingers, cannot be cast
by illusionists. The casting time of this
spell is only 1 segment.
Second level
Disguise: (WJ3) The casting time of this
spell is only 1 round.
Face: (WJ3) This spell may improve the
apparent social class of the illusionist by
Id4 ranks, such as from lower middle
class to middle upper class (refer to the
Social Class Table on page 82 of Unearthed
Arcana). The reverse of this spell, lose
face, is unknown to illusionists. The casting time of this spell is but 1 round.
Fog shape: (WJ2 *) This spell is similar to
the second-level wu jen spell smoke shape,
but only fog or mist may be shaped, not
smoke from a fire. The casting time of this
spell is only 2 segments.
Third level
Memory: (WJ3) The material components for this spell are a quill made from
an owl’s feather, a pot of ink, and a sheet
of vellum. The reverse of this spell, erasement, cannot be cast by illusionists.
Fifth level
Creeping darkness: (WJ5) The material
components for this spell are a whisker
from a black cat, a drop of pitch, and a
small bit of obsidian.
Seventh level
Summoning wind: (WJ8) The number of
creatures that may be contacted using the
illusionist spell version is only five times
the level of the caster. This spell has a
maximum range limit of 100 miles per
level of the caster above ground,or 10
miles per level underground.
主题: [Characters] Bishop Carr - First D&D Cleric 卡尔主教,最初的牧师
作者: A球2019-10-07, 周一 20:35:03
The first Cleric in the history of D&D was played by original Blackmoor player and former TSR Editor Mike Carr and the character was later known simply as Bishop Carr. Mike Carr was not the only player to have used this class. Another famous example is Richard Snider, when he played Brother Richard - the Flying Monk.  When I talked to Carr last year, he explained that:

"It's true that I did take part in the original Blackmoor campaign and did play the role of a priest, participating in a few dungeon or overland expeditions. [...] I also recall having the ability to cast one or two spells and having the ability to help heal minor wounds, but in retrospect it's obvious my character was low level and not particularly impressive. Since my primary interest was in historical games rather than fantasy games (which is still the case), I didn't play too often and didn't make any progress with that character. It's ironic that I knew both Dave Arneson and Gary Gygax fairly well and enjoyed their company from time to time, but never played much D & D with either of them."

Mike Mornard was another player in Arneson's campaign at this time. Mornard is also unique in the fact that he is the only player to have played in all three of Gary Gygax', Phil Barker's and Dave Arneson's original campaigns. Mornard recalls the origins of the Cleric class designed for Carr's character:

"Ahem. I was there. In CHAINMAIL there were wizards that functioned as artillery. Then there was Dave Arneson's first miniatures/roleplaying campaign. Some players were 'good guys' and some players were 'bad guys' and Dave was the referee. One of the 'bad guys' wanted to play a Vampire. He was extremely smart and capable, and as he got more and more experience he got tougher and tougher. This was the early 70s, so the model for 'vampire' was Christopher Lee in Hammer films. No deep folklore shit. Well, after a time, nobody could touch Sir Fang. Yes, that was his name."

The Vampire Lord, Sir Fang, that Mornard refers to here was actually David Fant's character, who used to be the Baron of Blackmoor. How Baron Fant was turned into a Vampire is a shrouded mystery. The Last Fantasy Campaign suggests that Ran may have been responsible for turning Blackmoor's Baron into an undead lord. My fellow Blackmoor scholar David Ross speculates that it must have happened in the year 998 when the heroes drew the forces of the Egg out of Blackmoor, reclaiming their city:

"Meanwhile, a strong fighter becomes the vampire Sir Fang. This is also the last mention of Fant as a ruling Baron of Blackmoor. Great Vampire Hunt in which Fant is “killed”, but later two dwarves free him and join his undead legion."(-Blackmoor Gazetteer)
Lord Fang was also recruited the Baron's ally, Sir Jenkins, Lord of Glendover, to the ranks of the undead. The appearance of a Vampire lord and an undead legion on the side of evil threatened the balance of the campaign. Mike Mornard recalls how the Cleric class was designed to reestablish this balanace:

"To fix the threatened end of the game they came up with a character that was, at first, a 'vampire hunter'. Peter Cushing in the same films. As the rough specs were drawn up, comments about the need for healing and for curing disease came up. Ta da, the "priest" was born. Changed later to 'cleric'. The bit about edged weapons was from Gary's reading the old stories about Archbishop Turpin, who wielded a mace because he didn't want to shed blood ("who lives by the sword dies by the sword")."

Grognaria also suggest Peter Cushing's role of Dr. Van Helsing as an inspiration for the Cleric class. Since Mike Carr was the first to play this class, it would make sense to assume that his character conformed to the ideas they all had of the class at the time.

Besides battling the Vampire Lord, Mike Carr recalls what was probably the most dramatic adventures of Bishop Carr. It featured one of Blackmoor's most dangerous monsters:

"One of my recollections is one rather disastrous encounter with a balrog where our party had to beat a hasty retreat because we couldn't defeat that particular monster."
Could this have been the battle recounted by Greg Svenson as the Great Svenny's First Dungeon Adventure? It would not be the only time the heroes of Blackmoor were faced with Demons.

Bishop Carr is described in a humorous way in the First Fantasy Campaign, a description which still makes me chuckle today. Dave Arneson's accounts of the Bishop suggests Arneson's fond memories of playing with Carr. While the character was still of very low level when Carr played in the campaign, Arneson promoted him to Bishop of Blackmoor. In DA1, Garamond Bolitho is the Bishop of Blackmoor. Garamond may have succeeded Bishop Carr since DA1 is set 30 years after the First Fantasy Campaign, or they may be one and the same character. David Ross points to both Clerics' friendliness towards the "pagan" elves as a possible indication that they may be the same, but also offers the years 1002-1005 as the period when Bolitho may have replaced Carr as the preceeding Bishop over Blackmoor.
主题: Monster Building 201: The D&D Monster Dissection Lab实用怪物创建指南
作者: A球2019-10-15, 周二 05:33:13
The designers of D&D are very good at creating a game. I will give them that. Except for some bizarre-a$% oddities like the fact that magic missile is not intended to be an attack and dispel magic only actually works on spells and not on any magical class ability. But every game has it weirdities. And you can live with those. The problem is they are really bad at explaining the game. Or presenting it. The encounter building math is complicated and confusing, sure. But it doesn’t have to be. The problem is that it is poorly explained. And even worse, customizing monsters is atrociously explained.

Here’s the deal: D&D actually has a really good mathematical system behind its monsters. Or as good as it can be given how to came to pass, but I won’t get into that. End of the day, there is some really solid logic behind monster building. And I love it. Because I’m a gamer and I’m an accountant and I love rules and I love systems. I feel the way about RPG systems that Kate McCartney feels about baking. “It’s just a heap of rules and I’m good with rules. In fact, if this was a different time in history, there’s a very good chance I would have let war crimes happen.”

The problem is, on top of the beautiful mathematical system, there’s a well-documented and exhaustively explained process that is utter crap. Not only are the steps in the wrong order, but the important bits are buried under mounds and mounds of garbage. For example, the DMG advises that the first thing you do when creating a monster is come up with a Name, Size, Type, and Alignment. Then, assign Ability Scores. And then, THEN, think about what you’re going to do with the monster in the game. Like, hey, how powerful do you actually want this thing to be?

Worse still, the system basically says “just make a monster all willy nilly and then, hey, see what Challenge it comes out with. We can always fix it later.” And there’s no f$&%ing reason for that trial and error bulls$&%. Because if you understand how all the pieces fit together, you can figure out how to do some pretty cool stuff. Like, amazingly cool stuff. But that would require having the system explained. And delineating a process is NOT the same as explaining a system. Delineating a process does not empower people. Explaining a system does. Because then they can deviate from the process and still understand what the hell they are doing!

So, I’m going to teach you a better way to build a D&D 5E monster. Which shouldn’t surprise you, because I promised you that last week as part of my unofficial “Monster Month.” We’re going to be spending the whole month on building D&D monsters. In fact, we are going to spend more than a month because, surprise surprise, I’m going to give you a bonus article.

In THIS article, we’re going to analyze the rules that make 5E monsters work. I’m going to try to explain how it all works and how things all fit together better than the DMG did. And I’m doing that so that, NEXT article, we can actually find a process for building awesome D&D monsters. And then we’re going to do the same damned thing in Pathfinder.

Let’s Get Dissecting!
First and foremost, I’m here to teach you how to build complete and legal monsters. I explained why already, so I’m not going to do it again. If you want to fudge s$&% or reskin s$&%, go do that and get the hell off my site. The monsters I am going to teach you to build are mechanically rigorous. They could sit in a published product and be as accurate as any other goddamned thing in the D&D rules.

That means, you’ve got to understand the system. And I mean you have to really understand it. You’ve got to have a grasp on how all the little pieces affect each other. Because, next week, I’m going to show you how powerful the whole damned system is if you ignore the way WotC tells you to use it. Some of this information might be remedial if you’ve made a good study of the process already, but that’s just tough s$&%. You have to learn to walk before you can flee from a rampaging gorilla-demon while lemur people are flinging rocks at you.

What follows is a whirlwind tour of the bits of pieces that make the monsters work mathematically.

Proficiency Bonus
Every monster has a Proficiency Bonus based on it’s challenge, as you can see in the first column of the table on DMG 274. This bonus is added to attacks with which the monster is proficient, Saving Throws with which the monster is proficient, and skills with which the monster is proficient. That isn’t optional. That’s a rule.

Well, sort of. You can deviate from that. For example, some monsters actually have a sort of expertise, where they add double their Proficiency Bonus to a skill. This isn’t explicitly called out in the stat block, but it does happen. For example, check out the Grell on MM172. It is proficient in two skills, Perception and Stealth. It has a Stealth modifier of +6. It’s Dexterity modifier is +2. It’s Proficiency Bonus should be +2 based on it’s Challenge. So where is the extra +2 coming from? Well, some PC class traits, racial traits, and feat traits allow them to add double their proficiency bonus to specific checks. Clearly, that’s where it’s coming from. Grells are Stealth and Perception experts. They use double their Proficiency Bonus for those skills.

On the other hand, in monsters seem to ALWAYS be proficient with their attacks. I haven’t spotted any exceptions to this rule. It’s a strong enough trend that, recently, when I needed to create a creature with an attack roll lower than what the math allowed, I wrote a special trait to explain it.

Lummox. Erug is a clumsy brute who swings wildly with his weapons. He does not add his proficiency bonus to weapon attacks.

I don’t know if I had to that for my clumsy ogre brute, but I like to be thorough. When I deviate from the system, I like to explain it. That’s my design philosophy.

So Proficiency Bonus is always added to attacks and always added to Saving Throws with which the monster is proficient. A monster also adds its Proficiency Bonus to skills with which it is proficient. It can also add twice the proficiency bonus to give it expertise in certain skills.

What that means is that the Proficiency Bonus is pretty central to the monster’s attacks. And because it based on Challenge, it’s pretty fixed. You’re always going to have to account for Proficiency Bonus. But, as you’re going to see, that can make things very complicated.

Attack Bonus
When a monster can make an attack, there’s two important statistics: attack bonus and damage. A monster’s melee attack bonus is equal to its Proficiency Bonus plus its Strength modifier. A monster’s ranged attack bonus is equal to its Proficiency Bonus plus its Dexterity modifier. IN GENERAL. See, this is where things get a little weird. If a monster is using a weapon, it follows the rules for those weapons. A monster using a scimitar can substitute its Dexterity modifier for Strength because a scimitar is a Finesse weapon. A monster throwing a spear uses its Strength modifier, not its Dexterity, because it is a Thrown weapon. So, monsters using manufactured weapons follow the rules for manufactured weapons.

Now, when a monster uses a natural weapon, like claws or teeth or tentacles or tail spikes, things can get a little complicated. Or they might seem to. Except they don’t really. What you’re really doing when you give a monster a natural weapon is you’re inventing a weapon. Take, for example, the bite of a flying snake (MM 322). That’s a melee attack, and if it used the creature’s Strength modifier (-3), the attack bonus would be -1. But it’s +6. Where is that +6 coming from? Well, the creature’s Dexterity modifier is +4 and it has a proficiency bonus of +2. That’s the +6. Which tells us the creature’s bite is a Finesse weapon. See? Simple.

Manufactured weapon attacks follow the weapon rules for attack bonus, including the rules for Finesse melee weapons and Thrown ranged weapons. Natural weapon attacks follow the same rules, but you can decide that a natural weapon is Finesse or Thrown pretty freely. So, if I have a high-Strength, low-Dexterity quillbeast that fires quills, I can designate those as the equivalent of a Thrown attack and calculate based on the Strength score.

But, obviously, all of this should make some sort of logical sense. It’s one thing to designate claws and bites as Finesse because precision can be more important than power there, but when it comes to a slam attack, that’s a little harder to justify. You have to decide where your lines are. Just remember that players encountering your creations and other GMs using your creations will expect them to be logically consistent and behave accordingly.

Damage
Let’s talk a little bit about damage. For manufactured weapons, damage is pretty easy. It’s listed in the weapon table. A kobold wielding a shortsword, a goblin wielding a shortsword, and an orc wielding a shortsword all deal 1d6 piercing damage. As for the bonus on the end. The damage bonus is always equal to the SAME ABILITY SCORE MODIFIER as the attack bonus is based on. If it’s a Finesse weapon, and you use Dexterity for the attack bonus, you have to use Dexterity for the damage bonus. A Thrown weapon uses Strength for the damage bonus.

Now, larger creatures using manufactured weapons deal more damage. A large creature using a manufactured weapon deals double the damage dice. But the bonus damage from the ability score remains the same. So, an orc wielding a short sword might deal 1d6+2 damage. If the orc suddenly grew to large size (all else being equal), it would deal 2d6+2 damage. Not 2d6+4. Huge creatures deal three times the damage dice. So the orc that kept growing would deal 3d6+2 damage and then 4d6+2. That assumes the weapon grows with the monster.

Manufactured weapons are easy to calculate. But natural weapons are more open-ended. You can – in theory – assign any damage die you want to a natural attack. But, in general, it’s a good idea to follow the convention of number of dice based on size unless you have a very good reason. A small creature’s bite should probably not deal 4d6 damage. Players expect the size of a creature to say something about its damage and plan accordingly.

Just like with manufactured weapons, natural weapons always add a bonus based on the same Ability Score modifier as the attack roll. But here’s where things also get a little different. Attacks that deal damage types other than bludgeoning, piercing, and slashing, such as the lightning breath of a behir (MM 25) or the fiery touch of a magmin (MM 212) don’t generally add a damage bonus at all. They are based purely on a dice code. This is a good rule to follow. When an attack is based on some sort of odd damage or energy type, don’t add an ability modifier.

Saving Throw DC
Some attacks and abilities don’t involve attack rolls at all. Instead, they allow the target a Saving Throw to avoid or mitigate the effect. In those cases, it’s up to you, the designer, to decide which Ability Score determines the Saving Throw DC and which Saving Throw the target rolls. Generally, though, there seem to be some rules of thumb. If a creature is a spellcaster, it has a spellcasting ability based on the rules it uses for it’s spells. For example, a creature that casts spells as a cleric uses Wisdom as it’s spellcasting ability. But some creatures aren’t spellcasters. They just have some sort of innate ability that requires a Saving Throw. Poison and disease are the most common mundane abilities. Breath weapons and fear auras are examples of magical effects.

All Saving Throw DCs are calculated the same way. They are 8 plus the Proficiency Bonus of the creature plus the relevant Ability Modifier. Like Attack Bonus, there’s no deviating from this rule (unless you build a special trait to explain the exception). As for what Ability Score to use? It’s up to you, but there do seem to be some patterns. Physical effects are based on Constitution. That includes poison, disease, and breath weapons. You can reverse engineer a lot of the examples from the Monster Manual and discover that they seem to all be based on Constitution. Though, that is an educated guess in some cases because a creature has the same Constitution and Strength modifier, for example. And while the pattern doesn’t seem universal, it does seem pretty strong. So I prefer to follow it unless I have a really good reason not too. For example, a Knockdown ability might use a Strength-based DC.

Magical effects seem to be based on Charisma. But there’s something weird going on in a few creatures and the pattern may not be as strong here. The Intellect Devourer is absolutely the strangest case (MM 191). It’s Devour Intellect ability has a Saving Throw DC of 12, but the only way that could possibly work is if it is actually based on Dexterity. That might make sense if the the thing were a brain-eating face hugger, but Devour Intellect is a psychic ability. It just goes to show that even the designers sometimes f$&% up. Because I can’t believe that was done intentionally.

In general, my rule of thumb therefore is to base physical effects on Constitution and mental or magical effects on Charisma unless I have a really, REALLY strong reason to do otherwise.

Hit Points
A creature’s hit points are determined by a dice code. And that dice code is very simple. It is always some multiple of one die plus the Constitution modifier. You can sort of think of a monster as having a “level,” but only for hit point purposes. For each “level,” it rolls one hit die for its hit points and adds its Constitution modifier. This is a solid rule.

If you have a monster with a Constitution modifier of +3, it can have 1d6+3 hit points or 2d6+6 or 3d6+9 or 4d6+12. But you can’t have 2d6+3 or 1d6+6. The number of dice rolled is always also the number of times you add the Constitution modifier. If you roll 6 dice, you have to add six times the Constitution modifier. No exceptions. Check your Monster Manual and you’ll see 99% of the creatures follow this rule. I want to say it’s 100%, but I might have missed one or two that the designers screwed up. So I can’t swear to it.

Note, however, that the number of times creatures roll for hit points has NOTHING to do with its challenge. If you look back at your trusty table on DMG 274, you’ll notice that the total hit points is based on the Challenge. Or the Challenge is based on the hit points. It goes both ways.

The die you roll is determined entirely by the creature’s size. Small creatures ALWAYS use a d6. Large creatures ALWAYS use a d10. Notice this is true even of humans with apparent class features (MM 342-350) and when adding class levels to a creature (DMG 283). It’s a firm f$&%ing rule.

Extra Credit: Average Dice Codes and Hit Points
One of the most useful things you NEED TO KNOW when creating monsters is how to compute an average dice roll. Because the HP in a stat block (and the damage) are given as average numbers with dice codes in parenthesis. E.g.: Hit Points 90 (12d8 + 36). It’s important to know how to convert from one to the other.

The average roll on any die – for reasons of probability I’m not going to try to explain right now – is half the number of faces on the die plus one half. A d4 yields 2.5. A d8 yields 4.5. And so forth. So, how do you get to 90 from 12d8 + 36? Well, the average of a d8 is 4.5. Multiply 4.5 by 12 and you get 54. Then add 36 on top of it.

Note, also, that you know what that creature’s Constitution modifier is, right? It’s +3. Why? Because we add the Constitution modifier once for each die we roll. We also know the creature is medium size because medium size creatures always roll a d8 for hit points. Now, I’m going to a bit of mathematical gymnastics that will be VERY important. Watch carefully.

If a medium size creature has a Constitution modifier of +3 that means that it’s HP are going to be some multiple of 1d 8+3. Right? It’s going to roll 1d8+3 some number of times to determine its total hit points. In the case of the creature above, it rolled that 12 times. Got it? 12d8+36 is 1d8+3 12 times. Why do I bring this up? Well, because you’re going to need to figure out how to roll a specific number.

For example, I might be designing a creature and need to roll between 80 and 100 hit points. If the creature is small and it has a Constitution modifier of +1, I can actually figure out exactly the dice code I need to get in that range. Follow the logic. Small creatures roll a d6 for hit points. So this creature is going to roll 1d6+1 some number of times to determine its hit points. What’s the average roll? Well, the average on 1d6 is 3.5 (half of 6 plus a half), so the average of 1d6+1 is 3.5+1 or 4.5. So, if I take, say, 85 and divide it by 4.5, I get 18.8. That means I need to roll 1d8+1 about 18 times to get in the ballpark of 85. In this case, if I multiply 4.5 times 18, I get 81. Perfect. So, this creature has 81 (18d6+18) hit points.

Let’s try another one, because this is SUPER IMPORTANT. It’s the most mathy thing you have to do when making creatures. A large creature with +3 Constitution modifier and you want 160 – 175 hit points. Try it yourself.

Did you try it?

Okay, here’s my answer. Large creatures roll d10s, so the creature is going to roll d10+3 some number of times. The average on the die is 5.5. Add 3 and you get 8.5. 160 divided by 8.5 is 18.8. Well, multiply 18 times 8.5 and you get 153. A little too low. So the smallest would be 161 (19d10+57). The largest would be 170 (20d10+60).

It’s really important to be able to work back into a dice code from a hit point target.

Armor Class
If a creature wears manufactured armor, they gain the Armor Class formula described for that armor. Put a beast in Studded Leather armor, their AC is 12 + Dexterity modifier. Put them in Breastplate, its 14 + Dexterity modifier up to 2. And if they wear Plate, their AC is 18. Give them a shield and they increase their AC by +2 when using the shield. Simple.

But when it comes to natural armor, you have to understand the philosophy behind D&D AC. There are two TYPES of Armor Class: formulas and bonuses. Shields and shield spells are good examples of AC bonuses. Whatever your armor, you get a +2 to your Armor Class. Or whatever. Same with cover. Cover grants you a bonus to AC. But actual ARMOR grants you an AC formula. It tells you how to calculate your AC. Leather armor grants you the formula AC = 11 + Dexterity modifier. Plate grants you the formula AC = 18. End of story. You can add bonuses over the top of it, but Armor Class formulas don’t stack.

Why do I bring this up? Because if you very thoroughly examine the Monster Manual, you will discover that creatures have EITHER natural armor OR manufactured armor. They never stack one on the other. For example, look at the giants (MM 154-155). Some of them use natural armor, some of them wear manufactured armor. But there’s really nothing differentiating their hides. Thus, we can conclude that they all actually have natural armor. Some of them just wear manufactured armor over it. And since the manufactured armor grants an Armor Class formula and the natural armor doesn’t seem to be stacked with the natural armor, we can conclude natural armor grants an AC formula and doesn’t stack with worn armor.

That means, when you are giving a creature natural armor, you’re free to invent the armor any way you want, just like when you give a creature a natural weapon. Technically, you’re creating a new piece of equipment. How does this work? I have no f$&%ing clue. Because once it’s an AC formula, it could be anything. For example, check out the marilith (MM 61). She is clearly wearing a breastplate in the picture, which should make her AC 14 + Dexterity modifier (max 2) or 16. But her AC is 18 with natural armor. What are we to conclude from that? Is her natural armor like light armor (AC = 13 + Dexterity modifier), like medium armor (AC = 16 + Dexterity modifier (max 2)), or like heavy armor (AC = 18). Any one of those three solutions are valid. If I wanted to be really nitpicky, I’d point out that her natural armor couldn’t be like light armor because the breastplate she is wearing in the picture would then limit her Dexterity modifier (logically) and she wouldn’t lose that restriction just because she can’t benefit from the breastplate. Thus, I could use that to say that natural armor follows the same rules for manufactured armor right down to being light, medium, or heavy. But anyone could also argue the picture is just a picture.

In the end, though, it doesn’t matter. Just know this: either a creature has natural armor and you can set the AC to be anything OR the creature wears manufactured armor and you use the AC formula to calculate it. And you can always add a shield.

Also note that you can invent your own manufactured armor types. For example, Armor Scraps is a type of light armor that grants an AC of 11 + Dexterity modifier. How do I know? Because I looked at the skeleton (MM 272). How do I know it’s not medium armor that grants AC 11 + Dexterity modifier (max 2) or heavy armor that grants (AC 13)? Well, to be fair, I technically don’t. But there IS a pretty solid pattern for AC vs. weight of the armor. For something to grant only AC 11-13, it’s probably light. I’m guessing at this, but the pattern seems pretty clear.

Saving Throws
Most monsters are not proficient with any Saving Throws, which is why most monsters don’t have a Saving Throws line in the stat block. The only time a monster gets an entry for Saving Throws is if they have one or more Saving Throws that add something OTHER than the ability bonus. In general, though, you can grant a monster proficiency with up to two Saving Throws without really having a drastic impact on the monster. When you do so, the monster’s Saving Throw bonus with that Saving Throw is equal to the Ability Modifier plus the monster’s Proficiency Bonus. Should you do this? The DMG suggests you do it to bolster a low Ability Score, but frankly, I think that’s actually a bad suggestion. Remember that players are attentive. If they notice a creature is not very nimble, they are going to use spells with Dexterity saves over those with Constitution or Strength or Wisdom saves. At least, some will. And they deserve that opportunity. And a creature’s poor ability score SHOULD be kryptonite. It gives the creature variety and rewards the players for attentiveness and tactical thought.

In truth, I rarely make creatures proficient with Saving Throws except to emphasize something special about the creature or to communicate something about its nature. Often, that means I use Saving Throw proficiencies on top of HIGH ability scores more often than on low ability scores. Or on mediocre ability scores. For example, I recently made a soldier devil. It’s basically got infernal levels of dedication. So I gave it a proficiency with Wisdom saving throws to emphasize the fact that this thing doesn’t waiver from its duty or nature.

Actions, Reactions, and Traits
This is a big, complicated thing. Obviously, we’ve already attacks and damage dealing. But what about all those other neat things? Like a monster that can constrict with its tentacles or gain advantage on an attack when it has adjacent allies or a monster that can breathe a cone of burning acid-fire? I mean, surely, that’s where the art of monster building comes into its own, right?

Well, yes. Yes it does. And it is both an art and a skill. It requires a lot of finesse. And I can’t tell you how to invent new traits. You’re going to have to bring your own creative spark to the forge. But what I can tell you is that there is actually a logic to how those traits affect the monster. That is to say, there is a logic to balancing those traits, to deciding how powerful they are. But in order to talk about that, we need to talk about challenge and how challenge is actually calculated.

Challenge Rating
Challenge Rating determines how many XP a creature is worth, right? Which means it also determines how dangerous it is. A Challenge 5 creature is a medium difficulty encounter for four 5th-level PCs. Remember that, by the way. That’s the baseline. A Challenge X creature is a medium difficulty encounter for four X-level PCs.

But Challenge is actually a bit of a paradox and WotC isn’t going to help you. THEIR advice is to build a f$&%ing creature and then use their system to figure out the Challenge. Which is backwards. As I said, you build the creature to fill a role in your game. And part of that role is “what level are the stupid PCs that are going to fight this thing?” And that means, you can’t build a creature and then get surprised by the Challenge.

But where things get complicated is that Challenge is determined by five basic factors: AC, HP, Attack, Save DC, and Damage. And Attack and Save DC include a Proficiency Bonus. And Proficiency Bonus is based on Challenge. So, Challenge determines Proficiency Bonus which determines Attacks and Save DCs which determines Challenge. Isn’t that a delightful f$&%ing circle?!

Except it isn’t. Not really. Because the other thing that determines Attacks and Save DCs – along with every other f$%&ing thing that you can’t freely invent – are Ability Scores. Right? Attack is a combination of Ability Score Modifier plus Proficiency Bonus. And THAT is why I say you do the Ability Scores last. Because that is where you have final control over the numbers. See? I’m not crazy!

But let’s talk about how Challenge is determined.

A monster’s Challenge is the average of its Defensive Challenge and its Offensive Challenge. Take the two numbers, add them together, and divide by 2. If the creature has a Defensive Challenge of 4 and an Offensive Challenge of 1, its Challenge is 3 ((4 + 1) / 2 = 2.5, round up to 3).

So, how do you determine Offensive and Defensive Challenge?

First, you open your DMG to page 274. You start by finding the creature’s hit points on the table. And whatever row that is, that’s the starting Defensive Challenge. Now, look at the Armor Class on that table. Is your monster’s AC above or below that? For every two points above the AC on the table, increase the Defensive Challenge to the next highest one. For every two points below the AC on the table, decrease the Defensive Challenge to next lowest one.

For example, you have a creature with an AC 17 and HP 66 (6d6+12). 66 HP puts it in the Challenge 1/2 row, right? But a Challenge 1/2 creature is expected to have an AC 13. My AC is 17, four points higher. So I have to bump up the Defensive Challenge by moving down two rows. I go from 1/2 to 1 to 2. My Defensive Challenge is 2.

What about Offensive Challenge? Well, that starts with the average damage per round. For most creatures, you can simply look at their most damaging attack. Whatever the fixed damage is, that’s the damage output. Find that on the table. Then, look at the Attack Bonus or the Save DC (depending on whether it uses an attack roll or allows a save) on the table. And just like with AC, you adjust the Offensive Challenge up or down for every two points by which the monster’s Attack Bonus or Save DC differs from the one given on the table.

For example, you have a creature that attacks with a shortbow. It has +5 Attack and does 6 (1d6+3) piercing damage. The damage makes it a Challenge 1/2 . But its Attack Bonus is two points higher than the expected +3 for a Challenge 1/2 creature. So we have to increase the Challenge once. The Offensive Challenge is 1.

What’s the final Challenge for that creature? It’s 2. We add the Offensive and Defensive Challenge, divide by two, and then round up. 1 + 2 is 3, divided by 2 is 1.5, rounded up is 2. Got it?

Now, just to prove you’re really understanding the system, what can you tell me about this creature from the stats I gave you? AC 17, HP 66 (6d6+12), Shortbow Attack +5, 6 (1d6+3) piercing damage. Take a moment and figure out as much as you can.

And here’s a bonus question. Assume the creature is not proficient with Stealth and it tries to hide. Can you tell me what it’s going to roll?

Okay, first, we know the creature is small, right? It’s rolling a d6 for hit points. And it has a Constitution modifier of +2, right? Because it’s rolling 1d6+2 six times to determine its Hit Points. Now, because we know its Challenge is 2, we know its proficiency bonus is +2. It’s using a short bow, a ranged weapon, so it’s using Dexterity. Its attack is +5. If we take off the proficiency bonus, we’re left with +3 that is coming from its Dexterity, right? Which makes sense because its damage bonus is +3 and is always based on the same stat as the attack. What about its armor? If it is small and using a bow, it might have natural armor, but it’s more likely it’s wearing manufactured armor. What might it be wearing? Well, it has a Dexterity of +3 and we know it’s not using a shield because it needs two hands for that short bow. So, what are its armor options? Well, if it’s wearing heavy armor, it’s wearing splint mail. That’s easy enough. AC 17. If it’s wearing medium armor, it’s got to be half plate. Why? Medium armor limits the Dexterity modifier to +2. Thus, it’s got an AC of 15 + Dexterity modifier (max 2). And that’s half plate. Light armor means… well, that means it’s not wearing light armor. It would need an AC of 14 + Dexterity modifier to get up to light armor.

What about the Stealth check? Well, if it has natural armor, it has Stealth +3, right? Just the Dexterity. But if it has any sort of manufactured armor at all, and it probably does, that means it’s rolling with disadvantage.

How’d you do?

Try another one, just to check that you have it right. Hit Points 120 (16d10+32), Armor Class 11, Slam +5 attack, 22 (4d8+4) bludgeoning damage. Figure out the final Challenge. And then, as a bonus question, tell my why that monster isn’t legal unless it has some weird trait affecting its stats.

Got it?

HP 120 means a Defensive Challenge of 4. But the AC for a Challenge 4 is 14. This creature is 3 points too low on the AC. So we have to bump down the Defensive Challenge from 4 to 3.

Damage 22 means the Offensive Challenge is 3. And the attack should be +4. It’s +5. That doesn’t deviate by 2 points either way, so its Offensive Challenge is 3.

That means the creature’s final Challenge is 4.

Why isn’t the creature legal? Well, at Challenge 4, it’s got a proficiency bonus of +2. So, its attack has an ability modifier of +3. But the damage has a bonus of +4. Since those should be based on the same ability modifier, something funky is going on. In this case, it might have a trait that gives it a +1 to damage. That’s a weird trait, but whatever.

Where Challenge Gets Crazy
Now, you might notice that this whole Challenge thing is really simple, right? Hit Points, Armor Class, Damage, and Attack or Save DC. Done and done. But that’s just not possible, is it? It can’t be that simple, can it?

Well, no, it can’t.

For example, kobolds have a trait called Pack Tactics. They gain advantage when they have allies adjacent to their target. And advantage equates to a +4 to attack, in general. Surely that’s got to be factored in right? And what about a creature that has a lot of damage resistances, like undead. Hell, even a creature that can fly is more challenging to deal with than a creature that can’t. How do you handle all of this stuff?

Well, the DMG uses a concept called “Effective” stats. For example, if you have a flying monster whose Challenge is 10 or below, most PCs are going to have a difficult time with that creature since PCs below level 10 usually can’t fly. The creature can stay out of reach and limit their melee capabilities. So, DMG 279 explains that we increase the Effective AC by 2. Now, that’s not an AC bonus. Its AC doesn’t change. But when we determine the Defensive Challenge of the creature, we imagine the AC is two points higher to account for the flying.

The DMG lays out a lot of rules of thumb from DMG 275-279. If the creature is resistant to many damage types, increase the Effective HP by a factor based on its Challenge (x2, x1.5, or x1.25). If it has a lot of vulnerabilities, decrease the Effective HP by a factor. If the creature can fly, increase the AC by 2. If the creature is proficient with three Saving Throws, increase the Effective AC by 2. If it’s proficient with five Saving Throws, increase the Effective AC by 4.

As you build more monsters, you get used to these things. In addition, different Traits also change different Effective stats. And there’s a big list of Traits from DMG 280 to DMG 281. Each Trait tells you what monster it comes from and what the overall effect on the creature’s Effective stats are. So, if I give a tentacle monster the Constrict trait that Constrictor Snakes have (MM 320), I increase the snake’s Effective AC when I determine the Challenge. Again, I don’t change the ACTUAL AC. I just figure the Challenge as if the AC was higher.

Let’s create a monster. I’m going to create a thing. I’m going to create enchanted ceramic wolf monsters. Because they are ceramic, they are resistant to slashing and piercing weapons. Bludgeoning weapons deal normal damage, though. Because they are wolves, they gain advantage on attacks when they have adjacent allies, so they have Pack Tactics. In addition, they are very fast. As a bonus action, they can move toward a hostile creature. I’m stealing that from orcs (MM 246). It’s called Aggressive.

Ceramic Guardian Wolf, AC 14, Hit Points 22 (4d8+4), Bite attack +5, 6 (1d6+3) piercing damage. Resistant to piercing and slashing. Pack Tactics. Aggressive.

How the hell do we figure the Challenge on that? Well, we do it one step at a time. First, what are the effects of all of our traits? Multiple resistances mean we have to double the Effective HP. Even though the creature has 22 HP, we’ve got to figure the Challenge as if it had 44. Next, Pack Tactics effectively increases the attack bonus by 1, so we figure the Challenge as if the Creature has an attack of +6. And Aggressive increases the effective damage by 2. That means, even though we aren’t changing any of the stats, we’re figuring the Challenge as if the creature had AC 14, Hit Points 44, Attack +6, Damage 8.

Open up to the table and figure it out. Did you get Defensive 1/4, Offensive 1? Great! And what did you decide is the average? Did you decide the final Challenge is 1/2 or did you call it 1? Tough call, right? The average of 1/4 and 1 is 0.625 which is closer to 1/2 than 1. Do we always round up? Or do we round off? Honestly? That’s your call. The books aren’t totally clear on the better approach. I generally follow normal rounding rules, rounding down or up depending on the result. But if you always round up, you’ll probably be fine. It’s your call.

Okay? So that’s Traits and special abilities. But that isn’t all. Because there’s another monkey wrench here.

Damage Output per Round
Some creatures have multiple attacks. Some creatures can attack several times in a round. Some creatures can cast spells. Some creatures use area attacks like breath weapons. What do all of these things have in common? They all mean the creature’s damage output varies from round to round.

First, let’s talk about figuring a creature’s TOTAL damage output. Let’s say I have a flaming lava statue that swings a fiery lava axe. The thing (the statue, not the axe) is so hot that it has a damaging aura. At the start of each turn, the statue deals 3 (1d6) fire damage to everyone within 5 feet of it and anyone who hits with a melee weapon suffers 3 (1d6) fire damage. Second, let’s say its lava axe does 7 (1d8+3) slashing damage plus 3 (1d6) fire damage. Third, let’s say I’m a real bastard and I give the thing multiattack. It can swing its axe twice in a round.

How much damage does this thing actually do in a round (assuming it hits, because we always assume it hits because the Offensive Challenge is adjusted by Attack Bonus or Save DC later). First of all, that axe does 10 damage per swing and it’s going to get swung twice in a round, every round. So, that’s 20 damage right off the bat. Now, in addition, we can assume that the statue is going to keep at one PC adjacent to at all times, so it’s always going to be doing 3 fire damage. And someone is probably going to hit with a melee weapon every round and soak up the damage, so they will also take 3 damage. So, the statue’s effective damage output per round is 26. Yowza!

It’s important to include ALL sources of damage when you figure the damage output of a creature.

At the same time, we also always assume the creature will be using its best option. So, if I have a little goblin wizard with a ray of frost cantrip (3 (1d6) cold damage) and a dagger (1 (1d4-1) piercing damage), we assume it will use its ray of frost every round. The damage output is 3. It will only use that dagger in an emergency. Or not at all.

What about area attacks? What about a creature that can breathe fire? In general, we assume that an area attack will hit two creatures at a pop. The monster generally won’t waste the area attack unless it can hit more than one target. So if my statue can spew a cone of lava that does 10 (3d6) fire damage, we assume it’s going to hit two people and deal 20 damage per round with that.

And that brings us around to recharging abilities and different attack modes. Imagine a tentacled strangler that has a tentacle attack that does modest damage when it hits, like 4 (1d6+1). But it can grapple a target with that attack. If it starts a round with a creature grappled, though, it can deal 7 (2d6) damage by strangling. How do you figure the damage output on that?

Or, what about a creature that has a limited ability. Like, what if a creature can shoot eye lasers once per day that do 14 (4d6) fire damage. What about a creature with a breath weapon that does 10 (3d6) fire damage to an area, but it has Recharge 5-6? How do we do those damage outputs?

Well, we have to make some assumptions. Generally, we try to figure out how much damage the creature will do for each of the first three rounds and then take the average. And we usually have to make some assumptions to do this.

For example, take the fire breath. Area attacks hit twice, so it deals 20 damage in the first round. But that thing has a recharge. It probably won’t be available again for a while. Basically, with a recharge 5-6, it will be available one out of every three rounds. The other two rounds, the creature will have to use its bite attack 5 (1d6+2). So its damage output over three rounds is 30, which means its average damage output per round is 10. And THAT is what we use to figure the effective challenge.

What about the eye laser once a day? Same story. It opens with 14 damage. And then it uses its longsword for 7 (1d8+3) damage for the next two rounds. That’s 28 total damage output for three rounds, or 9 damage per round.

And the strangler? Well, assume it attacks on the first round and hits. It does 4 (1d6+1) damage. But on the second round, it probably has a creature grappled so it will deal 7 damage (2d6) damage. But then, the creature will probably have escaped (it’s got two chances by this point). So the third round, it will deal 4 damage again. That’s 15 damage over three rounds or 5 damage per round.

As for what Attack or Save DC to use when you have to average damage over several rounds? You use the one that it will use the most. The fire breather is using its longsword twice and its breath once, so use the longsword Attack Bonus not the fire breath Save DC.

Now, total Damage Output per Round is an extremely important concept. Why? Because, more than any other factor, damage (and hit points, which you can think of as the inverse of damage) determines the actual level of a thing. See, D&D is built on this concept of Bounded Accuracy. What that means is that the designers wanted to keep things like attacks, saves, and ability checks from ballooning to ridiculous numbers. You’ll never roll 1d20+25 for anything in D&D. At least, that’s the idea. In reality, at very high levels, you could conceivably roll an attack roll as high as 1d20+15 (+5 ability score, +5 proficiency, +3 magic item, +2 from some random bonus or circumstance). But for practical purposes, most games don’t get that high.

What that means is that damage and HP are where most of the leveling happens. And you can see this. Notice what happens at Levels 5, 11, and 17. Go ahead and check your cantrips. Check Ray of Frost. Check Fire Bolt. Check Magic Missile. Notice anything?

Yeah, the damage output doubles. And if you look carefully at all the various classes, you’ll notice most of the classes get double damage at that point. Damage and HP are the primary measurements of level is what I’m saying.

But the thing is, as you build monsters, you’re going to find it’s harder and harder to pump the damage to the expected levels. And you have to start pulling more and more tricks to do it. The most common trick – which we will talk a lot about next time – is a little friend I like to call Multiattack. Notice how many monsters in the DMG have Multiattack. Especially monsters with high Challenge who use weapons. Other tricks include bonus actions, adding extra damage types onto attacks, area attacks, auras, and on and on and on.

Levers and Knob
Okay, so why this deep analysis? Let’s end with that question so we don’t have to start with it next time. Because I’m going to start with getting nostalgic for the good old days of 4E. I’m not s$&%ing you. What’s the point of knowing all of this?

Well, it tells you what you can and can’t control in monster creation. For example, you have NO CONTROL over proficiency bonus. It is determined entirely by the Challenge. And it is always added to certain things. Which is why, again, I say its bats$&% insane for the DMG to leave Challenge for the end. Challenge should be the first thing you pick. Because Challenge also tells you where the HP, AC, Damage, and Attack Bonus have to fall. So you pick your Challenge with care.

BUT, now you also understand that Challenge has two components. Offensive and Defensive. And Offensive Challenge starts with Damage and then is modified by Attack and Save DC. And Defensive Challenge starts with Hit Points and then is modified by Armor Class. That understanding is central to what we’re going to do next time. So make sure you understand it.

MOREOVER, you also understand what you CAN Tweak. You have the LEAST control over Attack Bonus. Why? Because it’s mostly Proficiency Modifier and if you tweak the Ability Modifier, you’re also f$&%ing with the Damage. And maybe the Armor Class if the creature is using a Finesse attack and the equivalent of light armor (natural or artificial). With manufactured weapons, you trade damage for potential Armor Class as well. Two-handed weapons do the most damage but they cost you a shield.

MEANWHILE, traits, special abilities, even movement modes affect the Challenge of the creature. Which means you’ve got to take them into account. Giving a monster Nimble Escape seems like a neat way to make an assassin, but remember that creature is boosting its Armor Class and Attack Bonus by hiding every round. And that means, overall, the Challenge of the creature is two levels higher than you think it is. And now you should be able to figure out why I can say that so absolutely. Nimble Attack outright increases the Challenge of any creature by two levels. Every time. Work it out. Check DMG 281 and think through the numbers.

With a keen understanding of all of the levers and knobs you can turn on a monster, you can build any monster you want at any Challenge you want and be confident the numbers are going to work. And even more importantly, you can perform some impressive mechanical sleight of hand to really make your monsters’ mechanics match your flavor every f$&%ing time in an inherently consistent way.

But that’s a discussion for next week.
主题: 抛弃10,使用8做基准
作者: A球2019-10-15, 周二 05:45:17
However, note that I’m using 8 instead of 10. Why am I using 8 instead of 10? Well, frankly, I think that SHOULD be the standard. It favors action. I’m using the same logic as for Spell Saves. Players use way more skills than have skills used against them. And using 8 instead of 10 favors the person rolling the die. That is, the person who is doing the action should be more likely to succeed.

Does that mean that I think DCs should be dropped? Should AC also be based on 8? The answer is, you could sort of argue that it already is. Armor Class is a Passive Ability, right? Like a Save DC. It has some special rules that allow it to get bonuses for equipment. But what it doesn’t include is a Proficiency Bonus, which runs from +2 to +6 throughout the game. But you could argue equally well that, at low levels, the base AC is 8 + Proficiency Bonus because 8 + 2 is 10. Now, I realize AC doesn’t scale with level, so that logic breaks down at higher levels. BUT, it is also subsumed by armor bonuses from spells, magical items, and actual armor. Likewise, the baseline DC for an Easy check – one that any character in the group should have a good chance of succeeding on with or without training – is 10. At low levels, that’s the equivalent of saying DCs have a base of 8 and the world adds a “Proficiency Bonus” of +2. A Medium DC, one that should be doable for a character with proficiency more than half the time, is the equivalent of the world having 8 + Proficiency Bonus + Advantage. A hard challenge is the equivalent of the world having 8 + Proficiency Bonus + Advantage + 5 Ability Modifier. And since easy, medium, and hard are the baseline difficulties for most of the game, it all works out.

When we’re building rules modules, using 8 instead of 10 as the logical baseline for Passive Abilities gives more characters the opportunity to participate in different modes of play even when they are lacking a specialization. An untrained bluffer can pull the wool over the eyes of a trained but low-level opponent most of the time.
主题: 处理旅行
作者: A球2019-10-15, 周二 06:27:05
Designing Routes or Designing the Map
Before you can run an interesting travel game, the first thing you have to do is create the wilderness through which the party will be traveling. And you can do this in one of two ways. You can either design a few different routes for the party to choose from. Or you can draw a map. As noted above, the map doesn’t have to be accurate by any stretch. It just have to show the relative distances and where the different types of terrain are.

Either way, you’re looking to figure out five things. How long is each route? How dangerous is each route (or each section)? How easy is each route to navigate (or each section)? What’s the available of resources along each route (or each section)? And how likely is the party to get sidetracked by an interesting discovery on each route?

Before I launch into specific mechanics, let me explain that I like to grade each one of those things on a five point scale.

First of all, Danger is measured from 1 to 5. 1 is a relatively safe, civilized region or a barren, desolate region. 2 is a dangerous frontier. 3 is enemy territory. 4 is regularly patrolled, extremely hostile territory. And 5 is reserved for the sort of terrain which is filled with monsters that are actively trying to destroy all intruders and can detect the intruders with supernatural means. For example, Hell or The Land of the Dead. Seriously, 4 and 5 are pretty ridiculously dangerous. You’ll see why.

Navigation and Resources are both measured in terms of a DC. But either can be moot. For example, following a road or river makes Navigation moot. And traveling through civilized, friendly farmland makes Resources moot. Otherwise, you want to set a DC of 5, 10, 15, 20, 25, etc. in D&D 5E or a DC of 10, 15, 20, 25, 30, etc. in D&D 3E, 4E, and Pathfinder. Verdant forests and lush meadows have a Resource DC of 5 or 10. Deserts have a Resource DC of 25 or 30. Gently rolling flatlands have a Navigation DC of 5 or 10. A Desert has a Navigation DC of 25 or 30. If you want to add a Fantasy Factor like confounding fair curses or the blessings of the Land Spirits, you can adjust the DCs by 5 either way.

Got it?

Now, let’s talk about how all of this plays out.

Choosing a Route
Obviously, the first step in traveling is to choose a route. The players need to somehow find out what the lay of the land is and learn any interesting details about the routes in question. They should have a rough idea about how long each route is, how dangerous, how difficult it is to navigate, and how difficult it is to forage. Because they are going to need to plan their food supplies accordingly. Presumably, they will have access to a map or local knowledge or research. As the GM, it’s your job to find ways to get this information in front of your players. As far as discoveries, you can use that as a way to entice the players along a particular route or just vaguely hint at it or leave it as a surprise. Discoveries mainly come up as a way to drive choices along the way.

Now, the party doesn’t have to know everything. Partway through a trip through a forest, they can encounter signs that are passing into goblin territory or cursed land or something and they can make a decision then and there about whether to press through the new territory or whether to try to go around or even retreat and try a different route. Those sorts of surprises can help add decisions to a longer trip.

At this point, it is important for you, the GM, to know how long the route should take in days. That’s how you’ll be tracking things. Not in miles. In days.

The Travel Day
Once the party sets out, it’s time to resolve each day of travel. At the beginning of the day, the party decides what kind of pace to set: Slow, Medium, or Fast.

At a Slow Pace, the party is moving carefully and quietly. They gain Advantage or a +4 Bonus to all checks to perceive danger and all hostile creatures suffer Disadvantage or a -4 Penalty to detect the party, thus allowing the party to surprise enemies. In addition, the party can forage for food normally if they maintain a slow pace for the entire day. Finally, navigation checks enjoy Advantage or a +4 Bonus when moving at a Slow pace. The party’s speed, however, is reduced by a third. So every three days of travel count as only two days of travel.

At a Medium pace, the party travels normally. They may forage for food with Disadvantage or a -4 Penalty.

At a Fast pace, the party travels more quickly. Their speed is increased by a third. So every three days of travel count as four days. While traveling at a Fast Pace, the party cannot forage for food at all. They suffer Disadvantage or a -4 Penalty on all checks to perceive dangers and on navigation checks. Hostile creatures enjoy Advantage or a +4 Bonus on checks to detect or track the party.

Once the party has set the pace for the day, they CAN change the pace based on what happens to them during the day. Don’t worry, you’ll resolve all of that stuff at the end of the day.

Now, pick up six 6-sided dice. Each one represents a time-period of the day. Morning, Afternoon, Evening, Dusk, Midnight, Predawn. Roll them all. For each one that shows the Danger number or less, an encounter MIGHT happen. We’ll talk about random encounters. For example, if the Danger is 3, and your six dice show 5, 2, 3, 4, 1, 6; the party will have three encounters that day. One in the evening, one at dusk, and one at predawn. Notice that the danger number is actually the number of encounters you will expect to happen in one day.

Finally, roll one more d6. If that shows the Discovery number or less, you need to tantalize the party with something interesting off the road for them to check out. A ruined tower, a sign of magic, an old tomb, an ancient henge, a shrine, or whatever. The key is that it has to be far enough off the path that the party has to choose whether to waste a few hours investigating it or to ignore it.

Now, you play out the daytime encounters as they happen. After each encounter, the party might spend some time resting, recovering, or whatever. Don’t worry about that. They might also decide to change their pace. That’s fine too. When playing out the encounters, its important to remember that surprise is a definite possibility. If the party is moving slowly and quietly and the enemy doesn’t detect them, they should be able to plan an ambush or bypass the encounter. If the party is rushing, they might very well be surprised and ambushed themselves. In fact, it is entirely possible that neither party detects the other and the encounter never happens. That’s totally fine. Sometimes, that’s just how it goes. That’s why we roll dice.

If no encounters or discoveries happen, the day passes uneventfully and the PCs find a place to make camp for the night.

Making Camp
It’s time for some bookkeeping at this point. First of all, you have to find out if the party is lost. To do this, have the best navigator make a navigation roll against the Navigation DC of the terrain. If the party traveled at a Fast pace at any point during the day, apply Disadvantage or a -4 penalty. Make this roll in secret. If they fail, the party has gotten lost at some point during the day. They just don’t know it yet.

Now, you have to figure out how many days of travel the party logged during the day. If the party isn’t lost, this is determined by their pace. They either log 2/3, 1, or 1 1/3 days depending on the slowest pace they moved at during the day. If the party has now logged enough days to finish their route, they will reach their destination tomorrow. If the party stopped to investigate a discovery, subtract 1/3 from their progress unless they spent the whole day on the discovery. In which case, they make no progress. Use your best judgment. Likewise, use your best judgment if the party does something weird like stopping halfway through the day.

Finally, you have to figure out how much food and water the party has consumed. If the party moved at a slow pace all day, allow each of them to make a check against the Forage DC. If the party didn’t move slowly all day but never moved at a fast pace at all, have each make a Forage check with Disadvantage or a -4 penalty. If anyone fails, that means the party didn’t find enough food to feed themselves. Each failure requires someone to consume one pound of food from their supply (one day worth of rations). You can generally assume that, as long as anyone succeeds at foraging, the party turned up enough water to refill their waterskins and drink their fill. But if they are traveling through a desert, you can modify that. If everyone fails to forage, however, they drain their waterskins and are now out of water. If their waterskins were already drained and they don’t have a backup supply, they are now dehydrating.

That whole process should be pretty quick. You roll for Navigation and determine if they are lost and then mark off the progress if they aren’t. Then, everyone rolls a forage checks and marks off food. Done and done. Now, it’s time for the night.

The Night
Some groups get absolutely bogged down in details about who is taking what watch shift and when. This is completely ludicrous. It really doesn’t matter. There are enough hours in the night that a party of any size can all get a good night sleep and still have a watch rotation with each character taking a shift. If the party really wants to fight about it or someone refuses to take watch or someone takes extra shifts because they are an elf and require less sleep, fine. So be it. But otherwise, just assume that everyone takes a watch sometime.

Now, you play out the nighttime encounters. Remember the possibilities for detection and ambush. Roll randomly to determine who is awake on watch for each encounter. Play them out. If no encounters happen, the night passes uneventfully. Hooray.

When the party wakes up, you do it all again.

Being Lost
So, what happens when the party is lost? Well, you can handle it a few ways. The easy way is to assume that each day of travel doesn’t count as any progress. When the party makes camp, log zero progress. However, you should still have the navigator roll a check. Well, you should roll secretly. If this check succeeds, the navigator will recognize that the party has become lost the next morning as the party is starting to set out. Otherwise, the party will just continue to make no progress every day.

However, you can handle it a few other ways. First of all, if the party travels in one direction long enough, they are going to discover an unexpected feature. They will hit a river, a new type of terrain, a lake, a road. If you drew a map, determine randomly what they will hit and where they will hit it or just pick something. Assume they travel in a straight line in a random direction from the middle of whatever terrain or route they were in. Again, use your best judgment.

Likewise, if the party knows the trip should have taken three to five days, and they hit day seven, they are going to realize they are lost.

Alternatively, each day that they travel while lost, roll a d6 when logging their progress. On a 1, they managed to travel in the right direction and log progress normally. On a 5 or 6, they are losing ground and subtract however much progress they would have made based on their route. For anything else, add no progress.

Once the party realizes they are lost, either because they hit a feature they shouldn’t have or because they realized they have been traveling too long or because the navigator figured out they got lost somewhere, they need to figure out a new plan. They might pick a direction they know will lead them to something (“we’ll head north until we find the river” or “we’ll keep traveling in this direction until we find the edge of the forest”), they might try to find a landmark to make toward (“we know that mountain peak is to the southeast, if we keep toward it, we should be able to find our way back to the road” or “can I climb a tree and see if I can spot the lake from here”), or they might try to backtrack (“can we follow our own trail back home?”). You can resolve each of those simply by assuming the party starts a new route and figuring it out accordingly. At this point, the party is no longer lost on the new route. The important thing is that the party can’t just get unlost. They need to have an alternative plan once they are lost. Otherwise, they will just keep wandering.

Random Encounters
When designing random encounters, it’s important to note a few things.

First of all, random encounters represent all of the potential dangers and hazards an area might present to travelers. It is not just a list of combat encounters. In fact, even when it is a list of encounters, it is a list of potential encounters. Remember, the party might evade an encounter. Or the encounter might evade the party. And you don’t even have to assume every encounter is hostile although I advise against using random encounters for friendly encounters. Bandits might be willing to let the party go for a price, especially if the party looks powerful and they aren’t sure of the odds. Some monsters might ignore the party if the party throws some food at them before retreating. Orcs might trade threats and insults with the party in social interACTION!, with each side trying to get the other to back down and go away. Some animals might merely threaten the party and try to frighten them away from their nest or other territory. Random encounters can also represent hazards. Quicksand in swamps, flash floods in hills and badlands, booby traps in kobold territory. They can also be obstacles like rockfalls across a road or a washed out bridge.

In general, the party should deal to one to two of them a day unless they start wandering through very dangerous territory. And that means that three days of travel is roughly equivalent to a short dungeon adventure. Keep that in mind as you plan. Your encounters should be interesting, but not complicated. Focus on single creatures or small groups of identical creatures. And, honestly, instead of a list of encounters, you can just have a small bestiary of creatures you can mix and match easily to get the results you want. In goblin territory, you can get a lot of mileage by mixing and matching goblin skirmishers, goblin archers, and giant spider pets in different combinations.

The one thing to keep in mind though is that the party will have the opportunity to rest and recover more frequently in the wild and will probably encounter fewer encounters than a typical dungeon day. To compensate, it’s important to skew your combat encounters toward the hard end of the difficulty curve. Use the guidelines in your particular edition of D&D or Pathfinder to up the difficulty. Hard should be the baseline difficulty for wilderness encounters to keep them meaningful.

Discoveries
It can be tough to come up with discoveries on the fly. But, the party should only encounter one or two during an entire trip unless they are wandering through an ancient kingdom lousy with ruins. Discoveries are basically just encounters that somehow bait the party into checking them out. But most of them should offer some kind of reward. Either something interesting or something valuable or both. An old ruined tower with an intact cellar, for example, might have a strongbox in the basement with some money and other trinkets, but it might be protected by a booby trap. Or something living in the cellar. An ancient shrine might reward an offering with a minor blessing or boon and might punish anyone taking from the offering bowl. These discoveries are your chance to give the players something to interact with if they are willing to waste time. Remember, if the rat survives the trap, he ends up with some free cheese for his trouble. You’ll need one or two discoveries for every three days of travel, more than likely. But it’s always good to have a pile of them in case you ever need one on the fly.

A Few Tweaks for 5E
As a final note, I need to point out that D&D 5E does a few things that absolutely f$&% up any chance of having good, engaging wilderness travel fun. First of all, the basic encumbrance rules that assume you can carry 15 times your Strength without breaking a sweat completely removes any difficulty in carrying food and supplies. I suggest you use the variant rules for encumbrance on PHB 176. Second of all, drop all that activity while traveling bulls$&%. It disguises nonchoices as choices and drags out the process of setting out. Assume the party will always forage if moving slow enough and that everyone is always paying attention. My system is streamlined to skip a lot of bookkeeping until the end of the day. Likewise, D&D 5E is VERY generous with foraging. F$&% that too. And, while we’re on the subject, some classes and backgrounds have features that also completely ruin any engagement to be gotten from travel. The Outlander background in particular offers the Wanderer feature that amounts to never getting lost and always foraging for an entire party. Replace that with a mechanical bonus to Navigation and Foraging. Like, the Ranger class feature Natural Explorer trivializes absolutely every aspect of wilderness travel, virtually guaranteeing that it becomes a Final Fantasy game of just plodding through random encounters and not sweating anything else. And much of it is tied to the specific, boring rules of overland travel baked into 5E. Instead, change it to having Advantage on Navigation (so that if the party moves at a fast pace, that cancels the Disadvantage), having Advantage on Perception while traveling (so that if the party moves at a fast pace, yaddah yaddah yaddah), and foraging yielding enough food for a second person (basically covering one other party member’s failure).

Resources
The fourth factor that drives travel is the availability of resources. In wilderness terrain, resources generally represent food and water, the staples for survival. Lush wilderness, including meadows, forests, flatlands, and hills provide a bounty for travelers. Everything from berries, nuts, fruit, and roots to small game like rabbits and game birds. Realistically speaking, in such terrain, its conceivable that a party can forage enough water to keep their skins and bellies full and enough food to survive on a day to day basis. But it is by no means assured. Barren wilderness can be a bit crueler. Rough hills, badlands, and tundra can make foraging much harder. And, obviously, deserts and wastelands yield almost nothing.

But there are other factors to consider as well. Resources are a bit more complicated. First of all, while civilized lands tend to actually yield less game as animals tend to avoid populated areas and the mere act of building roads can disrupt and divert game trails, most traveled roads provide other resources for travelers. Roadside inns and farming homesteads can provide food, water, and shelter in return for some coin. Or a few hours of chores. However, we’ll talk about how to implement that at the end of this article.

However, the fantasy element can also effect the resources available in a terrain. See, the savage goblin forest is still effectively a civilized region. It’s just civilized by evil goblins. And they and their spider friends might have suppressed the game and driven a lot of other creatures out of the forest. Orcs might have overhunted their barrens to the point where game is scarce. Animals might avoid the haunted barrows because they are smart enough to avoid areas that have “haunted” right in the name. And the water in such a region might be spoiled. A fey forest might be rich and abundant, offering up ample fruit and roots and berries for hungry traveler.

Obviously, all of this is supplemental to what the players can carry themselves. The D&D 5E DMG, for example, indicates that a person needs about one pound of food and one gallon of water every day. Given that a waterskin weighs 5 lbs. when its full, it probably holds about half a gallon (a gallon of water weighs almost 9 lbs.) The smart traveler carries two full skins (10 lbs) and refills them whenever they can in the wild. So, they are always carrying 10 lbs. of water. That means for every day of travel, a PC has to carry a pound of food. This is something encumbrance rules SHOULD use to create a tradeoff between carrying extra food or relying on the bounty of the land. We’ll come back to that too. Because D&D 5E especially s$&%s the bed here.

Discoveries
The final factor is a very interesting factor. This is the reason that I brought up Dragon Quest VIII above. And it’s one you might be familiar with if you’ve played any of the sprawling, choking, sandbox games by Bethesda like Skyrim or Fallout. This is the pull-you-off-the-road-by-your-own-curiosity factor of being able to spot interesting things that you want to check out. See, the world fantasy world of D&D is an old world and many empires have risen and fallen on its sprawling surface. And that means that there’s always some random little half-collapsed tower or old gate house or ancient foundation or henge or mausoleum or something waiting just over the next rise. And it is also a world of magic, which means there’s always some stand of enchanted trees with purple leaves or magical waterfall coming out of a portal in thin air or something to be found as well.

The thing that NEVER happens along the road – and a thing that SHOULD happen – is that the party should spot something weird in the distance and debate checking it out. I’m not talking about discovering entire goddamned dungeons, but that’s certainly possible too. I’m talking about spotting the ruined foundation of some old castle that has a small treasure in it. Or a nasty monster. Or both. Or a plaque with a weird point of interest about the world. Or a shrine whose offering bowl is still intact and has a couple dozen ancient coins in it. There should be curiosities to pull the party off the road. There should be something enticing the players to ignore all the other factors and waste extra time in the wilderness.
主题: Wild History of Rangers巡林客历史
作者: A球2019-10-18, 周五 14:59:28
Rangers are just a bunch of hunters, animals lovers, and park officers, aren’t they? Where could the history in this class really go? I originally thought that this would be a simple question, and would not have much depth, but I was grossly mistaken. Rangers go as far back as land ownership. As long as we designated ownership over a part of land, humans have always wanted to have someone patrolling it, making sure no one violates it!

The origins of the word and its use are nebulous, but it seems like it started as Regardatores, from the Charter of the Forest in 1217. I won’t delve much into the details, but what was important was that it distinguished land for the public, and land for the royalty. The contention over forest and land was as hot as oil is for people of our days: it was the prime resource for income! What I found was that the word “regard” was originally to inspect or keep order of a particular lot of land, so that your lot was still fruitful, and that no one was coming into it, taking your potential revenue. The people assigned these specific lots of lands were the Regardatores. These documents have gone through many revisions and edits, and it seems that, somewhere around 1314, the people assigned these tasks were given a sort of shorthand title as “Rangers”. A French word, “range” comes from keeping order, but of a specific area. It comes as no surprise that the original title was simply too long for routine use, and that a slang emerged for those that regard the ranges.

Borders

When I looked into the French rangers, it started to make sense why they were so necessary: most of the French borders rely on mountains. The Alps, Pyrenees, Jura mountains, Ardennes, Vosges, Massif Central, and many more litter the country. If you have people like the rangers protecting the borders of your country, it is more than likely that they will be needed at these naturally fortified positions. It would be the rangers job to patrol the border lines and ensure no one crosses it. Over time, the ranger would become familiar with the climate and routines of that region.

With that familiar knowledge comes a cost: you were likely in isolation. In times with little to no connection to the rest of the world, a mountain quite literally separated you from the globe. Cities within France were separated from the wild world past the mountains, and the person keeping a watchful eye on that border was the ranger. If you wanted to adventure out, to hunt, or explore the wild, you would likely hire their service, as they were most familiar with the borders! Having likely been in isolation for some time, the ranger would also not be as socialized as the civilian, so this might add to the intrigue and social awkwardness about the ranger. They would seem all the more unpredictable and wild, just like the rest of the world, the rangers were another animal of the wild outside world.

Animals

The primary resource of your lots of land were the crops and animals. Going hunting was quite the past time, and nobles wanted to ensure that you had something to hunt! As a rich noble, your ranger would ensure no one stole your game, and they could help teach you how to find it when you wanted to. Looking through artistic depictions, it is common to see someone herding animals like deer to be slaughtered, encouraging dogs to hunt down the prey, or leading a group of horses.

I imagine the ranger would then develop into two means of coping with animal hunting: seeing the animals as prey, or seeing them as another part of nature, like themselves. In games like Dungeons and Dragons (D&D), we see archetypes of the hunter and beast master become the dominant choices, and this makes sense. Rangers would have to cope with hunting and killing animals by either seeing them as some sort of living thing that is below them in nature, or connect with animals in terms of nature, living along with them. Anyone who has gone hiking can relate to the thrill of stumbling upon a wild animal, and retaining that experience for the rest of their life, perhaps expressing it in a painting or story. In a similar way, anyone who has gone hunting can relate to the anticipation and thrill of getting a kill, keeping a trophy of the adventure to be the center piece of your tale. I’m not interested in debating one as better than another, but I do think that these are two primary ways that a human, in a rangers position, would likely have to see animals.

Dangerous

Considering that rangers had to be able to exercise physical dominance over animals and humans in their ranges, they had to be rather deadly. Not only would they be the wild and unpredictable wards of woods, but they would have to be experts with weapons. They were the first line of defense for your border, and often by themselves or a small group.

One of the most famous group of rangers is in the 17th to 19th century, when North America was a fun time for violence and land disputes. As a ranger, if you weren’t working for the colonial government in the south, you were likely a hunter in the north. Both required a sense of wildness and violence in a foreign world, with developing contention over land ownership.

Knowlton’s Rangers were a group of soldiers for George Washington, and their duties were quite clear: maintain the borders and go on reconnaissance missions in New England, the north eastern tip of the United States. I think this is where the sense of elite soldiers originated, as they were given very specific and rather esoteric tasks to accomplish, often regarded as the first intelligence organization of the United States.

With the new world also came a lot more resources to take advantage of, namely animals like bison. People like William Cody would be hired to hunt for bison in a specific range, and to supply the nearby cities. If you were exceptionally good at it, you might get yourself a nickname like “Buffalo Bill”. Couple your hunting prowess with a performance show like “Buffalo Bill’s Wild West” and your name elevates to legend. Not only was Buffalo Bills hunting skills shown off, but the performance of his tales enhanced the sense of wild and dangerous adventures that someone going outside the safety of your borders might encounter.

Fantasy

So how does this all tie into a game like D&D? I think Tolkien helped bring us there, when he decided that the people who would protect various parts of Middle Earth were to be called Rangers. The two major groups, Rangers of the North and the Rangers of Ithilien, were organized by Dúnedain. Their duties were to primary keep order, and to guard these regions of the world. Thanks to the fame of these rangers, we now have the archetypes of rangers in games like D&D, where we find the wild and dangerous characters, who are connected to nature, and the world.

Aragorn, being a Ranger of the North, was a fantastic model Ranger. We first meet him as Strider, which is fitting because the word itself means to move and fight. Throughout the story we see him change from someone who fights with his identity in the world. Strider emerges into Aragorn, who is much easier to relate to, being a hopeful and optimistic person. He begins to find his place in the world, willing to lead and help others, thanks to the Fellowship. At first, it seems that his sense of being is entirely reliant on Elendil’s sword Narsil, believing that this will unify his people and perhaps his own sense of self. Having some connection to the Elves, and to the Dunedain, he also bears remarkable wisdom and magic. He heals Faramir, another fellow Ranger, and we begin to truly see a character emerge that can be a king: King Elessar Telcontar.

From an outsider to King, I think it easy to feel able to fantastize about being someone like Aragorn. We have all seen ourselves outside of society, slowly emerging into it, and hopefully one day becoming a notable figure within it.

The rangers grim appearance, affinity to animals, and mysterious behaviour feels like a direct reflection of the world itself. Through characters like Buffalo Bill and Aragorn, we now have this ranger archetype, who has seen the world that we haven’t. Yet, we want to explore the wild world, to see what adventures it holds for us, to take us from the safety of our borders, to grow and experience the world.
主题: Powder Keg of Justice处理圣武士阵营的扮演
作者: A球2019-10-19, 周六 19:56:32
It was our 11th hour, we'd hounded the streets for days trying to round up cult agents and get information out of them.

We found out the plague was already in most of the food and water, as they had been at it for months, but a ritual needed to be completed for it to become active.

The cultists were hard to break, and our group (generally not the nicest folks) wanted to torture it out of them. Naturally, Sir Peter was opposed.

"We can't preserve freedom while denying it to others. It's not right, we can't do it, and I won't allow it."
Chris wasn't being a dick, he was just playing the character. As much as our characters might not have liked it, we as players were having lots of fun. The added drama really worked.

We managed to capture a high priest of the cult, someone responsible for conducting the ritual in this part of the land. It turns out the ritual needed to be conducted at the same time in several parts of the kingdom at once, in order to deliver the maximum effect.

We need to know the other locations, or else all our efforts would have just saved one northern barony and not the whole land. He gave us no choice but to beat it out of him.

Sir Peter wanted no part of this: "If you're going to treat a man like some animal for the slaughter, then don't expect me to sit by and watch." He then stormed out, and let us carry on in our work.

We'd been at it hours, and we couldn't get the guy to crack. He just wouldn't tell us anything. He was covered in cuts, had lost a toe at our hands, was dripping in his own blood, but still won't give us want we needed. We were going to give up and try another method, when all of a sudden, our doorway darkens and in walks Sir Peter. He's wearing nothing but his tunic and pants, unarmed, bar for a half drank jug of some form of strong booze in hand.

In steps into the room and announces:

"If you're going to do this, do it right..."
He walks over to the bound cultist, tosses aside his bottle, lifts the chair and sits in front of the beaten man.

Sir Peter:

"I don't want to hurt you, I just need to know the locations of your brethren, then this can be all over for you, I will make sure you are safe and cared for."
Cultist:

"Ha! I know who you are, Sir Peter Fairgrave; kingdom breaker, runaway child, father slayer. You can't threaten me: I know what you are. Your order, your God won't allow you to lay your hands on me, otherwise you'll fall, and you won't be able to help a soul."
Sir Peter:

*sighs* "You seem to be under the misconception about what I am, what I do. I am a paladin, that is true; but as a paladin I don't fear falling... I look forward to it."
The cultist shot a nervous look at the rest of the party, we were all looking at each other, not sure what was about to happen. The cultist opened his mouth to speak, but Sir Peter cut him off.

Sir Peter:

"As a paladin, I walk on a razor's edge. Not between good and evil, I could never be something like you, but between "law" and "justice". The "law" I follow doesn't permit me to harm you, but I could be "justified" in anything I did to you in order to save innocent lives. ANYTHING!"
"You don't know what it is like to be me. You don't know the pain of having to store all your anger, all your fury, all your sense of justice, and hold it inside you, all day every day for the rest of your life. Doing the right thing doesn't mean I get to stop all evil, I just get to trim it when it becomes overgrown. The path I walk is not about vengeance, or what's right; it's about moderation in the face of power, restraint and compassion for scum like you.
"This is why paladins don't fear falling. We don't spend all day looking for ways to prevent ourselves from doing evil and giving in to the darkness -- we actively seek it out. Every time we face evil, we ask ourselves, 'Is this the threat that I'm going to give it all up for? Is this what I am going to give up my ability to help others in the future, in order to bring it down now. Is this the evil that I am willing to forsake my God and my power to stop?!'".
At this point, he stands up suddenly and swings his arm against the chair he was sitting on. Sending it flying and shattered against a wall, he then kicks over the chair the cultist was sitting on, he leaps and straddles his chest, flinging him about for a few seconds in pure rage, before calming once more.

He looks the cultist straight in the face, both their noses just inches from each other.

"What you should be asking yourself now, what you really need to be thinking about, is: 'Is what I'm doing something that will make this guy want to fall?' Because you should know that once I fall, all those rules which protect you from me are gone. No longer will I be able to be stopped by you, or by my order, or by my God. If I give everything, and I mean give everything, I will never stop. If you escape me today, I will hunt you down and grab you into the pits of hell myself. Even if that means that I have to invoke the wrath of every demon in creation, just so they throw open a pit and drag me down where I stand, because when they do drag me down, I will make sure that my fists are wrapped firmly around your ankles and you go down with me. I want you to listen to me now, and I mean really listen, because Hell truly hath no fury like a paladin scorned."
"So I ask you, one last time: tell me where the other rituals are being held, or I swear to all on high that I will fall, and fall hard, just so I can show you what it is that paladin truly keeps his code in order to hold back..."
At this point the player, Chris, just stops talking and looks at us. We are all kind of stunned by his speech, naturally.

He just picks up a D20, looks at the DM and says "I wish to roll intimidate."
主题: Re: 乱七八糟团务区
作者: A球2019-10-27, 周日 05:52:29
CW前哨能出第三季令人意外,HBO守望者设定难以取悦国内观众倒完全是情理之中 :em020

介于暴雪家diablo系列职业译名相当混乱,这里特地给出历代职业名称表以供查询
diablo1: fighter, wizard, rogue
diablo2: amazon, assasin, necromancer, barbarian, paladin, sorceress, druid
diablo3: barbarian, crusader, monk, demon hunter, witch doctor, necromancer
diablo4: barbarian, sorceress, druid
so the 2 mistery classes fill in the gap for paladin/crusader (holy warrior with armor) and rogue/amazon/demon hunter (bow/crossbow/ranged)
And of course in blizzard fashion, add an expansion pack (or 5) that is the same price as the entire diablo 4, but adds 10% content, such as a new character... necromancer?

死亡搁浅真香,想玩!不过这游戏用kg记重还蛮怪的

*随机书籍生成器
http://dndspeak.com/2019/06/random-book-generator/
主题: Albion3000年——“对新大陆的开拓被认为是一项错误的政策决定”
作者: A球2019-11-25, 周一 23:00:59
THE OLD WORLD
The Old World is vast. Once all of its many islands were part of a single continent but some ancient catastrophe changed all that. From above the Old World looks like a comet, one large roughly circular landmass with a long tail of smaller islands streaming out from it. The Old World enjoys a temperate but dry climate. Droughts are common, and food shortages used to be the main cause of conflict between the hundreds of petty warlords.

All of this changed when a baby washed up on the shore over a thousand years ago. His name was Mordred and war was in his blood. His early years were spent running with gangs, his teens leading them. By fourteen he was a warlord in his own right, by eighteen he had one of the most feared armies known. By twenty, he claimed himself King. History of this time is sketchy but it seems likely that Mordred did not achieve all of this unaided. A detailed study of the histories reveals references to a female advisor and several scholars quietly suspect it was her and not Mordred who came up with the revolutionary tactics and armour that made his forces unbeatable in combat. Such thoughts are never spoken aloud however, and since the time of King Melehan all of the original texts of the time have been locked away.

Currently the Old World is ruled by King Mordred IV, who has spent most of his long reign at war with an alliance of warlords called the Iron Freedom. This war has led to severe shortages, civil unrest, riots and a rise in criminals on the roads. King Mordred has fed his campaign through crippling taxes and kept order with curfews, tough laws and severe punishments.

Consequently, life in the Old World is tough, with little room for people to improve their circumstances. The rich struggle to keep hold of their treasures, the poor struggle to eat. The King’s measures keep complete collapse at bay but do nothing to alleviate the misery that fills the lives of most citizens.

By contrast to Albion, the Old World is without magic. There are no demons, no dragons, no giant beasts of legend. It is a grey place, where most people live out their lives in obscurity, too focused on surviving the day to plan for the future, though in the brief moment between toil and sleep, a brave few dream of something better.


2000 YEARS AGO
Albion is a wild place where humans struggle to survive. They live in simple tribes, scavenging a living while trying to avoid bigger predators - the dire beasts, giants, and worst of all, the destructive and tyrannical dragons.
1800 YEARS AGO
Albion is ruled by fearsome dragons. In the shadow of these tyrannical creatures, the first humans begin to attune themselves to the magic of the land, becoming druids. They make an accord with the giants of Albion, enabling the various tribes of humanity to flourish. The greatest of the giants come together with the first druids to work a great magic, forcing the dragons to sleep. The ravaged land soon recovers, and the humans and giants together guard the dragons' resting places, naming themselves Albion’s Keepers.
1600 YEARS AGO
A druid rises who is unlike the others. Some say he has gained secret knowledge by eavesdropping on the dragons' dreams, others that he has talked to other creatures, deep in the bowels of the earth. His name is Merlyn and he has a dream of uniting the tribes. His message is simple: One day the dragons will wake, and on that day, the world must be ready. Never again can Albion be allowed to fall under the dragons' rule.
1500 YEARS AGO
Though the druids do not approve of Merlyn, they do not oppose him either and he is able to start uniting the tribes under one leader. He approaches the witch Morgana for help and she crafts the mighty Excalibur, a weapon so powerful that it will make whoever wields it into Albion’s king. It is the first time that metal is mined and forged in Albion. Excalibur is the first sword, born of steel and magic. Unknown to Merlyn, the secrets of its making are given to Morgana by demons who whisper to her from across the void.

Together Merlyn and Morgana begin to recruit from the lesser tribes, gifting them metal armor and powerful magic weapons. The first knights are created. The greatest of them is given Excalibur and named king. They quickly establish themselves as a new power in Albion, ruling from the castle of Camelot.
1300 YEARS AGO
For many years, the kings of Albion rule wisely and well. Merlyn and Morgana guide them, establishing codes of honor and chivalry. It is an age of great prosperity.

And then: disaster strikes. A great red dragon, Dauthir, rises from its slumber, roaring for those nearby to join it. King Uther leads the knights of Camelot to battle, supported by Merlyn and Morgana. There is an epic battle that turns the sky black for three days. When the sunlight finally finds its way to Albion again, it shines on a victorious Camelot. The Dauthir and the lesser dragonlings it summoned have been slain and the remaining dragons continue to sleep undisturbed. Albion is safe once more, but there has been a cost: in order to deliver the killing blow, Uther has sacrificed himself, leaving no recognized heirs.

This leaves the survivors in a strange position. The immediate threat is gone and they have no natural leader. Merlyn searches the land for illegitimate offspring while Morgana suggests her own son as an alternative.
Unfortunately, they cannot agree on a suitable candidate and Merlyn steals Excalibur, giving it to Arthur and declaring him ruler of Albion. Furious at this betrayal, Morgana and her followers rise up in opposition and the humans of Albion have their first, and worst civil war.
1280 YEARS AGO
Sensing that the battle is too evenly matched, Merlyn goes to the Keepers of Albion and shows them the devastation the war is bringing to the land. Hiding his own hand in things, he convinces them that Morgana is the biggest threat to the land Albion has faced since the dragons and convinces them to aid his cause.

Morgana and her forces are immediately forced to retreat and, too proud to accept defeat, she uses dark magic to call for aid. She is answered by the demons who offer their help in exchange for entry into the world. Morgana accepts, tearing open a gateway to hell. With her new demonic allies, she is more than a match for Merlyn.
1260 YEARS AGO
After years of war, Merlyn realizes that neither side can easily win and that as the demons spill out into the world, Albion itself is likely to be destroyed. While Arthur leads his knights towards the final battle, Merlyn convinces his apprentices to perform a powerful ritual that will sacrifice the knights and restore peace. He doesn’t tell them it will also result in their deaths.

As the battle reaches its most frantic, the ritual begins and Merlyn takes Excalibur and shatters it. The resulting explosion kills most of the knights on both sides, and casts the demons back across the void; they drag a screaming Morgana with them as they go.
Merlyn himself vanishes, the oldest of the giants return to the earth and all of Albion is shrouded in mist, sealing it off from the rest of the world. Most of the continent starts to recover, except for those places where the ritual's magic was most powerful.

But Morgana had one last trick to play. As she realised her doom was imminent, she ordered one of her high priestesses to flee, taking with her a trove of secret knowledge and her newborn child in the hopes that they would one day return to Albion and find a way to bring her back.
200 YEARS AGO
For over a millennium things have been peaceful in Albion. The demon wars are only remembered in campfire stories. The few survivors of Morgana’s cult hide in the shadows, biding their time.

Meanwhile the baby that crossed the waters has become a conqueror and founded a line of kings and queens. The ancient secrets they took with them are locked in an old library, all but forgotten.
15 YEARS AGO
The magical mists surrounding Albion begin to fade, allowing a group of explorers to discover it. They report to their King across the sea. The King knows nothing of his ancestral history or Albion’s, but he recognises a new land, rich in resources that his war-torn nation sorely needs.

As the mists weaken, they reveal parts of Albion still scarred by the old war. Skeletons in ancient armor rise once more and wander the land. Most of them are mindless, tragic things, still trying to fight a war that ended long ago. Where the knights have been reduced to walking corpses, Merlyn’s apprentices were transformed into Harvesters, bitter shades that hunger constantly for fresh souls.

At this time, Morgana’s cult begins to stir, looking for a chance to restore their lost glory.
12 YEARS AGO
The King sends an expedition to Albion. It is mainly made up of criminals and enemies of the throne. They begin to set up rudimentary settlements.
8 YEARS AGO
Albion is not kind to the newcomers. Many die, killed by foxes and wolves, by angry tribesmen and hungry giants. The survivors soon fall to infighting. Some are recruited by the Disciples of Morgana. They scrape together simple versions of magic and crafting used by the other factions, but the poorly channeled magics slowly drive them mad. The leader of the colony wanders off one night claiming to have ‘heard voices’ and returns a changed man, proclaiming himself to be a Heretic. Shortly afterwards, all contact with the new colonies is lost.
5 YEARS AGO
The King sends a large contingent of Royal Expeditionary Forces to secure a foothold in Albion. They take a significant chunk of coastline and erect a great wall to artificially create a safe space within Albion. In truth this space is not actually safe but the Royal Forces do their best to patrol it and impose the King’s law where they can.
1 YEAR AGO
The colonies are deemed safe enough for civilians. The King allows people to petition for a charter to go to Albion and seek their fortune.
主题: Re: 乱七八糟团务区
作者: A球2020-01-06, 周一 05:40:55
Much of the interior of Tazeem is an ever-expanding reef-rock forest. The formations of brittle rock are similar to a coral reef: branching plateaus, spiny towers, bristly fringes, and stratified layers with deep crevices and sun wells. This reef-rock forms in pale yellows, greens, and blues. The reef-rock is porous and pockmarked, and water drips through these crevices and holes. The rock itself is infused with magical properties and is continually expanding and growing, like a coral reef, although the rock itself isn't alive. These reef-rocks can grow up to 100 feet tall and merge with surrounding reefs to form stratified plateaus that are hundreds of miles wide and tall.

Giant trees and other vegetation grows on this reef-rock—on top of the plateaus, surrounding the spiny formations, deep in the sun wells—wherever it can get even a small amount of light and water. The plants send out a mat of roots and engulf the rock so that in many places the rock isn't visible through the undergrowth. The forest takes the shape of the rock below it, making bizarre shapes and silhouettes. Because of the scarcity of direct sunlight, the vegetation grows explosively fast whenever sunlight does manage to reach it. Known as Em's Blessing, this explosive growth is both beautiful and dangerous. Animals and explorers can become caught and suffocated in the growth.

There are numerous pit caves all over Tazeem. These are deep vertical shafts that lead down to the swampy underground caves. Birds make their homes in the walls of these caves, and some elves carve deep indentations into the walls to make sheltering places that are safe from The Roil. Some pit caves still have reservoirs of fresh water at the bottom and these are outfitted with a pulley system to bring the water to the surface. Other pit caves are filled with a choking mist that leaks into the air, poisoning anything that ventures too close to the mouth of the shaft. The most dangerous pit caves are those that look innocuous but are actually geysers that blast boiling water into the air.

From its source at Halimar Sea to the northern edge of continent, the Umara River runs through a deep gorge and drops over 800 feet over a series of waterfalls. The fast-flowing water is dangerous to navigate and is mostly white-water rapids throughout its length. Hundreds of tributaries branch out from Umara and wind through the Oran-Rief, and these smaller rivers tend to be less tumultuous than the Umara.

The gorge acts as kind of a wind tunnel, and merfolk make gliders that they can use to glide down the gorge. These gliders aren't particularly practical, but some merfolk prefer them to the boats and portages. The Umara River Gorge is less affected by The Roil than anywhere else in Tazeem. Because of this, there are more settlements in the gorge and along portages than other places.
主题: THE CHURCH AND CLERGY&Elves
作者: A球2020-01-06, 周一 06:16:12
The Church of Dusk has a rigidly hierarchical structure, headed by the Pontifex of Dusk. While Torrezon's church has elaborate ranks of supreme priests and cardinals, only three orders of clergy matter as far as the Legion of Dusk on Ixalan is concerned: the low-ranking deacons who assist the clerics; the clerics themselves, who perform most of the rituals of the church; and the bishops who oversee the clerics.

The precepts of the church are relatively simple, summarized in three points:

Blood Is Holy. It is the bringer of life. It is the vessel of vitality. It is the reminder of one's mortality. It is the proof of one's lineage.
The Sinking Sun. Salvation has a cost. Just as the sun must set to allow for a new dawn, a person can turn to darkness if it will bring about the coming salvation.
The Promised Age of Ever-Flowing Blood. The legend of the Immortal Sun ignited a new notion in the church—reclaiming the artifact will bring true eternal life to those who have turned to vampirism, replacing the shadowed but everlasting existence of the undead.
Every order of knights and company of conquistadors has at least one embedded member of the clergy. These clerics fulfill a variety of functions: serving as emissaries, tending the wounded, and bringing down the holy wrath of the church. They can be identified by their flowing robes.

The Blood Fast

Vampires sometimes abstain from feasting on blood in a holy sacrament called the Blood Fast. Over time, the fasting vampire's acute hunger actually leads to a state of hyper-awareness.

Vampires in this state are utterly terrifying, for with their heightened senses comes a mad fury that the church has declared to be the purest form of pious devotion.

Invocation of the Venerables

The Venerables of the church are its saints—dead vampires who are held up as paragons of church ideals. Devout vampires often call upon the power of a Venerable through the use of relics, which might include a weapon, a piece of armor, a lock of dry hair, a tooth, or even a finger bone that formerly belonged to the Venerable.

Glorifiers

Some vampire clerics, called Glorifiers, specialize in bestowing the blessings of the church to bolster the pious. Their benedictions can knit grievous injuries and inspire the faithful. They make extensive use of blood in their rituals, often bestowing their blessings through blood poured into ornate chalices. On the battlefield, they can draw strength from blood shed in combat and share that strength among their allies.

Condemners

Condemners wield the power to punish those who do not recognize the righteous authority of the church, imposing the church's full wrath. Their maledictions can wither flesh, summon darkness, corrupt the land, sap spiritual energy, and even extract the blood of their enemies through pores and tear ducts. Some Condemners can inspire crippling fear through the power of their gazes.

A specialized order of Condemners, the Shade-Binders, capture and magically bind undead spirits composed of darkness, using blessed braziers that exude inky black smoke. These spirits guard ships when the conquistadors have disembarked, and they are sometimes bound to vampire weapons.

The Vanishing. After Memnarch's soul traps were destroyed, many of Mirrodin's original inhabitants disappeared from Mirrodin. The Tangle's population was decimated. Almost all of the remaining trolls, half of the elves, and a third of the humans disappeared without a trace. Families were torn apart. Parts of the forest became deserted. Already traumatized by the leveler attacks, the elves' culture all but collapsed. They became defensive, hiding in trees and sending out parties to try and locate their missing kin.

The Viridian Resurgents. The Viridian elves who remain believe they survived the Vanishing because they have a mission: They must restore nature to its pure form and cast off the shackles of the past. Before the Fifth Dawn, the Viridian elves lived in an ordered, hierarchical society based around the Tel-Jilad Chosen. In time they became akin to "eco-terrorists," willing to commit violence against any threat to their definition of the "natural world." On Mirrodin, what is considered the "natural world" is a matter of some debate, but there is no hesitation in the elves' philosophy. They believe they have the truth, and anyone who disagrees with them is a threat to nature and their mission to cultivate a pure, wild society.

Anti-technology. They see the vedalken's experimentation- and knowledge-driven society as a destructive force that separates them from the natural world. As they witness the rise of lamina in the Tangle, they come to believe that metal isn't the true state of being, and flesh is closer to a natural state. The Resurgents want to destroy anything that inhibits their pure connection with the natural world. Under the leadership of the charismatic Ezuri, they embark on a mission to destroy the myr, the vedalken, and anything else they deem unnatural. They believe civilization is a means to control and must be stopped.

Gades. Once the Viridians rejected the hierarchy of the Tel-Jilad, they organized themselves into voluntary brigades. The vedalken derisively call the elves "renegades," so when the Viridian elves organized themselves into groups, they co-opted the term and shortened it to "gade." They have become more militaristic, but in the name of preserving and cultivating the natural world. The gades go on missions throughout Mirrodin, destroying vestiges of the "old" civilization, hunting down Memnarch's artifact creatures, tracking golems and destroying them, and throwing monkey wrenches into "civilized" cultures.

Spirit fires. Some Viridian elves still burn spirit fires at night. These fires are burned in special braziers, with the fuel being powdered verdigris and animal fat. The spirit fires burn with a blue-green flame, with touches of yellow-white. (Copper chloride causes a fire to burn green-blue.) Spirit fires are meant to honor the passing of the day, as well as the passing of life. They also ward away the larger hungry creatures of the Tangle.

Elvish gear. Viridian elves fight with weapons reminiscent of the trees' morphology (but not with amputated tree parts). Popular weapons include war fans, which are fanshaped blades that can be wielded like a scimitar or thrown. Whips made from the Tangle's cablevine are also used, including cat-o'-nine-tails whips. Javelins are also common. The Viridian elves' bows are powerful longbows of gleaming copper, with bowstrings of vorrac gut (see below for vorracs). The arrows are fletched with young vorrac quills. The effect of many Viridian archers firing at once sounds beautifully lethal—dozens of chimes, each with a different pitch, each from a different bow. It's been the death knell of more than a few invading warbands.

Cambree Garden. In the top "branches" closest to the green sun's light, the elves construct fortified gardens to protect and promote the new growth of the Cambree Garden. The largest fortified garden in the Tangle, it was built around a large field of gelfruit, a bioluminescent fruit, which remains a primary food source. The elves see this as nature rejuvenating itself now that the True Sun has dawned.
主题: Greyhawk - Shaofeng & the rest of Central Oerik
作者: A球2020-02-13, 周四 19:49:09
West of Chomur, in a small valley, the Shaofeng outpost of Behow stands as a gate to the wonders of the Far West.  Though largely independent from the Shaofeng Kingdom, the Behoise conform strictly to imperial laws and religion, a fact that gains them few visitors from the east.

Due north of Behow, the legendary land of Sa'han claims the title of easternmost holding of the Shaofeng Kingdom.  Like the empire proper, magic is said to operate on different principles here, and the art of the Wu Jen is practiced widely, as is a complicated from of martial arts that is believed to have been the origin of the forms currently employed by the Scarlet Brotherhood.

Both Western Realms have been adamant in their hatred for the Suel, and while many, many refugees have managed to work their ways into western society, they do so primarily as low-caste workers or slaves.  The wars between these peoples are legendary, and animosity flows, still.

Aside from these realms, Shaofeng dominates much of the rest of the continent.  It is likely that an actual base of power, in fact called Shaofeng, exists, but the name is also applied to the greater realm as a whole, and it is all rather confusing. Adding to the difficulty of matters is the fact that the Shaofeng Emperor declares the entire western half of Oerik under his care, despite the less absolute reality of the matter.

The culture of the empire is quite foreign to that of the Flanaess, and places great importance upon mysticism and the elements.  This latter fact has caused the most arguments between the severe Shaofeng and the people of the east.  Aside from the Bakluni, whose entire system of belief and much of their culture hinges upon the importance and veneration of the elements, the Flanaess views the elements (air, oerth, fire and water, of course) simply as a given part of their everyday experience.  There are, certainly, eastern wizards who focus exclusively upon one of the four elements, and the followers of Telchur, Artroa, Sotillion and Wenta are often (incorrectly) viewed as elemental cults, but the elemental forces are not often considered by the average man of the Flanaess.

Not so with the Shaofeng, with whom the elements play, if possible, a more important role than they do in the Near West.  In fact, many of the mages of these western realms are tied intimately to their land, and the inability of their most powerful magi to venture far from the site of their personal elemental connection is often cited as the primary reason this otherwise technologically advanced race has not been able to make itself a serious presence east of the mountain ranges that bisect the continent.

Not only do the scholars of the west place greater importance upon the elements, they also disagree as to the nature of elemental power itself.  Westerners hold that, instead of the four elements generally acknowledged in the east, the multiverse is composed of five elements.  As proof, they offer the existence of the so-called "Imperial Dragons of Shaofang," apparently outer-planar dragons of largest size and power that come in a variety of five colors, each of which supposedly corresponds to one of the elements of the natural world (this relationship is further elucidated in Scholar Thu Kin Boh's extended treatise, Fo Ling-Ku (Elemental Structures),  currently on reserve in the University Library at Rel Mord).

Apparently, these Imperial Dragons each correspond to one of the western elements and are said to live within the elements themselves (whatever that means).  Because these creatures reside outside of the Prime Material plane, they visit worlds such as Oerth and her four sisters only when they so choose--or are summoned.  Golden is the color of the Fire Dragon, green that of Water, while blue is said to represent Air/Wind.  The Imperial Dragon of silvery hue is Metal, and that with a shade of violet is associated with Wood/Nature.

Eastern scholars scoff at the conception of the world as defined by five elements (they say that "metal" is clearly a product of Oerth, and that "nature," as a force of life, simply does not enter the equation).  Indeed, extra-planar travel seems to have assured that those of the east are correct, since beings have thusfar failed to locate a fifth elemental plane.  This brings up the intriguing possibility that the Imperial Dragons and spirits of the western elements do not allow Shaofeng sorcerers the ability to travel off-plane, thus proving the fault inherent to their entire system of belief.  Still, however, the Wu Jen (as most western mages are known) are a terribly powerful lot, and that power must come from somewhere.

It appears that this cult of elemental dragons extends to the boundaries of the Shaofeng Kingdom's vast empire (although, disturbingly, Nerull seems to hold some degree of influence, as well), just as do their strict and often draconian laws said to have been drafted over seven thousand years ago.

In fact, many of the Shaofeng colonies south of the great bay that intersects southwest Oerik are almost wholly independent from this rule, despite the wishes of the greater government.  Most prominent of these is the large theocracy known as Tsing-Chu.

There, a devoted caste of priests diligently follow the teachings of the god Khuzkan (a complicated figure who may or not be Pelor under a different guise), who implores them to scour the world, rewarding the actions of kind men and the dispatching of evil.  Of course, Khuzar conceptions of evil often vary significantly from the morality of the rest of western Oerik, and this alone has been the cause of several prolonged disputes.  The justice of Khuzar priests is swift and unflinching, and few understand what is happening to them before their sentence has been carried out.

Another spur in the side of Tsing-Chu's neighbors are the Tsongs, large groups of malign humans exiled from their homelands.  These men and women prey upon the shipping lanes of the southwest, and are an annoyance to the people of the south, who view them both as a subtle diplomatic weapon employed by the rulers of Tsing-Chu and as proof that the "sentencing" of the Khuzar priests is often less strict within the nation's own borders than it is without.

To the north, the Shaofeng have constructed the Wall of Tsian, a massive fortification separating Shaofeng from Darak Urtag, a formidable deterrent to anyone but the king of Darak Urtag.  The Imperium has begun another, even grander wall farther west.

Ryuujin:

A densely populated island nation of fishermen, warriors, and poets, Ryuujin is ruled by an emperor claiming lineage from a divine dragon, similar to the types of dragons the Shaofeng venerate. The emperor of Ryuujin is said to have absolute power and commands fierce loyalty, however it is believed that the real power of the nation comes from the many feudal lords known as shoguns. The shoguns are responsible for maintaining the armies of Ryuujin; fierce elite warriors known as samurai, as well as cadres of secretive stealth agents known as ninja (though if asked, no shogun will admit to having ninja in his employ). Ryuujin has a powerful navy and dominates the Sea of the Dragon King (named after their emperor), as well as the large peninsula extending south of Shaofeng and Zahind.

Other areas in Central Oerik:

 :arrow: The Baklien Khanates: The Baklien are a fierce nomadic warrior society, made up of Baklunish and Shaofeng ancestry. Their society is often referred to as the "High" and "Low" Khanates. The High Khanate is an arid land peopled by two tribes of sturdy nomads.  The inlanders resemble the horsemen of the Baklunish Basin, but on the coast they take to boats. The Low Khanate is a companion realm to the High Khanate; named more for its location in a deep vale below the mountains than for any inferior status.  A hidden valley reputedly contains the tombs of khans from both realms.

 :arrow: Darak Urtag: A nation of orcs ruled by a tyrannical king. The orcs seem to thrive under the brutal regime.

 :arrow: Mur: Technically part of the Baklunish West on the Flanaess, Mur borders the Gulf of Ghayar and includes a chain of tall mountains. The warm currents of the ocean join with the cold air blowing from Telchuria to the north to create a very wet land that includes a temperate rain forest. The rain forest spreads through the mountains themselves, along with many spectacular waterfalls. The lowlands are somewhat drier, and include several ports through which trade is conducted with the outside world.

The people of Mur are not Baklunish, nor are they a member of any of the other human sub-races known to the Flanaess. Rarely, a child of Mur will be born with four arms. This is considered a blessing of the nature spirits the people worship. Animals of Mur sometimes are born with the same trait, and the land is full of displacer beasts, kamadans, shensahti, and girallons. It is possible that all of these creatures originated in Mur. Those born with four arms are known as the obah-blessed, while those who offend the obahs become twisted, charred parodies of themselves and are known as the scorned.

The folk of Mur are plagued by their Komali neighbors, whose warlike ways force the population of Mur to dwell primarily in villages and cities built into the sides of the mountains.

The people of Mur worship the 3,000 obahs, a word they use for divine spirits believed to influence every aspect of their lives. Mur is home to the Order of the Shensites, a group of pacifist monks who withdraw from ordinary society in order to avoid the corruption of day-to-day existence. The Shensites are named for their patron obah, Shensi the Serpent.

Apart from Shensi, named obahs include Balim (actually an archdevil), Tektek the faithful, and Karkush, patron of girallons.

The nation of Mur is believed to be ruled by a divine monarch who rules from a hanging palace somewhere in the mountains.

Mur formerly traded with Zeif, but pirates and sea serpents have made trade routes to Mur unreliable.

 :arrow: Risay: Risay is a state on the Gulf of Ghayar. Diplomatic relations with Zeif extend back to the rule of Sultana Ismuyin the Wise (2529-2577 BH). Risay was ruled by an Imam. In 3186 BH, the government was overthrown. No information about subsequent government exists. Risay has been visited by Deshani, daughter of the sheik of Barakhat. Risay is now a sharifate, and we know it is south of Barakhat.

———————————————————————————————————————————————————————
While ancient legends envisaged that the Tharque Empire would endure forever, a black dawn rose with the appearance of the Magocracy of Obart, which created an army of walking corpses. As it crushed villages and towns before it, its army of the dead grew stronger. Destroying everything in their path, the demonic hordes supported by the endless stream of undead rose to the heart of the empire leaving behind ruins and flames. Thus the death knell of civilization was sounded.

However, the unthinkable occurred in the third province of the Tharque Empire. In Altenberg, which was still a small citadel at the time, the soldiers managed to stop the invasion of twice-born. For a month, when all seemed lost, the men and women, guided by the Light delivered a desperate fight for their lives and for the salvation of their souls. Born in the blood paid by the war, the Order of Light had come to be victorious. Then, little by little, hope blew over the ashes and ruins, sweeping everything in its path. In Sysigie an Archangel of Justice appeared, then in the rest of the empire afterward, the people raised their heads and fought. The Order of Light, the Knights of Justice, and the army which would become afterward the Imperial Army allied with the Dragonmasters and converged to deliver the ultimate battle, driving the necromancers away in the province of the Big South of Der Hem Shelbem.

The victors, having saved their way of life, then turned to the Oracle for guidance. In the center of what would become the empire was a vast plain, and in its center, surrounded by a disproportionately large mound, was chained the Oracle, knowing all but unable to do anything, ever sought, forever torn. At the heart of a huge fireball, he lies chained by the gods of fate for a forgotten crime. Only one can know his destiny, and it was the General of the victorious army. The Oracle predicted that he would become emperor and he would bring peace and prosperity. The Oracle promised to help each new emperor by revealing their coronation. This mortal, guided by the multiple voices describing a prophetic kingdom, would be able to better manage the empire.

Before his coronation had even concluded, this new emperor formed a covenant with two holy orders. This second pillar of the empire, more unsung than Oracle, was sealed between the god Rao and the empire. In the form of crystal tablets guarded by angels who only let humans approach them, these tablets of law were a very important assurance of protection from a demonic invasion of the empire. These tablets bring power and protection to the various religious orders who have decided to pray to Rao. In order to preserve them, the emperor made orders wall them up and in the exact place where they were began the most fabulous construction all the time, the Imperial City of Lynn. This compact, now forgotten, lies in a crypt beneath the throne of the emperor. It is based on these two major assets that the new emperor decided to raise the high banners of the double-headed eagle on a background of scarlet blood. The Empire of Lynn was born.

The story does not stop there. As one chapter ends, another begins. The rest of the Tharque Empire, who had ruled the known world for over a millennium, came to close on its original borders. The two most important orders are the Order of the Light and the Knights of Justice. The first one led a quest against all evil within the empire, marking any place bathed by the Light by castles. The Knights of Justice retired to Sysigie to heal its wounds. The time of the human beings had come. As for the other races, the dwarves are withdrawn in the city of Ghrunkedash, while the immortal elves, facing so many horrors before them, longed to decline and disappear in peace, leaving humans fight for an empire which, as all human empires would, disappear. To the north, barbarian invasions become more and more frequent, in the south, the kingdom of Khemit intended to draw riches from the thin possessions of this still weak empire. It is in this chaos arose the cult of the Black Moon. Built on the worship of the archmage Haazheel Thorn, this religion was threatened at first by the Order of the knights the Light. But this order benefited from a new magic, that of the menthats (a type of psion) and from the almost divine power of its founder. The latter, rather than respond to Order of Light, proved his membership to the Empire by helping the Baron of Moork definitively rule out a barbarian threat by retaking lands stolen by the Kingdom of Khemit. The emperor endorsed this new religion. The menthats were more numerous in the empire, some from the Black Moon.

The borders of the Empire of Lynn changed little. Centered physically and spiritually on the citadel of the Oracle, he saw the coronation of Haghendorf I. The stone mask of the Oracle speaks to all, but only Haghendorf can see its true face. After his coronation, this mortal, carrying only the weight of his destiny, has acquired the power to change the course of his life and empire. Although he appears meek, the emperor is considered by many as a tyrant. Living in his millennium palace, his policies favor without any discretion the human beings. So that among other peoples, and even the green skins, resistance is growing.

The Empire of Lynn

Lynn, capital of the Empire:

Lynn is the all-powerful capital of the empire. Immense and fabulously rich city, Lynn welcomes everything, and everything is in profusion there: silk, gems, works of art, jewelry, weapons and armor... From the ramparts, it is possible to contemplate the most gigantic naval port of the Empire. A lighthouse guiding ships is at the top of the imperial palace. This colossal edifice is both the place of imperial residence, barracks for the guards and also contains the important ministries. The walls are able to resist the attack of giants and the most powerful siege engines. It is said that the heaviest stones were cut by dwarves in order to have a perfect finish. Yet, their sheer size means that they can only have been placed by several giants. A little farther, in the shade of this disproportionate structure is the district of the temples within which almost all the religions of the empire are represented. One cannot describe Lynn without mentioning the imperial college, training many thaumaturges; and its library which constitutes the largest gathering of knowledge. There, mages study constantly, waiting to accompany the imperial armies. We find finally numerous military academies, training the best legionaries as well as the best strategists who will become imperial centurions.


The Plain of the Oracle:


In the center of the Empire is a vast plain set with a disproportionate rock in which the Oracle is chained. The doors of the immense cairn only open to let pass those whom the Oracle has chosen to see. It is known to be infallible, also the latter are legions. Some wait months to hear its call. The path to the oracle is lined with stalls of false seers, soothsayers and magicians and real charlatans in addition to those who wait the call and those who watch politicians go. Only one can know its destiny but the reflection of the Oracle agrees to answer a question put aloud. To come to him is nevertheless frustrating because his cryptic answers bring often more questions than of answers. The Oracle's sanctum is a sacred place where fighting is not allowed.

Altenberg, all-powerful fortress of the Order of the Light

Never conquered, never subjugated, Altenberg is the lighthouse of the purity, the seat of the Order of Light. It is the stronghold of the Grand Master Frater Sinister... There, the brothers train tirelessly to ensure that their actions are as safe as their souls immaculate. Their faith is always forged in fires of the sun and the Lord. A good part of their spare time is dedicated to the saving prayers and to the purificatory ablutions. This city is in fact made up of gigantic fortresses inside larger fortifications still. Saint-of-the-Saint, the ultimate keep, is located in the middle of the citadel. It includes the room of the high commander and a gigantic cathedral from which rise litanies and the sounds of bells seven times blessed. From these emanate the most powerful clerical spells that guide the arms of the faithful throughout the empire. This warrior order depends on the authority of the emperor, and been able to raise many castles within the empire making this order more popular than the Order of Justice. In fact, this order is managed militarily by the Grand Master Frater Sinister and morally by its Archpriest.

The symbol of the Knights of the Light is a scarlet cross placed on the pristine white of the Light. It represent the blood shed by these warlike monks for the continual defense of the imperial colonists against the brutality of nonhumans. The spearhead of the army is composed of the nobility and the youngest son of each major family.

Sysigie, Kingdom of Justice

On the borders of the empire is the principality of Sysigie. The latter is named after the astronomical phenomenon that is its origin. Indeed, the “basin” which constitutes this territory comes from the fall from an enormous meteorite caused by a syzygy (or syzygia) or alignment from celestial bodies. Led by Prince Parsifal, Commander of the Order of the Knights of Justice, this land bathed by a sea of ​​clouds is a place of peace and of harmony. In the shelter of strong walls of granite, has developed a secular order of pure-hearted knights. These obedient servants of the Lord are composed mainly of monks, warriors, and ordained priests. This vast kingdom is bordered by high, impassible mountains. Its only access is a gorge a few hundred meters wide. There, a huge fortress wall was raised by his government in order to protect access. The gates of brass, also called gates of Dawn, are controlled by a powerful machine.


Defended by the twice-blessed swords of master paladins, Sysigie also hosts a population of strange dracomorphs (draconic shapeshifter, like a were-dragon) dedicating themselves to the cause of Rao.

Barony of Moork, home of the Black Moon


Situated in the northeastern portion of the Empire, the Barony of Moork sits between the powerful provinces of Northhind to the west and Horkher to the east. Benefiting from lands less rich than its neighbors, the Barony of Moork became allied to the Black Moon to protect itself from barbaric kingdoms situated even more in the North of the north marches of the Empire. According to legend, the Black Moon lives in a gigantic palace situated in the borders of the marches of the empire at the end of the Barony of Moork. What few people know, is that the Grand Arch, which separates the two fiefs, is actually a portal between Oerth and the Black Moon, as only a reflection of the palace on Oerth. In fact, the structure exists on the surface of the moon Celene itself, a symbol of the power of the archmage Haazheel Thorn. From there comes the nickname of the Black Moon. The titanic palace, protected from all, accommodates a million faithful. The nerve center of his power is a huge ball room whose wall is divided in small cavities resembling a honeycomb. These cells host, for a while, the soul of a believer in prayer. The energy of his faith is concentrated in that room. Stored, it is then distributed among the various priests.


Drach, the Kingdom of Dragons

The Pass of Dragons is one of the rare entrances to legendary kingdom of the wyrms, within an immensely rocky and jagged part of the country. There are sleeping dragons whose number is unknown. The oldest dragons reign mercilessly over their offspring by means of some human knights with whom they enter into an alliance. These "Dragonmasters" watch carefully and forbid all access to the Kingdom of Drach.

Dragonmasters are descendants of humans who had a pact with the dragons. Combined with the wyrms in the Kingdom of Drach, they protect the Pass of Dragons and forbid access. They also raise the offspring of dragons. A veritable symbiosis develops between the dragon and its rider. Indeed, by weaving an empathic link the creature sees its intelligence increasing and the human being sees his life expectancy prolonged.

Kendrhir Vale


Kendrhir, the city of Grand Magi, has the distinction of being governed by the directors of the different schools of magic that comprise it. This city was built by the sorcerer's apprentices who wanted to find calm and rest for a place conducive to study. Unofficially, it is rather composed of students who were rejected at Imperial College.

Feyhin Forest


Feyhin Lockthat, the city of gladiators and the game is home to many adventurers and merchants. By exempting travelers from taxes, it attracts a more heterogeneous population.

Sunken Glade of Magistrya

Magistrya is a city winding as a stony snake around a rock peak forming an amazing maze of lace. The most beautiful houses spread out to higher ground. Magistrya is also home to the palace of the Magister, a powerful mage that many say is immortal. He rules the city with an iron fist and keeps order. The guards are numerous, well-trained and brutal.

The Territories of the Marches


The Territories of the Marches are a succession of small bordering provinces in the empire. Ruled by lords who are trying to ensure their own protection, these realms have only relatively dry land. It is, however, these limited resources that provide better protection. Nevertheless, Taarak, Klindor,  and Hazol are often subjected to barbarian raids. These cities are the three largest cities of the Territories of the Marches.

Ghrunkedash, the Crater City:

The dwarf city of Ghrunkedash is famous in the empire for the quality of its metals. The city gates are steel and appear to be impregnable. The interior resembles that of an anthill. At the heart of the maze of fire and steel are the masters of the forges. All that is built and much more is to be sold still there. Everything has a price. The masters of the forges work for all nations. The city is built on an active volcano. The sinking lava transforms the landscape into a blood-red hell.

Tharque Empire:


The Empire such as it is known at the moment consists of only the ancient third province of the Tharque Empire. The Obart Magocracy left a ravaged land, but little by little, the humans rose up and began to reconstruct what had been destroyed. In spite of these losses, the Tharque Empire remains powerful. The Empire derives its name from the ancient capital city Tharquatis.

The Tharque Empire seeks to reclaim its lost territory, namely the present-day Empire of Lynn. To this end, the Tharque Empire is willing to join forces with anyone seeking to unseat Haghendorf. Meldrim is the current emperor of Tharque, and his younger brother Sierholt controls Tharque's navy, possibly the largest navy in the world.

Khemit, the Kingdom of Pharaoh

The kingdom of Khemit is crossed by the Iteru, the big feeder river. At its center is an island where the sacred city of the magi of Khemit is located. This city does not have a name so that no one can find it.

More to the north is Inebou-Hedjou, the capital of the two kingdoms of high and low Khemit. The place ruled by the almighty Pharaoh. Surrounded by gigantic walls, no other city of Khemit is as beautiful, as large nor as richly decorated. Protected by magic canals, the main channel, also called royal canal, leads directly to the palace reserved for the Pharaoh, the Magi and the great nobles. This huge canal is lined with high walls decorated with countless statues and covered by a number of vigilant archers. Immense, magnificent and teeming with people, Memphis finds an equivalent in the superlative degrees only with the capital of Lynn. The city of the Pharaoh was, however, far more prosperous for many years. And the rich are much richer and the poor have given up their freedom. There are many palanquins advancing slowly on the large esplanade of the palace of the Great Vizier. Memphis has many architectural wonders, most notable are the gigantic pyramids, royal tombs of the preceding Pharaonic dynasties, and the great royal square, so large that it could contain a whole city. The wonders of Inebou-Hedjou stretch out of sight and seem to have no end.

The Kingdom of Khemit was born of the alliance of the Nubian people to share, for a time, with the Tharque Empire with the largest area of ​​the world. Nevertheless, contrary to Atalyans and Tharques, Khemit knew how to moderate its ascent as well as its fall. Governed by the living God, Pharaoh, the land includes the greatest fighters (the Sphinx Guards) as well as the most powerful mages.

The Tribes of Enllaves:

A land of proud desert nomads who eke out a living on a high plateau that escapes the worst heat of the sand sea.  A few tribes-men live in mud-brick towns built around central squares that contain steep-sided pyramids.  It is unknown whether the pyramids serve as monuments, tombs, temples, or something else altogether

lshtarland:

A land watered by southern storms and at least two great rivers.  The city of Ishtar vies with the merchants of Lynn and the warlords of Tharque for control of coastal trade.

Red Kingdom:

This land is so named for the color of its rocks.  Its inhabitants remain unknown to the rest of the Oerth.

Barbarian Seameast:

A windswept land covered with primeval forests where fiery but convivial tribesmen dwell.
主题: The Sundered Empire
作者: A球2020-02-13, 周四 21:05:01
The lands of the sundered empire are in western Oerik on the world of Oerth. This area has never been explored by the denizens of Greyhawk. So it has remained a mystery for countless generations.

People & Places:

The elves of Ravilla once dominated western Oerik, but as vigilance waned the empire crumbled. While the region was no stranger to warfare recent events have all but ensured that the fires of war will burn for decades to come.

AHMUT’S LEGION: Three hundred years ago, the nomad warlord Ahmut terrorized Ravilla before an assassin’s knife put him in an unmarked grave. This dread warrior was reanimated by the spear of the God of War, and he now leads an undead army in a mad quest for vengeance. He has the aid of a forbidden death cult, whose powerful necromantic magic helps keep his army in the field.

DRAZEN’S HORDE: The savage humanoids of the Southlands were never a real threat until the hobgoblin commander Drazen forged the orcs, goblins, ogres, and hobgoblins into a cohesive army. They crossed the Blasted Desert in an epic march and attacked with complete surprise. With Stratis’s axe in his hand, Drazen is all but unstoppable.

THE PEOPLE’S STATE OF MORDENGARD: Just over one hundred years ago, the dwarves of Mordengard toppled their Tyrant King and established a worker’s state. Now the People’s Legion has taken to the field to fight for the freedom of the dwarves. With skill, bravery, and ingenious elemental weapons, the dwarves safeguard their revolution.

NARESH: Jangir, a gnoll priest with demonic blood in his veins, has united the gnolls under the banner of his abyssal patron Yeenoghu. Now gnoll and demon march in step, as Jangir spreads chaos and terror for the glory of his god. If Jangir succeeds in reopening the Abyssal Gateways in the heart of Ravilla, his demon horde would sweep away all opposition.

THE EMPIRE OF RAVILLA: This elven state used to rule the whole region, but now it is an empire in name only. Ravilla lost most of its land in a long series of disastrous wars. Now the city-dwelling gray elves and their wood elf allies have been driven back to their original borders. They are engaged in a life-or-death struggle with not only the forces of evil but also the crusading humans of Thalos.

THALOS: Thalos was founded by human tribes fleeing from the advancing armies of Ravilla. The current queen, Almira XXI, declared a holy crusade that fired up the Thalish people. She aims to conquer the ancient lands of the human tribes, lost so long ago. Her armies, led by paladins and assisted by gnome engineers, have enjoyed great success in their initial campaigns.

History:

Godwar

It began with good intentions.

Imagine a world without war. A perfect realm where all beings are free to grow and develop without having to fight against their neighbors.

Imagine you see a way to make this dream a reality.Would you risk your life to end war? Your soul?

In the west of the world, the elven hero Marinn took the risk. The God of War, a four-armed warrior named Stratis, walked among mortal races for the pleasure of their combat. Wherever he went, he drove mortals to rise against one another in bloody battle. Marinn recruited heroes of all the mortal races, gathered artifacts that could slay a god, and lured Stratis into an ambush.

In daylong combat, Stratis slew all but three of the heroes. The fight had weakened him, though. Marinn’s allies seized the God of War, and Marinn pierced his heart with an ancient elven blade.

Stratis was slain, but divine power gave him time to utter his curse. “You think your people will be free? You think you have escaped me? You mortals will have nothing but war, not a moment of peace until a new God of War rises to replace me.” Stratis staggered to his feet and erupted toward heaven, spraying his blood and weaponry over the world as his soul blasted upward. His weapons scattered away from his ascent as meteorites, burning through the smoke of the warzone.

Even as he died, the God of War knew how to place his weapons. Stratis’s axe dropped among the savage tribes of the southern lands and was seized by a hobgoblin chieftain named Drazen. Stratis’s spear plunged to the forgotten grave of an ancient human warlord, Ahmut, who rose screaming for vengeance and the death of all living things. Stratis’s flail came by the hands of a child to the half-fiend gnoll Jangir.

But the real danger lies not in the weapons that fell into evil hands—it’s the power promised by Stratis’s undiscovered artifacts. It is commonly believed that anyone who can assemble enough of Stratis’s divine panoply and blend it with his or her own supernatural power will become the next God of War.

The dead god’s promise of war unfettered has come true. It is now the fifth year of the Godwar. The only thing preventing universal apocalypse is the supernatural chaos left in the wake of Stratis’s fall. This turmoil hinders armies of thousands from mustering, much less marching against enemies. Common soldiers no longer remember orders without their commanders’ constant presence; they lose themselves to the frenzy of war instead of its efficient execution. Decisive warfare is now possible only with bands of elite combatants who can maintain their focus and cohesion. These same small bands spearhead the search for Stratis’s scattered panoply.

Stratis’s curse has left some room for hope. Unfortunately, it is the hope that one’s own people will sponsor the next God of War. Every kingdom and tribe fears the consequences should its enemies win. And no one can afford to trust the good intentions of those who, under other circumstances, might be friends. Because we know where good intentions have taken us . . .

It ends in war.
_____________________________________________________________________________________
Ravilla knows what is best for the world. The equation is simple, despite what other races and nations like to believe. What is best is that the Abyssal Gateways remain closed. Each gateway is locked and buried deep in the heart of a gray elf city. The cities have grown into great (and sometimes) urbane metropolises, but at heart, each exists only as containment for a portal to the unspeakable horrors of the Abyss.

One thousand years ago, Corellon Larethian charged the elves of what is now Ravilla to defend the Abyssal Gateways, to keep them from opening and their evil from consuming the world. The elves followed their deity’s orders by ensuring that no enemies, or potential enemies, could grow strong enough to challenge Ravilla and smash a path to open a portal. For hundreds of years, the hegemony of the elves’ Dragon Empire was a necessary burden, a duty imposed by Corellon’s sacred trust. That was the theory, in any case. In practice, the distinction grew fuzzy between guarding the Abyssal Gateways and playing the game of empires for its own sake. The “Empire” was governed by a Grand Council of Oligarchs who maintained the Empty Throne for Corellon Larethian, against the day when he would return to commend them for their sacred dedication. Many Oligarchs exercised power for its own sake rather than as a necessary evil. There is scarcely a people, tribe, or nation that has not been invaded, betrayed, or dominated at some point by the Dragon Empire or its current Ravillan heirs.

Consequently, the new potentials of the Godwar come as a major threat to the people of Ravilla. The Dragon Empire is long broken, limping along as a collection of gray elf citystates, wood elf strongholds, and draconic allies. The Oligarchs still rule, and the Abyssal Gateways remain closed, but even the good-aligned nations of Thalos and Mordengard have reason to despise the elves. And to Ahmut, the once-slain lord of undeath, and the demonic gnolls of Jangir’s crusade, the elves are a most hated enemy who must be slain at any cost.

With so many enemies, it is a wonder that Ravilla endures. At this moment in the Godwar, the reasons for its survival are two. First, the chaotic conditions make full-scale invasions and sieges difficult: The elven cities endure constant harassment and raids, but no death blows. Second, there is more power in Ravilla than the Oligarchs themselves realize. A young elf named Tarquin, son of an ancient and illustrious family, possesses Stratis’s sword. Tarquin’s plans are not known, and he has not yet revealed his full power. But in the streets, in the academies, among the Oathbands of the forest, there are whispers that what the ancient Dragon Empire needs is a true emperor at last.

Despite the fact that they have won several engagements in the war, the elves have only recently gotten off the back leg. After the youth with the sword of Stratis was crowned Emperor after the death of the previous one 4 years ago, he shifted the focus of the war, splitting Ravilla’s army into grey and wood elf forces. Calling upon rarely seen grey elven druids, he created pacts with the seelie courts, bringing the fey into the war. Dryads, satyrs and treants join forces with the wood elves, while sylphs, nymphs and pixies would march on the grey elven front. He also made overtures of peace to humans not aligned with Thalos in the wake of the Free States disaster, and it is met with no small amount of enthusiasm. New Govis became a buffer state for Ravilla, just as it did all those years ago, although now humans are seen as full (although certainly not equal) members of the empire in an attempt to avoid the mistakes of the past.

Before the Demon war, the elves were split into two main groups. The wood elves as their name suggests, lived in the primeval forests of the interior. While the gray elves lived in remote mountain cities. There was little communication between the branches of the elven race, but the Demon war changed everything.

Without warning enormous portals opened up in the depths of the forest. Armies of demons direct from the abyss poured into western Oerik. The wood elves were caught by surprise, thousands died. Wildfires raged out of control, destroying the heart of the forest and the wood elves homesteads with it.

Aid was slow in coming, and the wood elves were on the brink of annihilation. At this hour, the wood elf hero Peramil mounted his giant eagle and flew through the blackened sky to reach the mountain homes of the gray elves. He fought off winged demons and vicious harpies along the way, but no evil could slow him. Peramil reached the gray elf city of Ventia and told his kin of the holocaust consuming the wood elf homeland. The gray elves acted quickly. Within the hour, powerful wizards were flying above the battlefields, reconnoitering the enemy positions. Elite strike teams were dispatched to distract the demons while the gray elves mustered their army for war. Soon a hundred thousand elves were marching from the mountains to engage the demonic armies. Bahamut the platinum dragon led his metallic dragons into the fray, and together the allies saved the wood elves from destruction. To show their gratitude, the wood elves swore a great oath, binding them to their kin for the duration of the conflict. Throughout the long war that followed, wood elf units served with the gray elf army. They became known as Oathbands, and the demons learned to fear their guerrilla tactics and deadly accuracy with the long bow.

An Elven Nation After the Demon War, Corellon Larethian tasked the gray elves with guarding the Abyssal Gateways. The elves sealed up their mountain cities and hid them from the world with magic spells and wards. They built new cities around the portals. Should they ever prove lax in their duties, the gray elves will pay a heavy price. What was left of the wood elves returned to their forest homes after the war. Due to the destructiveness of the conflict, only a small part of the forest remained. They made a formal agreement with the gray elves to ensure their own protection. The wood elf lands would become part of the new elven nation, but gray elf control would end at the borders of the forest. The wood elves also agreed to provide Oathbands for service with the gray elf army in times of war. The City States At first the gray elf cities were fairly autonomous. The city-states that emerged had many forms of government, with a Grand Council that addressed issues of import to all the elven lands. This state of affairs lasted for nearly five hundred years, during which time human tribes and dwarven clans spread into Western Oerik. In the year 499, the Abyssal Gateway in the city of Xanos opened, and demons flooded out once again. The attack was contained quickly and bloodily, but the complacency of the previous centuries had been shattered. Everyone wanted answers and the Grand Council had none to give. To address the concerns of the common citizen, the Grand Council tasked a small group of wizards with the investigation of the Xanos Incident. In 505 the wizards reported their findings. It was their opinion that the gate’s activation was due to the abnormally large number of sorcerers in Xanos. In a stunning declaration, the wizards claimed that the secret and previously unknown root of sorcerous power was the Abyss. The scientific method of wizardry was thus the only safe way to practice arcane magic. Sorcerers across the city-states protested vehemently. They argued that it was the blood of dragons that gave them their power, not the influence of demons. The Grand Council was looking for a scapegoat, however, and the wizards had given them one. To protect the elven people, the Grand Council turned from an advisory body to a ruling one. The city-states were now to become parts of a greater whole. The gray elf citizens, frightened by the taste of war they had received, wholeheartedly approved of the Grand Council’s action. From City-States to Empire The Grand Council’s next move was to enact an official ban on sorcery. Its practice was specifically linked to demonology and its practitioners were declared a danger to elven security. Over the ensuing five years, sorcerers in the city-states were hunted by specialized teams of mage hunters. They were forced to renounce their sorcerous ways or go into exile. Many left and never returned.

The most successful mage hunter was an elf named Trigorian. He unearthed a cabal of sorcerous cultists, and their public trial made Trigorian a hero. When the sorcerers of Ravilla had been dealt with, the ambitious Trigorian turned to politics, and in 513 he was elected to the Grand Council. He immediately agitated for a wider effort against sorcery. He argued persuasively that city-states could not be kept safe if sorcerers were allowed to run wild beyond their borders. The council tripled the size of the army, while Trigorian urged the citizens to war. Hostilities commenced in 515. Gray elf armies swept south and east for the next twenty years, aided by Oathbands of their wood elf kin. They overran a myriad of petty kingdoms and drove humans and dwarves before them. By the time the campaign had run its course, the elves controlled all of Western Oerik north of the Blasted Desert with two exceptions: the dwarven kingdom and the new human nation of Thalos. The dwarves were not a sorcerous people, so costly assaults on their mountain strongholds were considered unnecessary. The island nation of Thalos was assaulted in 550, but the inspirational leadership of their Queen Almira helped the humans defeat the veteran elven legions. Although Trigorian agitated for a renewed attack, none would back him. The elven people were tired of war. Thus the elven city-states became an empire. The official year of this event is 525, when the city-states unified permanently as the Empire of Ravilla. The members of the Grand Council became known as the Oligarchs and their power was vast. They presided over the zenith of Ravillan achievement, the Elven Peace of 552-698. Everything Falls Apart The Empire of Ravilla could not last.

The Demon War opened gateways from the Abyss into western Oerik, through which swarmed hordes of fiendish troops alongside minotaurs and gnolls. When the gray elves defeated the Abyssal forces, sealing the portals, the surviving gnolls scattered into the mountains. There they nursed their wounds, and their grudges.

Yeenoghu, demonic patron of the gnolls, still nurtures red dreams of power. Fiends yet mingle with his children, whose numbers have grown again in their remote mountains. And forty years ago, a mighty demon fathered Jangir with a gnoll woman. The half-fiend rose to become high priest of Yeenoghu—and now he wields the flail of Stratis. Jangir, self-styled Priest-King of Naresh, sees two paths to victory. The first is to win the game the rest of the factions are playing: Collect more of Stratis’s divine panoply and attain the power of the god. The second is uniquely available to Jangir: Achieve Yeenoghu’s favor by opening the Abyssal Gateways within the elven lands once more and letting chaos loose upon the world in a full-scale demonic invasion.

Since Stratis’s flail came to him as a gift, brought by a gnoll child who had seen it fall from the sky, Jangir thinks of himself as chosen by the gods. He was already an exceptional warrior and commander who led his followers against the elves of the former Dragon Empire. Victory comes naturally to him. Now all the gnolls and most of the demons follow his banner and that of his deadly patron. Some other warlords possess Stratis’s weapons, which makes them troublesome, but Jangir expects to acquire more of the dead god’s panoply—if not as gifts from commanders, then as personal spoils of war.

Invading Ravilla directly has been a thornier problem. Jangir’s demonic allies are ferocious but undisciplined. Instead of massing to attack Ravilla’s weak spots, they tend to prefer the short-term satisfaction of hunting individual elves and slaying them messily. So for now, Jangir follows the first strategy, attempting to increase his personal power until he can guide masses of demons as effortlessly as he motivates tribes of gnolls.

Rebirth

The days after the Demon War were dark ones for the gnolls. Yeenoghu and Baphomet became enemies, each blaming the other for their defeat. As if fleeing from vengeful elves was not enough, the gnolls also found themselves in constant skirmishes with their minotaur allies. Crossing the mountains with few supplies and no native guides only added to their misery. As a result, many of the gnolls perished before they ever reached safety beyond the mountains. The gnolls arrived in a lawless region well away from civilization. Yet even with reduced numbers, the veteran gnoll warriors were able to claim a section of the forest as a new base. Once established, they sent out rangers to survey the area. They discovered that several humanoid warlords were operating in the wild and that a strong nation rumored to be ruled by dragons dominated the south. The gnoll tribes, having little to offer anyone but their battle experience, began to hire themselves out as mercenaries to the various warlords. They quickly established a reputation for bloodthirstiness and ruthless efficiency. Once a warlord became completely dependent on gnoll troops, he would be overthrown and his lands added to that of the tribes. Every year, gnoll numbers and territory grew, and they dubbed their new land Naresh, meaning “far home” in their native tongue. The gnolls showed little interest in Western Oerik, and it is unlikely they would have turned their attention that way if not for the minotaurs. The servants of Baphomet had settled deep under the mountains, away from both elves and gnolls. When the demon lord deemed the time right, he unleashed his minotaur bands against Naresh. Baphomet, it seemed, continued to nurse a grudge against Yeenoghu, and he wanted his rival’s worshippers to suffer. A vicious war ensued. Surprised at this onslaught from an unexpected quarter, the gnolls initially gave ground. Under the skillful leadership of their rangers, however, the gnolls “ceded” more territory to the minotaurs and lured them deep into the forest. This was the invaders’ undoing. Being masters of irregular warfare, the gnolls began whittling away at the minotaur forces with traps and ambushes. Eventually, the sheer number of gnolls began to take its toll on their attackers, and they pushed the minotaurs back into the mountains.

The Return

With their enemies retreat, the gnoll tribal chiefs were in favor of declaring victory and ending the war. The priests of Yeenoghu, however, insisted on a counter invasion of minotaur territory. They claimed that their demon prince demanded vengeance, and faced with the word of Yeenoghu, the chiefs had little choice but to acquiesce. The war raged on. This time, the minotaurs had the advantage of fighting on their home turf. The gnolls fought through endless underground labyrinths, and while they were ultimately victorious, the price they paid was terrible. Another period of rebuilding followed, and the gnoll tribes once again regained their strength. With the former minotaur territory now under their control, the gnolls found themselves, almost by accident, near Ravilla. As time passed, gnoll rangers reported that the eastern defenses of Ravilla were eroding. The elves had never faced invasion from the mountains, and convinced that an attack from this direction would never come, they had grown lax. In light of these reports, the priests of Yeenoghu once again demanded action—here was an opportunity to take vengeance on an ancient foe. Spurred on by the priests and aided by demons, a coalition of gnoll tribes attacked Ravilla’s eastern defenses. With ease, they rushed through the elven lines and then pushed on out of the mountains. Here, they met their match. In a series of bloody battles, the elves and their centaur allies stopped the gnolls and established a new border for Ravilla. Nevertheless, the elves were in shock—the gnolls, gone for so long, had returned with a vengeance.

Jangir’s Rise

Knowing that if the gnolls ever succeeded in breaking open the Abyssal Gateways at the heart of the gray elf cities all would be lost, the elves expected the worst. After their stinging defeat in the forest however, the gnoll tribes began squabbling. Some wanted to attack again, others wanted merely to enjoy the spoils they had already won. Lacking a strong leader, the gnolls ultimately mounted no major campaigns for over a hundred years. Some forty years ago, a powerful demon fathered a son with a gnoll woman. This boy was called Jangir, and from a young age he proved a mighty warrior. He joined the priesthood of Yeenoghu and quickly rose through its ranks. With strength, charisma, and the power of demonic blood, Jangir dominated the priests of Yeenoghu and became high priest by the age of thirty. When Stratis was slain, Jangir had already decided to take the tibes to war. Several weeks after the death of Stratis, a gnoll child came to the temple with a gift for Jangir. It was the flail of the slain god, which had fallen from the sky after the final battle. Here was an undeniable portent. With the flail in hand and Yeenoghu’s blessing, Jangir was unstoppable. He united the gnoll tribes under his own leadership and declared himself Priest-King of Naresh. Now Jangir and the gnolls march to war with summoned demons at their side. If the Priest-King has his way, the Abyssal Gateways will be torn asunder, and Yeenoghu’s legions will once again terrorize Western Oerik. The elves ask and grant no quarter. They know they are one step away from annihilation.
主题: 20 House Rules for Fifth Edition
作者: A球2020-03-22, 周日 19:04:52
Roll Stealth only at the moment of possible detection.
Players make (Dexterity) Stealth rolls only when someone is in a position to see them or look for them. The Player’s Handbook doesn’t say exactly when players are supposed to roll their stealth skill and many players will use the skill as if they’re “entering stealth mode” with a roll up-front, so this is more of a clarification of how I handle things. When a character announces they are going to creep somewhere, I don’t ask them to roll. Instead I wait until someone could see them or is looking for them and ask the player to roll at that moment of discovery. I find this adds tension and reduces the total number of rolls in a session. These rolls can be made in secret if the enemy is also hidden.

Small enemies share HP as a squad and attack as one.
When I put my players into a fight in which they are outnumbered, I will often make groups of weaker enemies into squads. A squad might contain five members, and the HP for the squad equals the sum of all the participants. If a player deals more than enough damage to kill a member, the extra damage stays with the squad. Sometimes it’s possible for players to kill two or more members with a single swing. The squad acts as a single unit on the squad’s initiative and only makes one attack, enhanced by the number of squad members. For instance, if I want a squad of four hobgoblins to attack a player, I’ll give the squad 44 HP (the total of all the hobgoblins), and I’ll have them make a single attack giving them a +2 bonus for each member of the squad alive beyond the first, and I’ll similarly give them a boost to the damage of the hit for each member participating in the attack. This rule allows groups of weaker enemies to still threaten players, while also cutting down on the total number of rolls needed in a fight. Another option for this exists in the Dungeon Master’s Guide, under Handling Mobs.

Minion enemies have 1 HP and don’t take half damage on failed saves.
This is another way to add a lot of enemies to a battle, while also circumventing the need to track dozens of HP values. I like using this rule to represent hordes of enemies like a rat colony or an attack from goblin warrens. You might remember this rule from an earlier version of D&D.

Max damage + die roll for crits.
When you roll a natural 20 on an attack, add up the damage dice you rolled and then add the maximum they could have rolled to that number. I’m a huge fan of rolling once for your attack, so just take that d20 and your damage dice and roll them together. This house rule streamlines critical hits, while also giving them a more potent boost to damage. This makes every critical hit dangerous and exciting but be aware that it can also make fights more dangerous as both players and enemies will be dealing a little more damage overall.

Team inspiration.
I’ve run games where people are reticent to use their inspiration, and even less likely to send it over to someone else. To remedy this, I’ve added a bowl that I put something in to serve as a group pool of inspiration. I limit the bowl to holding four pieces of inspiration at a time. I’ve found that people are more likely to use the inspiration when doing this, knowing that there might still be some left over.

Inspired saving throws: players can spend their reaction and a point of inspiration to gain a saving throw reroll.
Sometimes a saving throw is crucial to a player and when that three shows on the die their heart sinks. Danger is a part of every D&D campaign, but if you want to give your players a little more hope against that beholder, consider this house rule.

“I have a thing for that”: Allow a player to spend a point of inspiration to “remember” their character purchases a mundane item.
They deduct the gold as if they bought it earlier and just lost it in their pack. Adventurers carry all sorts of things in their packs, sometimes they carry so many things they lose track of some of them, only to remember them at just the right moment. If you want your players to have that sort of luck, consider this house rule!

“I know someone for that”: Allow a player to spend inspiration to describe a contact who can help with the current situation.
Obviously, there are limitations to this, but this is a great way to allow players some agency in creating a new ally. I’ve found this works really well for urban campaign settings and after players have done it once or twice, they feel more invested and connected. Another version of this rule has been discussed online, here’s a twitter thread for “I know a guy,” a version of this rule with a little more risk involved.

Allow the players to swap initiative rolls with one another before combat starts.
Sometimes players have an idea that requires teamwork based on a specific order they’d like to act in, and this allows them to always get the order they want. This isn’t one I personally use because I use the slightly more restrictive house rule that comes next.

On the first turn of combat, allow players to lower their initiative to one point lower than that of an ally.
Sometimes a character really wants to go after someone else, and it’ll help their teamwork. I’m willing to let them assign a penalty to their own initiative to make that happen. Sometimes this results in the whole group wanting to go in a specific order and they’ll drop their initiative to do it. Most often this results in their enemies going before all of them in a big block, which tends to work out poorly for the players, so they should exercise this option with caution. Each of these rules allow players to manipulate their initiative at the start of combat. If you don’t like the idea of players switching up their initiative but they are clamoring to set up the cool combinations they envisioned, remind them of the ability to Ready as their action. “Ready” is a way for them to set up their tactical combinations while maintaining initiative as rolled.

During character creation, allow players to apply one of their attribute bonuses to a different stat.
Sometimes players box themselves into picking races based on their ability bonuses. I like to allow some flexibility and encourage my players to give me a neat backstory that fleshes out their alternate bonus.

Fumbles in combat leave you open so that your enemy can immediately use their reaction to make an attack against you.
I’ve seen a lot of DMs using fumble tables to punish people for rolling a critical failure during combat. Personally, I feel that rolling a one and automatically missing is punishment enough. But I also understand that sometimes it can be cool to have those fumble moments. I think this house rule strikes a good balance where the defender must expend a reaction to take advantage of the opening. This also means that your fighter who is making several attacks a round doesn’t get punished super hard for rolling a one. Since they are often trying to tank hits for other party members this can actually work to their advantage if it allows an ally to escape or move past the enemy they’re engaged with!

If a character misses a check by three or less offer them the chance to succeed but with a penalty, or have a negative consequence associated with their success.
Sometimes a failure at a skill can be a setback for the players or the DM. In instances of close calls, I like to offer players a tough choice or have some extra consequences comes as a result of the check. Some examples:
Athletics: You successfully swing on the chandelier, but suffer a level of exhaustion.
Investigation: You manage to search the desk and find the hidden compartment, but you knock a vase to the ground, alerting enemies in the next room.
Deception: They’ll go along with your lie, but only for a bribe or a favor in return

DM rolls player death saves behind the screen.
This is something I have done ever since I had an NPC ally drop to 0 HP during a fight and rolled their death saves behind the screen. I noticed that my players were far more concerned for that NPC’s safety than they ever were when each other were on the ground and bleeding.

Characters gain a level of exhaustion at end of combat if they failed a death save during that combat.
This is another house rule that goes a long way toward encouraging players to help each other out, and from a roleplaying perspective it adds some additional opportunities around characters really acting like they got their bell rung after a difficult fight. I’d like to thank WOTC Video Content Strategist Trick Jarrett for introducing me to this rule.

Give characters an additional tool proficiency or language for each point of Intelligence bonus they have.
I’ve experimented with this one and feel it gives high Intelligence characters a more worldly and cultured feeling, without causing them to become imbalanced.

Give players an extra attack bonus for good description.
This rule is good if you don’t play with inspiration, otherwise I recommend awarding inspiration for particularly good descriptions. My rule of thumb when employing this is that any good description gives an extra +1 to hit or +1 on spell save DC. If the character expends a resource or utilizes the environment or another item they have, give +2. Be careful with employing this rule too often as it can lead to rewarding only the extroverts in your group or create longer combat encounters as players describe the arc of every swing.

Characters can turn a hit into a critical by suffering two exhaustion levels.
I like this house rule because it’s not something that’s abusable, characters aren’t going to want to volunteer to suffer exhaustion levels on whim, but it can result in great signaling events, when the fight comes down to the very end and the character and their nemesis are both cut and bruised. Having a player commit to have their character deal what will probably be the final blow can make for a great cinematic moment. Thanks to Trick Jarrett once again for introducing me to this rule.

If a player describes something difficult but cool they want their character to do and it advances the story, don’t roll. Just have them succeed.
There are few things that let the wind out of a group’s sails as much as a character describing a creative solution well, only to roll a critical failure. Often when these situations happened, I would find myself let down as the DM too. I decided to stop letting that happen. If the scene and the moment are right, just let them succeed! If you’re not comfortable with automatic success, give the player advantage on the roll.

If the bard uses vicious mockery and their insult makes me laugh out loud, the target gets no saving throw.
The bard earned it.

No house rule is for everyone. You may find some of the rules on this list useful for your games, and I hope these ideas inspire you to come up with your own house rules for D&D. If you have house rules of your own you’d like to share, please email them to dragonmag@wizards.com with the subject “2020 House Rules”.

Sam Hanshaw is an avid tabletop gamer and long-time Dungeon Master. He lives in Seattle with his wife, two cats, and a dragon named Puck.
主题: Re: 乱七八糟团务区
作者: A球2020-05-14, 周四 19:17:29
碎碎念更新:

疫情期间反而小半年停团,趁此恶补了一下Guide to the Names in The Lord of the Rings。

最近管人挺火的,闲着的我也不时在后台挂着。因为日V大抵只看些nico老人,这边随手推荐一些b站国V吧

奈姬niki_Channel,个人势,强强fps力,ow四个赛季五百强,全赛季宗师
同类型:国杏和vr各有一位,大家都熟在此不做过多介绍


芙兰狐,Lucca所属,车万越共,主歌力&中日语杂谈,以前组过小乐队会玩多种乐器
同类型:早稻叽,艾因Eine 以及同社的 帕克丝Pax(机战歌姬特化) 真绯瑠mahiru(学霸)


鹤伞リア_official,个人势,中日混血女子高中生,清楚高耐久,b站油管双边活动中


月見里青空Official,视频个人势,虚拟研究员,有趣易学的社科小知识


铃果Official,CodeEcho所属,少播留学生,纯杂谈三语类型,性感女人,虚拟天才,自我简介如是说
同类型:魔王酱Maou_Official(萌音属性)


寿寿歌_suzuka,游戏风云所属vr link,角色扮演杂谈特化,萌音属性,高考物理满分学霸
同类型:度人(阴角牌佬属性,私心放在一起还因为咱是度寿贴贴人划掉,不要问 问就是roza)


Mr.Quin,furyy向个人势,懒狗人设,黑旗黑楼黑暗剑,热爱游戏的老牌男性主机玩家,音声安定有梗(?
同类型:KINGSK科科(重度欧美furyy圈),乌拉の帝国Official(高质量fps+rts,纯游戏主播)
主题: Re: 乱七八糟团务区
作者: A球2020-12-17, 周四 23:19:03
仿 原神 写了段屁股决定脑袋的阴阳文本

卢三娘.小吃摊摊主:刚出炉的海派闸碎,味道老好哩!
主角: A.给我来一份! B.哈...杂碎? C.什么玩意儿?
卢三娘.小吃摊摊主(A对话):来哩客官!>主角获得免费的大回复道具[海派闸碎]X 1
卢三娘.小吃摊摊主(B,C对话):对呀,这[海派闸碎]是我们渔港村的特色小食,实际上就是挑出小闸蟹的蟹肉为主料,辅以各种海产内脏和淀粉炸制成的,莫得腥味香滴很。
主角续: A.给我来一份!D.等等,不觉这个名字有点迷惑吗?
卢三娘.小吃摊摊主(D对话):你这外来人娃儿在这里东问西问的,倒是麻烦得很!这海派闸碎的雅名是隔壁老祖宗亲题御笔定下的,流传百年有余的老字号了好伐,哪有什么嘴人之嫌。走走走,不买休耽误三娘的正经生意!呜呜,若不是我家老爷早死,哪轮得到我这房闺中姨太乡里街头的这等受尽白丁眼色...苦命哩!
主角(D对话续): 仅选项A

*备注笔记:记得全程不要给玩家退出选项,务必让角色拿到该回复道具