Tuesday, July 13, 2010

New Races

For you Pathfinder/Forgotten Realms gaming pleasure

ABEIRIAN DRAGONIANS
Abeirian dragonians are a race of native draconic creatures. They have a strong hatred of dragons, who enslaved them

+2 Strenght +2 Charisma, -2 Dexterity: Abeirian dragonians are both stronger and more charismatic than the typical humanoid, traits inherited from their draconic relatives.
Medium: Abeirian dragonians are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Abeirian dragonians have a base speed of 30 feet.
Dragonblood: Abeirian dragonians are considered both a dragon creature and a humanoid for the purpose of spells, abilities, and effects that affect those types. In addition, an Abeirian Dragonians may use magic items with racially specific qualities as though it were of the dragon type.
Frightful Presence: +2 racial bonus on Intimidation, Abeirian dragonians are immune against Frightful presence as if they were dragons
Learned: Abeirian dragonians receive a +2 racial bonus on Knowledge (History)
Dragon Breath: Abeirian dragonians can exhale a line of fiery energy. The line’s length is 5 feet per Hit Die the abeirian dragonian has, up to a maximum of 100 feet at 20 HD. The breath weapon deals 1d8 points of damage, plus an extra 1d8 points for each 3 HD the abeirian dragonian possesses. A successful Reflex save (DC 10 + 1/2 the abeirian dragonian’s HD + her Con modifer) halves the damage. An abeirian dragonian can use her breath weapon once every 1d4 rounds. An abeirian dragonian is not immune against other Breath Weapons directed against her.
Language: Abeirian dragonians begin play speaking Common and Draconic. Abeirian dragonians with high Intelligence scores can choose from the following: Celestial, Dwarven, Elven, Giant

ARVANDORAL HIGH ELVES
Arvandoral high elves (or gray elves) are graceful warriors and wizards that originated from the realm of Faerie. All elven subraces are descended from avandoral high elves.

+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
Medium: Avandoral high elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Avandoral high elves have a base speed of 30 feet.
Low-Light Vision: Avandoral high elves can see twice as far as humans in conditions of dim light. See Vision and Light.
Feyblood: Avandoral high elves are considered both a fey creature and a humanoid for the purpose of spells, abilities, and effects that affect those types. In addition, an Avandoral High Elf may use magic items with racially specific qualities as though it were of the fey type.
Spell-Like Abilities: An avandoral high elves can cast blur, light, and longstrider each once per day, using his total character level as his caster level.
Elven Immunities: Avandoral high elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Avandoral high elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Avandoral high elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Avandoral high elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Avandoral high elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Thursday, May 21, 2009

Terror of the Songhaunt Crypt

This is my entry for the grand one-page-dungeon contest. Thanks guys for this wonderful idea. Since the contest is closed and Chatty DM encourage everybody to share their entry, I present you...

Terror of the Songhaunt Crypt

Background

Laleth Numandhyr was a celebrated elven bard in the kingdoms of elves and men alike. While he was sometimes described as a little bit overambitious and hard to handle by his hosts, he wrote many significant pieces of art, and was even trying to incorporate his elven magical talent into his music, to create wondrous performances. But all the fame and glory was not enough for Laleth. There was still one thing to be done. He hasn't wrote a symphonies yet that would turn him into an immortal bard. He locked himself away in a secret hideout and began to experiment with his mystical music. Over the time however his compositions became more and more bizarre, while he was exploring spheres of music that were incomprehensible for most of his audience. During one of his rare public appearances the audience started to boo him. In a fit of rage he hurled a terrible necromantic infused cacophony at them, which turned the terrified listeners into undying and pitiful Songhaunts that became his loyal eternal audience. With them he fled the theater to one of his secret hideouts where he jealously guarded all his musical treasury. From this hideout he used his dark bardic powers of performance and persuasion to cause strife and havoc, while he was turning slowly into a creature of vileness. At one point his hideout was discovered by elven agents of good who wished this evil be removed. They sealed his domain and tried to eradicate all memory of Laleth. Now he is cursed to forever exist in an undead state, and blames those who are still alive for his state. Laleth seeks revenge on all philistines who blew his masterplan to become the greatest bard in history - and fortune played him well again.
In his underground tunnels a Destrachen was attracted to Laleth's lair by strange melodies. With his sonic powers the Destrachen shattered a wall that led to Laleth's lair...

Character Hooks

* PC's were actively looking for the crypt to prevent the evil Order of the Lyre from finding Laleth using his powers
* PC's stumble accidentally upon the lair, while hunting the Destrachen in his underground tunnels
* An elven warden approaches the PC's and tells them that the ancient seals that guard a terrible evil have weakened
Dungeon Features
Magically treated masonry walls, flagstone floors, strong wooden doors, unlit unless otherwise specified.

Room Key

These are the lower rooms of Laleth's hideout. Before he was imprisoned there where upper rooms that contained mostly his living areas. These rooms were destroyed and collapsed by the elves before they locked at the lower level. The lower rooms could not be destroyed by the elves because they were magically treated, so they sealed this part of Laleth's hideout and bound the evil bard to this place. He cannot leave this place in his spectral form. However if he finds a host he can posses he is free again.

Map

1. Entrance Hall. This is where the destrachen arrived. The room contains the magically sealed passage to the collapsed upper floors, as well as a magically trapped door to Laleth's chambers. The destrachen triggered a powerful enthrallment spell when it investigated the room. If the destrachen is attacked or otherwise disturbed the spell wears off and it attacks anyone in sight. The room is covered with elven warnings and magical abjuration spells that can be deciphered by PC's with the appropriate skills.

2. Hallway of Remembrance. The walls of this hallway are full with self-aggrandizing paintings of Laleth. One of these paintings shows him playing some actual notes. These notes must be played to open the door to his inner chambers (and the magically sealed door to area 7). It's a relatively easy melody to play. However Laleth often forgot the tune because his mind was so busy composing his next masterpiece. If they PC's try to open the magical locked door without playing the tune, they are instantly attacked by three Songhaunts that emerge from the wall.

3. Music Chamber. In this room the ghost of Laleth's former elven muse Sharlain is trapped in eternal sorrow and woe. Laleth strangulated her in rage with a string of his lute without a reason. Her spirit cannot rest while Laleth still exists. She is sitting on a hapsichord and playing a sad waltz. With her enchanting ghostly female voice, she is crafting beauteous tapestry of sound, while telling the sad tale of her murder (for those who understand elvish). When the PC's enter the room she has turned her back on them, since she don't want anyone to see her facial expression in the moment of her death. She does not give any answers if she is spoken to. She even seems not to notice the PCs at all. However if there is a bard in the party and they leave her in peace, she might appear in the battle against Laleth, aiding the party with her music (providing a moral bonus for combat and save rolls). The hapsichord is already in a bad shape and almost unplayable unless it's repaired. If the PC's search the room they can find a silver ornate tuning fork. In addition the sheet music of the tune she plays lies on the hapsichord. It's a complex masterwork elven tune. If a bard can master it he gets some benefits when playing it (like more money, more reputation, or more girls)

4. Rehearsal Room. This room contains a small stage and a couple of chairs before the stage. Three summoned instruments hover in the air and play a horrible melody, while four Songhaunts sit in front of the stage listening and applauding (silently) to the off tune music. When the PC's enter the room the Songhaunts turn around and attack. While in the room the PC's get a -2 morale penalty to attack rolls and saving throw because of the terrible jingle jangle music that somehow weakens their fighting ability. This effect can be countered by a bard.

5. Garderobe. Behind the stage is a small garderobe. The room contains a large mirror and a dressing table. Always suspicious Laleth stored a magical elven dagger in the table. There is also an enhanted gong here that can store a single spell up to level three. Laleth used the gong to trigger special illusions for his audience.

6. Instrument Storage. This room contains Laleth's collection of mundane musical instruments. The PC's can find a delicate harp, a chime staff, a painted mandoline, a bell chord, a dulcimer and a pair of resonant orcish war drums. All instruments are of masterwork quality. Some of the instruments are unfortunatly defunct, because of broken strings, etc. Two Songhaunts inhabit the room and are stoically trying to maintain the instruments. The Songhaunts attack when the PC's enter the room.

7. Tomb of Laleth. Most of this room is taken up by a octagonal platform. Three steps led up to the platform. The room is lit in an eerie blue fire by a single large brazier in the middle of the platform. Faint ghostly whispers can be heard throughout the tomb. Slowly Laleth the undead revenant of an ancient bard becomes visible. His translucent fingers hold a long, ornately carved flute. His cold lips produce twisted and malevolent sounds of some strange and dreadful enchantment, when four Songhaunts appear out of nowhere and attack while Laleth utters a terrible and blistering curse from the black dephts of his soul. During combat Laleth employs fear invoking sounds, deadly illusions, as well as soul shredding dirges capable of slaying the PC's where they stand. These effects can be countered by a bard. During combat Laleth also tries to possess a PC or NPC with the highest charisma to escape his prision. He tries to kill everybody else.
Encounter: 4 Songhaunts, 1 Spectral Bard
Treasure: Laleth's Magical Flute

8. Treasury. Laleth's magical flute also acts as a key to his treasury. Other attempts to open the hidden door trigger a strong sonic trap. His treasure includes a single magical instrument, a instrument bag with a hidden weapon compartment, some of his finest musical works before he got insane, and his adventuring equipment (magical elven blade, an elven chain, and a magical cloak)

New Monsters:
Songhaunt: Songhaunt are incoperal undead capable of dealing charisma damage, and sonic based effects with they moans.
Spectral Bard: see the description of Laleth for possible powers and defenses.

Thursday, April 23, 2009

My phone call with Greg Leeds

Well. I had my phone call with WotC president Greg Leeds. Greg was very polite one the phone given the fact that my initial email to Hasbro was kind of 'heated'.

To put it short, here are the main points as far as I can remember them. Note that these are my own words, as I could not record the phone call

* My (and your) voice was heard.
* Wizards is happy with the 4E sales. Wizards is even fine with the fact that a fraction of the gamers went to Paizo. As long as everybody plays D&D that's fine.
* The negative voices on the message boards don't reflect the sales numbers of 4E which is going strong
* Wizards can't make anybody happy.
* Wizards tries to evolve the game every ten years or so. Greg compared it to bands that change their style over the years, and thus loose old fans and get some new fans. But in the end Wizards hope to get everyone back.
* Wizards will not resume pdf sales in the same way they did before. Obviously Wizards believes that there are possibilities to sale electronic content that is mostly pirate-proof.
* Wizards will not support 3E parallel to 4E.
* But (and now for the big news) Wizards is looking for ways to publish old (i.e. pre 4E Realms) contents in form of electronic media.

Of course there are not many surprises. It was a nice gesture from Greg Leeds to respond to a single disappointed fan this. However he said, that they will look into the suggestions that were given to them by us.

As a Forgotten Realms fan I'm of course very happy, that they seriously consider to publish old Realms material. Count me in for that one. If you are a FR fan, too please make sure to remind them to do it.

My main suggestion was to put out regional books about a certain area (with light or no rules) much like Paizo does it.

Otherwise I stay with Paizo and use their upcoming PRPG stuff.

Tuesday, April 14, 2009

WotC president Greg Leeds and I!!!

Because of the recent developements with regards to WotC halting pdf sales and the ongoing complains about 4E and the treatment of original campaign settings I followed Jason Sonia's suggestion at the Paizo boards to contact Hasbro executives directly, telling them my concerns about D&D - the game I love and play for more than 20 years now.
It worked. A few hours later I got an email from Greg Leeds, who offered me talk to me directly via phone:


Dear Markus,

Hello, I am Greg Leeds, President of Wizards of the Coast. Your note was sent to me and I thought we could talk by phone about your thoughts. As you know, we are not perfect but we are trying our best to create a great gaming experience for as many gamers as possible.


Of course I was surprised by that, but took the opportunity to tell him my point of view, which is certainly shared by many people if I consider countless message board postings.
Since Mr. Leeds is away for a few days we will phone next week. When I have the opportunity to talk to the president of WotC I will not use the time to complain more about the situation, but to present ideas what WotC could do to make us 3E people happy again.
Therefore I ask you: "What would you do if you were Greeg Leeds, president of WotC in the current situation?"
That means I collect as many ideas as possible from you and present them to Mr. Leeds. So please share you positive ideas about any topic related to WotC/D&D/campaign settings at wherever you find this posting. The more people take part in this survey the better. As I hope we all will benefit from that opportunity.

Looking forward your responses.

UPDATE:
In order to make it easier for me to file your ideas and solutions about how to pimp WotC please refer to the following topics only:

* 4E (WoW-like game not liked by many)
* Licence issues (OGL, GSL)
* Setting support (e.g. New Forgotten Realms alienating old fans)
* pdf policy
* Layoffs of fan favorite designers
* Cancellation of print magazines
* D&D Insider

Thanks.

Wednesday, April 8, 2009

The problem with piracy

"Everything is better with pirates". This we learned from the recent "Gamers" movie. Obviously this phrase is not true for anybody. So let's talk a little bit about piracy, what the problem is, and what can be done to make everybody happy.

ENWorld user Aberzanzorax suggested some reasons why people DON'T use pirated stuff. Most people agreed to
* ethics
* it's illegal
* quality

.. for not downloading stuff from P2P networks. I'd also add 'decent prices' to the list.

Why DO people download stuff they haven't paid for are also fairly obvious:
* Can't easily get a copy of the stuff (no money, no hobby store)
* Want to see if they like the book, then buy it
* Want to teach a company a lesson
* own the book but want a backup copy for the laptop

both sides have some valid arguments.

Even for a company there are two sides of the medallion, as illegal copies

on one hand
* are theft of intellectual property
* are a big problem with regards to get money for the production of a product. Money is the kind of food a company needs to survive.

on the other hand
* there are examples where illegal copies helped to spread a product (most prominient example MS Windows)
* is someone who plays D&D with an illegal PHB better than someone who doesn't play D&D at all?

To make things even more complicated, we learned that technical solutions like watermarking, personalization, and timed documents are easily overcome. In addition too much DRM scares people away.

Unfortunatly only the companies themselves can do something against piracy. Take paizo for example. They give away a free pdf copy for every print product you buy. I think that such measures really help to reduce piracy, because they grasps people at ethics. You wouldn't steal from a good friend, would you?

So what do you think? What can publishers do to reduce piracy?

Tuesday, April 7, 2009

Wizards of the Coast draws the line - entirely subjective rant

A new chapter has been written in the ongoing edition wars. Wizards of the Coast notified Paizo Publishing and RPGNow to stop selling or distributing their PDF products within few hours. As a customer you are now unable to download pdf's you have already paid for. Of course many people complained about the latest action of wizards against it's base. Wizards said they do this because of piracy. My assumption however is that they want to take all things 3E from the market in order to re-establish 4E products as the only D&D. Many examples have shown that such meassures don't work against piracy, so this could not be the true reason. Rather wizards IMO regards all 3E players, wheter they play PRPG or any other 3E iteration, as lost. In the past they made clear, that they wish to adress a new audience of players even at the stake of old fans. With this in mind it makes perfectly sense for wizards to draw the line between them and the others, between dnd and not dnd. My guess is that they remove all 3E content from their website soon.
"Eat 4E or die".

Tuesday, March 10, 2009

Monte Cook launches Dungeonaday.com!

New site offers game fans a daily dose of adventure.

Monte’s new subscription-based adventure site, goes live today, offering game material and DMing advice to its members. Dungeonaday.com, in fact, builds an entire ongoing campaign with a new material updated every weekday.

Monte expressed excitement for the new format in which he could create and deliver game material. “It’s been very fun coming up with this concept and seeing where it can go, but the key component will be the feedback from members, so it still could go in all-new directions,” Monte said.



Dungeonaday.com will be updated every weekday with a major encounter, plus frequent blog and podcast updates, monthly bonus encounters, and more. Members will find an active forum where they can ask questions, give feedback to Monte, exchange tips and ideas with each other, and help build Dungeonaday.com into a community of dungeon (and dragon) enthusiasts. The site features cartography from award-winning artist Ed Bourelle. It utilizes the Open Gaming License and its 3rd-edition compatible rules, but is easily used with other editions as well. Memberships are available on an annual, quarterly, or monthly basis, but those starting a year’s subscription in March will become charter members at a special discount rate of $84 per year. The material presented on the site is suitable for characters of all levels and any fantasy campaign. Visitors can sample content for free at the website: .

Monte Cook started professionally in the game industry in 1988 and has worked for such companies as Iron Crown Enterprises, TSR, Wizards of the Coast, and his own Malhavoc Press. He co-created the 3rd edition of Dungeons & Dragons (the basis of the d20 System) and authored the Dungeon Master's Guide, Monte Cook’s Arcana Evolved, Ptolus, Monte Cook’s World of Darkness, and designed the super hero miniatures game HeroClix. A graduate of the Clarion West writer's workshop, Monte has also published short stories and two novels. His humorous nonfiction book about conspiracies comes out in October of 2009. To read more biographical information or to sample his recent work, visit www.montecook.com.