the curse of the mummy’s curse

October 26th, 2010

In honor of Halloween, it’s mummy week at blogofholding! All mummies, all week!

Mummies have had a rough ride. They’re the afterthought of the undead, in D&D as in pop culture.

It’s easy to drop a vampire in to an adventure because they’re generic; sure, Count Dracula is Transylvanian, but it’s easy to imagine a vampire from elsewhere. Mummies, on the other hand, are tied to a specific Earthly time and place. Just as you can’t have the party fight Franklin Delano Roosevelt without explaining how he got from 1930s USA, it’s hard to drop a mummy into an adventure without dropping in Egypt too. If you include a mummy, do you include heiroglyphics? Pyramids? A stripy King Tut beard?

There are 3 ways you can go with mummies:

Crazy Funhouse Dungeon Land. You roll on Wandering Monster table VII and get a mummy. You look up the mummy description: you see that the “No. Appearing” column says 2-8, so you roll the dice and the party fights 6 mummies. That’s just how it goes in Crazy Funhouse Dungeon.

Egypt Land. You put an Egypt-flavored ancient civilization in your campaign world. In a RPG that revolves around robbing tombs, that’s not terribly hard to work in. You probably throw the mummy into a trapped tomb into a desert; you might include a sphinx as well. Pyramids are optional, but maybe a little too much?

The problem with this approach (if it is a problem) is that this adventure will feel very Egyptian, and not very, say, Greyhawk.

Mummy in a Strange Land. You reflavor the mummy with a bizarre new origin, sufficiently different that it doesn’t read as an Egypt analogue. For instance, mummies are the keepers of a vast extradimensional library. When a librarian dies, he is swathed in book pages related to his area of expertise. He is then brought to unlife as a mummy so that he can continue his librarian duties, but as a mummy, he knows only what is written on the pages of his wrappings. Mummies are often encountered in dungeons searching for ancient books to add to their mummy wrappings. (Am I vaguely remembering this from something I read, or did I make this up?)

Reflavoring the mummy is an uphill struggle, because the Egypt mummy story is so well-established that it will take a pretty strong flavor to overpower it.

Mazes and Monsters: Halloween Episode

October 25th, 2010

Jay Jay is throwing a Halloween party! Jay Jay is dressed as Noel Coward. Blondie is a naval officer. Kate is, uh, the naval officer’s girlfriend? (I forgot to mention, Blondie and Kate hooked up at the end of the last scene.)

The party also contains Frankensteins, maids, Darth Vaders, and pirates. (No mummies. Too bad. A mummy is, like, the easiest Halloween costume. All you need is gauze, or, in a pinch, toilet paper.) Everyone is bopping to generic 80s party music, except Tom Hanks, who is stalking through the party with the spooky asceticism of one who has been visited by the Great Hall. Hanks is dressed like a Holy Man. But it’s NOT A COSTUME.

You! Shall! Not! Pass!

Hanks leaves the party and closes the door. He lays his hand on the door in a mystic gesture.

This peculiar gesture is undoubtedly some Holy Man spell, meant to prevent his friends from following him.

Spells

Lock Portal: By laying his hand on a door, a Holy Man can lock it for a few hours. Anyone who tries to force the door or open it with a key must succeed on a RONA based on the Holy Man’s level.

At this point in my notes from the first time I watched the movie, I have the following puzzling scrawl:
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Circumnavigate the D&D globe!

October 22nd, 2010

In a comparison of the east and west coasts of Africa, the book mentioned that prevailing winds are southern on the west African coast. Until improved ship designs in the 15th century, ships could sail down the coast of Africa, but they could not sail back!

African Civilizations by Graham Connah

African Civilizations by Graham Connah

It must have sucked figuring that out. If you went south too far in a medieval ship, you’d probably never get home. You might try to land and walk back home, but good luck crossing the Sahara Desert.

D&D ships are probably of medieval design, and it is quite possible that, as in the real world, there may be one-way journeys for D&D ships. Here’s a natural way to impose the same kind of walls and one-way doors on the campaign map that exist in the dungeon.

Imagine the easternmost continent of a campaign world has a prevailing easterly wind along its deadly southern coast. Once you go too far, it’s impossible to sail back to the known world. Let’s say that there’s a tempting ruin right on the edge of the point of no return. Getting there requires a ship-based skill challenge. Success means that the PCs get to the ruin. Failure means that the PCs’ ship is caught in the current/prevailing wind and has no way of getting home except by circumnavigating the globe, which will take a year or more. Here is a skill challenge with major consequences for failure! Failing the challenge would change the nature of the campaign, potentially for many game sessions, into a ship-based Odyssey campaign. Failure in this case might be much more interesting than success.
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More Gamma World? YES

October 21st, 2010

So Paul and I actually played a solid 5 hour session of Gamma World on Monday, just the two of us. So really that’s the equivalent of like a 15 hour session with 5 players and 1 DM. We took turns DMing the basic adventure from the back of the book. It was pretty fun! Some thoughts:

  1. Death!: It strikes us that death is probably a lot more common in Gamma World than in D&D. The primary reason, I think, is probably lack of healing. The only reliable source of healing is Second Wind, which granted only takes a minor action and restores your bloodied value in HP. This certainly helps, but probably doesn’t make up for the party cleric and multitude of potions in D&D. And when you die, you’re actually dead, since there’s no resurrection. The end result is that you probably don’t feel as attached to your character, which is fine, because the game is pretty silly anyway and doesn’t seem to have a huge focus on nuanced character development (Prove me wrong?).
  2. No Healing Surges!: While we’re on the subject of death and healing, did I forget to mention that healing surges are dead and gone too? No healing surges? CRAZY! Except not so crazy. Healing surges are probably not the coolest mechanic of D&D. They’re sort of necessary if you can have as many healing potions as you want, but they aren’t the most interesting of resources. It’s a lot more fun to be in the situation of only having one really cool daily left than it is to be in the situation of only having 1 or 2 healing surges left. That just means you’re more likely to fall unconscious in a fight and stay that way. In any case, I did not miss their absence in Gamma World.
  3. No Charging?: The Gamma World rulebook is a relatively slim trade paperback. As such the chapters on actual basic rules are relatively scant. It’s unclear whether leaving out rules on charging, readying, and delaying was intentional or was just a decision made to cut down on space. When we played, we kept rules on readying and delaying since they seem pretty essential, but we left  out charging since it favors ranged combat, which definitely seems to be a bigger part of Gamma World than in D&D. I’d be interested in seeing whether charging is brought back in with any errata in the future.
  4. No Soft Cover: So a definite change from Gamma World to D&D is that there’s no longer any cover granted from other characters, even enemies. This is pretty cool as it definitely encourages more use of guns and other ranged attacks, which tends to make for more dynamic combats and fits the theme of a world filled with firearms and strange super tech.
  5. Alpha Mutations: These were a bit of a let down since more often than not, they don’t actually fit with your character very well. If I draw an attack that uses charisma and I don’t have charisma as a primary stat, I probably won’t use that attack. Also, despite it being cool to change them out every encounter, it also meant reading (and remembering) a new power every encounter! Read the rest of this entry »

wading by torchlight

October 20th, 2010

Here’s a fun dungeon room:

The room is a pool: everyone is kneedeep in water. On the other side of the pool are hooded enemies who, among their other attacks, shoot a ray that they use to dispel or suppress magic light (Light spell, sunrods, etc). The PCs must use torches or lanterns in order to see. It’s dark and shadowy and the light of the torches shines off the swirling water, making the room’s floor invisible.

The front-line enemies have an attack that disarms PCs. If you are disarmed, you have to waste time feeling around the bottom of the pool for your weapon. If the enemies disarm you of your torch or lantern, the room is potentially pitch-black.

In the middle of the room is a pit (invisible by torchlight because of the light conditions). The enemies avoid it, staying at the edges of the room. If someone falls in, they are swimming while everyone else stands, and must use move actions to climb out. Their light sources are extinguished.

Are there things in the dark water? Teeth that clamp onto swimming PCs? Maybe.

When I ran this encounter, I put away the minis. I described the blackness, the torchlight, the hiss and smell of water, and the echoes of combat in the room. No one wanted to be fighting in that room in the dark. And no one stayed in the water long enough to find out if they were alone.

blind decisions

October 19th, 2010

I remember once, DMing a dungeon crawl, saying something like “The path forks. Will you go left or right?” The players looked at me blankly for a few seconds before someone said, “Uhhh, we’ll go right.” I realized I had just presented the players with an uninteresting decision. The players had zero information, so they chose randomly.

I don’t remember what was to the left or right in that situation, but let’s say, for the sake of argument, that I had said, instead, “The path forks. The left fork leads to a dead end, and the right fork leads to an encounter with a troll.” This would also have been an uninteresting decision. No party would ever choose the dead end.
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when to count ammo

October 18th, 2010

Gamma World’s cool expendable ammo mechanic solves a lot of problems with expendable magic items. It doesn’t handle normal D&D ammunition (arrows, etc) very well though.

For the most part, I, and nearly every sane DM, handwave ammunition. Once PCs have looted hundreds and thousands of GP, no one wants to track the number of silver pieces expended on arrows.

There are a few times, though, where you might want to make the PCs count arrows.

Siege

In a siege, there is no way to replenish basic supplies. When everyone’s running low on arrows, you need to make interesting choices about when to take a shot and when to wait for a better opportunity. Also, you can make dramatic encounters out of raids made to replenish the ammunition stock:

gavroche getting shot

poverty

Especially at level 1, PCs may find themselves so strapped for cash that they have to struggle to afford basics like food and lodging. This works especially well in a “gritty” or “picaresque” game, where lack of money may force the PCs to take some dirty jobs. PCs may have to consider whether their target is worth the price of their arrows.

Remember the obvious point that arrow scarcity only hurts archers: you may or may not feel that it’s fair to impose a burden that only affects one or two PCs.

feeling lucky

City altars

October 15th, 2010

Another interesting things from the cities of the West African forest: archaeological evidence from one city shows that there were altars built right at the side of their paved roads. That made me think of this:

Lovecraft's fountain

Lovecraft's fountain

This is a fountain in Providence, RI, H. P. Lovecraft’s home town and where I lived as a teenager. Local legend has it that if you drink from this fountain, you will return to Providence – and that Lovecraft drank of it before he went to New York, which is why he is buried in Providence.
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Gamma World Gamma World Gamma World!

October 14th, 2010

Gamma World is a game I’ve heard of but never actually played. It sounded fun enough: some bizarre future world where you can play characters with all manner of wacky mutations and you encounter bizarre technology that is wondrous to behold, either because it is genuinely future tech or because it is something mundane from our modern world that your character doesn’t know anything about!

Naturally, I was interested to hear that WotC was releasing a 4th edition style Gamma World. I love seeing new innovations with the 4e rules system and I was curious to see how they would keep the wackiness and randomness of the original game while still preserving something a kin to a balanced play experience. I picked up the box set several days ago. My thoughts are as follows: Read the rest of this entry »

a real photo of ents

October 13th, 2010

ents attacking a monastery

DUDE, LOOK AT THOSE ENTS ATTACKING THAT MONASTERY

THEY ARE JUST RIPPING IT TO SHREDS

THIS ONE IS CLIMBING UP ON THAT ONE’S BACK SO IT CAN SMASH THE HELL OUT OF THE ROOF

LOOK AT THE WAY THEIR GNARLY FINGERS TEAR UP THAT FLIMSY STONE! I WONDER WHAT THEY ARE SO MAD ABOUT

DUDE I THINK WE SHOULD GET OUT OF HERE THERE ARE MORE TREES COMING

I found this picture in a photo gallery from Prah Khan, Cambodia at travelblog.org. The pictures are all amazing. You should use them all as visual aids in your D&D game. Every one could be the centerpiece of an encounter.