We had a limited group – just +Anne Hunter and +Wright Johnson. The rest were no-shows, but Anne suggested game on anyway, to see if two 7th level barbarians could tackle the remainder of the adventure.

It was not designed to be too difficult, because I started it before we had the playtest results in that showed that the challenge ratings worked pretty well even up through 20th level.

Anyway, no blow-by-blow this time. But highlights:

  • Dakar (played by Wright) took a risk climbing over a 50′ chasm, and biffed the Athletics roll. Ooo. 5d6 direct to wounds, and his wound maximum is 19. Anne, thinking quickly, rages and uses her reaction to cast a rune at him, which is a class ability for the Runic Barbarian, that halves damage from bludgeoning.[1] Dakar also made his Acrobatics roll by 10+, and removed 2d6 from the pool. Net/net, he took 6 wounds from the fall, but made his Constitution saving throw to resist gaining the Injured condition. So hurt but no Conditions. Gudrun (Anne) picked up two levels of exhaustion – one for raging and another for rune casting.
  • They fought a Wight (Challenge 3) and four skeletons (Challenge 1/4 each). They demolished them, but Gudrun got hit by the wight’s level drain ability, and also used her rune casting to hit the wight with radiant damage. So she finished the fight with something like 5 levels of exhaustion.
  • They locked themselves in that room to take a long rest after that. I was merciful, and didn’t throw wandering monsters at them. But I could have, since they’d just had a few loud fights. Dakar healed 2 wounds back, bringing him down to 4. Gudrun crits her recovery roll and recovers 2 levels of exhaustion, still leaving her with 3. She’s at disadvantage on all skills and ability checks and attack rolls.
  • They fought another wight and four skeletons in an upper level, and this time Gudrun did not rage (she was quite tired enough already) but Dakar did, and that ability to halve vigor and wound loss from normal weapons was great for him, as it gave him a lot of staying power even when flanked by skeletons.
  • The wight hit him with the Life Drain attack too – brought his wound max down to 11, from 19. Fortunately, his prior long rest had him with 4 wounds, so no risk of injury status change.
  • The wight tried passes at both of them on his skeleton warhorse. He therefore suffered some very nasty opportunity attacks as he retreated away each pass – this gives the advatnage to the footman, which I will need to think about. Maybe invoke the rule about reach or something. Hrm.

We ended there.

Falling is appropriately nasty in Dragon Heresy – the shift to a wound rather than a hit point basis is badass. It makes falling from a height quite risky.

It would have been trivial to keep the pressure on with attacks from other monsters in the castle as they were trying to rest. I didn’t, but I could have. Probably should have. SRD5-based games are resource management games, and denying the ability to replenish resources is an important part of the GM arsenal for posing challenges to players. Being trapped in a castle infested with undead and getting into noisy melees will definitely bring out curious monsters. Should have planned for that in advance.

Good session, had a few learning experiences. So useful!

[1] We talked about this after the game, and decided that this won’t work – the runes are used on oneself, not others. Still, it was a great idea.

This one’s unusual, because I didn’t do it. My Aesir-level playtester +Luke Campbell loves fae and sidhe and all things funky, and he ran a playtest on his desk, taking a notionally high-challenge sidhe – not the rulers, but still powerful – of the Fey and pitting them against four 8th level characters with a typical party makeup. I’ll just post his words and you can see how this turns out.

Pre-fight Commentary by Luke

I volunteered to help write up some of the monsters.  Oh whatever did I get myself into?  But it has been a real blast, even if a lot of work.

I’ve tried to get a set of antagonists and actors in the world that are evocative of real-world beliefs about mythical and legendary creatures with a Norse focus (although with influence from all around Europe).

Recently, I’ve been working on the upper level fae, what the Norse would have called alfar.  These were powerful beings, almost divine in some ways, hidden spirits of nature that were set apart from and (in some ways) above men.

One question during the design process is figuring out how much of a challenge an encounter with one of these beings would be.  So I took a typical alfar (or fairie, or sidhe, or whatever one might call it) and set it against the archetypal party of a fighter, cleric, thief, and wizard. Then I tweaked the fae’s design parameters, and ran it again.  And again.  And again.  Our poor party was caught in a Groundhog day-like cycle.  Sometimes it was a cakewalk.  Sometimes they got curb stomped.

I finally got dialed in on a design I liked, of about the desired challenge rating, which I could use as a base for ever more powerful variants as the fairie nobles and ladies acquired power and mystical connections to their archetype.  I reported back on some of my findings to the playtest group, and Douglas asked me to do another test with some minor rule tweaks.  So I did, and kept careful note of what happened.  In the process, my generic party acquired names, and perhaps a bit of personality, as did their wily foe.

Then I sent my notes to our playtest group – and here they are. A blow-by-blow breakdown of the fight, in all its gory detail.


Prelude

Our setting: my computer desk … err, a windswept ledge crawling along the sheer cliff-sides of the Frostharrows.  The path has just passed under an overhang (that looks oddly like a computer monitor), widens out to a ledge of relatively flat ground with good footing about 40 feet across with a sheer cliff plunging down to the right and jumbled scree and boulders to the left (difficult terrain, odd that they are in the shape of keyboards)), before turning 90 degrees and continuing along the front of the desk, err, mountain for about 100 feet before turning again.  A clever person with sharp eyes might notice a narrow path between the keyboards – um, scree and boulders.  Just before the path turns, sits a large boulder (mouse), and beyond there are large rocky outcrops (books and piles of paper) around which the path winds, with broken ground and difficult footing.  The boulder is where Fairlane will be sitting when first encountered.  The characters will be represented by lego minifigs, and distances measured with a ruler, using 1 inch = 5 feet.

The wind blows chill, bringing with it a light dusting of snow and making eerie howling sounds in the canyons.  The sun has risen, with the crisp light of late morning that you get in the mountains.  Since our heroes are on the east face, they have had daylight for several hours, and got an early morning start.  Although chilly, once started the hiking has invigorated and warmed them although they are likely to stop soon for refreshments.

Fairlane has spied the party approaching – trespassing in his hold! But they might make fine tools with which to harass his neighbor-enemy.  As the party rounds the bend, they see an old man, possibly a goat herd (but we know him as Fairlane in disguise) sitting on the bounder, scratching designs in the dirt with a stick.

… and that’s enough for now, until I get down to actually gaming things out.  I may run several tests – previously some were very short when the entire party got charmed and were sent off on a wild goose chase.

Dramatis Personae


Frode the Fighter, Human Fighter (champion) level 8
Str 20 (+5); Dex 13 (+1); Con 17 (+3); Int 9 (-1); Wis 12 (+1); Cha 11 (0)

Vigor 74 (8d10+24); Threat DC 16, Hit DC 27 (+4 from shield); DR 8 (plate armor)

Wounds 20; Control 21

Proficiency +3; Saves: Str +8, Con +5
Skills: Athletics +8, Intimidation +3, Insight +4, Perception +4
Defense fighting style
Second Wind (1/rest): As bonus action, +1d10+8 vigor
Action surge (1/rest): +1 action
Extra attack
Improved critical 1
Remarkable Athlete: +2 to Str, Dex, Con if proficiency doesn’t already apply

Longsword: +8 to hit, 5 ft. 1d8+5 damage (crit 19-20)
Handaxe x 4: +8 to hit, range 20/60, 1d6+5 damage (crit 19-20)

Welch the Wizard, Human Wizard (school of might) level 8

Str 13 (+1); Dex 16 (+3); Con 20 (+5); Int 20 (+5); Wis 14 (+2); Cha 13 (+1)

Vigor 74 (8d6+40); Threat DC 13, Hit DC 24 (+4 with shield spell)

Wounds 21; Control 16

Proficiency +3; Saves: Int +8, Wis +5; Skills: Arcana +8, Investigation +8, History +8, Insight +5

Spell Save 16, Spell Attack +8; Cantrips; Acid Splash (2d10), Mage Hand, Prestidigitation, Mending; 1st (4 slots): Magic Missile (2x2d4), Shield, Sleep (5d8 vigor), Mage Armor; 2nd (3 slots): Continual Flame, Invisibility, Web (2d8+8), Scorching Ray (3x3d6); 3rd (3 slots): Counterspell, Fireball (4d6), Lightning Bolt (4d6), Fly; 4th (2 slots): Black Tentacles (3d6/4d6), Polymorph

Sculpt Spells; Arcane Ward: absorbs 13 damage

Quarterstaff: +4 to hit, 5 ft., 1d8+1 damage; Dagger: +6 to hit, range 20/60, 1d4+3 damage

Ragnar the Rogue, Human Rogue (thief) level 8

Str 15 (+2); Dex 20 (+5); Con 12 (+1); Int 14 (+2); Wis 16 (+3); Cha 9 (-1)

Vigor 51 (8d8+8); Threat DC 15, Hit DC 26; DR 2 (studded leather armor)

Wounds 14; Control 20

Proficiency +3; Saves: Dex +8, Int +5; Skills: Acrobatics +8, Athletics +5, Investigation +5, Perception +6, Stealth +11, Insight +5, Sleight of Hand +8; Tool Proficiencies: Theive’s tools

Sneak Attack +2d6; Cunning Action: Hide, Dash, or Disengage as bonus action; Uncanny Dodge: Use reaction to halve damage from attack; Evasion: 0 damage if Dex save succeeds, half damage otherwise; Fast Hands: bonus action to disarm a trap, open a lock, sleight of hand, use object; Second Story Work: climb at full speed, +5 feet to running jump distance

Rapier: +8 to hit,5 ft., 1d8+5 damage; Dagger: +8 to hit, range 20/60, 1d4+5 damage; Shortbow: +8 to hit, range 80/320, 1d6 damage (crit 18-20)

Carr the Cleric, Human Cleric of Justice and War level 8

Str 20 (+5); Dex 11 (0); Con 18 (+4); Int 12 (+1); Wis 20 (+5); Cha 14 (+2)

Vigor 75 (8d8+24); Threat DC 14, Hit DC 25 (+4 from shield)

Wounds 21; Control 18

Proficiency +3; Saves: Wis +8, Cha +5; Skills: Insight +8, Religion +4, Medicine +8, Persuasion +5

Spell Save 16, Spell attack +8; Cantrips: Light, Guidance, Resistance, Mending; 1st (4 slots): Divine Favor, Heroism, Bless, Cure Wounds (1d12+8), Detect Evil, Guiding Bolt (4d6), Protection from Evil; 2nd (3 slots): Magic Weapon, Zone of Truth, Enhance Ability, Lesser Restoration, Prayer of Healing (6 x (1d8+8)), Protection from Poison; 3rd (3 slots): Righteous Fury, Remove Curse, Dispel Magic, Protection from Energy, Magic Circle; 4th (2 slots): Banishment, Locate Creature, Freedom of Movement

Channel Divinity (2/rest); Destroy Undead (challenge <= 1); Judge of Character: advantage to determine falsehood; Righteous Arms: Use channel divinity for maximum damage for 5 turns; Improved Heroism: add +11 to vigor when using heroism spell; Divine Strike: extra attack as bonus action

Mace: +8 to hit, 5 ft. 1d6+5 damage; Shield: 3 hits

Fairlane the Fairie Freeholder


Medium fey, chaotic neutral
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
13
20
15
16
16
20
+1
+5
+2
+3
+3
+5
Defenses
Wound Thresholds
Threat DC
15
Morale
Injury
KO
Death
Hit DC
26
0-4
5-8
9-17
18+
DR
0
Control Thresholds
Vigor
112
Grab
Grapple
Restr.
Incap.
Vigor Dice
15d10+30
0-4
5-9
10-18
19+
* DR +1 to +5 with mage armor.
Proficiency +3
Saving Throws. Con +5, Cha +8
Skills. Acrobatics +8, Deception +8, Insight +6, Perception +6, Persuasion +8
Damage Resistances. Bludgeoning, piercing, and slashing from non-magical and non-ferrous weapons
Condition Immunities. Charmed, sleep
Languages. Sylvan, Common
Challenge 8 (3900 XP)
Innate Spellcasting. The fairie’s innate spellcasting ability is Charisma (spell save DC 16, spell attack modifier +8). The fairie can innately cast the following spells, requiring no material components, as a 10th level sorcerer:
  • cantrips: dancing lights, mage hand, mending, message, minor illusion, prestidigitation
  • 1st level (4 slots): detect magic, mage armor, sleep, shield
  • 2nd level (3 slots): hold person, suggestion
  • 3rd level (3 slots): counterspell, major image
  • 4th level (3 slots): arcane eye, polymorph
  • 5th level (2 slots): creation
The fairie has 10 sorcery points, and the Heightened Spell, Quickened Spell, and Extended Spell metamagic abilities.
Magic Resistance. The fairie has advantage on saving throws against spells and other magical effects. This power does not work if the sidhe is in contact with iron or steel.
Trackless. A fairie leaves no tracks. Although it has a normal scent, it leaves no scent trail. Difficult terrain is treated as normal terrain.
Fleet Footed. The fairie can take a dash or disengage action as a bonus action. Climbing does not cost the fairie extra movement.
Elf-Stroke. Any physical attack by the fairie, unarmed, melee, or ranged, deals an extra 10 (3d6) necrotic damage as vigor. This can be delivered as a touch attack, if no weapon damage is to be caused. DR subtracts from weapon damage first, and then necrotic damage.
Actions
Multiattack. The fairie makes two attacks.
Fey Charm. The fairie targets one creature that it can see within 30 feet. If the target can see the fairie, it must succeed on a DC 16 Wisdom saving throw or be magically charmed. The charmed creature regards the sidhe as a trusted friend to be heeded and protected. Although the target isn’t under the fairie’s control, it takes the fairie’s requests or actions in the most favorable way it can.
Each time the fairie or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the fairie dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If the target’s saving throw is successful, it is immune to the fairie’s Fey Charm for the next 24 hours.
Fey Veil. As long as it maintains concentration, or until it attacks or casts a spell, the fairie is hard to notice. It can make Dexterity (Stealth) rolls in plain sight, at a bonus of +8. There is no need to roll a Dexterity (Stealth) check for creatures with a passive perception score of 21 or less, they will not notice the fairie without actively looking.
Shortbow, Magical. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 3 (1d6) piercing damage plus Elf-Shot ability (critical on 18-20).
Shortsword, Magical. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage plus Elf-Stroke ability.
Change Shape. The fairie magically polymorphs into Medium or smaller beast, humanoid, or fey of its challenge rating or less; or back into its true form. It retains its Intelligence, Wisdom, and Charisma, its Vigor, its traits and actions (except for armed melee attacks, if the form lacks hands for holding weapons). Otherwise, it takes on the physical (but not mental or magical) traits of the creature it changes into. The fairie’s equipment can polymorph with it, remain carried or worn, or fall to the ground, at the fae’s option. A fairiecannot polymorph if in contact with iron.

Fairlane is scheming against some of his neighbors, and plans to use guile to get at them.



Play of the Fight

The kids are in bed, the chores done, and the pythons fed.  Lets do this.

The fairie casts Mage Armor on himself well before the heroes reach him, expecting there may be trouble, and using a level 5 spell slot to gain DR 5.  The wizard has long ago cast mage armor on himself using a 4th level slot, and then took a short rest before setting out for the day to recover that slot.

Our heroes approach the old man sitting on the boulder, cleric and fighter in the front, rogue and wizard in the second row. The old man, actually the fairie, attempts to charm the fighter, figuring him to be the weakest-willed among the group (turns out he’s right).  The fighter rolls a 12+1=13 for his save, and fails to meet the DC of 16.  Frode the fighter doesn’t know why, but he feels he can trust this man.  The party reaches the fairie.

“Greetings, good sir,” says the cleric.

“And a good day to you, my lords,” replies the fairie.  “What brings you to these lands?”  The fairy now tries to charm Ragnar the rogue.  Ragnar rolls a 15+3 = 18, easily beating the DC.  He feels a cloud pass over his mind before he shakes it off.

“What trickery is this!” shouts Ragnar.  “He is not what he seems, he is trying to befuddle me!”

“Nae,” says Frode.  “You must be mistaken.  We can trust this man.”

“Fool!  He has already taken you.”  Ragnar retorts.

During this exchange, the fairie tries to charm the wizard.  Welch the wizard rolls 10+5 = 15, and succumbs to the fairies charms.  “Ragnar,” Welch calmly explains, “there is no need to get paranoid about this old, harmless man.  Likely, he needs our help.”

“Not you, too!’  cries Ragnar.

And now it is Carr the cleric’s turn. The save is 5+8 = 13, not good enough.  “Ragnar, be reasonable” says Carr.

Ragnar looks at his companions wildly.  There is only one thing to do – kill the vile sorcerer trying to enchant his friends.  Quick as an ermine, he slips around past the front of the line, draws his rapier, and tries to impale the fae.  His attack roll is 12+8 = 20, threatening the fairie.  Fairlaine ducks just in time as the blade whistles over his head, taking 3+5 = 8 vigor, with 104 remaining.

“Help!” pleads Fairlaine.  “He’s mad!  Won’t someone help a poor old man?”

Time to roll initiative.  In order of initiative Fairlaine (25), Carr (15), Ragnar (14), Welch (10), and Frode (9).

Fairlane waits, preferring to let the party fight each other rather than risking his charm by attacking.

Carr will not let that scoundrel Ragnar hurt this poor defenseless old man, but neither does he wish to hurt is friend.  Grappling it is!  Carr steps around behind Fairlaine and tries to tackle Ragnar.  He rolls 9+8 = 17, threatening him and causing 8+5 = 13 vigor as Ragnar avoids Carr’s lunge.

Ragnar disengages and slips into the rock fields, then uses his bonus action to hide.  He rolls 3+11 = 14.

Welch tries to spot Ragnar.  He rolls 13+2 = 15.  Good enough, but he just spent his action peering around.

Frode tries to spot Ragnar.  He rolls 1+4=5.  No good.  Frode steps out between Fairlaine and the scree jumble to try to protect his new friend from attacks coming from that direction, if needful.

Fairlaine rolls 2+6 = 8.  Not good enough to see Ragnar.

Carr doesn’t have to roll, his passive perception is 15.  Fearing his friend is under the influence of some malign magic (ha!) he tries Protection from Evil, which would give Ragnar an extra save (at advantage, no less) if that were the case. “Ziu, protect this man!”  Of course, Ragnar is the only one not affected by fell magic, so nothing happens other than Carr expending a 1st level spell slot.

Ragnar pops up and looses an arrow at Fairlaine.  He rolls 7+8 = 15 and 2+8 = 10, and takes the 15.  This just barely threatens the fae, but it’s enough.  Damage roll 3+2+3 = 8.  Fairlaine dives aside at the last moment, losing 16 vigor and leaving him with 88.  Ragnar takes his bonus action to hide again: 13+11 = 24.  He vanishes like smoke in the wind (well, better than smoke in the wind.  Smoke tends to hang around and be visible for a while).

Welch drops a web spell on Ragnar’s last known location.  Since Ragnar didn’t move much, he may be caught.  The spell rolls its attack: 9+8=17, and Ragnar takes 5+6+8=19 vigor as he avoids the sticky strands.  Ragnar now has 19 vigor left.

Frode looks for Ragnar.  20+4 = 24.  Just barely, he sees Ragnar, crouching behind a rock, with webs all about him.  “I’m sorry, my friend, but this is for your own good.”  He strides forward, navigates the unstable talus, and tries to grab the rogue.  Welch sculpts his web spell so that Frode can pass through.  Frode rolls 19+8=27 for his attack.  That’s a solid hit.  The damage roll is 6+5=11 – Ragnar backpedals furiously, spending 18 of his remaining 19 vigor in vigorous defense to reduce the control to 2.  Frode has a tenuous grip on Ragnar’s boot.

Fairlaine feigns concern, but does nothing else other than laugh inwardly.

Carr turns to Fairlaine.  “Let me help you, good man.”  He uses a cure wounds spell to allow Fairlaine to recover 3+8=11 vigor.  Fairlaine is now at 99 vigor.

Ragnar starts his turn in the web, so he takes 4+5+8=17 control.  He is now well and truly restrained (19 control, control maximum 20).  Ragnar tries to escape.  His roll is at disadvantage for being restrained.  He rolls 5+8=13 and 3+8=11, so he gets the roll of 11.  Okay, what do you need to roll to threaten a web spell?  It doesn’t say?  I’ll say he needs to meet the spell save DC, which is 16.  Ragnar goes nowhere.

Welch concentrates on his spell.

Frode tries to get a better grip.  He has advantage because Ragnar is restrained.  6+8 and 20+8, for a critical hit with 28.  He causes 12 control.  Ragnar is now incapacitated.

Fairlaine says to Carr “Thank you lord.  But my nerves are still shaking.  Can you spare another?”

Of course, replies Carr, giving Fairlaine another cure wounds spell.  Fairlaine heals another 5+8=13 vigor.  He is now at 102 vigor.

Ragnar can’t do anything.  Technically, he takes more control from the web, but at this point, who’s counting?

Welch concentrates on his spell.  “Do you have him yet?” he asks Frode.

“Not yet” Frode replies, and tries to get Ragnar in a come-along.  Since Ragnar is restrained, I’ll just give Frode an auto-crit.  3+3+5=11 control, for a total of 25 control from Frode alone.  “Now I’ve got him!” exclaims Frode.

“I’m still not quite back to normal” says Fairlaine to Carr.

“Ziu heal you” prays Carr, and Fairlaine recovers 11+8=19 vigor.  He’s now back at his original 112 vigor, and Carr is out of 1st level spells.

“Many thanks,” replies Fairlaine, and then (since he was waiting) activates his fae veil.  He rolls a 13+8=21 on his hide check.

Ragnar does nothing.

Welch drops the web spell.  It is no longer needed.  But where did his new-found friend go?

Frode drags Ragnar out of the rocks and into plain sight.  Then looks around in confusion for the old man he was helping.

Fairlaine realizes he will get no good out of these fools any more.  Might as well dispose of them.  The wizard is most dangerous, so Fairlaine stabs Welch in the back.  17+8=25, 5+8=13.  Fairlaine takes the 25.  This is a solid hit.  Damage is 3+5=8 for the shortsword, and 4+1+4=9 for his elf stroke, for a total of 17.  Welch takes a frantic defense, and suffers a loss of 34 vigor.  He has 40 left.  Since Welch was attacked, he can make a new save against the charm – 13+5=18, and Welch is free!  “What?  Who?  YOU!  FIEND!”

Carr suddenly notices Fairlaine as he tries to stab Welch with his sword.  An attack on his ally, enough to allow another save against the charm.  17+8 = 25.  Carr’s mind unfogs.  Ragnar was right all along!  Carr casts protection from evil on Frode using a second-level slot.  Frode rolls 15+1=16 and 8+1=9, taking the 16.  Frode can see freely now!  He releases Ragnar.

Ragnar hides as a bonus action, rolls a 10+11=21, and disappears behind the boulder Fairlaine was first sitting on.

Welch turns on the fae that just attacked him.  “You worm!  Be a WORM!”  He casts polymorph on Fairlane.  Fairlaine’s Wis save is 16+3=19 and 18+3=21 (remember, he gets advantage on saves vs. all magic).  Both succeed, so he could take either one.  No matter, Fairlaine is not destined to spend the next hour eating dirt.

Frode turns on Fairlaine, his blade flashing.  His first attack is 7+8=15, his second 8+8=16.  Both threaten the fae.  Damage is 3+5 and 4+5, for a total of 17 vigor.  Fairlaine is now at 95 vigor.

Laughing, Fairlaine turns on his veil again.  12+8=20.  Where did he go?

Carr casts Detect Evil using a second level slot.  He now knows where Fairlaine is.  Then he uses his Divine Strike to attack with a bonus action.  14+8=22 to hit, 4+5=9 for damage.  Fairlaine is now at 86 vigor.

Ragnar tries to spot Fairlaine.  19+6=25, That’s more than enough.  Unfortunately, he just used his action trying to find the fae, so he has to wait until next turn to do something.

Welch doesn’t want to waste time trying to look around.  He drops a fireball on his own location (offset a bit to avoid anyone hiding behind the boulder, like Ragnar).  He uses Sculpt Spell to exclude Carr and Frode from the blast.  Fairlane was still right behind Welch, so he is caught in the detonation.  His dex saves are 1+5=6 and 15+5=20.  He takes the 20, and only loses 2+4+6+1=13 vigor.  Fairlaine is now at 73 vigor.

Frode tries to see Fairlaine.  1+1=2.  No dice.  Still, he moves to where he thinks Fairlaine might be.

Fairlaine stabs the wizard again.  14+8=22 and 4+8=12, taking the 22.  Damage is 4+5 and 6+6+4, for 25 total.  Welch has 15 vigor left.  Everyone can see Fairlaine now.

Carr uses a 3nd level slot to cast cure wounds on Welch.  9+10=19 points are cured, and vigor recovery is doubled.  Welch now has 53 vigor.

Fairlain’s back is to Ragnar.  Ragnar darts from behind the boulder and strikes with his rapier.  14+8=22 and 15+8=23 – good enough to hit, and the 23 is a crit.  Damage is 7+7+5 for the rapier, and 4+4+6+6 for sneak attack.  So 39 base damage.  Fairlaine spends 72 of his remaining 73 vigor in frantic defense to cut down the wounds to 3, which are soaked up by the mage armor.

Welch blasts Fairlaine with magic missile.  Does casting a spell within reach of an enemy give the enemy an attack of opportunity?  I’m not going to bother looking it up at this point, and say no.  Fairlaine uses his shield spell as reaction to negate the magic missile.

Frode steps around opposite of Ragnar, Fairlaine is now flanked.  Frode attacks twice, both times at advantage.  18+8=26 and 8+8=16 for the first attack, 2+8=10 and 3+8=11 for the second.  One solid hit, doing 5+5=10 damage.  Fairlaine loses his last vigor point, his mage armor absorbs 5, and he takes 4 wounds.  He rolls an 11+5=16 to avoid demoralization, and succeeds.

Fairlaine doesn’t like his position right now, and uses his bonus action to disengage, strikes at Welch as he leaves, and moves 30 feet away.  His attack roll is 12+8=20, a threat.  Damage is 5+5+6+4+5=25.  Welch has 28 vigor left.

Carr chases Fairlaine down and strikes him twice with his mace (once for his normal action, once for his bonus action).  First strike 4+8=12, second 7+8=15.  The second connects.  Damage is 6+5=11, minus 5 for the mage armor, for 6 wounds.  Fairlaine is critically wounded but rolls a 20+2 on his con save to avoid unconsciousness,  He succeeds, and is only injured.

Ragnar takes a bonus action to dash after Fairlaine, then shanks him in the back with his rapier.  Fairlaine is not flanked or surprised, so Ragnar doesn’t get a sneak attack.  He rolls 14+8=22, good enough.  Damage is 6+5=11, reduced by 5 for mage armor, for 6 wounds.  fairlaine is now at 16 wounds out of 17 wound maximum.  He rolls 18+2=20 to avoid unconsciousness, again succeeding.

Welch lets lose a lightning bolt.  It doesn’t matter whether Fairlaine succeeds or fails his dex save, he’s going to take wounds.  I’ll roll anyway … 16+5 and 4+5, for a save.  But with no vigor left … 4+4+5+2 = 15 wounds.  Reduced by 3 for the mage armor to 12.  Fairlaine is now at 28 wounds, and automatically falls unconscious.  He rolls a 6 to avoid death, and fails.

Post-fight Commentary by Luke

The fight is over.  Fairlaine lost, and lost his life.  But our heroes are pretty banged up.  Ragnar’s vigor is almost entirely depleted, and Welch is at about 1/3 of his normal vigor.  Both Welch and Carr have used up a lot of their spells.

Since it is getting late, I won’t tally up the damage inflicted by each individual right now, but we see that Ragnar’s one sneak attack was the decisive blow that changed the fight around.  The discussion of removing the critical threat range bonus would have meant that it would have been far less devastating.  It would still have been a good, solid blow that would have cost a lot of vigor, but it wouldn’t have been the one attack that mattered the most.

There are probably some rule errors here – misinterpretations, and math mistakes, and so forth.  A number of character choices were probably sub-optimal.  They would have been made in actual game play, too, so I’m not too worried.

D&D is a fun game.  I have many fond memories of playing AD&D in grade school, engaging in epic quests to save the world in Junior High, and sitting around the table with a handful of good friends from the university, laughing, eating pizza, and wrecking carefully imagined worlds with our character’s antics.

Still, when I sit down and think about old AD&D and the newer SRD that more modern versions are based on, there are a number of weird bits that bother me.  They don’t get in the way of a good game, but the model builder and simulationist in me makes me want to fix them, tweak the game until I get a beautiful, consistent framework of rules that is not only fun to play but scales well and does a fair job representing real world antics (albeit with a heroic bias).  What I’m looking for is probably impossible, but can be approached, even if at a distance, to get something less able to break suspension of disbelief.

Dragon Heresy goes some way toward this goal.  By conceptually separating vigor and wounds from hit points, you get rid of a number of bizarre results that come from the traditional conceit of the ever-increasing spiral of hit points at higher levels.  Now your 16th level barbarian doesn’t causally shrug off a sword through his guts, he nimbly sidesteps the blow … for a while, until he gets too tired out.

A neat idea, but does it work in practice?

Yes.  Playing the game is as easy as the traditional SRD, with more dramatic results.  The grappling system, in particular, is a work of genius.  Douglas has done an impressive job putting together this rule set, and his dedication to seeing it published and available to the table-top gaming community is simply inspiring.  It has been my privilege to help in this process, in my own small way.

It is enjoyable seeing the setting develop.  From a nebulous initial concept into a fully fleshed out world.  It is enjoyable to be involved with the creation, working toward a realized world with strong motifs and influences from Nordic culture.  It is enjoyable to be a part of getting the rules and descriptions to evoke a sense of northern pagan Europe in the early middle ages.

And I think we’re doing a pretty good job of it.  A world with fae spirits hidden in rocks and hollows, where great and terrible gods occasionally walk the world of men, where brave adventurers set forth in their longships to go raiding and pillaging and exploring in exotic lands.

Douglas did specifically ask me to mention what I don’t like about Dragon Heresy as well as what I do.  They’re minor points, and will not get in the way of having fun, but here are a few additional niggling details that scratch at the back of my brain when I spend too long thinking about things rather than just getting out the dice and gaming:

  • The way ranged combat versus melee combat works is a bit odd, in that an arrow is assumed to cause wounds unless you take a frantic defense, while a sword causes vigor.  I understand the rational behind it – you can’t parry an arrow very easily, but two sets of rules for different kinds of attacks breaks my desire for simplicity.  Is there a way around this?  Maybe, maybe not.  Having been through many rules revisions over the course of the game’s development had me starting out these playtests with a misconception that got fixed when I actually read the more recent set of rules – treat an arrow (or other ranged) attack like a normal vigor-causing attack, but don’t include your proficiency bonus to your hit DC.  This has the advantage of a more consistent conceptual way of handling things, and the disadvantages of requiring keeping track of two different hit DCs for your character depending on circumstances, and of needing to go back an re-write the rules again, and making sure you catch all the places in the text where things need to be changed.  
  • A wimpy goblin with Str 6 and Dex 20 will do massive damage with a shortword since he gets to add his Dex bonus to damage instead of strength.  Weird.  He should do wimpy damage as well, because even though he’s squirly and sneaky he’s still a wimpy goblin of wimpiness.  A gargantuan Str 30 lindorm gets +15 to hit with his massive venom-dripping jaws lined with rows of serrated steak-knife teeth, in addition to any proficieny bonus.  What ever happened to Sinbad gracefully evading the blows of an immense and powerful yet clumsy monster?  I understand there will be an optional rule somewhere about using Dex for all hit bonuses and Str for all damage bonuses, but I don’t know what shape it will take, how it will interact with finesse weapons, or any other details.  Still, it would get around issues I run into when finding a tiny orm gets to add lots of damage to its attack because it has a high Dex and similar confounding events I find as a monster designer.
  • Making monsters big and small leaves me wanting some basic guidance on how attributes and damage scale with size.  Unfortunately, the SRD is inconsistent on this.  Dragon Heresy has done some great things on getting critters to scale better across a vast size range, but its still not perfect.  Of course, getting a truly consistent set of rules would take you so far from the SRD that you probably wouldn’t be playing a D&D-like game any more.
  • I’m not sure armor or shields should impose penalties on Dex bonuses or as much disadvantage as they do on some skill checks.  This is a bit of a case of getting hoisted by my own petard – Douglas asked for ways to keep sheilds from being overwhelming, and I made a bunch of suggestions, and they actually got used.  Perhaps if you have proficiency you can ignore the Dex penalties and disadvantage on ability checks?  I don’t know.  But as it stands you can have a very high Dex character actually get easier to hit if he uses a shield.  You certainly do want to preserve character niches, allowing your viking warrior to have his mail byrnie and shield while the outlaw rogue puts on a more modest apparel and your wizard wise in the ways of seidr to merely be wearing a robe, cloak, and floppy-brimmed hat.

As I said, minor points.

Overall, it’s a good game, fun to play, fun to be involved in the design process.  I look forward to seeing it turned into an actual product, one I can hold in my hand and see displayed on the shelves of game stores, one where I can feel a sense of accomplishment at being involved, in however small a way, in giving back to the community of like-minded gamers that has given me such joy over the years.

Post-fight Commentary by Doug


First, I have to thank Luke for being a ridiculously awesome playtester. He’s written a ton of monsters, is tireless at stress-testing the game, and knows a lot about fey and Nordic mythology, which has been very valuable during the test.

Discussion, then!

Sneak Attack

The discussion over how much damage a sneak attack ought to do, and on what frequency, has been an active one. The relative ease by which a rogue can gain advantage means that they will frequently outdo fighters as damage-dealers. +Peter V. Dell’Orto and I have groused about that in the past in certain games – I want to say even Swords and Wizardry, but I might be wrong there – but the two of us have noted that it feels odd and aggravating when it’s way scarier to stand at the line of battle with a rogue than with a fighter. I have zero problem with a rogue on a sneak attack getting a very high burst or effectiveness capability – the ability to halve DR or go straight to wounds or something. He sneaks up on you and sticks a knife in your neck or armpit. 

But toe-to-toe, and on a sustained basis, one should be scared to stand next to a fighter, and not just because he’s got more hit points than you. The switch to vigor and wounds helps this a bit, but only from the defensive end. The fighter can whittle away your vigor and then deal wounds and he has more of his own to lose in the process. But that’s not terribly satisfying; the fighter should be dishing out some hard stuff.

Anyway, we toned it down a bit for Dragon Heresy, but doing some math revealed that some of the benefits I’d given really tipped the scale back to the rogue in a huge way. A few modifications later, and I’ve got an answer I’m satisfied with that does the least violence to the expectations of playing an SRD-based rogue when sliding over to DH, but still caps out the one-turn damage of a rogue to just under that of a fighter at mid-level. Early on, rogues are just better from the sneak; at high levels, fighters can dominate. I’m comfortable with this.

Playtest Artifact


This battle was over before it started, because the Alfar/Sidhe/Fey’s greatest ability is the charm ability, and that was quite successful. Only when Luke clearly and obviously decided to have Fairlane throw down and start a real fight at four-to-one odds did it turn against him. That was a playtest artifact, to be sure, but a deliberate one. A “real” GM and circumstance should have the faerie continue to plague the party, acting as friend while trying to set them up to get horribly killed. For fun.

Under the Hood


I hope this extensive example gives some insight into where Dragon Heresy is going. You can see the new monster stat-block, the interaction of wounds and vigor, and some of the other mechanical differences – shields, Threat DC and Hit DC, and other things.

Ranged vs Melee Combat


I think the latest rules resolve this. You roll hits the same way vs the same numbers – you have the same Threat DC for ranged and melee in nearly every case. You only get your increased Hit DC against arrows, though, if you have a shield or something else you can interpose (a Monk can do it with the right ability, for example). But you don’t get to parry them, and sidestepping and dexterity-based avoidance is rolled into your Threat DC. If you do have a shield, it enables your Hit DC, much like sword-on-sword, and with the same rules and targets.

The lower damage for arrows that you see on the weapon chart is a direct outgrowth of this – vs no-shield foes, the easier hits mean higher damage output, and I wanted to keep it balanced. You do get an expanded crit range for arrows over other attacks, though.

DEX and STR based damage


I’m with Luke on distinguishing between attack (DEX) and damage (STR). But that’s not the official SRD way to do things. I’ll write it last, because it’s an optional rule, I’ll offer up a way to just have DEX be the to-hit modifier, and STR be the damage one. That will also get into an optional rule for higher STR bows doing more damage – the draw weight effect. 

Optional! But it’s a nudge towards plausible verisimilitude for those that care.

Armor and Shields and DEX, Oh my


By now, if you haven’t seen the videos of people exercising and doing all sorts of things in full plate and other heavy armor then you might not care about this. But really, instead of armor being classed as having DEX penalties just for it’s type (light/medium/heavy), there should probably be a factor that says “this armor is heavy, and you take a DEX penalty for every N points of STR your Strength is below Y value.” You might split proficiency into armors that require extensive fitting and buckling to assemble (splint, plate, half-plate, and maybe scale) vs armor you just wear like clothing. But to be good as armor, it needs to move. Armors that don’t move well are a real drag, and would be a good point of differentiation.

I like this concept, even played with a bit (and every armor in DH has a Strength value now) to put the hooks in place to do something like this. Ultimately, I settled for minor tweaks to the SRD way. 

But I do like the concept that if you want a full DEX bonus for full plate, you need STR 18, and each 2 points below that removes -1 from a prospective DEX bonus (just making numbers up here). So your typical STR 16, DEX 14, CON 15 starting fighter type that found a suit of full plate would have a natural DEX bonus of +2, which would be cut down to +1 by his Strength. This would grow to +2 when he got stronger, but no higher unless he also improves his DEX.

A STR 12, DEX 20 archer that found the same armor would start with a natural DEX bonus of +5, but being 6 points under the STR rating would cut that down to +2 as well.

Make the STR requirement 5 + Weight/5, for example, for armor.

I do still like limiting DEX bonuses for shields, though. It’s a 7-8 square foot chunk of wood (more or less) strapped or gripped in one hand, both encumbering the hand and taking it out of play for fine work. It’s somewhat awkward and harder to move around object with it than without it, impacting Stealth.

But Luke and I are in agreement in principle on this – I do not like the extreme reduction in DEX and mobility caused by the type/class of armor being worn. I left it as-is, though, because of the reach of the concept. It impacts class balance, feat choices, and bounded accuracy for the classes. Giving full bonuses would make various armors insanely good – if you can get +5 DEX bonus with DR 8 plate, you’re nigh-unstoppable. 

Maybe that’s OK. It’s certainly hard to damage a guy in properly made full plate.

Parting Shot

Once again, thanks to Luke for such a huge playtest and full-detail report. 

I hope that this provides a good view into what Dragon Heresy will feel like to play, and hope it gives a reason to back my Kickstarter when it shows up.

Cheers!

We finished up the clearing of the village from last game. I’m not going to do a full session report, because I’m a bit burned out at the moment. Not in a bad way, but if you’ve been keeping track of what I’ve been up to, you’ll see that the game last night came at the end of a frantic week.

An awesome week, true. But frantic.

So, what happened in the game?

The Village is Secure

The group picked up at least one PC stronger than we left off last game. We had all 1st level characters, or maybe 1 second level, but mostly 1st level. We had

  1. Sunshine, a Monk. Low DR from Unarmored Defense, uses an axe and martial asskicking
  2. Adaemis the Servitor, Cleric of the Light. He was created before I had full domains so he used the SRD5.1 straight out of the book, and that’s fine too. Any domain that can be associated with a Norse god or goddess can probably be shoehorned into the setting. Chain mail (DR 6), spear, shield, and the usual compliment of healing and damaging spells.
  3. Graves Battleborne, a fighter. Chain mail (DR 6) and a glaive. He uses the reach to very good effect, usually. 
  4. Jack Redwald, Ranger. Leather Armor (DR 1), rapier, longbow. Very good tracker, good stealth, perception, Insight, and Animal handling. He and Adaemis made most of the key spotting rolls this game.
  5. Yuri is our Warlock. Quarterstaff, dagger, and studded leather, but who cares when you have Eldritch Blast. More on that later.
  6. Tomas (Tom Rakewell). Rogue/Thief. Rapier, dagger, shortbow. Stealthiest of the group.
So the party started out looting the bodies of the dead Lizardfolk shaman, and they found a key on him. Almost immediately thereafter, they found a locked chest, and the key fit it. There was also a bunch of blacksmithing raw materials. Total loot about 473 gp. 
There was discussion about making hide armor from the lizardfolk skin, since they have DR 3. The group correctly identified the likely reaction of any and all lizardfolk that see such armor, but then, lizardfolk eat people, so I’m not sure there’s going to be much “Coexist” going on here. I think they did eventually decide to skin the guy.
There was also some sort of discussion and die roll about what happened when they killed the shaman, and Tom (I think; it might have been Jack) rolled a 1 on History, which is the skill used to get information on humanoid and civilized groups. We decided that he was absolutely certain that all of the lizardfolk and kobolds were spiritually bound to the shaman, and when they killed him, any remaining would just up and die. 
Certain. He must have read it at a scribe-site on EteraNet or something, and EteraNet is thoroughly fact-checked (WodenFact certified) and never wrong. So to quote Lieutenant Gorman from Aliens: “The village is secure!”

The only houses they hadn’t dealt with were the four village houses to the northeast on the map. The one labeled 10 was unusual in that it did not seem to have an adjoining field, but was set away from the main square. The PCs didn’t know this, but it was the ranger/scout of the village, who liked to live away from things, but wasn’t a farmer. 

Adaemis and Jack, I think, both noticed that the house was sealed to be light-tight, and the right kind of rolls provided that it seemed quite similar to the treatment the Inn/Tavern had been given to keep light out when Kobolds were home.

Adaemis passes along this warming. But no, no. The village is secure. Tom just opens the door and walks in. Two kobolds rush him, the other wakes up groggily. He backs out frantically, and we’re treated to the lovely spectacle of a STR 9 rogue trying to hold the door against two ST 7 kobolds.

His fellow team-mates stand back and ask him if he really needs help. After all, the village is secure. Perhaps he’s dealing with ghosts? Should the Cleric try and turn undead?

Guys! Guys! A little help? Please!

From what? The village is secure, after all.

Empty Featureless Plain

Anyway, at this point, one of our eagle eyed characters – I seem to recall Adaemis rolled a 20 on damn near every perception check that game – noted that a fully-armed lizard man had stuck his head out of House 11, some 135 yards (about 400 feet) away. Within longbow range. Jack fires an arrow at it, and the lizard-warrior uses his reaction to simply brush the arrow out of the air with his shield.

He and one other lizard man emerge, form up two abreast, and start dashing into combat.

We decide that three PCs would make mincemeat out of the kobolds, as they let the door open, the kobolds rush out into the sun, gain disadvantage, and are very nearly slaughtered on the spot. At least one injury, one injured with broken morale, and one groggy. We rule that there’s no point playing that out round by round.

The lizard-man fight is the first “close from long range” fight we’ve had. The PCs rapidly developed tactics to deal with shield-wielding foes. Well, for one, once they closed to within 240′, Eldritch Blast kicked in.

It’s a cantrip, so it does vigor rather than wounds as a basis. But it also does force damage, like magic missile, which means armor doesn’t protect and you cant take it on your shield, because force damage. This more or less makes it better in every respect than a longbow. No ammunition. higher damage roll, the damage type bypasses armor, and a gigantic range. I know I have to tone this down or provide countermeasures.

Anyway, the archers (short bow and longbow) and the Warlock keep up a steady stream of pain headed downrange, and by the time the lizards close to 100′, one of the lizardfolk is hit and his morale breaks. He flees, breaking the two-lizard shield wall and allowing the team to concentrate fire on the lizards. They have decent DR and high Threat DC from their shields, but dude, it’s six-on-one. But the second guy does manage to throw a javelin through Sunshine, who gets mad and delivers two crushing blows that either fell the lizard or damn near. At 22 vigor and with a shield, he’s a tough defensive nut to crack, but crack him they do.

After that, a few arrows and an eldritch blast at the fleeing opponent ends the combat.

Lessons Learned

  • Playing once a month and handing out experience like a bean-counter is no fair to the players. They all happened to level up this game, but three months per level is not fun.
  • Game hasn’t broken yet. Some rules questions came up, and my on-the-fly ruling (I have not memorized 367,000 words of rules and setting) tended to match the rules.
  • I actually had a laid-out and printed copy of The Book of Heroes, and that matters.
  • As +Peter V. Dell’Orto mentioned in his own report, shield are good, but they’re not perfect
  • Eldritch Blast is way too strong
  • To no one’s surprise, charging across an open field for 400′ was stupid. 
  • That said, the second lizard was able to close to 30′ and put a javelin through Sunshine (doing some serious wounds, actually) before being slain.
  • Players like to take trophies. Gross ones. I think a few sessions ago they collected the scrotum and d20s of an ogre or something; this time, they killed and skinned lizard-folk to get the raw materials to make hide armor.

So, I’ve been doing this for a while now, and I’m convinced Dragon Heresy is a solid foundation. There’s enough similarity with the parent system for easy entry. There’s enough differences that it’s its own thing. Those differences impact play choices, which is exactly how it should be.

This is not GURPS DnD. This is Dragon Heresy, an SRD5.1-based game that has some mechanical differences and distinctions that are holding up well in play. Honestly, while there are a few things that need tweaking (my team and I are having a serious discussion over the Rogue’s Sneak Attack ability, and the power of Eldritch Blast, a cantrip, makes us think about force damage, the Shield spell, and how strong a cantrip should really be), these things are tractable and relatively minor.
What’s Next

Well, of course Group 2 plays this coming Saturday. They’re a 7th level party going through a module written for 5e that I’m deliberately converting somewhat on the fly just to see if I can. These are, after all, playtest games. That group needs to head around to the front entrance, where they’ll be met by a new player. Yay, and yay for more women in the game. 
As you probably read, I had a busy week last week. I’m well on my way to forming Gaming Ballistic, LLC. I have identified an editor, an indexer, a layout consultant, and +Rob Muadib, who has done an excellent job thus far in bringing The Book of Heroes as far as it has gone, will still be with me to finish the project, though at a reduced frequency of contribution because real life. I also got a bunch of quotes on printing books, and wow, if you do your homework that full-color, smyth-sewn hardback is damn affordable. Very reasonable stretch goal.
I also got the first color version of my map for the game (one of three), and HOLY CRAP it’s good. I may see how the cartographer feels about leaking a glimpse. But it’s good enough that I will be featuring it prominently in my Kickstarter video. Which I have to write and produce. But I have some friends, like +Jay Meyer of Great Northern Games, who have done this before. And I’m sure I can ping +Erik Tenkar about what he likes to see in a video, as well as others in The Industry for advice. I feel like I’ve not been an ass-hat to folks, and that is returning to me with tons of help and advice. +Amanda Valentine has been world class, as has +Ryan Macklin, in helping me out. +Alexander Macris is a gentleman and very generous to give me the nod to pillage ACKS for a few things.
This industry is filled with a sufficient quantity of awesome folks that no one will lack for advice, help, and guidance should they want to walk this path. Because as we all know, the best, surest way to make a small fortune in Independent Publishing is to start with a much larger fortune.
But that’s OK, because the availability of The Editor isn’t until late in the year, and so I get to slow down a bit (or really, just multitask more reasonably) anyway. I still have writing to do, but it’s mostly creative, not mechanical, so can be banged out with a minimum of fuss.
As the poets and historical figures Martin L and William S once said: “This shit just got real.”
(Martin Lawrence, not Martin Luther. And William Smith, not Will Shakespeare. Geez.)

Here we are. August 1st. I’d posted a hopeful schedule two weeks ago on what I had to do and the timing it was supposed to do down on.

Yeah. I’m behind. But maybe not by that much. And the last two weeks have seen me get a yuuge amount done.

What’s the Status?


Two weeks ago, I noted what I had left to complete, and here it is in brief:

Monsters and Foes.

I had what I thought was 90,000 words of grunt-work. I was really thinking this was going to be a slog. And it was, but thanks to Emily Smirle and her coding skills and Luke Campbell and his tireless approach to reading my stuff, I got the grunt-work done.

It’s not completely finished, because the SRD has bupkiss, mostly, for monster descriptions and information.

But every monster has a Dragon-Heresy specific stat block that makes it very easy to just look at the entry and fight with the monster. 

We also did a lot of re-jiggering names and monster types so that they go better with the setting. Trolls are now fey, because they are described that way in the setting. Monsters that are notoriously non-Norse have been eliminated, while those that are mostly non-Norse but too cool to leave out have been retained but renamed, often with helpful parenthetical reminders.

Example? Pegasus is a unique flying horse to the Greek mythological set. Not only is he Greek, but there’s only one of him. That was expanded to a type of creature rather than just the one horse Bellerephon rode. But again: Greek.

And yet flying horses were very much a Norse thing, even if not Pegasus. So a quick rename to Hofvarpnir (flying horse) and boom, done.

Oni is a magical Japanese Ogre. But the power set is much (!) closer to the Norse troll legends than the actual 5e Troll is. What did we do? We called the Ogre, the Oni, and the Troll all trolls, and renamed them something like the brute troll, the magical troll, and the tough troll (that one has the regeneration). 

And the Norse legends are full of serpents and dragons, with little to distinguish them. So a lot of things like giant lizards and worms got slid over to the dragon subtype. Plus, the winged flying dragon of Beowulf is not the only dragon in Norse mythology, and thanks to Luke again, I have 15,000 words of additional nasty dragons to compliment the chromatic and metallic dragons of the classic SRD. 

Total wordcount of the Bestiary is currently maybe 95,000 if you include Luke’s portion. So mission accomplished there – mostly – and the book is better for it.

Setting

The main map of the “starting kingdom” has been finalized, and I got some great help from the folks on the Iceland reddit on making sure that my cool ethnic names weren’t stupid. Most were OK, but my name for “High Lord” suffered from a grammar error and would have been “Hair Lord,” which really needs to be an 80s Cover Band.

The map of Etera, the continent on which everything takes place, is also done.

The map of the sandbox is proving troublesome, because I don’t want to define too much, because each GM should have freedom to do what they want, but I also don’t want to do too little, or else why bother with a setting at all.

I think I have a compromise in mind.

Also, I realized that the Races chapter of the characters book (which now has a name) just said things like “DWARF” and then right into the stat block.

Well, that wouldn’t do.

I am expanding the entries there to talk culture, appearance, size and weight, and important traditions. Plus how each race deals with magic and religion. That obviously crosses over with my setting information, so every word spent on Races is also a word spent on setting and worldbuilding. So good progress there, and I hope to finish that up in the coming week.

Once that’s done, then I need to get my CIA Factbook done for each country/kingdom/political entry, plus the different factions and regions in Tanalor, my game-play sandbox.

Oh, and I got permission to include a well-known set of domain building and management rules into my own game. It was OGL to begin with, but I thought it would be polite to ask, and he said “sure.” This was a major coup, in my opinion, and it enabled me to write more into the next section on GM advice.

So setting isn’t done. But it’s been much advanced, and if I can put nose to typewriter this week, I should be able to polish that off. Finishing the Races chapter will truly put the bow on the player’s book.

GM Advice

I have three sections left to do here, and they’re all C-HEAD/Topic level, meaning they can be pretty short. These sections are Combat and Tactics, Lethality and Challenge, and Converting from Other Source Material.

Then that’s done.

Environments and Hazards


I have some free-form sections on Dungeons, Wilderness, Settlements and Ruins, and Unusual Environments to write. Again, those are Topic level, so they can be as short or long as things require.

The Setting


Back to the setting. Here’s the outline:

THE CONQUEST OF TANALOR
KINGDOMS AND TERRITORIES

  • Settlements
  • Languages
  • Foes, Factions, and Organizations

THE AESIR, WINTERFEY, AND ELDER DRAGONS
YGGDRASIL AND OTHER PLANES AND WORLDS
MAGIC

  • Basic magic
  • Ley lines and leyferths
  • Enchantment and permanent items
Once that’s complete . . . the book is done.
Also on Deck

This is the month I get the Kickstarter prepped, and form an LLC to host the sales and keep it separate from my regular life.
The players’ book has also entered layout, with +Rob Muadib working to start putting things into a good format, chapter by chapter. I feel this will go slowly at first and then he will get on a roll. 
That will let me start writing art notes based on the spaces he’ll need for layout.
Parting Shot

I can’t say if I honestly expected to come this far. The project will likely be released as two 250-275 page volumes, and I think people will like the mix of rules and setting. 

As you can see from my various playtest reports, the game seems to play well, and has some very interesting outcomes that make sense to me.

Story: I have been reading Poul Anderson’s The Broken Sword for the first time. In it, the protagonist and an ally do battle with a mighty venomous serpent (an ormr; we’ve got 15,000 words of those in the book now). Despite many close calls, the two emerge victorious and mostly unscathed, and the ormr retreats.

This outcome is very, very possible in Dragon Heresy through emergent mechanics. This was somewhere between designed in and a happy accident, but I’ve seen it more than once, and most recently with the 3-on-1 battle with the Hill Giant in the last playtest session.

So I’m very much looking forward to finishing the draft, and then getting it in front of folks. I think you’ll like it.

Schedule

I’m behind on finishing the draft, but mid-August seems reasonable.  The book has been split in two, with a Character book and a Campaign book, and I think people will get a lot of use out of both.

Layout has started, and I hope will get major effort over the next three weeks. After that, my layout guy has life thing starting up, so progress would either stop or slow down a lot. We’ll see.

That means art holes and direction is the last half of August.

September, then, is “fill in the art holes and prepare for Kickstarter,” which would push to October.

The length of the overall manuscript means the KS will need more money for indexing, editing, black-and-white, and color artwork – in that order. November and December would be taking delivery of the art as it’s done – but that’s hard to predict, because I’m going to need a LOT of art. 

Still thinking Q117 release.

We mostly got our quorum for today’s game. The players and I had decided that this game would start at level 7 instead of level 1, to test out the mid-power game.

So whom did we have?

+Anne Hunter was Gudrun, a level 7 human runic barbarian. She carried a greatsword and a shortbow, and has DR 2 thanks to Unarmored Defense.
+Wright Johnson was Dakar,  a level 7 human berserker barbarian, who brought a greataxe and a longbow to the fray, with DR 3 from Unarmored Defense.
+Nathan Joy was Ka’Shyx, a level 7 dragonborn cleric of the Justice and War domain. He sported DR 6 from chain mail armor, carried a shield and a warhammer.

This was a test on several levels, and I explained to the players that I was deliberately trying to convert a bog-standard 5e adventure to Dragon Heresy somewhat on the fly. They were OK with this, so it was good. 

I purchased the module – Palace of the Crowned Skull – from the DM’s Guild. It’s Pay What You Want, and I threw in $5. I took screenshots of the map and put them in Roll20, using Dynamic Lighting for the first time. I came up with a good way of quickly putting in the blockers, and honestly the hardest part is rescaling the maps.

I have a suggestion for the +Roll20 crowd for this, for what it’s worth. you should be able to define two squares, likely of about 20×20′ or even more, and say “the native image that’s being imported has 20×20 squares that are this big.” The squares will usually be (say) at the upper left and lower right of the map. Since both squares are 20×20 (four 5×5 squares), that gives a centerpoint for each, as well as four parallel lines in X and Y, as well as four 20′ lines in X and Y. The map can be centered, aligned, and rescaled accordingly to the grid on the blank Roll20 map. Poof, instant alignment and rescale, making a very tedious portion of the import process trivial.

Anyway, the vision-blocks worked well, once I figured out a few things.

Playing through the module worked well. I dropped the references to the Forgotten Realms, and relocated the keep to a very convenient ruin on my own setting map. It fits so well that I really should contact Bill Volk about repurposing it for Dragon Heresy, but it’s DM’s Guild, so I probably can’t. But that makes for a pretty good test  run.

Anyway, the conversation with the representative from the noble family went easily, the players asked some of the right questions, and were satisfied with the offer of 800gp each for their efforts.

One thing we quickly realized is that we need a table of expected wealth by level. Not just because we were starting at level 7 so we needed to know what stuff they might be able to afford (can the cleric afford plate armor by Level 7? My Level 6 paladin was tromping around with +2 plate by then, but the GM was very, very generous with magic items and threw bounded accuracy right out the window). Armor is a huge deal in DH, as are magical weapons, so knowing what’s possible is key. I think I know how to resolve this! Roll once on the Hoard Table with a challenge equal to level – for a level 7 character in DH, at the low end it might only be 800gp. At the high end, it’s 4,200gp and two powerful magical items (rare or very rare). 

They didn’t find any wild encounters, and traveled the roughly 60 miles to the keep in two days. It was easier to find with the provided map, and they made good time and did enough preparation to not draw any monster encounters.

They elected to come up the back way, and immediately encountered a Hill Giant on a large lower area of the castle.

They detected the Hill Giant first, and he was on patrol, walking predictably in circles on the platform, which was roughly 90×140′. They got a first-shot at the (Challenge 5) giant, but he wasn’t surprise (he had a good Perception roll).

The players immediately twigged to the right tactics – the two barbarians started peppering him with arrows, draining his vigor. Now, the hill giant had DR 6, so mostly could ignore the shortbow, but with two attacks (one of which could be used for aiming), the archers could vastly increase the odds of a critical hit, which made even the shortbow a threat. 

Initially, the giant pinned the players at the top of a narrow staircase, but then a good/lucky shot got through and caused a few wounds. This caused the giant to lose his nerve, backing off with the Demoralized condition.This allowed our players to flank him and spread out on the platform, while continuing to pepper him with arrows and the cleric used Sacred Flame a lot.

The giant retreated until his morale re-solidified, whereupon he attacked again.

It should be noted that he (and Dakar, for that matter) more or less didn’t roll higher than an 8, almost ever. The one time the giant did roll well, he was Demoralized, with disadvantage on attack rolls and skill checks, and so what would have been two shattering hits on Gudrun turned into “the mighty Casey had struck out.”

So they beat down his vigor and then went to town on wounds in hand-to-hand combat, mostly using flanking and good tactics to render the giant unconscious. They emerged unscathed, with 1 gp and 170 sp, and 965 XP each as spoils.

They did a bit more exploring, found a bit of treasure, including a potion of healing, and we called it a night. We played a bit less-long than we’d planned due to some confusion on timing.

Parting Shot

Was it an easy fight?

Yes and no. It went about as I expected it to go.

The hill giant was bad news, with 49 wounds required to kill him (but fewer required to demoralize, injure, and knock out), and 105 vigor with which to soak defenses. However, my experience here is that many-on-one, with the defender lacking a shield and the attackers well endowed with spells and ranged weapons? 

Always, always bad for the one. The giant had to make use of frantic defense to turn wounds to vigor on nearly every ranged attack, though he probably should have just taken more shots, trusting his high DR to spare him from all but lucky shortbow attacks. Still, the three players really made with the pincushion syndrome, and there’s not much the hill giant could do about it. He’s too stupid to come up with clever tactics (INT 5).

He hit Ka’Shyx with a thrown rock, but he used his reaction to take it on his shield, damaging the shield (it was a fairly poor roll) with one “hit,” and three hits and it’s broken. Unless he has the mending cantrip to repair it, he can only pull that trick 1-2 times more, and then he’ll need a new shield.

On the other hand, he rolled really badly. Throwing rocks, he was looking at 2-20 wounds per rock. With his greatclub, two attacks for 8-15 vigor each. Even with 60-70 vigor, our barbarians (who elected not to rage, because of the exhaustion effects). So only a few hits, not even counting criticals, and our heroes would have been the ones on the short end of the stick. A few hits and the PCs would have been severely short on vigor, and one greatclub crit and you’re looking at 11-65 vigor loss, and if that also exceeded the Hit DC, that could double to “you’re at zero vigor and taking plenty of wounds through only DR 2 or DR 3.”

So again: it went as I expected. A couple of hits and it was bad news for the PCs. But they did not take those hits, and kept up a steady stream of vigor-reducing attacks. Had there been a few minions or lower-level guys to take up the slack, it may well have been very different. Heck, I bet two or three goblins would have occupied enough mindshare that the hill giant would have been a magnified problem.

Lessons Learned


The massive amount of work writing up stat blocks for all the critters paid enormous dividends. I was able to just look up “Hill Giant” and adjudicate the fight with a couple of glances at the table. 

The adventure ports over easily and well.

The game still rewards sensible tactics that are intuitively obvious to players. Flank your foes. If your foes do not have shields and you’re many on one, hang back and pelt ’em with arrows. 

Taking a blow on a shield is a good thing. Having a shield is a good thing.

High DR matters, and GMs and players alike should be encouraged to think about this. Take the time to aim when dealing with armored foes, as it allows you to increase your chance of a crit by quite a bit.

The emergent behavior of our giant becoming demoralized and then in a few rounds snapping out of it and pressing back to the attack works freakin’ great. That has been a real pleasure to see.

I still need to write up a quickie combat flow algorithm for maximum clarity. It’s clear enough, but you can never be too clear about this sort of thing.

Good session. The game still plays well, and I don’t think I need to adjust challenge ratings much. Fights may well end up “gee, we’re all OK” or “tomato paste” more frequently than the SRD5.1’s base assumption of everyone down a bunch of Hit Points.

Tomorrow will be a big writing day, and then pushing hard for the rest of the week to finish the complete draft of both books. I’m guessing 350,000 words total. Maybe two books of 250-280 pages each. Solid but not with their own gravity well.

More later! 

The Dragon Heresy RPG player-centric book is finished, at least in complete first draft form. 
Based off of an extensively edited and modified SRD5.1, the player’s book consists of roughly 172,000 words, or between 235-275 laid-out pages depending on how that goes.
You can see the raw dump of the Table of Contents below. This represent Chapter and Section Titles (what I’d call A-HEAD and B-HEAD in a GURPS manuscript).
Next step for this one is for +Rob Muadib to pour it into our black-and-white layout format, and then make holes for art. In the meantime, my squad of nearly three dozen playtesters and readers will hopefully be looking at this with a “tweak and fix” rather than “suggest sections to write” eye.
I have also created an outline for the GM’s book, and ported the major already-written sections into it, whch means it’s over 120,000 words on day one. This is good. Not all of my effort is going into the GM’s book, but most of it will be over the next week.
So: a good bit of progress, but more yet to do. I’m still hoping to have a complete draft in a week, but that’s a lot of writing in a short time. We shall see.

Introduction………………………………………………………… 5
Core Concepts……………………………………………………….. 9
Using Ability Scores………………………………………………… 11
Saving Throws………………………………………………………. 22
Combat…………………………………………………………….. 23
The Order of Combat…………………………………………………. 23
Actions in Combat…………………………………………………… 25
Defensive Target Numbers…………………………………………….. 27
Making an Attack……………………………………………………. 30
Grappling………………………………………………………….. 36
Movement and Position……………………………………………….. 41
Mounted Combat……………………………………………………… 42
Underwater Combat…………………………………………………… 43
Injury, Rest, and Healing……………………………………………. 44
Inspiration………………………………………………………… 49
Generating Characters……………………………………………….. 52
Character Description……………………………………………….. 52
Generating Ability Scores……………………………………………. 54
Character Races…………………………………………………….. 57
Racial Traits………………………………………………………. 57
Dwarf……………………………………………………………… 57
Elf……………………………………………………………….. 58
Halfling…………………………………………………………… 59
Human……………………………………………………………… 60
Dragonborn…………………………………………………………. 60
Gnome……………………………………………………………… 61
Half-elf…………………………………………………………… 62
Half-orc…………………………………………………………… 63
Tiefling…………………………………………………………… 63
Character Classes…………………………………………………… 65
Barbarian………………………………………………………….. 65
Bard………………………………………………………………. 70
Cleric…………………………………………………………….. 76
Druid……………………………………………………………… 93
Fighter…………………………………………………………… 101
Monk……………………………………………………………… 106
Ranger……………………………………………………………. 122
Rogue…………………………………………………………….. 131
Sorcerer………………………………………………………….. 137
Warlock…………………………………………………………… 144
Wizard……………………………………………………………. 156
Character Background……………………………………………….. 165
Backgrounds……………………………………………………….. 166
Motivation, Cohesion, and Goal………………………………………. 190
Beyond 1st Level…………………………………………………… 192
Explicit Multiclass Options…………………………………………. 196
Equipment…………………………………………………………. 204
Coinage…………………………………………………………… 204
Selling Treasure…………………………………………………… 204
Armor and Shields………………………………………………….. 205
Weapons…………………………………………………………… 208
Magical Attacks vs Armor……………………………………………. 211
Adventuring Gear…………………………………………………… 212
Tools…………………………………………………………….. 218
Mounts and Vehicles………………………………………………… 220
Trade Goods……………………………………………………….. 221
Expenses………………………………………………………….. 222
Feats…………………………………………………………….. 226
List of Feats……………………………………………………… 226
Spellcasting………………………………………………………. 235
What Is a Spell?…………………………………………………… 235
Casting a Spell……………………………………………………. 238
Spell Lists……………………………………………………….. 245
Spells by Class……………………………………………………. 245
Cantrips………………………………………………………….. 262
1st Level Spells…………………………………………………… 268
2nd Level Spells…………………………………………………… 281
3rd Level Spells…………………………………………………… 300
4th Level Spells…………………………………………………… 315
5th Level Spells…………………………………………………… 327
6th Level Spells…………………………………………………… 345
7th Level Spells…………………………………………………… 358
8th Level Spells…………………………………………………… 369
9th Level Spells…………………………………………………… 376
Conditions………………………………………………………… 386
Open Game License Version 1.0A………………………………………. 389

We had another playtest of the Dragon Heresy RPG. It was a surprisingly challenging session in terms of personal interaction. The productive way to look at this is in terms of how the rules and text of the game can attempt to deal with what is usually one of the only real problems in RPG play, which in my opinion is expectations management.


That is, players conflict with each other, and the GM, when their view of what the game world, rules, or (for lack of a better word) mission or purpose of the game is differs from others.

Some of this, in the case of a game that is still being written, with a setting that is being defined, is clearly because the ground rules are not yet fixed. Some of this was not.

Gods and Men, Men and Men

For Dragon Heresy, and specifically the pseudo-Norse setting that is being worked up, I very much need to say something about certain things. These include the Aesir – the Norse gods – and their relationship with humans and dwarves in the setting, and also the relationships that their clerics have with the Aesir, their “flock,” as well as other Clerics. 

The Aesir, the Norse pantheon, is interesting for several reasons, not the least of which is that there are people walking the world that have personally had relations with these deities. Some of those relations are of a very intimate nature – when someone says “I got to know Odin personally,” or especially Loki, one might be implying a certain amount of superposition.

So there’s really no “whose God is real” sort of thing. They all are, at least within the Norse pantheon. My setting is silent on whether other pantheons even exist, much less influence this world – that’s a GM decision and could go either way.


But at least the default assumption in my world is that people will feel a calling, or kinship, or affinity for one or some of the Aesir, and will tend to associate with them, pray to them, and try and bolster the strengths that that particular deity embodies. Using the more-common names, if you believe in Fate and Destiny as paramount, even over the gods, you probably follow the Norns. If you will be bound by no man or contract, but uphold dignity, honor, and delight in righteous conflict and equally-righteous hangovers, Thor’s your man. If you believe in a form of righteous vengeance that is both ice-cold and white-hot, but still justified, you are in the province of Skadi, who is basically Elsa when she’s pissed off.

But none of that means that you are going to, as a Cleric, be converting people. You don’t proselytize from one god to another, though certainly if a person is uncertain about where their affinities lie, a cleric or druid or paladin or strong follower from another class, might encourage a deliberate choice, especially if the interlocutor discovers traits in the undecided person that might be amenable to the way their deity approaches things. 

That’s how I see it, at least. And you certainly don’t say “Believe in Thor, abandon Odin, because Odin doesn’t exist.” Because that’s a great way to get on the bad side of lots of people. The Aesir are a family show, so to speak. And they do have their strife, of course:

Bruce Banner: I don’t think we should be focusing on Loki. That guy’s brain is a bag full of cats. You can smell crazy on him. 

Thor: Have a care how you speak! Loki is beyond reason, but he is of Asgard and he is my brother! 

Natasha Romanoff: He killed eighty people in two days.

Thor: He’s adopted?

Now, my setting doesn’t have the Marvel version of Thor (Donnar in my setting) in it – though I do think that it’s marvelous (see what I, oh, nevermind) and Hemsworth does a great job. But even when dealing with Loki, it’s love-hate. Well, unless you’re Freya (Valfreya in my setting).  Then it’s just hate-hate. So there’s not exactly competition for believers in a way that makes people stand on street corners asking “Have you bathed in the presence of Odin today? You really should convert to serving his Glory!”

But I didn’t make that terribly clear, and it caused an issue. So: lesson one learned about the importance of setting for establishing expectations.

Lesson two, and I really, really should have known this from before. Medieval, or even faux-medieval, social structure is ridiculously structured. When dealing with your social betters, you are mostly considered somewhere between clearly inferior but allowed to speak, to worthless slime that is lucky to not be decapitated on sight. 

OK, that’s extreme. And the right to kill and depart was mostly a Japanese thing. But after our group of 1st-level characters dealt rather effectively with a bandit problem, I had the town Constable approach them through an intermediary about helping to solve a problem that the jarl of Midgard (one of the big towns along the north of Audreyn’s Wall) had with a relative’s son. They challenged the right or even the fact that the Constable was actually representing the jarl’s interests. 

That got a bit testy, as the relative social standing of first-level characters is not always clear in SRD5.1 games. During the discussion, I likened it to a new college grad demanding to go over the head of their Senior Manager and speak directly to an Executive VP. At worst, it’s a grave breach of protocol. I would guess that this guy – the constable – was something like an 8th to 12th level Fighter or Barbarian, possibly a Ranger, now that I think of it. He was the local captain of the guard and ran the jarl’s messenger service – very important posts. Anyway, I didn’t make it clear enough where this guy was in both the hierarchy of power, and the relative social standing of characters of a given level. Players will tend to think that the world is more egalitarian than it is, and that the nobles and administrative functionaries are lower level and weaker than they are. This was almost my party’s undoing in +Rob Conley‘s Majestic Wilderlands campaign, where we got somewhat lucky and managed to not get killed and burned by the 15th level Fighter we challenged the authority of. 

What I learned


I was viewing the roleplaying exchange from three points of view, all of which were negative from my perspective.

  1. The cleric involved was taking a very tough tone with the Constable, in terms of trying to convert him from Tyr (Ziu, in my setting) to Sol (brother sun, the lord of light). When the Constable noted he had his own beliefs, the conversation persisted, which violated my view of how the setting’s clerical domains worked. That is basically hidden from the players, for whom the only words of guidance are in a reasonably recent version of the manuscript – fluff text that post-dates when these guys made characters:

    “The pantheon of the Aesir is broad, and to follow one patron does not, cannot, preclude the others. A cleric that hews to the path of the Storm Domain will not deny the actions or validity of the followers of Skadi (Winter) or Ziu (justice and war), but prefers or favors a certain way of looking at, and solving, problems. When any Aesir speaks, the clerics of Torengar are wise to listen, though it is far more likely that such a message from Donnar will be delivered to a cleric of Donnar, of course.”

    I should have made this more clear. If I did make it clear, I would look to the players to respect that distinction – or be prepared to suffer the consequences, up to and including the Constable delivering a mighty beat-down.

  2. The party was engaging in spectacular disrespect of the Constable’s position, behaving as if he was a mere flunky for a low-ranking noble, and they wanted to deal directly with the jarl.

    That’s on me, in that the relative power level and social strata are not established. So the vast impropriety of the suggested direction was not apparent to everyone. This is what happens when rules come before setting in the writing process, and also when modern sense of egalitarianism and the expectation that noblesse oblige is expected because the parties are equal, rather than the expectation that the much-superior noble will condescend to have congress and treat with honor those of lower station.

    There will definitely be a social interactions mechanism – or suggested mechanism – that will be invoked here. I’m thinking of both mechanical help – setting the DC of a particular die roll, such as Persuasion or Deception – based in part on the difference in level of the two parties. Not the difference in proficiency – social strata differences are wider than that.

    But also, just a general level of how the society works and the adventurer’s place in it, as they will frequently be outsiders to a given town, and maybe outside most other societal boundaries. They might belong to no guild, have no association with the locals, and basically be tolerated because the King has this writ thing going on where he’s encouraging people to go North and conquer the lands.

    None of this was made explicit, and there needs to be some level of “careful here” in the text. The “good” news is that the Norse structures were fairly, as they say in corporate speak, “flat.” So there were basically three (broad – very broad) classes. Slaves, freemen, and jarls. The king basically being first among equal jarls. But of course, there were myriad informal strata, and not all jarls were of equal power, respect, and influence. And my world is not Scandinavia, but influenced by those cultures. So I’ve got some writing to do, and soon, on this topic.

  3. Lastly, game expectations. This is a playtest campaign. So while it’s not a series of unconnected fights or conflicts designed to test one or another parts of the rules, it’s designed to put the rules through their paces, and I’ve been so busy writing these last few weeks that I really didn’t have a ton of “choose A, B, or C” options prepared. I’d toyed with dropping these guys into a dungeon from the OSR, but looking through my options, I saw that would actually be a bit of work to convert, so I was out of time. So I whipped up a depopulated village, re-populated it with four encounters worth of bad guys, and tried to drop a job in the PCs lap. That was of mixed success, as one may have gathered.
The Play of the Game

The job itself? 5gp per adventurer to bring back simple word of what happened. An extra 20gp per person if they solved whatever problem caused the issue, and they managed to negotiate for a bit more if they brought back proof of the jarl’s cousin’s son’s fate. Plus, the implicit “plus whatever loot you can find” that always exists in these things. 
They were given three days worth of food, and were given the use of a riding horse each – worth 75gp (about $5,000 USD!) each, but to be returned. 
What if we steal them? Well, then you’re outlaws and not welcome south of the wall. Ever. Oh, just checking.
So north they ride, and the Ranger kept them fed and watered. They approached the village from the south, at mid-morning. 
Long story short, they checked out the buildings, found signs of blood and death but no bodies, and eventually checked out the tavern (2).
(The map was generated using the Inkwell Random Village Generator, which is entirely awesome).
The tavern had bodies in it, plus four kobolds – two regular and two winged. They don’t like sunlight and so were inclined to stay inside, and the players pulled off a sweet, sweet surprise attack, killing all four quickly. Bodies inside were stacked like cordwood, being rendered down as food for the bad guys. Eww. But they did quickly locate the jarl’s (deceased) relative. So, evidence obtained.
They then realized that when they scouted the smithy (9), they never did clear it, only looking inside for a threat but not finding any. So (wisely) they decided to clear the building. Inside was a lizardfolk magic-user, who rolled a 20+ on the Perception check vs the rogue’s relatively modest stealth check the first time around, and was ready for them – when the rogue came to the door, entangling vines sprouted in front of it, but I made a mistake in placement and left a clear space in front of the door. So the grappling attack on the rogue failed, and he was able to roll a natural 20 on an acrobatic dive into the room, which was entirely awesome.
The fight was hard, but the shaman rolled fairly poorly, saving throws were made, and many-on-one always works out poorly for the one, especially in Dragon Heresy, which indulges in GURPS-like death spiral behavior at times, by design. So the shaman was overcome. 

It should be noted that I missed something important – the lizardfolk have natural DR 3, which takes 3 points of damage off any potential injury that gets by his defenses. I really need to print out my new monster section, or get +Rob Muadib to lay it out so it compresses into a smaller book, so I can look at natively Dragon Heresy stat blocks. Fewer mistakes would be made with this expedient.

By that point, it was nearly midnight, so we called it. The silent village was beset by at least one lizardfolk shaman, plus some kobolds. They still have not yet explored the houses to the northeast. That will be next time.

Parting Shot

The point of these playtest campaigns is for me to see what a group of players might do with the setting. Well, like it or not – and at the time, I did not – I found out. Some of this is expectation management, and some is that I need to write down the soft rules of the setting in an absolutely clear way. 

If I can’t express the expectations for social strata and interaction in five or fewer guidelines that could appear on a 3×5 card as guidance, I will have failed my readership in terms of providing simple, digestible guidance for how such things work. So there’s an important part of the setting that is basically “how to live in it.” Good learning there.

Another is way more explicit guidance on how holy men are expected to act. 

The combat system also needs a flowchart or a series of steps, laid out explicitly. This is present in one form already, but needs to be expanded by a few steps because even I, as GM, tend to forget a few things – but that’s because the rules have changed from the first iteration to the final one.

Explicitly: Armor Class is now two quantities. Threat DC and Hit DC. If you exceed Threat DC, something happens. If you exceed Hit DC, you are assumed to bypass all footwork, parries, and normal defenses such as shields and strike the target. From there, you have to punch through armor DR to cause injury.

Very early incarnations of the rules had an attack that meets Hit DC just inflict wounds. Then I introduced Frantic Defense, a way of turning wounds into vigor loss as an option, and then that turned into the default way of doing things. But sometimes I revert to the olde ways.

Anyway: combat flowchart. Which again will be short, few special cases, and easily internalized. It will fit on a 3×5 card or smaller in easily-readable font.

I need to write a GM advice/Running the Game section/chapter, which will have some guidance on when the PCs will be powerful enough to expect to strike out on their own and make a play for establishing a land-hold of their own. Before that, the players will be taking odd jobs and basing themselves out of a city, or even perhaps joining a more-powerful adventurer as retainers. I have a few ideas on how to make that viable.

Finally, I had a dialog with a well-known name in the OSR community about some rules he wrote that I wanted to borrow, and he agreed to let me take and modify them. This was fantastic news to me, but more on that later, perhaps.

So a lot learned this time, but very little of it had to do with combat mechanics or the hard-style rules material. Even negative experiences – or even especially negative experiences – can drive learning, and last night’s game was a case in point. I got a lot of soft-style setting learning, which is timely, since my remaining tasks are:

  • Finish the fluff text and editing of the monsters section. This is non-trivial, since there are 250-300 monster entries and there will be both fewer (as we decide that, say, an ancient Egyptian monster or ancient Mayan monstrosity or Celestial has no place in the setting) and more, since there are scarce-few good fey in the SRD, and my setting needs to be lousy with them. Plus a lot of re-skinning. Sure, crocodiles would not be found in the northern parts of my setting . . . but swamp ormr? Sure. What are they? Ahem. Crocodiles with the name changed, and the lineage/monster type set to “dragon” instead of “beast.”
  • Write the setting information. My notes have been growing on this, and my own mental understanding of the setting and world. But I have to put them into the manuscript. I know how I’m going to do it, too, for the main.
  • Write the outline for the GM book, which will include sections on the setting, general adventuring guidance, rewards and treasure, magic items, and specific guidance on expectations management and running the game for GMs.

Stuff like:

  • A foe with no armor and no shield is going to be easy meat for PCs, almost regardless of wound/vigor capacity. 
  • Conversely, foes with a shield or DR X or higher armor are going to be tough nuts to crack. In my playtest games, archers simply stopped shooting at guys with shields. There are ways to beat this, but they require a line of disciplines archers acting in concert. This has not yet occurred.
  • How to use the morale rules so that every encounter does not end in a TPK for one side or another. 
  • When to insist on using passive scores for certain tasks. I already have a “no fishing” boxtext and thought of a simple alternative for GMs and players that like to roll dice that works equally well.
  • Other tidbits that came up during the playtest campaigns that can be turned into general guidance. 
But here we come to the crux of it all. The game’s quite nearly done, quite playable, and offers some benefits to lots of different groups of gamers. I was hoping to be able to publish one book instead of two, but I’m not going to make a tome that’s a single 550-page volume. I may, however, go the GURPS route of having (for example) the book mostly concerned with characters and basic game play be page 1-275, and the campaign and setting book start at p. 276 and go to p. 525. We’ll see what my playtesters think of that.

A sample NPC/Monster writeup from the Dragon Heresy draft. This started life in the SRD5.1, but has been modified for the new game rules.
Archmage
Medium humanoid (any race), any alignment
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
10
14
12
20
15
16
0
+2
+1
+5
+2
+3
Defenses
Wound Thresholds
Threat DC
12
Morale
Injury
KO
Death
Hit DC
24
0-3
4-6
7-12
13+
DR
0*
Control Thresholds
Vigor
99
Grab
Grapple
Restr.
Incap.
Vigor Dice
18d8+18
0-3
4-6
7-12
13+
*mage armor adds DR 1 per spell slot level

Proficiency +4

Saving
Throws.
Int +9, Wis +6
Skills.
Arcana +13, History +13
Damage
Resistance.
damage from spells; nonmagical bludgeoning, piercing, and
slashing (from stoneskin)
Senses.
passive Perception 12
Languages.
any six languages.
Challenge
12
(8,400 XP)

Magic Resistance. The
archmage has advantage on saving throws against spells and other magical
effects.

Spellcasting. The
archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence
(spell save DC 17, +9 to hit with spell attacks). The archmage can cast
disguise self and invisibility at will and has the following wizard spells
prepared:
•  Cantrips
(at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
•  1st
level (4 slots): detect magic, identify, mage armor*, magic missile
•  2nd
level (3 slots): detect thoughts, mirror image, misty step
•  3rd
level (3 slots): counterspell, fly, lightning bolt
•  4th
level (3 slots): banishment, fire shield, stoneskin*
•  5th
level (3 slots): cone of cold, scrying, wall of force
•  6th
level (1 slot): globe of invulnerability
•  7th
level (1 slot): teleport
•  8th
level (1 slot): mind blank*
•  9th
level (1 slot): time stop
*The archmage casts these spells on itself before combat.
Actions
Dagger. Melee or
Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 4 (1d4 + 2) piercing damage.
Archmages are powerful (and usually quite old) spellcasters
dedicated to the study of the arcane arts. Benevolent ones counsel kings and
queens, while evil ones rule as tyrants and pursue lichdom. Those who are
neither good nor evil sequester themselves in remote towers to practice their
magic without interruption.

An archmage typically has one or more apprentice mages, and an
archmage’s abode has numerous magical wards and guardians to discourage
interlopers.

This is a shout-out to +Emily Smirle .

I fretted about my monsters chapter for Dragon Heresy. It was 91,000 words long, and a whole lot of problems.

Well, I chatted with Em and +GodBeastX , and they noted that the best way to do this was probably a brute scrape of a text file. Turn it into an HTML table.

Well. I thought about that, and how I would do that if I knew how to write code well (I used to know FORTRAN, PASCAL, a bit of MATLAB scripting code, and dabbled in Visual Basic, but not any of the newer languages).

So I used Word’s wildcard files to look for all instances in my Monsters and Foes file that used the “Sub-Topic” style (which is how almost all monster entries are titled), and then replace the monster [Name] with MONSTER – [Name].

That gave a tagged file. I gave Em a format, some rules for conversions based on information contained in the data already (Armor Class converts to Dragon Heresy concepts like so; Hit Points become Vigor; Wounds are calculated like so; etc.).

She went to town, and converted this:

ANCIENT BLACK DRAGON
Gargantuan dragon, chaotic evilArmor Class: 22 (natural armor)
Hit Points: 367 (21d20 + 147)
Speed 40 ft., fly 80 ft., swim 40 ft.
STR DEX CON INT WIS CHA
27 (+8) 14 (+2) 25 (+7) 16 (+3) 15 (+2) 19 (+4)
Saving Throws Dex +9, Con +14, Wis +9, Cha +11
Skills Perception +16, Stealth +9
Damage Immunities acid
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26
Languages Common, Draconic
Challenge 21 (33,000 XP)

Into this below, with a bit of Excel nudging from me. Ultimately, she has taken days of work and turned it into hours. 

I did a lot of writing last week, and was up until just shy of 4am on Saturday night trying to finish editing the magical items, treasure, and rewards chapters.

For those that come to these pages looking for tons of GURPS content, especially my semi-regular features such as The Reloading Press or even the Firing Squad, I can only apologize. I’ve been pretty laser-focused on Dragon Heresy since it became a real thing in Feburary, and I’ve come a long way since then.

So, where’s the game right now?


Dragon Heresy RPG

One of the things that happened last week was a major reorganization of all of the material that I’ve written to date, plus some things that I’d forgotten to include that are pretty key from SRD5.1. That’s done, and while I still think that there are some sections that could usefully be wrapped into their own chapters, the rest of the material now flows a heck of a lot better.

The Introduction got a long-ago rewrite to not mention certain game names, even as an acknowledgement, nod, homage, or a respectful comment. Alas, because while I don’t wish to claim compatibility with anything or camp out on a brand, the roots of the game are clear and SRD5.1-derived.

The Core Concepts chapter then introduces all of the things you need to know that are the same, and more importantly, the few things that are different, to play the game.

The Combat chapter comes next, with the new SRD sections smoothing out the flow, and making it more readable. Grappling is now four pages (well, MS Word pages) and it’s a lot more interesting. It’s been used quite a bit by both monsters and PCs in the test campaigns I’ve played, which has been fantastic. Damage Types have rules associated with them now, too. Getting slashed and getting burned are now different and flavorful.

Then Injury, Rest, and Healing, which details how the new rules for wounds and vigor interact with long and short rests, and the much-longer requirements to heal wounds than vigor. The emergent behavior out of this split system has been wonderful to behold, and is, I think, going to be a strong point in favor of Dragon Heresy for those that like it.

Then there are a bunch of sections on the adventuring environment that really need to be folded up into their own chapter. Probably need to create an Adventuring and Campaigning chapter that will be a natural place for all of this stuff.

Then the Characters set of chapters, which are everything you’d expect. All the classes, and sub-classes, backgrounds unique to the game, advancing beyond first level, feats, spellcasting, and the fully-adjusted spell lists, tweaked to incorporate the new Dragon Heresy concepts.

And the rewards and treasure section, which has personal and hoard loot, a new gemstone table, and the section on magical items, which again have been tweaked to fit Dragon Heresy. I do the work so you don’t have to.

What’s left to do?


I’ve got several chapters/sections left before I can confidently say “this is a complete draft.”

Monsters and Foes.

This is a big section – porting in from the SRD reveals it to be 90,000 words by itself, which could be as much as 140 pages. That’s in addition to the 215,000 words that’s already written above. 

So that’s just too long. It’s long to the point that I might just split the entire project into three books – that’s a model we’ve seen before – one for players, one for the campaign, and a bestiary. The imported monsters are fun, but some of them aren’t terribly setting-relevant, and there are others that need to be there – such as a monster based off of Grendel – that aren’t, that I know of. 

Plus, I’m going to have to go through every monster that I keep and rewrite it in terms of wounds, vigor, new attack and damage modes, damage reduction for armor . . .

It’s grunt work, but it’s 90,000 words of grunt-work.

Setting


I’m working with a pro cartographer on maps, and I’ve got a final map of my continent and starter maps of the sandbox. That’s helping define some of the setting details.

I have a brief history and some major events defined, which provides flavor.

I’ve got a reasonable start on a defining culture, and I think I can bang this out in short order. The real work is in the adventuring area, which will have sufficient defined areas to inspire, and sufficient “the GM puts whatever here” to keep it a sandbox.

There’s enough “kingdoms far away” that enterprising players and GMs can play the “outsider” if they want, because someone always wants to.

GM Advice


Some of the things that have come up in playtest – “watch out for X,” and “be aware of Y” will go here. So will suggestions on starter adventures and ways to kick the game off.

Dragon Heresy is, flat out, potentially more deadly than the SRD5.1 basis from which it derives. That’s not a bad thing. In fact it was a design goal, to take enhanced lethality and combine it with a certain amount of additional narrative cohesion.

But it makes the game play differently, and at least the GM should be aware of how. So I’ll be writing a bit on that.

Schedule

My personal goal is still to finish a complete publishable text draft this month – that is, in the next 13 days. The Monsters chapter is what really stands in the way of that, as it’s the most time-intensive and fiddle-intensive. Plus the length, which is a problem by itself.

But with a finished draft, even if I don’t have the monsters done but if I do decide to put them in their own book, I can start layout and defining holes for art. 
Then August will be “find public domain art to fill the holes.”
September would be “launch a Kickstarter to take the book to ever-higher quality levels.” Things like, and in rough order:
1. Indexing. Probably wind up needing $2,500 for this, as I’ve seen budgetary estimates for pro indexing at $10 per 1,000 words.
2. Editing. I want to work with an established professional, and that means about $6,500 in the budget so that someone can look over my work and fix it. 
There are also some expenses I’ve already incurred such as the map, and I’ll need to bring the websites for the RPG and my notional publishing company online. 
I suspect that the prior two items will define the first goal: $12,000 to fund the Kickstarter, with backers potentially having access to a laid-out PDF with public domain art that’s already written as soon as the project funds (if, after consultations, it seems wise to do that; I’m going to be chatting with lots of folks who have run both successful and unsuccessful Kickstarters before I commit to anything), so there’s no risk there. That means I’ll need 300-400 backers just to cover the basics. 
3. Black and White Art. If the book is 250,000 words long, that’s probably 130 pieces of art. Figure that’s 30-40 full pages equivalent, and I’ll need something like $4,000-5000 for B/W art to replace the public domain art.
4. Color Art. That’s about an extra $10,000 right there. Some of that might be “the same as B/W, but color,” but I won’t necessarily constrain my artists that way,

5. Stretch Goals. The separate monster book is probably best left as a stretch goal. So would be additional setting material for Torengar (the country adjacent to the setting sandbox) to allow internal adventuring rather than just external. I’d love to have enough backers and money to do a hard-cover, full-color offset print run at high quality, but that’s a massive risk to all parties and involves me having tens of thousands of dollars of backing beyond the above, in order to afford both the printing and (more importantly) the shipping, which is where a lot of Kickstarters seem to go wrong.

But that means if things don’t go wrong, October-November would be the ideal cases for getting all that art in, and having the thing on sale by Christmas. That in itself is a stretch goal, because I suspect timing will not be that kind – real life tends to interfere. So Q1 of calendar 2017 might be the best date to look for a Dragon Heresy release.
Assuming it funds at all. But I think people will be pleased with the game for what it is, and I hope that I can scare up enough interest to do this project right, all the way to the finish line.

Got questions, suggestions, comments, or helpful advice? Please leave a comment!