Did you Play Lost Hall at the Grappling Smackdown at GenCon?

I know a few folks – maybe one or two – who played what was called then “The Tower of Justice” or “Grappling Smackdown” with me in the IGDN booth at GenCon this year.

Friday and Saturday mornings, 10am start time. Each day was 7-8 people, some who’d signed up, some who didn’t.

As the book that will be now titled Lost Hall of Tyr: Dómstóllinn is closing in on its basic funding goal, I want to give you folks playtest credit. And a free copy.

So: email me! You have my card from the event. You can also hit me at gamingballisticllc@gmail.com, or leave a comment to this post. Let me know which game you attended, what character you played, the name you wish to be credited with, and the most memorable thing that happened to you during the game.

This is a bit of a cry for help. I know a few folks – maybe one or two – who played what was called then “The Tower of Justice” or “Grappling Smackdown” with me in the IGDN booth at GenCon this year. Friday and Saturday mornings, 10am start time.

Each day was 7-8 people, some who’d signed up, some who didn’t.

As the book that will be now titled Domstollinn: Lost Hall of Tyr approaches both Kickstarter and finalization, I want to give you folks playtest credit. And a free copy.

So: email me! You have my card from the event. You can also hit me at gamingballisticllc@gmail.com, or leave a comment to this post. Let me know which game you attended, what character you played, the name you wish to be credited with, and the most memorable thing that happened to you during the game.

 

So, GenCon has come and gone, and I got a lot of business done while I was there. Some of this will be reflected in what projects GB is working on.

The Tower of Justice – Adventure Scenario

The brief scenario that I over-prepared for (two hour session, but I wanted to ensure we didn’t run out of fun) went over very, very well. I can confirm that 15 folks, from newbies to grognards, went through it, and despite grappling appearing constantly, everyone was engaged and had fun. The give and take of control damage was as compelling to them as it was to me.

The scenario is built around the Dragon Heresy world, and the strong undercurrent of Norse-ish mythology that flows through it was well received.

The “do we or don’t we go this way” puzzle that was supposed to be one of the scenario forks (which one needs for a con game, though much less so for a campaign) was so compelling (and frankly, not hard enough) that both parties just got it. I came up with a good re-arrangement of things that will resonate better with sandbox play, as well as providing larger exposure to more potential resolution pathways.

So . . . I’ll be publishing this, for real. The GenCon folks that were at my table will get free copies and playtest credit, if they email me. Otherwise, I will work it up for 5e and Swords and Wizardry, at least, plus of course Dragon Heresy.

There’s a ton of work done already, and turning it into a short adventure supplement should be fairly quick. I suspect that I can re-use a lot of art I’ve purchased for Dungeon Grappling. I may even re-use the Dungeon Grappling layout template, which will push my InDesign skills to grow and improve.

In short, I don’t think I’ll need to crowdfund this one. We’ll see. I could also Kickstart it when it’s basically ready and see if folks have enough interest to help me fund custom art. That way, I’d be able to work with some old and some new artists – many of whom I met at GenCon – on a very short project with little risk. Test out working relationships and whatnot, and keep in practice for crowdfunding. Besides . . . I love generating new art (well, paying others to do so).

What about Pathfinder? I will need to consult my oracles; I’m not as good with this ruleset than others.

The adventure itself stands at 11,500 words – roughly 23 pages as-is, which would grow a bit with maps and fleshing out all parts of something designed for “until it’s done” rather than “cram into two hours.”

Dragon Heresy: Starter Set?

I watched “Ashcan” versions of various games in development fly off the shelves in the Indie Game Designer’s Network booth for four days. The 5e Basic Rules were pretty popular.

So, I’ve got a project that will be in editing for a while, but is fully playable. The system plays well and has some neat tweaks to it. The setting is compelling enough, and has loads of room to support adventures.

So I’m pondering and chopping a very, very limited version of the game that only covers Level 1-4, ditches all optional rules, and is otherwise a nice intro. I’m shooting for something like 60,000 words, which is about 15% of the total three-volume set.

I’ll see how far I can distill it. There are advantages to doing this that solve some issues I had with my Kickstarter planning, too.

The full game is still progressing! And again, with the artists I chatted with, I’m very hopeful I could go from “funded” to “done” in a reasonable time period through the glory of parallel processing. But . . . I think I can get something fun out there that’s playable, and will only improve with time as Ken does his magic on my writing.

Venture Beyond

Just for completeness’ sake, David and I are closing in on a first-complete-manuscript. We’ve nailed down a lot better where we’ll be conventional in business development process, and where we’ll take risks for the sake of time to market.

I’m feeling good about where we are, at least for now. Not much of an update, but as with a lot of “below the waterline” stuff, there’s a lot to unpack in the words “making progress.”

I was at GenCon’s 50th Anniversary this past week, and I had the honor of observing the first of Gaming Ballistic’s Dungeon Grappling demo games, and playing in the second. Here are my thoughts, for those that are considering its use:

Summary

It’s not as scary as you probably think.

Qualification

I have 20+ years experience with D&D in general, maybe five or so with Pathfinder, and a month or two with 5e. I have always felt like grappling, in general, has gotten less attention than it deserved in pretty much any system, including all editions of D&D, and have had characters/moments in-game where I’ve found myself grappling (with the rules and/or the enemy) and found them a bit awkward. At the point of the convention, I had not read the Dungeon Grappling book (and still haven’t as of this writing—but I will), though I am quite familiar with its spiritual-ancestor, GURPS Martial Arts – Technical Grappling, so I did have a basic understanding of how it works beforehand.

Observations

In my brief exposure to the Dungeon Grappling system, I found it to actually be very easy to understand and smoothly integrated. It uses the normal attack-damage mechanics. “Control” is just damage of a different sort, the accumulation of which inflicts one of a handful of “grappled” conditions. Those conditions are well-defined and sensible, using established mechanics. A character can “attack” to add more to his own control, reduce his enemy’s control, aid allies’ grapples—it’s very intuitive. It works the same against larger or smaller opponents. The book has all the right cheat-sheets in easy-to-find places. I know the book does delve into more detailed grappling situations—and I generally like the more crunchy stuff—but really, the little bit that I observed is all you need to make grappling in D&D a bit more interesting, and it’s simple enough that I couldn’t give anyone a good reason to not use it.

And, I’m told Dungeon Grappling addresses that burning question I’ve always had in D&D and never found and answer for: how far can you throw a halfling? 😛

Note from Gaming Ballistic: Pretty darn far if you’re an Ancient Red Dragon

My 2¢.

Saturday was packed for me. I was busy from 9am until 10:30pm with good important stuff. Sunday, the last day of the con, was basically open for me – a free day – until the show closed, at which point I was to help tear down the booth.

The Big Day

Well, I awoke realizing that I’d left my battle-mat in the booth. No big, assuming it was there. I beat feet over before, it turned out, that the convention hall opened, which was 9am. So I went over to my gaming room, set up early, then chatted with some of the IGDN members there. I described my grappling system to Sarah at the booth, and another member sat down, and “oohed” and “aahhed” over my book, which was on the table. She opened it up and started avidly reading. I just grabbed a pen, signed it, and made a gift of it to her. If she’s that enthusiastic, she can have one! Continue reading “GenCon: The Big, The Free, and The Teardown”

Reposted from the GURPS Forums Thread: Call for Playtesters – GURPS Tactical Shooting: Extreme Conditions

Steve Jackson Games is seeking playtesters for GURPS Tactical Shooting: Extreme Conditions, by Hans-Christian Vortisch. This is a supplement to the rules in GURPS Tactical Shooting – and by extension, to the GURPS Basic Set – concerning gunfights in extreme environments such as in winter, in the desert, underground, around water, and even in space!

We are primarily looking for playtesters who have experience with real guns and/or the hazards found in these extreme environments. Preference will be given to applicants who know how to shoot (current and former military servicemen, police officers, sports shooters, enthusiasts) and/or who have experience with survival and operations in extreme environments (scuba divers, spelunkers, folks with experience in the Arctic or desert or jungle, etc.). A number of slots will be reserved for people who expressly do not have such backgrounds, to check rules and descriptions for clarity and ease of use.

You should be familiar with the rules in the GURPS Basic Set, GURPS High-Tech, and GURPS Tactical Shooting. We expect the playtest to be very active for three or four weeks, and then to remain open to hammer out details for as long as the author requires after the initial feedback period.

Prospective playtesters should email the Lead Playtester, Douglas Cole, at dhamptonc@gmail.com with [TSEC] (for “Tactical Shooting: Extreme Conditions”) in the subject line. Include your Warehouse 23 username (if you have one), your preferred email address for the closed playtest mailing list, the correct spelling of your name as it may appear in print, and a few words on why we should pick you: qualifications, experience, current gaming group(s), etc.

*** *** ***

Yeah, that’s me as Lead Playtester. I did it for High-Tech and the original Tactical Shooting, too. If you’re going to apply, please be thorough and explicit in your email to me giving your credentials, even if we know each other well! Both the playtest and the book should be tons of fun.

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.