The Editioning, AD&D 2nd Edition, Part 6

Who Plays RAW Anyway?

AD&D is a famously crunchy system. It took the relative simplicity and, dare I say, elegance of OD&D, and started piling on subsystems for magic, combat, falling, drowning, encumbrance, surprise, skills and proficiencies, experience, encounters, etc. etc. It’s not an easy system to learn and I’m not sure anyone is really meant to learn the whole thing. Rulebooks are reference books, of course. That’s the case for any game, but it’s a necessity if you want to play AD&D rules-as-written.

I played a lot of 2nd Edition in the 90s. I ran my own home-brew world campaign, I ran Dark Sun, Ravenloft and Planescape and played in some Forgotten Realms games too. I have a lot of experience with the game. But I don’t remember using a ton of the more nitty-gritty rules. Encumbrance is the obvious one that I think many groups would have hand-waved, and continue to. But things like specific rules for climbing (and getting down again,) and rules for specific weapon types vs specific armour types, were all just, well, too specific. I suspect that other groups handled things in a similar way. I don’t think our games suffered due to a lack of these rules. As DM, if the situations arose where a character needed to rappel down a castle wall, I would have made a ruling and we all would have moved on, instead of searching the DMG or PHB for the precise way to handle it according to Zeb Cook. I do remember doing that on occasion, usually when challenged by a player that something should be handled properly. Generally, this would bring the session to a grinding halt while we found the rule in one of the ten different books it might have appeared in, and then read it, read it again to understand it, and applied it to the situation. This would rarely be worthwhile, although, sometimes we uncovered a rule that actually made our play better.

RAW Editioning

The cover of Planescape adventure, the Eternal Boundary. A pale, bald dustman pushes a gurney with a sheet-covered corpse in the foreground. The silhouettes of adventurers peek through an archway in the background.
The Eternal Boundary

The Editioning, our challenge to play and adventure in every major D&D edition over about a 24 month period, has made it far more likely that I will deal with any given situation as the rules require. I am trying to play these adventures that way. But what I have discovered, playing the Eternal Boundary, is that the adventure doesn’t care about most of those rules. The writer got the 2nd Edition surprise rules wrong, the plot does not involve wilderness adventuring, dungeoneering or, really, any type of traditional D&D shit, and nobody has been required to rappel down anything. As I have stated here before, it is far more an investigation scenario than anything else. Each session has been an exercise in pushing the plot forward. When I think about it, many of the ‘90s adventures were like that. It was, I think, a side-effect of having settings with their own histories and stories, exemplified in hundreds of novels, rife with famous and powerful NPCs, where the canon events impacted the types of adventure modules written for them. The plot-heavy adventure became the norm for D&D.

The Eternal Boundary appeared very early in the life of the Planescape setting but well into AD&D 2E’s middle-age. So, although it had not been confined by published canon yet, you can tell that it was trying to define it. It establishes NPCs that could be involved in major events in the future of Sigil, it is more interested in establishing the setting, its factions and its political situation that in providing opportunities for the DM to apply the rules of the system to the situations the PCs get into. I don’t want to go to far into this area right now. I’ll save it for a more thorough review of the module when we are finished. I’m saying that, when it comes to adventure selection, I could have chosen better if I wanted a quintessential AD&D 2nd Edition experience. But then again, maybe such a thing doesn’t exist.

Plane-hopping

If you need a recap, please go and revisit my previous posts here.

Session 5 of the Eternal Boundary kicked off with another fight. The party, reunited and determined to get some answers, decided to take on Toranna the Gray on her own turf, ie, the portal room right at the top of the Mortuary, under the dome. It was a cool location and a cool set up. She was preparing, with the help of an assistant, to send another barmy’s corpse through the portal to the Elemental Plane of Fire, ostensibly for cremation. There were a few zombies lurching around the chamber doing odd-jobs as well. We rolled for surprise, which neither side got, and then initiative which the PCs won. Devansh, the Cleric, immediately turned the zombies, just in case, and Trance, the Thief, tried to use her grappling hook to swing of the chandelier and take down the assistant before they could act. She failed the grappling hook roll (used the Thief’s Climb ability for this) but hit with her attack, killing the 0 level assistant instantly. Meanwhile, Glaermond the Paladin ran into the fray, taking on one of the turned zombies, and Aurora, the Witch, sent her goat in to butt Toranna. What followed was a few rounds of Toranna running around, trying to escape while restricting the party’s movement as much as possible with her magic. Hold Person is a powerful spell in this edition, by the way. Mainly because it is hard to save vs Spells.

Hold Person
(Enchantment/Charm)
Sphere: Charm
Range: 120 yds. Components: V, S, M
Duration: 2 rds./level Casting Time: 5
Area of Effect: 1d4 persons Saving Throw: Neg.
in 20-ft. cube
This spell holds 1d4 humans, demihumans, or humanoid creatures
rigidly immobile and in place for a minimum of six rounds (the
spell lasts 2 rounds per caster level, and the priest must be of at least 3rd level to cast the spell).
The hold person spell affects any bipedal human, demihuman, or
humanoid of man size or smaller, including brownies, dryads,
dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be held, while an ogre could not.
The effect is centered on a point selected by the caster, and it
affects persons selected by the caster within the area of effect. If the spell is cast at three persons, each gets a normal saving throw; if only two persons are being enspelled, each rolls his saving throw with a –1 penalty; if the spell is cast at only one person, the saving throw die roll suffers a –2 penalty. Saving throws are adjusted for Wisdom.
Those who succeed on their saving throws are totally unaffected by the spell. Undead creatures cannot be held.
Held creatures cannot move or speak, but they remain aware of
events around them and can use abilities not requiring motion or
speech. Being held does not prevent the worsening of the subjects’ condition due to wounds, disease, or poison. The priest casting the hold person spell can end the spell with a single utterance at any time; otherwise, the duration is six rounds at 3rd level, eight rounds at 4th level, etc.
The spellcaster needs a small, straight piece of iron as the material component of this spell.

Also, bonus points for use the word “enspelled” there.

Anyway, this allowed her to last four rounds against the party. The had almost made it down the stairs to look for help when Glaermond jumped on her from the top of the stairs doing a shit ton of damage and leaving her at 0 HP.

They questioned her. Trance even used her Intimidation non-weapon proficiency to good effect. Eventually they got Toranna to tell them about the plan, or at least the part of it she knew. She was working for a faction called the Illuminated and a person call Green Marvent. Green Marvent had asked her to take the “bodies” with a mark behind the ear and send them through the portal to the Elemental Plane of Fire, just like the other corpses. But those ones would not be burned up, instead, they would be taken by the Illuminated on the Rock, the Citadel of Fire beyond the portal, and revive them. Now Toranna didn’t know what they did after that. But the PCs, having already run into Eliath and the Dancing Man, supposedly returned from death by “their own gods,” were already aware of what was happening afterwards. They are still not sure why, though, and they knew they needed to stop this plot so they grabbed Toranna, took her red glass beads, the key for the portal and jumped through…

The Citadel of Fire hangs in the eternal flame of the Elemental Plane of Fire
The Citadel of Fire

On the other side, they found themselves on a wide platform at the bottom of a long set of steps that clung to the side of a cyclopean rock, floating, impossibly unburned through the eternal flames of the Elemental Plane of Fire. They could hear the inferno raging just yards away, though muted, and they could even feel a portion of the hellish heat, but they were not in danger of being roasted. They were greeted by a number of Illuminated guards, led by a priest. The party’s fast-talking fell on deaf ears and another fight erupted. The Illuminated priest sent one of the guards to get help from the next guard post at the top of the stairs, but Trance, the thief was too quick for him, felling him with a backstab before he could get too far. The priest took his first action to cast Command on Aurora, forcing her to Jump. On her turn, she was going to be forced to jump off the edge of the platform into the flames below. This would have been instant death, but, Devansh, taking his turn before her, countered it with another Command to “Stay.” This was such an ingenious use of the spell and saved Aurora’s life, without question. Meanwhile, Glaermond cut one of the guards in half. The others didn’t last long after that. I realise now that I was rolling Morale for them wrong. This is the danger of playing so many editions. I rolled 2d6 for the Morale check instead of 2d10. I can’t say for sure if this would have made a difference now, but at the time this meant they did not run for their lives when they probably should have.

Hobgobln entry from the Monstrous Compendium for AD&D 2E
Hobgobln entry from the Monstrous Compendium for AD&D 2E

The party ascended the steps and got a better view of the Rock. A platform jutting out from the side of it held a couple of ballistae and a quintet of hobgoblin mercenaries. Up some more steps and rising into the fiery sky, a tower stood, and, to their left there was an opening into the interior of this asteroid-like floating citadel. Beyond, in the darkness, they were able to make out a forbidding, dark hallway, draped in ceremonial-looking finery and decorated with sinister carvings. The PCs were challenged by the hobgoblins, who seemed more clueless than the Illuminated guards below. The PCs convinced them that they were new recruits, hired by Green Marvent. Dropping the boss’ name did the trick. The party asked the mercs who they should report to and they were told to go to the Temple, up near that guard tower they could see.

So, off they went. At the tower, they attempted to just ignore the guards standing outside it and the archers on the top of it but Toranna, still their prisoner and reduced to a single hit point, called out for help from her Illuminated allies, who turned to take on the PCs…

And that’s where we left it.

Conclusion

I guess my conclusion from all this is that, if you interact with all of the rules, some of the rules or maybe even none of the rules, you will probably still have a good time. In the Eternal Boundary, the wondrous locations of the adventure, Sigil itself, the creepy Mortuary, the Citadel of Fire, are almost enough to make it a fun experience to play. The addition of the PCs, their idiosyncrasies and personalities, and the cleverness and excitement of the players is always going to elevate any adventure to the realm of actual fun.

Next time will probably be my final update on the AD&D 2E part of the Editioning as the Eternal Boundary is unlikely to go any longer. Will they uncover the truth of the Illuminated plot? Will they find and confront Green Marvent? Will they all go up in flames? You’ll have to wait and see, dear reader.

Old School v Old School Essentials

Downtime Discussion

I had a really interesting discussion last night with, friends of the blog, Tom and Isaac. They’ve both been along with me for the Editioning ride and have some great insights. We have started a monthly round-up of games in a Discord video chat. We’re calling it Tables & Tales Downtime. It’s a simple opportunity, that we don’t generally get at the table, to talk about the games we’re playing. We’ve only had two of these Downtimes and they have each turned out quite different. The first went into detail on the games themselves, what happened in the sessions of the previous month, how the systems and mechanics worked at the table, what surprised or delighted players, or what didn’t work for them. In this second one, it was just the three of us so we got into a fairly free-wheeling discussion of the things we had been thinking about games in general recently.

Isaac has been preparing to run the classic AD&D 1st Edition module, Ravenloft, grappling with its copious verbiage and unwanted levels of detail. Meanwhile, I have been reading a couple of OSE adventures and coming to grips with their house-style, which feels like the exact opposite. Tom’s perspective was unique in this mix as the DM of our Dungeon World game, coming up with all their adventure ideas off the dome, which presents its own challenges and opportunities.

The Keep on the Borderlands

The cover of B2, The Keep on the Borderlands. A purple cover with the name of the module and a colour illustraiton in the middle: a piched battle on the road between adventurers and monsters.
The Keep on the Borderlands

I can’t comment too much on Ravenloft since I haven’t read it, but it sounds similar to many adventures of the time. It is arranged in paragraphs, long and wordy. It’s got stats and descriptions for NPCs and areas that are almost certainly never going to be needed. It makes a lot of assumptions about what the PCs are going to try to do and it provides the DM ways to thwart their idiotic plans.

Another prime example is B2 The Keep on the Borderlands. As a beginner module, it has a lot of advice for the starting DM and even for players included. But it also spells out the consequences if the party decides to go on an anti-social rampage through the keep, the exact numbers and stats for the guards, their locations, how many are on duty and in armour, etc. etc. The cognitive load this requires of a DM is not to be underestimated.

Description of hte guard towers in the Keep.
Description of the guard towers in the Keep.

We’re going back in time with adventure modules like this, of course. Maybe comparing them to more modern styles of adventure presentation is unfair. Every adventure produced relies on creators who learned from the mistakes and successes of those who came before, after all. But, in preparation for this post, I read some reviews of Holy Mountain Shaker, the OSE adventure I’m going to use as comparison. Some reviewers and commenters simply hated the OSE house style used to present it because its terse bullet points and single phrase descriptors didn’t include enough sentences or actual paragraphs. Some DMs feel like they need a piece of prose to get to grips with the atmosphere, the setting or the characters. Some people want to have to read through a module two or three times before they feel ready to bring it to the table. The Keep on the Borderlands suggests this approach in the “Preparation for the Use of the Module” section.

Read this two or three times
Read this two or three times

Now, up until this point in the text, Gary Gygax has been really bigging up the DM, Here’s an except. Sorry it’s so long. Gary needs an editor tbh:

Master of the Cosmos! Yes! the DM!
Master of the Cosmos! Yes! the DM!

So, you can see that he has been buttering up the poor rube who agreed to run this classic adventure before telling them they have to learn the damn thing off by heart in preparation. And you can see that that would be no mean feat given the style of writing, the denseness of the prose and lack of distinction between description and stats.

I want to make one thing very clear at this stage; I played The Keep on the Borderlands recently and thoroughly enjoyed it. I thought it was a great module with lots of player freedom, options for the DM to customise and almost endless possibilities for how it might play out at the table. But its the reading of these older adventures that’s a chore. I don’t really want to read them through once, never mind three times. It takes a long time and it’s boring.

Adventures are for playing, not for reading. Is that controversial?

Holy Mountain Shaker

Holy Mountain Shaker is a 2021 adventure module for Old School Essentials by Luka Rejec of Ultraviolet Grasslands fame. I think it’s interesting that UVG was the first RPG book that got me to stop reading it so that I could start playing it. The longer I spent reading it the more it dawned on me that it was a reference book, not a work of fiction. Anyway, Holy Mountain Shaker is an ambitious adventure that includes a really large number of compelling and enormous locations as well as a town with a few relatively unimportant factions. This is a point crawl where each point is big, like a massive underground chasm, an enormous ziggurat under a mountain, an entire mine. That sort of thing. These are not accompanied by maps of the areas. This is only a 56 page adventure. Instead, the DM is given some of those terse descriptors, a few options for what a party might do in the locations, where their investigations might lead to and some encounters and events.

Location description 1
Location description 1

Sure, it might help if you read some of the location descriptions ahead of time to get an idea of what’s coming for the adventurers, but that won’t take very long and you could absolutely get away with not doing it. It’s easy to see, at a glance, what you need to give the players, what they will need to do some work to find, and what might happen if they do certain things. Personally, I think this gives you just enough to improvise with. We’re playing a use-your-imagination-game here, and I like being given the chance to use mine, even on the fly with minimum prep. Admittedly, having run UVG for a while, I have quite a bit of experience doing this, as it is laid out similarly. But, equally, if you play Blades in the Dark, Heart, the Between or any other story game, you are faced with making up locations, NPCs, items constantly. That’s part of the challenge and part of the fun.

The lack of location-specific maps is a little jarring. I get that. I wanted a map of the ziggurat like we got a (kind of) map of the Pharaoh Fish, but, ultimately, I understand that the exploration is meant to be abstracted, and occasionally cut with scenes of discovery where a PC finds one of those wonderful magic items, or by combat, where we zoom in on the action when a random encounter occurs with one of the creatures that is described at the beginning (and only at the beginning) of the book. It reminds me of a Final Fantasy game. Your little guy is travelling by map across country when you suddenly run into a rabid chocobo or whatever. The map disappears and your party are gathered there in a fully realised location facing that one poor flightless bird.

You don’t have to slog through descriptions of endless empty rooms or 30 ft long corridors. We’ve all done that. I get that that’s D&D and I also enjoy the sort of play that involves precise measurement, perfectly drawn maps and searching for traps with ten foot poles. But reading this was refreshing. It presented me with a different way to play even large-scale locations in a mega dungeon that won’t take the rest of your life to play through and was packaged in such a compact and attractive book.

The town of Plish and the rumours table
The town of Plish and the rumours table

But, for the sake of comparison, we looked at the Keep from Keep on the Borderlands above so let’s look at the town in Holy Mountain Shaker. The town of Plish is described in two pages, both of which are half illustration. The factions get a bullet point each. This actually seems fair since they don’t come into the adventure itself much. Then you get a paragraph about the native Plishlings compared to the Newfolk who have come to mine the mountain. And lastly, there is another short paragraph describing the Cult of the God Carp. On the second page we have a couple of lines about the earthquakes plaguing the town and then a table of rumours. That’s it. No descriptions of fortifications, no guard stats, no structural engineering reports. What it’s doing is trusting that we all know the kinds of things you might find in a fantasy mining town at the foot of a holy mountain. And it’s giving us permission to come up with that stuff at the table (or for the DM to make it up before they start, I suppose.)

Conclusion

Now, I have a some issues with Holy Mountain Shaker as well. I think some of the descriptors used are too obscure for the average DM to know without looking them up. And that sort of stumbling block is a big deal if you only have one word to go on (what is a vitrine, anyway?) Some of the illustrations do not really illustrate what I would want them to illustrate about some of the locations. And I would actually like a bit more involvement from the factions. But I’m not really here to review this adventure, especially as I haven’t played it yet. I’m just here to compare these two styles.

I think it’s worth mentioning that the former style has not completely died out. Some trad games are still presented using dense paragraphs when, in my opinion, bullet points would be better (looking at you Dragon Age RPG, Call of Cthulhu, DCC) but, as I mentioned above, that style still has its fans and adherents. More power to ‘em. But, for me? Keep it minimal.

The Editioning, D&D 3E Character Creation

The Wizards Loom

Time marched ever on, TSR faded and went into the West. Wizards of the Coast loomed over Dungeons & Dragons as its new masters. It was a new millennium and it was time for a change.

The 3rd Edition of D&D brought with it many changes. Some were better received than others and the player base, it was fair to say, were divided over this new iteration.

It continued the 2nd edition obsessions with having a rule for every eventuality and providing endless optionality in character creation and development. But that list of saving throws was replaced by an even longer list of skills.

THAC0 was gone and Armour Class was finally ascending with the institution of the d20 system, which would define many mainstream RPGs for years.

We got Feats for the first time and the concept of a PC’s Spell Save value. You can see the embryo of 5E in this edition with mechanics like these and the Skills in particular.

It’s still very complicated compared to the Basic D&D or OD&D but it feels more refined than AD&D.

I have little practical experience with this edition or its later 3.5 version, but I do remember optionality in character creation being quite attractive. Now, looking at the character creation section of the 3E Player’s handbook, which runs for almost 90 pages, I’m a little intimidated. But, I’m here to drink beer and create a character for D&D 3E, and I’m all out of beer (that’s not true. I’m not sure I could attempt this without beer.)

This book is from the illustrious pens of Monte Cook, Jonathan Tweet and Skip Williams. Monte Cook has, of course, had an outsized influence on the direction of the hobby over the last 25 years so it’ll be interesting to see what he has produced here.

Character Creation Basics

I quite like the way the couple of pages here is laid out around a character sheet, with each section numbered. It breaks it down and makes it feel a bit more manageable. Honestly, it reminds me a similar spread in the Mothership Player Survival Guide, which actually only involves two fewer steps than this. I actually like that it suggests, as a Step 0, to check with your DM before starting, in case there are any special limitations or house rules for your character.

After that, the steps are:

  1. Ability Scores (4d6 and drop the lowest six times, then assign as you like, probably in concert with your choice of race and class)
  2. Choose Class and Race (this might seem like it should be two separate steps but, from our experience in AD&D 2nd Edition, it just isn’t. The two are indivisible as race features and ability score modifications have such an effect on your choice of class, and vice versa. The ability scores you roll have a much lesser effect on the choices as they are, by default rolled and then assigned. In fact, the only problem I have with this step is that it should be combined with Step 1 because all three choices impact each other)
  3. Assign and Adjust Ability Scores (fact is, you already did this in that last step. If you didn’t, I don’t know how you made any decisions, tbh. This is another step that should be folded in with the previous two)
  4. Review the Starting Package (sounds like you’re having a look at an automobile brochure but it’s really just giving you a Quickstart option for your PC that details ideal starting Feats Skills and Equipment. You chan choose to take these if you want to speed up this whole process)
  5. Record Racial and Class Features (The writer concedes here that you will probably have to flick back and forth through the book to make choices regarding some of these features. This step includes Spells, btw, so prepare for this to take a while if you’re a spell-caster)
  6. Select a Feat (Same here. You might need to look at particular equipment of skill descriptions to make an informed choice here.)
  7. Select Skills (You get Skill Points from your class and your Inelligence modifier, and you have Class Skills and non-Class Skills so its a little similar to AD&D’s non-weapon proficiencies in that way, but the list of skills is more similar to 5E)
  8. Review Description (This step does not want you to do anything but homework. Just read Chapter 6: Description. Make some of those choices now if you want, but that’s what Step 11 is for, really)
  9. Select Equipment (honestly, since we are including this in character creation, it’s more like 113 pages rather than 89. You randomly determine the amount of gold you have to spend on equipment for your Level 1 PC)
  10. Record Combat and Skill Numbers (this will probably take a while. Just take a look at the character sheet!)
  11. Details Galore (describe your character using Alignment, height, weight, age, background etc.)

Ability Scores

We’ve got the standard D&D abilities, Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma.

Here are my rolls:

  • 5, 3, 1, 1 = 9 (what a start…)
  • 5, 3, 3, 2 = 11 (a little better)
  • 6, 5, 1, 1 = 12 (really just creeping up here)
  • 6, 6, 5, 5 = 17 (now we’re talking)
  • 6, 4, 4, 3 = 14 (not bad)
  • 6, 4, 2, 2 = 12 (could have ended worse)

Now, I can choose to assign these to the six abilities as I see fit. Meaning, of course, that I would have to make choices normally. But, as is my won’t, I am going to keep things random. I’ll roll for both race and class and then choose how to match my scores to my abilities.

Choose Class and Race

This edition has the following races to pick from:

  1. Humans
  2. Dwarves
  3. Elves
  4. Gnomes
  5. Half-Elves
  6. Half-Orcs
  7. Halflings

I’m going to have to break out my D7 from one of my Zocchi Dice sets. And I rolled a 2! I’m a Dwarf! I like playing Dwarves. I was obsessed with them ever since reading the Hobbit.

img_0746

Dwarves in 3rd Ed get the following traits:

  • +2 Constitution, -2 Charisma
  • Medium Size
  • Base speed of 20 feet
  • Darkvision – its black and white but it reaches 60ft in total darkness
  • Stonecutting – +2 bonus to notice unusual stonework (sliding walls, stonework traps, new construction etc.) It also allows them to use the Search skill to find stonework traps like a rogue might
  • +2 on saves v poison, spells and spell-like effects
  • +1 on attack rolls against goblinoids
  • +4 dodge against giants. This does not represent their size, which we have established is medium, but their training
  • +2 to Appraise rare and exotic items
  • +2 to Craft checks related to stone or metal
  • Automatic languages – Common, Dwarven. Bonus languages – Giant, Gnome, Orc, Terran and Undercommon
  • Their favoured class is Fighter. This means that a multi class dwarf’s fighter class does not count when determining whether or not they suffer an XP penalty for multiclassing

This is already a huge number of features, but at least the book presents them in bullet points unlike older editions.

Now for the Classes. The Player’s Handbook presents the following:

  1. Barbarian
  2. Bard
  3. Cleric
  4. Druid
  5. Fighter
  6. Monk
  7. Paladin
  8. Ranger
  9. Rogue
  10. Sorcerer
  11. Wizard

Another fantastically uneven number. Not even a set of Zocchi dice comes with a d11 so I will roll a d12 and re-roll on a 12. I rolled a 4, so that’s a Druid!

The description of the class explains that “Dwarves, halflings and half-orcs are rarely druids.” But that’s not going to stop me. I’m not here to min-max this character.

This is not the first edition to include druids, OD&D, 1st and 2nd Edition had them as well. But in those, they were much more like a flavour of nature-cleric than a class of their own.

Here are some of the things I will need to keep in mind while I make this character now that I know the class:

  • Alignment – I will have to be at least part Neutral to represent nature’s indifference
  • Religion – some druids revere Obad-Hai, god of nature or Ehlonna, goddess of woodlands
  • Background – there is a larger druidic society but most druids are loners with a charge of their own wild refuge
  • Abilities – Wisdom is a Druid’s most important stat, what would have been called their prime requisite in previous editions. It determines how many spells they can cast and how powerful they can be. They need a Wisdom score of at least 10 + spell level. The spell save DC is 10 + spell level + Wis modifier. A good Dex is important as they only get to wear light or medium armour
  • Hit die – D8
  • Class Skills – Animal Empathy (Cha, Druid exclusive) Concentration (Con,) Craft (Int,) Diplomacy (Cha,) Handle Animal (Cha,) Heal (Wis,) Intuit Direction (Wis,) Knowledge (nature) (Int,) Profession (WIs,) Scry (Int, exclusive skill,) Spellcraft (Int,) Wilderness Lore (Wis)
  • Skill points at Level 1 – 4 + Int modifier x4
  • Skill points at each additional level – 4 + Int modifier
  • Class Features
    • Weapon Proficiencies – club, dagger, dart, long spear, quarterstaff, scimitar, sickle, short spear, sling
    • Armour – padded, leather or hide only. A druid can also use a shield as long as it’s wooden. If they wear any other type of armour, they can’t use any of their magical powers or spells while they wear it and for 24 hours after!
    • Spells – Druids can prepare and cast any spell from the druid spell-list. They don’t have to learn them like wizards. See the table below. They can’t cast spells of an alignment opposed to their own. I honestly didn’t remember spells being identified with alignments in this game.
    • Bonus languages – They get to know the secret druidic language and can substitute out one of their bonus languages for Sylvan
    • Nature Sense – Can tell you all about plants and animals. Also can identify poisoned or impure water
    • Animal Companion – a druid gets to start with an animal companion or two! At first level the total HD of creatures you’ve befriended using the animal friendship spell cannot exceed 2. You can also cast the spell on other animals during play
    • There are a bunch of features that druids get at higher levels, including Wild-shape, the ability to polymorph into animals. But I’m not going into them here since I’m making a 1st level character
    • At level 1, a druid will get a 0 for base attack bonus
    • Druid Saves at level 1 – Fort: +2, Ref: 0, Will: +2

Assign and Adjust Ability Scores

OK, it’s time to assign those ability scores, taking my Dwarven modifiers into account.

  • Str – 9 (-1 to melee attacks and damage, Climb, Jump and Swim checks as well as general Strength checks)
  • Dex – 14 (+2 to ranged attacks, AC, Reflex saves and a whole bunch of skill checks)
  • Con – 14 (one of the 12s with a +2 from my Dwarven ancestry) (+2 to each hit die rolled, Fortitude saves, and Concentration checks)
  • Int – 11 (A lot of my skills are Int based) (0 extra languages, 0 extra skill points/level)
  • Wis – 17 (had to be) (+3 to Will saves and a bunch of skill checks. More importantly, it’ll mean an extra 1st level spell)
  • Cha – 10 (the second 12 with Dwarven -2) (Another 0 modifier, which sucks since so many of my skills work on Cha)

Record Race and Class Features

I think this step is here rather than amalgamated with your choice of race and class above, is because you don’t know how many spells you might be able to choose or learn until your ability scores are settled…

The fact I’m coming to terms with here is that this series of steps is not particularly distinct or clear. You have to jump back and forth constantly. I actually think it’s worth asking why you are supposed to roll your Ability scores before selecting your race and class. Since you can assign them any way you want, they have no bearing on those choices. It would actually make more sense to choose the class and race first, then roll up your abilities with your race modifiers in mind and a much better idea of how you want to assign them.

Anyway, I’ve gone through the race and class features above. I only really need to choose spells

So, with my Wis sore of 17, I will get 3 0-level spells and 2 1st level spells.

I had forgotten there were 0-level spells or cantrips in this edition. I guess this is another first!

As I stated above, a druid can choose from all available spells but does have to prepare them at the start of each day. Here are my day 1 choices:
0 – Cure Minor Wounds (Cures 1 Point of Damage,) Guidance (+1 on one roll, throw or check,) Resistance (Subject gains +1 on saving throws)
1 – Animal Friendship (gains permanent animal companions)

I am going to pick a couple of badgers since a level 1 druid can have up to 2 HD worth of creatures as friends and badgers only have 1 HD each. They are tiny, can burrow and have the ability to fly into a rage in combat! I shall name them Eddie and Brock.

Select a Feat

img_0750

Feats are also new in this edition. They add yet another way to personalize your PC. I only get one at level 1, so I guess I should choose carefully. But even then, I do think it’s interesting that they made feats optional by 5e. Was this single choice adding just a little too much cognitive load to players? Or is it just because 5e characters already have enough going on?

Back to 3e. There’s a decent number of feats to choose from as you can see from the photo.

Here’s my choice:

Toughness – Gives me +3 HP and I can take this feat multiple times, which is nice.

Select Skills

I have 4 + Int Modifier x 4 skill points to spend at level 1. Since I have no Int modifier, this means 16 Skill Points. I have to spend all of them. Here’s how spending them works.
You can spend a point on buying a new Skill or on increasing the rank of one you already have. One aspect of the point-buy system I find confusing and strange is that you can spend one point to gain a rank in a Class Skill. But you can also spend a point to get half a rank in what they call a Cross-Class Skill, even though that half a point will do you no good. So why not just make is it so that you can only buy a single Cross-Class skill rank with two points instead?

img_0851

Anyway, as I mentioned above, there is a pretty long list of skills presented here in a table that is going me a headache.

Animal Empathy (Cha, exclusive skill,) – 2 ranks

Concentration (Con) – 2 ranks

Heal (Wis) – 2 ranks

Profession (Wis) – miner – 2 ranks

Knowledge (nature) (Int) – 2 ranks

Scry (Int, exclusive skill,) – 2 ranks

Spellcraft (Int) – 2 ranks

Wilderness Lore (Wis) – 2 ranks

I’m not specialising much but I think that’s appropriate for a low level character. They often grow in a particular direction after starting off as a generalist.

Review Description

If I’m reviewing it, I’m going to add the details now too.

This is an overly long section that goes into a lot of unnecessary detail on alignments, religion, gender, height, weight and eye colour…

I’m going to skip through it quickly as I have already tired of this process and this blog post has taken me almost a full week to get through:

  • Alignment – Chaotic Neutral (this book gives a title to each alignment, which is bonkers. I hate D&D alignments at the best of times but this is making me dislike them even more. Anyway, Chaotic Neutral is known as the “Free Spirit.”)
  • Religion – Obad-Hai, god of nature
  • Name – Oskar Holderhek (got this from the dwarf names presented in Chapter 2)
  • Gender/pronouns – he/him
  • Age – there is a random starting age table here that has different possibilities based on your class… anyway, I rolled 7d6(!) and added to the starting age of 40 giving Oskar a starting age of 70. There is also a table of aging effects for middle, old, venerable and maximum ages that can give you minuses to Str, Con and Dex and bonuses to Int, Wis and Cha, which is bizarre, frankly.
  • Height and Weight – another random table split along race and sex lines this time – Dwarf men start at 3’ 9” and add 2d4 inches. I rolled a 5 making Oskar 4’ 3”. Weightwise – the table is incredibly confusing but I think I’m supposed to roll 2d6 and multiply the 2d4 roll in order to add the result to the base weight for dwarf men… I got an 11 so that’s 55 + 130lbs making Oskar 185lbs. This absurd level of detail is bringing me to breaking point.
  • Looks – He is a grimy little dwarf with a short cropped beard, thick brows and a hunchback. He’s constantly covered in dirt and wears leathers to protect himself as he digs tunnels.
  • Personality – this dwarf is obsessed only with the fauna who occupy the underground along with him. He does not care for surface dwellers at all and will only emerge into the light under duress. He is stubborn, direct and frequently insulting.
  • Background – Oskar escaped an underground work-gang that the dwarves authorities put him on to punish him for various infractions including insulting his thane’s son, keeping moles in the city and building a pit-trap to drop the guard down when they came to arrest him for the first two offences. When he escaped he found an ancient dwarf in a forgotten corner of the Underdark. Helga taught him how to be a druid and protect the mushroom grove of the myconids from their enemies. When they were attacked by surface dwellers, he vowed to find the perpetrators and kill them.
  • This section also encourages you to customise your character but I think I have given him enough defining characteristics already.

Equipment

A druid starts with 2d4 x 10 gold – I rolled a 3, so that is a very poor, 30 GP. But, to save time, I have decided to go with the equipment from the Druid starting package described in the Class section:

Armour: Hide +3 AC, wooden shield +2 AC, speed 20ft, 35lbs, armour check penalty -5
Weapons: Scimitar (1d6, crit 18-20/x2, 4 lbs, Medium size, Slashing)
Club (oaken cudgel): 1d6, crit x2, 10ft., 3lbs, Medium size, bludgeoning
Sling (1d4, crit x2, 50ft., 0lbs, Small, Bludgeoning)
Gear: Backpack with waterski, one day’s trail rations, bedroll, sack, flint and steel, pouch with ten sling bullets, Holly and mistletoe, Three torches

Record Combat and Skill Numbers

I just can’t. This process has already taken sooooo long, and I don’t have the time or patience to continue. I have, at least, shown the workings of the character, you can see Oskar’s ability score bonuses and skill ranks above anyway, so I don’t think it’s necessary.

Conclusion

My main conclusion is that character creation in 3rd Edition takes too long. There are several steps which could be removed entirely, to be honest, and there are other steps that could be re-arranged to make the entire thing more efficient. There is far too much detail. It feels like D&D over-adjusted far too much to mechanising everything by this point and completely forgot the days when spells were there to be interpreted and you didn’t need to know a PCs exact weight in pounds before beginning play.

Nonetheless, I will be proceeding with a 3rd Edition game as part of the Editioning as planned. I’m thinking about taking one of the old Goodman Games modules. There are loads of them and they look a bit more fun than the official ones I have been able to lay my hands on.

Meanwhile, in other Editioning news, we will be starting the classic 1st Edition module, Ravenloft, next week, thanks to DM Isaac. Can’t wait for that!

Write Your Own Star Trek Adventure

Star Base 343

In between missions, the crew of the USS Challenger had time for some R&R on Star Base 343. This particular star base is mentioned only once in a TNG episode as a spot where Picard hinted Riker should take some rest after he had to disintegrate his not-girlfriend. So, I figured it must have something to recommend it for shore leave. It was also where our PCs transported the survivors of the Cressida disaster aboard the Challenger after their city plummeted into the heart of a gas giant, so it stood to reason there would be medical facilities there. Finally, I knew that it was a place where starships could seek repairs. So, when the party arrived on station for a bit of a break, I asked the players to paint the scene for me; how can we tell this star base is a centre for ship maintenance? What shows us that Star Base 343 is renowned for its medical care? What about the station lets us see that this is a good place for rest and relaxation?

And the players did not disappoint. Especially on that last question, I got plenty of detail. All of their answers allowed me to build a living, believable community and place and inspired me to write a short, station-based side-mission.

Laniyar Tennan, Betazoid technichian character sheet
Laniyar Tennan, Betazoid technichian character sheet

Newly minted Lieutenant Junior Grade, Tennan, our Betazoid, felt the need to reflect on the events of the last mission at a sort of temple of his people that stood alongside other places of worship and meditation on the station’s central concourse. I imagined a place where the Betazoids that frequented it went naked as was their practice, and consulted elders for advice. Laniyar discovered a great shift in his outlook that urged him to change one of his own Values, in fact. After that, he got dressed up in his best shirt and went to the bar that he had also described when asked to paint the scene.

Burk ven Jaxa Tellerite engineer character sheet
Burk ven Jaxa Tellerite engineer character sheet

Lieutenant Commander Burk ven Java, our Tellarite engineer, wanted to indulge his longing for a good debate as well as his pastime of metallurgy, by finding someone working on their ship at the docking ring and telling them what they were doing wrong. The Orion freighter captain, Bashorat was incensed, frustrated and, finally, exhausted by Commander ven Jaxa’s arguments. He allowed him to make the necessary modifications to his ship and declared them life-changing! Bashorat took Burk by the arm and dragged him to the bar, insisting on buying him a drink.

Rashid Kemal, human pilot character sheet
Rashid Kemal, human pilot character sheet

Lieutenant Kemal, the pilot, had a personal connection on the station, an old roommate from the academy, a medical track colleague, who had been assigned to one of the star base’s many hospitals. Groznik was a Denobulan who had been taught the wonders of skate-boarding by Kemal at Star Fleet Academy. After a few drinks and some time to catch up he decided it was time to do some show-boating on the rails of the promenade. He replicated a couple of skate-boards and got his ass handed to him by Kemal in a contest of tricks. Kemal watched Groznik come acropper off a rail and they scarpered before station security picked them up for dangerous horse-play. They retreated to the bar, of course, and that’s where they ran into the others.

Bashorat took them all to meet his sister who had arrived on the Challenger as well. Administrator Damaad, who had tried to bribe the star fleet officers to let her use the transporter to beam up her clients’ valuables as Cressida fell, was not best pleased to see them, since they had refused her deal in order to help save the natives of Kizomic VI instead. But she soon came around enough to make them another offer…

Twenty Minute Trek

Here is exactly what I wrote for the short mission I wanted them to breeze through in a single session along with a few notes I took as the session progressed. Is it weird to block quote myself?

R&R on Starbase 343
What do they want to do here?
Passtimes
Consorting

Pike’s Place – the bar

They will run into Administrator Damaad again. She says she bears them no ill will but this is not true. She will ask them to help her recoup some of her losses. If they were to accompany her to complete a deal with a federation contact, it would lend her a sort of credibility that would be invaluable. She says she would owe them a favour. This could involve her contacts among the Klingons.

The deal is a for a shipment of medical supplies which she won in a game of chance. She says she needs this to repay several of her clients from Cressida. If she doesn’t, they may get the Orion Syndicate involved to collect from her in some other way. She is desperate for that not to happen.

But there is a complication: the supplies are aboard a ship that’s docked at the Starbase. It’s an old freighter named the Utah. She claims she won them in a game of chance but that the captain (Captain Ken Sato) of the ship since disappeared. This is true but sounds false.

She would like the PCs to help her get the supplies off the Utah and to the rendezvous that evening.

If they take her up on her offer and go to the Utah, they will find a mystery. None of the cargo is on board, but neither are the crew.

In fact, in order to avoid having to pay up, Captain Sato, desperate, tried to use the transporter’s pattern buffer to hide both the cargo and the crew. But patterns are beginning to break down and, in an attempt to rectify this, the ship’s main computer occasionally re-incorporates the crew in random parts of the ship for a few seconds to refresh their patterns. To the PCs, they will hear momentary noises, thumps and bumps from around corners or the deck above or below, cut off comms and screams of terror or frustration.

They will also discover that the Utah is having problems with both warp and impulse engines. It’s in no fit state to leave the station any time soon.

Ship traits: Engine Faults, Haunted, freighter, Unlocked, stabilise transporters

Captain Sato traits: Freighter captain, desperate, human

That’s it. It took far less time to write that up than it’s taken me to write this blogpost. Here’s how I approached it:

  1. Involve an NPC they already knew – the first part of their time on Star Base 343 all took place in one session. So, I was able to connect Bashorat (who had been improvised) to Damaad when I realised they were both Orion. This bit was not planned but it felt like it was.
  2. Think Star Trek episode – I wanted this to be a stand-alone Star Trek episode, like most of those from the franchise. I wanted it to involve a hapless, maybe unlikeable NPC or one who required help of some sort. I was thinking of characters like Mudd from Mudd’s Women or Vash, from the TNG episode, Captain’s Holiday.
  3. Mystery – I wanted to create a mystery for them to solve with the skills and advantages they had as characters and with the universe knowledge the players had.

Conclusion

This turned out really well. I was ready to just wrap up their downtime and continue with the campaign from the starter set if they didn’t bite. Their previous encounter with Administrator Damaad was less than friendly, so there was every chance they’d tell her to bugger off. But curiosity got the better of them. Well, mostly. Tennan, as the junior officer and the one most affected by the risks they took in the previous adventure added a necessary level of trepidation and desire to run everything past the Captain. The other two heard him out but just kept pushing forward until they were aboard the Utah, investigating the ship itself.

I like to think I brought some OSR sensibilities to this scenario as well. I created the problems but not the solutions. I also improvised a bunch during the session as the players came up with new and varied avenues of investigation. I had to imagine a crew for the Utah, rather than just the captain, and they were pissed off at him, let me tell you. I also had to round out Sato’s motivations and his reasons for taking such drastic measures. I had to figure out a lot on the fly, but since I had kept the framework loose and the details flexible, it worked pretty well.

Also, it turned out quite spooky! I was hoping for a haunted ship feel and that’s what it felt like on the night. I’m very proud of my descriptions of the quickly cut-off comms and the unexplained bumps in the dark and flashes of light on the ship, actually.

We’re taking a short break from Star Trek to facilitate the Tables & Tales Third Annual Talk Like a Pirate Day One Shot (probably a 3 shot this year) but I’m eager to get back into the stars!

The Editioning, AD&D 2nd Edition, Part 5

Surprise!

Welcome back, dear reader, to the Editioning, our challenge to play an adventure in every major edition of D&D over a period of about two years. We’ve already completed OD&D and Basic D&D adventures. Had a great time with them. They were both quite rules-light, even if some of the mechanics were not exactly instinctive. And, even if you didn’t know any given rule and you couldn’t find it in the book, the DM could easily make a ruling in the moment. AD&D 2nd Edition is another beast.

Now, I will preface the following complaints with the fact that I am really trying to play each edition as close to rules-as-written as possible. One of the things I wanted to get out of the Editioning was to be able to learn all those rules and another was to be able to compare them to each other. There are, of course, a lot of similarities across each of the editions. They’re all still D&D, after all. But some things change in every edition for some reason. Surprise is one of these things, initiative is another. Today, I want to discuss Surprise in AD&D 2E… because I have a bone to pick.

You know, it’s not even the rule itself that I have a problem with. The rule is pretty simple, actually. Each side, if there’s a chance they could be surprised in the situation, rolls 1d10. If they roll a 1, 2 or 3, they are surprised. There are a bunch of modifiers that can be applied to this roll, including a PC’s reaction adjustment, which comes from their Dexterity. But that’s it. Easy, right? Easy to find? WRONG!

Where would you expect that rule to exist, dear reader? Well, let me tell you where I thought it would be. I thought it would be in the Combat chapter of the Player’s Handbook. But to narrow things down, I checked that book’s index. S, s, s… there it was! Surprise, pages 89, 112 and 113. OK, I thought, now I’ll find out how to determine Surprise in AD&D 2E. WRONG! Page 89 provided me a definition of the term, “surprise.”

Surprise can happen any time characters meet another group unexpectedly(monsters, evil knights, peasants etc.). Surprise us simply what happens when one side–a person or party–is taken unawares, unable to react until they gather their wits. Their opponents, if unsurprised, are allowed a bonus round of action while the surprised characters recover. It’s entirely possible for both sides in a given situation to be surprised!

This is only the first of three paragraphs telling me about the concept of Surprise. At no point does it actually explain the rule to me, however.

I cannot quite express to you, dear reader, how much unnecessary text is contained in the PHB. I don’t think the majority of people reading this book require a definition of surprise, especially when it is not immediately followed by the rules for it.

Medieval Cheers
Medieval Cheers

On to page 112 and 113 then. The index gets this slightly wrong. It should read 111 and 112. 113 is a full page illustration. One of my favourites in the book actually, medieval Cheers! Anyway, we are now in Chapter 11: Encounters. The Surprise Roll is finally described here in some five paragraphs. Here’s an example of some of the absolute sawdust they used to fill out this book.

Naturally, surprise does not happen all the time. There are many easy and intelligent ways it can be prevented. The most obvious is if the player characters can see those they are about to encounter well before getting close. For example, the characters may see the dust of a group of horsemen coming their way, or notice the lanterns of a group of peasants coming through the woods, or hear the grunting barks of a gnoll war party closing through the trees. In these cases there is no way the characters are going to be surprised by the encounter.

And it’s not just a matter of ignoring this bumph. The rules are cleverly hidden away within paragraphs like this!

Anyway, this section has finally described the rule for me, and even told me what the effects of surprise are for both sides! The surpriser gets a free round of attacks but not spells and the surprisee is caught flat-footed so loses their Dex bonus to AC.

But here’s the kicker:

The surprise roll can also be modified by Dexterity, race, class, cleverness, and situation.

I’m sure the designers of this fine game thought to do something as convenient as to provide the potential modifiers to a rule on the same page as the rule itself. WRONG!

The DM has the listing of modifiers that apply to given situations.

“I do?” I thought.

At this point, I was close to despair, dear reader. I had a little cry and a big swig of my beer and dove back in. But this time, I used my noggin. I googled it and found the answers I needed here on the Murphy’s Victim blog. By which I mean I discovered that the table of modifiers I needed was on page 102 of the Dungeon Master’s Guide, in the Encounters chapter of that book. So, at least it’s consistent.

The Surprise Modifiers table from the DMG
The Surprise Modifiers table from the DMG

Anyway, there I discovered that the PCs, being in poor light, would have a -1 modifier to their surprise roll. None of the other modifiers applied in their situation.

Dear reader, they rolled a 6, meaning they were not surprised. Nonetheless, they still lost a full round of attacks because they had just been rousted from their makeshift beds and were still a little bit eepy.

I went exploring this rabbit-hole because of a single line in the description of the encounter Sunday’s session started with. This is from the Shadows Abroad in Sigil section on Chapter II The Mortuary:

If the PCs have no watch and are awakened in the middle of the night, the Shadowknave and his men have a +4 bonus on their chance of surprise.

This is an awkwardly phrased sentence, but, essentially, what it means is that, should the Shadowknave and his mates roll to be the ones who are surprised, they would get a +4 bonus on that roll. This would, most certainly, make it more harder for them to be surprised. But, why in the Nine Hells would they ever have the potential to be surprised in a situation where they are breaking down the door to the home of four sleeping individuals who they know for a fact are inside and sleeping? But, since I didn’t understand the surprise rules when I first read that sentence I had to look them up to understand what they meant.

Dear reader, I did not make a surprise roll for the Shadowknave and his lads. That would have been absurd.

This is a pretty good point to segue into what happened last session.

To the Mortuary

It was a hard fought battle in the little run-down church to Varuna that they call home. The PCs were caught off guard (if not precisely surprised) and lost a full round while the mercenaries burst into the church. The enemy spell-caster immediately used his Sleep spell, downing Glaermond the Paladin again straight away. I ruled that our tiefling, Trance, as a half-lower-planar creature, was allowed a saving throw. She managed to save and, somehow, avoided getting hit by the three mercs attacking her and immediately kicked the Paladin to wake him up. The three attackers on Devansh Rao, our Cleric, were not so unlucky (he’s got a Dex of 4, so no surprise.) They knocked him out and then went to focus on the Necromancer who lived in the basement. Aurora managed to use her wand to move the earth from the walls and floor to block off the entrance to her underground lair, while her goat familiar and Spectral Hand continued the attack. Back upstairs, the spell-caster Scared and Slowed everyone in the church, his own men included, and Trance cast a sphere of Darkness that encompassed the entire interior. The Paladin, who had the Blind Fighting proficiency, managed to get a couple of licks in. Trance climbed up into the rafters and then through the front window dropping down silently behind the hooded spell-caster to successfully back-stab him. When he turned to face her, she saw that it was the same half-elf they had seen leaving a “dead” body on the floor of an alley in the Hive the previous day. At this point, the half-elf issued the order to retreat. The mercs grabbed Devansh and his stuff and scarpered. Glaermond managed to take out one of them as they ran off but they soon lost them in the maze of Sigil’s streets.

Devansh woke hours later in a vault otherwise occupied by a foursome of skeletons and a sarcophagus. He had a look around, experimented with the skeletons and examined the sarcophagus. He discovered the skeletons only reacted when he made for the door and then found that there was a cache of useful and incriminating items inside the sarcophagus. Long story short, Toranna the Grey, of the Dustmen faction was involved with someone called Marvent and had something to do with the disappearances of the barmies from the Hive. He also got his stuff back and immediately turned the skeletons with his holy symbol. Unfortunately he was still locked in the vault.

Meanwhile, the others returned to Bendon Mawl, their patron, to explain what happened and to pick some useful items, Oil of Elemental Resistance (fire) and a Potion of Invisibility. Interestingly, these matched the sorts of useful items that Devansh found in the sarcophagus. Then they formulated a cunning plan involving a coffin delivery that allowed them all to enter the Mortuary by the back door. Once there, they soon heard Devansh calling for help and freed him from his vault. Once they were all together and disguised in Dustmen robes, they ascended all the way to the Overvalault where the portal to the Elemental Plane of Fire was. All the evidence they had gathered so far suggested that there was some connection between Toranna, this portal, the disappearances of the barmies and the return of Eliath and the Dancing Man to Sigil. Toranna was there, feeding another barmy into the portal. The party watched as they planned what to do next…

Conclusion

I was glad I didn’t have to look up that surprise rule at the table. I did all that before the start of the session. But just imagine if you did have to? I would simply not have bothered. I would have made a ruling as soon as I got stymied in the PHB Combat section.

I don’t really remember how I dealt with these situations when I was originally playing AD&D back in the ’90s. I do think I had a better grasp on the rules back then, but I also remember having a fair amount of frustration with the game too.

Despite all of this, I think we’re all having a good time with the adventure still and even with the system, in many ways.

I’ll be back with more Editioning in a couple of weeks, dear reader. In the meantime, don’t be Surprised if I am back with some other post next week.

An elven king on his throne with a guard on one side and an elven woman on the other
Elven King

Star Trek Adventures Advancement

Character Growth

There are more ways to deal with character advancement in RPGs than I could even attempt to name, never mind describe. A number of them depend on XP, whether it’s in large numbers, like D&D, or in relatively small numbers like Dungeon World or Blades in the Dark. Maybe you use those numbers in a direct, 1:1 ratio to improve abilities or add new powers. Then again, maybe you just add them up until you hit a new level.
Maybe your favourite system eschews XP in favour of improvement rolls, like in Troika, Mörk Borg, or Call of Cthulhu, where your fate might be to not improve at all, or even get worse, despite everything you’ve done. That one can seem cruel sometimes, but, then again, rolling dice is fun, right?
Well, the advancement mechanic in Star Trek Adventures 2E is not like any of the above, and that’s what I’m here to discuss today.

The Character Arc

Player-Facing
Advancement:
This system of milestones is designed so a main character’s
advancement is driven by the player, rather than
something which happens passively in the background
or at the gamemaster’s discretion. All the decisions
made when adding a log entry, reaching a milestone, or
completing a character arc are made by you, the player,
and they all stem from the decision to use a value.
As you begin each session with 1 Determination, you
always have the potential to use at least one value or
Directive in every mission, so there should always be at
least a little potential for growth if the character plays an
active part in the mission.
The gamemaster can help you along by creating and
suggesting opportunities where a value might be useful,
but ultimately, the power to guide your character’s
growth rests in the hands of one person: you.
Player-Facing
Advancement

We’ve all heard of a character arc in a TV show or movie. We want to see growth and change in our favourite heroes or, for that matter, in our antagonists too. That change we want to see? Is it a matter of them growing tougher, or more powerful? Do we want to see them gain new skills or contacts? I mean, maybe sometimes, but growing in power does not produce a character arc. Not alone at least. Is it more important that Peter Parker gained the proportional speed and strength of a spider, or that he learned that with great power comes great responsibility? Because without internalising that lesson, suddenly, Spiderman is a villain, or, at best like one of those “super heroes” from “the Boys.” Of course that wasn’t the end of Peter’s character arc, though you could argue that it was the end of one of his character arcs.

Commander to Captain, Benjamin Sisko

How about an example from Star Trek, since that’s what we’re talking about. Ben Sisko, Commander of Deep Space 9 arrived on the station, not expecting to be there for more than a few months. He was scarred and bitter from his experience with the Borg when he lost his wife. His only joy in life was his son, Jake. The Bajorans name him the Emissary, a religious figure of great significance. He is uncomfortable with that. Through the course of the show’s seven seasons, he heals the scars caused by the Borg and the loss of his wife, which leads him to accept his new life fully, and eventually, a new love. He becomes devoted to Deep Space 9, its crew and everything it represents and goes to any lengths to defend it. He embraces his position as Emissary and even prioritises it above all other concerns on several occasions. Through all of this, he is promoted, left in charge of the defence of the Alpha Quadrant against the Dominion, gets a cool new ship and enjoys political influence across two quadrants. But the recognisable gains in temporal power are all reflections of his emotional and personal breakthroughs.

This is what Start Trek Adventures is trying to do, and I think I might love it? I am reserving judgement until my PCs get to the point where they can actually achieve a full character arc themselves.

Milestones

A variety of TOS era Star Fleet officers on the surface of a planet.
A variety of TOS era Star Fleet officers on the surface of a planet.

This is not an unknown term in the area of levelling up characters, but in the context of this game, Milestones are handled somewhat differently than in D&D 5E. In D&D, Milestone Levelling is simply an alternative to doling out XP. The DM decides at which points of their adventures the adventuring party deserve to level up. It rarely has anything to do with what the players want, although, if timed correctly, it has the potential to be narratively pleasing.

In Star Trek Adventures, each PC makes a note about each adventure in their own personal log. They can write as much or as little about it as they like, but, at the very least, they should note the name of the adventure. I think it could be helpful to also write down the major events of the adventure and the Values they used during them, as that will be relevant to the advancement process.

All PCs have Values. They are important to this process. You can take a look at my character creation post for a bit more on Values, but I can also save you a little time by quoting myself here:

Values – a few brief sentences that describe what your character believes, treasures, and thinks. They should guide roleplaying more than any other aspect of the character

A PC uses their Values to either spend or gain Determination, one of the several currencies you use in this game to improve your chances of succeeding at tasks. After a PC either Challenges or Complies with a Value, they gain Determination. If they chose to Challenge it, they get the opportunity to change their Value to something new, reflecting the lesson they learned in the situation.

If you used a Value during an adventure, you can take the chance at the end to make an adjustment to your PC:

  • Improve an Attribute by 1 point to a maximum of 11 and at the expense of a point from a different Attribute, which cannot be reduced below 7
  • Improve a Department by 1 point to a max of 4 and at the expense of a point from a different Department, which cannot be reduced below 1
  • Replace an existing Focus with a new one
  • Gain an existing Talent with a new one
  • Change a Supporting Character in a similar way

Later, you need to reach a point in another adventure when you want to use one of your Values, and when you do that, link it to a previous adventure when you used that same Value. You have to show how the current situation is influenced by that first one. If you can, you gain a point of Determination. You can only use each log entry once like this, so you mark it to show it has been used. Then, at the end of the latest adventure, you write down in your log that you gained a Milestone and the log entry you used to get it. When you do that, you can make an improvement to your character!

You can do one of the following:

  • Improve an Attribute by 1 point to a maximum of 11
  • Improve a Department by 1 point to a max of 4
  • Gain a new Focus
  • Gain a new Talent
  • Improve a Supporting Character in a similar way
  • Improve one of the Ship’s Systems at the expense of another System
  • Improve one of the Ship’s Departments at the expense of another one
  • Swap a Ship’s Talent

Now, finally, if you can link the use of that Value to the Milestone you achieved previously? Paydirt. You have yourself a Character Arc. And if you can do that, you can improve even more:

  • Improve an Attribute by 1 point to a maximum of 12
  • Improve a Department by 1 point to a max of 5
  • Gain a new Value
  • Improve one of the Ship’s Systems
  • Improve one of the Ship’s Departments
  • Add a new Ship’s Talent

Every time to you complete a character arc, the next one must involve an additional Milestone, so, that means, another adventure too. I like that this represents the concept of becoming stuck in your ways.

I think this system is a little cumbersome, if I’m honest. At least on paper, it involves a lot of admin from the players in linking their Values and Milestones, not to mention remembering all of this in play. But I love the idea of this guided change in characters’ personalities and Values bringing about significant mechanical changes. This is what I was trying to convey in the summary of Sisko’s arcs above.

Repututation

This is an entirely separate advancement track for your Star Trek Adventures character. It can lead to promotion or demotion, awards or reprimands and it adds another layer to how you might play when you know your PC’s reputation might be on the line.

Your Main Character in Star Trek Adventures starts off with a Reputation score of 3. This represents the score of a reliable Star Fleet officer. Someone their superiors can count on. But you are barely distinguished from the rest of the crew. Of course, reputations change. They can be made or broken by your own actions and how they’re perceived.

To determine how your Reputation might be affected by your actions and words during the course of an adventure you have to make a roll. The Reputation Roll is much like any other task roll except that the target number is your current Reputation score + 7, and the size of your dice pool and the Difficulty of the task are determined by how you answered a series of questions about the adventure you just finished. These questions can be tailored for the specific adventure but the Core Book provides a set of standard ones:

POSITIVE INFLUENCES
Answering yes to the following questions are considered positive influences:

  • Was your mission successful?
  • Did you positively use one or more of the mission’s Directives? Did you obey the orders given to you by your superiors? Did you prevent combat from occurring, or avoid escalating hostilities? Did you establish common ground or peaceful cooperation with those who were newly encountered or who were previously hostile to you?
  • Did you directly contribute to saving the lives of innocent people or your fellow crew?
  • Did you take all reasonable action to render aid to those in urgent need or distress?

NEGATIVE INFLUENCES
Answering yes to the following questions is considered negative influence on the character’s Reputation:

  • Was your mission a failure?
  • Did you challenge one of the mission’s Directives?
  • Were you disobedient to your superiors?
  • Were personnel under your command killed during the mission?
  • Did you employ force to any ends other than the defense of self, ship, crew, or innocent life?
  • Did you employ lethal force during the mission?
  • Did you take any unnecessary risks during the mission?
  • Did you cause, or allow through inaction, innocent lives to be lost during the mission?
  • Did you lie, cheat, threaten, or coerce others to achieve objectives during the mission?
  • Did you permit a colleague or subordinate to act unethically or illegally during the performance of their duties?

The number of Positive Influence questions you can truthfully answer “yes” to, is the number of d20s you roll for the Reputation Roll. The number of Negative Influence questions you truthfully answer “yes” is your Difficulty for the Reputation Roll.

After our first adventure we ran through all of these questions. Most of the answers were straight-forward but some elicited lively debates on what might be considered “unethical” or what is meant by “coercion.” In the end, the players enjoyed a pretty high number of successes as they had Difficulty ratings of no more than 1 or 2 but were rolling 6 or 7 dice! For each success above the Difficulty, they gained a point of Acclaim. It is possible to roll lower than the Difficulty. In this case, you get Reprimand points instead.

You can use Acclaim for the following:

  • Awards – claim Awards like the “Christopher Pike Medal of Valor” or the “Star Cross.” Each Award comes with a beneficial mechanical effect
  • Commend Another – add dice to a colleague’s Reputation Roll
  • Elevation – boost a non-commissioned officer to officer status
  • Gain Favour – Ask an NPC for a favour
  • Increase Reputation – Spend Acclaim equal to the new Reputation to get an increase
  • Promotion – Go up one rank unless the commanding officer refuses
  • Status – gain a new trait for your PC that reflects the experiences they have lived through

On the other hand, Reprimands can lead to detention, being stripped of an award, demotion or even Court Martial! So, best to try and avoid those unless you want a bit of drama.

Conclusion

I think the Reputation system is a fun way to facilitate a very different type of advancement for a Star Trek Adventures character. The Milestone system linked to Values is very personality focused and linked to the PC’s own personal narrative, but Reputation is more like career development and the benefits from that are too. It is, perhaps a little over-designed, in my opinion. Do we really need to have both Reputation Points and Acclaim Points? Couldn’t we find a way to achieve the same ends with one or the other?

But, as I said at the top of this blog post, I think I need to reserve full judgement until we have had a few more Star Trek Adventures. In the meantime, dear reader, live long and prosper!

Star Trek Adventures 2E, Incursion Point

Starter Campaign

Dear reader, last week, I created a character for Star Trek Adventures 2E. His name was Mesh and he was an Orion Star Fleet Officer on the command track. The lifepath character generation system was satisfying and sufficiently different from other games that I felt it novel and enjoyable. But, the fact is, I’m unlikely to ever get to play a character in a Star Trek Adventures game, since I’m the one running it.

I picked up the Star Trek Adventures 2E Starter Set and Core Rulebook a couple of months ago when Modiphius was having a sale and I haven’t regretted it. Sometimes, when I buy the core rulebook for a game that I’m interested in along with its Starter Set, I wonder why. The starter set can feel like a waste of money. But, the truth is almost always contrary. The general quality of boxed starter sets recently has been really good. Free League are the masters of producing sets of such high quality and with such a wealth of content that I would generally always advise you to pick it up, even if you’re getting the core rules as well. I have played or run starter set adventures of the One Ring, Tales from the Loop and the Bladerunner RPG. All great quality adventures too! The Bladerunner one sticks out as a real highlight for me. The casefile, Electric Dreams was a brilliant intro to the game and the world but was also an engaging and evocative adventure in its own right. That’s a game you could run without ever reading the core rulebook, as long as you have the starter set and you don’t mind pregenerated PCs. We got four sessions out of that game, and I considered that extremely good value for money.

And then we have the Star Trek Adventures 2E Starter Set. In the box, you’ve got a set of five Star Fleet themed d20s, a sheet of tokens, a bunch of handouts which include pregens and rules references and, of course, a rules booklet. This booklet provides you with almost everything to run this game. The biggest omission is, of course, character creation rules. But, as I said above, if you don’t mind the pregens, that’s fine. The campaign booklet is just that: a booklet with a campaign in it. Inside the sixty pages are three interconnected adventures and three mission briefs, which act as adventure frameworks. After three sessions, I can confidently say, the Campaign Booklet, if played in full, is likely to bring you fifteen or sixteen sessions of play in the Star Trek universe. Now that’s making your latinum strips go a long way! Quark would be proud of you, Modiphius!

Rules

Star Trek Adventures 2E uses Modiphius’ own 2d20 system. Despite owning multiple Modiphius games, this is the first time I or, indeed, any of my players have had the pleasure of using it. I was expecting this to be a lot more trad than it is. It is actually really narrative-focused.

The core mechanic is simple. Every character has six attributes and six departments (see my last post for more detail on these.) When you are asked to perform a task, the GM will tell you which attribute and which department you need to use. So you might be using your Daring attribute of 9 and your Conn department of 3 to chase an enemy craft through an asteroid belt. You add the two scores to give you you target number. In this example, that would be 12. If you roll equal to or below that, that’s a success. You automatically get to roll at least 2d20, but you have various ways to add dice to that pool. A task’s Difficulty rating tells you how many successes you need to complete the task. So, for a Difficulty 3 task, you better get more dice, pray for a crit (a 1 counts as two success) or reduce the Difficulty somehow.

Momentum is a resource that the PCs share. They build it up by scoring more successes on rolls than they need. So, in the example above, if you managed to roll four successes on the Difficulty 3 task, you get to add 1 point of Momentum to your pool. That Momentum pool can’t go above 6 points so you are incentivised to use it up. They can use a point of Momentum to add a die to a pool, three points to add two dice and six points for three dice. There are other ways to spend this resource too, such as to get the GM to give you more info on a particular scene.

Threat is a resource for the GM to use that mirrors Momentum. The PCs can add a Threat for more dice in the same sort of way as spending Momentum. The GM gets to use threat to increase the likelihood of Complications occurring (this happens on the roll of a 20 usually.) Complications can come in many different forms. They might be a simple and mechanical as causing an injury. But they also might take the form of a massive narrative twist that really sticks spanner on the works of the PCs’ plans. This comes up way more often than I expected.

Those are the basics. There’s other stuff like taking Stress to Avoid Injury, Extended Tasks that use tracks, Resistance on tasks and in conflicts that absorb successes, but we don’t need to go into them here. If you are interested to learn more, check out the free Quickstart guide here.

Part One, Incursion Point

Opening page of the adventure, Incursion Point. Two page spread. One page features and illustration of Kirk and Spock.
Incursion Point

Incursion Point is the first adventure in the campaign contained in the Starter Set. The campaign is entitled “Infinite Combinations,” but the reasons for that are not really obvious from reading or playing this first part of it. It was written by Meric Moir.

Summaries of each part of the campaign, Inifinite Combinations.
Summaries of each part of the campaign, Inifinite Combinations.

This is quite explicitly a teaching adventure. In fact, the whole campaign is there to teach you how to run and play this game. It has lots of callouts to help out the new GM, from suggestions on what each type of character might do in the current situation, to advice on what to do if your players roll real bad. Much of the text itself is also devoted to explaining how to handle each situation as and when it’s likely to come up. For instance, the first scene has a high likelihood of conflict so the text runs you through how to order actions, resolve and attack and what to do if a PC gets injured. Where necessary, it will direct you to the relevant part of the Rules Booklet. In my experience, it was incredibly effective in teaching me what to do in my first few sessions. Of course, my clever and adaptable players got the hang of it without the need for such hand-holding. Before the first session was over they were stacking and spending Momentum like they’d been doing it all their lives. By session two, the risk of adding more Threat points to my pool was outweighed by their ambition and they were using it to do just oh so much cool shit.

Dear reader, if you think you might be lucky enough to play in this adventure, stop reading now. I’ve got loads of other posts, go and read one of them. There’ll be SPOILERS below.

Stardate 3422.1: We have received an urgent distress call from the independent floating city of Cressida, a resource-gathering collective on the gaseous world Kizomic VI. Creatures of unknown origin have attacked, causing casualties as well as compromising the city’s superstructure. We have responded to the distress call and are proceeding to Kizomic VI at high warp.

When we arrive, we will have only a few short hours to evacuate the city’s 600 inhabitants before the structure fails entirely and sinks into the crushing gravitational depths of the planet. With the number of beings to be evacuated, our first order of business will be to set up pattern enhancers and then direct the locals to the beam-out sites.

The Captain or other commanding officer is supposed to read out this log entry to introduce us to the current situation. We didn’t really have such a PC in our group, so I read it, which was fine. I like the conceit of this as it immediately feels trekkie.

Map of the initial beam in point. Also has details on taking a hit, healing and concluding the conflict with the Bryozoans.
Map of the initial beam in point.

The situation is dire and quickly worsening. The PCs are left to come up with ways to evacuate the citizens as quickly as possible. And that’s when the plant-like aliens they will come to know as Bryozoans seem to attack the evacuees. This is the start of Act 1: Operation Evacuate! In our game, the PCs, Lieutenant Commander Burk ven Jaxa, the Tellarite engineer, Lieutenant Junior Grade Rashid Kemal, our hotshot pilot, and Ensign Laniyar Tennan, Betazoid technician, stunned one Bryyozoan and frightened off the other before quickly moving onto ways they could speed up evacuation. Everything from locating more survivors to constructing elaborate containers to transport more people at a time, (the human cattle container was the term, I believe) were put into practice. With each success, they ate away at an Extended Task track which continued for the rest of the adventure.

Cressida Falling apart - illustration shows a shuttle pursuing the plummetting dome that broke away from Cressida.
Cressida Falling

Act 2: The Fall of Cressida started with a huge chunk of city breaking off and falling into the lower atmosphere of the gas giant. The PCs hopped in a shuttle without so much as a call to the bridge of their ship, the USS Challenger. They shot down after the plummeting hunk of city and managed to land almost safely. This is when I started to really spend Threat and introduce Complications. The shuttle door was jammed and they began to be attacked by more Bryzoans. The PCs quickly took steps to uncomplicated matters and save the citizens who had been trapped on the falling district just before it broke up into so much debris. They brought them back to the ship and escorted them to Sick Bay. Here the PCs encountered some NPCs. This was really the first opportunity any of had to do a little roleplaying in this adventure, and this was session two. It’s a high-speed scenario that demands quick action and decisive play.

Anyway, a well-dressed Orion woman, Administrator Demaad wanted use of the transporters to beam up valuable trade goods. Meanwhile, Urotoxa, an older Nausiccan academic, wanted them to help the humanoid inhabitants of the planet’s fluidic layer far below by bringing them a shipment of phasers. She was sure they would be decimated by the Bryozoans, and, as she had been in communication with them, she wanted to help them.

During this three-sided interaction, they discovered a lot through the use of Tennant’s Betazoid telepathy. They found out that Demaad had an underhanded ulterior motive and that Urotoxa was probably the cause of the entire disaster befalling the planet and its inhabitants. Despite neither woman coming out of the conversation smelling like roses, the PCs decided to try to convince the Captain of the Challenger to let them help the Kizomans, although, perhaps not by breaking the Prime Directive to furnish them with advanced weapons.

In Act 3: The Fate of Kizomic VI, we saw our heroes contending with the Bryozoan Terror, a massive amalgamation of smaller aliens that they had detected swimming towards the main population centre of the Kizoman people in the fluidic layer. They boarded the shuttle Galileo with a probe ripe for jury-rigging and a trio of EVA suits. While Tennan and Burk worked to modify the probe to emit a high-level of gradonic radiation, (they had figured out earlier that that’s what the Bryozoans fed on, destroying the inanimate objects that contained it in the process) Kemal piloted the shuttle down, down, down until it became a submarine. In modifying the probe, they were too successful, as it turned out. It drew the Terror to them before they had even had a chance to launch the probe towards one of the few remaining rifts that the creatures had emerged through in the first place. The shuttle took corrosive damage that left it immobile and losing structural integrity. They eventually managed to launch the probe to draw the Terror away, but two of them had to exit the craft to effect repairs. They managed it with only moments to spare before their suits ruptured. Kemal got them to the gaseous layer before the hull gave out, just in time to be transported back to the ship. Whew! That was quite the finale! Except there was more.

Here’s where the PCs get one final opportunity to make some headway on that Evacuation Extended Task. They had to each take actions to try to help save some more citizens of Cressida. And they did fine, managing to rescue most of the inhabitants before the city crumbled away to nothing in the atmosphere of Kizomic VI. This felt anticlimactic, though, I won’t lie. I should have taken this part of the adventure and moved it to a point before they went to deal with the Bryozoan Terror.

Conclusion

This was a very well put together adventure. As I mentioned above, the teaching elements worked very well, at least when I got to use them. Actually the most gratifying part of it was that the players avoided doing most things the adventure expected of them. Generally, they avoided violence whenever possible, which felt very Star Trek, and this was great because it got me to engage fully with the mechanics and think on my feet as a GM too.

But also, each Act lasted exactly one session. No overlap, no worries about not getting it finished on the night. Nothing but net. They clearly play-tested the hell out of it.

It could maybe have done with a few more opportunities for role-play, but then again, that’s just not the type of adventure it was. In Act 2, there was that interaction between the PCs, Demaad and Urotoxa, which highlighted social conflict and it worked really well.

Honestly, the only real issue was that ending. The adventure directs you to ask the PCs for more tasks to help complete the evacuation once the finale had already occurred in my opinion. It was an anti-climax and the players agreed. If I had it to do over, I would have taken this and placed it before the Bryozoan Terror encounter.

We are looking forward to continuing the campaign! The players are looking for a bit more of a chance to role-play so I think we’ll have a Starbase episode next!

Star Trek Adventures 2E Character Creation

Boldly Going

Dear reader, if you have been around here for a while, you might be aware that I have an interest in Star Trek. I don’t know if I’m what you would call hardcore, but I am currently in the process of watching every episode of every Star Trek series I can get my hands on. I started more than a year ago on Star Trek The Next Generation and never intended to branch out of the TNG era. I continued watching Deep Space 9 and Voyager. As I approach the end of that series, I have found myself unwilling to give up just yet, so I’ve gone back to the Original Series as well. I’d seen a lot of them before. TOS was required watching in my house when I was a kid and I can vividly remember rushing home to watch TNG after school as a teenager. Anyway, I have more than a passing knowledge of the TV shows and movies, the universe, the tropes and the types of stories that Star Trek tackles. And yet, I had never played a Star Trek RPG! Since I have been on this marathon rewatch recently and because I picked up Modiphius’ Star Trek Adventure 2E in their Summer sale, I thought it was high time I rectified that.

The cover of the Star Trek Adventures 2E Start Set Campaign Book. A variety of TOS era characters are gathered performing investigative tasks on a planet's surface.
Star Trek Adventures 2E Starter Set

A review of the system, the game, and our campaign will follow in the future. We have only had two sessions so far, so I don’t want to jump the gun. Today, instead, I thought I would do a character creation post. Haven’t had one of them in a while, and they always prove quite popular. Also, since we are playing the campaign from the Starter Set, we are using pregenerated characters from that. The pregens are great, but, using them means I have not experienced the joys of character creation in this system. It always teaches me a lot about a game, so I think this will be a worth-while exercise.

Player Characters

Reporting For Duty Chapter two-page spread.  Illustration of a number of crewmembers escorting an injured crewmember on a gurney through a shuttle bay.
Reporting for Duty

Chapter 4.1 begins with an explanation of the types of player characters in Star Trek Adventures. These are split between Main Characters and Supporting Characters. Imagine the Main Character as being your regular PC, a member of the Starship’s bridge crew. Someone like Mr Sulu or Commander Riker, Supporting Characters, on the other hand, are created when needed. They might be a relatively random red-shirt who the players need to march off to investigate a suspicious crater on an alien moon or a transporter chief who needs to modify the transporter to beam back the away team full of Main Characters on the planet’s surface.

Next we have a look at the building blocks that go together to construct a character in this game:

  • Traits – a word or phrase that describes the essence of the character. Generally these would be things like Vulcan and Star Fleet Officer
  • Values – a few brief sentences that describe what your character believes, treasures, and thinks. They should guide roleplaying more than any other aspect of the character
  • Attributes – In this game these are:
    • Control
    • Daring
    • Fitness
    • Insight
    • Presence
    • Reason
  • Departments – These represent the general roles that Star Fleet officers might encompass. They are the areas they would be trained in. You add an Attribute value to a Department value to come up with the Target Number for you to roll equal to or under on 2d20 to complete tasks. That’s the core mechanic for this and other Modiphius games, Here’s the list of Departments:
    • Command
    • Conn
    • Engineering
    • Security
    • Medicine
    • Science
  • Stress – Like in Blades in the Dark, this is a Star Trek Adventures character’s super-power. If they ever want to avoid an injury, they can choose to take the equivalent amount of Stress instead and keep going. This is particularly important in a system where gaining an injury leads to the PC being Defeated, and essentially out of play.
  • Focuses – these are your character’s specialisms. A Main character has 6 of these
  • Talents and Special Rules – These are special benefits that are often selectable by members of particular species or by characters with certain departments above a specific rating. They can bestow bonuses of several kinds. Other special abilities are Species or Role specific.

Lifepath or Creation in Play

Star Trek Adventures presents the player with two options for character creation. The first, and most detailed, is the Lifepath method. It’s difficult not to think of the Traveller character creation method as a major influence on the choice of the designers to include this as the default option. It’s highly detailed, provides a wealth of tables to roll on or choose from and allows for the creation of the type of character you didn’t know you always wanted. Traveller, the OG space exploration sci-fi game, was doing doing this decades before anyone else, of course.

The other option is called Creation in Play. This simplifies the character generation system for those who already have a clear idea of the character they want to play and just need to construct them with stats etc.

It’s my habit is to create characters in as random a method as possible. As such, I have no choice but to go Lifepath here.

The Game of Life(path)

This is split handily into seven steps.

The steps of the Lifepath Creation method.
The steps of the Lifepath Creation method.

Step One: Species

You can ostensibly choose any species you can think of from the Star Trek universe, bearing in mind the species who have been contacted by Star Fleet during the era you want to set your game in. So, no Jem’Hadar in the TOS era, for instance. But, they have provided a one-pager on each of the major species from across multiple Star Trek shows, so I think it would be crazy not to choose one of those. Now, since the game I’m currently playing is set in the time of Captain Kirk’s famous five-year mission across the galaxy, I think I will choose to go for a TNG/DS9/Voyager era character. I have a much deeper knowledge of that time anyway. Also, it allows for far more options since many of the species listed are enemies of the Federation during that TOS era. There are 14 species to choose from so I’ll roll my DCC d14 for this:

  1. Andorian
  2. Aenar
  3. Bajoran
  4. Betazoid
  5. Cardassian
  6. Denobulan
  7. Ferengi
  8. Human
  9. Klingon
  10. Orion
  11. Romulan
  12. Tellarite
  13. Trill
  14. Vulcan

I got a 10! That’s Orion. An Orion appeared in the very first pilot of the the Original Star Trek show, but they have had more prominent roles in more recent ones like Discovery and Lower Decks.

They are green-skinned humanoids who are known as traders. The Orion Syndicate is an infamous criminal organisation that spans half the galaxy, also, so they come with some baggage.

Orion Page
Orion Page

Now that I know the Species I can start building my character

Every PC starts with a rating of 7 in each attribute and a rating of 1 in each department. But an Orion character starts with a +1 in Daring, Fitness and Presence. So here are my attributes at this stage:

- Control - 7
- Daring - 8
- Fitness - 8
- Insight - 7
- Presence - 8
- Reason - 7

They also gain the following trait:

Trait: Orion – Orions have similar environmental tolerances to Humans and are physically and culturally well-accustomed to interstellar travel. The Orions’ reputation as thieves, pirates, and illicit traders can make others wary of them, but it can also open doors and create opportunities in more unsavory parts of the Galaxy.

And the following Species Ability:

NEVER AT FACE VALUE (SPECIES ABILITY): Once per scene, you may add 1 Threat to ask the gamemaster a question about the situation, as if you had spent Momentum to Obtain Information.

That’s a handy little ability.

Step Two: Environment

There’s a table for the environment your character grew up in:

D20 ENVIRONMENT
1–3 Another Species’ World
4–6 Busy Colony
7–9 Frontier Colony
10–12 Homeworld
13–15 Isolated Colony
16–18 Starship or Starbase
19–20 Roll Again or Choose

The text of the section provides a short description of each of the options in the table, but it’s fairly self-explanatory, I think.

Anyway, I rolled a 12, which gives me “Homeworld.”

I need to choose a Value at this stage. Since several sample Values were provided in the description of the Orions as a Species, it seems right to take one of those for a personal from the Orion homeworld.

First Value – I thrive because I do not ignore opportunities.

On top of that, I get to add 1 to one of the attributes I improved when I settled on Orion as a species. I’ll add to Presence, making it a 9.

Finally, in the Environment step, I can add 1 to Command, Security or Science departments. I am beginning to see a potential role for this character so I will choose to add it to Command, making that a 2.

Step 3: Upbringing

It is interesting here that you can choose to either accept or rebel against your upbringing, and this will have a material effect on the character.

Here’s the table:

D20 UPBRINGING
1–3 Agriculture or Rural
4–6 Artistic and Creative
7–9 Business or Trade
10–12 Diplomacy and Politics
13–15 Science and Technology
16–18 Starfleet or Military
19–20 Roll Again or Choose

That’s a 1. Agricultural or rural. I think there is no doubt that this character rebelled against the life of a hydroponics farmer in the hinterlands of the Orion homeworld. They fled to the cities and the stars at the first opportunity.

Given that choice, they get to increase their Presence by 1 point again, making it 10. They also get to add 2 to Reason, bringing it to 9.

Next, they can increase one of the following departments by 1: Conn, Security or Medicine. I think they should be a good pilot. So Conn increases to 2.

I get to choose a Focus at this stage as well. They provide several examples that suit the upbringing. I’m going to choose Navigation as my first Focus.

This step also provides access to a talent. But you are given the option to wait until the end of character creation to choose it, so I’m going to do that since many of the talents have strict attribute requirements that this character cannot fulfil at this stage.

Step Four: Career Path

This is the most important step in building a character for Star Trek Adventures.
So, normally, I would make a roll for every aspect of a character I make on the blog, but, I have a clear idea of this PC being a Command track Star Fleet Officer. It is possible to roll for this. Here are the tables, if you’re interested in what else is available:

D20 CAREER PATH
1–4 Starfleet (Officer)
5–8 Starfleet (Enlisted)
9–10 Starfleet (Intelligence)
11–12 Diplomatic Corps
13–14 Civilian (Physician)
15–16 Civilian (Scientist)
17–18 Civilian (Official)
19–20 Civilian (Trader)

D20 TRACK
1–6 Command
7–12 Operations
13–18 Sciences
19–20 Roll Again or Choose

But, as I mentioned, I have already made the choice. Here’s what I get for my Orion character on the Star Fleet Command track Career Path:

  • Trait: Starfleet Officer
  • Value: The Prime Directive is there to remind us we are not gods and should not act like them. (This is one of several examples provided here. I like it as a stepping stone for the PC.)
  • Attributes: 3 points to be split between two or three attributes. I am choosing to add 2 to Control (now 9) and 1 to Daring (now 9.)
  • Departments: +2 to either Command or Conn and +1 to any two others. Can’t have any department over 4 at this stage. I’m going to top out Conn at 4, and I am going to make Command 3 and Security 2.
  • Focuses: These should reflect the Command track. I’m going to choose Inspiration, Persuasion and Helm Operations
  • Talent: another talent. Still saving these up till the end

Step Five: Experience

There is no table to roll on this time. I must choose Novice, Experienced or Veteran. I think my Orion is a brash young go-getter, so I will choose Novice.
Here’s what the Novice gets:

  • Value: I must prove myself (once again, chosen from some examples)
  • Talent: I receive the Talent, Untapped Potential
    • This means I can’t have any attribute above 11 or any department above 4 but when it has the potential to gain you extra Momentum during play whenever you succeed at a task.

Step Six: Career Events

Captain Picard overseas the Command Track.
Captain Picard overseas the Command Track.

You get two major career events that are likely to have shaped the character. There is a table for this that I can roll on twice. Here’s the table:

D20 CAREER EVENT
1 Betrayed Ideals for a Superior
2 Breakthrough or Invention
3 Called Out a Superior
4 Conflict with a Hostile Culture
5 Dealt with a Plague
6 Death of a Friend
7 Discovered an Artifact
8 Encountered a Truly Alien Being
9 First Contact
10 Lauded by Another Culture
11 Learned Unique Language
12 Mentored
13 Negotiated a Treaty
14 New Battle Strategy
15 Required to Take Command
16 Serious Injury
17 Ship Destroyed
18 Solved an Engineering Crisis
19 Special Commendation
20 Transporter Accident

I got a 15 – Required to Take Command for my first one.
In this case, since my PC is a novice, I am imagining a scenario in which their instructor at the academy was gravely injured in a shuttle crash during a training exercise. My PC was the first to get the situation under control and co-ordinate the efforts of the other cadets to repair the ship, call for rescue and stabilise their instructor.

Gains:
Attribute: +1 Daring (now 10)
Department: +1 Command (now 4)
Focus: Composure

Second roll, 10 – Lauded by Another Culture.
On their first mission, my Orion was involved in the rescue of a Ferengi trading vessel. On board the drifting ship, they managed to restore power, save the lives of the Damon and his crew and even brokered a profitable deal between them and the Federation.

Attribute: +1 Presence (Now 11)
Department: +1 Science (Now 2)
Focus: Ferengi Culture
Trait: Ferengi Trading Partner

Step Seven: Finishing Touches

Almost done. This step provides a little bit of everything and the necessary personal details that round out any character.

Value: Your expectations limit you (one of the Orion examples. They are still an Orion at heart, even if they are a Star Fleet Officer now)
Attributes: +1 to Daring (Now 9) and +1 to Fitness (Now 9)
Here are the final attribute scores:
– Control – 9
– Daring – 10
– Fitness – 9
– Insight – 7
– Presence – 11
– Reason – 9
Departments: +1 to Security (now 3) and +1 to Science (Now 3)
Here are the final department scores:
– Command – 4
– Conn – 4
– Engineering – 1
– Security – 3
– Medicine – 1
– Science – 3
Focuses: Got all 6, Navigation, Ferengi Culture, Composure, Inspiration, Persuasion and Helm Operations
Talents: Time to choose these. I should have two more in addition to Untapped Potential

  • Bargain: REQUIREMENT: Command 3+
    When you use Negotiation to make an offer to someone during social conflict, you may re-roll a single d20 on your next Persuade task to convince that person. If the social conflict with that person involves an extended task, your Impact is increased by 1.
  • Follow My Lead: REQUIREMENT: Command 3+
    When you succeed at a task during combat or another perilous situation, you may spend Determination. If you do, choose a single ally who can hear you. The next task that ally attempts counts as having assistance from you, using your Presence + Command. On this task, do not roll your assistance die: it counts as having already rolled a 1.
  • Final Details:
    Mesh is this character’s name and he uses the pronouns he/him.
    He is 22 years old.
    His passtime is Parisi Squares (a dangerous sport.)
    Mesh’s role is that of the Executive Officer. He gets:
  • ROLE BENEFIT: When an allied character in communication
    with you spends Determination, you may spend 3 Momentum (Immediate) to enable that character to regain the spent point of Determination.
    His rank is Lieutenant Junior Grade.
    Equipment is not important to this exercise so I’ll skip it.

Conclusion

This has taken a lot longer than I expected when I set out to make the character. My advice would be to leave a whole session for several players to make their characters, tweak them, decide on their relationships to the other PCs etc.

But it was fun. I enjoyed delving into the Star Trekness of it all and I think I would actually like to play Mesh, my Orion Lieutenant Junior Grade who dreams one day of commanding a ship of his own.

One More Shot to the Heart

Dear Reader, I was away on holidays in the scorched and parched East of England again last week. I enjoyed the break but it has left me with no enough time to write up a new post for this week. I have one in the works but it is far from ready, I’m afraid. Instead, I thought I would share with you again a post from this time last year. Here is my advice for running Heart: The City Beneath as a one-shot. Hope you enjoy it!

DCC Day 2026 Part 2

A Case of Mistaken Death

Below, you will find some spoilers for DCC adventure #109 Beneath the Isle of Serpents, just so you know, dear reader.

Fun & TPKs ad in the back of the adventure booklet. Shows a lot of black and white covers of other DCC adventures. Reminiscent of old ads in the '80s and '90s era of RPG magazines.
Fun & TPKs

At this point, I don’t think any of us are going into a DCC game thinking, you know what? This is going to be a piece of cake. You expect to be challenged by lethal traps, dangerous surprises, gonzo monsters and a general air of lethality. But there’s one encounter in Beneath the Isle of the Serpents that has the potential to tip the scales so far from balanced that you could be looking at a one or two round TPK. It almost did in our third session of this adventure. There’s a giant, two-headed viper hiding to one side of a door in one room. It’s given a +6 to initiative to account for surprise. Then, once it probably gets the initiative, it’s got two bite attacks at a +8 to hit. That’s not the worst of it, once it inevitably hits, it’s got 3d6 damage for each bite! Now, please bear in mind that this is an adventure for 1st level DCC characters. Few, if any, will have hit points matching even an average roll of those damage dice. But then, there’s a DCC ad in the back of this adventure entitled “Fun & TPKs.” So, that’s what you’re up against, I suppose. Don’t get me wrong; I actually do enjoy knowing that the dungeon is genuinely scary, that characters can and will die, that the stakes are high. That makes their actions to overcome the dangers all the more significant. It creates an aura of tension that is hard to synthesise in any way other than the players knowing that their characters could be walking to their deaths. We had already had 2.5 deaths by the point they got to this encounter after all. But those deaths were a little more acceptable. The PCs had done everything they could to prevent them up to the point they didn’t, up to the point when I got luckier in my rolls than they did. Not only that, each death was poetic and emotional and caused by a hypnotised member of their own party. You couldn’t write a better death.

Viper, giant (two-headed): Init +6 (surprise); Atk bite +8 melee (3d6 plus poison; Crit M/d10; AC 16; HD 4d8 (hp 18); MV 30’; Act 2d20; SP poison (1d4 Stamina loss, DC 12 Fortitude save negates); SV Fort +6, Ref +4, Will +2; AL N.
Giant Two-headed Viper stats

But this giant two-headed viper? It had the cards stacked in its favour by the stats, the map, the circumstances. Even then, despite that initiative bonus, it still went after three of the party members. The players got a little bit lucky with that, but it was all fair and square. So they attacked, two hits out of three and the snake was down two thirds of its hit points. But then it had its attacks; two heads = two attacks. It hit one PC with one attack, killed her outright, and then hit the second PC because it had a + frikkin’ 8 to hit, so, of course it did, and killed him outright too. Half the party was dead in a single round. And, you know, I’ll be honest here, I thought 3d6 damage for a single attack on a first level character? That’s insane, so I reduced it to 2d6 and it still killed ‘em both… The players looked upon the ruin of their party. Rember, dear reader, there were only two players in this adventure. One had only one of two PCs left and one had none. That last suriving PC was ready to run, but then remembered that the Wizard’s familiar was supposed to go on her turn. The dice were rolled and that dog ripped out at least one of the viper’s throats! We retconned the deaths and were able to finish out the dungeon.

And look, this was dramatic and all, they scraped through when they probably should have died, but it was so ridiculously overpowered as an encounter that we questioned how well this adventure could have been play-tested. Combine this with a couple of other strangenesses and errors and I am not sure, honestly, if I can recommend it without the Judge spending a fair bit of time preparing things and making a few necessary changes.

Mapping Errors

I love DCC maps. They’re almost always beautiful and functional and genuine pieces of art in their own right. That can be said for the maps in this adventure too, in fact. They are, perhaps, not quite as memorable or gnarly as an Doug Kovacs map from, say, Sailors on the Starless Sea, or the Mark Allen one from Hole in the Sky but they are functional and effective. You can compare for yourself:

But there is a very small problem with the dungeon map/key that left me scratching my head and cursing the adventure for wasting my time at the table. If you look closely, dear reader, you will see that Room 4-2 and Room 4-3 are labelled differently on the plan compared to the cross-section. Now, as the PCs explored Level 4, I was really just looking at the plan map so I didn’t notice this error. The problem is, it’s the plan map that’s wrong. 4-2 is where 4-3 should be and vice versa. This might seem like a small issue, and perhaps I’m making too big a deal of it, but when you only encounter it for the first time at the table? Confusion, frustration, struggle. It’s a waste of time and mental energy that could better be spent on building atmosphere, answering player questions or, like, role-playing.

And if this was the only map problem in the module, I might be a bit more forgiving, but I mentioned in the last DCC Day 2026 post, that the island map should have hexes to allow you to calculate how often to roll on the overland encounter table, but it doesn’t so, once again, the Judge is just left to guess at the table, when they are already juggling a lot.

I will say this is not the only potentially bad labelling in this adventure. On the cover, it defines it as an adventure for Level 1 PCs, but on the inside, it says it’s for Level 2 PCs. This could actually explain the extra lethality. Maybe my party were just too wee?

So

Here’s what happened at the end of the adventure (if you want to catch up, go check out my first post about it here.)

The party, now three-strong since Hilda the Wizard met up with them back on the beach, returned to the point they left off in the dungeon. They picked up some of the weapons and armour belonging to the Serpent-men and continued down the winding, narrow stairway until they discovered a secret door in the wall. Cleverly, they decided to treat it with some care, stepping to either side of it when it opened, thus avoiding the burning oil trap. There is a high probability that this trap was not going to ignite but, ignite it did, to no effect of course. They continued into an uncanny corridor that seemed to have been wrought in a strange way. It was as if the rock had been disintegrated to create this corridor and the pentagonal chamber beyond. In that chamber, by the way, was an Elder Thing. It had come here to observe the Serpent-men and the Cobra-men, apparently, but that does not particularly describe the reason for it to appear in the adventure, if I’m honest. It had a deleterious effect on a couple of the PCs. There’s a table to tell you what happens if you fail a Willpower save upon seeing this Cthulhu-Mythos-ass creature. Anyway, one of the PCs froze and one fled. I’m just glad none of them rolled “fight” because that would have surely been the end of the adventure. The other one found she was able to communicate with it in a rudimentary telepathic way. It was able to tell her there was another exit from its chamber to the surface, and that there was some sort of conflict between the Serpent-men and another sect who worshipped Sett. It then began packing up its things. Now that the PCs had uncovered its ingenious hiding place, it had no choice but to leave, apparently. So they left it to its business.

The Elder Thing: This ancient race has inhabited the earth for many millions of years and may have created life on earth as it appears today. Older creatures prefer water as their habitat, but can also move effortlessly on land and even fly.

The appearance resembles a cylindrical shape a good two meters high, the ends of each tapering slightly, so that an Elder Thing resembles almost a barrel. Furrows and ridges cover the body with strange growths, and the wings and strange head, shaped like a five-pointed starfish, give the creature characteristics of both animal and plant life.

The Elder Things established at least one major city in Antarctica and created the Shoggoths there who used them as slaves. During the millions of years of their existence on Earth, the Elder Things fought many conflicts, but now seem to have retired. From: https://cthulhueternal.com/creatures/elder-thing/
https://cthulhueternal.com/creatures/elder-thing/

I have several questions about this encounter. The main one is just why? Why is it in this dungeon? It lends nothing to the otherwise decidedly snake-based vibe. If the PCs end up attacking either because the players think its a good idea or because they failed their save and rolled “fight” on the reaction table, they would be killed quicker than you could say “Beyond the Mountains of Madness.” Another why. Why is it watching the Serpent-men? Not really explained. Still whying. Why is is the trap protecting its lair so shitty? This unfathomable monstrosity has the power to disintegrate a lair for itself in the rock, and observe the inhabitants of the dungeon without their knowledge through the walls, but it can’t put a decent security system in? The trap is the kind of thing you might find in an incompetent bandit’s lair. Here’s a what. What use is the other exit? It’s difficult to climb and leads to a part of the island that is much more dangerous than the main entrance. Admittedly, the players did make use of the Elder Thing again later, though.

Once they descended the stairs they came to level 4. This is where I ran into the trouble with the mislabeled rooms and where they ran into decidedly more trouble with the Giant Two-headed Viper. Anyway, once we got past all that, they were able to explore the chamber where the viper was hiding. If you look at the map, you can see that the sluice they discovered beneath the grating on level 1 leads down to that room. There were humanoids manacled and hanging from the ceiling of that sluice. They had been unable to get to them from above. They were able to use the winch here to bring them all down. Some were already dead, but those that could be saved, they brought to the Elder Thing. It agreed to heal them as long as they covered their eyes. With a little healing, one of them even turned out to be an Elf who was happy to join the party and aid them in discovering the evil that imprisoned, enslaved and devoured them. This became our latest PC, replacing Helfgott the Cleric. The rest of the prisoners were sent back to the fishing boat with strict instructions not to let Kamay try to leave again on the off-chance he woke up.

Back to full strength, the party went to investigate the other room on this level. This proved to be the apartment of the leader of this breakaway sect. As at least one of the PCs had the Serpent-man language skill, they were able to discover a plot when they searched through her correspondence. Human and Demi-human adherents of the demonic god, Nehebkau, were worming their way into positions of power and influence across the nations in and bordering Thracia. What their ultimate goal was? Unclear, except that they were to sow chaos and division to leave opportunities open for the Serpent-men. They also found some loot in here, which was nice. Then they opened a hatch in the corridor and went down even deeper.

They skipped Level 5 at first and went down again to Level 6. This level proved to consist only a single tunnel which was collapsed on either end. Slaves were working to dig it out, guarded by a couple of Serpent-man. When the PCs attacked the slaves immediately revolted and with their help, the guards were quickly dispatched. The prisoners are started out in the adventure as a swarm. Only AoE attacks could do any more than a single point of damage, but a single point of damage was also enough to kill one member of the swarm of ten so they were only going to last so long. Still, they were happy to come along and help the PCs in their fight.

They returned to Level 5 and proceeded into the Temple of Nehebkau. This is the finale to this adventure and it didn’t disappoint. The setup coming from the room alone was cool. There are pools of magma dotting the floor and lava domes casting their eerie glow. On top of that, there are drips of acid coming from the roof, ready to burn anyone who goes prone. This happens a lot in the ensuing battle. The PCs entered from the north-west and there is a ritual happening in the southern part of the chamber, which is accessible only through a short passage not he east and west sides. The ritual involves the sect’s leader ritually murdering prisoners by pouring molten magma into their chest cavities. Yup. If she and her three flunkies get to finish it, a demonic Magma viper will be summoned. Added complication? Sure, there are also four Serpent-man guards stationed to stop anyone who tries to interfere.

The PCs ruthlessly sacrificed the prisoner swarm in a full frontal assault on the guards while they attempted to deal with the leader and the cultists. There were some dicey moments, like when one of them got hypnotised again, when they got down to the last sacrifice and just managed to defeat the last remaining cultist before they could kill her and when their swarm was reduced to just two members. But they persisted and played it clever, using the spells and abilities they had to their greatest advantage. Sleep was the best spell in their arsenal to be honest. There were a lot of fun moments provided not only by the rolls on the individual spell tables but also on the mercurial magic tables, grit tables and fumble tables. DCC is all about the tables, isn’t it? It brings new meaning to the word random. You are never quite sure what will happen, especially when you cast a spell. It might work just fine and achieve the goal you intended. It could even result in a far more powerful effect than you could have imagined. But it could also fizzle out and mean you can’t cast it again that day. Or worse…

Conclusion

Three Serpent-folk performing a sacrifice of a human woman chained to an altar.
Three Serpent-folk performing a sacrifice of a human woman chained to an altar.

This is the joy of playing DCC with PCs of more than 0-Level. The funnels are fun and all, but access to magic and other special abilities really elevates this game, if you ask me.

There were a couple of other beats once they defeated the cult leader and prevented the performance of the ritual but they were not worth mentioning, to be honest. They went back to the boat and returned to the mainland with all the freed prisoners that survived. It was a bitter-sweet ending, however, considering how many they lost along the way.

I think, if I were to run it again, I would prepare a few things. I’d pop some hexes on the map of the island to make the random encounter table useful. I’d probably remove the Elder Thing encounter and replace the Giant Two-headed Viper encounter with something a little less lethal. I’d also seed some more information about what’s going on in the dungeon, throughout the actual dungeon, because, as it stands, there’s no way the PCs could know that the finale ritual is actually going on. They just happen to stumble across it whenever they decide to show up at the Temple chamber.

In the end, though, we all enjoyed the adventure, despite its flaws. I would definitely consider running the main Caverns of Thracia campaign at some point too. Probably once this whole Editioning Business is behind us.