Alien RPG’s Hope’s Last Day: A Review

If you’re interested, go check out my post previewing this game here.

A Bad Call?

Burke, Carter J “confessed” to Ripley that he had made a bad call in sending them to a colony on the moon, LV-426. But did he mean it? No. He was a scumbag of the highest order. He was just fucking someone else over for a percentage. I sent my players to LV-426 too. I wasn’t looking to fuck them over for a percentage, but, at the very least, I expected most of their characters to get impregnated by facehuggers, ripped to shreds by drones or melted by acid blood. Did any of that happen? Did I make a bad call in choosing the Cinematic Alien RPG scenario, Hope’s Last Day, from the core book, rather than the one from the Starter Set? Well, dear reader, why not come with me on a trip through our one-shot and my thoughts on it, and you’ll find out.

Shake and Bake

These two scenarios couldn’t really be much more different. The one from the Starter Set, Chariot of the Gods, is set on a ship out in space, you know, where no-one can hear you scream? It’s also very much a full scenario with an entire three act structure. They say it would take three sessions to play but I have my doubts about that estimate, having played Hope’s Last Day.

Speaking of which, Hope’s Last Day is a scenario that’s set totally on the moon where Ripley and the Nostromo’s crew found the Alien eggs in the first movie and the setting for the action of the second. This scenario was not even a full Cinematic experience. It is billed as a taster, since it really only encompasses what would be the third act in a normal Cinematic scenario. The book confidently asserts that it could easily be played in under two hours.

Frankly, duration was the deciding factor for me. I only had one night to get through a whole scenario. I don’t have a lot of wiggle-room in my schedule due to the fact that I have at least seven other ongoing games at any given time, so it really had to get wrapped up in one shot. So, I shook it and baked it.

Shaking

Shaking, essentially, meant reading through the scenario a couple of times. It’s very short, so this was not a problem. I also took notes on the various major beats and summarised the contents of the various blocks and rooms into bullet points. Most of the scenario consists of these location descriptions so this was key for me. Also, they are all presented in what I consider to be unwieldy blocks of text in the book, and I prefer referring to bullet points at the table. This work helped me to keep things flowing a little more smoothly on the night. I also screenshot handed the pregenerated characters out to the players I thought they would suit best a couple of days before. This part was fun, and the players were left to wonder how I decided who should play which character. Each character had an agenda that was generally meant to be kept secret from the others. Now these were fun. Stuff like, being willing to sacrifice themselves for the others, wanting to acquire an alien and escape with it or just to keep the company’s actions a secret at all costs. You know, normal stuff. Anyway, I examined these agendas and assigned the characters purely out of a desire to see each player pursue that secret agenda. Other than this fairly sparse preparation, I got a couple of copies of the map of Hadley’s Hope printed and a few character sheets. I familiarised myself with the relevant rules as much as I could and that was it for the shaking.

Baking

At the table, we baked. And, I will say most of the time this one-shot spent in the oven, there were no issues at all. Was I ready to nuke the site from orbit by the end? Not quite, thankfully. I’m mixing my metaphors quite egregiously at this point so I’ll abandon them both and just tell you what happened.

I started exactly as the scenario suggests you start, with the four PCs inside the West airlock of Hadley’s Hope. They had just returned from a day or more outside the settlement and were not aware the Aliens had already decimated the population. I let them investigate a bit, try and get an intercom working, and generally futz around. The scenario calls for an Alien attack whenever the PCs dawdle but I didn’t want to lose anybody so early on. I think this was a mistake on my part. Their first encounter with an Alien occurred a little later after they had made their way to another block of the station and messed around looking at eggs and facehuggers and whatnot. This gave one character the opportunity to collect an egg and another to sacrifice himself to keep the others safe and made them all start running to find the way out. This was more like it. Things really started moving then. The one who sacrificed himself turned out to be an artificial person as Bishop would have us call them. So, the alien just left him, innards outed, on the floor and unable to move, but not dead. Luckily there was an extra pregen for that player to take over so we continued on.

Later they encountered a couple of facehuggers after finding a few weapons. They made short work of them and moved on again. They spent much of the last part of the session effectively split into two parties running from two different drones towards the only way off the planet, a shuttle. And you know what? They all made it! Except the android, who, I can only assume was caught in the conflagration when the nuclear reactor in the processing plant went up as Ripley and the others escaped. Also, they didn’t all make it, because the pilot turned out to be the company plant and she spaced everyone else as soon as they left the atmosphere. I guess that made her the winner?

Game Over, Man

So, what was the verdict? It’s a mixed bag, to be honest.

I think our main complaint was that this was mislabeled as an under-two-hour scenario. I mean, ok, it was our first time playing the Alien RPG so we did have to spend a little extra time referring to the rules and figuring out what all the stats meant, but that does not account for the fact that this thing took us almost four hours. Even then, I had to abandon some integral rules to allow us to make it to the end in that time. I don’t honestly know how anyone gets five people around a table, people who want to role-play, who want to fuck around and find out, people for whom the joy is in the playing, not in the finishing, and have them get through this scenario in anything less than four and a half hours if you stick to all the rules of the game.

As for the rules. The main negative was the initiative system. Alien, like other Free League games, uses an initiative card system. We generally found it a little difficult to keep track of things using this and found it slowed the action down significantly. One of the main issues was that the PCs kept getting into initiative, running away from fights, getting out of initiative, getting caught again and getting into initiative again! So we were shuffling and picking those cards a lot. In fact, as time ran out on our session, I just left the cards to one side and did it narrative style. I got each player in turn to tell me what they were doing and told them how the Aliens or the environment reacted or acted against them. This really sped things up and drew the evening to a very exciting close, in fact. Would I use the initiative system as-is if I played again? I think I would give it a go as long as I had more time to play with but I would be ready to give up on it in a second if it started to get in the way again.

One more issue for me was the system used to figure out how the Aliens attack. Every time it’s their turn, the Game Mother has to roll on a table to determine which of their special attacks they use. This started off as a fun activity, but quickly got frustrating. It felt like each time the Alien had one of the PCs in their grasp, I would roll up an attack that allowed them the chance to escape. Now, if this happens a couple of times, it adds a nice dramatic element to the chase. But this is literally how they all managed to get away in the end. If I had been just choosing the attacks for the Aliens, there would not have been so many occupied seats on the shuttle when it took off. I feel like there is a better way to adjudicate the moves they make. Admittedly, you would not want every attack to be lethal, either, but it felt as though far too many of them were underpowered.

One element that worked well but felt like it was under-utilised or tacked on was the Stunt mechanic. Each skill had a stunt table that told you how you could spend your excess successes (each 6 you get when you roll your dice pool is a success and you gnerally only need one to succeed at your task,) but the players almost exclusively went for one of two options, at least in combat situations: they added extra damage or they pinned the enemy down to prevent them from taking as many actions on their next turn. This was fine but it feels like this needs more work. Perhaps the new edition will deal with this.

You know, there were plenty of mechanics we liked in the game too. The main mechanic in the Alien RPG, the thing you would lean on to sell the system, is Panic. Like other Year Zero Engine games, you roll a dice pool consisting of a number of dice equal to your score in a given skill plus the number of dice equal to your score in the related ability. So, if you have a 1 in Mobility and a 2 in Agility, you roll 3 dice. But, as you play, your character gains Stress for all sorts of awful reasons. For every point of Stress you gain, you get to add another die to every dice pool. This gives you a greater chance of success but also gives you a chance that you’ll have to roll on the Panic Table. This happens if you roll a facehugger (a 1) on the official Alien RPG Stress Dice. There are other ways of panicking. Usually, if one of your companions does something unhinged or crazy or if you see an Alien for the first time. That kind of thing. By the end of the session, everyone had so much Stress that they were rolling obscene numbers of dice and there were Panic rolls happening almost constantly. One Panic roll would often lead to another from someone else because of the result they would get. Also, because, each time you roll on the Panic table, you have to add your Stress Score to the roll and the shit at the bottom of the table is way worse than the shit at the top, the results got very bad as time went on. For example, this is what you get for rolling a 7 gets you:

NERVOUS TWITCH. Your STRESS LEVEL, and the STRESS LEVEL of all friendly PCs in SHORT range of you, increases by one.

This is what you get if you roll a 15+:

CATATONIC. You collapse to the floor and can’t talk or move, staring blankly into oblivion.

This did happen to one character but they were already at the shuttle at that stage and someone was able to drag them inside.

The feedback I got in stars and wishes from the session indicated that the players also loved the agendas they were given with their PCs. This was a worry for me before we started. I mean, not only did they not get to create their own characters, I didn’t even give them the choice of which one to pick. Obviously, this was because I didn’t want to reveal the secret agendas to everyone before play started. And I’m so glad I did it this way! Everyone had pretty much figured out who was the android in under an hour, but no-one, and I mean even me, because I forgot what the pilot’s agenda was, expected to be spaced by one of their own when they were on the verge of escape. Incredible scenes. This element of the game is specific to the short Cinematic Play scenarios. And, indeed, normally, in a full scenario, your PC’s agenda changes as you move through the three acts. I can’t account for how well this works, obviously, but it sounds great.

As for the scenario itself, there is not a lot to it. This is definitely a good thing. If you play it, you’re not going to get to most of the compound. A lot of those areas I summarised into bullet points remained completely unexplored. Once the drones were after them, the PCs soon discovered a sense of urgency and a definite goal, i.e. escaping on the shuttle. There was a bit more to it than that, but not much. Like I said, this was fine, especially as the PCs’ agendas took the place of a set plot most of the time anyway.

It was also cool that the scenario was so closely related to Aliens, the movie. I watched it the night before running the session, and that definitely helped me to picture the place and to describe it at the table. I’d recommend doing that if you do intend to run Hope’s Last Day. I’d also recommend leaving yourself at least four hours to do it justice.

So, was it a bad call? No, but if I went into it again, knowing what I know now, I would have made a few alterations to my expectations.

What about you, dear reader? Have you played this scenario or this RPG? Are you looking forward to the Alien Evolved Edition? Get in the comments?

Alien RPG(s)

World’s first Alien RPG

Imagine you’re twelve years old and you have an obsession with something. I would imagine this is a relatively trivial task for most of the nerds reading this blog post. Anyway, You have an obsession and you generally want to express your love for your obsessions through the medium of role playing games. Once again, I’m sure you’re all still on board. I had several of these, Lord of the Rings x MERP, check, Star Wars x West End Games Star Wars the RPG, check, Robotech x Palladium’s Robotech RPG, check. You get the idea. But there was one missing. It was an important one. It related to a sci-fi movie series that I was far too young to watch legally (sorry Mum!) It was Alien(s.) The first I even heard about this franchise was from a friend on the playground. He and his brother had managed to stay up way past their bedtime and watch it with the sound turned way down so as not to wake up their parents, on a satellite TV channel (which I did not have.) Anyway, he told me literally the entire plot of Aliens from start to finish during break time one morning, leaving pretty much nothing out. And I knew I had to see it. It was some time later that I managed to get someone to rent me a VHS copy to watch myself. And thus was the obsession kindled. The hardware, the badasses, the gunfire, the nuclear explosion, the Xenomorph itself. It was all perfectly concocted to appeal to the mind of a twelve year old boy. It was frankly cruel to prevent me from seeing it! It wasn’t until quite some time later that I even got to watch Alien. And seeing it, that first John Hurt chestburster scene, the slow whittling of the crew, the hiss and the creep of the monster, the silence and the horror of it. Still gives me goosebumps to watch that film.

By that point, I was well into RPGs, had been playing D&D for a couple of years, had played Gamma World, Twilight 2000, Shadowrun, all the games I mentioned above and more. But there was one missing, an Alien(s) game. Why? Because it did not exist at that point. It was still a couple of years before the Aliens Adventure Game would be published by Leading Edge Games. Even with how badly that game was received, I would have taken it. But it didn’t exist, so I made my own…

I actually remember writing a full rule-book for it. I did some drawings and cut and pasted some movie stills from magazines for the more complicated stuff. I remember being quite proud of my work, which was contained in a three ring binder and held together otherwise by sellotape and glue. I can’t find that binder now. It’s been more than thirty-five years, so I was particularly pleased to be able to discover even a small piece of evidence of this first Alien RPG. I found a hardback science notebook that contained the first (and, I think, only) adventure for my Alien RPG. Here are some pages from it.

Unsurprisingly, it was a sort of dungeon crawl set in a “titanium steel” mine (the irony that I wrote this in a science notebook, of all things, is not lost on me), with a point crawl in a town called Lewisville attached to it. I used a sort of cursed chimera of D&D and Palladium rulesets to run it. As I remember, this worked well for my friends and me. We had played so much of both, they were second nature to us. The PCs were all colonial marines on a bug hunt. It didn’t lean into the themes of the movies or evoke much of an atmosphere BUT, the marines got to shoot a LOT of Xenomorphs. And that, for us, at that age, was all that mattered.

World’s latest Alien RPG

Alien Evolved Edition is Free League’s latest incarnation of their 2019 Alien RPG. It had a really successful kickstarter, which I backed at the last minute. I wasn’t going to. I mean, I still had the first edition on my shelf, it’s only a few years old, and I hadn’t even played it yet. Not only that, they were at pains to point out that this is not a big overhaul of the game, more like some rules-clarification, the addition of solo rules, and a glow-up. But then, they showed me the special edition of the core book… and I caved.

I don’t regret it though. Free League is almost guaranteed to produce a true piece of art every time. And this book has art and design by Johann Nohr of Mörk Borg and Into the Odd fame. I received the Beta versions of the PDFs today and I am not disappointed.

Anyway, I thought it was probably about time I pulled the first edition off my bookcase and dusted it off. I have been reading it for a few days, prompted, I think by the fact that it was Alien Day on April 26th.

Much of this RPG will be very familiar to anyone who has played any of Free League’s Year Zero Engine games over the last few years. When you try to do something, you make a dice pool from your ability score and your skill score with additions from items or circumstances. Alien uses exclusively D6s so all you’re looking for is a single 6 for a success. But there are a couple of differences with Blade Runner and Tales from the Loop, with which I’m more familiar.

Firstly, you also add to your pool, Stress Dice equal to your current Stress score (which you can gain mainly from pushing rolls.) This gives you a better chance at success but also introduces the potential for your character to Panic, if you roll a 1 on one of those dice. This is usually not good for you. The effects can range from a mere tremble in the extremities, to a berserker rage or full catatonia. Sounds fun, right?

Secondly, you get to add stunt effects when you score more than one 6 on your roll. This feels like it was yoinked directly from Green Ronin’s Fantasy AGE game system, which Dragon Age uses. However, it utilises specific stunts for each skill. I imagine this necessitates a lot of book-checking when stunts come up, but its still a nice feature, which I appreciate.

There is another attractive element to the game as well. I like the very clear delineation between Campaign and “Cinematic” play. Campaign play is exactly what it sounds like. You create your character as you would in any other RPG and you and your friends hope they survive through a multi-session story as things probably spiral slowly out of control. The book includes some useful resources for creating planets and start systems, as well as thematic NPCs to help with this style of game. Cinematic play is designed for one-shots, or, at least a short series of sessions. The events of it are probably a little less flexible and fit into an appropriate three-act structure. The PCs are chosen from a few pregenerated characters. And let’s face it, if you’re talking about Cinematic and Alien, you are not expecting them to survive, or, at least, not very many of them.

Alien Day delayed

I was so annoyed that I had missed an opportunity to play an RPG on a non-standard holiday that relates to it, that I felt like I had to play it anyway, in penance. So, I announced a one-shot of the first edition of the Alien RPG today on our Tables and Tales Discord, and I have a couple of sign-ups already. I have a few published Cinematic options and a few days to decide which one to play. I am leaning towards the one from the core book, which relates directly to the events of the movies, as an introduction for the players. But there are also the scenarios in the Starter Set and the Destroyer of Worlds boxed set that could be contenders.

I’ll be back probably next week with a report on how it went! I might just do a round up of that and our Star Wars themed Vaults of Vaarn one-shot from May the fourth. See you then, dear reader.

Cosmic Dark: Assignment Report

Understanding the Assignment

What is the end goal of a game of weird space horror like Graham Walmsley’s Cosmic Dark? The answer seems obvious, I suppose. If you go to see a horror movie, you want to come out feeling like you got your money’s worth in spilled popcorn, whimpers, screams and nonodontgointhereyouidiots. So you should expect something similar from a game like this, right? Well, yes, of course. In fact, the rather ingenious conceit of a game like this, is that, knowing the style of play you’re looking for, as a player, you can go into it understanding what you can do to help push the themes, the jumps, the horror of it. There’s some strange, violet rock that appears to be moving? The character might be a geologist and know that it’s their job to go examine the rock, but the player knows they’re in a space horror game, which is why they should go and examine it. And this is pretty much how our one-shot of Cosmic Dark went last weekend.

But there’s more, of course, because let’s not forget the ‘Cosmic’ bit, the ‘weird’ bit. Because, although the body horror really hit hard at times, the dreamy (nightmarey maybe,) psychological horror felt all-encompassing. There is a section in the scenario that is aptly called “Dreaming and Waking.” Unpretentiously, it refers to the bizarre dreams the Employees experience during their first night on the assignment. It gave me more or less free rein to describe immersive dreams for the characters that related back to the answers they gave in psych evaluation questions earlier in the game. Of course, this served only to highlight the dreamlike atmosphere of everything on the assignment up to that point, in my opinion. Time was behaving differently, the rocks were undulating and growing, seemingly safe spaces were revealed to be anything but… The players and the characters were on edge, really from the start. And, thanks to the mechanics, they got closer and closer to that edge as the session went on.

Character Creation

We played the first Cosmic Dark Assignment, Extraction. Check out my preview blog post here, where I explain the way the players create their Employees as part of that scenario.

At the table, this went down a treat. Forcing players to choose their Employees’ specialisms only at the point where they are being asked to acknowledge over comms on the shuttle to the Assignment is clever and the players got a kick out of it.

But the real star of the show is the series of flashbacks they go through to get a picture of their characters. The flashback method creates memories, not just characters. The requirement for each PC to identify another as a rival or a figure of admiration or some other influence, and to include them in the flashback scenes, creates a shared history and a character dynamic that you simply can’t conjure from dry discussions over a character sheet. If you have played any PBTA games, dear reader, you might be aware that they usually include a section for bonds with other PCs. You and the other PC have to come up with some reason why you are blood-brothers or why you’re worried about the other’s survival or why you had a vision about them. But you do not act it out. You don’t, at least in my experience, role-play a scene together to elucidate the reason for the bond. That’s exactly what you do in Cosmic Dark. In fact, each player has a scene of their own and may choose any of the other characters to share it with. These scenes are supposed to be short, just a minute or two, but long enough for them to find their characters’ voices, outlooks, relationships. And the Director (GM) provides prompts to kick-start these scenes. The players are given a line of dialogue for one of them to say to begin. I was skeptical about how well this could work at a table of regular players. Up until now, I have only seen it done at a table of professional actors on Ain’t Slayed Nobody. But I needn’t have worried. Every one of my players took that single line of dialogue like the baton it was, and ran with it, inventing hurdles, falling and picking themselves up again. And the table I had? Four players with a wonderful mix of experience levels, some who have played a variety of RPGs for years, one with just a few months of play under their belts with Tables and Tales and even one for whom it was their very first role playing experience!

The aspect of character creation (it’s one of the parts that is ongoing throughout the game from what I understand) that I had a little difficulty in running and incorporating as intended is the psychological assessment. There is a moment, that also occurs in flashback, the night before the Assignment, when they are lying in their sleeping pods on the Extracsa transport vessel, the Exchange, and they are asked questions like “what scares you most about being alone?” Or “what is the most terrifying way to die?” You are supposed to. Push the PCs to answer truthfully, indicating that Extracsa will know if they are lying. This part was ok, actually. I was able to get some revealing and actionable answers from them. It was the re-incorporation of the answers into the later dream sequence that I struggled with. The idea is that you should take note of the PCs’ fears and worries so that you can create a tailored nightmare for them during the Dreaming and Waking section I mentioned above. I think this is something I would get better at in time and with practice. The main issue I had was just referring to my own notes and making sure I got the right nightmare for the right Employees in a way that made it feel like it flowed naturally.

The Assignment itself

I don’t want to go into too much detail here. Honestly, I could not do it justice. Go and listen to the Ain’t Slayed Nobody actual play instead!

But here’s what I will say. I presented an outline of the type of game Cosmic Dark was when I advertised it on our Discord. But I think there was still some misapprehension by the time we started playing. The main feedback I got in this respect was that they expected something more along the lines of physical threats. I believe this is, perhaps, the overriding influence of the Alien franchise. I did refer to Alien in the touchstones I mentioned when announcing the game, so that could explain it. There is nothing like an alien monster in this first Assignment. In fact, as they played through the scenario and uncovered one egregious corporate scheme and strategic lie after another, I think it became obvious that Extracsa are the real baddies here. And, it’s not like there aren’t ways for the Employees to die in the course of the Assignment (we had one death, caused mainly by the Team Leader hitting 6 Changed as he escaped. He flipped the rover he was driving.) And they felt as though they were in danger, clearly. As their Changed scores each hit 4 or 5 (out of 6) they all decided to run away! They witnessed what was in the future for them on this asteroid, a slow and horrific melding with the rock of the place, and they noped out of there before they even reached the finalé! Anyway, if I had any advice for prospective Directors, it would be to make sure you properly set expectations.

How about the scenario itself? So, I only had the text of the Extraction Assignment to work with. Now, this was fine. The rules are contained within it and the character creation occurs during the course of play, as I explained above. However, in the finished book, there will be useful extras to refer to. For instance, if and when an Employee rolls a 5, they are supposed to get a little bonus in the form of records, data from the Extracsa company servers that serve to shine a light on the mystery or, at least, show them how Extracsa is fucking them over. On the roll of a 6, they are supposed to experience an anomaly of some sort. Anomalies are supposed to alert them to the weirdness of the place or the situation or have a direct psychological effect that might prompt a Changed roll. Now, there are a few examples of appropriate records and anomalies in the scenario but the rest will be contained in cheat sheets that will appear in the final Cosmic Dark book. To fill this gap, I listened to the ASN actual play again and made a note of the records and anomalies Graham used in that.

The other thing I picked up in particular from Graham was the style of GMing he does in that AP. He keeps it light and breezy mainly, gently encouraging players to take unnecessary risks, reminding them about the Changed die, reassuring them that that little prick from that piece of weird violet rock is probably nothing to worry about… until the point where he informs them all they need to do to reduce their Changed score is remove that pesky limb… Listen and learn, dear reader! It worked a treat at the table!

As for the rules, I had one regret here. The rules are very light and easy to pick up, but, this opening Assignment is designed to introduce the rules in a specific order to ease the players into them. And it does a great job of that. The Changed die is the first thing that comes up, then investigation rolls and other types of actions. But I forgot to introduce the re-roll mechanic when I should have, thereby allowing the Employees a chance both to do better on certain checks and to increase their Changed score earlier on.

Conclusion

All in all, I highly recommend this game. I want to play more of it. I wanted to play more almost immediately. But I think my experience will be greatly improved by getting my hands on the full book. So, let’s make sure I can, shall we? Go and sign up for an alert on the Cosmic Dark Kickstarter!

Homebrew Heart Landmarks 2

Guess the inspiration

I don’t think it will be difficult to see where I drew inspiration from this week. It’s a story I have mixed feelings about but still, it introduced the world to one of the most enduring and influential fictional universes ever. Just remember, desire is the mind-killer.

The Heart Worm

Name: The Heart Worm
Domains: Warren, Wild
Tier: 2 and 3
Default Stress: d6
Haunts: The Waters of Life (Blood D8)
Bernie Gallac, Terrible Warrior-Bard (Mind D6)
The Prophet, AKA Moonlight-Falling-On-Glaciers (Fortune D6)
The Herb, Mischung (Echo D8)

Description:
Travellers in the deeper levels of the Heart, where all is flesh and warm and wet, sometimes pass from an artery into a wide open tunnel, resembling a damp cave with masses of tooth-like protrusions projecting from ceiling, walls and floor at the entrance. Many need no more excuse than that to run from the place, but many others know better. They have heard of the Heart Worm, and they know of the life-giving properties of its vital juices. Usually, these are the type of fool-hardy adventurers who have nothing to lose and who find the prospect of burrowing through the flesh of the Heart only to be deposited in another, unknown location, “exciting.” For that is what the Heart Worm does. A giant, parasitic entity that feeds off the multidimensional matter and energy of the Heart itself while digging through it and leaving cyclopean tunnels in its wake, the Worm picks up passengers and ejects them wherever it wants, seemingly randomly.

The Heart Worm has swallowed a few people and never let them go, however, perhaps due to the understanding that its passengers need support and services during their sojourn.

Bernie Gallac, a drow former soldier of the Allied Defence Forces, has been trapped for so long, he has forgotten the world outside. He spends his days composing sarcastic little ditties to comically roast the visitors who come his way. He has been surviving on the Herb, Mischung, which grows in abundance around the depths of the great worm’s mouth. It, along with his long imprisonment, has made him strange, one-dimensional, lacking anything but the desire to do what he does in the service of the Heart Worm and its passengers. His eyes and the eyes of all the inhabitants of the Heart Worm, are crimson from consuming the wine-dark Herb.

A passenger can gather and consume the Herb too. It must be cooked down until it is in the form of a red paste in order for it to be edible. It will slowly change the colour of their eyes to a deep red, but it will also make them feel more at home in the Heart as they become one with it (see Special Rules.)

The Prophet, Moonlight-Falling-On-Glaciers, is an aelfir noble scion, trapped these many years in the gullet of the Heart Worm. They desperately wish to exit and spread the news about the Worm to all the inhabitants of the Cities Above and Below. But, for whatever reason, the Worm has not allowed it. Perhaps it is not their time yet? Perhaps they do not wish to be worshipped like a god, maybe they do not want their presence truly confirmed. The Heart Worm does not confide in anyone its plans or reasons. The mask the Prophet wears resembles the face of the worm but for the two crimson eyes visible through the slits in it. They will speak to passengers in a voice to deep and resonant to be understood, to increase their fortune.

The flesh of the Heart, eaten by the Worm, travels down the peristalsis of the great gullet almost constantly. Those who exist inside, stick to the walls of the giant being. Some have tried to take parts of the Heart meat to sustain themselves. These unfortunates are invariably ejected by the Heart Worm at its first opportunity, in the most dangerous of regions. Passengers who wish to benefit from the Worm’s diet must travel further down its throat until they discover the crimson lake of the Waters of Life, the digestive juices caused by the enormous creature’s Heart-burn. If they can endure its acidic nature, a passenger who immerses themselves in the lake will have their old skin stripped away, only for it to be replaced with a new, deeply red skin. It will heal them of physical ailments. (See Special Rules.)

Eventually, the Heart Worm will find the perfect spot to deposit its passengers. When that time comes, they will be physically ejected by irresistible waves of muscular force, which leads to them being spat out at their destination. This could be anywhere in Tier 2 or 3 of the Heart.

Special Rules:
Eating the Herb, Mischung has its dangers. It has the effect of bringing you closer to the Heart but this can also have the effect of making you like the Heart. When you consume the Herb, you must make an Endure/Wild or Warren roll or gain D6 Echo Stress. If this leads to fallout:
Fallout: Heart’s Desire (Minor Echo.) The next time anyone voices a desire in your presence, you must do everything in your power to fulfil it for them.

Bathing in the Waters of Life can also be very dangerous. Roll Endure/Warren or Wild or take d8 Blood stress. If this leads to fallout:
Fallout: Worm body (Major Blood) Your body begins to transform. Your new red skin sloughs off to reveal a ridged, wormlike one and you develop a taste for the Flesh of the Heart. If this is upgraded to critical, you fully change into a worm and disappear off into the Heart.

Resources:
The Herb Mischung (D8, Echo)
The Waters of Life (D8, Blood)

April Fools

My dirtiest trick

I’m not really a big fan of “tricks.” The word gives me the feeling of something rather mean. And, as a GM, I would rather not be mean to the PCs. Challenging, sure, occasionally lethal when called for, absolutely. But not mean. The closest I have come in recent years was when I had the corpse of a recently deceased player-character possessed by a demon in order to wreak havoc at their own funeral.

The Death

Merideth, played by Isaac was the sort of tiefling barbarian that every D&D party needs: utterly heedless of danger, first into the fray every time, usually naked with naught but a bevy of rotting heads dangling from her belt. She was one of an intrepid crew of adventurers who had recently turned up on the shores of the great orcish nation of Tír na nOrc. They were convinced by a patron to assault the hideout of one of the capital’s under-city gangs. There, Merideth was murdered, predictably enough, as she charged headlong into the guards in the entrance hall. Slightly less predictably, it was a stray crossbow bolt from one of her own companions that really did for her in the end.

Merideth’s companions continued on regardless and explored the rest of the gang headquarters, as well as the maze of traps below it. There they uncovered a secret pact between the gang, An Fiacla Dubh, and the Demon Lord of the Hunt, Baphomet. This would soon bring the eternal Blood War of the Lower Planes to the streets of the city. While they were at it, they released a dybbuk that had been imprisoned in the burnt and blackened body of a prisoner chained in the maze. It escaped, but that would not be the last they would see of it.

The Funeral

The dungeon over and done with, the next session we agreed that it would be a nice gesture if the PCs, along with a collection of major NPCs from the city of Ráth an Croí gathered at a private dock to bear tearful witness to the funeral of Merideth. A Priest of, Kaigun, God of the Sea, was employed to complete the ceremony. The barbarian was laid out on a raft and pushed off after everyone had said their words of tribute and farewell. Then, viking style they shot flaming arrows at her to send her off in fire and glory to the after life.

But, just before any arrows managed to hit, the dybbuk emerged from the waters of the dock, shadowy and incorporeal. It seized the body of the tiefling and propelled her at her former comrades. Isaac, represented in this scene in his new, bardish guise, was forced to fight off his former character as were her former companions. As moments of surprise and shock go, I have rarely been prouder to present this one to the PCs. It was only improved by the nature of the dybbuk. The demon, (the 5e version can be found in Mordenkainen’s Tome of Foes) which appears as a translucent, flying jellyfish in its natural form almost always appears, instead, in possession of a corpse. One of its features is that it can plunder the mind of the dead one for details of its life, memories and bonds to mess with their loved-ones. I used this to good effect, particularly on her long-time adventuring pal, Antoinette, and the poor PC who accidentally killed her, the Outlaw, Josie Wales (yes, really.) Another of its features is that it gets to use the abilities of the body it possesses, meaning they had to face the formidable might of the undead/possessed barbarian as well as a plethora of other enemies who showed up for the fun.

Luckily, they other PCs all survived and they got to kill Merideth all over again. Ah, good times!

What about you, dear reader? What was the dirtiest trick you ever perpetrated in the context of an RPG… or otherwise?

Dagger in the Heart

On Rails?

I recently finished reading through the new campaign book for Heart, the City Beneath. Dagger in the Heart from Rowan Rook and Decard was written by Gareth Ryder-Hanrahan and illustrated by Sar Cousins and came after a very successful crowdfunding effort last year. I backed it because I back everything from RRD but also because I was curious about how they were going to go about constructing a campaign for a game like Heart. In my experience, A campaign for Heart is something best dealt with one session at a time. Looseness and improvisational ability are qualities you will benefit from when GMing this game. The character beats that drive the events and the plot and the characters forward might have one PC searching for someone to kick off a tall building while another might be looking to get into a situation that’ll garner them some major Echo Fallout. So, maintaining any sort of direction can be a challenge. This is one of the game’s great strengths, of course. It makes it feel quite organic at the table and allows your players to feel as though they are the focus of the evolving story.

So, how to you translate that style of play into a coherent campaign? Well, you get Gareth Ryder-Hanrahan to write it for you, obviously. What he has done with Dagger in the Heart is provide the GM with a trio of inspired villains that I can imagine the PCs will love to hate and built the campaign around their plots and goals. In the introduction, he also gives you a guide on how to use these villains, depending on the length of campaign you want to run and some other factors. You don’t need to use them all, and, indeed, you are encouraged not to. Importantly, the campaign will work no matter which ones you use. They mostly act as foils to the PCs plans and actions and you are given suggestions, throughout the book, on how to use them in each area and during each major event. In Dagger in the Heart, the villains have their own beats they’re working towards, which helps in keeping track of what they are doing most of the time.

After the intro, you get seven chapters, each of which focuses on the areas of the Heart (or, indeed, the City Above) that are important at different points in the campaign. A chapter features an overview section which briefly explains what is contained in it and what the PCs are expected to be doing while they interact with the places, people and events contained in it. After that, you have a Staging section, which gives you options on how to get the PCs to move the overall plot forward while they do the usual Heart stuff of delving and hitting their Beats. This might include descriptions of major NPCs or stat blocks for enemies. After this, you get your Landmark and Delve descriptions. There are so many Landmarks in this book. I am pretty sure there are more Landmarks in this than in the Heart core book. But the delvers are not required to visit all of them. Instead there are just a lot of options. Indeed, because of the very loose nature of the campaign, the Landmarks can occur in any order, within any given Tier of the Heart, at least. In fact, they can mostly move quite freely between Tiers as well. So, despite the plot focusing so heavily on the occult and defunct underground train system known as the Vermissian, Dagger in the Heart is anything but Railroady. What it does, is provide you and your players with a plethora of options for how the story of the campaign could play out at your table and, indeed, how it might end, taking into account what your delvers might do.

After reading it, I was energised and inspired. I wanted to get some players around the table and send them back into the Heart as soon as possible. It will have to wait a little while, though, while other games come to an end. In the meantime, I get to read it again and prepare something really special.

Heart GM Screen

I also got the new Heart GM Screen from the Backerkit. It’s exactly what you would expect from RRD. Very high quality and totally over the top. There are no useful tables or common rules on the screen itself. Instead it comes with a booklet that you can rip the particular pages out of or, I suppose, photocopy and attach to the screen as you like. That way you can switch out the items you most need, when you most need them. It’s a nice idea and I think it will be useful.

New Character Options from Erlendheim Part 5

Late Addition to the Line-up

Heather joined our campaign a bit late. She decided to sign up about the time the rest of the party popped through their very first portal to Sigil. This worked out well because her character, Panasonic (no relation to the Japanese electronics manufacturer of the same name,) was already there. This Half-orc Bard hadn’t always been there but she had made a home in the city and even gained something of a reputation as a controversial singer/songwriter. She had written and performed a tune that was perceived as being particularly critical of the self-appointed police, the Harmonium, a Faction that was philosophically devoted to the notion of laws and the act of upholding them. Unsurprisingly, this made them less than popular with many of the city’s population. So, when Panasonic first performed her song “The Safety Dance,” (for copyright reasons, a song that is legally distinct from the 80s hit by Canadian icons, Men Without Hats) a riot erupted, followed by anti-Harmonium acts being perpetrated all over the city. So, on the night when the rest of the party emerged from the end of a pipe (other side of a portal) in the the swimming pool of the Gymnasium, Panasonic found herself taking a shortcut through that very place, with a squad of angry Hardheads (a nickname for the Harmonium) hot on her heels.

Luckily, the party came to her aid, and she, in turn, acted as a sort of guide/ally to them in the alien and bewildering city.

The thing about Panasonic was, she had a fascination for Sigil and the planes in general. She was fascinated by the doors, the portals, how they worked. She always felt there was something musical about them. Also, she had been trying to find a way home for a long time. She had been shanghaied in Sigil by her sister, Sony (once again, no relation.) Sony was jealous of Panasonic’s growing popularity and so got a wizard to send her off plane so she could take her place at the front of their band. When she ran into the party, who just-so-happened to come from the same prime material world, she latched onto them as her ride home.

So, the culmination of Panasonic’s story, unlike the rest of the party, came when she emerged through the portal to Erlendhaim with the others. It was a big moment for her! She even found her sister there and somehow made amends just before they were violently assaulted by a bunch of devils.

It was then that she gained her new bard features, having fulfilled all her major character beats.

As with all of these character options, I didn’t spend too much time considering the balance implications of these. But if you like them, and you feel like you could use them in some form or other, please feel free.

New Bard Feature – Music of the Planes

Magical Notes

From 3rd level; the Bard uses an action to strike a cord on their musical instrument and summons a tiny portal which projects, from the instrument, an ethereal glowing rune in the shape of a musical note. As the the Bard continues to play, notes emerge in a stream from a plane of pure, living music. This stream of notes can have one of several effects that the Bard must choose before using this feature.

  • Face-melter – Attack roll using the Bard’s spell attack bonus – Range: 60ft, Damage: 1d8 + Charisma modifier thunder damage. At 6th level this increases to 2d8, at 9th level to 3d8, at 12th level to 4d8 and at 15th level to 5d8.
  • Break/Dance – Affect a single creature in range (60ft) causing them to dance energetically unless they make a Charisma saving throw (using the Bard’s spell save DC.) On a failure, the creature’s AC is broken, reduced by 2 as they leave themselves open to attack. At 6th level the Bard can affect two creatures or reduce the AC of one creature by 3. At 9th level the Bard can affect three creatures or reduce the AC of one creature by 4. At 12th level the Bard can affect four creatures or reduce the AC of one creature by 5. At 15th level the Bard can affect five creatures or reduce the AC of one creature by 6.
  • Mosh Pit – From 12th level the Bard can affect a group of 1d8 + Charisma modifier creatures to attack the closest creature to them if they fail a Charisma saving throw (using the Bard’s spell save DC.) This effect lasts until the end of the Bard’s next turn.

Transported by the Melody

From 9th level, once between long rests, the Bard can use an action to play their instrument in harmony with the planes allowing them to cast the Contact Other Plane spell. From 13th level, once between long rests, the Bard can use an action to play their instrument in harmony with the planes allowing them to cast the teleport spell. From 15th level, once between long rests, the Bard can use an action to play their instrument in harmony with the planes allowing them to cast the Demiplane spell.

Monsters of Rock

From 7th level the Bard plays a melody that opens a portal to one of the outer or inner planes to summon an elemental, fae, celestial or fiendish creature of up to CR 2. 10th level, CR 3. 13th level CR 4. 16th level CR 5.

List of Elemental Creatures

  • Steam Mephit (CR 0.25)
  • Dust Mephit (CR 0.5)
  • Ice Mephit (CR 0.5)
  • Magma Mephit (CR 0.5)
  • Magmin (CR 0.5)
  • Azer (CR 2)
  • Air Elemental (CR 5)
  • Earth Elemental (CR 5)
  • Fire Elemental (CR 5)
  • Salamander (CR 5)
  • Water Elemental (CR 5)
  • Corn (CR 5)

List of Celestial Creatures

  • Couatl (CR 4)
  • Pegasus (CR 2)
  • Unicorn (CR 5)
  • Hollyphant (CR 5)

List of Fae Creatures

  • Sprite (CR 0.25)
  • Dryad (CR 1)
  • Sea hag (CR 2)
  • Green Hag (CR 3)

List of Fiendish Creatures

  • Lemure (CR 0)
  • Dretch (CR 0.25)
  • Imp (CR 1)
  • Quasit (CR 1)
  • Bearded Devil (CR 3)
  • Hell Hound (CR 3)
  • Nightmare (CR 3)
  • Barbed Devil (CR 5)
  • Night Hag (CR 5)

Conclusion

This is the last of my D&D character options from Erlendheim series, dear reader. I really enjoyed coming up with these options in collaboration with my players and it was a lot of fun introducing them to the campaign with big personal story moments for the characters. I highly recommend that as a way to make your players feel very special.

New Character Options from Erlendheim Part 4

Back to the characters

This is the latest in a series of posts on the new character options I introduced for the PCs in my D&D campaign known as Erlendheim. It was based on a home-brew world of my own but intersected with the 2nd Edition AD&D version of the Planescape setting. This was very special for me as I had always loved that setting and the Planescape products from that time. It was very exciting for me to explore it with my players and I wanted to make it special for them too. So, I created, with their help, new features and class options for each of them. They have little or nothing to do with balance in the game, and most of them are overpowered but that didn’t bother me. It just meant I could ramp up the challenge of the situations they ended up in. You can take a look at the previous entries in this series here.

How to Resurrect a God

So, at a point during their adventures through Sigil, the PCs in my D&D campaign of a few years ago discovered that the god to whom most of them owed their devotion, Helm, was, in fact, dead. Or, at the very least, gone. In the Parted Veil bookshop, the proprietor and confirmed atheist, Kesto Brighteyes, confirmed this for them. This shook our Bariaur cleric’s beliefs to their core. As a senior priest of Helm, Menuk had been praying to his god all his life, and receiving spells and other abilities in return. So, if his god was dead? Who had been answering his prayers? The answer was Aegir, the elemental spirit and Fathomless former patron of our Warlock. They had been intercepting the prayers of the people of Erlendheim and gathering power from them for centuries, posing as Helm and controlling the populace. This revelation rocked Menuk to his core and he immediately lost access to all his priestly spells and features. But at that moment, he also started to hear a noise, as of a plate gauntlet scraping against stone. Only he could perceive it. And it got him thinking there must be a connection to Helm.

This set the PCs off on an investigation, following the trail that began with the sound in Menuk’s head. They had already heard of a portal to the Astral Plane, where they might find the body of Helm floating forever through that wispy sea. It was in the Shattered Temple, headquarters of the Faction known as the Athar, a fiercely anti-deity group. So, they infiltrated the building and jumped through that portal onto the petrified body of a god. Here, the noise in Menuk’s head became clearer, beginning to sound like the words, “Pray, pray, pray, pray, pray to me.” They fought an Astral Dreadnought, which had taken up residence in the region, while Menuk used the power of prayer to awaken Helm.

I inserted a “god-resurrection” mini-game here. This gave the otherwise de-powered Menuk a goal and a focus for the fight while the others struggled with the Dreadnought.

When his prayers finally woke the god, Helm’s great, mailed fist rose and crushed the Astral Dreadnought. He then transported the PCs back to his home plane, Mechanus, where he appeared to them, once more restored to his throne. And this was when he declared Menuk to be his new Right Hand, and imbued him with a new set of Clerical abilities along with all those he lost earlier.

This was one of the most epic and grand encounters and scenarios I have ever run and it was a joy to bring this chapter full circle.

New Cleric Features – Helm’s Right Hand

Below are the details of the new Cleric features that he got. As always, these were written specifically for this particular Life Domain Cleric of Helm so their usefulness might be limited. But, if any of them catch your eye, please feel free to customise and use as you want.

Channel Divinity: The Watcher Over the Fallen

From 2nd level the Life Domain Cleric can use this feature once between long rests. When any creature that is within the Cleric’s line of sight falls to 0 hit points, as a reaction, using Channel Divinity, they can choose to restore them to one hit point instead. This feature cannot be used to heal undead or constructs.

Tough Love

From 6th level, when the Life Domain Cleric summons a weapon using the Spiritual Weapon spell, it can be used to cast any of their healing spells.

Channel Divinity: Helm’s Shield

From 8th level, the Life Domain Cleric gains the ability to summon Helm’s protective power in the form of a shimmering bubble of light. Helm’s Shield surrounds them or any creature the Cleric chooses and can see within thirty feet.
The Shield has an AC of 10 and hit points equal to 10 + the Cleric’s level.

Helm’s Mailed Fist

From 14th level the Cleric gains the ability to transform into the physical embodiment of Helm in the world. They take on the form of a glowing, platinum warrior, adorned in full plate and standing 14 feet tall. The Cleric can take this form for a number of rounds equal to their wisdom modifier (minimum of 1.)
The form grants the following:
AC bonus: +3
Temporary Hit Points: 15 + Wis modifier
Spell Slots: 1 extra spell slot of any level available to the Cleric
Channel Divinity: 1 extra Channel Divinity
Attacks: Add +5 to hit and +5 to weapon damage (damage counts as magical damage)

D&D Planescape Resource – The Book of Doors and Keys

The Foundry Tower

One of the central mysteries of my Erlendheim campaign was the PCs’ hometown. Dor’s Hill stood out like a boil on the perfect skin of an elf. The town stood atop a tall hill in the exact middle of the island of Erlendheim, surrounded by plains and forests. There was something else about it that was odd. A legend, or false history existed, indicating that, many generations ago, a number of very different people appeared in the vicinity of the hill, supposedly sent by the islanders’ primary deity, Helm, to act as guardians of the island. The native people were humans with a Nordic type of culture. The new people that appeared also included humans, though very different to the Erlendheimers, but there were also the goat-like Bariaur, a contingent of Githzerai and several Tieflings too. The legend told that they built the town of Dor’s Hill on top of the hill and swore to live in peace with the people of the island while acting to protect it at the behest of Helm.

As usual with such stories, there were elements of truth mixed into this largely fabricated tale. It was mostly made up or confused or deliberately mis-told over the centuries. In fact, the hill never existed prior to the coming of the new people. Because they arrived in it. It was a building, formerly of the city of Sigil, at the centre of the Outer Planes. It was the old headquarters of the Faction known as the Believers of the Source, or the Godsmen. It had been plane-shifted to the island by one of the Factions’ great rivals, along with everyone in it. When the Godsmen found themselves on Erlendheim, they also found there was no way back. So, rather than despair, they set themselves up on the island, allying themselves with the locals and assimilating.

The Foundry Tower, as it was known while situated in Sigil, had been rather brimming over with portals to other places and planes of existence. It had been renowned for being the most portal-dense building in a city filled with such portals. In Sigil, any door, window, pipe-opening, sewer grate or picture frame could also be home to a portal. You just had to know the key to activate it. So, although the PCs discovered the tower under the hill and uncovered the fact that it was home to dozens of portals that still worked, they had no way to activate them without some guide to the keys required. And they had to find them because the Druid’s kids had been kidnapped and transported through one of the doors. After losing access to the only extant copy of the book describing the keys on the island, they had no choice but to travel to Sigil in the hopes of finding another copy. So that’s what they did, through an underwater backdoor portal that happened to exist off the coast, conveniently.

Now, the fun thing about the doors in the City of Doors, was that the keys needed to open them could be almost anything, from a verse of poetry to the lost sword of a dead king. As a result, I thought I would let my imagination run wild with the keys needed for the doors in the tower. It turned out I didn’t need most of theses. I think they only ended up entering two or three of them in total, but it was still a fun exercise and I think it could stand to me in the future if I ever have another Planescape adjacent campaign.

So, as a break from the Erlendheim Character Options series, I thought I would present here “The Book of Doors and Keys.” If you can get any use out of this in your own Planescape campaign, that’s great! You may even be able to use them for some other purposes, I guess.

Bear in mind that the “Door” entries are specific to a map I was using for the tower. I’m not going to present it here as I think its usefulness to others is negligible, so you can just ignore those.

Also, please note that any destination with “Scatterhome” in it is from my own home-brew world, so you can safely substitute it for some other place.

The Book of Doors and Keys

Door: Doorway in Level 1, Room 3
Destination: Nidavellir, Ysgard
Key: The thought of your most beloved person

Door: Eastern Doorway in Level 1, Room 6
Destination: Abellio, Arcadia
Key: Eat a plate of ribs at the doorway

Door: Doorway in Level 1, Room 10
Destination: Dothion, Bytopia
Key: Turnip

Door: Doorway in Level 1, Room 11
Destination: Pandemonium
Key: Be drunk

Door: Doorway in Level 1, Room 13
Destination: The Shadowfell
Key: Whisper a secret to someone else which will make them think less of you

Door: Doorway in Level 1, Room 16
Destination: Para-elemental Plane of Smoke
Key: Smoke a strong joint

Door: Doorway in Level 1, Room 18
Destination: Chaste, Vitrean Empire, Scatterhome
Key: A symbol of Kaigun, God of the Sea, from a dead priest

Door: Well near Level 1, Room 20
Destination: Mechanus
Key: A gear from a magical construct from Sigil

Door: Doorway in Level 1, Room 22
Destination: Goldenfields, The Sword Coast, Faerûn
Key: A red ribbon tied into a knot

Door: Well near Level 1, Room 24
Destination: The Caverns of Thought, The Outlands
Key: The memory of a parent that is the most enraging

Door: Doorway in Level 1, Room 26
Destination, The Elemental Plane of Fire
Key: Dragon-breath

Door: Doorway in Level 1, Room 31
Destination: The Nords, The Outlands
Key: Crush a bunch of peck-berries (only obtainable from the Fae-wild) under foot before the door

Door: Doorway in Level 1, Room 33
Destination: Aquallor, Arborea
Key: Whistle the tune to the Hymn of the Mother

Door: Doorway in Level 2, Room 1
Destination: Elemental Plane of Air
Key: Eat a turtle cake and burp in the doorway

Door: North Archway leading to the statue of a Githzerai in Level 2, Area 2
Destination: The Astral Plane
Key: Break a bottle of healing potion in the doorway

Door: South Archway leading to the sculpture of a great palace in Level 2, Area 2
Destination: The Factol’s Palace, The Ethereal Plane
Key: Tell someone a secret that will cause emotional harm to them

Door: Doorway in Level 2, Room 4
Destination: Tír na nÓg, The Outlands
Key: Tell a joke

Door: Doorway in Level 2, Room 5
Destination: Khalas, Gehenna
Key: Stab yourself in the leg and spread the blood across the door before the doorway

Door: Northern Archway in Level 2, Room 6
Destination: Strixhaven University
Key: Frustration

Door: Doorway in Level 2, Room 8
Destination: Neverwinter, The Sword Coast, Faerûn
Key: Dance the Neverwinter Axe-dance

Door: Doorway in Level 2, Room 9
Destination: The Infinite Beerhall, Demiplane of Celebration
Key: Put a sausage somewhere it does not belong in front of the doorway

Door: Doorway in Level 2, Room 11
Destination: Elemental Plane of Water
Key: Speak the name of the person you would most like to have sex with

Door: Doorway in Level 2, Room 13
Destination: Malbolge, The Nine Hells
Key: Burn a book and throw it through the doorway

Door: Doorway in Level 2, Room 14
Destination: Minethys, Carceri
Key: Inscribe an arch around the doorway with the tip of a steel sword

Door: Doorway in Level 2, Room 15
Destination: The deepest dungeon of the Imperial Palace in Vitrea, Scatterhome
Key: Cut off a left hand and place it in the doorway

Door: Doorway in Level 3, Room 1
Destination: Krigala, The Beastlands
Key: Throw a beast’s tooth through the doorway

Door: Double doorway, Level 3, Room 3
Destination: The Arena, The City-state of Tyr, The Tablelands, Athas
Key: The tortoise blade of a Mul Gladiator left in the doorway

Door: Doorway in Level 3, Room 4
Destination: the Feywild
Key: Play the pan-pipes in front of the door

Door: Doorway in Level 3, Room 8
Destination: The Positive Energy Plane
Key: Roll two sixes on a pair of dice

Door: North Doorway of Level 3, Room 10
Destination: Krangath, Gehenna
Key: Wear a crown

Door: West Doorway in Level 3, Room 13
Destination: The Opera House, Rath an Croí, Scatterhome
Key: Place a diamond in the doorway

Door: Doorway in Level 3, Room 12
Negative Quasielemantal Plane of Ash
Key: A handful of Yugoloth ash poured on your head

Door: Doorway in Level 3, Room 15
Destination: Amoria, Elysium
Key: Pay a compliment to the person you find it most difficult to compliment

Door: East Doorway in Level 3, Room 16
Destination: Niflheim, Hades
Key: Cry genuine tears of sorrow

Door: Doorway in Level 3, Room 17a
Destination: Mercurua, Mount Celestia
Key: Tell a sad story in celestial

Door: Doorway in Level 3, Room 17b
Destination: The Mortuary, the Hive, Sigil
Key: Crush a cranium rat’s brain in your hand

Door: Doorway in Level 3, Room 17c
Destination: Limbo
Key: The memory of your most embarrassing moment

Door: Doorway in Level 3, Room 20
Destination: Avalas, Acheron
Key: Burn your skin and allow the heat from the burn to kill an insect

New Character Options from Erlendheim, Part 3

Erlendheim

I began a series of posts last week detailing the character options I introduced to my Planescape flavoured D&D campaign a few years ago. It was quite epic in scale and involved gods and legendary monstrosities and elemental powers as well as travelling across multiple planes of existence and saving the universe from the domination of a narcissistic sea spirit. I hadn’t planned it in advance but, at one point, the Warlock needed to switch her patron so I came up with a new one which you can read about here. After that, I was hooked. I started making new character options, features and powers for every PC in the party. You know when you max out your rep with your party members in CRPGs like Dragon Age and Mass Effect and they get access to new abilities? That’s the way I was thinking of it. As a result, these new character options were designed with our specific players, characters, shared world and story in mind. I left balance at the door. Balance was not relevant to what I wanted to achieve. In fact, I wanted the PCs to feel special, powerful and impacted in a very concrete way by the events of the campaign. I think I largely achieved that. Take a look, here, at the powers I gave the party’s Druid when he became a kind of a shitty god. I think it exemplifies my philosophy when designing these abilities.

Celebrating the Mundane

I think the next big character advancement arc to culminate was that of Xarune, our Githzerai Fighter. Xarune, despite his background as an adventurer in his younger days, had a solid view of the world. He believed in the shield in his hand, the guardsman at his side and the firmness of the ground beneath his feet. He had developed a dependable reputation in a position of some responsibility as a sergeant in the Yeomanry of the town of Dor’s Hill. Magic was anathema to him and, indeed, he went to extremes to explain away magical phenomena in entirely mundane terms. But then the ground beneath his feet turned out to be the ancient tower of an unknown faction from a city in the shape of a donut floating above the top of an infinitely tall spire at the centre of the Outer Planes. It became increasingly difficult for him to hand-wave the obvious magic in the world around him, especially once he ended up in Sigil. In fact, I instituted a special mechanic, specific to Xarune. Each time he witnessed something truly magical that he could not explain, he would roll a Wisdom Saving Throw. When he failed, he lost a point of Wisdom, making it more-and-more likely that he would fail with each successive failed save. My goal here was to get Xarune under 10 Wisdom. Once that happened, his aura of confusion and his inability to square his beliefs with the facts of reality brought him to the attention of a small, new Faction in Sigil. They were called the Mundane. When Xarune ran into their leader, another Githzerai warrior named Sarafem, who noticed his unique state of disorientation through her natural psychic abilities. We had another short mini-game at this point, after Sarafem introduced the Faction and its tenets. She presented to him her shield, with, emblazoned upon it, the emblem of a shield. She asked him to take and examine it.

Here is how I presented Xarune’s inner struggle in my notes:

Sarafem will encourage Xarune to use detect thoughts while examining the shield. In essence, this will allow Xarune to detect his own thoughts, to interrogate his own beliefs.
If he does so, he will replay some of the more recent encounters he has had with “magic.” Ask him to recount them and indicate that he is unable, in retrospect, to lie to himself and his own feelings. The truth is that the spells and magical effects did happen. In some cases he was able to shrug off the effects and in others he bore the full brunt of them. What becomes clear as he remembers these incidents is that, it is not objectively true that he or anything has to be subject to such effects. He begins to get so in touch with his feelings that he feels a new understanding blossom. He is able to apply the force of his will against this magic, a will that is every bit as strong as any wizard or demon thinks they are. For that is all it is in the end, a battle of wills.
He will want to fail his saving throw against detect thoughts. Give him three chances to fail it at various points through the process. Of course, it is a Wisdom saving throw but this time the DC will be 2 points higher than Xarune’s normal DC as it gains a bonus from the shield.
Whether he succeeds or fails, Sarafem will present to him the shield with a bow. It is a mundane +2 shield. There is nothing magical about it, but it is exceptionally well made from the hardest, lightest wood they have ever seen. (It is made of what she calls Steadfast.)
If he fails, with a barely perceptible twinkle in her eye she will ask him to join her budding faction, which she calls, “The Mundane.” She says they are still workshopping it. There are not many of them so far, but each of them has a very firm grasp of their true feelings and they know what is real. If he decides to take her up on her offer, they are usually to be found meeting in her house near the Statue of Bigby in the Lady’s Ward any evening.
Also, he will regain his lost points of Wisdom and he will gain the new abilities presented [in the section below]
If he succeeds, however, he will go on as before, he will not regain any points of Wisdom and he will continue to risk losing them. If he ever reaches 0 Wisdom, he will lose his mind completely and reject reality entirely, thus becoming an NPC.
However, he can continue to attempt the trick with the shield, trying to detect his own thoughts. He can do this whenever he has downtime using the same rules as are presented above.

Thankfully, he failed all his saves and his outlook and philosophy changed as a result. Not completely, it was still quite compatible with his no-magic stance from before, it just morphed into a more anti-magic one, bringing a few new abilities with it. And you can read about those below.

But that wasn’t all. Xarune’s player, Isaac, took the idea of the Mundane and ran with it. He quickly took the ideals of the Faction and began to codify them, even going so far as to write up a Mundane Manifesto! This did my withered old heart good to see. The campaign gave his character a concrete, mechanical advancement directly related to Xarune and the way he played him, and he gave back to the campaign and the world, adding to its story and its depth. Sigh so good.

New Fighter Features – Nullification (Anti-magic)

Erlendheim #DND

So, as I pointed out in the intro to this post, I created these features and options for, not only a specific class, but for a particular character. As a result, the features prestented below are unique to Xarune’s flavour of Fighter, a Battle Master who focused on using the Defense and Protection Fighting Styles. As always, if you think you could make use of any of this stuff, please feel free.

Fighting Style

Defense

Also add a +1 bonus to saving throws against magical effects

Protection

In addition to the regular advantage of this fighting style, if a creature you can see casts a spell that requires a saving throw against a target other than you within 5 ft of you, you can use your reaction to add your shield’s AC bonus (including magical or other bonuses if it has them) to their saving throw.

Martial Archetypes

Battle Master

Maneuvers
Deny

When another creature hits you with a spell attack or you fail a saving throw against a spell effect or magical effect, as a reaction you can expend a superiority die and reduce the amount of damage you take by the superiority die roll + Con modifier.

Reflect

When another creature hits you with a spell attack, as a reaction you can expend a superiority die to reflect the superiority die roll + Con modifier damage back at the spell caster.

Wake-up Call

When you take the attack action on your turn you can forego one of your attacks and instead use a bonus action to direct another creature who can hear you to make an immediate saving throw against a spell that they are currently affected by. You expend a superiority die and they can add the roll + your Con mod to their saving throw roll.

Indomitable

In addition to the regular benefits of this feature, starting at 9th level, if the Nullifying Fighter is subject to a magic spell or effect, they can roll any saving throw with advantage.