Roll20 Passes 100,000 Users

Today the folks at Roll20, the Virtual Tabletop, put out a press release announcing they had passed the 100,000 user mark! Here is the press release in its entirety:

FOR IMMEDIATE RELEASERoll20 Logo

ROLL20 “VIRTUAL TABLETOP” PASSES 100,000 USERS

Wichita, Kansas (January 21st, 2013) Just under a year ago, Wichita, KS programmer Riley Dutton had grown envious about the gaming joys of his former college roommate Nolan T. Jones, now of Las Vegas, NV.

“We’d talk on the phone, and he’d talk about how much fun he was having getting back into tabletop roleplaying games. And I realized how much I wanted to play with my friends again, but we were literally spread across the country. That’s when I had the idea, and tried to get Nolan to talk me out of it,” said Dutton.

But Jones talked Dutton into pursuing his idea, and with the help of another former roommate — Richard Zayas of Arlington, VA — they started testing a system to play table based games online. After two months of testing they took their program to Kickstarter, an online “crowdfunding” platform where entrepreneurs pitch projects for funding to users that only expect a working product and input in return for their investment. They made over $39,000 in an eighteen day campaign at the end of April 2012. By June they moved the program into an open beta test and in September declared Roll20.net to be in regular service. Today Roll20 has logged its 100,000th account, with over one hundred and fifty-four years of gametime amassed by their users.

“We knew we were filling a need– both in reuniting people across long distances and giving potential newcomers to tabletop gaming a safe way to try these games from home. But I don’t think any of us knew this would become so popular so quickly. The community that’s rallied around this program has been incredible,” said Zayas.

The system is free to use, but has subscription options for those who desire more advanced features. The creators say that the most popular games used in Roll20 are various editions of “Dungeons & Dragons” and “Pathfinder”, but the system is capable of handling a variety of popular card and board games. Currently the group is working on expanding the social elements of their website along with making game setup faster.

“Our success to this point has been based in being easy to use– which is a result of us building Roll20 for our own use. We intend to keep using it, so we intend for it to keep getting easier to pick up and play,” said Jones.

Contact: Nolan T. Jones
http://www.roll20.net

Congrats to the folks at Roll20 for this milestone! I have been using Roll20 on a near weekly basis since about July or August of 2012. It has been a wonderful tool and has done a marvelous job of lowering the technical barrier to effective play over the Internet.

New Year, New Game 2013

New Games 2013

Photo by StarsApart – Flickr

This post was written for the second annual New Year, New Game blog carnival hosted by Gnome Stew as part of the 2013 New Year, New Game challenge.

Looking Back

The Iron Tavern participated last year in the New Year, New Game blog carnival. Last year I talked about some of the things that made it hard for me to get out of my groove and try out new games. I also listed the three games I wanted to try at the table in the year 2012. They were:

Fiasco
The One Ring
Dragon Age

How did I do? Well, I did not get the chance to play any of the games on the list I made last year. The year was not a loss however! I did play two new RPG games in 2012 and added several others to my collection.

New Games for 2012

What games did I play? First up was Dungeon Crawl Classics RPG. This one is obvious to regular readers of The Iron Tavern as I have made many posts about it. I bought the book because I wanted it for the artwork. Then I started reading the book and I wanted to play it. I ended up in a brief game on Google+ Hangouts and was hooked. From there I started running a few one-shots on Google+ Hangouts and finally broke down and started running a weekly DCC RPG game on Google+ Hangouts and Roll20.

A little later in the year one of my DCC RPG players mentioned a game available for free download called Dungeonslayers. I ended up playing in a Christmas themed Dungeonslayers game that he ran. The game was a good time, something about the opposed roll mechanic that made each round of combat something a little more than rolling a 20-sider and seeing if you hit and then rolling damage. That game has evolved into a regular weekly game as we moved into 2013.

Added to my collection in the year 2012 were numerous Castles and Crusades books and Barebones Fantasy. Only the lack of time prevents me from playing either one of those. I would actually like to see one of those systems replace my default Pathfinder game, but I need to try them out to see which seems a better fit for my go-to game.

New Games for 2013

Despite not playing any of the games I mentioned wanting to play in my post last year on this topic, I am going to risk listing the games I want to play in the upcoming year. I have already mentioned two of the games from the list of three. First:

Castles and Crusades. This game has been around for quite some time. I’ve started collecting most of the hard covers, I am just waiting for an opportunity to play it. I am attracted to it because it is a lighter than my current go-to game of Pathfinder, but so close to the D&D feel that it seems a really good fit. Add in I can easily convert 3.x/Pathfinder adventures down to it and 1e and 2e stuff up to it, I’d have modules to select and choose from for a very long time.

Barebones FantasyBarebones Fantasy. This game has been getting excellent reviews over at RPG Now and across several of my social media circles. A rules-light game with simple mechanics and an interesting “skills” system as class. I’ve done a read through of this book and really want to give it a spin this year. Just waiting for a time that a G+ game opens up at a time that I can participate.

Fiasco. This game was on my 2012 list as well, but I am keeping it around for 2013. This one doesn’t seem to be catching the same talk on social media it was last year, or maybe I have gravitated to different circles. In either case, I would like to try it out to see what it is all about.

New Games, New Year

New games, New Year was a good thing for me. It got me thinking about breaking out of my normal groove. And though I did not play the games I had listed in 2012, I did get out there and play some new games. Not only were these new games a great time, but I met a lot of great people playing them. I

I have made new online friends and met several of them in-person at Gen Con. I’ve drifted to new social circles that are full of people doing cool things. So even though I did not actually play a single game on my list from 2012, I did get out there and play some new games, met some new people both virtually and at cons. I call that a success.

So, get out there and play some new games! Break out of your rut of playing whatever your game of choice is now and try something a little different. It has been a blast for me and I have met a lot of great people by expanding my gaming circles a bit!

D&D 2nd Edition Reprints

PHBb 2nd ReprintAs seen on Tenkar’s Tavern this morning (seriously if you want up to date news on items in the OSR niche of the RPG world, you need to add Tenkar’s Tavern to your feed), the 2nd edition D&D reprints have popped up at Wizard’s site. The Player’s Handbook, Dungeon Master’s Guide, and Monstrous Manual are all there, going for $49.95 per book. Looks like the currently advertised release date is 5/21/2013.

Reprints

So far we’ve seen the 1st edition D&D reprints, the 3.5 D&D edition reprints and now the 2nd D&D edition reprints surface. It certainly seems Wizards is going through their back catalog and re-releasing older editions to the market. They likely have little choice but to do this. It is a relatively easy way for them to get some revenue while they are in this lull between editions. By announcing D&D Next so early for the sake of the playtest, they certainly have made a large dent in their 4e sales.

Reprints and Me

I’ve picked up the 1st edition reprints. I was most attracted by those when they were first announced, but then decided I did not want to pay that much. Not that the price was bad, it was more my frugal side than disagreement with their pricing. Amazon tempted me with their prices, but I resisted. Then at Gen Con I found a booth that was selling them for slightly less than one could get them at Amazon. I could not resist and picked all three of the 1e reprints up.

I wasn’t tempted at all by the 3.5 reprints. I have my 3.5 books still and Pathfinder fills any need for this era of gaming for me. I have picked them up at the local Barnes and Noble, but still did not feel the need to purchase them.

MM 2nd ReprintThe 2nd edition reprints falls into the same area as the 3.5 ones did with me. I still have my 2e books and do not really feel the need to replace them with the reprints. I am sure that many have their roots in 2e though and will feel compelled to pick them up.

There are two products if re-released in this manner I would purchase. The Rules Cyclopedia and a re-release of the Moldvay boxed set. Moldvay is what I cut my teeth on and I have somehow never picked up a Rules Cyclopedia. The local Half Price Books had one marked up to $50, but it was in horrible shape.

The Reprint Decision for Wizards

I understand why Wizards has chosen to release reprints. They need something to generate revenue while folks wait for D&D Next to come out. Given the amount of 4e books I see at the local Half Price Books, I suspect a lot of folks have been unloading their 4e books. I also suspect it is hard to sell a 4e book at the moment with the new version on the horizon. Selling reprints gives Wizards an easy way to generate some short term revenue while the playtest continues.

I do have to wonder if they further fracturing their market though with all of the previous editions coming back out to the market. I would suspect they are bound to lose sales to these older editions. Of course, maybe they folks they are selling these to would never have made the move to D&D Next, so they are just subsidizing D&D Next development with the dollars of gamers who likely would not have made the move to the new edition to begin with.

I do not have a horse in this race, so for me the reprints work out just great. I managed to get my 1e reprints for a great price and I have hope they will at least release a Rules Cyclopedia. With talks of some of the older module series coming back in print, I can use those with whichever system I am playing at the time. So it is a win situation for me. We’ll see if it is a win situation for Wizards of the Coast when D&D Next is released in 2014.

DCC Monster: Thaggnaerian Snare-Beast

Things have been a bit hectic for me this week, but luckily one of my Dungeon Crawl Classics players stepped up with a creature he created for a one-shot game he ran! Continuing The Iron Tavern’s apparent tradition of posting DCC RPG related content on Fridays, I introduce Dustin Clark’s Thaggnaerian Snare-Beast for your game!

Thaggnaerian Snare-Beast

Init +2; Atk tentacle +1 (1d3) and tentacle +1 (1d3); AC 12; HD 1d8+2; MV 20’; Act 2d20; SP Infravision, half damage from non-magical weapons and fire; SV Fort +2, Ref +2, Will +2; AL C

The Thaggnaerian Snare-Beast is a minion of the demon lord Thaggnaer, not quite a demon itself but the spawn of the Breeding Pits of Thaggos. Thaggnaerian Snare-Beasts feature the head of a featherless, crimson skinned four-beaked bird with three eyes, and have the torso, legs, and shell of a turtle and reddish tentacle arms like those from an octopus. The Snare-Beast walks upright but hunched over, with its pitch black shell not quite allowing it to stand straight. It can see perfectly in the dark, and is partially resistant to fire damage and damage from normal weapons.

This hideous cross-breed of featherless bird, turtle and octopus lurches forward, struggling against its shell to walk upright and lashing out with fierce, strong tentacles. It’s four-beaked mouth chatters and clips incessantly as it drags itself across the floor towards you.

Greater Thaggnaerian Snare-Beast

Init +0; Atk 4 (four) tentacles +1 (1d6); AC 13; HD 2d8+4; MV 20’; Act 4d20; SP Infravision, half damage from non-magical weapons and fire, constrict automatic (1d8 dmg if two or more tentacle attacks hit); SV Fort +2, Ref +0, Will +2; AL C

The Greater Thaggnaerian Snare-Beast is a larger, slower and even more aggressive brother to its smaller namesake. This greater form of outsider is nearly a demon in strength, and has two additional tentacles for arms, and a slew of smaller tentacles hanging grotesquely from its neck and stomach.

Interview: Dave Gross

Master of Devils CoverThis interview is a repost from a past interview I did for the Seekers of Secrets Pathfinder blog. The original interview on that blog is no longer accessible, I wanted to preserve the interview here at The Iron Tavern.

Seekers of Secrets recently had the privilege to interview Dave Gross, the author of the upcoming Pathfinder Tales novel Master of Devils. Pathfinder Tales is the fantasy fiction line published by Paizo. Master of Devils is the fifth novel in the line and is due for release on August 4th.

Dave Gross has a strong presence within the Pathfinder Tales line with his tales featuring Count Varian Jeggare and his bodyguard Radovan. Dave wrote the first novel to kick off the Pathfinder Tales novel line with Prince of Wolves. He also has written Hell’s Pawns (appeared in the Council of Thieves Adventure Path), Husks (appearing in the upcoming Jade Regent Adventure Path) and the short stories The Lost Pathfinder and A Lesson in Taxonomy which appeared in the web fiction published weekly on Paizo’s site. He also co-wrote Winter Witch with Elaine Cunningham.

Master of Devils finds Count Jeggare and Radovan in Tian Xia, the far side of Golarion on a mission for the Pathfinder Society.  The Count sheltering in the Dragon Temple and Radovan trapped in the body of a devil, held hostage by the Quivering Palm, learning the secret of conquering an immortal enemy culminating in an ultimate showdown with the Master of Devils. The book is an excellent read and certain to thrill fantasy readers of all types!

And with that, let the interview begin!

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Your work for Pathfinder Tales is written from a first person point-of-view perspective and in addition alternates between characters with this style of perspective. What led you to choose this perspective in your writing? What advantages do you find this perspective brings? What challenges do you find this perspective bring to your writing?

When Paizo’s fiction editor, James Sutter, first talked to me about writing Pathfinder fiction, we batted around a few ideas, one of which became “Hell’s Pawns,” a novella that introduced the characters of Radovan and the Count.  My initial thought was to tell the story from the points-of-view of both characters, alternating between their experiences in low and high society. As the outline took shape, however, I began to feel there wasn’t room in six chapters to do that effectively, so I decided to limit the narrative to a single point of view.

I focused on Radovan, who in the pitch was a kind of Watson to Jeggare’s Holmes. Around that time I’d been watching a lot of film noir, so “Watson” soon became a tough guy in the mold of Sam Spade or Philip Marlowe. At that point it seemed natural to tell the story from only Radovan’s point of view—in first-person and in present tense, like a hard-boiled detective story.

When James asked for novel pitches featuring the same characters, I wanted to add Jeggare’s POV to the story. That way I could take the reader places where Radovan wasn’t welcome, and I could sometimes show the same scene from conflicting perspectives. Also, alternating POVs gave me another tool for building suspense.

After outlining Prince of Wolves, I wasn’t sure first-person would work for Jeggare, and I suspected present-tense was wrong for him too. In fact I wrote the first four or five chapters in third-person, once in present tense and once in past, before switching to the alternating first-person past-tense once I found Jeggare’s voice. The flash-forward prologue remains in present-tense, which I figured was a good way to establish that it appeared out of sequence. It was my idea of a teaser movie trailer.

What I like about the alternating first-person is that it lets me switch from hard-boiled detective to Merchant Ivory period dramas, both of which I love. It lets me emphasize with voice the different worlds in which Radovan and the Count live, and it helps me demonstrate their different reactions to the same characters and events.

One challenge I face with this approach is that I notice each character’s voice intruding sometimes on the other’s narrative. That’s the first thing I look to revise after the first draft, but every once in a while I try to use it to build the relationship between the two men. If I catch a high-falutin’ word in a Radovan chapter, for instance, I might rewrite the line ironically: “It was what the boss might call ‘copious’ bleeding,” for example.

Count Jeggare and Radovan and appear to be quite popular characters amongst the followers of Pathfinder fiction. What do you think explains their popularity among the Pathfinder Tales fans?

Varian Jeggare I can’t really speak for others, but what I like about them is that they’re the classic odd couple. Their differences offer me lots of opportunities for both drama and humor. And neither of them is a sidekick, even though Radovan is the Count’s employee. Either one could be the hero of his own story. In fact, one of the pitches for the novel that became Prince of Wolves was a Radovan-only novel.  I get the impression that while many readers like them both, most everyone has a favorite.

You note that your impression is that many readers have a favorite, Radovan or Count Jeggare. Are you willing to reveal your favorite?

Especially in the beginning, it seemed that Radovan got a lot more love, but over time I’ve heard from more and more people who prefer the Count and also from quite a few who can’t choose between them. It seems that Radovan still has the edge, but I wonder whether that balance will shift after Master of Devils, since some of the early readers have told me this book makes him more sympathetic.

I’m perfectly willing to reveal my favorite, except I truly don’t have one. I think Radovan is easier to like, but if you’ve known someone with Jeggare’s flaws long enough-or if you’ve had them yourself-he becomes more sympathetic over time.

I have heard you mention that a dollop of whiskey helps you write Radovan. What helps you write Count Jeggare? Who do you find it easier to write – Radovan or Count Jeggare?

Radovan is tons easier to write, and despite my joke at the reading, it’s usually four hot cups of black coffee and some death metal that gets me in the mood for writing his chapters.

That said, there are times when I’m just more in the mood to write from Count Jeggare’s point of view. I do sometimes approach his chapters with a glass of malbec and a classic jazz mix.

When you write, do you write several chapters as Radovan and then switch to Count Jeggare, or do you alternate between the two as you write, keeping the timeline more in sync as you go?

My intention is always to write the story chronologically, alternating points of view. But sometimes I wake up in the morning and just don’t “hear” the voice I need for that day, so I skip ahead. I can almost always call up Radovan’s voice, but Jeggare’s is fickle.

In Master of Devils especially, Count Jeggare’s story is more of a progressive arc, while Radovan’s is more episodic. Thus, I often went straight from finishing one Jeggare chapter to starting the next because it was more important to keep the continuity fresh in mind.

The voice of the third POV character didn’t come easily at first-as with Jeggare’s early chapters in Prince of Wolves, I ended up rewriting Chapter Five a few times. Also, for reasons you understand when reading the story, the voice evolves over its six chapters. So when I felt that I had that voice in my head, sometimes I wrote past the current chapter to keep it going.

Venture-Captain Jeggare is becoming quite the prolific character. Is there any possibility of him making an appearance in Pathfinder Society scenarios?

That’s something that’s never come up, but I suppose it could happen one day if the game developers wanted to do it. I love seeing elements of the novel appear in the game, but I’m seldom much aware of it before publication.

You’ve edited magazines for TSR, Wizards of the Coast and Paizo Publishing. What was your first big break into fantasy writing? How did you get involved with writing for Paizo Publishing?

My first real professional sale was a short story that I pitched in response to an open call for new writers by the TSR book department. I did that once or twice more before being invited to write a short novel, and that snowballed. My first full-length novel was Black Wolf (2001), one of the Sembia novels from Wizards of the Coast. I revisited those characters in Lord of Stormweather and a couple of short stories around that period.

A few years after I’d left Paizo, I ran into Erik Mona and Pierce Watters at the World Fantasy Convention in Calgary. Erik told me of his plans to launch a Pathfinder Tales line, now that Paizo had some experience in book publishing via the (wonderful, fabulous, check them out now) Planet Stories line. I expressed enthusiasm, he put me in touch with James Sutter, and the rest of the story is in the answer to your first question.

Tell us a little about your gaming experience. Do these experiences color your writing?

A middle-school friend and his elder brother introduced me to D&D when they were still using the tan saddle-stitched rules. I was soon hooked and began DMing my own games throughout high school and college. The latter was probably my favorite period of gaming, since my group took turns DMing in our shared version of the Forgotten Realms setting.

Once I began working for TSR, I had less time for a regular game. But there my gaming experience broadened. When I worked for the RPGA, I was the guy who was happy to edit the non-D&D tournaments, so I fell in love with a lot of different games. And while editing the magazines, I often sat in on playtests. Among my favorites were those run by Lester Smith, whose love of dark and creepy games I share.

If gaming influences my writing, it’s probably in that I like many of the same things about gaming that I like in fiction. A good horror game can make the hairs on my nape stand up, so I like to go for a good scare in stories. I love romance and intrigue in both media. I love questioning the morality of the violence without sucking the life out of it. I love using familiar creatures and magic in unfamiliar ways.

Your upcoming novel, Master of Devils, takes place in Tian Xia, a region that has not been covered in Pathfinder Campaign setting materials to any significant degree yet. Did you find working in this relatively undefined region challenging? Did Paizo give you relatively free reign in this area for your work?

Working without more than a few sentences of source material was about 1% frightening and 99% exciting. The Pathfinder developers offered me huge trust and freedom once I narrowed the setting of Master of Devils to a single country in an area roughly analogous to a region in China.

It probably also helped that they believed in the pitch: “Radovan & the Count versus Every Kung Fu Movie Ever.” That set the action far from Minkai—the Pathfinder analog to Japan, where the latter half of the Jade Regent Adventure Path takes place—and established a different paradigm for what the boys would face. There was no question of my needing the as-yet-unwritten rules for samurai and ninja, because there would be no such characters in the novel. (That said, the serial novella “Husks” in the Jade Regent Adventure Path is full of both samurai and ninja.)

In Master of Devils you add a third perspective to the normal Count Jeggare and Radovan perspective we saw in Prince of Wolves. I found this perspective extremely enjoyable, what drove you to take on adding another perspective for this novel? Is this third perspective one we can look forward to in future novels centered on Count Jeggare and Radovan?

In kung fu movies, there’s a vast range of styles and settings, from fairly realistic war dramas to high fantasy. I wanted to include it all. Adding the third character gave me a little more room to show off the incredible variety of Chinese-style fantasy adventures.

RadovanThus, Count Jeggare’s story is more a journey of romance and intrigue. Radovan faces battle after battle with increasingly powerful opponents. And the third character travels in a world of reincarnated spirits, whispering spiders, cloud-eating goblins, and a few classic monsters you might recognize from your earliest RPG sessions. The three stories still take place in the same world, and there are elements of magic and action in all three, but each has a different sensibility.

Also, both Radovan and the Count are pretty flawed heroes. I wanted to add a thread of undiminished heroism through their story, and to my mind that third POV character is that kind of perfect—if unorthodox—hero.

While that third POV fits this story, I don’t know whether I’d automatically include it in a future novel. I love the idea of a third POV character to act as a foil to the boys, but who that is depends on the nature of the story. What seemed a good fit in Master of Devils might not work in another novel.

But never say never.

From reading your blog it seems Master of Devils was influenced heavily by kung fu or wuxia movies. For readers of the novel whose interest is piqued by this novel, what top three wuxia style movies would you recommend to someone relatively new to the genre?

My approach to the novel was to write it for readers who’d never seen (or even haven’t liked) a kung fu movie. I hope those who enjoy the book will check out some of the films I recommend at frabjousdave.blogspot.com. I’ve only about a hundred more to post.

Three of my favorite films representing different aspects of the kung fu genre include Hero, The 36th Chamber of Shaolin, and The Bride with White Hair. It’s hard to recommend just three, because there are so many other must-see movies, especially for gamers. I’ve written a “Kung Fu Movies for Gamers” article for Kobold Quarterly, and I’ll link to more such articles at my blog.

With Prince of Wolves we saw riffle scrolls introduced and Tian Xia seems continue to add to Count Jeggare’s bag of tricks. Do you enjoy finding new ways to use magic within your novels?

I definitely do, although I like it best when the magic is essential to the character—as it is with Jeggare and his fraught history as a wizard—and when it helps make the story more mysterious. If you use only magic whose rules your readers know by heart, it becomes ho-hum. I want the magic in these novels to feel as though it belongs in the Golarion setting but also to keep the readers guessing. Usually I have the game rules in mind, but I try to describe the effects in fresh terms. For example, when Azra heals Radovan in Prince of Wolves, she performs a dancing ritual that reveals a bit of her personality and hints at her unusual background instead of simply “casting cure serious wounds.”

With Master of Devils officially releasing at Gen Con Indy this year, what other projects do you have in the pipeline?

This month paizo.com posts “A Voyage to Absalom,” a free four-part mystery that takes place between Prince of Wolves and Master of Devils. Also, in the Jade Regent Adventure Path, Radovan and the Count follow a trail of bodies through a city in Minkai in “Husks,” the Pathfinder Journal.

The one other project I can mention is a short story in Robin D. Laws’s anthology Shotguns v. Cthulhu, coming out this fall from Stone Skin Press. My contribution is a twitchy little revisionist history centered on the destruction of a famous Seattle landmark in 2002.

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Seekers of Secrets wants to thank Dave for taking the time to answer our questions. It was a pleasure interviewing him. Be sure to follow Dave Gross at his blog to learn more of his upcoming works and to hear more on his kung fu movie recommendations!  He has also posted his Gen Con schedule for those who will be at Gen Con. Be sure to swing by the Paizo booth at Gen Con and pick up a copy of Master of Devils and chat with him in person!

Castles and Crusades Sale

Castles and Crusades Players Handbook CoverI just received an email tonight that Troll Lord Games is running a 40% off sale over at RPG Now. The sale is to celebrate the launch of their most recent Kickstarter for Codex Celtarum. The Codex Celtarum is a 144 page book for Celtic Mythology and includes over 150 new spells and more for your Castles and Crusades game. Castles and Crusades is of course a rules-light fantasy RPG game making use of the Siege Engine.

In addition to offering a large portion of their catalog at 40% off, they are also offering a bundle where any purchase of the Players Handbook comes with a free copy of Gods and Monsters.

Whether you are an existing player of Castles and Crusades or a new to the system, this is a great sale to take advantage of to build up your collection!

Malloc: A DCC Patron

photo by: dmahr on flickr, gimp filters by jft

photo by: dmahr on flickr, gimp filters by jft

I seem to have a trend of posting Dungeon Crawl Classics RPG related content on Fridays. Continuing that trend, this week I present a patron write-up I did for my online campaign. The idea source for this patron came from materials from Purple Sorcerer Games written by Jon Marr.

Malloc made an appearance in one of the early Purple Sorcerer Games adventures. Jon provided me with some additional insight for how he saw Malloc and his motivations which I morphed into this complete patron write-up. I have two wizard characters that claim Malloc as their patron, sometimes much to their dismay!

And with that, I hope you enjoy Malloc the Creeper!

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Malloc the Creeper

Also known as the Dark World Tree, Malloc works his roots into dark nooks of the world with intent to gather knowledge and further increase his preparedness to exert his power and control on worldly affairs. Malloc has a near insatiable desire for knowledge and information and uses those that call him their patron to gain this knowledge. Malloc is not beyond exerting his own destructive power to broker exchanges of information for safety of entire towns and structures.

Malloc’s jealousy also leads him to be locked in a bitter rivalry with Yddgrrl, the World Root. Though Malloc is often thought to be uninterested in nature, he seems to have a certain affinity towards particular trees and seeks to protect them with destructive force when necessary. Some say Malloc is jealous of Yddgrrl’s much closer bonds to nature than Malloc’s own.

Malloc expects his followers to search out forgotten knowledge and report it to him using whatever means, including force, are necessary to gain this knowledge. Malloc rarely communicates his desires in a forthcoming manner to his followers preferring cryptic messages through speaking trees, faceless figures, and scrawled messages in flesh. Malloc is prone to jealousy if any of his patrons seek to stray from his patronage. Feeling it as a loss of an information source he will frequently strike out in a devastating display of power to rein in or punish a follower from leaving his patronage.

Invoke Patron check results:

12-13 Malloc responds to the call but is quickly distracted by something else that comes to his attention. Before he leaves he grants the caster significant insight into the weakness of the creature the caster is fighting. This insight provides a +4 on spellcaster checks for the next 1d4 rounds.
14-17 Malloc is annoyed and admonishes the caster severely before begrudgingly causing the caster’s skin to become bark-like (AC +4) and an increase of 2d3 to the caster’s Strength ability. These effects last for 1d4 turns and the ability score increase can be spellburned.
18-19 Malloc responds to the call and appreciates the dire circumstances that led to his calling. He grants insight to the situation the caster and his allies are in and grants each a +4 to attacks, skill checks, and spell checks for 1d4 turns.
20-23 Malloc sends forth root-like tentacles that burst forth from the ground regardless of the type of surface and grapple nearby objects and creatures. The roots cover a 20′ radius centered at a point the caster dictates.  These summoned roots slow the enemy’s movements by half and causes a -2 to all attack, skill, and spellcraft checks. Those trapped in the grasping roots must make a DC 18 Strength check to escape their grasp.
24-27 Malloc sends a pair of dark roots out of the ground near the caster’s legs. These dark roots wrap around the caster’s ankles with some strength. From the initial round and for each round the caster does not move from this position the caster receives 1d4 hit points in healing and 1d2 ability point damage healed. Once the caster moves, the root-like tendrils curl back down into the ground.
28-29 Malloc calls forth several powerful roots to press forth from the ground at a location dictated by the caster. These roots will target the creature closest to that point and attempt to grab them (Atk +10, plus grab). Once a root has successfully grabbed the victim they will work together to pull the victim back beneath the ground. It takes 1d3 rounds for the roots to suffocate the victim underground. A DC 20 Strength check escapes the roots.
30-31 A massive tree is summoned forth by Malloc at the location desired by the caster. This tree (see below), with a great, gaping maw, erupts from the ground over the course of 1d3 rounds. When fully surfaced it stands 40′ tall with numerous leafless limbs. 8 of these limbs proceed to make attacks on any opponent the caster orders it to. The caster can dictate each of these 8 attacks but can perform no other action on his turn when doing so. The tree remains summoned for 1d4 turns.Tree, avatar: Init +2; Atk bite +10 melee; Dmg 2d12 and swallow on critical; AC 15; HP 58; MV 5′; Act 8d20; SP: Free bite attack if victim delivered by limb. SV Fort +8; Ref +0; Will +8; AL NOne of three things (1d3) happen when an opponent is struck by one of the limbs.1)     The limb grabs the victim and then proceeds to hurl the victim with great force. The victim takes 2d8 damage (DC 16 Reflex Save for Half).2)     Upon grabbing the victim the limb begins to squeeze the victim with tremendous force. The victim takes 4d4 squeezing damage (DC 15 Strength Check to take Half damage; DC 18 Strength check to escape the root)3)     The limb grabs the victim and begins squeezing. The victim takes 4d4 squeezing damage (DC 15 Strength Check to take Half damage; DC 18 Strength check to escape the root). On the 2nd round the root will deposit the victim in the tree’s maw.
32+ Malloc’s ire has been raised and he unleashes his destructive force in a startling display to protect those who call him patron. An earthquake caused by many roots and tendrils erupts all around the spellcaster and his allies. The earthquake focuses on a 400′ radius area around the caster, though the caster and his allies are shielded from the effects of the earthquake.Outside this protective sphere all must make DC 22 Reflex saves to avoid falling into deep fissures causing 3d6 damage from the fall. For those that succeed on their Reflex save they must make another one each round until they are outside the area of effect.Once in the fissures they begin to close and shift causing 6d6 crushing damage over the next 6 rounds. Two successful (not necessarily in a row) DC 18 Strength checks are needed to begin escaping the crushing forces of the fissure. For each round in the fissure the victim is subject to another 6d6 damage.This quake also causes structural damage to any buildings caught in the ferocity of the thrashing roots causing this earthquake.  Towers and multi-level structures are likely to sway, possibly collapsing in ruin.  Foundations of one-story buildings are sundered, heaving portions of the building up and others sinking below the earth’s surface.

 

Patron Taint: Malloc

Malloc strives to turn his petitioners to be more like him in resemblance and form. When patron taint is indicated, roll 1d6 on the table below. When a caster has acquired all six taints at all levels of effect, there is no need to continue rolling anymore.

Roll Result
1 The caster’s skin become rough and almost scratchy to the touch. If this result is rolled a second time, the caster’s skin transitions from being scratchy to appearing and feeling like smoothed bark (-1 Agility checks, +1 AC). If this result happens a third time, the caster’s skin transitions to that of actual bark (-2 Agility checks, +2 AC).
2 The caster’s hair begins to become stiff and bristly to the touch. If this result is rolled a second time, small twigs become part of the caster’s hair with small leaves. If this result is rolled a third time, the caster’s hair becomes composed entirely of small twigs and leaves. If the caster chooses to shave their head, the small twigs and leaves will return in their entirety by morning.
3 When the caster casts a spell the immediate area (20′ radius) tremors. No damage is caused, but items rattle and clink if they are not secured. If this result is rolled a second time, when the caster casts a spell the immediate area (20′ radius) trembles, small cracks appear in the ground and small, non-secured items topple over. If this result occurs a third time, when a spell is cast by the caster the immediate area (20′ radius) suffers a minor quake, the ground heaves from roots thrashing about in the ground causing the area to become difficult terrain. DC 12 Reflex saves are required by those in the immediate area to avoid falling prone and there is a chance of minor structural damage.
4 The caster finds himself becoming more possessive of his belongings. Being asked to share his belongings are met with great annoyance. If this result is rolled a second time, the caster shows much more annoyance and vocal distrust of others wanting to borrow or use his things. The caster will refuse to share or let others use his belongings. If this result is rolled a third time, the caster refuses to loan his belongings out. The caster also become always suspicious that people are after his belongings. When situation arise that others are pressuring him to share his belongings, the caster must make a DC 15 Will save to avoid the incident from escalating into outright conflict.
5 The caster finds himself unable to hydrate orally and must resort to pouring water or other beverages on his feet. Liquid poured on the caster’s feet is readily absorbed and used by the caster’s body for hydration. If this result is rolled a second time, the caster finds it more difficult to obtain nourishment orally. Though the caster can eat and obtain some nourishment the caster obtains more nourishment by pouring nutrient rich liquids on his feet. If this result is rolled a third time, the caster can no longer eat or drink normally for sustenance. All nourishment must be through some form of liquid or nutrient rich liquid poured on his feet and absorbed by this body.
6 The caster has an insatiable desire to venture forth after a piece of lost knowledge. The caster receives a vision of the object that holds this knowledge and a vague idea of location. The caster must retrieve the object from the vision and study it (Minor Quest – 5-7 days in duration). If this result is rolled a second time, a revelation comes to the caster regarding the object retrieved from the first occurrence. The caster must now find a second piece of information that will help determine the meaning of the first. (Medium Quest – 25-30 days in duration). If the result is rolled a third time, the caster receives another cryptic vision which the caster must decipher involving the two objects previously obtained. (Major Quest – 3-6 months).

 

Patron Spells: Malloc 

Malloc grants the following three spells to those that petition him:

Level 1: Snarling Roots

Level 2: Forest Perception

Level 3: Quaking Roots

Spellburn: Malloc

Malloc exacts a cost for those that seek his aide at times of need. When a caster utilizes spellburn, roll 1d4 on the table below or build off your own ideas to create an event specific to your situation.

Roll Results
1 Malloc needs blood. Roots push their way up through the ground and wrap around the caster’s legs for 2 rounds. During this time the caster is unable to move, though he can still cast. The roots drain blood from the caster (expressed as Stamina, Strength, or Agility loss).
2 Malloc is creating another avatar of himself and requires teeth as a component. The caster must remove one or more of his own teeth as an offering to Malloc which will be used to bring the maw of Malloc’s avatar to life. For every 2 points of spellburn the caster must sacrifice one tooth.
3 Much as tree limbs and roots crack, Malloc wishes to exact this punishment through the cracking of bones in the caster’s body (expressed as Stamina, Strength, or Agility loss).
4 Malloc seeks to exact his mark on the caster and carves the word Malloc on the caster’s body. The depth and size of this mark is determined by the amount of points expended in this spellburn.

 

                                                                               Snarling Roots
Level: 1 (Malloc)              Range: 125′            Duration: 1 turn per CL                       Casting Time: 1 round
General Malloc has creeping roots beneath the ground ready to be summoned when the need presents itself. The caster conjures forth an area of snarling roots that impede his enemy in both movement and actions.
Manifestation Roll a 1d4: (1) thick gnarled roots, cluttered with dirt pierce the ground; (2) thin, brownish green roots with freakish agility and speed protrude from the ground; (3) a large ball of roots shoot from the caster’s hands and arcs through the air to the target area; (4) a swirling mass of greenish brown vapor is hurled from the caster’s hands exploding into a mass of roots at the target area.
1 Lost, failure, and patron taint.
2-11 Lost. Failure.
12-13 A 10′ radius area becomes entangled with roots coming up from the ground. No prior vegetation is needed. Creatures within the area lose 5′ from their movement rate and suffer a -1 to attack, skill checks, and spell checks. A DC 13 Strength check allows targets snarled to move and act without penalty for one round.
14-17 A 20′ radius area becomes entangled with roots coming up from the ground. No prior vegetation needed. Creatures within lose 5′ from their movement rate and suffer a -1 to attack, skill checks, and spell checks. A DC 15 Strength check allows targets snarled to move and act without penalty for one round.
18-19 A 20′ radius area becomes entangled with roots coming up from the ground. No prior vegetation needed. Creatures within move at half their normal movement rate and suffer a -2 to attack, skill checks, and spell checks. A DC 17 Strength check allows targets snarled to move and act without penalty for one round.
20-23 A 40′ radius area becomes entangled with roots coming up from the ground. No prior vegetation needed. Creatures within move at half their normal movement rate and suffer a -2 to attack, skill checks, and spell checks. A DC 17 Strength check allows targets snarled to move and act without penalty for one round.
24-27 A 50′ radius area becomes entangled with roots coming up from the ground. No prior vegetation needed. Creatures within move at half their normal movement rate and suffer a -4 to attack, skill checks, and spell checks. A DC 18 Strength check allows targets snarled to move and act without penalty for one round.
28-29 A 60′ radius area becomes entangled with roots coming up from the ground. No prior vegetation needed. Creatures within move at half their normal movement rate and suffer a -4 to attack, skill checks, and spell checks. A DC 20 Strength check allows targets snarled to move and act without penalty for one round.
30-31 A 60′ radius area becomes entangled with roots coming up from the ground. No prior vegetation needed. Creatures within move at one quarter their normal movement rate and suffer a -6 to attack, skill checks, and spell checks. A DC 20 Strength check allows targets snarled to move and act without penalty for one round.
32+ A 80′ radius area becomes entangled with roots coming up from the ground. No prior vegetation needed. Creatures within are unable to move and suffer a -6 to attack, skill checks, and spell checks. A DC 22 Strength check allows targets snarled to move and act without penalty for one round.

 

Forest Sensing

Level: 2 (Malloc)          Range: 500′ (+500′ per CL > 1)        Duration: 1 turn per CL        Casting Time: 3 rounds
General Despite Malloc’s often loose ties to nature, he is fully capable of bending the will of nature to serve his needs in the quest for knowledge and information. With the power of Malloc the caster is able to tap into the senses of nearby plants and trees, hearing what the plants hear as if the caster was present.
Manifestation Roll a 1d4: (1) The caster’s ears turn into leaves for the duration of the spell; (2) A thin root sprouts from the ground and gently wraps itself around the caster’s leg for the duration of the spell; (3) a globe of green, misty light is conjured during the casting of the spell erupting in a fine spray of water; (4) the caster’s skin turns a mottled greenish-brown for the duration of the spell.
1 Lost, failure, and patron taint.
2-11 Lost. Failure.
12-13 Failure, but spell is not lost.
14-15 The caster indicates an area with some form of plant-life within the casting range of the spell. The caster is now able to hear normal conversations and ambient sounds occurring near the target plant for the duration of the spell. Once a plant is chosen the spell cannot be redirected.
16-19 The caster indicates an area with some form of plant-life within the casting range of the spell. The caster is now able to hear normal conversations and ambient sounds occurring near the target plant for the duration of the spell. If the caster wishes to change the target of the spell, he may do so until the duration of the spell expires.
20-21 The caster indicates an area with some form of plant-life within the casting range of the spell. Through the plant the caster has amplified hearing allowing the caster to hear normal and whispered conversations and ambient sounds. If the caster wishes to change the target of the spell, he may do so until the duration of the spell expires.
22-25 The caster indicates an area with some form of plant-life within the casting range of the spell. Through the plant the caster is able to hear normal conversation and ambient sounds. In addition, if the caster does not normally know the language spoken, the caster understands the language for the duration of the spell. The caster can retarget the spell until the duration of the spell expires.
26-29 The caster can indicate multiple targets that listen (up to CL). Through each of these plants the caster is able to hear normal conversation and ambient sounds occurring near each of the targeted plants. The caster is able to supernaturally make out and process each of these conversations without difficulty. Once chosen the targets cannot be re-selected.
30-31 The caster is able to select multiple plants for listening and retarget as desired for the duration of the spell. The caster can also choose to have a particular person followed from plant to plant for the duration of the spell automatically. Through the plant the caster is able to hear normal and whispered conversation and ambient sounds. In addition, if the caster does not normally know the language spoken, the caster understands the language for the duration of the spell.
32-33 The caster is awash in overheard conversations and sounds from all plant-like entities within range of the spell. Within the first minute of casting the caster much choose the number of targets equal to his CL and amount of points spellburned to continue listening to for the duration of the spell. Once the targets are chosen the caster can continue to hear normal and whispered conversations, ambient sounds and comprehend the language spoken from that target for the remaining portion of the spell. Targets can be re-chosen until the spell expires.
34+ The caster is able to listen to all surrounding plants in the range of the spell. The caster is able to supernaturally able to process all of this information without difficulty and does not need to choose targets. All normal and whispered conversations and ambient sounds are heard and the caster is able to comprehend all languages obtained in this manner. These effects last for the duration of the spell.

 

Quaking Roots

Level: 3 (Malloc)                  Range: 225′                  Duration: 1 round per CL                    Casting Time: 1 round
General Malloc’s ire has been raised and his wrath shall be felt. The caster calls upon Malloc’s power to summon forth powerful roots to thrash about causing the very earth itself to quake.
Manifestation Roll a 1d4: (1) A tangled ball of roots is conjured between the caster’s hands which is hurled to the target area of the spell; (2) a spiraling vortex of roots is launched from the caster’s position to the target area of the spell; (3) a sphere of fine, black dirt showers upwards from the ground at the target site immediately prior to the quake starting; (4) the sound of multiple stones cracking echoes sharply through the air around the caster.
1 Lost, failure, and patron taint.
2-11 Lost. Failure.
12-15 Failure, but spell is not lost.
16-17 In an area of the caster’s choosing within range of the spell powerful roots erupt from the ground in a 20′ radius. These roots flail about possibly striking creatures in that area (3d6 damage, DC 12 Reflex for half). In addition the ground begins to shake from the thrashing, -1 to attack rolls, skill checks and spell checks.
18-21 In an area of the caster’s choosing within range of the spell, large, powerful roots erupt from the ground in a 20′ radius. These roots flail about, actively seeking to strike creatures in the area (4d6 damage, DC 15 Reflex for half). In addition the ground begins to shake from the thrashing, -1 to attack rolls, skill checks, and spell checks.
22-23 In an area of the caster’s choosing within range of the spell, very large and powerful roots erupt from the ground in a 30′ radius. These roots flail about, actively seeking to strike creates in the area (5d6 damage, DC 16 Reflex for half). In addition the ground begins to shake violently from the thrashing, -2 to attack rolls, skill checks, and spell checks.
24-26 In an area of the caster’s choosing within range of the spell, very large and powerful roots erupt from the ground in a 40′ radius. These roots flail about, actively seeking to strike creates in the area (6d6 damage, DC 18 Reflex for half). In addition the ground begins to shake violently from the thrashing, -2 to attack rolls, skill checks, and spell checks.
27-31 In an area of the caster’s choosing within range of the spell, extremely large and powerful roots erupt from the ground in a 45′ radius. These roots flail about, actively seeking to strike creatures in the area (8d6 damage, DC 20 Reflex for half). In addition the ground begins to shake violently from the thrashing, -3 to attack rolls, skill checks, and spell checks.
32-33 In an area of the caster’s choosing within range of the spell, very large powerful roots erupt from the ground in a 50′ radius. These roots flail about actively seeking to strike creatures in the area (10d6 damage, DC 22 Reflex for half). In addition the ground begins to shake violently from the thrashing, -4 to attack rolls, skill checks, and spell checks. Structures within the effects radius begin to exhibit signs of minor structural damage.
34-35 In an area of the caster’s choosing within range of the spell, very large powerful roots erupt from the ground in a 60′ radius. These roots flail about actively seeking to strike creatures in the area (15d6 damage, DC 25 Reflex for half). In addition the ground begins to shake violently from the thrashing, -5 to attack rolls, skill checks, and spell checks. Structures within the effects radius begin to exhibit signs of major structural damage.
36+ In an area of the caster’s choosing within range of the spell, very large powerful roots erupt from the ground in a 80′ radius. These roots flail about actively seeking to strike creatures in the area (20d6 damage, DC 30 Reflex for half). In addition the ground begins to shake violently from the thrashing, -6 to attack rolls, skill checks, and spell checks. Structures within the effects radius exhibit significant structural damage up to and including collapse.

 

New Beginnings… Or Campaign Reboot

RPG Blog CarnivalThis month’s RPG Blog Carnival to open the year 2013 is aptly themed “New Beginnings” hosted by Kobold Enterprise. Suggested topics to get folks thinking are,

  • Retcons/New Ages in home brewed or commercial settings.
  • Epiphanies about projects and their new directions.
  • New starts for characters, or even whole campaigns.
  • Insights on the hobby, or aspects of it.

It only seems fitting for me to post on new starts for campaigns with recent changes in my local group’s game.

How we got here

Regular readers of The Iron Tavern know I have been running a Dungeon Crawl Classics RPG campaign for several months now online. Meanwhile I’ve been playing in a regular Pathfinder campaign in my local face-to-face group. My local group rotates dungeon masters with most of the duties falling to me or another individual in the group. To be fair, the other person runs much more than I do, but I’ve done my share of running.

I started a Kingmaker campaign in 2010 for the local group. From there we moved to Council of Thieves and then on to Serpent’s Skull – all played under the Pathfinder ruleset. The Serpent’s Skull campaign came to a close in December of 2012.

Adventure Paths

In actuality the Serpent’s Skull campaign sort of fizzled out. I think I group was burning out on Pathfinder to some degree. If not on Pathfinder, we were at least burning out on adventure path style campaigns. By that I mean in adventure paths your course as characters is laid out pretty clearly before you. There are side-treks the characters can take and other areas to explore and many GMs will encourage this. But in order to continue with an AP the GM has to get you back on track along the way at some point. So while there might be diversions along the way, ultimately you have to get back on track. Almost like traveling from waypoint to waypoint.

Over the course of time I think this nature of adventure paths wears on the GM. While nice to pick up the six adventure path installments and know you have nearly a years worth of gaming material at your fingertips, it takes some work from the GM to keep things on course. As a player there can be a sense of what you do doesn’t matter as at some point your characters have to be at a certain place for the next book to be applicable.

Now don’t get me wrong. The Pathfinder APs are great. I think they are well written and layout exciting stories and adventures to play. The NPCs are frequently interesting and some of the monsters within have unusual tweaks to make them stand out. The APs always include interesting material that is tangentially related to the campaign and can be used elsewhere too.

However, after playing several and running one Adventure Path, I think it comes down to feeling like you are playing someone else’s story. Someone else’s adventure. I think having played three of these in a row started to lead our group to a bit of burnout.

New Beginnings

This brings us to our group’s new beginnings. Several in my local group have heard me talk about Dungeon Crawl Classics and how much fun I was having with my online group. The other DM in the group found a copy of the Limited Edition DCC RPG book at the local Half-Price books (I hate him for that). He started reading and thought it might be a good change of pace for our group.

Add in that he is a tax accountant with a schedule that goes crazy from January through April and that my wife is amidst a bone marrow transplant procedure for the next several weeks and a lighter rule system starts to look even more attractive. DCC RPG is rules-light with a lot of the “work” being looking up critical hits, spell results, and such on tables for wild and crazy results. That “work” does not take a  lot of prep reducing the load on the GM.

The GM for our DCC RPG game is also planning for it to be more episodic in nature as well. I think that will lead to a less pre-determined path and our characters can once again take the story where we want it and not where a campaign arc planned out for multiple levels necessarily wants to take it. It also allows for some player misses with less impact on the story overall.

Our group’s new beginning for 2013 is the start of a new campaign with a new ruleset. I know I have felt re-energized by this change of systems and I think several others in our group are looking forward to the upcoming campaign. Time will tell how the change plays out for us!

Review: Dungeons of Golarion

This review is a repost of my original review of this product for the Seekers of Secrets Pathfinder blog. The original review is no longer available on that site and I wanted to preserve the post here at The Iron Tavern.

Dungeons of GolarionPrice: Print – $19.99 / PDF – $13.99
Audience: GMs
Crunch: 3.5/5
Fluff: 5/5
Overall: 5/5 (not an average)

Dungeons of Golarion is a 64 page book that is part of the Pathfinder Campaign Setting series of books from Paizo. The book looks closely at six different megadungeons within the Inner Sea region of Golarion, the Pathfinder Campaign setting. These megadungeons include Candlestone Caverns, Gallowspire, Hollow Mountain, Pyramid of Kamaria, Red Redoubt of Karamoss and Zolurket Mines. It also lists 17 other dungeons within Golarion each with a short paragraph about the dungeon.

The six megadungeons each get ten pages that include an overall layout map of the dungeon, history, descriptions that cover the entrance and brief overview of each level, a section on denizens, traps, treasures and finally adventure hooks.

While the descriptions of each level are brief, there is plenty of information to help a GM discover the feel of each level. The balance between having the feel for the dungeon and being able to design your own level is excellent. Just enough information to get the ideas flowing rapidly without forcing the GM into being restrained by overly defined levels.

The book is heavier on the fluff side, but there is some crunch sprinkled in to keep the more crunch inclined interested. Amongst the chapters on the six megadungeons there are new denizens, new traps and new magic items and such to work with. For the Numeria fans there is also some information on robots that comes from the section on Red Redoubt of Karamoss.

The art and cartography are up to the usual Paizo quality. The maps and dungeon layouts look great, though one of the dungeon layouts includes a key that indicates each square is 10′ when really the map is not entirely to scale. Minor issue and does not affect the quality of the map itself. The art work has several images that are sure to inspire heroics within the dungeon!

I have very little to complain about in this book. While not a huge fan of the amount of technology in Red Redoubt of Karamoss with its Numeria based technology, it is a well done section and I am sure fans of technology from Numeria will enjoy it! And the book does warn for those that are not fans of the fantasy blending into technology it is might be best to avoid that dungeon or the book offers a couple of alternatives of how to scale down the technology if desired by the GM.

I found the Gallowspire write-up very interesting and certainly a dungeon to challenge the highest level Pathfinder characters. An interesting sidebar in this section notes that several of the levels in Gallowspire contain threats beyond levels the currently published Pathfinder ruleset cover with some levels going to CR24+.

I found the Dungeons of Golarion a very enjoyable read. It offers a plethora of plot hooks for all of these dungeons and really gets the GMs mind turning. There is enough detail on the dungeons to give a GM a solid start to designing a megadungeon to haunt their players for an entire campaign. And for those who might not game in Golarion the dungeons within could easily be dropped into your campaign world of choice.

I rated the crunch portion of the book a 3.5 out of 5 simply due to the amount of crunch in the book. What was in the book was good, but those looking for a crunch heavy book are apt to be disappointed. From the fluff perspective I rate the book a 5/5. There is history included behind each dungeon and enough plot hooks to keep a GM busy for a long time. This leaves me with an overall rating of 5/5 as I do expect the Campaign Setting series of books to be much more about the fluff than the crunch!

Dwarven Cleric for DCC RPG

DCC RPG Limited Edition CoverJust before the holidays, Dak (of Crawl! Fanzine fame) posted in the DCC RPG Google+ community about expanding some of the demi-humans race as class options. The one that intrigued me was allowing the Dwarf as written to be the dwarven fighter or warrior and adding a dwarven priest or cleric.

I found myself with a bit of time over the holidays and took a stab at the dwarven cleric class option for Dungeon Crawl Classics RPG. I tried to blend the dwarf class with the cleric class without ending up with something too powerful. I think I am close on the right blend while maintaining some dwarven flavor.

If it needs toned down a bit more I would look at the number of spells again. I’ve reduced them some, but I think I might have room to reduce those some more. Of course, I cut down a lot of the base dwarven class, really keeping a much slower progression rate for Mighty Deed of Arms than a standard dwarf as an ode to being a dwarf.

I have not been able to run this through an actual playtest yet. I am hoping to talk the judge for my new DCC RPG local game to letting me try it out. In either case, give this class a read through and let me know what you think. Feedback is welcomed!

                                                                                                             

CC License, Arty by *YamaO at Deviant Art

CC License, Arty by *YamaO at Deviant Art

Dwarven Cleric Class 

Like their fellow dwarves, dwarven clerics were raised far underground in dwarven mines, strongholds, and great cities. Subscribing to the orderly and rigid life that keeps dwarven society functioning, the dwarven cleric took an interest in the gods of the land. In addition to years of martial training and learning crafts, the dwarven cleric was instructed in centuries religious knowledge and ritual.

The dwarven cleric is a valued member of dwarven society. Life beneath the surface is treacherous. Mining accidents, natural cavern collapses, and near constant skirmishes with other denizens of the dark guarantee physical injury that drive demand for the healing care of a priest. Simply boosting the mental fortitude amongst dark and confined caverns is one of the facets of a dwarven cleric that add to their worth to the dwarven society.

With their martial training, spells, and luck of the gods to aid them during battle, dwarven clerics are an anchor to the foothold these demi-humans claim under the mountains. These features also serve to make them stout adventuring companions.

Hit Die: A dwarven cleric gains 1d8 hit points at each level

Weapon Training: Much like their brethren, dwarven clerics prefer battle with a weapon and shield. With time spent training split between martial and religious training a dwarven cleric is only trained in the following melee weapons: battleaxe, club, handaxe, mace, spear, and warhammer. A dwarven cleric is also trained in these missile fire weapons: crossbow and sling. Dwarven clerics wear whatever armor they can afford.

Alignment: The dwarven life produces many more lawful dwarves due to the structured clan life of dwarves. Coupled with learning the tenets of the religious way dwarven clerics are slanted even more heavily to a lawful alignment.

Rare are the dwarves who stray from the lawful path after studying the ways of religion, but chaotic dwarven clerics do exist. These dwarven clerics have typically rebelled strongly against their roots or some say been tainted by the patrons and deities they serve.

Neutral dwarven clerics are even rarer and tend to be dwarves that have little direction in their lives. These dwarven clerics frequently find themselves more beholden to natural elements than lawful or chaotic deities.

Attack modifier: The dwarven cleric starts with a static modifier for attack rolls. At 3rd level the dwarven cleric gains a deed die, like the Dwarf. At 3rd level, this is a d3. The dwarven cleric rolls the d3 on each attack roll and applies it to both his attack roll andhis damage roll. The progression of this deed die is at a reduced rate compared to Dwarven or Warrior classes.

Caster level: Caster level is typically the level of the dwarven cleric. This level can be modified under certain circumstances. It is not unheard of for a dwarven cleric to seek out holy relics of their faith to increase their caster level.

Magic: Dwarven clerics are able to call upon the favor of his god. This ability allows the dwarven cleric to channel his chosen god’s power as a magical spell.Dwarven clerics are also able to call upon their deity to lay on hands and turn unholy. See the Cleric entry in the Dungeon Crawl Classics RPG rulebook for a complete description of clerical magic.

Divine Aid: In addition to channeling a god’s power as a devout worshipper, a dwarven cleric can beseech his deity for divine aid. Faithful followers recognize that beseeching a deity directly is an extraordinary act. To request divine aid, the cleric makes a spell check at the same modifier that would apply were he casting a spell. This extraordinary act imparts a cumulative +10 penalty to future disapproval range. Based on the result of the spell check, the judge will describe the result. Simple requests (e.g. light a candle) are DC 10 and extraordinary requests (e.g. summon and control a living column of fire are DC 18 or higher.

Mighty Deed of Arms: Dwarven clerics have been exposed to martial training during their religious studies. Like Warriors and Dwarves, they can perform Mighty Deed of Arms in combat. See the warrior entry in the Dungeon Crawl Classics RPG rulebook for a complete description.

Infravision: A dwarven cleric can see in the dark up to 60’.

Slow: A dwarven cleric has a base movement speed of 20’.

Underground Skills: Lives led underground train dwarves to detect certain kinds of construction. When underground, dwarves receive a bonus to detect traps, slanting passages, shifting walls, and other new construction equal to their class level.

A dwarf cleric can smell gold and gems. A dwarf cleric can determine the direction of a strong concentration of gold or gems within 100’. Smaller concentrations, even down to a single coin, can be smelled up to 40’ away if the dwarf concentrates.

Luck: A dwarven cleric’s luck applies to the armor class.

Languages: A dwarven cleric at 1st level knows Common, the dwarven racial language, plus Angelic if Lawful, Demonic if Chaotic or the choice of either if Neutral. A dwarven cleric knows one additional language for every point of Int modifier, as described in Appendix L of the Dungeon Crawl Classics RPG rulebook.

Action Dice: A dwarven cleric receives their second action dice at 6th level. A dwarven cleric’s action dice can be used for attack rolls or spell checks.

Table: Dwarven Cleric

Level Attack (Deed Die) Crit Die/Table Action Dice Ref Fort Will 1 2 3 4 5
1 +0 1d8/III 1d20 +0 +1 +1 2
2 +1 1d10/III 1d20 +0 +1 +1 3
3 +d3 1d12/III 1d20 +1 +1 +2 3 2
4 +d3 1d14/III 1d20 +1 +2 +3 4 3
5 +d3 1d12/IV 1d20 +1 +3 +3 4 4 1
6 +d4 1d14/IV 1d20+1d14 +2 +3 +4 5 4 2
7 +d4 1d16/IV 1d20+1d14 +2 +4 +4 5 5 3 1
8 +d4 1d20/V 1d20+1d16 +2 +4 +5 6 5 3 2
9 +d4 1d24/V 1d20+1d16 +2 +5 +5 6 5 4 2
10 +d7 1d30/V 1d20+1d20 +3 +5 +6 7 6 5 3 1

 

Table: Dwarven Cleric Titles

Level Title by Alignment
  Lawful Chaotic Neutral
1 Acolyte Supplicant Celebrant
2 Brother Beseecher Beseecher
3 Friar Zealot Zealot
4 Vicar Oracle Matriarch
5 Warrior Priest Everlasting Indoctrinator