10.28.2012

Musical Inspiration, vol. 9 - Lordi

For those who are familiar with heavier music, Lordi might seem like a joke, and it/he is. Lordi is like the darker, more medieval, yet more classic sounding, version of GWAR. Despite the flair for theatrics that the costumed, pyrotechnics-loving Mr. Lordi and company have, there's no doubting they put out tunes with some pretty nifty inspiration behind them.

Take today's track, for example...a fun zombie apocalypse song that hooks with the twist that the guy narrating is dead, himself, and is going about the motions of life before discovering that he should be in on the haunting.

Anyway, this is the last Saturday before Halloween, so I thought I would share something fun.
Enjoy Finland's Lordi.
 
 At 3 a.m I looked out the window
Foreboding figures called me outside
Their grumbling sounded distant and hollow
Eerie, empty stares in dead eyes

Ooh, now who woke up the dead?

Ooh.....

Evil's pouring down

On this haunted town
There's no way around
Tonight all hell abounds
Haunted town.

In the morning I was reading the paper

The obituaries
Seemed a bit strange

I searched the old graveyard

For an answer
In the mossy headstones
I found my name

Ooh, I walk among the dead

Ooh yeah...

Evil's pouring down

On this haunted town
There's no way around
Tonight all hell abounds
Haunted town..

I'm haunting

Ooh God I'm loving it
You bet..

Evil's pouring down

On this haunted town
There's no way around
Tonight all hell abounds
Haunted town. [2X]



*As always, I don't own this, blah blah blah.

10.27.2012

Debating A Morale System, Part III

Had a small bit of life get in the way recently, and I abandoned the Wilderlands campaign to run something that requires a little less front-loaded prep, but here we are, at the final installment of my morale articles. I have only a few more options and then some final thoughts to share, so I'll get right to it.

The Dark Heresy system:

Dark Heresy Core Rulebook, pp232-233 "Fear"
...[snip]When an Acolyte is confronted by such a frightening event or adversary, they must take a Fear Test; this is a Willpower Test, modified by how frightening the thing is. If the Acolyte passes this Test then he may continue to act as normal. If he fails however, he succumbs to Fear.
Degrees of Fear
Some things are clearly more frightening than others for an Acolyte, having a gun waved in his face, although obviously dangerous, is not sufficient to call for a Fear Test. However, having a gun waved at him by the walking corpse of his dead brother, while luminous white spiders scurry in and out of his bloodless open wounds - that calls for a somewhat severe one. The Table 8-3: Fear Test Difficulties, offers some guidelines on the severity of Fear Tests.

Table 8-3: Fear Test Difficulties
Severity of Fear Test Mod Example
Adversaries
Fear (1) Disturbing (0) Nightwing, Revenant
Synofian Bore Worm
Fear (2) Frightening (-10) Carnosaur,
Dusk Stalker,
Murder Gholam
Fear (3) Horrifying (-20) Incarnate Daemon,
Astral Spectre,
Psychneuein
Fear (4) Terrifying (-30) The King in Rags
and Tatters

Failing the Fear Test
If in a combat situation a character fails a Fear Test, he must immediately roll on Table 8-4: The Shock Table, adding a +10 to the result for each degree of failure. The effects listed are applied immediately to the character.
If in a non-combat situation the character fails the Fear Test, the character becomes unnerved and suffers a -10 penalty to any Skill or Test that requires concentration on his part. This penalty lasts while the character remains in the vicinity of the object of their Fear (simply leaving and coming back again doesn't stop this!).
In addition, if a non-combat Fear Test is failed by 30 or more, the character also gains +1d5 Insanity Points.
Shock and snapping out of it
Characters may be able to shake off some of the effects of Fear after the initial shock has worn off. Where specified on Table 8-4: The Shock Table that a character may "snap out of it", a character can make a Willpower Test when it is his next Turn. If this succeeds then he regains his senses, shrugs off the effects and may act normally from then on. If he fails this Test, the effect continues and he may try again when it is his next Turn.
Table 8-4: The Shock Table Roll a d100 and add 10 for every degree of failure.
01-20 The character is badly startled. He may only take a single Half Action when in his next Turn, but afterwards he may act normally.
21-40 Fear grips the character and he begins to shake and tremble. He is at a -10 penalty on all Tests for the rest of the encounter unless he can recover his wits (see Shock and Snapping out of it, page 232).
41-60 Reeling with shock, the character backs away from the thing that confronts them. The character cannot willingly approach the object of his fear, but may otherwise act normally, with a -10 penalty on all Tests until the end of the encounter. The character gains 1 Insanity Point.
61-80 The character is frozen by terror. The character may make no Actions until he snaps out of it. After snapping out of it, the character will make all Tests with a -10 penalty for the rest of the encounter. The character gains 1d5 Insanity Points.
81-100 Panic grips the character. He must flee the source of his fear, if able, as fast as he can, and if prevented from doing so, he may only take Half Actions and is at a -20 penalty to all Tests. The character gains 1d5 Insanity Points. Once away from the danger he must successfully snap out of it to regain control.
101-120 Fainting dead away, the character keels over and remains unconscious for 1d5 Rounds. Once he regains consciousness he is still shaken and takes all Tests with a -10 penalty until the end of the encounter. The character gains 1d5 Insanity Points.
121-130 Totally overcome, the character screams and vomits uncontrollably for 1d5 Rounds. During this time he is helpless, may do nothing and drops anything he is holding. Afterwards, until the end of the encounter, the character may only take a single Half Action each Turn until he can rest. The character gains 1d5 Insanity Points.
131-140 The character laughs hysterically and randomly attacks anything near him in a manic frenzy, firing wildlyor using whatever weapon he has to hand. This effect lasts until the character snaps out of it, or until he is knocked unconscious. The character gains 1d5 Insanity Points.
141-160 The character crumples to the ground for 1d5+1 Rounds sobbing, babbling and tearing at his own flesh, and may do nothing. Even after he returns to his senses, he is a complete mess and at a -20 penalty on all Tests until the end of the encounter. The character gains 1d5+1 Insanity Points.
161-170 The character's mind snaps and he becomes catatonic for 1d5 hours and may not be roused. The character gains 1d10 Insanity Points.
171+ The character is so affected that he begins to see strange and terrible visions as his hold on reality shatters. The character suffers the effects of "acute hallucinations"[snip] for 2d10 Rounds. After the hallucinations fade, the character will make all Tests with a -20 penalty while the encounter lasts. The character gains 2d10 Insanity Points and takes 1d10 points of permanity Willpower damage.

Conversion: Though it would appear that this one will take a bit more conversion as it's not truly a morale system, but a fear system, the conversion only requires a few changes to the charts to make it fit a d20 system. I like this system on paper, because it represents how the "normal psyche" reacts to horrendous stimuli - a subject that I care enough about to post on here.

When a creature (including a PC) is confronted with a frightening event or or adversary, they must take a Morale Save; this is a Will Save, with a DC set by how frightening the thing is. If the PC successfully saves then he may continue to act as normal. If he fails however, he succumbs to Fear.
Degrees of Fear
Some things are clearly more frightening than others for a creature, having a wand waved in his face, although obviously dangerous, is not sufficient to call for a Fear Save. However, having a wand waved at him by the walking corpse of his dead brother, while luminous white spiders scurry in and out of his bloodless open wounds - that calls for a somewhat severe one.
The Table 8-3: Fear Save DCs, offers some guidelines on the severity of Fear Saves, but good judgement by the GM is key in using this chart properly.

Table 8-3: Fear Save DCs
Save DC Example
Adversaries
(15) Unintelligent Undead,
Outnumbered 2:1 by humanoids,
Ally cut down in one blow
(20) Intelligent Undead,
Golems or other humanoid-shaped construct,
Large or larger Aberrations
(25) Demons, Devils, or Daemons,
Immensely powerful Undead (vampires, liches),
Clones of person, creatures that can control your actions
(30) Unique fiends or Undead,
Gods

Failing the Fear Save
If in a combat situation a character fails a Fear Save, he must immediately check on Table 8-4: The Shock Table, rolling a d20 and adding +2 to the result for each margin of 5 by which he failed the save. The effects listed are applied immediately to the character.
If in a non-combat situation the character fails the Fear Save, the character gains the Shaken condition and suffers a -2 penalty to all Skill Checks, Saving Throws, Attack Rolls, and Ability Checks. This penalty lasts while the character remains in the vicinity of the object of their Fear (simply leaving and coming back again doesn't stop this!).
Shock and snapping out of it
Characters may be able to shake off some of the effects of Fear after the initial shock has worn off. Where specified on Table 8-4: The Shock Table that a character may "snap out of it", a character can make a Will Save (DC equal to the original save) when it is his next turn. If this succeeds then he regains his senses, shrugs off the effects and may act normally from then on. If he fails this save, the effect continues and he may continue to try again on subsequent turns.

Table 8-4: The Shock Table Roll a d100 and add 10 for every degree of failure.
1-4 The character is badly startled. He may only take a single Half Action when in his next Turn, but afterwards he may act normally.
5-8 Fear grips the character and he begins to shake and tremble. He is at a -2 penalty on all rolls for the rest of the encounter unless he can recover his wits (see Shock and Snapping out of it, page 232).
9-12 Reeling with shock, the character backs away from the thing that confronts them. The character cannot willingly approach the object of his fear, but may otherwise act normally, with a -2 penalty on all rolls until the end of the encounter. The character gains 1 Insanity Point.
13-16 The character is frozen by terror. The character may make no Actions until he snaps out of it. After snapping out of it, the character will make all rolls with a -2 penalty for the rest of the encounter. The character gains 1d5 Insanity Points.
17-20 Panic grips the character. He must flee the source of his fear, if able, as fast as he can, and if prevented from doing so, he may only take Half Actions and is at a -4 penalty to all rolls. The character gains 1d5 Insanity Points. Once away from the danger he must successfully snap out of it to regain control.
21-22 Fainting dead away, the character keels over and remains unconscious for 1d6 Rounds. Once he regains consciousness he is still shaken and makes all rolls with a -2 penalty until the end of the encounter. The character gains 1d5 Insanity Points.
23-24 Totally overcome, the character screams and vomits uncontrollably for 1d6 Rounds. During this time he is helpless, may do nothing and drops anything he is holding. Afterwards, until the end of the encounter, the character may only take a single Half Action each round until he can rest. The character gains 1d5 Insanity Points.
25-26 The character laughs hysterically and randomly attacks anything near him in a manic frenzy, firing wildly or using whatever weapon he has to hand. This effect lasts until the character snaps out of it, or until he is knocked unconscious. The character gains 1d5 Insanity Points.
27-28 The character crumples to the ground for 1d6+1 Rounds sobbing, babbling and tearing at his own flesh, and may do nothing. Even after he returns to his senses, he is a complete mess and at a -4 penalty on all rolls until the end of the encounter. The character gains 1d5+1 Insanity Points.
29-30 The character's mind snaps and he becomes catatonic for 1d6 hours and may not be roused. The character gains 1d10 Insanity Points.
Result of 1 The character is so affected that he begins to see strange and terrible visions as his hold on reality shatters. The character suffers the effects of "acute hallucinations"[snip] for 2d10 Rounds. After the hallucinations fade, the character will make all rolls with a -4 penalty while the encounter lasts. The character gains 2d10 Insanity Points and takes d2 points of Wisdom drain.

Pros: This system is quick. Just a quick glance at a couple of charts and a couple of quick die rolls to resolve the mechanics. The system also gives a way to break the hold of the mental snap, making characters feel more heroic and giving players more overall control (a trend that has become more prevalent, but which I don't care for too much).
Cons: The system is fairly harsh. Almost every result ends up in multiple rounds of dice penalties or can otherwise take a character out of the action. This also still reads a bit too much like a fear mechanic than a morale one, and might skew belief a bit too much in regards to bravery in battle.

The Dungeons & Dragons 3.5 system:


Heroes of Battle supplement, pp72-75 "The Morale Check"
[snip]A creature who begins to succumb to fear progresses down a slippery slope. First he becomes shaken [snip], then so afraid that he runs from the battle. In extreme cases a creature might completely snap under the pressure, becoming a danger not only to himself but to his comrades. Only a charismatic leader can bring such a creature back into the fray.
Morale is a creature's defense against fear. This fact is simulated by the morale check, which is simplay a term describing a DC 20 Will save against a fear effect. Any modifiers applying to Will saves (or against fear-based effecs) function normally. Additional bonuses or penalties on the morale check are assessed based upon the conditions of battle, as listed below.
When to Use the Morale Check
...[snip]... When the action focuses on the PCs battling small groups of enemies (which should be almost always), morale checks aren't usually necessary. However, if you're describing the action on another part of the battlefield--or if high-level PCs confront a big group of low-level enemies--the morale check allows you to simulate the swinging fortunes of battle quickly and effectively.
Because the PCs are the protagonists and the focus of the game, they don't ordinarily make morale checks. The decision to retreat and fight another day is or the players to make and shouldn't be forced by a die roll (unless everyone has agreed to use this rule; see the sidebar on page 75). However, their NPC allies must make morale checks just as the enemy does.

Variant: PC Morale Checks (page 75 sidebar)
One of the fundamental concepts of the Dungeons & Dragons game is that player characters are heroes. While they might be subject to a number of fear-based effects, requiring PCs to make morale checks takes away some of the control and decision-making inherent in being a player.
On the other hand, dealing with the fear prevalent on the battlefield might add a sense of realism to your campaign. In any case, PCs have access to a number of spells, feats, classes, and items that can mitigate or even eliminate fear-based effects. Paladins of 3rd level or higher, for example, can't fail a morale save because they're immune to fear.
If your players are amenable and enjoy pretending to be scared on occaion, you can extend the morale rules to cover PCs as well. Thus, any time a PC's hit points fall to 50% or less of his full normal total, that character must attempt a morale check, as described above. In addition, if the PC's unit--that is, the player characters plus cohorts plus other significant allies such as animal companions but nor including followers or other low-level NPCs--takes 50% casualties, each PC must attempt a morale check.
As with any variant rule, you must make sure that everyone at the table agrees before implementing the rule. All players should be familiar with the morale rules (particularly including the rules for making rally checks) before this variant is used.

Morale in the Dungeon
You can also take these rules beyond the battlefield if you wish, using them in dungeon-based adventures, urban settings, or elsewhere. In most cases, using the morale rules means that monsters run away more often than they do in a typical D&D adventure. That situation is common in organized warfare, but rare in a dungeon because the monsters are found in their lair and have nowhere else to go. In contrast, a smart commander encourages his units to retreat (or at least make a strategic withdrawal), when they're overmatched or needed elsewhere. If you use these morale rules in a traditional D&D adventure, make sure you account for the greater likelihood of NPCs retreating.
Making Morale Checks
Typically, a creature must attempt a morale check on the first round that one of the following conditions applies:
   Creature Takes 50% Damage: Once a creature's hit point total falls to 50% or less of its full normal hit points, that creature must make a morale check.
   Unit takes 50% Casualties: Creatures make a morale check if half or more of the comrades in their unit are unable to fight, whether they're dead, unconscious, fleeing, paralyzed, or otherwise out of commission.
If a creature is required to attempt a morale check, it makes the check at the start of its turn, before it takes any other action. Depending on the situation, certain modifiers might apply tot he check. (For the purpose of these modifiers, "nearby" is defined as in sight and within 120 feet.)

Table 4-3: Morale Check Modifiers

Condition Modifier
Unit fatigued -2
Unit exhausted -5
Unit (including nearby allies) is outnumbered 4:1 -5
Unit (including nearby allies) is outnumbered 2:1 -2
Unit outnumbers nearby enemies 2:1 +2
Unit outnumbers nearby enemies 4:1 +5

Group Morale Checks
In cases when you need to know whether a large group of creatures stays or runs, a single morale check can often take the place of individual checks for each member of the unit, with the result applying equally to all creatures in the unit. This saves a lot of time and effort on the DM's part.
...[snip]...
For the purpose of making a group morale check, the unit's Will save modifier is the average of the individual Will save modifiers of each soldier. If the group consists of essentially identical creatures, this value is the same as any single creature's Will save modifier. In groups of differing creatures, add together the Will save modifiers for all creatures in the group and divide the result by the number of creatures in the group. If you anticipate using this short cut, you should figure out this value before the gaming session begins, to save time at the table.
Morale Check Effects
If the morale check succeeds, the creature can act normally. Each time a creature (or unit) fails a morale check, the morale condition of that creature (or the creatures of that unit) worsens by one category. Morale conditions are described in the accompanying sidebar.
If a creature fails a morale check by 10 or more, the morale condition worsens by two categories. For example, a heartened soldier who fails a morale check by 10 is reduced from heartened to shaken.
Panicked is usually the worst morale condition; panicked creatures can't get any worse. However, strange things can happen on the battlefield when a soldier snaps. If a creature rolls a natural 1 on a morale check that would make it panicked, it becomes crazed instead.

Morale Conditions
The following morale conditions are organized from highest morale to lowest morale, with the special morale condition of "crazed" listed at the bottom. Unless otherwise noted, all conditions last for the duration of the battle or until the character's morale condition changes as the result of another morale check or a rally check.
   Heartened: A heartened character has been encouraged and is confident of victory. Heartened characters gain a +1 morale bonus on Will saves against fear effects (including morale checks).
   Normal: The typical state of a combatant at the beginning of battle.
   Shaken: A shaken character takes a -2 penalty on attack rolls, saving throws (including subsequent morale checks), skill checks, and ability checks [snip]. This condition lasts for 10 minutes after the battle ends.
   Frightened: As shaken, but a frightened character must try to flee as best it can. If unable to flee, it will fight [snip]. A creature who becomes frightened due to a failed morale check improves to shaken 10 minutes after the battle ends (or 10 minutes after it has fled the battlefield) and returns to normal 10 minutes after that.
   Panicked: As frightened, but a panicked creature drops everything and runs at top speed away from danger [snip]. If cornered, a panicked creature cowers and does not attack. A panicked creature does not need to make additional morale checks. A creature that becomes panicked due to a failed morale check improves to frightened 10 minutes after the battle ends (or 10 minutes after it has fled the battlefield), becomes shaken 10 minutes after that, and returns to normal 10 minutes after that.
   Crazed: If a creature rolls a 1 on a save that would make him panicked, he assumes on of the following conditions, determined randomly, instead of becoming panicked. This condition overrides the effects of the character's normal morale condition. It remains for the duration of the battle plus one hour, or until the creature's morale improves to shaken (or better). If a crazed creature's condition is removed through some other effect, treat the creature as panicked. Crazed creatures count as panicked for the prupose of rally check DCs.

d% Crazed Effect
01-20 Berzerk: the character makes a melee or ranged attack against the nearest living creature, or closes with that creature if he cannot attack (if two or more creatures are equidistant, choose the target randomly).
21-40 Cowering: frozen in fear, takes no actions, -2 penalty to AC, loses Dex bonus.
41-60 Dazed: takes no actions.
61-80 Deafened: cannot hear, -4 initiative, no Listen checks, 20% spell failure on spells with verbal components.
81-100 Nauseated: unable to attack, cast spells, concentrate, or take any action other than a single move action.

The Rally Check
Once the morale begins to degrade, the best course of action is for a charismatic character to rally the troops with a few stirring words. This is accomplished by making a rally check, which requires a move action by any creature that currently has a morale condition of normal or better.
To make a rally check, a character rolld 1d20 and adds her Charisma modifier and her commander rating, if any (see page 75). A single check allows a character to try to rally any comrades within line of sight and earshot [snip]. This is a language-dependent effect.
A creature can be subject to only one rally check attempt per round (measured from the beginning of that creature's turn to the beginning of the creature's next turn). Unsuccessful rally attempts make that target more difficult to rally (see Rally Check Modifiers, below).
Use Table 4-4 to determine the effectiveness of a rally attempt. The numbers in the table indicate the rally check result required to achieve the new morale condition. In some situations, modifiers might apply to the rally check.
For example, troops that are panicked can be made frightened with a successful DC 20 rally check. Those same troops can then be made heartened in a later round with a DC 30 rally check.

Table 4-4: Rally Attempts

Initial Morale New Morale Condition (DC to achieve)
Condition Frightened Shaken Normal Heartened
Panicked 20 25 30 40
Frightened - 20 25 30
Shaken - - 20 25
Normal* - - - 20
*Can only be attempted before the battle (see below).
Rally Check Modifiers

Situation Modifier
At least one failed rally check within last minute -2
Rallying character is at half hit point or below -2
Enemy troops within light of sight are fleeing +2
Rallying character has 5 or more ranks in Diplomacy or Intimidate +2
No enemies within line of sight +5

   Rallying Against Other Fear Effects: Characters can make rally checks to rally creatures that are shaken, frightened, or panicked due to effects such as a dragon's frightful presence or spells such as fear. Because the morale effect has a magical origin, it's much more persistent than garden-variety fear of dying on the battlefield. Rally attempts against magical fear only last for 1 round (measured from the beginning of the shaken, frightened, or panicked character's turn), so the leader must repeat the rally check every round to keep nearby comrades in the battle.
   The Prebattle Rally Check: Before the battle begins, the leader of a military unit can make a rally check to improve the troops' morale condition. This is similar to a normal rally check but takes at least 1 minute to deliver. [snip]
This rally check affects everyone who can see and hear the leader. It cannot be retried, either by that leader or another character. In other words, a leader only gets one chance to inspire the troops with a speech. That's why armies with charismatic generals try to get as many soldiers as possible to listen to a single speech.
[snip]...Characters can't take 10 on this check.

Conversion: None. Pathfinder is completely derivitive of 3.x, and this system would fit in without conversion. The system itself tells you what to use and not use to suit your campaign.
Pros: This system uses the same game mechanics I've been playing. That makes it fit without any work on my part. Also, I like that it presents a variant for PC morale right in the text. Some players are weird about wanting to see the precedent for affecting their characters with anything.
Cons: It's simple, which is a 'Pro' I mentioned, yes, but my group sometimes likes fiddly rules. Maybe this could be mitigated by adding more modifiers.

Homebrew system:

This system is fast and loose, using many of the triggers of systems that have been spoken of before, such as 50%  hit points, 50% casualties, or defeat of leader. In fact, the DM can use any trigger they wish in this system, but to resolve this check, a d20 is rolled with the target of rolling under the character's Wisdom score, applying any modifiers the DM deems necessary.
The results of this check are, as before, whatever the DM feels fits the situation. Some might throw themselves recklessly into battle (say if they roll a 20), flee, or even become unbreakable (if they roll a 1).
And...that's it. I'll not rehash all the modifiers used in other systems I've wrote about in this series, but things should run smoothly.

Conversion: None. I made this one up.
Pros: It's easy, and give the DM complete control over when and how it's used, instead of being confined by printed rules. Nostalgia over 'roll within' saves.
Cons: It's too easy, and has no concise rules. It's loose enough that it might be easily forgotten and then abandoned completely. It's disjointed mechanically from everything else.

There we are, and honestly I'm still unsure where I would like to be with it all. The AD&D 2nd Edition version speaks the most to me thematically, but mechanically it seems to make more sense to build off of or adopt the 3.x Heroes of Battle model, as the Pathfinder system is entirely derivative of the 3.x mechanics.
As I mentioned, since I started writing this series, I've put my Wilderlands on hiatus, and I use the given morale published in the Pathfinder Adventure Paths. This only means, however, that I have more time to think about the system I will end up using, as I no doubt will return to the Wilderlands at some point.

8.26.2012

Debating A Morale System, Part II

In this second part of my search for a Morale system for my Pathfinder game, I'll present a few more options, as before, and ruminate on their utility for me and my game. Morale, as I mentioned before, is something I feel strongly about including in my game, though in practice, I'm unsure if it will be well received, its impact on gameplay and pacing, etc.

This batch of extant rules are all derived from various iterations of D&D, and thus will likely be closer to the system I finally adopt, if any.

The Moldvay Basic system:

TSR Dungeons & Dragons Fantasy Adventure Game Basic Rulebook (Moldvay edit), pB27
...[snip]MORALE SCORES: A monster's morale score is given in each monster description. This score is a number from 2-12. The higher the morale score, the better the morale. A score of 6-8 is average. A score of 2 means that the monster will fight to the death without checking morale. Creatures with a morale score between 2 and 12 will need to "check morale" at some time during a battle, as explained below.
HOW TO CHECK MORALE: During combat it is often necessary to check monsters' morale to see if they will continue to fight. To check morale, roll 2d6. If the result is greater than the monsters' morale score, the monsters will try to retreat or use a fighting withdrawl [snip]. If the result is less than or equal to the morale score, the monsters will continue to fight.
WHEN TO CHECK MORALE: In general, morale is checked in critical combat situations. Two recommended times for morale checks are:
  1. After a side's first death in combat (either monsters or characters).
  2. When ½ the monsters have been incapacitated (killed, asleep due to magic, and so forth).
Monsters that successfully check morale twice will fight to the death.
ADJUSTMENTS TO MORALE: Morale can be changed by situation (unless the morale score is 2 or 12). Adjustments to morale may be permanent or temporary. The exact adjustments are left to the DM. A maximum of +2 or -2 is recommended; for example, if monsters are losing a battle, their morale score may be temporarily adjusted by -1. If they are winning, the monsters' morale score may be temporarily adjusted by +1.
RETAINER MORALE: The morale score of a retainer is based on the Charisma score [snip] of the player hiring him (or her). Retainers must check morale after each adventure; If the morale check is failed, they will not adventure with their employer again. Retainers do not need to check morale in combat unless the danger is greater than might reasonably be expected. If a retainer is given a full share of treasure for several adventures, his or her morale score might permanently become 1 higher than the original morale score.
...[snip]...
Conversion: Each NPC or monster is assigned a morale score, being a value equal to (5 + Will save modifier). After determining this value, whenever a morale check is called for roll 2d6, and if the value is less than or equal to the morale score, they succeed and are able to stay and fight.
A morale score may be modified temporarily or permanently to the positive or negative by such things as rewards or constant threat. The values modified in either direction should never be higher than +/- 2, and no morale score may go higher than 12 or less than 2.
Pros: This is about the simplest system there is. It takes next to no time to check and is easy to remember, mechanically.
Cons: It doesn't use a d20. In a system with a core mechanic, you want as many things based off that mechanic as possible, for ease of use and when it comes to passing the torch and teaching others. The biggest con here, however, is the assigning of morale scores to each creature. Mixed encounters can make for long bouts of morale checks, and having to double check values to get the scores themselves can take up unnecessary time.

The AD&D 2nd Edition System:

Dungeon Master Guide, pp97-99 "Morale"
...[snip]...
Dicing for Morale
...[snip]...
First, do not check morale every round of a combat. Aside from the fact that this slows everything down, it also creates unbalanced and unrealistic battles. Everyone going into a fight expects a little danger. Only when the danger becomes too great should a morale check be rolled. Just when the DM rolls morale checks is a matter of judgment, but the following guidelines should prove useful.
Check Monster and NPC Morale When:
  • The foes have been surprise, but only on the first round after surprise
  • Faced by and obviously superior force
  • An ally is slain by magic
  • 25% of their group has fallen
  • 50% of their group has fallen
  • A companion is slain after more than 50% of the group has fallen
  • Their leader deserts or is slain
  • Fighting a creature they cannot harm due to magical protections
  • Ordered to attempt a heroically dangerous task
  • Offered temptation (bribe, chance to steal, etc.)*
  • Told to act as a rear guard, such as covering a fighting withdrawal
  • Directed to use up or use a charge from a personal powerful magical item*
  • Given a chance to surrender (and have met the conditions for one other morale check)
  • Completely surrounded
*In this case, the morale check can be used to see if they agree or refuse.


Table 49:
Morale Ratings
Creature Type
Non-Intelligent monster
Animal, normal and peaceful
Animal, normal predator
Animal intelligence monster
Semi-intelligent monster
Low intelligence
Average 0-level human
Mobs
Militia
Green or disorganized troops
Regular soldiers
Elite soldiers
Hirelings
Henchmen
Morale
18
3
7
12
11
10
7
9
10
11
12
14
12
15
Table 50:
Situational Modifiers
Situation
Abandoned by friends
Creature lost 25% of its hp*
Creature lost 50% of its hp*
Creature is chaotic
Creature is fighting hated enemy
Creature is lawful
Creature was surprised
Creatures are fighting Wizards or magic-using foes
Creatures with ½ HD or less
Creatures with greater than ½ HD, but less than 1 HD
Creatures with 4 to 8+ HD
Creatures with 9 to 14+ HD
Creatures with 15 or more HD
Defending home
Defensive terrain advantage
Each additional check required in round**
Leader is of different alignment
Most powerful ally killed
NPC has been favored
NPC has been poorly treated
No enemy slain
Outnumbered by 3 or more to 1
Outnumber opponent 3 or more to 1
Unable to affect opponent***
Wizard or magic-using creature on same side
Modifier
-6
-2
-4
-1
+4
+1
-2
-2
-2
-1
+1
+2
+3
+3
+1
-1
-1
-4
+2
-4
-2
-4
+2
-8
+2

* Or a group that has lost that percentage of monster or creatures.
** -1/check required.
*** Creatures protected from attack by magic or which require magic weapons to be struck and group does not possess these.

Obviously, following the guidelines above too strictly can lead to illogical situations. Players, once they've learned the conditions calling for morale checks, may try to abuse the rules. For example, they might think to offer surrender terms to every monster they meet, figuring the odds of the morale check might work out their way. [snip]
How to Make a Morale Check
...[snip]To roll a morale check, find the rating that most closely matches the creature. Add or subtract the modifiers that apply to the situation. Some modifiers, such as the number of Hit Dice can be calculated in advance. Roll 2d10.
If the total rolled on the dice is equal to or less than the morale rating, the creature is unaffected and keeps fighting. If the roll is greater, the creature panics and flees, or it takes some other appropriate action.
Failing a Morale Check
When a creature or NPC fails a morale check, its first concern is to escape or avoid whatever situation caused the check in the first place. If it is being overpowered in combat, it tries to flee. If the party's mage is blasting lightning bolts about, it tries to get away from him.
If there is no place to go, the NPC or monster, if it is intelligent enough, falls down and surrenders - provided it thinks the party is likely to spare its life. A goblin is not about to surrender to a bunch of bloodthirsty dwarves because it knows how kindly those dwarves treat captured goblins![snip]
How drastic a panicked creature's flight is depends on the DM's judgment and how much over the base morale the modified die roll was. If the roll was close to what was needed, the creature tries to back out of the combat and find safety nearby. If the morale check was blown badly, the creature just forgets everything and bugs out, casting aside anything that slows it down.
Lawful creatures normally try to fall back in some sort of organized manner - keeping together as a group or, at least, all fleeing to the same place. Chaotic creatures tend to break and run in any direction that promises safety.
Conversion: First, change the 2d10 roll to a d20 roll. Though called a check, I would like to make this roll a throw or save, giving the possibility of fumbles and criticals, with inverted values so that higher rolls are better, as illustrated below with a few additions to the Situational Modifiers.


Table 49:
Morale Ratings
Creature Type
Non-Intelligent monster
Animal, normal and peaceful
Animal, normal predator
Animal intelligence monster
Semi-intelligent monster
Low intelligence
Average 0-level human
Mobs
Militia
Green or disorganized troops
Regular soldiers
Elite soldiers
Hirelings
Henchmen
Morale DC
2
17
13
8
9
10
13
11
10
9
8
6
8
5
Table 50:
Situational Modifiers
Situation
Abandoned by friends
Creature lost 25% of its hp
Creature lost 50% of its hp
Creature is chaotic
Creature is fighting hated enemy
Creature is lawful
Creature was surprised
Creatures are fighting Wizards or magic-using foes
Creatures with ½ HD or less
Creatures with greater than ½ HD, but less than 1 HD
Creatures with 4 to 8+ HD
Creatures with 9 to 14+ HD
Creatures with 15 or more HD
Defending home
Defensive terrain advantage
Each additional check required in round
Leader is of different alignment
Most powerful ally killed
NPC has been favored
NPC has been poorly treated
No enemy slain
Outnumbered by 3 or more to 1
Outnumber opponent 3 or more to 1
Unable to affect opponent
Wizard or magic-using creature on same side
Standard or heraldy flown by enemy
Standard or heraldy flown by same side
Important battle standard flown by enemy
Important battle standard flown by same side
Modifier
+6
+2
+4
+1
-4
-1
+2
+2
+2
+1
-1
-2
-3
-3
-1
+1
+1
+4
+2
+4
+2
+4
-2
+8
-2
+1
-1
+1º
-1º
º "Important" meaning belonging to a powerful nation, general, warlord, etc.. Should one be displayed while also wielding a personal banner or standard, then these bonuses stack.

To make the Morale Save(?), simply roll a d20 against the DC listed, adjusting with the situational modifiers as necessary. A natural 20 results in unshakeable courage, with no further need to test morale for the remainder of battle. A natural 1, however, means that the creature or NPC that failed the roll drops to the ground, paralyzed with fear, as the Cowering condition.
Pros: Not a lot of conversion to do. This system springs from the same basic lineage as the mechanics which I currently run, and so they seem a bit more natural to me.
Cons: Player abuse of the system is mentioned right in the rules, though I'm unsure it would be abused as much as the Scion conversion I posted in part one of this series. It is certainly complicated, as we are again working with arbitrary values, though they are more codified than the Moldvay Basic version.

That's enough for now. I'll be returning with more thoughts and system breakdowns for morale next.

8.25.2012

Debating A Morale System, Part I

The title of this post is rather exciting, isn't it? Well, that's about the amount of excitement I actually have towards the subject at hand. I've been kicking around exactly how I would handle morale in my Wilderlands game for months, with a few ideas here and there, but mostly just a firm belief that I want a Morale system in my game.

I've solidified the fact that I do want Morale, and though it might muddy the waters with another mechanic, I try to run my game as light as possible when it comes to dicing, and so I think should add very little in the way of complexity or drag to gameplay.

There are many a game system that has been put out in the past 30+ years that have incorporated Morale systems of some sort, and I have narrowed my focus down to a few that I feel could translate well (usually with a few adjustments here or there) to my own game.

Here are the ones I narrowed down to, with a short view on Pros and Cons, as well as any needed conversion, were I to use them:

A Scion system:

Scion: Demigod, pp88-89, "Morale Failure"
...The Scion can shake an enemy's leadership and seed and outbreak of cowardice among the men. When he makes himself visible to an opposing force's leader, his player rolls (Manipulation + Presence) against the leader's player's roll of (Willpower + Integrity + Legend).[snip]
Conversion: Once per combat, as a full-round action, a character can try to force a route. To do this, the player rolls Intimidate versus a DC equal to the opponent's (base Will modifier + Wisdom score + HD). Only one roll is needed and is checked against all enemies that can see him, up to five times his level. Those affected refuse to attack the character or any group he is a part of for one day per level the character possesses. Likewise, if the roll fails, that target cannot be affected in this way by the character for an equal amount of time.
Pros: This puts the rolls in the player's hands, and gives them control over forcing the rout, giving the PC something to do. Fast gameplay resolution.
Cons: Primarily, player abuse could become a problem. If someone twinks their Intimidate, they could easily avoid every confrontation. The DCs of the roll could prevent this from happening, as they sometimes would be prohibitively high.

A Warhammer Fantasy Battles system:

Warhammer Fantasy Battles, Seventh Edition, pp37-39 "Combat Result, Combat Result Bonuses, and Break Tests"
...Once all the models engaged in the combat have fought, you must determine which side has won. Of course, if one side has been completely wiped out in the fight, the other side is automatically the winner, regardless of the rules given below.
Each side scores a number of combat result points equal to the wounds caused in combat. It does not matter which particular units inflicted the wounds, just add up wounds caused by that side in the fight. Do not forget to add the wounds suffered by big creatures or characters that have not been removed as casualties. Do NOT count the wounds that were saved by an armor save or a ward save (in other words, only count unsaved wounds).
As well as points for wounds caused, a side can claim bonus points under certain circumstances - for example, if it has a standard bearer, if it is attacking the enemy in the flank, or if it is fighting from higher ground.
...[snip]...
Each bonus point is added to the number of points for unsaved wounds inflicted to obtain a final combat result score for each side. So, for example, if both sides cause 3 wounds, the result is a draw, but if one side has a standard it adds +1 to its score, beating the enemy by 4 points to 3. These bonus points can make all the difference between winning and losing the combat[snip].
The side with the highest total combat result score wins the combat. The other side has lost and must take a Break test, as described later. If both sides have the same total, the result is a Draw and the combat will continue in the next turn.
The higher the difference between the winner's combat result score and the loser's, the bigger and more decisive the victory. An 8 points against a 7 points victory, for example, is only a slight win because the difference in scores is only 1 point. An 8 points against a 2 points victory, however, is extremely decisive, as the difference in scores is a whopping 6 points. The difference in scores is important because it is used when working out whether a defeated enemy stands its ground or turns and flees.
Combat Result Bonuses
Extra Rank: ...[snip]... If your unit's formation is at least five models wide, you may claim a bonus of +1 for each rank behind the first that the unit had at the start of that combat turn, up to a maximum of +3.The bonus can be claimed for an incomplete last rear rank, so long as it contains at least 5 models.
If you have several units fighting in a combat, count the bonus from the unit with the most ranks. Do not add up the bonuses from all the units fighting.
The bonus is lost if the unit is fighting to its flank or rear against an enemy unit with a unit strength of 5 or more. Note that this applies while the enemy unit in the flank/rear is combat - if the enemy unit breaks and flees, or is reduced to a unit strength of less than 5, the unit regains its rank bonus at the beginning of the following turn.
Skirmishers and fast cavalry never gain a bonus for extra ranks [snip].
Outnumber Enemy: ...[snip]... If the combined unit strength of all your units in the combat is greater than the combined unit strength of the enemy units, you receive a +1 bonus [snip].
Standard: ...[snip]... If any of your units includes a standard bearer in its front rank, you may add a +1 bonus.
Note that if several units' standards are involved in the combat, you still only add +1, not +1 for each standard. [snip]
Battle Standard: ...[snip]... If the army's battle standard bearer is in the fight, you may add a +1 bonus [snip]. Note that this bonus is on top of the unit's standard, so a unit with a normal standard and the battle standard recieves a +2 combat result bonus.
High Ground: ...[snip]... If you are fighting from a higher position than your enemy, for example, your troops are occupying the crest of a hill, then you may add a +1 bonus. In the case of a fight involving multiple units, the side that has the fighting rank in the highest position gets the bonus.
Flank Attack: ...[snip]... If you are fighting against an enemy unit's flank, you may add a +1 bonus so long as your unit has a unit strength of 5 or more after both sides have attacked. Note that you only count +1 even if both flanks of the enemy are engaged. The bonus is only applied once, regardless of how many flanking units are involved in the combat. If both sides have flanking units the side with the most flanking units gets the bonus.
Rear Attack: The same rules for a flank attack also apply to units attacking the enemy in the rear, except that a rear attack gives you a +2 combat result bonus. This bonus and the bonus for a flank attack are cumulative, so if you are attacking in the side and rear you will receive a bonus of +3.
Overkill: ...[snip]... If a character fighting in a challenge [snip] kills his opponent and scores more wounds than the enemy has, each excess wound scores a +1 overkill bonus towards the combat result, up to a maximum of +5. This bonus only applies in a challenge [snip].
Break Test
The side that loses a combat must take a test to whether it stands and fights or breaks from the combat and runs away. This is called a Break test. You need to take a separate Break test for every unit involved in the combat on the losing side.
...[snip]...
Take the test as follows. Firstly, nominate the unit for which you are testing and then roll 2D6. Add the difference between the winner's combat result score and the loser's. If the total is greater than the unit's Leadership (Ld) value then the unit has broken and will flee.
Insane Courage
Occasionally, in the middle of a battle, the humblest regiment can be filled with steely courage and discipline and decide to stand their ground, no matter what the odds! Such unpredictable occurrences are represented in the game by the Insane Courage rule. This simply means that if a unit rolls a double 1 for its Break test, it will always stand its ground, regardless of how badly they have lost the fight.

Conversion: At the end of every initiative count, certain combat result criteria are checked and tallied, which then determines a winner for the round.
First, each side is awarded a point for every successful attack inflicted on the enemy. In the case of AoE attacks, it only counts as one.
In addition, points may be awarded for extra ranks (exceeding the enemy's numbers by multiples of their own numbers (so if the PC party has 4 people and there are 12 goblins, they would gain +2). This number is in addition to a flat +1 for outnumbering the opponent.
Standards (if displayed on banners) may also grant bonuses, giving a +1 for a personal crest and a (additional) +1 for the recognizable heraldry of a known lord, nation, general, etc. If the standard bearers have become the latter, their colors only grant a +1 bonus, though additional personal heraldry would grant the additional bonus.
Strategic advantages, such as superior flanking or high ground also grants a +1.
Finally, if a critical hit is scored that deals more than the victim's hp total, then an overkill bonus is awarded to the side whose member scored the hit. The bonus is applied on a +1 basis per additional multiple or fraction thereof up to +5. So, for example, if the target had 14 maximum hp and an attack did 38 damage, then the bonus granted would be +2, since it is 1 and a fraction times more than the maximum hp of the target.
These factors are compared against each other and cancel each other out (so if the PCs have high ground, but goblins have a standard, they would cancel each other out 1 for 1). Once the math is done and the winner is determined for the round, the loser rolls to break.
The break test is covered by unit, so if you have 7 goblins and 4 hobgoblins, the group would test separately. NPCs with class levels or otherwise differentiated abilities may be checked by themselves or in their own groups, as determined by the GM. To perform the test, simply roll a d20, modified by the difference between the winner's and loser's combat result, with a DC of 12. If the roll fails, the group has broken and will flee, unless the die turns up a 1, in which case they stand their ground and will fight to the death no matter the odds.
Pros: It's different. Combats can be very mercurial, which seems like it might more closely mimic realistic happenings. I really like the thought of standards affecting morale.
Cons: Too fiddly. Anything that happens every round can quickly get swept up in the current of action and forgotten. The numbers would take some getting used to, and might not be everyone's cup of tea, since it shows its wargame roots.

And there we have just two of the many morale systems I have looked at. More to come, as I work my way toward something I'm happy with. Comments and suggestions are very welcome!

Wilderlands: In the Shadows of Heroes, Session 5

After the goblin ambush, Titanus left the party, seemingly compelled to venture out, perhaps due to the strange man's boredom, perhaps driven by the engimatic "Storm," to herald its coming further.

Ashir, Sheva, and Mark, determined to complete the task they had accepted from the kobold chief, ventured further, eventually coming to the chamber claimed by the goblin chieftain, who apparently fancied himself a king, if the cog bent into the shape of a crown on his brow was any indication. The battle was fierce, the immense king wading into melee as his guard rained arrows down upon the group.

Mark and Ashir both fell after two of the females in the king's harem also came to their master's aid with blades, though their wounds did not prove fatal, and Sheva was able to bring them back to health after finishing the goblins off. Battered and weak, the trio decided to hole up in the king's chamber, barricading the door with goblin corpses for a day and a half while they regained strength.

Shortly after exiting, and not hearing voices from an earlier scouting, they tried to make their way out of the cave complex, hitting a speedbump when a giant mantis that had wandered into the caves attacked them. The group retreated back and waited out the thing's visit, making an escape once they thought the coast was clear.

Upon the road, however, Mark was lost when he mistook the shaking of an enormous predatory plant with what he thought was someone rustling branches while waiting to ambush the party. Sheva and Ashir fought a long-range moving battle against the thing, eventually bringing it low, but losing Mark's body under the plant's enormous mass.

Cast of Characters
Ashir the Silvered, Ifrit Sorceror (Word Caster) 2 - David
Sheva Suresh, Avalonian Human Bard (Dervish Dancer) 2 - Angela
Titanus, Oread Druid (Storm Druid) 2 (retired) - Taylor
Mark, Common Viridian Human Monk (Master of Many Forms/Hungry Ghost) 2 (deceased) - Paul

8.18.2012

Musical Inspiration, vol. 8 - Necrophagist

It's certainly been a while since an auditory attack on this here blog, but when thinking of a few more posts, I was also looking for some new music, and remembered this sporadic Saturday treat.

This go around, I decided to toss in some melt-your-face metal, brought to you by the German technical/death outfit known as Necrophagist. (A necrophagist is a person that eats corpses, for those curious.)

Though not lyrically heavy, it could represent a character that's overcome adversity to become a force of overwhelming good, having found the seven (holy virtues), or perhaps has risen to lord over those after being granted power in some way by the seven deadly sins.

On the latter note, "An Antipaladin in Heaven" would be an interesting twist on a classic, I think.


Distracting from your deficiencies
while you point at others.
(Once) enlightened you judge and execute.

To be the only one
to discover the seven,
(To) toss open and pass the gates to heaven.


*As always, I don't own this, blah blah blah.

The Age of Worms, Sessions 8-9

After the party decided to hole up for some rest, a scratching and muffled call could be heard, which led them to finding a trap door with a small inset in the floor that contained several chained corpses, a live varag goblinoid, and various gear, possibly worn and carried by those within the small pit. They retrieved the varag from the pit and tried communication with him, but realized quickly that the only language he could speak was goblin, though he seemed bent on going with them, and brandished a wicked hooked bar as a weapon.

Accepting that it was tagging along, and pressing further in to try to put a stop to the seeding of the green worms, and the creation of undead, the group proceeded through the tunnels to a large chamber that held a large bejeweled statue, and more than a few tieflings, and a few others, some wearing the symbol of Hextor openly on their clothing! With these, there were four zombies and the group as a whole charged in to exterminate this den of evil.

A hard fight was fought, with Sagt and Xan falling to serious, but not fatal, wounds, and with timely healing and plenty of perseverance, was able to win the day, felling all but one of the enemies, which Bade gave chase to as quickly as possible. Sagt pushed the statue, which seemed weak on its base over so that he could pry free a large gem on the thing's head, enamored with the shiny thing (but quite honestly clueless to the fact that it's probably very valuable).

The rest of the party scrambled up the tilted statue to the second level where the escaped Cleric ran, followed by Bade, and all continued after their small companion in chase, navigating further passages and chambers. When we left off, this chase was still going.

Cast of Characters
Sagt, Varag 2 (Racial levels) - Me
Mullins, Gnome Rogue 1/Wizard 2 - Paul
Rosebud, Gnome Warmage 3 - Tina
Able Nightengale, Human Healer 2 - David
Bade, Halfling Fighter 3 - Taylor
Xan, Maenad Duskblade 3 - Andrew

Thoughts: This post covers two sessions more because only one fight happened through both of them than any other reason. The fight was complicated some by darkness and silence and Taylor chose not to have Bade exit the darkness on reasoning that he thought an enemy was still present. His presence in other skirmishes would have sped things by quite a bit, but all in all, I had fun, and my character lived through two sessions. With this new chase, hopefully we can get some momentum rolling again.

Curse of the Crimson Throne, Sessions 8-9

When we left off, we were about to venture up the stairs of the mansion we were to clear out, which we did, and the extermination of the vile demons was quick work for our party. However, when in combat with a stronger being that had breached a fissure in reality, we lost our orc companion to its vile blade, but the thing was dispatched before it could cause too much more damage to human life, or our fair Korvosa!

Though tragic, our friends at the church of Shelyn, through our companion, Horiz, performed rights for our comrade, and we were paid handsomely for the job we had completed. Not stopping there in our quest to find Korvosa a peaceful city once more, we made haste once summoned to Citadel Volshyanek, where we met with Kressida Kroft and a Shoanti barbarian by the name of Thousand Bones. He being a shaman of the Skull Clan who spoke to us of the enmity between our fair city and his peoples, and how though he feels his grandson was murdered, he would rather just retrieve the body and take it home than further disable the tenuous peace held by the tribes and Korvosa.


This proved to be impossible for the man alone to perform, as he found that his grandson's body had been taken by a corpse peddler and sold to a necromancer named Rolth to the Dead Warrens, below the Grey. This sickened even us, and we vowed to help the man find closure in the death of his grandson, and to help further peaceful acts between his peoples and ours, and thus we set off for the Grey, and the Dead Warrens.


To aid in such a dangerous quest as chasing down a necromancer, and to reduce the crowding in the stockades, Kressida released into our custody two prisoners of Volshyanek, one an orc from the northern tribes that reminded me of Shao, whom we were told killed a person (though if murder or with extenuating circumstances, I am unsure) and a ratfolk who was arrested under suspicion of conspiracy to poison the water supply, though he was captured in the sewers (water which we certainly do not drink.) The orc is mostly quiet and seems adept enough with his weapon arm, the rat, however, smells of excrement even now and has the unnerving habit of using a magical hat he owns to appear as a child. This sight makes me hesitant to send him into harm's way, and I feel that perhaps, he clings to that assurety.


At any rate, we ventured into crypts under the boneyard, Gildor bravely taking charge, despite his young age. We encountered various animate skeletons and corpses, and though they seemed to have a magical resilience, we overcame group after group, venturing further and further, encountering what seemed to be their insane masters, wild-eyed emaciated dwarf-like creatures that seemed to take glee in harm of any sort, either to themselves or others, and responded to our parley or threats with only maniacal laughter.


The further we ventured, the more vile and dangerous things got. We encountered a laboratory area where some of the dwarf-like madmen were draining a corpse of its humours with stirges, another chamber where a wicked sewer monster lurked, and even a chamber with magical skulls and snake-like skeletal beasts intent on bringing our lives to an end! After disrupting apparent attempts to animate further dead monstrosities and the destruction of a stiched abomination, we encountered another of the mad murder-glees that seem to be in charge of this place, this one a powerful mage with the ability to conjure dead from thin air and bring to bear powerful life-draining magics, no doubt a lieutenant of the necromancer Rolth! We dispatched this one just barely, but made it out alive.


Along the way, we lost Fanta, in horrible battle versus the sewer beast, but did run into an apparent ally, a goblin intent on the deaths of the dwarf-creatures, who ensures us there are many a passage to go before we can be sure that no threat to Korvosa still lives in these chambers!



Cast of Characters
Shao Goth, Orc Barbarian 4 (deceased) - David
Skeeven, Ratfolk Alchemist 3 - David
Simas VanCaskerkin, Human Cavalier (Honor Guard) 3 - Me
Selene Adivina, Elf Witch 3 - Angela
Fanta, Half-Orc Druid (Urban Druid) 3 (deceased) - Richard
, Goblin Ninja 3 - Richard

Gildor, Human Fighter 3 - John
Rox, Half-Orc Barbarian 3 - Isaiah

8.12.2012

Wilderlands 2: In the Shadow of Heroes, Sessions 1-4

This first session of this campaign took place at BGC, before Steve moved off, and included him, Richy, Angela, and David. Session two, we moved the venue to Angela's place and Taylor joined, and in the third session, Paul did, too. The fourth time we met, David rejoined the group, bringing the party up to four members. Though we've had some time-short sessions, things seem to have progressed smoothly and quickly, and the party has accomplished quite alot. Here's a recap so far...

It has been over a year since the attempted siege and coup of the sorcerous traitors and their dread fae minions and cohorts, and life in Bugbear Falls has seemingly leveled out, though with a stronger guard presence and the institution of a strict curfew, as well as severe punishments for those even suspected of being spellcasters.

Despite this, Dal Lago, , has ongoing and newly issued bounties for various monsters and traitors in his neck of the Viridian Empire, which pay out well to those foolhardy brave enough to venture out to get them. It happened that this was just such a time, as two citizens had come to the conclusion that they needed 'more,' though what 'more' was depended on the individual. An entertainer from the Avalonian isles named Sheva sought more riches than just what was beggared from the patrons of the Cliffs, and a Gnome of technical bent named Scotch, whose clan had created reliable firearms and who was contracting their use and sale to Dal Lago's men in the watch and guard. This gnome wanted to test/prove his weapon's effectiveness in an adventuring capacity to further the use (and thus, profit,) for himself and his clan.

To this end, and being short on man-power, which is required for survival in the wild, they contracted two relative newcomers to town, Ashir, an Ifrit from Dimark, in the Desert Lands, as well as his companion, a slight human who seemingly worked for him named Kykas.The four set off from the Falls, headed toward what locals call the Caves of Chaos, a known nesting area for savage and brutish creatures ranging from kobolds to ogres. It was the kobolds which the party were after, as an old bounty that hadn't been discontinued was offering 15 gold per pair of horns from the beasts.


They didn't get far, however, before the group was beset by a giant mantis, intent on feasting on these small little snacks. Kykas quickly lost his life, being torn limb from limb by the massive insect, while the others whittled away at it, and eventually brought it down. With such a crushing blow to morale and with shaken confidence, the party headed back to the safety of the keep, and was attacked by carnivorous vegetation when camping outside the gates because they had gotten back to Bugbear Falls at night.


Upon arriving, Scotch swore off adventuring, having proven to himself, at least, that his weapons were combat ready, and trusting to his craftsmanship to earn him all he needed in life. Sheva went back to work as a dancer, and Ashir generally laid low, being careful to not draw unwanted attention to the fact that he adventured with little to no weaponry. Then came Titanus.


Seemingly clueless and knowledgeable of the world all at the same time, the Oread was quick to spread his prophecy to Bugbear Falls, claiming he was the "Herald of the Storm" and foretelling coming destruction in the form of a storm. Needless to say, the authorities are annoyed, and most residents just think him a little crazy. Sheva, however, struck conversation with him, and shortly, they had decided to venture out into the wilds again. To this end, they enlisted an aesthetic warrior from the Stable of the Rider (church of Famine) and Sheva's adventuring companion Ashir.


The band departed the Falls and had a rather uneventful trip leading to the cave where they had gleaned that kobolds nested in, since they had chosen to rake in gold by collecting the bounty on the creatures. Outside, they were beset by 3 of the creatures hidden in tree branches outside of the caves, slinging into the group, and causing little harm before the group dispatched them, and then ventured into the cave. Shortly after entering, however, Titanus fell into a covered pit which alarmed guards and giant rats, alike, causing many foes to spill into the area, but with smart tactical thinking, the group was able to put down about a dozen of the rats and force the kobolds to retreat.


After this, the party was halted in their further advance by a small warband of kobolds headed by a larger one, who offered a ruby and gold necklace for the lives of the rest of his clan. The group accepted the plea, save for Titanus, who did so only grudgingly, and then was paid in advance by the kobolds to eradicate their goblin rivals from across the canyon where the caves were located. More riches enticed the group, and they set off immediately, finding an empty cave with a large sack filled with small sacks filled with treasure! Though this chamber housed the skeleton of an ogre, presumably the former owner of the sack, the thing thankfully did not animate, and had seemingly succumb to wounds or old age long while ago.


With this haul of coin, cheese, and brandy that took no work to acquire, the party quickly made for Bugbear Falls, deciding to come back at a later time to complete the goblin genocide.This trek would prove to make up for the uneventfulness of the trip there, when they came across another adventuring party facing what could only be a dragon with scintillating blue scales. Both the other party, called The Lady's Seekers, and the dragon itself had taken a few licks, but the beast was quickly dispatched once the spellcasters brought to bear their might, though not before Mark managed to land a blow. Titanus bashed the thing's head in to make sure it was dead and the two groups set to work dressing the creature, taking everything of use, with the more experienced group coaching as they went.


When they finally made camp, another group of adventurers heading home to Bugbear Falls, these the Hammers of Gorum, asked to share camp with them and travel the rest of the way come morning. The assembled groups agreed, and everyone made good conversation and told stories of adventures. When morning came, the three groups set out as one and arrived at the keep early, going their separate ways. Sheva and Titanus to handle finances and contract weapons and armor made of dragon parts, Ashir to create jewelry (his mundane means of income), and Mark to his duties at the Stable of the Rider. After only a day spent in town, the group was again gathered and they headed out to exact their goal of eradicating the goblin tribe in the caves opposite the kobolds.


The trip there only provided the party a glimpse of a wolf and the sight of a creature believed to be an ill omen amongst the church of the rider, a glaring mockery of the Rider in Black, who spreads the ill effects of withering to those whom the Horseman of Famine would otherwise favor. Mark wished to take this news immediately to the Stable, but sporadic hailstorms had him not wanting to suffer the exposure on the long trip back.


And so the party pressed forward, at first re-entering the ogre-skeleton cave and finding a bag they missed completely unmolested on the floor of the cave, but finding no further egress, they back tracked and found another cave which they thought might lead into the goblin's warren. Their speculation was correct, and they managed to survive an early ambush, only to venture further into the complex and busting down the door into a chamber completely filled with hobgoblins. After an awkward apology/flat statement about how the hobgoblins aren't goblins by Titanus, then his replacing the door, the party ventured back down into the lower caves in search of their prey.


There, we left off after they had weathered another ambush by the ravening humanoids.

Cast of Characters
Ashir the Silvered, Ifrit Sorceror (Word Caster) 1 - David
Sheva Suresh, Avalonian Human Bard (Dervish Dancer) 1 - Angela
Titanus, Oread Druid (Storm Druid) 1 - Taylor
Mark, Common Viridian Human Monk (Master of Many Forms/Hungry Ghost) 1 - Paul
Scotch Radister, City Gnome Gunslinger (Pistolero) 1 - Steve
Kykas, Half-Elf Monk (Ki Mystic) 1 - Richard

7.23.2012

The Age of Worms, Sessions 5-7

I joined this game a few sessions in, right before the party were to make their second foray into a temple/tomb created by some race the others had discovered were called the Wind Dukes. There, we surveyed the place, seemingly avoiding the worst the place had to offer, until we came upon a great pillar of air and its guardians, beings seemingly made entirely of hard air, which quickly cut down my character, but were defeated thanks to the help of the party's patron and summoned hippogriffs.

After a retreat to recover, the group again delved the temple/tomb, this time with a new member and the full complement of party members. This time, we were more successful and were able to discover a tomb that held a few magic items and the interred remains of what we assumed to be a Wind Duke.

Returning to our patron and gaining information about the items recovered and about the goings-on in the town, which I am still a little unclear on, having joined the group last of everyone playing, we then decided to uncover what was going on at the local mines(?)!

Devising a plan of attack and going in, we as the party, plus our wizardly necromantic patron and his pet owlbear zombie, without too much of a hitch, we finally reached the bottom of the mines, down an elevator, only to be ambushed by Tieflings and a large group of skeletons.

Dispatching them after a pitched battle, we moved on into the complex and came across more resistance, which cut down Corwyn when he was overwhelmed after the Halfling went to chase a possible escapee, which was cut down quickly, along with the group that took out the Cleric of the Laughing God. Another small group was found and slain as well before the group took camp within the compound, then pressed on to find a dire boar in a large chamber in the complex, which was taken out with no casualties by smart thinking of the group.

Cast of Characters
Corwyn Brand, Human Cleric of Olidammara 1/Rogue 1 (Deceased) - Me
Itsok Bluecloak, Dwarf Cleric of Dugmaren Brightmantle 2 (Deceased) - Me
Mullins, Gnome Rogue 1/Wizard 2 - Paul
Rosebud, Gnome ?? ?? - Tina
Able Nightengale, Human Healer 2 - David
Bade, Halfling Fighter 3 - Taylor
Xan, Maenad Duskblade 3 - Andrew

Thoughts
As you can tell from how short this post is, and from the "Cast of Characters" part, I have a big disconnect from this game. It's not that Angela is doing a bad job, it's just, I think, the fact that I've had a bad run of characters lately, and I probably will be more into it than I have been once I have a character that has more investment in the party and actually knows what's going on. I, as a player, of course know, but I valuate my character's usefulness on how much they can actually contribute to the party.
I really like how all the characters are portrayed, and how well alignment and each character's personal views and goals are brought to light, such as Taylor's (almost Chaotic) Neutrality, and David's Healer's avoidance of causing harm to any creature. The game is fun, the group is fun...now all I need is to keep one of my guys alive.

Edit: Inserted missing character information in the Cast part, but shame on me for not originanally remembering my own character's name, though he did die the first session I played of the game.

Curse of the Crimson Throne, Sessions 5 - 7

With a few of the Crown's agents now dead (The Magpie and Jasper,) the party decided to regroup, meeting at a tavern where a couple more barbarians from the northlands had come to relax. One, a tribal shaman that had been convinced to pursue study at the Academae to better serve his tribe, and the other a shaman harnessing the powers of nature, itself. Both greeted Shao Goth in the proper manner of their peoples (except the woman was trying to mate with everyone) and began talks of working together for coin and other gains.

Before too long, another personage, also seemingly of the barbarian tribes, but an elf, was brought in on the talks, and it was agreed that the three barbarians would help Shao Goth in his missions to aid the Crown and help restore order to Korvosa. Upon arriving at Citadel Volshyanek, however, nobody with any authority had time to meet with us, for which we were to gain more employment opportunities, so we did the next best thing, (after a certain messenger crawled into some windows,) we went to see the King of Spiders!

Once in meeting with him, he explained to us that if we were to do a small favor for him, he would reward us greatly for the service. A ship carrying some recently acquired cargo of his was behind schedule, and believed wrecked somewhere along the coast. To add to the frustration for our patron, he had already sent a crew to retrieve the ship and/or its cargo, but had yet to hear from them, either.

Needing the work (and money!), Shao Goth gathered us and went down the coast on a chartered skiff. A day or so into the voyage, into the night, we came upon the wreck, as expected, though no sign of the Spider King's skiff was found, though another craft was moored against the larger ship that carried the cargo. We hailed the boat and made our intentions to come aboard known, then were met with three faces over the deck railing, all of elves, save with skin the color of coal.

Some banter between the two groups ended in both calling the other pirates, and then a crossbow bolt was fired, sparking combat, giving the dark elves the advantage of higher ground and cover, as we had yet to gain purchase on the deck of the larger ship. Shao Goth climbed up swiftly, but everyone else sputtered about a bit in the water on the way to the boat while he cleaved down our foes. Once they were dispatched, though, everyone was able to regroup on the target vessel, and a short exploration commenced, uncovering more of the dark-skinned elves, who also quickly fell to the party swiftly.

A further exploration brought us to the lower hold, where we came across a room with magical wards, into which the druid stepped, and I tried to haul him out before he got hurt, just to be bitten by the phase spider lurking within, myself. The poison of the creature overtook our young mage, and no efforts of the group were able to stave off his death. (Notice how bad things happen to me in holds?) This was a bittersweet ordeal, as the group was able to skeleton crew the ship into Korvosa, uniting the King of Spiders and his cargo, and being rewarded handsomely with the cache of valuable items The Magpie had on her body when she died.

After this mission, and a period of rest and restocking, when en route to Citadel Volshyanek, the party was surprised when a vile creature (an otyugh!) burst from the sewers, waving barbed tentacles and gnashing with its hideous maw. In their endeavor to restore peace to the city, they leapt into action, along with an unknown bystander, to put an end to this thing. The battle was quick, but dangerous, and in the aftermath, Shao Goth offered the bystander, a former Honor Guard of King Eodred, a place within his company, which the warrior accepted, having no place in the current regime.

An entertaining drunkard was met a short while after this, and upon resting a day, the group headed the to Citadel and were contracted with bringing to justice one Trinia Sabor, whom the Crown suspects of the recent regicide of King Eodred II. Simas suspected this was to quell the rising prominence of rumors that the Queen had something to do with the King's death, but kept his mouth shut for safety's sake. Regardless, if this proved to be true, the girl, an artist that had painted the King's portrait not long before and knew the lay of the castle somewhat, needed to be brought to justice for her crimes.

Her whereabouts were well known and upon finding her, a thrilling rooftop chase commenced, with Shao Goth managing to snatch the girl up right before she was able to shake the group. Gildor, perhaps being afraid of heights, stuck to the street level, keeping the chase in view, and surpassing Simas, who had found a secret passage upon the roofs and was trying to map its course for future reference. *nods*

Trinia captured, we returned victoriously to Volshyanek, where we were met with praise of our patrons there, and from an emissary, later, of House Ornelos who had word from his master (The Headmaster of the Academae), that we excelled as hired specialists for certain discriminating jobs. The Headmaster offered us 10,000 gold coins to restore a familial manor to a livable condition, by exterminating certain "pests" from the property, which an ancestor of his did summoning rituals in long ago.

The place was, indeed infested, but with denizens of the lower planes. Vile creatures made of amorphous flesh, hounds seemingly from hell itself, and a manner of pestilential dwarf that managed to make Simas very ill, but had less of an effect on the others, thankfully. All of these beasts on the lower floors of the manor, we dispatched with haste, and are steeling ourselves before venturing upstairs to ensure we exorcise the place of otherworldly taint!

Cast of Characters
Shao Goth, Orc Barbarian 3 - David
Simas VanCaskerkin, Human Cavalier (Honor Guard) 2 - Me
Selene Adivina, Elf Witch 2 - Angela
Fanta, Half-Orc Druid (Urban Druid) 2 - Richard
Gildor, Human Fighter 1 - John
Zero, Human Bard 1 - Koree

Thoughts
The game is still going great, despite some heavy character deaths (2 me, 1 Richy), and doesn't seem to suffer from either missed sessions or alternating attendance from some of the group. Taylor has obviously read the adventure and has prepared well for running it, making it seem seamless, even when things may be glossed over or added.
Speaking of additions, those familiar with the printed adventure will note that the King of Spider's Cargo and the Headmaster's Manor are both side quests that Taylor added himself, to help the party's newer PCs catch up some on xp before sending us further into the adventure path. As stated before, these scenes are transitioned perfectly, and I have to give Taylor much due credit for putting the time and effort into these side quests.
That, and he gets bonus points for the Manor's map being the one from the original Resident Evil.

Edit: Remembered Koree and Richard's character names.

7.18.2012

A Slight Facelift

It's very apparent that the layout of the blog has undergone a change. When I started the blog, I felt the brown had an antiquated look, and it seemed fairly classy, but the text column has always been super narrow, even when I fiddled with it in the settings.

I'm okay with light text on dark background, but I know some people have problems with it. At least I didn't go with a garish color on the whole body, or white. Too much contrast would be bad, too.

At any rate, I'm happy with it as it stands now. If you have any questions or concerns, I'd like to see feedback in the comments.

Revising The Duskblade For Pathfinder

Shortly after the conversion to Pathfinder for my first Wilderlands game, I started to think about all the classes being played, and realized that only Steve saw no changes, due to playing a non-core class.

A few months into the game, Paizo released the Magus in Ultimate Magic, but ultimately, Steve decided that while similar, he felt the Magus wasn't exactly what he wanted with Jadazh. While the power scale didn't shift dramatically, there was a slight creep for all the republished classes, and now we had a similar class to compete with, so I decided to see what we could do with the Duskblade, with our revisions informed by the Pathfinder Conversion Guide and revisions made by other players on forums, etc.


Steve and I had worked out a little bit of background for the class before, and I continued to expand that, creating more division between the two classes so that each would be an interesting choice for a character.

Fluff, however, isn't what draws most players.

The first obvious mechanical changes are hit die and skills, but the rest is quite a lot more fiddly. The spell list, for instance, was kept intact to preserve a level of oddity in the campaign, setting the Duskblade apart from other spellcasters with magic unknown to the larger world.

The class is presented in the format used for classes in Pathfinder RPG products. Here's what I have so far, which is subject to change:

Duskblade (Pathfinder Revision) 

Enigmatic and powerful, the duskblades combine the hardy discipline of expert martial artists with the raw fury of arcane might.
Originally the saviors of the goblinoid races, granted their abilities by foul gods to preserve and protect, to lead and to teach the goblins. Treated as both prophets and pariahs within goblinoid society, the magical powers they wield making them distrusted among society even as their martial prowess exalts them, each goblin gifted this way walks a line ill-defined in their present culture, when such gifted beings are seldom born.
Some say the gods are once again looking upon the goblinoids once again, as the number of exalted births is slowly starting to creep upward, however detractors are quick to point out that the race has little hope since some of the new duskblades aren't even goblinoid.
Regardless, the duskblade is almost a match for both a fighter or a wizard, and those gifted with their abilities are well suited to the adventuring life, and a welcome addition to any party.
 Role: A duskblade's path is one of personal preference, as a paragon of war among goblinkind, they are given much leeway in that society as to their actions. Most goblinoids will remain with their kind, serving as spiritual and martial teachers and as protectors of their tribes or clans.
Duskblades who are not goblinoids generally spend most of their time travelling, selling their abilities or trading them in their quest to attain more knowledge of their granted abilities and how to access the power within themselves.
 Alignment: Any.
 Hit Die: d10.

Class Skills 

The duskblade's class skills are Climb (Str), Craft (Int), Fly (Dex), Knowledge (all) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Swim (Str).
 Skill Ranks per Level: 2 + Int modifier.

Class Features

All the following are class features of the duskblade.
 Weapon and Armor Proficiency: A duskblades is proficient with all simple and martial weapons and with
all armor (heavy, light, and medium) and shields (excluding tower shields).
 Spells: A duskblade casts arcane spells drawn from the duskblade spell list presented below. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a duskblade must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a duskblade's spell is 10 + the spell level + the duskblade's Intelligence modifier.
Like other spellcasters, a duskblade can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given below. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table 1-3, Core Rulebook).
Arcane Attunement (Sp): The duskblade can use the spell-like powers dancing lights, detect magic, flare, ghost sound, and read magic any number of times per day, as the Cantrips ability of a Sorceror. These spell-like powers do not count against his total of spells per day.
In addition, a duskblade may cast acid splash, disrupt undead, ray of frost, and touch of fatigue a combined total of 3 + Intelligence modifier times per day.
 Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause spells to fail if those spells have a somatic component. A duskblade’s limited focus and specialized training, however, allows him to avoid arcane spell failure so long as he sticks to light armor and light shields. This training does not extend to medium or heavy armors, nor to heavy shields. This ability does not apply to spells gained from a different spellcasting class.
At 7th level, the duskblade learn to use medium armor with no chance of arcane spell failure.
At 13th level, the duskblade learn to use a heavy shield with no chance of arcane spell failure.
At 19th level, the duskblade learn to use heavy armor with no chance of arcane spell failure.
 Eschew Materials: The duskblade gains Eschew Materials as a bonus feat at 1st level.
 Combat Casting: A duskblade gains Combat Casting as a bonus feat at 2nd level.
 Somatic Weaponry: At 2nd level, when wielding a weapon (or holding an item of comparable size) in one or both hands, Duskblades can use that item to trace the somatic component of a spell, rather than using their fingers. This allows them to cast spells with somatic components even while their hands are full or occupied, as long as at least one hand is holding an item of proper size.
  Arcane Channeling (Su): Beginning at 3rd level, the duskblade can use a standard action to cast any touch spell he knows and deliver the spell through his weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.
At 11th level, the duskblade can cast any touch spell he knows as part of a full attack action, and the spell affects each target he hits in melee combat that round. Doing so discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than 1 round.
 Spell Power (Ex): Starting at 3rd level, the duskblade can more easily overcome the spell resistance of any opponent he successfully injures with a melee attack. If he has injured an opponent with a melee attack, the duskblade gains a +1 bonus on his caster level check to overcome spell resistance for the remainder of the encounter. This bonus increases by +1 at 6th level and every 3 levels thereafter.
 Quick Cast: Beginning at 4th level, a duskblade can cast one spell each day as a swift action, so long as the casting time of the spell is 1 standard action or less. He can use this ability and additional time per day for every four levels beyond 4th (twice at 8th, three times at 12th, etc.)
 Arcane Bond (Su): At 5th level, this ability grants the duskblade the choice to either gain a familiar as if a wizard equal to his duskblade level, or choose a weapon and gain a benefit that is identical to the weapon option of the divine bond ability of the paladin, except the is not limited to the listed weapon abilities, although he is limited to the level-based plus allotment.
 Supernatural Spell (Su): Beginning at 10th level, the duskblade can choose to cast one of his spells as a supernatural effect once per day. A spell converted into a supernatural ability automatically bypasses spell resistance, does not provoke attacks of opportunities, requires no components, and has a Saving Throw DC of 10 + ½ the duskblade’s class level + his Intelligence modifier.
At 14th level, he can use Supernatural Spell twice a day. At 17th level he can use it 3 times a day. At 20th level he can use it 4 times a day.
 Supernatural Critical (Su): At 20th level, when the duskblade scores a successful critical hit while using his Channel Spell ability, he can choose to convert it into a Supernatural Spell as an immediate free action. This use of a Supernatural Spell does not count against his daily allotment of them from his Supernatural Spell ability. Alternatively, if the duskblade scores a successful critical hit while not using his Channel Spell ability, he can cast any spell he knows as an immediate action as long as the opponent he scored the critical hit against is targeted by the spell or within its area of effect; this spell is automatically considered a Supernatural Spell and does not count against the duskblade’s daily allotment of Supernatural Spells.

 The Duskblade


Base
Attack   Fort      Ref       Will
Level    Bonus  Save     Save     Save     Special                                     1st    2nd    3rd    4th    5th
1st         +1        +2        +0        +2        Arcane attunement,                         2
                                                            armored mage (light),
                                                            Eschew Materials
2nd        +2       +3        +0        +3        Combat Casting,                              3
                                                            Somatic weaponry
3rd         +3        +3        +1        +3        Arcane channeling,                         4
                                                            Spell power +1
4th         +4        +4        +1        +4        Quick cast 1/day                            5
5th         +5        +4        +1        +4        Arcane Bond                                  5     2
6th         +6        +5        +2        +5        Spell Power +2                               6     3
7th         +7        +5        +2        +5        Armored mage (medium)                 6     5
8th         +8        +6        +2        +5        Quick cast 2/day                            7     6
9th         +9        +6        +3        +6        Spell power +3                               7     6
10th       +10       +7        +3        +7        Supernatural spell 1/day                 8     7      2
11th       +11       +7        +3        +7        Arcane channeling (full attack)         8     7      3
12th       +12       +8        +4        +8        Quick cast 3/day,                           8     8      5
Spell power +4
13th       +13       +8        +4        +8        Armored mage (shields)                  9     8      6
14th       +14       +9        +4        +9        Supernatural spell 2/day                 9     8      6      2
15th       +15       +9        +5        +9        Spell power +5                               9     8      7      3
16th       +16       +10       +5        +10       Quick cast 4/day                          9     9      8      5
17th       +17       +10       +5        +10       Supernatural spell 3/day                10   9      8      6     2
18th       +18       +11       +6        +11       Spell power +6                             10   9      8      7     3
19th       +19       +11       +6        +11       Armored Mage (heavy)                  10   10    9      7     5
20th       +20       +12       +6        +12       Quick cast 5/day,                         10   10    10    8     6
                                                            Supernatural spell 4/day,
                                                            Supernatural critical


 Duskblade Spell List

 1st Level - Bigby's tripping hand*, blade of blood*, burning hands, cause fear, chill touch, color spray, jump, Kelgore's fire bolt, lesser deflect, magic weapon, obscuring mist, ray of enfeeblement, resist energy, rouse, shocking grasp, stand, swift expeditious retreat, true strike.
 2nd Level - animilistic power*, bear's endurance, Bigby's striking fist*, bull's strength, cat's grace, darkvision, deflect*, dimension hop*, ghoul touch, Melf's acid arrow, scorching ray, see invisibility, seeking ray*, spider climb, stretch weapon*, sure strike*, swift fly, swift invisibility, touch of idiocy.
 3rd level - crown of might*, crown of protection*, dispelling touch*, doom scarabs*, energy aegis*, energy surge*, greater magic weapon, halt*, keen edge, protection from energy, ray of exhaustion, regroup*, vampiric touch.
 4th Level - Bigby's interposing hand, channeled pyroburst*, dimension door, dispel magic, enervate, fire shield, phantasmal killer, shout, toxic weapon*.
 5th Level - Bigby's clenched fist, chain lightning, disintegrate, hold monster, polar ray, slashing dispel*, sonic shield*, waves of fatigue.

Spells marked with an asterisk can be found in the 3.5 Players Handbook II.


Edit: Sorry for any formatting issues, I'm trying to resolve them. My ability with tables in html is severly lacking!