Goblins Redux

My friend Jeremy, his family, my ladyfriend Morrie, and I have a half-assed Thanksgiving tradition which we started three years ago. In that far off year of 2009, I was doing quite poorly financially, and Morrie (not yet having met either Jeremy or myself in person) wanted to come up and visit the both of us. So during the time off, Morrie and I both spent the Thanksgiving vacation staying with Jeremy and his family. We spent the week having all manner of fun with one another, and among other things, we spent one very enjoyable evening playing an extended session of D&D. It was the Zalekios campaign, which Morrie made a character for. Since then, we try to get together over Thanksgiving to enjoy each others’ company, and wreak some havoc with some chaotic evil role playing.

This afternoon, while Morrie and I were getting ready to head off to Jeremy’s home, we realized something annoying: neither of us had the slightest clue as to where her character sheet for “Jerry the Chaotic Evil Halfling Barbarian” was. We were already late, and had no idea where to look, so Morrie suggested something which would end up teaching me several valuable lessons before the day was done:

“Why don’t I just play the four Goblins?

I blinked. The idea was twofold odd: I’ve never been in a game where a player played more than one character, and I’ve never been in a game where a player’s character is so drastically lower in level than the other players. Truth be told I’ve been interested in trying both of those things for a long while now, and Morrie was willingly taking on the task of guinea pig. “Sure,” I finally replied. “I’m sure Jeremy won’t have any problems with that.” So we show up, pumpkin pie in hand, and I tell Jeremy about Morrie’s idea. As I suspected, he’s fine with it, and we begin play.

As play began, Zalekios was standing over the body of his good twin, and the GM gave me space to come up with a plan. Seeing that I was trying to take over the town, I decided to assume the role of my twin. After all, we were twins. The only problem was Zalekios’ rather horribly self-mutilated face. Fortunately, I had a dead twin on hand whose face I could cut off and wear temporarily. I then promptly chopped up my twin’s body, and spread his remains about town. When the townspeople became frightened, I told them that I would go off and gather a fighting force to protect us from “these vile acts.” Having a charisma of 23 comes with distinct advantages; such as being able to dupe 377 villagers into believing you’re not wearing their dead mayor’s face as a mask.

So off Zalekios went to fetch the small group of goblins which he had conquered in a previous game. A few days later he returned, no longer wearing the dead mayor’s face, and with the 33 goblins in tow. When asked about his “injuries,” he claimed that he had been cut viciously while defeating the goblin tribe’s chieftain. But now that chief was dead, and the tribe owed him their absolute loyalty. Again, 23 charisma can be damned helpful in duping level 1 commoners. Once I had everyone convinced, I began directing them in constructing better “defenses.” A phrase which I’ve placed in quotation marks because only Zalekios knows that the pits and walls won’t be used to keep anything out. The purpose of those obstacles is to keep the villagers in once Zalekios begins to establish the new order of things.

The whole thing was done in a very rules-light way, because there aren’t really any rules on the subject. Essentially, Zalekios’ role in the first half of the session was that of director. I told the GM what I wanted the villagers to do, and he told me what worked, what didn’t, and what complications presented themselves. I was really very happy with the way this played out. I tried something almost exactly like it a few months back which failed miserably, so I’m glad to see it can work if done properly. I may need to give it another try soon.

Morrie, playing the goblins, really shined during this part of the game. Building on the role playing the party (especially Poog) had done the last time these goblins were in play, she set about to cause goblin mischief, and generally make Zalekios’ life more difficult. When Poog cut off all the pig tails in town “for his collection,” Zalekios had to quickly spin some lie for the population about pig tails being a necessary reagent in a spell which would ward the town against evil. Even my 23 Charisma was strained getting them to accept that one, and I had Poog flogged for the nuisance.

The town needed lumber for its walls, so I sent Rita, Chuffy, and 3 other goblins to protect the humans who were gathering it. The GM used this as an opportunity to run an ad-hoc 1st level adventure. He sent a couple bears to terrorize the commoners, and Morrie took control of Rita & Chuffy, while I played as the three Monster Manual standard goblins. It was a genius idea, nestling a 1st level adventure within a 13th level adventure. It worked fantastically, and everyone had a great deal of fun.

Once the goblins returned with the lumber, it was starting to get late in the evening, and we still wanted some time to play Magic before Morrie had to go to work. To speed things along, we decided to put off furthering the construction for a later date, whilst Zalekios, with all four goblins in tow, answered a persistent call from Al’Kim. Al’Kim is a high level government official with the nation of Mulgran who believes Zalekios is a loyal compatriot. And while the two do share goals, Zalekios is also the second-in-command of an organization seeking to overthrow Mulgran. I hold that it is Al’Kim’s fault for making Zalekios sit in a waiting room for 30 minutes once. But I digress. Al’Kim wanted Zalekios to investigate some unusual goings-on at a port town a few days’ travel away.

On the road, the five characters were attacked by three wyverns. This is what I had been waiting for: a chance to see how well level 1 characters survived combat geared for my level 13 powerhouse. I began combat by casting Fel Flight, granting me wings, and flying up into the air. This left most of the goblins somewhat helpless, but Rita managed to hit one of them with an arrow, and Mogmurch successfully threw an alchemical explosive at one of them dealing a few damage. On the wyvern’s turn, they mostly ignored me and went straight for the goblins. Poog was reduced to -3 in a single bite attack, and none of the goblins managed to make any hits.

Zalekios, with his lowly 10 wisdom, decided to dive bomb the Wyvern laying atop Poog, and attempt to pin it to the ground with a slam attack to the neck. I rolled my Combat Maneuver roll against the wyvern’s Combat Maneuver Defense (Zalekios’ game hasn’t switched fully to Pathfinder yet, but we have house-ruled in a few of the better rules) and Zalekios succeed. The three wyverns failed to make any progress that turn, but Rita did manage to pull Poog aside and feed him a healing potion. In the following round, Zalekios channeled his Eldritch Blast ability into the Wyvern, killing it. And, as a bit of theater for my goblin minions, Zalekios used his move action to take a big bloody bite out of the dead Wyvern’s head. They cheered for their Blood God.

By then, though, a second wyvern had landed and made a bite attack against Zalekios, which fortunately missed. Still riding the high from his utter domination of the previous wyvern (and still suffering from 10 wisdom), Zalekios used his clawed hands to grapple the offending beast’s head, digging his sharp fingers deep just behind the jaw. He was again successful. I jokingly asked the GM what the DC would be to rip the dragon’s head off. Truthfully, my plan was to try snapping the creatures neck, but I never expected what happened on the goblin’s next turn.

First, Chuffy managed to make a devastating sneak attack on the wyvern’s underbelly. But even more spectacularly, Mogmurch successfully threw his last alchemical bomb of the day into the snapping maw of the grappled wyvern. The GM allowed this as an automatic crit, and Mogmurch rolled just below max damage an all his dice, blasting the mighty CR6 creature with a fiery explosion which left it reeling. This left me wondering just how plausible my earlier joke was. So when my turn rolled around, I asked the GM what the explosion’s visible damage had done. He confirmed that numerous muscles and tendons had obviously been severely damaged or even destroyed. So Zalekios looked the monster in the eyes, set his legs against it’s shoulders…

…and pulled.

I think Jeremy was a little flabbergasted. He asked me for a strength check. I rolled the twenty-sider in my hand for a long while. This was the kind of roll which could make-or-break a game session. For all my philosophical skepticism, I tried to force the die to roll high through sheer will. Finally, I threw the die, and a 19 came up. I think Jeremy had been hoping for something low so he could simply ignore the question of how to adjudicate such a ridiculous plan. He settled on making an opposed strength check for the wyvern, and I kid you not: he rolled a 19. I thought for sure I was finished. No way was Zalekios stronger than a fucking dragon.

But as it turns out, Zalekios is just strong enough that his roll was 1 higher than the wyvern’s. The bones cracked, the skin tore, and Mogmurch and I were bathed in the blood of our victory. The final wyvern fled.

We ended the session there, and I came away having learned 3 very important lessons which I will take with me into my future GMing:

  • Anyone who says ‘playing characters of vastly different levels sucks’ doesn’t know what they’re talking about. Based on how much she was smiling, I would say this ranks among Morrie’s top five gaming sessions ever. And I say that as as someone who has been gaming with her for 3.5 years. In RP, the goblins were providing a lot of the game’s entertainment and challenge. And in combat, never once did they feel useless.
  • At least in some circumstances, a single player can play multiple characters without being overwhelmed.
  • Adventures where the PCs simply direct others in performing tasks (finding lumber, digging trenches, etc.) can be a lot more fun than you might think. I’m starting to ponder a game where each party member is given a task: one to build the defenses, one to train the villagers to fight, etc.

For the record, all of Morrie’s goblins survived the game, and everyone agrees they should return. But Morrie, wisely I think, has decided that she does not want these characters to level. She thinks it’s more entertaining when they’re low-level goofballs who get on Zalekios’ nerves and sometimes manage to help despite themselves.

We have decided, though, that Mogmurch deserves something special. He has been granted the title of “Dragonboomer,” and from now on will always receive a +4 when attempting to throw objects into a small space.

My GMing Methodology for ToKiMo

Me: “Shortly after mid day, you hear some noise coming from behind a nearby shrub covered ridge.
Gibbous: “Doubtless more of those cowardly Kobolds we faced earlier!”
Rosco: “Probably. We should take a loo-“
Gibbous:“Ho there you cowardly lizards! Show yourselves, and let the might of St. Cuthbert judge thee!”
Me: *blink*
Me: “Um…the tribe of Kobolds is now alerted to your presence…
Gibbious: “Wait…what?”
Phoenix Dark: “I knew we shouldn’t have brought the cleric.”
Gibbous: “Nothing we can do about it now. Charge!”
*Gibbous charges over the ridge into the Kobold camp.*
*Roscoe and Phoenix look at one another.*
Me: “Don’t worry. You two both have abilities which work from range.
Phoenix: “Phew!”

A little less than a month ago, I wrote about my GMing methodology for The Ascendant Crusade. In that post I mentioned that I run a few other games as well, including one other major campaign which I’ve dubbed ToKiMo for my notes. The title is a portmanteau of the players names: Todd, Kiersty, & Morrie. ToKiMo has developed very differently than The Ascendant Crusade did. When I started TAC, I had a great deal more time to devote to gaming than I do now, and in fact I still rely on many of the notes I made back in 2009. ToKiMo, by contrast, started during a very busy time in my life, with a very different group of players than TAC has.

In this post, I’d like to detail. the process I undergo in preparation of a ToKiMo game. Bear in mind that ToKiMo has only had a handful of sessions to grow and develop, so in many ways I’m still experimenting with each game. Bear also in mind that I got Batman: Arkham City yesterday, and I’m god damned shocked that I’m writing this post rather than playing it right now.

With the first session of ToKiMo, I pulled one of my favorite tricks to pull on new players. I call it the “Generic Fake Out.” When I’ve got a group of mostly new players, I often present them with a task which is completely formulaic. The kind of task they’re expecting to see: attack the goblin tribe, attack the kobold tribe, attack the orc tribe…essentially they attack a tribe of something, normally on behalf of a village which is too weak to defend itself from that tribe of something. For ToKiMo it was Kobolds, and the village was weak because an ancient red dragon had bathed it in flame on a lark.

The players were then able to buy equipment, explore the world around them, and eventually decided to hunt down the Kobold village. And, just like every other group before them, once they found said village, they charged it with swords out, arrows notched, and spells on lips. Here’s the fake-out part: whatever kind of creature I pit my new players against in the Generic Fake Out, diplomacy is always an explicitly stated option. The quest giver always mentions that they’d accept a peaceful resolution, but players never go that rout. New players always have a predetermined notion of what adventure gaming is, and they stick to their script.

Once the deed is done, and the players are covered in the blood and gore of the fallen monsters, I step out of character for a moment to point out to them that diplomacy would have been an option. And that while attack the village was not necessarily wrong, it was a more “neutral” act than it was a “good” one. Most often the players are surprised, having ignored the hints about diplomacy because they assumed it was just flavor text. In the future they approach the game with more attention to detail, and a realization that they have more options than the first one which pops into their heads.

I employ the generic fake out tactic for three reasons. The first reason is to give players a taste of what they expect from adventure gaming. As a GM, it’s important that I’m running games for my players which they will enjoy, but when someone has never played before, I have no idea what they’ll like and what they won’t. Giving them an adventure which (likely) fits their preconceived notions of what D&D / Pathfinder will be like is a good starting point for me to judge what works for the group, and what doesn’t. The second, and primary reason for the generic fake out, is to help new players break bad habits before they start. Tactical Infinity–the ability to attempt anything you can conceive of–is the greatest part of RPGs, but many new players don’t even realize it exists because they’re applying the same logic to tabletop games that they apply to video games. And video games always have a very small, very specific set of tactical options for any given situation. By letting them go down the beaten path, then showing them that there was an easier & better option available to them, I help open their minds to the innumerable possibilities that await them. The third and final reason is that nobody expects the handful of Kobolds who escaped to show up in a later session. And they certainly wouldn’t return with class levels, hungry for vengeance. (Spoiler: that’s exactly what happens).

Since the first ToKiMo session, I’ve tried to give the players a completely different experience every time we gather around the table. With the second game, I wanted to give Roscoe, the party’s hunter, some time in the limelight. I also wanted to introduce the party to the concepts of puzzles and traps, as well as give them another opportunity to creatively handle a village of hostile foes. So the mayor of the town they’d rescued in the first adventure came up with another task for them: seek out the wizard Mahudar Kosepske, and beg him for aid on the villages behalf.

The mayor was not certain of the wizard’s precise location, but knew that a certain herd of wild horses would run non-stop to the wizard’s location if they heard his name. This gave Roscoe an opportunity to make use of his tracking ability, first to find the herd, and then to follow it when it outpaced the party. Once arriving at the tower, Mahudar insisted on testing them before granting them an audience. The players were forced to make it through five puzzle rooms before they were able to proceed to the wizard’s chambers. I must admit, I’m always worried when I make puzzles a requirement for forward motion. If the players get stuck, the GM is forced into the position of either giving them the answer (stealing their player agency, and their sense of accomplishment), or allowing them to beat their heads against the wall until they don’t want to play anymore. Still, I decided to risk it, and the players easily made it through all 5 puzzles by coming up with some very satisfying solutions. Everyone seemed to enjoy the change of pace, so I’ll probably be including more puzzles in the future.

Finally, once Mahudar was reached, he revealed that the spell the players needed would require a specific reagent. One which would be difficult to obtain: the branch of a tree which was struck by lightning, but did not burn. He directed the towards one, and even teleported them near its location, but warned them that the goblin tribe which surrounded it viewed it and it’s fire-immune wood as a gift from their god. And also that said goblin tribe had been at war with a neighboring human settlement for generations. To their credit, my players did attempt diplomacy. They just didn’t do a good enough job of it to convince the extremely prejudiced goblins to help them. And with stealth being out the window, the players opted to simply run into the village, grab a branch of the tree, and flee like the dickens.

Shockingly, through some of the most hilarious antics I’ve ever seen at the game table, the players managed to survive.

In our upcoming game, I’m continuing the trend of giving the players different experiences with each session. While I’ll not go into specifics, the upcoming adventure includes some hex crawling, small scale combat, a mystery, a few role playing encounters, and the largest dungeon I’ve ever made for level 2 characters.

Should be good times!

Sitting Behind the GM Screen

I’ve helped a lot of new players take their first shaky steps into role playing. In fact, nearly every group I’ve GM’d has been composed entirely (or nearly so) of new players. As sessions pass, it’s always exciting to see how those new players develop. Last weekend, during his third game, one of my players absolutely delighted me by fully jumping into the role of the goblin Poog. Other players in that group aren’t quite there yet, but I saw them all become a little more comfortable with experimenting once there was somebody besides me doing voices. I’ve seen similar things occur with most groups. Some surprise me with their ingenuity, coming up with quirky uses for their spells; others develop a go-to tactic, like performing a bluff check, which they build their character’s personality around; and still others start asking me questions about what they’d need to know to be a GM.

Nearly every group of new players produces a future GM. Most of them start out with some truly terrible ideas. Their brains are caught up in the planning of things: the heroes, the villains, how events will play out, and how good will eventually conquer evil. That’s completely fine, but if you prefer the planning part of things, then write a story. I love stories! I read them, I write them, but I don’t run them as games. Games give the players choices, and when the player has real choices (or “Player Agency,”) no plan will ever remain on track for long. Being a game master is 30% planning, 70% execution.

Below I’ve detailed several important elements which help me in the execution phase of running a game. They are divided into three groups: Note Design, Table Setup, and Adjudicating the Game. I would like to stress that there are many schools of thought, and different methods work for different groups. This is just how I do things. It’s my hope that this can serve as a resource for new GMs who are still trying to find what works for them. But I would certainly welcome any comments from veteran GMs who have suggestions for me, or who would simply like to compare styles.

Note Design may sound like the planning part of the game, and it is. Having some manner of plan beforehand is helpful for most GMs. The important thing is that the plan be fluid and easy to adjust on-the-spot when the players do something unexpected. But that’s not what I want to discuss here.

What I mean by note design is the way your notes are arranged before you. Whether you keep your notes in some kind of special software, or in a word document, or in a ratty old binder like I do, it’s important that those notes can be referenced as quickly as possible. Many GMs, including myself if I’m feeling absent minded, write notes as a sort of stream-of-consciousness exercise. When your notes consist of a series of paragraphs which mix player information, GM information, and game mechanics information, things are going to go poorly. If you don’t accidentally tell your players about the secret door they haven’t found yet, then it’s probably because you’re holding the game up with your incessant note reading.

Organizational tools are your friends. If you have any adventure modules around, take note of how they arrange their information. There are clearly marked sections for things which should be read aloud to the players, all the NPC stat blocks are normally in the back of the book, and miscellaneous information is kept in sidebars. With a glance, a prepared GM can filter out what is needed and what isn’t without stopping to read. Even if you’ve never seen an adventure module, it’s not too hard to use color, font size, boxes, and bold/italic text to separate information into types. As an example, you can always put monster stats in boxes, room descriptions in red, potential NPC dialogue in blue, and dice checks in bold.

Page number references are also important. Nothing slows a game down more than flipping through a rule book. If you need to use a mechanic or spell which you’re not intimately familiar with, put a page number in the notes. That way, if you have an ogre who likes to throw people into a nearby spike pit, you have a quick note reminding you what page number the grapple rules are on. I’ve even got a rule at my table that if a player can’t give me the page number for their spell, then the spell fails.

As a final note, if you’re making a map for your game, use nonspecific notations for it, or create a duplicate with nonspecific notation. Players may want to see the map, and you may want to show it to them. Only too late will you realize that there’s a big X marked “Villains hideout” which all the players have now seen.

Table Setup is how you set the table. Just like when you were a kid, except instead of plates and forks, it’s pencils and dice.

This is my gaming table right now. It’s not the prettiest thing in the world, but it’s functional. I’d like to make note of a number of things.

  • The central part of the table, where the battle mat is, is clear. Things may be placed on it during gameplay, but it’s important to try and keep this area free of clutter. Otherwise transitioning into a battle will require you to clean off the mat first, which will kill some excitement.
  • I use a mark-able battlemat which I got for less than $20. It has paid for itself a dozen times over already. It’s a great way to create environment detail quickly for the players.
  • Everybody has space. I’ve got these nice little folding tables which I constantly find uses for. Here, each player has their own personal table for papers, snacks, drinks, books, or anything else they’ll want close at hand.
  • Comfortable upright chairs. The idea is to keep everyone comfortable enough that they don’t feel compelled to leave, but not to allow them to get so comfortable that they don’t pay attention to the game.
  • Everybody has paper and pencils. These are not just helpful, they are essential tools which are too often neglected. Players will need them to keep track of their HP, make note of temporary inventory items, or help them remember what the tavern keeper’s clue was. I always make sure to keep a couple extra pencils behind the GM screen to avoid anybody needing to take time to sharpen the pencils.
  • Notes on the PCs for the GM’s use. Aside from all the normal things a GM needs (game notes, dice, monster manual) it’s good to have a few basic notes on what the character’s abilities are, to facilitate secret rolls and speed the game along. For example, I take note of my player’s AC. That way I don’t have to ask the player if they were hit, I can simply tell them that they have been hit, thereby keeping things moving at a faster pace. It’s particularly useful to know what your player’s perception skills are. Otherwise you need to ask for a perception check from your players, and even if they fail, they now know something is up.
  • A GM screen to keep my notes and rolls private. The GM needs to handle a lot of material which would spoil the game if players knew about it, so the screen helps with that. It also, handily, contains a bunch of quick reference charts for rules.
  • Monster markers. I keep these in the little wooden box which I got them in. I actually picked these up at a garage sale a few months back, and they’ve become an indispensable part of my games. Nothing beats the look on my player’s faces as they enter the goblin village and watch me put token after token onto the battlefield.

Adjudicating the Game is the main event. You’re sitting behind the screen, the players are in front of you. To be honest, I’m always speechless for a moment when this happens. I shuffle my notes and wonder how in the world I’m going to keep these people entertained for the next few hours. You would think I’d be used to it by now, but for some reason I lose all my confidence every time I stand on the cusp of starting a new game. I tentatively read the opening lines of the adventure, often something as simple as “You were at location X performing task Y, then event Z happened and now you’re in situation S.” Then there’s a brief pause as the players wait to see if I’ll continue, and in that second I’m positive that I’ve failed. Then somebody speaks, and I respond, and I suddenly remember: I’m good at this.

There’s no trick that makes you a good game master. There are lots of tricks which help to make you a great game master, but being a good game master is more a matter of philosophy than it is of method. A good game master recognizes that he or she is there to facilitate a fun game for the players. Such a GM realizes that their own fun is contingent on whether or not the players are enjoying themselves; and that the player’s fun is likewise contingent on the GM putting the player’s enjoyment before his or her own. This means letting the players drive the game with their actions. The GM should never have an ‘agenda,’ should never want a certain event to happen so badly that they manipulate the game towards that end.

Improvisational skills are extremely important in this regard. It is a universal law that players are unpredictable. The only way to combat their unconventional thinking is to think just as unconventionally as they do. And since you’re the GM, you’ve got to do it a great deal faster than they do. If they miss your clue about the evil cult hiding in The Gilded Goblet, and instead head to the local brothel to look for clues there, then by the time they arrive you should already know which of the women within is secretly a succubus who kidnaps her clients to serve as sacrifices for the cult.

I could go on for pages about other skills which have improved my GMing at the table, but most of those skills deserve their own post, and will get it someday. For now, I’ll end with the three cardinal rules of being a good GM which I’ve learned.

  1. Frequently look around the table to make sure everyone is having fun. If a few people aren’t, try to engage them in the game. If nobody is, change your approach completely.
  2. If something is holding your game back, identify it, and figure out how to overcome it. Always be critical of yourself in a positive way.
  3. Never, ever, stop looking for ways to improve the way you manage your gaming table. Blogs (such as this one) are a great resource in that quest.

Online Video: LoadingReadyRun's Rarelywinter

I’ve been a Loading Ready Run fan for years now. (LRRmon for life!) I’ve always enjoyed their nerdy brand of sketch comedy, and it’s especially fun for me when their nerdiness culminates in a Dungeons & Dragons video. They’ve done a few before (and even a Pathfinder video once!) but those aren’t exactly news. This video was just posted today:

LoadingReadyRun : Rarelywinter

For the record, I’m pretty sure Jer is being a bad GM intentionally for the sake of comedy. But it still serves as a good example of what not to do. Here are all the GMing pitfalls I caught in the video:

  • Discouraging your players from jumping into their role play is a bad idea. As a GM, your goal is to help them get in character, not obstruct them from doing so.
  • Joking about wanting to kill your players is fine, every GM does it. But a GM’s job is to facilitate fun. Feeling as though you’re constantly in completely over your head, and dying because of it, isn’t fun.
  • When your players are facilitating their own in-character fun, never stop them. If your players want to name the dragon, let them do that for as long as it seems like everyone is having fun. (Out of character joking, on the other hand, should be corralled by the GM. You don’t need to ban it, you just don’t want it to take over the game.)
  • Of course there’s cheese in Neverwinter. As the GM, he should have come up with a name and given it to them. Not only does it make sense, and help facilitate the player’s fun (see my point above), but it ALSO ends the discussion on what to name the dragon, which is ostensibly what he wants anyway.

Again, I’m sure Jer knows all these things. The video was funny, I just thought I’d do a quick critique of the GM to add some content to the post.

This doesn’t count as your regularly scheduled Monday post, by the way. That will still go up later this evening, as normal.

Spicing Up The Battlemat: Water

After my previous post about improving D&D/Pathfinder battlefield environments went up, someone asked me via my twitter feed what combat would be like in water. The thought made me cringe. Water is a difficult environment for a number of reasons. Chief amongst them is that attempting to perform actions in water can slow the movement of a game down to a crawl. There’s also the fact that it’s much more difficult to represent three dimensional movement on a battlemat, and the fact that water tends to be pretty uniform and uninteresting as a combat environment.

Despite those factors which make water a headache, there are times when water combat is appropriate or even required. Players love to do things like sail ships, or explore sunken cities, and in a world like Pathfinder’s, monsters lurk anywhere an adventurer might wish to go. So, with the hopes of making myself a better GM, I took some time today to consider water combat, and how it might affect gameplay. I divided the problem up into three sub categories: shallow water, deep water, and under water, each of which is detailed separately below. It also helps to be familiar with the swim skill (Pathfinder Core Rulebook page 108) and the water dangers section of the environment chapter (Pathfinder Core Rulebook page 445)

Keep in mind that these are primarily ideas for use on-the-fly by GMs. None of these are intended to be house ruled mechanics for water combat. Nor is are these lists intended to be a comprehensive gathering of everything which could happen to a character while fighting in or on water.

Shallow Water
A shallow water combat environment is defined as one in which the players are standing on their feet in some depth of water. Examples might include a stream or river, or near the shore of any larger body of water such as a lake or sea.

  • Speed: In water up to a character’s knees, speed should be reduced by 5. In water up to a character’s waist or higher should reduce movement speed by half. Keep in mind that different size characters will deal with these issues at different depths of water.
  • Strong Current: If there is a strong current present, the GM should be aware of it. Moving against the current could further reduce a character’s speed by 5, while moving with it might increase a character’s speed by 5. A character’s speed in shallow water should never exceed their land speed unless they decide to start floating and allow the currents to propel them.
  • Slippery Rocks: Underwater stones in shallow water make poor footholds. If a character is walking on slippery stones, moving at their full available speed, many standard actions such as attacking, or taking damage, should force them to make a reflex save (DC 10-12) or fall prone. Moving at half their available speed, or using a full round action to perform a standard action, gives a character enough time to find solid footing, which won’t require any save.
  • Stuck Foot: Any time a character makes a move action, there is a chance that the character’s foot may become stuck. Either by becoming lodged between two rocks, or sucked down into a muddy riverbed. When this happens, a character may either use a move action to free it, or if he or she is willing to lose their shoe, a swift action. Determining where a foot can get stuck is best handled by the GM making secret notation of which spaces can potentially snag a character, and rolling a secret reflex save (DC: 8-12) for the character when they pass through those squares.
  • Natural Caltrops: In a rocky area, or a fresh riverbed, there’s always the possibility that the player may encounter stones which have not yet been eroded smooth. In some cases these stones may even be quite jagged, and act as natural caltrops (Pathfinder Core Rulebook Page 155) which “attack” at a -2 penalty. Placement of these sharp stones is best handled the same way that “foot sticking spots” are described above.
  • Changing Depth: Keep in mind that depths change in all manner of water environments. Not only might there be sudden sink holes (which can be treated as pit traps which the character must make perception checks to be aware of), but even a gradual change in depth can be tactically significant in combat.
  • Forced Drowning: Even in shallow water, drowning is a possibility. If attempting to drown a character in shallow water, the attacker must first grapple the victim and pin them. As when being “moved” into a hazardous location, pinning an opponent in these circumstances grants them a free attempt to break the grapple at a +4 bonus. Drowning is then handled as detailed in the Pathfinder Core Rulebook on page 445.

Deep Water
A deep water combat environment is defined as one which the characters cannot touch the bottom, and must swim in order to stay above the surface. Examples might include a pond, lake, or sea. It is important to note that shallow/deep water is more dependent on character height than on water depth. four or five foot deep water may still be considered shallow for a human, but for a gnome or halfling it would be considered deep.

  • Concentrating On Swimming: Characters with less than 10 ranks in swim should lose their dexterity bonus to AC. Considering that a character in any significant armor would likely be unable to swim at all, any non-aquatic participants would likely have low AC due to this.
  • Distracting Yourself: Taking a standard action, such as attacking, while in deep water should require a DC:12 swim check to stay afloat, or the character will go under water as described under the swim skill (Pathfinder Core Rulebook page 108) This assumes calm water. DCs should be adjusted for more difficult water.
  • Forced Drowning: In deep water, attempting to drown an opponent requires less effort than in shallow water. A grapple check is still required, however rather than pinning the victim, the attacker need only “move” the victim down whilst pushing themselves up. As above, this entitles the victim to a free attempt to break the grapple at a +4 bonus.
  • Slow Moving: Attack and damage rolls for characters swimming in deep water should receive a -4 penalty for light weapons, and a -8 penalty for larger weapons.
  • Waves: When the water being fought in contains waves, they can easily interrupt combat. The combatants should be hit by waves every 2d4 rounds. When hit by the wave, characters are moved 1d4 spaces in a random direction along the wave’s path. Characters are also Dazed for 1 round. A character who uses a move action can avoid becoming dazed.
  • Currents: While currents are unlikely to move two combating characters apart, the characters will none the less be moved about by them. The longer the combat continues, the further away from their starting point they will be.
  • Splashing Obstruction: If there is excessive action, the air around the characters may become filled with splashing water. In that case, both characters are granted concealment. (25% miss chance on a successful hit.)

Under Water
Under water combat is actually what the question which sparked this post was about. Underwater action is easily the most difficult kind. By necessity, being underwater for extended periods of time requires something which allows the characters to survive without oxygen; whether it’s a potion they consumed, a primitive scuba suit, or even a unique kind of starfish which filters the air out of the water. For simplicity, I will assume that whatever mechanism allows the character to be underwater is unobtrusive.

  • Deep Water: Concentrating on Swimming, Slow Moving, and Currents as described in the Deep Water section above would likely work the same way when under water.
  • Three Dimensions: While this can be tricky to use on the mat, one of the biggest advantages to underwater combat. Foes can lie in ambush 100 yards above or below the PCs without being noticed, simply because the PCs aren’t used to threats from above and below. In combat, height and depth can be more easily identified by placing pennies on the battle mat. A character 4 spaces above the ground would have 4 pennies next to their character’s miniature on the battle mat. If the ground is significantly far away, define a baseline depth, and characters can use pennies for each space above that baseline, and dimes for each space below it.
  • Loss of Breath: Whatever allows characters to breathe underwater is a target. If it’s a Ring of Water Breathing it can be sundered. If there is a spell in place, it can be dispelled. Whatever the method in play, don’t be afraid to force your players to prioritize breathing above defeating their foes.
  • Blurry Vision: Most land-lubber eyes are not designed to see underwater. Unless goggles or some other method is being used, any attack made by a character whose species evolved on land should be subject to a 25% miss chance.

While using these, always remember that the point of role playing games is to have fun. If one of these mechanics is slowing down your battle and making everybody at the table bored, either don’t use it, or find some other method to speed things along so the players can start having fun again.

Why Hex Maps Need to Come Back

Above is a selection from the wilderness map created for “The Endless Stair,” a TSR module for 1st edition Dungeons and Dragons originally published in 1987. Prior to the release of third edition D&D by Wizards of the Coast, maps such as this were commonplace. With that release, for reasons unknown to me, Wizards of the Coast apparently thought it was best to completely sever the connection between D&D and the noble hexagon. As a tabletop role player who started with D&D 3.x, I spent a number of years vaguely aware that some people liked hexes, but had to context as to how they could be beneficial.

It was Trollsmyth’s superb series of hex mapping posts which finally drove home for me the importance of hex maps. They are not intended as a replacement for maps constructed using squares, but rather, are intended to supplement those maps in situations where squares are less appropriate. Squares work best for dungeons and other structures, where walls and rooms and corridors often snap neatly into a square grid anyway. In fact, the module I mentioned above, The Endless Stair, contains a number of dungeon maps printed on a square grid.

What hex maps are intended for is the outdoors. Squares have no place measuring nature. If any of my readers are old enough to have played the original Dragon Warrior game for the NES, they know what I mean. The game was great fun, but the squared-off overworld map looked silly even in those days of primitive technology. And while the righteous hexagon may not necessarily be a more ‘natural’ shape, it certainly approximates a natural shape more efficiently than its brutish cousin the square. Through the use of its two additional sides, the hexagon is more uniform in size than the square. The the distance between the center of a hex, and the center of any adjacent hex, is equal for all six sides. Whereas the square, with its 8 adjacent spaces, allows characters to travel much greater distances when moving diagonally than when moving up, down, left, or right. The only way to compensate for this extra distance is to penalize a character somehow for moving diagonally. And while this may be a simple matter on a small scale map (each space moved diagonally is counted as 1.5 spaces.), it becomes more difficult on a larger scale.

Which brings us to the next point regarding hexes: scale. Maps of dungeons or other areas which utilize squares are generally done on a small scale. The most common measurement is that 1 square is equal to 5 square feet. It’s simple, and when a room is only thirty feet square, it’s effective. However, wilderness travel require a larger scale by definition. No one in their right mind would try to map a forest, a mountain range, or a continent, in five-by-five foot increments. To even attempt it would be ludicrous. The standard size for a single hex on a wilderness map is six miles across from flat side to flat side. While a GM can use any scale he or she pleases, the six mile scale has a good balance. It’s small enough that overland travel can be measured in a meaningful way (with most characters being able to travel between 12 and 18 miles in a day), but large enough to allow a good sized continent to fit on a piece of 8 1/2 by 11 graph paper.

The largeness of a six mile hex comes with other benefits as well. At over 30 square miles*, it’s impossible for a party to fully explore every hex. They can mark down the primary terrain, and any items which they come across, but there will always be more. This means that even a hex which has already been explored can offer new challenges for players. From wandering monsters which they didn’t encounter the last time, to dungeon entrances, or perhaps an entire community or fortress which was 2 or 3 miles away from the route the party took last time they passed through. The blog “I Waste the Buddha With My Crossbow” has a great post which gives you an idea of just how large this scale is.

For all the arguments I can make demonstrating the benefits of hex maps, there’s one which I keep returning to time and again. An argument which, in my mind, is irrefutable proof that the D&D community needs to re-embrace hex mapping:

We don’t have anything better yet!

It baffles me why Wizards of the Coast would abandon a perfectly good system without at least attempting to provide a replacement for it. But they did nothing of the sort! Wilderness travel was downplayed significantly in 3.x, and that hasn’t been remedied in Pathfinder. On the rare occasion that wilderness maps are included in adventure modules, the best they can do is indicate scale with a measuring stick. Take a look at this map from one of my favorite D&D 3.5 modules, “The Standing Stone:”

What about this map is improved by the lack of a hex overlay? Nothing! Refusing to include an overlay of mighty hexagons forces the GM to add measuring tape to the already cluttered area behind the GM screen. And while it may be argued that the map is too small in scale for six-mile hexagons to be of use, I would reply that the map is perfectly scaled for three-mile hexagons. Wizards of the Coast had better options. Options which they chose to ignore for reasons I cannot even begin to guess at.

Hex maps provide us with the metric which makes world exploration possible. Without it, completely open-ended, sandbox exploration can seem like a daunting task to players and GMs alike. I know I certainly never had the guts to provide a world exploration game to my players before I learned about Hex mapping–despite being very proud of the maps I’d created! Nor have I ever been given much choice as a traveling player. Travel is always handled by indicating where I’m going, and then fading to black as I travel there. And you know what? That’s sad.

As the old saying goes: “The journey is more important than the destination.” Isn’t that the essence of an adventure?

*Yes, I am aware of the irony of using square miles as a measurement in a post decrying the use of squares as a unit of measure. Stop mocking me!

My GMing Methodology for The Ascendant Crusade

Me: “The mass of shambling undead have been largely dispersed, and the townspeople have taken refuge in the buildings which Morrie didn’t set on fire.”
Morrie: “I said I was sorry!”
Me: Jashel has managed to fell the strange creature which appeared to lead the attacking force.
Jashel: “I loot the body.”
Me: Aside from the greatsword which it used to attack you, there’s nothing here but bones, meat, and a white tabard depicting two hands holding an eye between them. Jashel, do you have the Knowledge(Religion) skill?”
Jashel:“Nope!”
Me: “Then roll a wisdom check, please.”
*A twenty sided die clatters across the table*
Jashel: With my wisdom modifier, that’s 12.
Me: “That’s enough for Jashel to recognize this symbol as similar to one which you’ve encountered in the past. The Cult of Vecna uses the same hand-and-eye motif. However, they only use one hand while this uses two. You also notice that one of the hands is distinctly smaller than the other.”
Morrie: “…fuck.”

The skills which a game master must cultivate are many. At the table they must be quick improvisors, skillful arbitrators, cunning liars, and more descriptive than an erotic novelist; among other things. But it is when a GM is away from the table that they must become the architects of whatever fiendish danger their players will soon face.

There are countless approaches to constructing a game session. I would guess that there are at least as many as there are Game Masters, and probably more. I’ve never met a GM who didn’t have his own thoughts about how things should be done, and I’ve rarely met a GM who used the same methodology every time. The task requires an ambitious and creative individual. Most just aren’t interested in doing things any way but their own. Nor should they be.

One of the two major campaigns I’m running at present is titled The Ascendant Crusade. Not everybody titles their games, but I do just so I can label my binders with something. The Ascendant Crusade has been running since about 2009. It started as an online game played with members of my World of Warcraft Guild. After a hiatus lasting through 2010, half the players didn’t want to return to the game, and the other half lived near enough for us to start playing around a table.

There are a number of different facets to the way I approach The Ascendant Crusade, so I’ll begin with the one which has the most affect on session-to-session design: the big bad evil guy, or BBEG for short. I won’t say too much about the specifics of my BBEG, because my players read this blog, and as of now he’s still an unknown player. And I use the word “player” very deliberately.

From the very first session, I had a plan for what I wanted the players to come up against in the final encounter of the game. However, as all good game masters know, guiding your players towards a specific end point is one of the cardinal sins of running a game. So I didn’t treat the endpoint as my goal. But, rather, I made it the BBEG’s goal. Ever since the first session, I’ve treated the BBEG as though he were a hidden player. He succeeds and fails in the background of the game, and I make sure that his plots never exceed his current resources.

Even in that very first game, back in 2009, my players lives began intersecting with his plans in ways which I did not foresee. Largely because my players forced me to continue the game for four hours after I ran out of planned material, and I had to quickly improvise something interesting for them to stumble into. Let that be a lesson for anyone who thinks improvisation skills are overrated. The group continued to encounter his plots as they traveled through the world, but thankfully never uncovered the grand scheme which wove everything together.

Which isn’t to say they never had a chance. I’ve left dozens of clues and dropped several large hints over the years. Sometimes I thought I was being so transparent and obvious that they would surely find my BBEG out, but he always remained safely outside of their awareness. Once, the PCs even encountered the BBEG in the middle of something extremely incriminating. I thought I was caught, but I made up a feeble and obviously false lie to try and get out of it. And it worked.

Let that be a lesson to any GM who plans an entire game around their players finding and correctly interpreting a single clue. Players need a little more help than that.

Being discovered is not a problem anymore, fortunately. The snippet of gameplay I began the post with occurred two sessions ago. It was the BBEG’s little way of saying “you missed your chance.” After years of planning, he doesn’t really need to hide any longer. From here on out their only hope is to disassemble the infrastructure he already has in place, if they can even find it.

Corruption is another theme which has played a major role in my adventure design throughout The Ascendant Crusade. Dungeons and Dragons is a game of very clear ethics. Good and evil are active forces which drive the actions of those devoted to them. Villains are rarely nuanced and complex characters with understandable justifications for their evil deeds. They’re just plain evil. However, evil being obvious, and evil being attractive, are not mutually exclusive. Attempting to corrupt the PCs by making evil attractive to them has been a hallmark of this campaign.

My notes for the first adventure are actually split into two parts. At the start of the game, a bandit approaches them and offers them a fair share of the booty if they help his gang attack a wealthy caravan. After that, half of the notes are for if the players accept the offer, and half are for if they refuse. As it happened, most of them refused the bandit’s offer (long story), and eventually killed him and disbanded his band. But I made it clear from the outset that the path of the hero was not the only one open to them.

In later games, I tempted them with magic items. My favorite among them was when I allowed the chaotic good cleric to find a greatsword (her weapon of choice) which was far beyond her level in power. It was called “The Bite of Reason,” and aside from its attack bonus, it could be used to instantly rust away many common metals. The drawback was that the item was intelligent, and strongly lawful neutral in alignment. So in exchange for this powerful weapon, the cleric was forced to engage in a battle of wills anytime she wanted to subvert the law in the name of good. If I recall correctly, it was one such battle of wills in mid-combat which caused her to lose an arm whilst fighting a lich.

This is just how I run The Ascendant Crusade, though. I’m also running one other major campaign and a third campaign which is relatively low key so far. Each one of them uses a completely different approach. Not so much because my players need it, but because it’s fun for me. Trying new things is one of the best parts of being a game master.

GMing For The Holidays

Just a few hours ago, my old friend and I got together for a Zalekios game. For those who didn’t read my post on evil in games, Zalekios is my character in the only game I’m currently in which I don’t GM. He’s a chaotic evil psychopath with a penchant gratuitous violence. The game is just me and the GM, though other players have cycled in and out during the six years this campaign has gone on.

As of late, Zalekios has been seeking a kingdom to rule. Nothing too grandiose. The plan was to subdue a tribe of goblins beneath my level 12 gestalt heel, then march those goblins on an unsuspecting settlement which I could reshape in my own image. To his credit, my GM has made me work for every inch of this goal. I had the good luck to happen upon some fire breathing goblins, only to learn they would freeze to death in temperatures below 100°F (38°C). And when I found a wizard who could fix it, he needed me to get the blood of an adult white dragon before he could cast the spell. It’s been nothing but work, work, work, and I don’t even have a village yet!

Anyway, one of the first events in this session was the report from one of my goblin scouts that a village had been found. It met all of the qualifications I had insisted upon: it was on the outskirts of civilization, with a population of about 100 people. Small enough to rule, small enough not to be noticed, but large enough to satiate Zalekios’ desire for power over others. At least for now.

I rode south for a day until I came upon the small village. My initial scouting revealed that the village was ripe for the picking. I wasn’t able to spot any exploitable land formations which would provide me an advantage in my attack, but that’s just as well. I wouldn’t want anyone to use it against me once I’m in control of the thorp. With my scouting complete, I took a room at the inn for the evening. Zalekios was enjoying his sleep, when he was awakened by a knock at the door. Angered, and ready to stab whoever was standing there, he flung the door open. And before he could say anything, a chorus of little voices shouted;

“Trick or treat!”

Yes, my GM had thrown me in the middle of Halloween within his game world. It’s not the first time he’s done this, either. A few years ago, I hunted down and killed Santa Claus right around Christmas time. I don’t actually recall why I did that, though I think it was one of the few times Zalekios actually did something which benefited people. The game world Santa Claus was an asshole for some reason.

Some might find this overly goofy, or even be angry at the break in the ‘fourth wall.’ People can take their gaming pretty seriously, and even those who don’t often prefer things don’t go completely off rails. But I, for one, have always enjoyed the sessions where a GM steps back and lets things be goofy for an adventure.

So what did Zalekios do? First, he scared the children off by exposing his mutilated features, and his fleshless skeleton hands. And for the rest of the evening he played along with the goofiness. Thanks to some magic items and a few Wish spells, he’s a ghost when it comes to moving silently and hiding. Houses had their candy stolen while the family’s backs were turned, children had bags snatched right out of their hands without noticing, and Zalekios ATE ALL THE CANDY!

Sure it was out of character. On a normal day, Zalekios would have been more likely to eat the children than to eat their candy. Seriously, he’s done that before. But the game was a fun departure, with the operative word being fun. A GM should never be scared to completely break with convention and be silly once in a while. It pays off. One of Zalekios’ most memorable fights was when he was chased by a dragon which had a breath weapon of bubbles. And despite being mostly a silly, out-of-character session, the evil (read: good) twin of Zalekios I fought today actually got me down to 9 hit points before I killed him.

I’ve never done it myself, but I think my friends can expect a Thanksgiving, or perhaps Christmas themed adventure in the near future.

Exploring Crime in a Fantasy Setting

Party Leader:“Once we get the loot from that last dungeon back to our townhouse in Kilesh, I’d like to go talk to Knight Captain Martet. If we help him out with something here in the city then maybe he’ll give us a letter of introduction to the Duchess.
GM: “The Knight Captain is happy to see you. He’s got a job that none of his men can handle, because half of them are in lockup! Turns out they’ve been taking accepting bribes to ignore shipments of Devil’s Leaf coming off the docks. Martet is positive he’s thoroughly cleaned up the city watch, but somehow the illegal substance is still making its way into the city. He needs you and your compatriots to investigate.

A better GM would have shown, not told. It’s not good GMing if you’re not doing voices.

Almost by definition, any rule will be broken. Whether that rule be personal, religious, cultural, social, or legal; someone will break it. Because of that, crime is an inescapable part of any civilization. Assuming the laws are just and the PCs are good aligned, criminals make excellent foes for PCs. It also works if the laws are unjust and the PCs evil aligned, but I’ll be focusing on the former in this post. Most of the time, the civilization where the PCs make their home will have the same kind of laws and crimes which our own societies typically have.

But what happens when those criminals are able to take advantage of living in a fantasy world; monsters, magic, and all?

Most criminals simply won’t have the resources to purchase an extradimensional safehouse of course. Nobody turns to crime because they have piles of money lying around, and they don’t normally accumulate piles of money picking pockets and burglarizing homes. There are, however, exceptions. The Duchess whose family has secretly ruled a city’s criminal element for generations; the charismatic leader who was born poor but learned how to manipulate others into doing his dirty work; the Illithid who provides a city with vices, then controls it’s leaders through blackmail; all of these would have the means to hire a wizard, or to outfit themselves (and their minions) with magical crime-aiding items.

Smuggling

Theoretically, a wealthy city could pay some decently leveled wizard a sum of money to research a Detect Contraband spell. That spell could then be permanently affixed to the city gates. Which would cause anyone walking through the gates with a condom full of cocaine in their large intestine to suddenly start glowing a bright red color. While most cities are unlikely to need a precaution like this, those with active smuggling problems may try it.

Unfortunately for the city watch, any city wealthy enough to have an organized criminal element, probably has an organized criminal element wealthy enough to afford a teleport spell. And short of creating a city-wide ward on teleportation spells, there is no simple fix for this issue. And even a city-wide warding spell would have untold complications. No wizards would want to live in the town, for one thing, which I can only imagine is bad for the economy. Not to mention the fact that the myriad of types of teleportation would require a myriad of (very expensive) warding spells.

I suppose a GM could surround a city with four towers (or six, or eight, or however many he or she feels is necessary) which block any travel other than through the material plane. This would allow teleportation to function within the city, as well as just outside of it, blocking only non-material travel past the city’s walls.

Criminal ingenuity wouldn’t be foiled by even this elaborate setup, though. While relatively expensive, any crime boss would be able to afford a few Portable Holes. And since anything stored in a portable hole is technically in extradimensional space, it would be undetectable.

Any player tasked with stopping the flow of contraband into a city is either going to need to become very creative, or just try to stab everyone involved until they die.

Illegal Commodities

The most obvious type of illegal commodity is drugs. If drugs socially accepted in the GM’s setting, then they probably won’t be illegal. Otherwise, though, drugs serve as a useful segue into a criminal underground adventure. And regardless of whether they’re legal or not in your game world, they have the potential to be endless amounts of fun. Here are a few a dealer offered to my players in a game a few years back:

Magic Dust Residue collected from the creation of magic items. When inhaled through the nose, causes euphoric effects. Can cause spells to malfunction, but only mildly addictive.

Corpse Motes Are detailed thoroughly in an older post of mine.

Speedy Grease When rubbed on the chest, this causes the character to feel incredibly sharp, and aware. Grants initiative +1, but if anyone startles the character they must succeed on a DC: 15 will save or perceive that person as a danger. Non addictive.

Underskin Crawlers One dose includes four of these gnat-sized bugs. Cutting ones self and allowing the insects to get into the wound gives random shots of adrenalin to the character. Anytime the character makes a strength based check, roll 1d20. On 15 or higher, the character can add a 1d4 bonus to that check. Underskin Crawlers are highly addictive and prolonged usage can cause death.

Mother’s Butter A pad of a soft, semisolid substance extracted from subterranean fungus. When placed under the tongue, causes characters to wildly hallucinate. Non addictive.

Sharkskin Happies The skin of a dire shark. When rubbed on the stomach, it causes a number of cuts. Sharkskin Happies are a powerful aphrodisiac. These are highly addictive, but have no ill effects save stomach scars and an increased risk of venereal disease.

Drow Eyes Eyedrops which grant the user darkvision for 3 hours. Often used by criminals for burglary. Addictive if used frequently. Can cause blindness after prolonged exposure.

These are all from old game notes of mine, but it’s easy to come up with new ones. The most fun ones are the ones your players might actually take, forcing them to deal with issues like addiction and the consequences of prolonged use.

Illegal Services

Brothels, opium dens, gambling dens, speakeasies, or even certain types of religions have often been the subject of government bans throughout history. And whenever a government bans something, criminals will be quick to provide it to those willing to pay the price.

The traditional methods of concealing an establishment like this still work great in D&D. A sliding shelf in the back of a shop; a heavy, barred door; a man who asks for a password through a sliding window in the door which only reveals his eyes? It’s charming and flavorful, and is great to include in a game. However, it’s also mundane, and this post is about the fantastic.

Enter the extradimensional space. A room or building which exists nowhere in particular, but is none the less real. It is a dimension unto itself, created by a wizard. Every evening the doorkeepers wander the streets, perhaps wearing some subtle symbol to indicate their purpose. If you can tell them the password, they take you somewhere private, and use a magic ring to cause a door to appear in the nearest wall. And once you pass through it, your every pleasure is at your fingertips.

Counterfeiting

The classic example of fantasy counterfeiting comes from the atrocious, fear-fueled film “Mazes and Monsters.” In the final scene, Tom Hanks (who went crazy, and now thinks he lives in a fantasy world) tells his visiting friends that each night he gives a coin to the tavernkeeper’s wife (his mom) to pay for his room, and each morning it appears again in his purse.

Terrible as the movie was, this is a pretty killer idea. But what else can we do?

Illusory magic is common in the fantasy worlds of D&D/Pathfinder. Even a novice illusionist could enchant a copper coin to appear to be a gold coin. A more experienced illusionist may even choose to permanently enchant a copper coin, so that when a command word is spoken a temporary gold coin illusion is activated.

Money isn’t the only thing which could potentially be counterfeited with illusion either. What about a ring which creates a solid illusion of a small piece of jewelry when the command phrase “Absolutely exquisite!” is uttered. A quick fingered rogue with a knack for blending in with high society could potentially steal the jewelry of every woman in the king’s court without anyone realizing anything had been taken.

This post is not exhaustive. “Crime” is a rather broad topic. The crimes above are merely the ones which I felt a player might most commonly encounter when dealing with a criminal element. Of course by far the most common would probably be simple theft and assassination. Those are covered so extensively elsewhere, though, that I thought it would be redundant of me to bother with them.

Spicing Up The Battlemat: Forests

In the first RPG-related post I made on this blog, I wrote about the importance of adding variety to any battlefield. Even as I posted it, however, I knew it wasn’t enough. The topic is not only rich with detail to be discussed and dissected, but it is essential. Combat is one of the most exciting elements in an RPG, and for D&D/Pathfinder in particular, it plays a central role. Skimping on the options available to our players in combat is not a good idea, and environments provide a great deal of those options.

I think the best way to approach this subject is environment-by-environment. I’ll be starting with one of my all-time favorite environments: forests. These are nothing if not filled with diverse forms of plant life and other obstacles to make combat more interesting. I spent most of the evening making a random chart for my own use, which anyone is, of course, free to use. And below, I’ll discuss each of the elements more in depth, giving some of my own thoughts on how a player might use the items presented to his or her advantage.

Meadows are large grassy areas which can sometimes be found in or around forests. They normally form around water, and are often filled with flowers and bees. If nothing else, a battle here is dramatic, with violence being juxtaposed with flowers. And, for those less interested in poetry, there’s always drowning your opponent in the nearby water source.

Clearings Similar to a meadow, but smaller. Often the result of an old forest fire which opened up an area which the forest has not yet fully reclaimed. More typical forest elements will be present here than in a meadow, and after enough fights amidst trees, the lack of them can seem like a good change up.

Sparse,Medium, & Dense Trees These gradations of tree size and frequency allow for different tactics. While even sparse trees might force a bullrushing fighter to change his tactics, a rogue with intent to hit-and-run through an entire combat will only become more effective the denser the trees become.

Exposed Roots Everyone whose ever gone walking in the woods has tripped over exposed roots now and again. A trip hazard like that could be a detriment–or a boon–in combat.

Fallen Logs Nature’s handy half-wall, ready to protect a diving character from the evil wizard’s Cone of Cold.

Fresh Fallen Tree Nature’s handy half-wall, still covered with protruding branches to make getting over it more difficult.

Low Hanging Branches My ladyfriend informs me that trees with low hanging branches are more rare than I had originally thought. However, as I understand it, they do exist. And aside from making climbing easier, there’s always the opportunity to take some inspiration from slapstick comedy and bend a branch back so it can spring back into position and potentially deal bludgeoning damage to a foe.

Hollow Trees I suppose that once a tree is hollow it’s normally more of a stump than a tree. However, they still make excellent hiding places from which to launch an ambush mid-combat.

Stumps Instant higher ground!

Stream/Pond/Spring Small bodies of water offer a number of tactical choices. Not only can you potentially drown a foe in them (handy for getting rid of spellcasters with low strength, who could turn you into a toad if you let them speak) but if you can cross them more quickly than your opponent, you force them to put themselves at a temporary disadvantage whilst they cross it.

Waterfall Like the meadow, this is great for drama. However, for characters with excellent balance, it also provides them with slippery rocks to fight on. If this lures less-graceful foes onto the treacherous footing, the more well balanced character gains a significant advantage.

Dry Creek Bed This provides an excellent means of stealth for players with a surprise round. Just drop into the creek bed, move along it until you’re positioned favorably compared to your foes, then pop up and strike! Just be sure you’re stealthy enough that you don’t end up fighting from the low ground.

Gradual/Steep Slope While the Pathfinder core rulebook does not list slopes as potential forest elements, every environment has some variations in elevation. Slopes are the most basic element in creating a tactics-rich environment, and should not be neglected.

Boulder/Rock Formation In addition to providing the same benefits as any high ground, some special circumstances may even allow for a powerful barbarian or fighter to move the mighty boulder, dropping it off a cliff or down a hill onto his or her foes.

Ditch/Cliff With a potential depth of 2d6 feet, knocking a foe into a ditch or off of a cliff may deal worthwhile falling damage.

Thorn Bush There are so many uses for the thorn bush. Not only is there the potential to deal damage to unarmored foes, but a particularly tangled bush might require an escape artist check to get away from.

English Ivy This prolific and fast-growing ivy wraps itself around everything, especially trees. And can grow strong enough to provide hand and footholds for climbing.

Irritating Plant While not likely to turn the tide of battle, it felt wrong to ignore the potential amusements offered by poison ivy, oak, or any other poisonous plants.

Wasp nest / Ant Hill While I avoided including animals in this chart, insect nests are too common to leave out. The benefits of using these against your enemies, and the dangers of not being mindful of them, should be obvious.

Once again, if you’re interested, check out the PDF I made, detailing a method to randomly generate forest elements for your battlefield. While it is functional and, I believe, very useful; it could certainly use improvement. I’ll take any criticism into consideration.