Monday, June 15, 2009

The Tetsubo of Thunder & Fire

When Osano-Wo was killed, his Matsu-born son Kaimetsu-Uo hunted down the killer and exacted revenge. His Hida-born son Hida Kenzan was not able to join Kaimetsu-Uo because the duties of Crab Clan Champion fell to him and the Clan needed guidance in the wake of Osano-Wo's death.

After he ascended to as Fortune of Thunder & Fire, Osano-Wo gifted his son Kenzan with the Tetsubo of Thunder & Fire. It is a large weapon, even by Crab standards, studded with eternal jade (it will protect against the Shadowlands taint without corrupting) and carved with the image of the Thunder Dragon on all sides. Kenzan left the weapon in a shrine dedicated to his father on an island off the Crab coast. Centuries later it was discovered by Moshi Iongi, a Centipede shugenja who would later join the Bat Clan in the Islands of Silk and Spice. Yorimoto Komori, the former Mantis and founder of the Bat Clan, would proclaim it the ancestral weapon of the Bat Clan.

In Legend of the Five Rings, the weapon grants a +2k0 bonus to all attacks and a +0k1 bonus to damage against Shadowlands creatures. However, for each 1 the wielder rolls on an attack or damage roll with the weapon, he takes 1 wound of damage for failing to live up to Osano-Wo's expectations (the Fortune is very exacting).

In 4e, I imagine a brutal weapon that lets you reroll attack rolls on a 1 (but you lose a healing surge to do it).

Sunday, June 14, 2009

Anything Goes Martial Arts Adventuring Company

Some of the guys from my RPGA group want to start an adventuring group consisting entirely of characters based on Ranma 1/2.

Ryoga was taken so I decided to make either Mousse or Pantyhose Taro.

My first idea for Mousse was a ranger or tempest fighter with dual flails (or a double flail) since the iconic Mousse attack is a spray of chains and ropes and darts from each of his sleeves. Then I figured an avenger who oaths one enemy but attacks another since Mousse constantly confuses people due to his bad eyesight. Finally, I considered a druid because Mousse is the only main character who can still fight effectively in animal form and he has a number of area attacks that he can use at range (exploding duck eggs, water balloons, etc). I basically decided on a tempest fighter with a spiked chain used as a double weapon. The exact same character build would work equally well as a ranger.

Pantyhose Taro was much easier to decide. He was a barbarian or a warden who uses the rage or form daily powers to simulate his ox-crane-eel-yeti form.

Sunday, June 7, 2009

Paladin Power Reminder

I am watching Scrapped Princess and Shannon Casull just fought against the first Peacemaker. Peacemakers are like angels in service to Providence and they are trying to kill the Scrapped Princess. They have the ability to dominate the minds of humans. However, using the power of Zefiris (a dragon spirit that opposes the Peacemakers and Providence), Shannon is able to break free of the mind control and destroy the Peacemaker.

Q1. Would a paladin be susceptible to the Peacemaker's mind control?
A1. Since the Peacemakers are ultimately working against mankind, they are most analogous to demons and not angels. Thus the question becomes, are paladins susceptible to possession by demonic spirits? The answer is no. The specially preserved soul of the paladin is inhabited with the Spirit of God and no room remains for the overt influence of demonic spirits. Like all humans, paladins are vulnerable to temptation though their preserved spirit and dedication to God and His grace give them greater strength to resist.

Q2. The Peacemaker took the form of a gigantic winged angel during the fight with Shannon. If Shannon were a paladin, how would he have fought against a creature the size of a large skyscraper floating a hundred feet in the air?
A2. The purpose of the paladins is to oppose the demonic incursion of the flesh. Since the incarnation of our Lord Jesus Christ, demons have been offered a doorway into our world through the acceptance of flesh. Such incarnations are in opposition to the nature God gave them and thus the paladins are tasked with opposing incarnated demons. However, a skyscraped-sized, airborne creature far exceeds any expectations of actual flesh, even accounting for the demonic tendency to warp and alter physical norms. As such, the Peacemaker's angelic form would not be an instance of incarnation but, rather, an expression of its spiritual power. We must assume that the Peacemaker had crossed into flesh at one point in order to explain the presence and opposition of the paladin, so we are faced with a situation in which a demon casts off its mortal, incarnated form to once again wield the full power of its spiritual self. God has placed limits on even what the demons may accomplish in their natural, spiritual forms and thus we may also assume that this display is beyond God's law. Thus we arrive at the solution both used in the episode as well as the impetus for this post: the reminder that a paladin does not rely solely upon his own flesh and God's grace to perform his duties. All paladins are accompanied by angelic spirits that work in the spiritual plane to oppose demonic activity as the paladin works in the material plane. Thus, in the face of an overt display of spiritual power, the demon is immediately opposed by the angelic guardian of the paladin. In the Scrapped Princess, this takes the form of the humongous energy sword that Shannon wielded against the Peacemaker. As we have already assumed the Peacemaker had an incarnate form to draw the attention of the paladin, we can explain Shannon's actions against the angelic form as his contribution to destroying the physical form of the demon while the angel dispelled the spiritual form of the demon. Demons are themselves immortal, as God has made that part of their nature, so the demonic spirit was banished back to hell when its spiritual and physical forms were dismantled. And, as the demon had to become a soul as well as a spirit to properly take flesh for itself, it may be subject to God's laws governing the afterlife of humanity (facing an eternity of torment in hell without the relative freedom of other demons before the coming of the Kingdom).

Wednesday, May 20, 2009

Black Dirge

This idea popped into my head yesterday after watching the Star Trek movie. It has nothing to do with the Star Trek movie; I think it came about from the combination of one of the preview trailers for another movie (cannot remember which), Final Fantasy Tactics Advance 2, Ah My Goddess (with Record of Lodoss War and Naruto thrown in), the song Just Dance by Lady Gaga, and other unidentifiable factors.

I want to go back and re-watch the episodes of Naruto with the flute-player demon ninja girl. I remember very little about her but she is definitely a bit of an inspiration for this.

Record of Lodoss War ties in because the idea has a semi-D&D fantasy feel to it but the techno dance mix of Just Dance wants a more modern setting.

Ah My Goddess plays into the cute, unassuming appearance of Black Dirge.

The set-up is that there is a heartless villain who leaves soulless, undead husks in his wake. He calls himself the Black Dirge and the magic of his music allows him to literally rip the soul from his victim's body. The soulless body then animates through the power of his music and wreaks havoc. If he is able to concentrate, Black Dirge can utilize the energy of the soul to empower himself or turn over the soul to the demon lord granting him power or forcefully morph the soul into an undead or demonic spirit alongside the animate, undead body. Whatever he does, it should be inhuman and diabolical. If he is distracted, the soul is left as a spirit to wander, unable to find rest (but able to be put to rest by the PCs or possibly even reunited to the body).

Black Dirge's power is great (ripping a soul from the body is hard work) but requires a lot of time and concentration. He operates like a serial killer, isolating victims, restraining them, and then working his magic. Horror should be the main point to get across; this man is inhuman, his acts demonic, and his next victim could be anyone, anywhere (he may or may not have a rhyme to his reason for choosing victims).

When the PCs finally encounter Black Dirge, he is tall, lithe, stark, sharp, and dresses like a death-obsessed freak. He dies his wild hair white and black, pales his face with cream, draws black streaks across his eyes with make-up, wears a cape with skull clasps, etc.

The secret here is that the real Black Dirge is a cute, sweet young woman with a sunny disposition who dresses in bright colors. The man is her apprentice and it was his choice to dress that way. She disapproves but allows him his eccentricities.

The real Black Dirge believes that her actions are beautiful and artistic. While he knows little about his victims and delights in the spread of death, she prefers to integrate herself into her victims' lives, truly delve into who they are, and finds a black, quiet beauty in their death. The thought is similar to the disgusting sense of "romance" one might find in a truly egregious snuff film - to be the first and last man to ever take a woman before her life is forfeit. The killer thus feels he "owns" that woman and her experience. No other man can share the experience he has had. Black Dirge enjoys knowing what and who a person was before she ensures that person no longer be. She absorbs the sense of loss and mourning.

Unfortunately, while Black Dirge prefers to spend lots of time with a single victim, her power far surpasses that of her apprentice. It took tremendous effort for him to rip the soul from a single victim. Black Dirge can kill a hundred people with a few notes. She prefers to take it slow but is capable of ending life in a flash.


I have yet to decide how closely Black Dirge will deal with demons. The cute face and sunny demeanor are meant to stand in stark contrast with her demonic actions. I want to avoid making her look psychotic or demonic like you would expect in anime once the jig is up (such as her iris shrinking down to a point or the blank all-eye iris usually indicative of mind control, sweat beaded on the forehead, a strained face with open mouth gasping in air or shouting, and a psycho laugh). Black Dirge has so separated from basic human decency that she can kill scores of human beings without it assailing her sanity.

Monday, March 30, 2009

CJ's Warlord School - The Defensive Line

The PCs face off against the wave of monsters and cannot let them enter the final row of the Gauntlet room (or other goal area).

An actual Gauntlet defensive line would be very difficult if the room were 10 squares wide as the party is likely 4-6 characters strong. They would have to rely heavily on OAs to prevent forward progress by the minions.

More likely is an assortment of regular monsters and minions that work to progress through the room. Monsters with teleportation and flight would be rude at low levels but might be an appropriate challenge at higher levels. Powers that slow, immobilize, and push/pull/slide would be able to shine in such a fight.

A variant could include defending a burst 1 area from enemy occupation. The game could end if an enemy starts its turn in the area or points could be deducted from a set total for each such occurrence with the goal being longevity.

A team of dwarves could advance upon the area and make it very difficult to remove them. Lurker monsters could constantly spring attack their way into the area without provoking. Teleporting/flying monsters would challenge players to utilize forced movement powers. Points should be lost for PCs standing in the area.

CJ's Warlord School - The Gauntlet

Candle Jakk's Mercenary Adventuring Company hosts a Warlord's School. Contrary to the name, which may very well change in the future, it is a school for learning and honing the finer points of 4e tactical combat, character optimization, and teamwork. The school idea grew out of the suggestion on OYT for running 4e games of Capture the Flag or other scrimmages to acclimate people to the combat mechanics and 4e's emphasis on tactics.

The Gauntlet arose from the adventure CORE1-6 in LFR. There is a room in the adventure with nigh on 20 minions. They all but fill the available space (at least until the DM figured out half of them were in another part of the room). CJMAC's Gauntlet is a 10x20 or 10x30 square room filled with minions. They occupy every square except for the opening 1 or 2 rows that serve as the characters' starting location. The goal is to arrive at the other end of the room.

The weak variant of the Gauntlet entails normal minion rules. The minions may or may not move to advance on the PCs as their fellows die.

The intermediate variant of the Gauntlet sees minions respawn on their initiative each turn. This allows the PCs to use area powers to open holes for the party to advance before the minions close in on them again. Unlike the weak variant, however, the minions do not fill in the holes with their standing number (thus opening holes elsewhere) but respawn within the vacant squares.

The hard variant of the Gauntlet entails minions respawning each turn. Each PC is responsible for opening his own path. Readied actions may or may not help; if the purpose of the exercise is to explore teamwork and coordinated actions through the ready action, then it should be a valid tactic; otherwise, the Gauntlet is testing individual ability with a secondary emphasis on teamwork and positioning (it is still better to end your turn adjacent to an ally because that is one less minion attacking you; you want to be able to reach a close burst 5 from the healer; etc).


Further variants are possible, such as mixing in actual monsters or trapped squares, but the Gauntlet itself is defined by a room entirely full of monsters (even though I now regret using that term for this particular type of scenario).

Saturday, March 28, 2009

Best Man Speech

This is the speech I gave as the best man in my best friend's wedding:


Excuse me everyone, if I could have your attention for a moment. I'm Chuck's best man and his best friend. I'd like to take a few moments to say a few words. I promise to keep it brief because some of you have heard that I'm smart like Chuck and the longer I talk the less likely you are to believe it.

I'd like to thank Sarah's mom, Jennifer, for opening her home to us on this special occasion and for arranging such a beautiful scene for Chuck and Sarah's wedding. Everything is just gorgeous.

I'd also like to thank Chuck's mom and dad, Barbara and Eric, for the wonderful dinner last night and especially for taking on the lost cause of keeping me up to date on times, dates, and places. I even bummed a ride over with them.

Charles, how am I going to explain our friendship without revealing just how nerdy we are? I met Chuck in 8th grade at a National Academic League Match … which is like sports for nerds … due to a passing reference to Dungeons & Dragons … that I made … and he corrected me on.

Since that day, I have had the honor of Chuck's close friendship. A man who possesses an unending sense of wonder with the world. A man with an endless depth and breadth of knowledge who has never failed to open new worlds to those near him. I mean, who ever heard of quantitative psychology before meeting Chuck?

Over the years I have seen Chuck mature and set his life on a path. After high school, every time I spoke with him he had a new major and a new dream job. That changed when he decided to join the Air Force. I remember driving down the road near my house and seeing Chuck running on the sidewalk. I asked if he wanted a ride and he said no, he needed to get in shape for basic training. Keep in mind he lived about 10 miles away. That was dedication.

I see the same dedication whenever I see Chuck with Sarah. I knew something was different when Chuck came home to visit and all he wanted to do was show me pictures of cats. The next time I saw him, he couldn't stop talking about Sarah. This man was smitten. Before I ever met her I knew Sarah was someone special. She had won the heart of my best friend and changed him, not into someone different, but into someone better.

And as I look at all the friends and family gathered here today, I know that Sarah and Charles have touched many lives. These are two very special people who have come together today as bride and groom to leave today as husband and wife.

So I raise a toast to the bride and groom and I know you all share the sentiment:

My greatest wish for the two of you is that through the years your love for each other will so deepen and grow, that you will look back on this day, your wedding day, as the day you loved each other the least.

Thursday, March 12, 2009

Carrion/Dung Spider

I had an idea for a new kind of spider. Maybe these already exist after some fashion.

Carrion spiders come in two varieties - the scavenger and the hunter. Both utilize the same method of capturing prey - they set up their webs or stalk their prey around a dead body that attracts insects and other scavengers.

Scavenger carrion spiders are the stalkers. They wander around the forest (or other environment) seeking dead fruit, plants, and animals and prey on the other insects that come to feed on the carrion. They are especially attracted to the smell of rotting flesh and so are sometimes fooled by carrion plants (indeed, the sight of dead scavenger carrion spiders is a good indication that the source of that terrible smell is a carrion plant).

Hunter carrion spiders are the trap setters. They do not seek out existing carrion but purposefully kill other creatures and leave them to rot in order to attract more food. Since they choose the where and the when of the carrion lure, they are able to set up webs to trap their prey rather than stalking and subduing it like their scavenger cousins.

The fun comes from the giant carrion spiders. Scavenger spiders set ambushes around dead bodies that fell to traps or combat and attack looting adventurers. Giant hunter spiders are deferential to shiny creatures as bait. A fat merchant with a dozen rings makes for a very enticing lure, both for looting adventurers as well as less intelligent beings. It is rumored that some hunter spiders are possessed of a malign intelligence and they use piles of treasure as bait.


Dung spiders are carrion spiders that hang around dung rather than kills. They are more numerous and better off from an evolutionary stand-point as dung is much more readily available.

Friday, January 2, 2009

Life and Death

An American Dad episode I watched yesterday was about how Agent Smith had never actually killed anyone. His family thought he was cool for being a stone-cold killer and so he kept up appearances.

The part that got me, however, was that his wife was turned on by the idea of him killing someone. She told him not to wash his hands off after the killing and enticed him to their bedroom. I saw in this a curious duality. I pondered this.

A husband and wife are typically fecund in their relationship. But what if the woman desired that the man with whom she would create life should come having ended one? Why? I figured that she saw some mystic connection in the act - her man would end the life of another and thus bring that life force to her in the marital act so that they could together create a new life. Rather than a fact of alternate biology ("I can only conceive if you bring the soul energy"/"there can only be 1 billion people so any pregnancy must be preceded by a death"), I saw it as a certain arrogance ("that life energy is wasted on others; only our offspring deserve to have it").

This, of course, grew into a fantastic relationship that at the extreme consisted of an alien entity (more fey creature or far realms entity than extraterrestrial) that gathered soul energy for a living black hole (a 1-3 foot orb of darkness rather than a singularity). The creature would venture forth to kill people with the requisite energy type to then feed to its beloved mistress. The creature's entire world would be the safety and propagation of this black hole. The mysterious black hole, on the other hand, would show no signs of sentience/consciousness/volition while still seeming malevolent. The whole idea gives a sense that neither the humans investigating the creature and its mistress nor the creature itself truly understand the origin, nature, and aims of the singularity. It is beyond their ken, much as the Cthulhu mythos draws its horror from the mystery of things the human mind is incapable of comprehending. A silent, brooding, incomprehensible black hole with a tinge of malevolence despite a complete lack of activity.

How they met Candle Jakk

This post will explain how each of my other three warlords met Candle Jakk and came to be candlekeepers in CJMAC:

Wick - Wick saw Candle Jakk in Cormyr right before Jakk explored the Haunted Halls in search of the Princess. Their meeting was brief and not at all intimate, as Jakk was proselytizing a sizeable group of young adventurers as Wick's carriage passed by, but his message and his passion for the cause lit a fire in Paelias Melianome's soul. He unsuccessfully argued with his father to be allowed to leave Myth Drannor and join Candle Jakk in Cormyr. He snuck away later that night but was unable to locate Candle Jakk as the latter had been transported to the Elemental Chaos in the portal chamber of the dungeon. Wick set out across Faerun to track down the genasi warlord, along the way picking up bits and pieces of his exploits. It was then that Wick took the name Wick in homage to Candle Jakk. Wick has never met with Candle Jakk since that first glimpse but he has constructed an elaborate persona within his mind. Whenever he fails to live up to what he feels is Candle Jakk's standard, he cuts himself as punishment. He became a Candlekeeper by popular decision. Candles in the area thought he actually knew Candle Jakk and they attributed to him an intimacy and authority he lacks in actuality.

Qhaeless - Fought beside Candle Jakk in Tymanther against a young dragon that was driving bands of goblins and kobolds out of the ruins and wilderness and into the towns. During the fight, Candle Jakk noticed that Qhaeless was trying to do everything himself. He showed no trust in his companions and nearly died after being surrounded because no one was watching his back. Jakk taught him to complement his allies' fighting styles and how to turn his pride and bravado into a weapon rather than a hindrance. Qhaeless took big risks and left himself open to attack. But with cooperation and trust, he could turn his risks into openings for his allies. Candle Jakk gladly takes risks to benefit his friends but such risks must always be tempered with wisdom and caution. Giving a fighter an opening at the cost of your life is not a good trade. Candle Jakk's parting words as he left Tymanther behind him were, "Your's is a light that will pierce the darkness." The Candles he left behind in Tymanther heard this and began to look up to Qhaeless.

Unnamed Tiefling (Shiqoheleth?) -

Thursday, January 1, 2009

Candle Jakk's Mercenary Adventuring Company

Candle Jakk's Mercenary Adventuring Company (CJMAC for short; also known as the Candle Corps) is an organization of do-gooders established by my Living Forgotten Realms character, Candle Jakk.

They began as a meta-organization designed to make fun of the administrative quirks of playing a Living campaign in the RPGA. At the beginning of modules, PCs are typically given their objectives and an offer of treasure/payment as an incentive. LFR modules always offer the same amount of gold, so no matter where Candle Jakk might be in Faerun and no matter what his task, he can always count on getting 75gp for his troubles at levels 1-4. The running joke, then, was that 75gp was the standard rate for hiring that region's branch of Candle Jakk's Mercenary Adventuring Company (which, in turn, always consisted of Candle Jakk and the other characters at his table).

In time, however, the joke grew on myself and the other players at our RPGA meetings. I sat down to tables with players I had never played with before and they would recognize Candle Jakk (having heard stories from other players who had shared a table with me). With a bit of popular recognition, and dare I say support, I decided to make CJMAC official. The RPGA allows for players to create meta-organizations. The rules have not yet been released for these organizations but the clues so far point to them granting a minor benefit (such as a bonus to a skill) when two or more characters at the table are members of the organization. With several months of established presence, I think CJMAC could gain a substantial foothold in our RPGA group simply because you will likely always sit down with someone who is also a member.

Before I found out about granting actual in-game benefits, I worked a little on the group's founding and purpose. In keeping with the metagaming joke that is its origin, Candle Jakk described each member of CJMAC as "a point of light in a world of darkness" (a play off of 4e's default points-of-light setting). Candle Jakk does not expect to solve all the world's problems with CJMAC. He recognizes the need for more localized groups like, presumably, the other meta-orgs will be. However, he also recognizes that a multitude of local organizations just leads back to points of light. The Purple Dragon Knights may patrol Cormyr and the Flaming Fists may patrol Baldur's Gate but who patrols the area in-between?

So Candle Jakk's grand scheme is an entirely de-localized organization. Each Candle (as members are called) of CJMAC is responsible for himself and his immediate area. All Candles are encouraged to wander across Faerun, heading to areas of trouble like moths to a flame (but with less dying). Candles thus form diverse, dispersed points of light that banish the darkness in between the local groups. Where the Purple Dragon Knights do not go, CJMAC will light the way.

Now for some disconnected facts:

1- Each region of Faerun has its own "chapter" of CJMAC. Any member in that region is a member of that chapter until he passes into a different region. No Candle is tied to one place.

2- Candlekeepers are the internal affairs officers of CJMAC. They are senior members who, in addition to doing good deeds and fighting against evil and injustice, investigate the actions of other Candles. Those who claim membership in CJMAC are held to a loose but definite code of conduct - they must work towards the common good, refuse to directly aid evil, and uphold the good name of CJMAC. It is these last two points that Candlekeepers investigate. Rumors of a Candle besmirching the reputation of CJMAC through bad behavior or aiding evil invites a visit from a Candlekeeper. They determine if the flame needs guidance and protection or if it should be snuffed out.

3- An individual member is a Candle; Candles join with other adventuring companions to do good deeds and light up the dark areas of Faerun where men fear to tread. A group of members is a Torch; Torches come together when several Candles get the bright idea that a group of like-minded individuals is better focused that a single Candle amongst others. A group of Torches is a Bonfire/Brazier; these groups are exceedingly rare and typically come together to accomplish some great task, often at the behest of Candlekeeper or Candle Jakk himself. A full gathering of the entire CJMAC is called a Conflagration. It is rumored that Candle Jakk with convene a Conflagration when the company's reputation has spread to each corner of Faerun and its numbers swell beyond counting. They will then sweep across the earth like a wildfire and consume the darkness whole cloth. This is the belief of the young, the idealistic, and the sensational.

4- "No man or woman has ever served under my command. I do not lead by order, be decree, by intimidation, or by right. I try to lead by example. And I proudly choose to stand beside any man or woman who wishes to serve the people of Faerun by ridding the world of evil, as I hope they will stand by me."

5- Candle Jakk plans to construct several regional towers to act as waystations and garrisons for CJMAC. The home fortress will be Candle Keep in Akanul.



Right now, before the official release of the rules for meta-orgs and, thus, CJMAC, the candlekeepers are solely my own characters:

Candle Jakk, founder, proprietor, and chief warlord
Wick (Paelias Melianome)
Qhaeless, son of Morath
Unnamed Tiefling

Sunday, November 16, 2008

Relevant L5R Names, Dates, Etc

This is a growing list of names I will need for the Scales of War adventure path in Rokugan. It will cover places and people and the occasional historical fact as necessary. Perhaps it will evolve into the general conversion document. Who knows?


Kawa sano Saigo no Kamae (River of the Last Stand): This is the river at which Kuni Osaku cast her legendary Cresting Wave spell and held the Shadowland's horde back for 73 days while the Kaiu Wall was constructed on its far bank. During the battle, Hida Banuken swore he would not take another step back and the Shadowlands have never pushed further than River of the Last Stand.

Haikyo sano Kappa (Ruins of the Kappa): Once a strong fortress of the Crab Clan, the Kappa palace fell long ago to the Shadowlands. Now, it houses a great goblin city, shabbily rebuilt in a mockery of its original style. Dozens of tribes gather here to meet, haggle, debate, and fight in a hideous mockery of human society. Haikyo sano Kappa seems like a good location for Umbraforge.

Kuni Areno (Kuni Wastes): The reclaimed homelands of the Kuni family, this area is a flat plain of cracked mud and blowing dust where no living thing will grow. The only humans who live here are the Kuni who live alone in ramshackle huts. The odd Shadowlands creature wanders about, looking for lone travelers to prey upon. The Kuni Wastes are a possible location for Castle Rivenroar.

The Black Finger River and the River of the Dark Moon: Just north of Crab lands, the Kawa sano Saigo no Kamae forks. The eastern fork is the River of the Last Stand. The western fork splits once more into the above-named rivers. The Black Finger River is the furthest any Rokugani has traveled into the Shadowlands.

Yugure Yama (Twilight Mountains): The tough and rocky range in southwestern Crab lands that forms the border with the Shadowlands. The passes in the Yugure are garrisoned or booby-trapped and any wise traveler announces his intentions to the Crab and enters the mountains via the Kaiu Pass. The northern Yugure support a large number of tea plantations which grow much of Rokugan's tea supply.

Kaiu Roka (Carpenter Pass): The Kaiu Pass is the largest passageway through the Twilight Mountains. Many merchants, peddlers, and hucksters frequent the road leading to the pass, plying their wares to any who pass by. Anyone who wishes to sell along the road pays a tithe to the Yasuki and, in fact, many of the merchants are Yasuki themselves. It is the only reason the Crab tolerate their presence. Kaiu Roka is an obvious choice for Bordrin's Watch.

Midaki sano Mura (High Tree Village): A mining town abutting the Kuni Wastes. It is supposedly haunted by Shakoki Dogu, the spirit of the Twilight Mountains created when the entire Boar Clan was sacrificed to forge the Anvil of Despair. The villagers are scared to walk through their own village at night, let alone enter the mines. This could serve as Rivenroar but probably not.

Koten: The ancestral shrine of the Crab Clan. It was meant to outshine the Lion Clan's ancestral shrine but very few Crab samurai leave enough remains to be cremated and interred. Koten has been moved further north so that it is closer to Shiro Kuni and Kaiu Pass. It is the temple in Siege of Bordrin's Watch.


The artifacts left from the Battle of the Cresting Wave would lie in either Shiro Kuni or Kyuden Hida. The Maw's skull hangs from the gates of Kyuden Hida so it makes sense that the artifacts would be there. However, that means Rescue at Rivenroar would require the Shadowlands scouts to attack the Crab capital. Perhaps they sow chaos and destruction in the outlying village to draw the Crab forces while a few lone figures sneak into Kyuden Hida and steal the artifacts.

Sunday, October 5, 2008

Update on Current Project

I went to Gamers' Inn to look at the game postings and think about what I should mention in my own game post to find players.

While there, I saw a flyer for A Gathering of Players. They are the RPGA group for Mesa and they run Living Forgotten Realms games every other Saturday. Long story short, I decided to play and judge LFR to gather my data (for the time being). Playing the pick-up style games of LFR allows me to see a wider variety of characters and tactics and presents situations not created and moderated by myself. I still want to run my Crab Clan vs the Shadowlands game to gather further information and to see what happens when the same people play the game week after week. Both sets of information make up the larger whole.

WotC Forum Quotes

Found these in TheBouncyPherret's signature:

I may not be smarter than a 5th grader, but I'm sure I could kick his ass
-Mike Merles, D&D Podcast Ep. 17; ~21:40

As far as I know the roles are pretty ironclad. The leader will make decisions for the party. The defender will speak up if another party member gets insulted in a tavern. The striker will be primarily responsible for scoring goals. And the controller will monitor air traffic conditions. Says so right in the DMG.
-NebtheNever

To me, there's nothing in HP and HP recovery that implies that you are always dodging until the final blow. Sometimes a blow pounds you into the dirt and leaves you looking like burger. Sometimes, you're just too Bruce Willis to care.
-Valdrax

Seriously, though, how much fun would it be to read these boards if everyone behaved reasonably?
-timothyconard

This post was brought to you by the interwebs. Destroying your language since it was invented by Al Gore!
-Calestin Kethal

Common Sense shoots! Rules goes for the block... and misses! Common Sense scores!
-Tipop

That's an easy fix: Your DM politely reminds the player who's running the game, and every time the player starts running his mouth, his character takes d6 + Annoyance modifier damage.
-Cohen95

I'm not used to people asking smart questions in Rules Q&A...
-mccowen

Thursday, September 4, 2008

Current Project

So my current project is playing Legend of the Five Rings using 4th Edition Dungeons & Dragons. The point of this, in part, is to help familiarize myself with 4e and get an experiential handle on the system's balance so I can start work on my Avatar: The Last Airbender bending class.

I am going to use the Scales of War adventure path from Dungeon Magazine because the first two adventures fit my idea for a Crab war party entering the Shadowlands very well. The first adventure features a band of hobgoblins raiding Brindol and absconding with several people as well as some artifacts of the war against the Red Hand of Doom. That sounds like a Shadowlands raid against a border town. The second adventure concerns a gathering orc army outside of Bordrin's Watch and their attempts to bypass that keep through the tunnels that run underneath it through the mountain. This sounds like a gathering army of Shadowlands creatures trying to get past an outpost of the Kaiu Wall by navigating the Kaiu's own tunnels beneath the wall.

Despite what I just said, I am not sure if the campaign will take place before or after the battle with the Maw and the building of the Kaiu Wall. I am going to tentatively say yes because the adventure path presumes a prior invasion by the Red Hand of Doom and it fits right in with the invasion of Crab Lands by the Maw. My final decision will come in another week or two when I see the third Scales of War adventure. While I originally wanted to use 12th level characters for the greater variety and amount of powers, if these adventures keep being so perfectly adaptable I will want to start at 1st level.

I also want to make a cool campaign introduction sheet/advertisement. Remember that this started out as an attempt to get back into a regular game when the rest of my group decided to stop for a while. So I was going to put up an ad in Gamers' Inn to find some players.