Showing posts with label Heroic Age. Show all posts
Showing posts with label Heroic Age. Show all posts

Wednesday, February 17, 2016

De-Bar-Ka, Tinalíya Specialist

[I got an idea for the adventure I want to run next fall at U-Con, but this scenario requires six or seven 8th-10th level characters and a similar number of 5th-7th level PCs (players will play one of each). I decided to test out Heroic Age of Tékumel with high-level PCs. In the process, I came up with an idea for dealing with the magical abilities of Pé Chói and Tinalíya, two of the nonhuman races. Here're the rules:

Pé Chói and Tinalíya have Innate Spellcasting as a Species Trait. 

Innate Spellcasting: Any members of these species with a PSY Mod of +1 or more can purchase one 1st level spell per level as a background skill.

This will allow them to essentially multi-class magic user with anything else.

Here is the final Tinalíya character.]

De-Bar-Ka is a scholar priest in the Temple of Ksárul in Purdimál at a rank of Licentiate, specializing in devices of the ancients. It is not just an academic, though, and it has taken several expeditions to the underworld and distant sites to study ancient artifacts in their natural habitat. In the process, it has also become quite expert in finding and disarming traps and locks of the ancients.

De-Bar-Ka, 9th Level Tinalíya Specialist


Gender: Neuter

STR: 47
INT: 94 +1
PSY: 99 +2
DEX: 88 +1
CON: 60
CHA: 43

AC: 14
HP: 7d6 / 27
Cash: 7 káitars
Spell Pool: 14
Skill Points: 53

Species Traits
Innate Spellcasting

Species Skills
Survival (underground)

Languages
Tinalíya (native), Tsolyáni, Livyáni, Yán Koryáni, Mu'ugalavyáni, Classic Tsolyáni, Expert in Engsvanyáli, Bednálljan Salarvyáni, Tsáqw, Llyáni.

Skills
Expert Lore (ancient devices), Master Locksmith, Expert Trap Detector, Expert First Aid, Expert Spy, Master Engineer-Architect, Glassblower, Mathematics, Mimic, Survival (forest, underground, swamp), Dagger, Pistol crossbow, Sword

Spells
Warding, Soperiferousness, Summon Creatures I, Alleviation, Excoriation of Contagion, Recuperation, Light and Darkness, Perception of the Energies, Seeing Other Planes

Equipment
Short sword
Pistol crossbow with 30 bolts
Dagger
Sorcerer's Bag
First aid kit
Locksmith tools
Mechanical tools
Rope
Language notebook
Notebook about ancient devices
Leather harness with straps and pouches (counts as AC 13)
+2 enchanted steel dagger
Steel dagger (x2)
Abominable Eye of Detestation: 30 charges, labelled in Llyáni.

I'm pretty happy with the level of competence. 

Thursday, October 15, 2015

Heroic Age of Tekumel Quickstart Rules (Beta) are released into the wild!


It's out! I finally got it finished!

Heroic Age of Tekumel Quick Start Rules (Beta) is up on DriveThru!

Take a look. Tell me how you like it. Tell me where I went wrong. Find typos and issues and send them to me.

Aaaaaaaah!

Tuesday, September 22, 2015

U-Con Tekumel Track Schedule

We have the schedule for the U-Con Tekumel Track. I'm running two games, Fresh Off the Boat using Heroic Age of Tekumel, and Princess Zira and the Jungle Ruins using Warriors of the Red Planet.

Sometime today, event registration begins! Register here!

10a
Ahoggya Ark, GM: John Till, 6 players, Metamorphosis Alpha 1st edition, Friday 10a-2p. 
Humans, mutants, & thousands of disgusting Ahoggya, trapped together on an out-of-control generation ship! If you like Metamorphosis Alpha, Tekumel, or are Ahoggya-curious, this adventure is for you!
5p
Tekumel: Joyful Sitting Among Friends, GM: George Hammond, 30 players, Friday 5p-7p. 
This is the annual welcome gathering for the Tekumel Track. Join us to find out about the weekend's Tekumel events, or the Tekumel setting in general, and meet other fans of the setting. 
8p
Tekumel: Hlaka 2: The way home, GM: Patrick Brady, 7 players, Friday 8p-12a. 
You are a group of Hlaka mercenaries who find themselves on the losing side in the civil war.

Rumble in Jakalla 2, GM: Brett Slocum, 8 players, Friday 8p-12a. 
Jakalla, the City Half as Old as the World, trembles before the power of the Gods! Priests of the Temple of Thumis, Stability Lord of Knowledge, must deal with the aftermath of an earthquake and the crack in the temple foundation.
Saturday
9a
A Night’s Entertainment, GM: Krista Donnelly, 6 players, Bethorm , Saturday 9a-1p. 
Emerald Circlet may be the lowest of the low clans, but you sing, you dance and you entertain as you make your way along the Sákbe Road of life. Sometimes the Guard chases you away, but sometimes the high clans just want some amusement. Today is your lucky day - you are on your way to your biggest commission yet. 
2p
Fresh Off the Boat, GM: Brett Slocum, 8 players, Heroic Age of Tekumel, Saturday 2p-6p. 
After a disaster, your entire tribe pulls up stakes and moves across the ocean to the sparkling gem of Jakalla, The City Half as Old as the World. Is civilization all it's cracked up to be? Can you survive in an urban metropolis? Will you see what lies beneath the streets and live to tell about it? 
8p
Princess Zira & the Jungle Ruins, GM: Brett Slocum, 6 players, Warriors of the Red Planet, Saturday 8p-12a. 
On the way to a peace conference, Princess Zira and her entourage are kidnapped. Survive the trials of Ayo-Xatl, a ruined city in the jungle, including cultists of the Outer Space Goddess, Vu-bats, and the legendary Beast of Ayo-Xatl. Experience Tekumel during the Latter Times, only a couple thousand years after the entire star system was sucked into a pocket dimension, in this Sword and Planet adventure. Using the new Warriors of the Red Planet rules, a D&D clone for Sword and Planet roleplaying. 
Sunday
9a
Trouble in the Foreigner's Quarter, GM: John Till, 5 players, Fate of Tekumel, Sunday 9a-1p. 
Strangers in the Foreigners' Quarter bring trouble to the Great Stone clan of Thraya! Clan members must investigate, before embarrassing affairs come to light! Tekumel adventure for fans new and old! 
2p
A Guard’s Life, GM: Krista Donnelly, 6 players, Bethorm, Sunday 2p-6p. 
Life is sweet as a Sákbe Road guard. Opportunity abounds, especially when the tirrikámu is away on mandatory training. But he will only be gone for one day so you had better make the most of it. 

Monday, September 21, 2015

Gamer ADD

I have a lot of projects going on, but for some strange reason, I don't feel fractured or grinding my gears. Here's what I working on currently:

  • Heroic Age of Tekumel: my own sequel to Empire of the Petal Throne. Almost finished with the quickstart rules. I've also prepared a Fresh Off the Boat scenario for U-Con and Con of the North. This will let me test out the tribe rules. 
  • I ran an old school solo hexcrawl using the Outdoor Survival map and Delving Deeper. The rules worked nice and could easily be tweaked to give custom responses. I so liked the idea of running myself through solos that I want to do it for other games. 
  • Warriors of the Lost Planet: my house rules for running adventures on Tekumel during the Latter Times, only a few thousand years after the Time of Darkness, using Warriors of the Red Planet rules. House rules, races, equipment, etc. First draft done. I've prepared a scenario called Princess Zira and the Jungle Ruins for U-Con and Con of the North. I've made a small 50x50 mile sandbox (vinebox? since it's mostly jungle?) that I want to run through solo to familiarize myself with the rules in play.
  • I'm creating a Greek-themed saltbox of island-hopping adventure. This has a working title of Ancient Adventures, but that's not final. Priest class: first draft done. Enchanter class: first draft in progress. Three sets of D12 subclasses: first drafts in progress. I've been collecting thoughts on a bestiary (simply pull the classic Greek ones out) and encounter tables, an elemental spell lists for nature spirits, and spell lists divided by Olympian deity. This would be suitable for solo play.
  • Rabbits & Ronin: This is a campaign inspired by Stan Sakai's Usagi Yojimbo comic and the RPG from Gold Rush Games in the 1990s. I'm basing this off of Ruins & Ronin with anthropomorphic animals as races. I discovered Mad Monks of Khantoom, a fantastic oriental campaign generator where exploring the 1001 Padogas is the goal. 
  • I also have plans to run Isle of the Unknown as a solo adventure, just to get familiar with LotFP.
  • Dyson's Sandbox: I'm ruminating on all the wonderful adventures written by +Dyson Logos, and have started on making a sandbox to explore them. 
  • Narcosan Stashbox: I'm doing the thinking part of developing a sandbox for Narcosa. I really want to test out my Drug Trance magic users from that august book. #narcosa

Thursday, September 3, 2015

Tekumel Track at Con of the North, Feb. 12-14, 2016

I have submitted a proposal for a Tekumel Track with a dedicated room for Con of the North in Minneapolis MN in February 2016. We have 40 hours of roleplaying and board games!

Three of the RPGs take us to previous historical periods: The Latter Times, the start of the empire of the Fishermen Kings, and The Time of No Kings.

Here is the schedule of games:



Title
GM/Host
Time Slot
Tekumel: Intro and Q&A
All GMs
Fri 12-14
Tekumel: Shopping!
Don Kaiser
Fri 14-20
Tekumel: Wizard Duel
Brett Slocum
Fri 20-22
Tekumel: Fresh Off the Boat
Brett Slocum
Fri 22-02
Tekumel: Panic in Pán Cháka
Bill Acheson
Sat 10-14
Tekumel: A Royal Visit
Don Kaiser
Sat 14-18
Tekumel: Jakallan Urban Sprawl
Brett Slocum
Sat 18-20
Princess Zira & the Jungle Ruins
Brett Slocum
Sat 20-02
Tekumel: A Thráyan Intrigue
Don Kaiser
Sun 10-14
Black Ships in Jakalla Bay
John Till
Sun 14-18
Tekumel: Wizard Duel
Brett Slocum
Sun 18-20
Come have some Tekumel fun in February!

Monday, August 24, 2015

Heroic Age progress report

I haven't updated on Heroic Age here for awhile.

I'm going through a second editing pass on the spell descriptions and filling out many of the skill descriptions. Mostly just changing the generic spell names to Tekumel spell names.

I should have the Quickstart done by the end of the month.

I've also been preparing a Warriors of the Red Planet game set on Tekumel in the Latter Time for U-Con in November. I've also been thinking how that time period could be handled by Heroic Age.

At U-Con I will run the above game, plus a Fresh Off the Boat game using Heroic Age, focusing on the Tribal character rules. Yes, more underworld exploration, maybe some wilderness reconnoitering.

Monday, July 20, 2015

Heroic Age of Tekumel Convention Packet 2015 (Tribal) available

I said I was going to put this up a couple weeks ago. Then I found a few places where I hadn't taken out everything non-tribal, especially spells. Also, there were a couple things I wanted to add for Tribal games, such as the Tribal Name generator and Random Tribe Generator. So it took me longer than anticipated to get it done.

So here is the 2015 Convention Packet for Heroic Age of Tekumel. This will allow you to create 1st level barbarian tribe members. It is designed for a "Fresh Off the Boat" game I'll run at U-Con in Ypsilanti, Michigan in November and at Con of the North in the Twin Cities, Minnesota in February 2016.

Download the Heroic Age of Tekumel Convention Packet 2015 (Tribal) here.



Sunday, March 22, 2015

Heroic Age of Tékumel: Nonhuman Races

So far, the only option has been human characters. Here are the first versions of the nonhuman species for Heroic Age of Tékumel. Let me know what you think.

These are just the character adjustments, not the full description of the nonhumans.



1. Choose Species

The CHA modifiers are only for dealing with those outside the species or subspecies. Nonhumans thus have two CHA values.

Human

HD: 1, AC: 12, Morale: 7
Classes: any
Clan: any
Religion: any

N'lǘss (human subspecies)

STR: +10%, DEX: -10%, INT: -10%, PSY: -5%, CHA: -15% (non-N'lǘss)
Species Traits: Height +12"
Classes: Tribal classes
Clan:
Religion: Vimúhla or Chiténg


Ahóggya

STR: +20%, DEX: -20%, CON: +20%,
INT: -10%, PSY: -40%, CHA: -40%/-60% (human/Sh
én)

HD: 3, AC: 17, Morale: 10
Species Skills: Survival (swamp)
Classes: Tribal Fighter
Clan: none
Religion: none

Hláka

STR: -10%, DEX: +15%, CHA: -20%
HD: 1, AC: 14, Morale: 6
Species Traits: Wings
Species Skills: Flying
Classes: Tribal Fighter, Shaman, or Specialist
Clan: none
Religion: Hláka gods

Páchi Léi

CHA: -5%
HD:
1, AC: 15, Morale: 7
Species Traits: Dark Vision, Sense Hidden +6
Species Skills: Survival (jungle), Climbing
Classes: Fighter, Priest, or Specialist; wild Páchi Léi use Tribal classes.
Clan: if not wild, normal Tsolyáni clans
Religion: if not wild, normal Tsolyáni temples


Pé Chói

DEX: +10%, CON: -10%, PSY: +15%, CHA: +5%
HD: 1+2, AC: 17, Morale: 7
Species Traits: Excellent Hearing +6, Sense Life, Sense Death, Sense Hidden +9
Species Skills: Survival (forest)
Classes: Fighter, Priest, or Specialist; wild Pé Chói use Tribal classes.
Clan: if not wild, normal Tsolyáni clans
Religion: if not wild, normal Tsolyáni temples

Pygmy Folk
STR: -10%, DEX: +20%, CHA: -20%
HD: 1d6-1, AC: 13, Morale: 5 if no Pygmy Folk present, 9 if at least one Pygmy Folk present
Species Traits: Dark Vision, Excellent Hearing +9
Species Skills: Survival (underground), Climbing, Miner, Swimming
Classes: Tribal classes
Clan: none
Religion: none

Shén

STR: +20%, DEX: -20%, INT: -5%, PSY: -20%, CHA: -20%
HD: 3, AC: 17, Morale: 10
Species Trait: Club Tail
Species Skills: Tail Strike – does d4 damage and target must make a DEX save or fall down.
Classes: Tribal Fighter or Specialist
Clan: none
Religion: Shén gods


Swamp Folk

CON: +10%, PSY: none
HD: 1, AC: 14, Morale: 7
Species Traits: Spatial Sense
Species Skills: Swimming, Sailor
Classes: Tribal Fighter or Specialist
Clan: none
Religion: Swamp Folk gods

Tinalíya

STR: -15%, DEX: +10%, INT: +5%, PSY: +15%, CHA: -5%
HD: 1-1, AC:  12, Morale: 8
Species Skills: Survival (underground)
Classes: Fighter, Magic User, Specialist
Clan: none
Religion: none

Urunén

INT: +5%, CON: -5%
Species Traits: No binocular vision
Classes: Fighter, Magic User, Specialist
Clan: none
Religion: none


Species Traits

Club Tail
Shén have a tail that ends in a bony club, which they can use against anyone behind them, striking for d6-1 and requiring a DEX save from the target to avoid falling down.

Dark Vision
Páchi Léi and Pygmy Folk have very good night vision and can see in the dark up to 60 feet. Nearby light sources interfere with this ability.

Excellent Hearing
Pé Chói and Pygmy Folk have an excellent sense of hearing and they add the bonus given to their Hearing rolls. This ability extends for 60 feet for Pé Chói and 120 feet for Pygmy Folk. Pygmy Folk can also hear through a foot of stone. Nearby noises interfere with this ability.

Height +12”
N’lǘss are 12 inches taller than the average human on Tékumel.

No Binocular Vision
The Urunén’s widely spaced eyes give the species superior peripheral vision, but no binocular vision. All Urunén are at -3 on missile weapons, but can see on both sides and partially to the rear.

Sense Death
Pé Chói can sense the death of one of their own within 3 miles.

Sense Hidden
Páchi Léi and Pé Chói have an increased ability to sense hidden objects and situations, including ambushes, secret doors, or hidden traps. This ability lets them add bonus to any Sense Hidden rolls: +6 for Páchi Léi, and +9 for Pé Chói.


Sense Life
Pé Chói have a rudimentary ESP that can sense living beings within 10 feet.

Spatial Sense
Swamp Folk have an innate sense of their body’s position and orientation. Thus they can perceive subtly curved or sloping passages, or if they've passed through a nexus point or teleportal that caused them to travel a distance in an instant.

Wings
The Hláka have wings. They can fly at 300 yards per round outdoors.

 

Species Skills

Flying
Routine flying does not require skill checks, but in adverse conditions (wind storm, combat, etc.) skill checks will be needed.

Tail Strike


This weapon skill is for Shén using their tail as a weapon. 

Friday, March 20, 2015

Heroic Age of Tékumel Character Advancement

The Heroic Age of Tékumel Convention Packet does not include leveling up rules, since it was designed for one-shot convention play. So here they are.

Character Advancement

Experience Bonus

Prime Attribute
Experience Bonus
76-95
+5%
96-00
+10%
Constitution
Experience Bonus
96-00
+5%

Leveling Up

New Level Checklist

1. Roll Attribute Bonus
2. Roll Skill Points
3. Choose Skills

1. Roll Attribute Bonus

When a character advances to a new Level, one of their basic Attributes may increase. Roll on the Attribute Bonus Table to find how much their Attribute increases. Then roll on the Increased Attribute Table to determine which Attribute has increased.

Attribute Bonus Table

d100
Attribute Bonus
01-75
No bonus
76-99
+5% bonus
100
+10% bonus


Attribute Table

Roll
Attribute
1
Strength
2
Dexterity
3
Constitution
4
Intelligence
5
Psychic Ability
6
Appearance

Harsan has gone up to Level 3. He rolls an 88 on the Attribute Bonus Table for +5% and he rolls a 2, so he adds 5% to his Dexterity.

2. Roll Skill Points

Skill Point Table

Level
Skill Points
Maximum
2
d6 - 2
6
3
d6 - 1
7
4 - 5
d6
8
6 - 7
d6 + 1
9
8+
d6 + 2
10

Skill Point Modifiers

Add INT Mod

3.  Choose Skills

Spend half of skill points (rounded up) on Professional skills.

Thursday, March 19, 2015

Heroic Age of Tékumel Example of Play

I wrote this for the Quickstart of Heroic Age of Tékumel. I hope you like it. Any comments?

Example of Play

Six friends gather to play a game of Heroic Age. John is the GM and has an adventure ready. Jim is playing a scholar-priest devoted to Thúmis named Balésh, Sue is playing a priestess of Avánthe named Dzái, Dean and Loren are playing human fighters from the Temple of Thúmis, named Mígor and Múkor respectively, and Tom is playing a Tinalíya named La-Go-Ki. The characters are all 1st level. They've been playing for a couple hours and find themselves in a room in the underworld.

John (GM): Okay, you’re in a spacious room, maybe ten strides wide and twenty long, with high ceilings -- maybe 4 or 5 man-heights high. The walls are covered with brilliantly-colored frescoes depicting a crocodile-headed goddess eating sacrificed warriors and causing the life-giving floods that irrigate and replenish the land. In the middle of the room is a large statue of her standing with large green faceted eyes and very sharp white teeth, probably a hundred of them. On either side of her statue are two evil, nasty-looking Crocodiles from Hell statues. It almost looks like these statues are drooling. Across the room is an ornate doorway. The doors are covered in gold. At the base of statue is a large ewer. What’s everyone doing?

Jim (Balésh): I move toward the center statues. I’d like to cast Detect Magic on the area.

Sue (Dzái): I look at the frescoes? What do I know about the crocodile goddess cult?

Dean (Mígor): I walk to the gold door and see how thick the gold is.

Mark (Múkor): I move next to Balésh. What’s in the ewer?

Tom (La-Go-Ki): I move behind the statues and look for traps.

John (GM): Okay, Jim, roll your spell chance.

Balésh (Jim): (rolls dice) I rolled a 9, plus 1 for my level, plus 2 for my Psychic Ability of 96, making 12, which is equal what I need. I successfully cast the spell.

GM (John): Balésh detects a general aura of magic emanating from the three statues. You’re not sure if this is from their sacred nature or something else. Sue, you need to make a general knowledge roll, based on your religious education? Can you make a 12?

Dzái (Sue): (rolls dice) Nope, I got a 7. (She rolled a 6, plus 1 for her level, and +1 for her INT Mod.)

GM (John): All Dzái knows is what I’ve already told you.

Dzái (Sue): What can I glean from the frescoes? (rolls dice) I rolled a 14 and my INT Mod is +1.

GM (John): That’s enough. In every depiction of the goddess, you see water nearby, and she often has other crocodiles with her. Dean, Múkor thinks the gold is more than gold leaf.

Mígor (Dean): I’m Mígor.

GM (John): Oops. Sorry. (rolls dice) Múkor, the ewer is filled with a lot of coins of every type. Some look to be very old and not of the present regime. Tom, (rolls dice) La-Go-Ki detects no traps on the goddess statue. Okay, next round. Actions everybody?

Balésh (Jim): While I’ve got the Detect Magic going, I’ll go around the room looking for more magic.

GM (John): Starting where?

Balésh (Jim): Starting at the statues and moving toward the door in front of us.

GM (John): I’ll let you know if you detect anything.

La-Go-Ki (Tom): I’m also looking for any hidden latches or drawers or compartments around the base of the statue.

Múkor (Loren): I start filling my bag with coins.

GM (John): Your bag is full of food, Múkor.

Múkor (Loren): I dump the food and start shoveling in the coins.

GM (John): Dumping it in your backpack?

Múkor (Loren): No, on the floor.

GM (John): Okay. Mígor, what are you doing now?

Mígor (Dean): I’m digging in the gold of the door with my dagger to see how thick the gold is.

GM (John): Dzái, you’ve been studying the frescoes and are now over near the door with Mígor, and Balésh is arriving there as well.

La-Go-Ki (Tom): So, Múkor and I are the only ones near the statue?

GM (John): Yes. Whose turn is it to roll a d6?

Mígor (Dean): Mine. (rolls) I got a 2. I hope that wasn’t Surprise.

GM (John): It was Surprise. The two crocodile statues come to life. They are now actually drooling, razor-sharp teeth gnashing. Deep growls rumble in their throats, like rock grinding on rock. One charges Múkor and one charges La-Go-Ki. What armor do you each have?

La-Go-Ki (Tom): Leather, AC 15.

Múkor (Loren): Chain and shield is 17.

GM (Tom): (rolls) La-Go-Ki, your croc snaps at your arm, but misses. You can smell its fetid breath. Múkor, your croc leaps at you, jaws snapping. (rolls) It connects with your leg for … (rolls) … 2 damage.

Múkor (Loren): (marks 2 off of his Hit Points) He drops the bag and switches to his sword.

GM (John): Hang on. This is Surprise. You’ll have to wait till next turn. Which is now. Whose turn to roll Initiative?

Múkor (Loren): Me, and … (rolls) … we got a 4.

GM (John): (rolls) Ah, 3. You go first. Start with Loren and Tom, then the others.

Múkor (Loren): I switch to my sword, dropping the bag full of coins. I’m attacking the croc statue, trying to knock its legs out.

GM (John): Make your combat roll. Its stone body has an AC of 17.

Múkor (Loren): My 78 Strength gives me +1. (rolls) I got a 6 plus 1 is 7. Miss. Crap. Next!

La-Go-Ki (Tom): I’m pulling my Eye out of my harness pouch. If I shift a step, can I make sure Múkor is not behind the statue?

GM (John): Sure, a sidestep means Múkor will not be in line. Which eye is that?

La-Go-Ki (Tom): The Eye of Frigid Breath. I only have 5 charges left.

Balésh (Jim): You have an Eye of Frigid Breath?! Oh, man! Sweet!

Dzái (Sue): I’m jealous.

GM (John): Okay, roll to hit, but ignore armor.

La-Go-Ki (Tom): My DEX is 98, so +2. And without the armor the statue is 12. (roll) Aha! 15 with the +2 is 17. Whew!

GM (John): A sparkling white beam shoots from the Eye and strikes the crocodile full in the chest. The stone of its body goes white with frost. You feel a wave of cold on your skin. So do you, Múkor. In fact, the beam only misses you by about a foot. The beam continues and hits the wall, making the frescoes frost up as well. The croc’s joints lock up. He’s trying to bite, but his jaw is grinding. It can’t take a step either. It rolls its eyes wildly.

Mígor (dean): I drop the dagger and draw my mace. I’m charging the one on Múkor, waving my mace over my head and screaming, “Die for Thúmis!”

GM (John): Okay, you close the gap and can roll your attack.

Mígor (Dean): I smash the mace down on its head. +3 for my 100 Strength. Ooo, 13 plus 3 is 16! Woohoo! (rolls) I got a 7 for damage too!

GM (John): Excellent. You got its attention. Jim? Sue?

Balésh (Jim):  It’s not a living thing, and I can’t use Illusion on it, so I’ve got nothing in the spell department. I’m going to open the gold door.

Dzái (Sue): I’m moving close to Múkor and casting a Heal Wounds. I need an 12. (rolls) 15! (rolls) I cure 3 hits, so you’re completely healed.

GM (John): The statue’s turn. The one on Múkor has to decide between him, Mígor, and Dzái.

Dzái (Sue): What?

GM (John): You’re in range next to Múkor. (rolls) It’s attacking Mígor. Its jaws snap. (rolls) A hit. (rolls) It does 3.

Mígor (Dean): Ouch, I’ve only got 1 left.

GM (John): The other one is still frozen and can’t move. New round.

La-Go-Ki (Tom): I give it a shove to knock it over.

GM (John): It can’t move, so you don’t have to roll to hit, but it’s big and heavy and you’re small, so treat it like an Open Door roll. Roll a STR Save. d20 plus Level plus STR Mod.

La-Go-Ki (Tom): (rolls) I rolled a 1.

GM (John): Aw, a fumble. You hurt your wrist when you shove the thing and fall against it. But … (rolls) … the thing is in mid-step, so it’s unbalanced. It tips over anyway. When it hits the floor, it shatters into a dozen pieces.

All: Yay!

Múkor (Loren): I swing at mine.

Mígor (Dean): Me too.

GM (John): Okay, make your rolls.

Loren: A natural 20! And a 6 for damage.

All: Hurray!

Dean: I got a 15 plus 3 for Strength plus 1 for level for a total of 19! 4 for damage.

GM: Roll again, Loren.

Loren: A 19!

All: Instant death!

GM: Múkor hits the statue right at the juncture of its neck to its body, and the stone cracks. The creature bellows and turns toward you, but its neck cracks further and the head completely falls off the statue. It stops, shudders, and falls to the ground, shattering into a pile of rubble.

High fives all around the table with much hooting and hollering

GM (John): The goddess statue now starts to move and a booming voice issues from its throat. “THIS WILL BE THE LAST SHRINE YOU DESECRATE!” Enormous holes in the walls burst forth from the frescoes and water begins to pour into the room from four sides. What do you do?


Everyone starts shouting at once and hilarity ensues.