Tuesday, May 22, 2018

If you haven't stopped at the Tavern lately . . .

I am too busy to write a really solid post, but I am still looking and reading.

Erik "Give me 22 minutes, and I'll give you a post" Tenkar has put up a few worth looking at.

Interested in what ever happened with the Gary Gygax Memorial statue and fund?

Gygax Memorial Podcast part 1

Want to see what my default go-to class is? (Hint: Human fighter.*)

and this patch makes me think we need a Powered By GURPS magnetic car decal.

* Okay, that's a bit more than a hint.

Monday, May 21, 2018

Thin posting week & orcs WIP

Today and this coming week I have a large amount of additional work to get done. Because of that my usual daily posting schedule is going to get interrupted. I should be back to normal by this coming weekend.

To tide everyone over, here are some orcs I'm working on. Their shields will go last - I'm trying the technique of painting the figure first, then mounting the shield, instead of using the shield to cover up areas and not bother to paint them in detail. We'll see if they look better on the tabletop when I do that.

Sunday, May 20, 2018

Stericksburg's Status 2018

I posted way back in 2016 about the then-current status of Stericksburg

What about now, wondered Rick Siebold in a comment.

Much of that post is still accurate. But a few things have changed, so here is that whole post copied, pasted, and edited to reflect the current status of Stericksburg.


Here are the availability rolls for equipment, broken out by section. Every point the roll is made by is an additional one of that item for sale. On a critical success, there are effectively unlimited items of that specific type or twice margin of success, whichever makes more sense. You may make one roll per session for the entire group for a given item. Characters with in-town bonuses can make those rolls for other players, but this does mean the one rolling must stay in town, engage only in normal town behaviors, not learn additional spells, etc. as you're spending your time shopping with your buddy.

Mundane Gear: Freely available.

Armor and Weapons: List items are freely available. Custom and prefixed gear is available on a 15-, 12- if it's an odd combination or multiple-prefixed, and as low as 6- for really specific combinations ("I need a Fine Dwarven Balanced throwing axe with a backspike, both Silvered"). You can always special order custom weapons and armor. Custom armor assumes you're staying in town - no getting fitted out for a suit while you're living out in the woods.

Most ammunition is available in unlimited quantities, but special ammunition will be limited based on a 15- roll and provides (2 x margin of success) rounds of ammunition of that type. On a critical, ammunition is effectively unlimited.

Special Items: Most "specialty" items are available on a 12-. If not, you must special order them. Orders take 1d weeks to arrive. Rush jobs are more expensive but possible.

Magic Equipment: Special order only. Normal enchantment times apply, plus delivery time for special orders. Rush jobs cost twice as much, but can be done in a single day - assuming Black Jans is in town and he (assuming it's a he) reacts well to your request.

Chemicals and Natural Concoctions: Unlimited.

Poisons: Monster Drool is unlimited. Others are available on a 12-.

Potions: Most potions are available on a 12-. Minor Healing, Major Healing, and Universal Antidote potions are available with no limit on quantity.

Scrolls: Common scrolls - most spells from DFRPG - are available on a 12-, 9- for charged or universal, 6- for both. All are available for special order.

Power Item Charging: As listed. Overcharging power items is available.


Raggi Ragnarsson: Available on a 9-. He's had a very tough go of it, and this has drained his funds a lot - and recent delves have not been profitable for him. His enthusiasm for Felltower is waning. On a critical failure he's gone for a long duration - typically 1d months - before he can be found again.

Black Jans: Appearance is a per-session roll, never modified by anything! This is a specific exception to the rules. Roll frequency is secret, and made by the GM, and varies based on other circumstances. All visits require a Reaction Roll, also done in secret, and the results of the visit depend highly on this! Bonuses or penalties depend on what the visit is for. Visitors are strongly advised to be polite, be careful, and to only approach Black Jans when other resources have been exhausted.

Hirelings: Normal availability per DF 15. Relatively few veterans still live. Those that do can be sought out on a 9- as specific hires.

Volunteers: Available on a 6-. No one has had sufficient success to get world-be "part members" to just show up and sign on, especially since the pay assumption is "tips."


Because someone has been asking about learning to make Power Items, casting spells for cash, working in town to build up money, and so on:

Jobs: As always, there are just enough jobs out there that pay equal to your upkeep. You can always take a job instead of your one week's upkeep cost for downtime, but this precludes any extra in-town rumormongering, shopping, special orders, etc.

Otherwise we assume you've been working at a net-zero income job for most of the time you were off, paid one week's upkeep yourself, and been able to shop, learn spells, recover from injury, hit the sack early for an early departure on delve day, etc. Examine this too closely and it might break down, so don't do that. It's Dungeon Fantasy, not Papers & Paychecks. And if you really want to make your own Power Items, it's a 75 point Power-Up. It's not worth it in this game, but it's your character.

Saturday, May 19, 2018

Rules reminders from Castle Whiterock

I've been avidly following the game summaries of Castle Whiterock.

They're entertaining, but they are also good rules reminders for me.

Perception to spot incoming missiles

I don't always remember this - I just call for a defense roll. But honestly, even a totally alert combatant moving cautiously down a hallway shouldn't get a full, unpenalized Dodge or Block against, say, a crossbow bolt that hums out of the darkness ahead. A PER roll to spot it is fair, rules-appropriate, and makes being point less of a trivial series of "I block it on a 19 or less!" rolls.

Limits of Light

This I do remember, but I don't always remember to enforce penalties on the fringes. So often combat happens within 3-4 yards of the light sources. Often people have Dark Vision spells up or have some levels of Night Vision. But when they don't, I can forget, and call out penalties that ignore the darkness penalties for being on the fringes. They mostly don't apply, but then I don't reward those that find a way not to have them apply.

I need to be better about enforcing those. They are harsh on some PCs, but reward high PER and dark-seeing advantages, making them more worth the points put in them.

Friday, May 18, 2018

Artillery Spells & Felltower

So how will GURPS Magic: Artillery Spells affect DF Felltower?

Much like Death Spells, I'll pick and choose the ones I like. Of those, they will similarly be:

- lost or secret knowledge. You can't just go out and learn them.

- research might reveal what spells exist, but not enough details to enabkle someone to cast them, even with Wild Talent.

- access to them will be through Felltower. They'll be discovered adventuring, or thanks to adventuring.

- enemies may have access, as appropriate, but generally things will continue as they were before.

I love the book, but its contents will ease into the game as the PCs adventure. The answer in DF is always, it's done through adventuring, not through town.

Thursday, May 17, 2018

New Release: GURPS Magic: Artillery Spells

There is a new GURPS book out today from Sean "Dr. Kromm" Punch.

GURPS Magic: Artillery Spells

It basically does for wide-area attack spells what Death Spells did for one-target attack spells. It adds more and better spells for the purpose of attacking groups of foes.

I saw it in playtest form, and I'm looking forward to reading it in its final form.

Wednesday, May 16, 2018

The Troll Wars

Here is a brand-new addition to Felltower canon, courtesy of one of my players:

The Troll Wars

A recent conflict, possibly still ongoing, between the forces of civilization and the trolls.

We don't know a lot of details yet, except:

- it required scouting - and why not? DF Trolls are sneaky and dangerous killing machines. You don't want to just run into them in an unexpected meeting engagement.

- it's been going on for a few years.

- it started suddenly, based on the really unexpected departure of one of the PCs to join said wars.

- it's probably going on near Molotov and the east end of the Cold Fens, especially the marshy section so unlike the flooded, wet, swampy section where the tomb is located.

We'll find out more, of course, in actual play.

And when we play again, on 5/27, I'll reveal who is behind this sudden addition to canon.
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