Hit Point Charts and Pregenerated Characters for War of Everlasting Darkness

More than a couple of you were appreciative of me sharing my hit point charts I use for running D&D Encounters (or D&D generally), so I’m sharing my next set for this season of Encounters: War of Everlasting Darkness. Please reference that past article for explanations as to read the document.

Hit Point Charts

This season, for lack of a better term, is weird. This isn’t a criticism, but it means that, among other things, I didn’t adjust the combats for parties of four or six players. Each encounter is actually better termed a “mini-adventure.” I suspect adjustments are a bad idea, even if you have seven or eight players, because you won’t have the time to finish the session if you increase the number of NPCs as well (unless you’re cheating and running this at home). Just run the encounters as written, adjusting on the fly as you see fit. If I see that adjustments are practical — I usually have 6 players at my table — then I’ll update the document.

As before, at the time I’m first posting this, I haven’t read the entire adventure. Please let me know if I need to perform edits for any reason. My schedule doesn’t allow me to make any edits during the week. Any changes will have to wait until the weekend.

Pregens

Because some of my players are kids without access to the character builder, and because the season takes the characters from levels 1 to 8 in eight sessions, I needed to create pregenerated characters as well, spanning those levels. I’m creating only two that are specifically designed for the players at my table. They use inherent bonuses, which is suggested by the adventure itself, and they’re designed to be very simple to run. Accordingly, if you like to optimize your characters, these will be disappointing (especially because I took so long to give Darthon Superior Will — I’m not redoing the work :)). However, I’m providing the character builder XML files as well, so if you sort of like what you see here, you can make some adjustments fairly easily.

The Links

Hit Point Charts

1st 2nd 3nd 4th 5th 6th 7th 8th
Slayer PDF  XML PDF  XML PDF  XML PDF  XML PDF  XML PDF  XML PDF  XML PDF  XML
Sorceror PDF  XML PDF  XML PDF  XML PDF  XML PDF  XML PDF  XML PDF  XML PDF  XML

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Why I Love the TV Series, Star Trek: Enterprise

I’ve been revisiting the series Star Trek: Enterprise (“STE“). The episodes are available free on the Star Trek website. In light of last week’s anniversary of the first airing of Star Trek: The Original Series (“TOS“), I thought it would be appropriate to share my thoughts.

STE is a much-maligned series in the Star Trek franchise. Though I can understand why relatively new Star Trek fans didn’t like it, I never quite understood why fans of TOS didn’t. Sure there were problems with the writing; the temporal cold war was annoying and never truly resolved, and they never should have forced the Borg and Ferengi into the storylines. However, for those who’ve been with Star Trek from the beginning, we’ve seen it as a morality play first, and bells and whistles second. The futuristic setting was interesting and important. It was interesting to see where humans were going and important because it told us that somehow, despite the threat of nuclear annihilation, we were going to make it. Nevertheless, the reason we were going to make it was because of our social evolution, not our technological evolution. Greater technology, by itself, simply gives us the means to destroy ourselves. We have to rise above our instincts and insecurities to make it to the 22nd century. Story was what mattered.

So, how did we go from cross burnings to not batting an eyelash when we meet an energy-based being? We can certainly see the first part of that evolution by looking at how our real-world societies have (and haven’t) evolved since the 60s. We can also see how we’ve evolved from the Original Series to the Star Trek: The Next Generation (“TNG“) era, a time at which diversity was so extensive that we threw up our hands and surrendered to it psychologically-speaking. What’s missing is our future. By “our,” I mean those of us living in the 21st century, and those that will live in the 22nd century. What can we and our descendants expect? Star Trek: First Contact gave us a hint. First contact with the Vulcans “unit[ed] humanity in a way that no one ever thought possible, when they realize they’re not alone in the universe.” Deanna Troi, Star Trek: First Contact. That’s great, but it’s also a bit idealistic. Even if humanity no longer hated itself, could we really expect that to mean the end of bigotry instantaneously? STE answered that question, and that’s why I loved it. It told a part of the story we needed to see, both in terms of our social evolution and technical evolution. The jump from TOS to TNG wasn’t nearly as fascinating to me as the jump from right now to TOS, because that’s what will affect people I actually know, including me.

Two of the best episodes in all of Trek history were Demons and Terra Prime, a two-part series starting Peter Weller (a.k.a., Robocop) as a xenophobic human. He united black and white, male and female, gay and straight, and faithful and atheist against a common foe: Anyone who wasn’t human.  It demonstrated that humans are as bigoted as their circumstances dictate. By that, I mean that whoever is most different at the time is the target of our bigotry. Sure, looking at green-blooded, pointy-earned clones of Satan, we’d probably lose focus on how we hate each other, but that focus had to go somewhere, and sure enough it did. Humans developed great resentment towards Vulcans. Of course, there wasn’t much outright hostility, but then again bigotry nowadays doesn’t often result in physical violence, but that doesn’t make the bigotry any less real. Also, humans were getting something out of their relationship with Vulcans, so that helped to mollify that resentment.

Or so my theory goes.

Still there was a story to tell there. You may agree or disagree with my point of view, and you may have preferred a different direction for Star Trek canon. That’s not what’s important. What’s important is that we’re analyzing social issues, which is what made Star Trek one of the most important series in the history of television. That analysis is the mission of the Star Trek franchise. Whatever legitimate concerns you might have for the quality of the writing, with Star Trek: Enterprise, mission accomplished.

Unless, of course, phase cannons weren’t glamorous enough for you.

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FASA Trek Digital v1.0 Is Available

I’ve uploaded the first version of FASA Trek Digital, my Access 2007 database for the FASA Star Trek RPG. You can find it on my FASA Star Trek RPG Resources page (along with an explanation as to what exactly it is) by clicking here. I’ve never distributed an Access database, so if you’re having any problems opening it, let me know.

It’s an *.accde file (executable), so you might require the MS Access runtime application in order to run it. I haven’t packaged that with the program. I can do that if someone’s having trouble downloading the file, though you can also just download it yourself from the Access help database at http://www.microsoft.com/en-us/download/details.aspx?id=4438. It’s a quick download and installation, and once installed, it should work. (You should not need the Access Runtime Application if you already have Access 2007 installed on your PC.)

I’m happy with the functionality it provides, but remember that “you get what you pay for.” It could be a lot better, but unless I receive some support through (100% optional) PayPal donations, further development isn’t strictly guaranteed. Nevertheless, I’m planning to complete the player character generation component and am willing to entertain specific requests from all of you.

If you have any problems or uncover any bugs/defects, please contact me.

Happy gaming!

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My Two Worlds Collide: #Geekdom and #Politics #StarTrek

I apologize, but for the second day in a row, I’ve turned my geek-related blog into a political commentary. I can’t help it. These are two politicians I can really get behind. I refuse to stay silent when the very balance of our universe is at stake.

The future indeed.

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New Page: FASA StarTrek RPG Resources

FASA Star Trek RPG Character Sheet (click to enlarge)

I’ve created a new page for distribution of my FASA Star Trek RPG resources. If you’re interested in running or playing the game, this would be a good place to start. It will soon have a digital tool available to generate characters, starships, solar systems, and planets, as well as print character sheets and starship panels. It already has my own designs for the Command and Control Panels and Master Control Panels, a quick reference sheet summarizing the rules, and Anything but Routine, an introductory adventure I wrote.  A direct link to the page now appears in the menu at the top of this page, so you can always find it without searching if you come back to my blog at a later date.

Happy gaming!

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My Two Worlds Collide: #Geekdom and #Politics

This is not a political blog. I have nothing to say about politics here. I provide the photo simply to give you a chuckle.

Follow me on Twitter @GSLLC

Updating My “Bloodied” List for 4th Edition D&D

Image care of http://www.elfwood.com/~vibe/Deity-09-Aberration.3340270.html

In my post, Three Thoughts From Last Week’s Game, I presented a list of terms I use to substitute for “bloodied” (a term used in 4th Edition Dungeons & Dragons for a creature who’s been reduced to half their full hit points). It gives the game a bit more flavor. Last night’s game had an addition to the list (care of Luddite Vic) for Aberrations. These are creatures from the Far Realm, which is a plane of existence that’s unimaginably confusing, resulting in insanity relatively quickly for any that visit (and somehow survive that long). The list is updated below.

Oh, and the session was fun. All we got through was two combats, but they’re two of the longest combats in the Hall of the Fire Giant King, and we’re talking high-paragon level. Compared to most 4e D&D games, my Dungeon Crawl System moves very quickly. I wouldn’t want to think about how slow it would have been if I were using the standard system for encounter design.

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Aberrations unraveling
Flame creatures steamy (as if doused with water to put out the flames)
Ice creatures watery, wet
Incorporeal creatures (e.g., ghosts) misty
Insects, demons, and devils ichory
Oozes, water creatures low viscosity

Deny It All You Want, But . . .

In fact, these guys probably play World of Warcraft too.

Actually, I’d call these guys “wannabe jocks,” but the point remains the same. Kudos go to the guy wearing the Redskins’ apparel. Hail to the Redskins!

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Hit Point Charts for Council of Spiders

For those of you running the Council of Spiders adventure for the latest season of D&D Encounters, I’d like to provide you with a game aid I like to use when DMing: D&D Encounters Council of Spiders HP Charts. These charts provide an easy-to-use format for tracking hit points and recording whether encounter powers have been used without requiring you to mark up your adventure book. If you’ve seen my 4th edition stat blocks for the gods of the Egyptian and Central American pantheons, this will be familiar to you.  Each creature has an entry that provides the creature name; the creature’s defenses; the mini being used to represent the creature; check boxes to record whether they’ve used their recharge, encounter, or daily powers; and their hit points, accompanied by columns to track damage.

First, I have some general comments for you. If the number of players varies at your table, you’ll  likely be adding or removing certain NPCs from the encounter. Those characters have their hit points provided in bold, italicized fonts to indicate they’re optional characters. Also, a recharge power is indicated by the American trademark symbol followed by a number (if applicable). Thus, the power Ricochet Shot, recharge  , appears as Ricochet Shot®5.

I generally use charts for minions only when the creatures have encounter or recharge powers; however, I’ve included them for all encounters in case you wanted them.

I’ve also included the DC charts that I stole from Sly Flourish. (Click that link. He has a lot to offer the D&D gamer.) I use them often enough that it’s useful to have them on hand on the same sheet of paper as the encounter charts. They’re in the footer of every page.

Finally, you’ll note the copyright notice at the bottom. I can’t help it. I’m an attorney focusing my practice on intellectual property law (and real estate law). I have to include it. Note that there’s also permission to use this for personal use. Basically, all that concerns me is the idea that someone might sell my work product. I doubt that’s a problem, and unless it’s your intent to do so, you won’t have any complaints from me. Don’t make money off of my work, and we have no issues between us.

As a final note, I’ll mention that, as I become more familiar with the adventure, I might add some notes to the pages that help remind me of key elements of the encounter that are easily forgotten or hard to reference quickly when buried in the adventure booklet’s write up. (For an example from last season, I had an italicized, underlined sentence that spelled out the schedule by which teams of skeletons animated as the combat progressed.) Feel free to come back here to see if I’ve updated the document or if you have any such suggestions.

In any case, I hope you find these useful. I’ve provided specific notes for each encounter. Mild spoilers follow.

Encounter 1

As mentioned above, the minion chart might not be useful here. If not, just ignore it.

Encounter 2

It seems strange to eliminate the Ambusher from this encounter if only 4 players are present, but technically he’s the appropriate one to eliminate. Again, the minion chart might not be useful here.

Encounters 3, 4, and 5

No notes.

Encounter 6

This is not likely to break out into combat, so stat blocks aren’t provided in the adventure package. I created stat blocks and placed them here so you wouldn’t have to bounce back and forth between encounters.

Encounter 7

The encounter is level 4, so but there’s only 1 level 4 character on the board: the Drow Acolyte. If you have 6 players, add another Drow Acolyte. Simple enough. Because of the importance of that character, though, removing her isn’t the best option if you have only 4 players. You’re obviously free to do so, but I chose to design the encounter blocks to eliminate 2 of the Drow Templars. YMMV.

Again, the minion chart might not be useful here.

Encounter 8

It makes absolutely no sense to eliminate Valan Jaelre from this encounter, though I guess it makes sense to add another character of his type. Nevertheless, to keep it simple, and to keep the spotlight on Valan as unique, I treated the Hex Knights as the NPCs that should be added or removed from the encounter to adjust for the number of players. They are also of level 4.

You’ll note that the recharge symbol for Valan’s Webbed Miasma power doesn’t have a number after it. That’s because it doesn’t recharge on a die roll. You’ll just have to reference the stat block or remember that it recharges when he’s first bloodied.

Again, the minion chart might not be useful here, especially considering there could easily be no Bone Spiders appearing during the encounter, and even if they do appear, there could easily be no more than one on the board at any one time.

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