The Mythos Files: A Cthulhu/X-Files Mashup

Hi All,

First post for me in a while…I’d been in gaming hibrenation, but it’s Spring again…

HP Lovecraft's most famous creation, Great CthulhuI’ve had this on my back burner for a while, a Mashup of the [URL=””%5DCthulhu%5B/URL%5D Mythos and the [URL=””%5DX-files%5B/URL%5D. And while I’m waiting for my D&D gaming group to be available to play again in a couple of weeks, I thought I’d move it to the front burner, throw some dough against the wall, and see what stuck.

One can see how the two series would mesh well together, both center around investigation of the truly unknown and terrible (whether that be the [URL=””%5DOld Ones[/URL] or the Aliens of [URL=”″%5DArea 51[/URL].

Just let all that goodness soak in and get your creative juices floating on that…

A few questions for input (or at least thought by me if no one else is interested):

1) What rule set – The no-brainer is to use the Call of Cthulhu rules and update them for more futuristic things (like cell phones – whether they be the 90s monstrosities from the original series or more modern phones, gps, etc.) or something else altogether (FATE, d20, GURPS) OR even a completely homebrewed (or Frankensteined) ruleset (I dabble in these a lot). What are your thoughts?

2) Nature of the Cthulhu Mythos *actual* involvement – Is it direct and apocolyptic OR (as I’m leaning towards) very subtle and mostly an influencer of the Cthulhu cult (with an occasional off-camera intervention…perhaps with that crucial witness npc)?

3) OK, so we have the Old Ones, Cultists, FBI Agents (and other competing adventurers)? What else? Do we keep things like the Men-In-Black? What else? What would you like to see in there?

4) Other thoughts?

I’m going to keep building on this, both at and on my blog at High Adventure Games. Your thoughts would be most welcome!

Game On,


Player-Facing Rolls

There’s been some discussion on the web relating to using “player-facing rolls” (e.g., Gamer: The Blogging: Player-Facing Rolls.). In D&D, this is where you flip the mechanic over and have the players roll defense vs a static offense statistic (offensive rolls are made normally). Here’s a link that explains it more from the SRD. The DM essentially never needs to touch the dice (unless they’ve got some hidden roll they want to make).

I’ve considered them before and while I’ve never used them, the idea intrigues me. However, I’ve noted that there is a strong polarization around the idea. People either love the idea or hate the idea. Some of the “Love” may be the shininess or appreciation of its cleverness and some of the “Hate” may be related to “don’t mess with how I’ve always played my game!”. This thread on the Troll Lord Castles & Crusandes forum speaks to how old-school type games seem to perceive the idea (I know “Old-school” is a loaded term that may mean a lot of different things, but I think my point remains the same regardless of whether you view C&C as strictly Old-School or not).

I’ve been thinking of using it for my Atlantis/C&C/HAGIS mash-up, but am leaning against it. Not that I don’t like it, I do. I just want to remove any perceived bumps in the road. With the limits on all our time, all the logistics in setting up a game, and all the changes I’m making to rules that will require some explanation….I just don’t want another thing to explain. Perhaps another time I’ll use it….or swap it in later. We’ll have to see. I’d love to hear what others think about it….especially those who’ve used it.


Cyclopedia + Forgotten Realms Original Set = Awesomeness

Doc Rotwang recently posted on his blog, I Waste The Buddha With My Crossbow: The Voices Are Whispering Their Strange Maths To Me, about using the most excellent D&D Rules Cyclopedia with the Forgotten Realms setting….from the original Boxed Set.

I loved that set….it was from a simpler time before the power escalation, Time of Troubles crap-fest. Don’t get me wrong, I liked playing Baldur’s Gate, but somehow the storyline that preceded it and all the canon material that’s been built up over the years is a bit much.

He goes on to flesh out some specifics  on what his game will be about.…Rotwang, always the master mixer, is bringin’ some Swashbuckling to Sembia. It sounds like a fun game. Thanks for the inspiration, good Doctor!

I’m setting up a game with my kids and grabbed those very materials….not so much for the rules really (my kids are 3 and 5), but more for inspiration (and pictures for the kids). We’ll be using some simpler, off-the-cuff rules in our game….and it looks like ours will feature pixies….I’ll be posting more on this later.


Pathfinder Playtest

Since the Imperial Destiny campaign ended, I haven’t been doing much gaming really; not even computer games (ok, ok, IPathfinder RPG Cover did play a little of Vampire Wars on Facebook, but that is so mindless, it scarcely counts). This past weekend, I got to play the new Pathfinder RPG from Paizo Publishing (you know the folks who used to do Dragon and Dungeon magazines).

I give this well-crafted and thoroughly playtested game a solid 8 out of 10 (4/5 style and 4/5 substance). It does what it set out to do. It got me excited about playing D&D again.

For those of you unfamiliar with the Pathfinder RPG (as opposed to Paizo’s Pathfinder Setting/Serials), Pathfinder (or 3P) as it is coming to be known is a game designed off the Dungeons & Dragons 3.5 OGL. It is a straight faced rejection of D&D 4E and is intended as a way to continue supporting the discontinued D&D 3.5 (hence, 3P….some people need to be clever). The production value of the book (which includes both Players and GM sections into one volume…..Bestiary will be issued separately) is quite high.  It’s hardcover (though a pdf is also available), there’s 575 pages, the art is fairly good (and more of a throw-back to older editions of D&D, which I think many will like),  and includes both a Table of Contents and a fairly thorough index.

The design theory was to make a game that is compatible with D&D 3.5, while fixing some of the stuff that didn’t work that well (grappling comes to mind). They also wanted to enhance and re balance the core-classes so that they were comparable with D&D 3.5 Prestige Classes. They essentially wanted people to continue to be able to use their 3.5 materials in a 3P game…..which is nice, considering the thousands of dollars that many people have invested in that system.

Now I’ve read both the Alpha and Beta versions of Pathfinder and am almost wishing I didn’t. Between the 3.0, 3.5, 3.26 (3/3.5 version that we used for Imperial Destiny), 3P Alpha, 3P Beta, and the 3P Official Release, I’m bound to forget what is actually in the 3P game.  I was disappointed by some of the things that were in the Beta that didn’t make it into the Official Release, but I suppose the  year-long beta play test bore some of these out.  Some of the changes  from 3.5 include:

1) Streamlining the skill system (they’ve given a standard +3 to class skills in which a character has ranks rather than giving L1 characters 4 times as many Skill points and differing maximum ranks for  class and non-class skills).

2) Giving a player who takes a level in their Preferred class a bonus skill point or a bonus hitpoint (players choice) – a reward rather than the 3.5 XP penalty.

3) Changing the hitdie for some classes (e.g., Wizards and Sorcerers are now d6, Rogues are d8, etc.).

4) Cleric Domains, Wizard Specializations, and Sorcerer Bloodlines all give interesting and useful abilities that put vanilla versions of these classes on par with PrC’s in 3.5

5) Arcane Bond can be with a familar or an object (kind of like a spell focus item).

6) Magic items no longer require XP’s to create.

7) Lots more feats (~50% more that D&D 3.5’s core books)

8) They changed Cleave – It now is for adjacent defenders but with a -2 to AC until your next turn (oops, I think we forgot about that -2 during our playtest).

9) Grappling was simplified

10) Cantrips & Orisons – Each day, primary spell casters (Cleric, Druid, Sorcerer, Wizard) can chose a number (3 at L1) 0-level spells can be as many times as you want. This means that spell casters always have something they can do that involves magic. No more of this L1 Wizard casting their Sleep spell and then taking out the cross-bow as a third-rate archer for the rest of the session.

etc., etc., etc. They’ve taken a lot of the more obvious problem areas and fixed them up. In general, I like their fixes. They also made some decisions I like less (why do only Halflings and Gnomes get a Charisma bonus?). Most of these, thankfully, are cosmetic enough that they can be easily changed by any group wishing for something slightly different.

Here was our rundown of six characters: Human Fighter (Greatsword-wielding badass, played by Elrond Hubard), Half-elven Rogue (with aspirations of Arcane Trickster), Elven Ranger (Archer Track), Human Monk (kind of surly), Elven Cleric (Good and Sun Domains), and a Human Wizard (Evoker, with Divinations and Necromancy as restricted schools played by yours truly)…all 1st level. All in all, a pretty balanced party…..I thought we might be a little light in melee, but we’ll see how that works out over time. This is a new campaign…I’m guessing we’ll play like once/month and I’ll try to add updates as to our progress with the system here.

Anyway, here’s a synopsis of the first session: Our group was hired by the local authorities to investigate a hobgoblin attack on a nearby community. We brought them a wagon load of relief supplies, exchanged pleasantries and info with the maligned townsfolk and started following the hobgoblin trail. Upon discovering their lair, we were spotted by two sentries who ran in and warned their compatriots. Following tradition, we stormed right in and kicked some righteous goblinoid ass.

Given the fragility of first-level characters in D&D (any edition) and the boldness of our unplanned assault, I was surprised that none of our party were killed and only two of our number were incapacitated (Rogue  who was stabilized by  the Cleric’s “Energy Channeling” and then the Cleric who luckily auto-stabilized).  Everyone had something that they could do every round (except the downed characters, of course…they just bled).

I’ve never felt so useful at L1…..and as a Wizard! I didn’t even make it through all the uses of my specialist ability ( 3+ Int Bonus = 7 uses of a semi-hobbled magic missile ….It works the same at L1, but only gains +1 damage every two caster levels instead of another d4 of damage every two caster levels….what a cool way to solve the L1 Mage problem).

The Cleric’s Channeling to heal those in radius (friends and foes alike until he picks up the feat that lets him distinguish who to affect) was fantastic and allowed him to actually, you know, use his spells for things other than healing.

The Archer was irritated by the -4 penalty for firing into melee….this was expected to be a frustration. I’m betting she’ll feel better about her character once she picks up precise shot next level. Again, this is a  frustration that continues from previous editions for me – the lack of support for the Archer-trope in D&D. To a certain degree, unless you’re swinging that big-ass two-handed weapon, as a primary fighter, you’re just kidding around.

So in summary, Pathfinder is essentially D&D 3.5. It plays essentially the same. It still has many of the same warts….though thankfully, some of the uglier 3.5 warts have been surgically removed or at least smoothed over a bit. If you’re interested in continuing to play D&D 3.x but want to play a game that is still supported, then Pathfinder may be your cup of tea…..while still remaining 95% compatible with your existing collection of D&D 3.x books. If you didn’t like D&D 3.x, you probably won’t like Pathfinder either.

~AoB, High Adventure Games

Level 13

sparrow_sigilI’ve previously written a bit about the Imperial Destiny campaign in which I’ve played in for many years.

Over this time, we’ve been had several parties due to atrician and total party kills (TPK). One thing that’s been fairly consistent is the Level 13 barrier. We never seem to be able to clear that hurdle. Once we get characters who make it to L13, we’ve had something catestrophic happen that prevents us from progressing past that point.

Well, this time, we lost a player who’d lost interest in playing….this served as the impetus for our GM who’s been struggling with conflicting activities.  He’s decided to table the campaign….Its the end of an era. It’s been a lot of fun, Wraith.

Now I’m reduced to a bit of Neverwinter Nights for my gaming fix….not horrible, but its not tabletop either.  I’m going to have to consider finally getting my own campaign (or series of one-offs going).

All of that being said, I’m curious if others have had this experience with L13 in d20/DnD 3.0/3.5/Pathfinder/etc. Maybe its just that 13 is unlucky (and gamers are notoriously superstitious about numbers, bad/good dices, etc.) or maybe there’s about the mechanical complexity of the game that increases once 7th-level spells are in play. Or maybe, its something else all together. Hmmmm.