All right, next time, we'll look at some of the baddies of Pathfinder.
Friday, July 6, 2012
Friday Rucht Hour: Pathfinder Crew 2
All right, next time, we'll look at some of the baddies of Pathfinder.
Friday, April 6, 2012
Friday Rucht Hour: Now with Enech!
So, right off of the bat, I intended for the campaign to feature things like this - magical items as part of everyday life. But juxtaposed with that would be the sense that even though these things were all around, they would never be treated as something mundane.
- Rallying a group of people +3
- An act of exceptional bravery +1 to 5
- An act of exceptional cleverness +1 to 5
- Making a sacred oath +1 to 5
- Offering to take up a difficult quest for a noble or king +3 or +5
- Avenging the murder of a kinsman +5
- An exceptional performance before a noble audience +5
- Becoming renowned with a particular weapon +5
- Defeating an opponent in a duel +5
- Proving oneself as a good Christian +5
- Warrior class +5
- Acting as an intercessor with the Sidhe +10
- Bard, Barbarian, or Ranger class +10
- Becoming renowned as a good advisor +10
- Breaking a sacred oath -30
- Angering the Sidhe -30
- Long-term tampering with dark powers -20
- Breaking one’s word -20
- Kin-slaying -20
- Arcane caster -10
- Associating with blasphemers -10
- Caught in a lie -10
- Failing in a quest -10
- Getting cursed -10
- Kinless -10
- Leading a profligate lifestyle -10
- Proving unable to fulfill a sacred oath -10
- Twisting the meaning of an oath -10
- Make one weapon +1
- Make one weapon keen
- Make your water skin produce a potion of cure light wounds 3/day
- Luck - you can re-roll 1 skill check a day
- Blessing - you gain +1 Hero Points per level
Friday, March 16, 2012
Friday Rucht Hour: A Gift from the Emerald Isle

Player Characters and Their Roles
Barbarians
In this setting, barbarians are either Viking berzerkers, trained secret rage techniques or are possessors of the riastradh – the Irish warp-frenzy. Either way, such individuals are viewed much like the Navy SEALs or special forces are looked upon today. They are seen as highly trained, highly skilled warriors with mysterious abilities.
Bards
Bards are not just minstrel or entertainers; they are honored keepers of lore and history. They occupy positions of political, cultural, and magical power. The mightiest bards are said to shape reality with their words. Being a bard in this setting will mean carrying a great deal of political responsibility and representing your clan with honor. You are seen as a keeper of knowledge and an authority figure.
Clerics
While monks and priest abound in this setting, only a few can cast spells. Those that do are known to be blessed and are sought after for their healing powers. They are seen as truly gifted individuals – walking and talking miracles. For many, you will be seen as their last hope for their sick loved ones. You will be seen as a mystical savior. Other clerics are actually scholars. These folk are not so much religious as they are learned men who are in tune with creation and its workings. Such men are seen more as scientists than religious leaders, and derive their powers through study and mediation.
Druid
Mythic Ireland is home to the druid. Druids are exclusively Pagan. While they live reclusively, they are sought out by all as advisers, sometime allies, and intercessors with the Sidhe. Being a Druid will mean that you viewed with a mix of awe and fear. You will be sought for your ability to interact with the Invisible World.
Fighters
The culture of Mythic Ireland is a warrior culture. Fighters are lauded with honor and respect. Being a fighter in this setting will mean that people will look up to you and pay homage to you, showing your deference. Most importantly, you are a prime representative of your clan. At the same time, you will be expected to be unfalteringly loyal to your chieftain.
Friday, March 9, 2012
Friday Rucht Hour: Mythic Ireland
For a long while now, a friend of mine, Nick, has been pushing to play a Pathfinder Adventure Path. With all of the traction they’ve gotten, it’s not surprising.
And for a long while, I resisted running an Adventure Path, namely because the idea of running module, let alone a series of modules didn’t appeal to me...at first.
But then, I remembered my days playing Living Greyhawk and how much fun they were. I recalled how fun running something prepared can be. It allows the GM to really prep for each moment of the game, making sure it will be the best than it can be. In terms of minis and terrain, you can literally plan months in advance for those, giving you time and space to get some really gorgeous tables together.
Rise of the Runelords
So, after looking over some of Paizo’s Adventure Paths, I settled on Rise of the Runelords. What drew me to it was that it wasn’t just a D&D adventure, but it also had horror elements to it.
Also, I noticed that a lot of monsters and encounters in the Rise of the Runelords, if you nudged them a little this way or a little that way, could be Celtic in origin. Undead are obviously not Celtic. But goblins definitely are. Ogres are. Giants are.

So, I decided to move the adventure path over to Mythic Ireland.
The Fun of a Mythic Setting
Probably the most fun thing about a mythic setting like mythological Ireland, for me, is what makes the Conan stories so fun for me after all of these years. A question was asked the writers of the Conan RPG if the Hyborian setting was a low-magic or high-magic world. The answer was that it was both.
What they said was, and I paraphrase, that the world of Conan was steeped in magic. Wizards abound. Magic produces wondrous effects. But despite these grand powers being thrown about, the magic of the Conan stories is never treated as commonplace.
That, to me, is interesting and intriguing. It’s always cool to play in a world where magic is mysterious and unknowable. What is more intriguing is to play in a world where magic abounds...but is still mysterious. We dealt with that when we were putting Witch Hunter: The Invisible World together.
The reason these sorts of settings are fun for me is that they introduce an interesting tension. On the one hand, you have a society where magic part of everyday life. On the other, you have this deep, superstitious fear of it.
This was also one of the hardest concepts to get across to my players, because as soon as we were rooted in something quasi-historical, the thought was that it was going to be a low-magic game, but that’s not what I was looking for. Particularly if I wanted to run Rise of the Runelords.
The Rigors of Gaming in a Quasi-Historical Setting
- The Perception of Magic: It was very interesting to try to get my players to grasp the concept of a world where magic, science, superstition and religion all occupied the same space. For most people in this time period, for example, most people don't see much of a difference between a cleric and a wizard.
- The Fey, the Fey, the Fey: I really tried to hammer home the importance of the Faerie in Irish Folklore and the prominence they had in everyday life. From the time you woke up, to the time you went to bed, there were hundreds of little rituals that people in historical Ireland observed due to their belief in the fair folk. For example, in some parts, they kept their beds away from windows, so as not to get grabbed by a hag. When a farmer harvested his field, he kept one stalk standing so that the dryad that lived in the field would have a place to stay. Cutting down the last stalk in a field would mean killing the fey or making him move on, threatening a poor harvest in the next year.
- Bards: Interestingly enough, a lot of people were caught up in the D&D perception of the bard, which is as a sort of foppish, perhaps even decadent character. However, in this setting, bards hold a position of honor and are part of a king's court.
- The Ancient Church: Christianity in the 10th century was very different from how it is practiced today. However, it was difficult to hammer home how different this faith was from how it is practiced in the modern day.