Showing posts with label The Princess Bride Week. Show all posts
Showing posts with label The Princess Bride Week. Show all posts

Friday, November 22, 2013

Pairing it down: The Princess Bride



                                               Picture by Gwendolaine and taken from www.deviantART.com

By Kiel Howell

Welcome and hello! My name is Kiel Howell, and I'm honored to be writing for you as part of this wonderful blog, The Flying Pincushion, that Frank and J-Man have put together. Let me talk just a bit about myself then we can move on to the good stuff.

I've been gaming in various forms my entire life, playing card games, board games, TTRPGs, MUDs, MMORPGs, and good old fashioned single player games. I'm an avid reader, science-fiction and fantasy mostly, as well as consumer of movie media. I entered Paizo’s RPG Superstar for the first time in 2012 with an item I loved at the time, but ultimately proved boring. Ever since, though, I've been actively writing items, archetypes, and stories during any moment I can spare.

I also got jackwagoned out of a PS4 preorder because of poor service from an unmentionable game store, but that's worthy of its own post.

So Pairing it Down! What is it?!

Very simply, I'm aiming to go through my process (important point which I'll get to later) of taking a theme and picking an idea out of the multitude of possibilities. Followed closely of course by bringing that idea into fruition by statting up the beasty, constructing the item, or whatever the case may be.

This week's theme: The Princess Bride, one of the constants in my ever-revolving Top 5 favorite movies. Which, by the way, if you haven't checked out; 


"http://flyingpincushion.blogspot.com/2013/11/mythic-monster-monday-rats-of-unusual.html"> the ROUS by Andrew, then do yourself a favor and read those now. I'll wait.

So what piece of The Princess Bride am I going to do? Let's kidnap that princess together.

Wait! Here is that important point I mentioned earlier. The process for coming up with a viable idea and writing it is going to be different for everyone. I won't pretend that how it works for me will work for anyone else. All I can do is hope that this series helps others to come up with their own process.
            
          What are the most memorable moments of that movie? Personally, I would start with the scene at the end of the Fire Swamp where Westley and Buttercup are so happy to have made it out alive. The joy of discovering her poor farm boy is alive, and he's now rescued her from quicksand and an ROUS. Fire has been no hindrance to their love. Then Count Tyrone Rugen and Prince Humperdinck (and several nameless soldiers) are there waiting for them.

There are many, many other scenes in the movie that are great, the series of hero's tests; strength, training, and intelligence. The "You can die too for all I care" hill scene or the final confrontation between a bed-ridden Westley and Prince Humperdinck, the list goes on.  And don't forget Miracle Max and his not-a-witch of a wife!
            
           How do I choose? I put myself in the story. I think of how the story affected me as I watched it through various ages. If I were writing this post a few years ago, then I probably would have chosen the Fezzik in a Holocaust Cloak scene. Don't try to capture a feeling from a time when you were a different person. Your passion now will result in a better item/archetype/monster/etc. at this moment. The captured after the Fire Swamps scene gives me goose bumps now. Perhaps it's because I'm a father of a 5 year old and am about to get married after being divorced a few years ago, but the love lost just after hope is rekindled gets me.

Ok, I've got a scene. What's in the scene to choose from? This particular one has a LOT. There's the aforementioned moment of lost love to use as inspiration for a story. There's the fact that there are these men (one of which is planning to marry and kill the love of the protagonist's life) waiting for the two in ambush. That's a pretty good encounter practically written for you! I like to look for something that's not so obvious though. Something where I can give a nod to the source by using, one that those "in the know" will get, yet avoids a “ripped off” feel.

Fine then, who's the most interesting character at that moment? Arguably, it is the six-fingered Count. We've heard about him from another character's (Inigo) back story, we've seen his character brilliantly portrayed by Christopher Guest, and he's the most mysterious at that moment. Westley has been revealed already. Buttercup's been old news for 20 minutes. Prince Humperdinck's also been featured enough by this point. Count Tyrone it is.

Here is where I will go to the obvious...his six fingers on his right hand. Now what may be the not-so-obvious thing I can focus on is his glove. I'll take an assumption that he's not actually six fingered. His glove adds the six fingers to his normal hand, which could also explain why he NEVER takes the glove off in the movie.

So what could a glove that adds a finger to a humanoid's hand do? Why would it be created? The simple route would be a glove that gives a bonus to holding onto whatever is in that hand when something attempts to steal from or disarm that hand. That's a good, solid idea. But I want to dig a little deeper into the character for inspiration. It's hinted at in the movie, but Count Tyrone is responsible for developing the machine that sucks Westley's life out of him (another great scene and a great idea for a trap). He's interested in "scientifically" studying pain. So what if the six fingered glove enhanced the wearer's ability to create traps? I like that idea.

Now, I'll write this as a wondrous item for the Pathfinder system, which means that a glove can't give a simple Intelligence stat bonus. That's job is generally delegated to the headband slot. The first thing I like to do is come up with a good fluff sentence to use as the introduction to the item.

"These black, leather gloves are soft and easy to flex. The gloves are plain except for a sixth finger on the right hand. No matter how many fingers the wearer possesses on the right hand, the six fingered glove magically flexes and grips the empty fingers to the wearer's mental commands."

Alright, I've got a first sentence that describes what I am envisioning. A name is the next thing I tend to work on. The name is nearly all-important to me. It helps me come up with the powers and mechanical aspects of the thing I'm writing. Six-fingered Glove. Trapper's Glove (don't like it because it loses the references to the Princess Bride). The Count's Glove (this has promise, but it could be easily confused with The Count from Sesame Street or Count Dracula). The Count's Machine Gloves (Oooo, I think I'll go with this. It keeps the reference and has potential plot hooks to a count where a party could find it).

Now I have a name, The Count's Machine Gloves, and an introduction sentence. Now it's time to come up with the real meaty mechanical paragraph. I want to give a bonus to trap making, but not just a straight mechanical bonus. I also want it to be flavorful. Probably a generic "trap making" bonus would not be viewed as flavorful. That means I'll want to narrow down my focus to traps that require someone to operate it. I like that.

"Wearing these gloves allows any humanoid to create and place a trap much more safely. The count's machine gloves cuts the DC to craft a trap, those that require someone to operate them, in half. This applies to mechanical and magical traps."

Now, this feels like it has enough of a reference to The Princess Bride that some people would make the connection. It is still far enough away that it's not a blatant rip off. All that is left now is to come up with the standard wondrous item things like aura, price, and construction requirements.

To get an aura, we need a spell! Crafter's fortune seems like a good fit. It's a 1st level Sorcerer/Wizard transmutation spell that gives a +5 to the next Craft check. That puts it at a faint transmutation aura. The spell also gives us the caster level, in this case 1st.

I use the spell level as a baseline for pricing items. A 1st level wizard spell item is usually available relatively early in a character's adventuring life. Coupled with the flavor I want to give it (a Count's glove) this could easily be a pretty cheap pair of gloves. Looking at the wondrous item gloves in Ultimate Equipment from Paizo in the range of CL 1st gloves is between 1,000 and 3,000 gp. I'll split the difference and price it at 2,000 gp. That feels right, makes it cheap enough to be disposable at later levels, but expensive enough to be decent find at low levels.

Now I just put it all together! The weight is kind of arbitrary (I'll put these at 1 lb.) just as long as you don't make it obviously wrong. Gloves like these shouldn't weigh 30 lbs. and a wondrous 20ft. high stone shouldn't weigh 1 lb. (unless of course its wondrous ability was to be weightless).

The Count's Machine Gloves
Aura faint transmutation; CL 1st
Slot hands; Price 2,000 gp; Weight 1 lb.
 Description
These black, leather gloves are soft and easy to flex. The gloves are plain except for a sixth finger on the right hand. No matter how many fingers the wearer possesses on the right hand, the six fingered glove magically flexes and grips the empty fingers to the wearer's mental commands.

Wearing these gloves allows any humanoid to create and place a trap much more safely. The count's machine gloves cuts the DC to craft a trap, those that require someone to operate them, in half. This applies to mechanical and magical traps."

Construction
Requirements Craft Wondrous Item, crafter's fortune; Cost 1,000 gp

           And there we have it, from a broad theme, to an idea, and finally ending at a completed wondrous item. Thanks for sticking with me, and I hope this served to help create or refine your own process for designing and writing.

Tuesday, November 19, 2013

Jeff Crunch: Magic Swords and Chocolate






Montoya Family Honor Blade
Aura very strong transmutation, moderate conjuration (healing); CL 10th
Slot weapon; Price 39,500 gp; Weight 2 lbs.
===== Description =====
The family honor blade of the Montoya’s was made not to serve the family, but as a costly custom order by a rich man with six fingers on his right hand.  However when the man came for his sword, he instead murdered Inigo’s father, the smith, and left young Inigo with scars on his cheeks as a remembrance.  That day Inigo took up the sword his father forged, and repeated for the first time the mantra that would stay with him for many long years, “My name is Inigo Montoya, you killed my father, prepare to die.”

The sword itself is a +2 living steel healing impervious keen speed rapier.  The weapon is an example of perfection, razor edged silver steel and the balance of a dancer.  The hilt is an intricate golden affair that protects much of the hand.  The Montoya family honor blade also has the ability to heal those that wield it for a noble purpose.  When reduced to one quarter of your total hit points or less, as an immediate action, the sword is able to cast the cure moderate wounds spell on you healing 2d8+10 points of damage.  This ability functions whether or not you wish it, and can be performed by the Montoya family honor blade twice per 24 hour period.  This ability and all others of the sword do not function for an evil wielder.                              

===== Construction =====
Requirements Craft Magic Arms and Armor, cure moderate wounds, fabricate, haste, keen edge, make whole; Cost 19,750 gp




Miracle Max’s Restorative Chocolate Pill
Aura strong conjuration (healing); CL 9th
Slot slotless; Price 5,000 gp; Weight 0 lb.
===== Description =====
As they say, there is dead, and then there is dead dead.  However if one is not dead dead, and just dead, Miracle Max’s Restorative Chocolate Pill can fix you right up.  The coating of chocolate, provided by misses Miracle Max, makes the medicine go down easier.                                                                                    

The pill itself is about the size of an ioun stone, it’s strange ingredients kept secret by a delicious chocolate shell. However, because there are many types of dead, Miracle Max’s Restorative Chocolate Pill cannot always return its consumer to life.  A successful fortitude save of DC 30 is required for the pill to return a character to life.  This role has a number of circumstances that provide a modifier to the roll however.  A good aligned character receives a +2 bonus on this roll, a neutral character receives no bonus, and an evil character receives a -2 penalty.  Also characters that are married or have found true love receive a +5 bonus on this fortitude save.  A successful save means the character has been returned to life as with the raise dead spell, while failure means they are in fact, dead dead.                                                                                                                          

===== Construction =====
Requirements Craft Wondrous Item, raise dead, 9 or more ranks in the Craft (alchemy) skill; Cost 2,500 gp

Sunday, November 17, 2013

Mythic Monster Monday: Rats of Unusual Size





By Andrew Hoskins


Mythic Dire Rat
Standing on its hind legs, this immense rodent is almost as tall as a man. Long yellow teeth protrude from its mouth, while its eyes twinkle with a cunning malevolence.
MYTHIC DIRE RAT            CR 2/MR 2
XP 600
N Medium animal (mythic)
Init +2; Senses low-light vision, scent; Perception +4
DEFENSE
AC14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp29 (2d8+20)
Fort +5, Ref +5, Will +1
OFFENSE
Speed50 ft., climb 30 ft., swim 30 ft.
Melee bite +4 (1d6+3 plus disease), 2 claws +4 (1d4+3)
Special Attacks disease, mythic power (2/day, surge+1d6), tackle
STATISTICS
Str16, Dex15, Con15, Int2, Wis13, Cha 4
Base Atk +1; CMB +4; CMD16 (20 vs. trip)
Feats Jumper, Skill Focus (Perception)
Skills Acrobatics +7 (+15 jumping), Climb +11, Perception +4, Stealth +6, Swim +11
ECOLOGY
Environment any
Organization solitary, pair, or pack (3-20)
Treasure none
SPECIAL ABILITIES
Disease (Ex)Mythic filth fever-injury; save Fort DC 13; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves.
 If a creature exposed to mythic filth fever fails their save 3 times in a row, they become a carrier. They no longer suffer additional damage from the disease, nor do they make additional saving throws against the disease. However, they cannot recover from any ability damage until the disease is magically removed, and they take a -4 penalty on all Charisma based skill and ability checks. Additionally, each creature they interact with must succeed on a Fortitude save or become diseased. The save DC is Constitution-based.
Tackle (Ex)When a mythic dire rat makes a charge attack, it may attempt an acrobatics check to leap on its target; the DC is equal to the distance to its target. If successful, the mythic dire rat may ignore difficult terrain and creatures smaller than itself during the charge. As part of the charge, it may perform a trip maneuver, grapple maneuver and bite attack, in that order. The mythic dire rat does not provoke attacks of opportunity with a successful tackle. If it fails the acrobatics check, it moves as far as possible based on the result of the jump check.

Unusually larger than their cousins, mythic dire rats are known to be much more aggressive and direct about hunting sources of food. They rely on brute force more than scavenging, but they still attempt to sneak up on unsuspecting prey. Though smaller rats are often found in urban areas, this variety can be found in almost any climate, having learned to hunt for their food instead of infesting garbage dumps and sewers.

They live 10 to 20 years, and can grow up to 6 feet long. Their rarity prevents them from finding a mate, but when they do, they can quickly breed a pack of diseased rats in a few short months. These larger groups will often hunt larger game, similar to a pack of hyenas.

Because of the contagions they carry, many municipalities will raise a militia or hire adventurers to slay the beasts before their plague-ridden bites create an epidemic that healers cannot contain.