tag:blogger.com,1999:blog-7001582841159738462024-02-06T21:53:10.344-08:00Dancing in the Dragon's JawsA rather random blog about RPG and fantasy worldbuilding, designing and player, along with sloths.Unknownnoreply@blogger.comBlogger75125tag:blogger.com,1999:blog-700158284115973846.post-42076952881577526362017-08-04T00:20:00.002-07:002017-08-04T00:20:55.564-07:00The God of Death, reimaginedI've been thinking a lot about magic and gods and things you need for a home-brewed setting. I've got the big things in place, actually for many years, but it's the smaller bits that connect, or give flesh to those ideas that give a world life. Or at least make it internally consistent.<br />
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<a href="http://www.dreamerlink.com/images/dnd/dnd-img3.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img alt="Image result for D&D death god" border="0" class="irc_mi" height="200" src="http://www.dreamerlink.com/images/dnd/dnd-img3.jpg" style="margin-top: 0px;" width="130" /></a>One of the key Gods is the God of Death. Guardian of the veil between life and that that is beyond. Key themes or powers are welcoming souls at the end of their natural life, providing healing for those whose time has not come, hating the undead with vengeance, and comforting those who are near to the end of life.<br />
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CxsEMgWcd3QBF4Zl+f6AILGwTT3eLdYf3TPD0hE5iD/mjjpuhAZSF0RSJB+W5DUg7WJ4R+5W7a8GHWvabH3+aB/gHhwgjyPugn5r3b2yh93GUGe9p7tM1RoNxYwCULgKobCtuBxGYWAKAWns05AIFrCOWh9EXhMG7cRIOh0JvvFwL81YKFGW3dcaSAisFgGkkiNIIHEIKdi9g1alVjmAAhhBgzvbx8vRMcH2Yq6vPl+yrdhcBBMfDjb5JgGRqgqDNkvYIbZT4emCzK8AVGmCeO8PGkbjbeCJTzEU5OpHRKcdhiwy14c4De4NcI0ifDMzYjeZnRBXMdXIdmkGDDnCx1DwY6jceG5SUS2SHP9oieIJJGkcCJ6A8YkxeGNTO55LHwHZSBBduhzTaZmCDpvUTazSyiXU8rmvaHOa32mutqN43A8CgirY5opvB9oEAGdDDiQARawA8upXmCxIa/Kb8REiZnKImRIF+R42VdtKkPIZJ7wAltie8Et66HqSbqHZFKoHMfU8IaQIsSI8OgN8rjO6YQWfG5a2Uh2e7umcQ033wAfcub7UrE02UXR/ALqQ19lhLRr/lDU2dj35wylmaDmLRAzMkjMADa+V0cA46qt7TD++ewZ4mZqQHEwJcY36+W9AvFOSeG7yVg7L43uMVTqEwGvaSeVg71bISalRIJkn9/JEkC3Ejog+k8ZU7theSMrRJ6C8pZV2i57QaZBHH6rnuwu0r8TTFN5cCAGnfnLA2++TofruZ4GoGzle6A7RpIIsJHK4J03oLTQ2qJgi/FMWkEXGqR0ajHRDXOA/E4mZ57k9otEAQUE1LZ7dYUr6UiJRGHMBe1WBBS+2LQ7uW2Ia81HAiZFJpIA6PNMzyW4d/BB1JGXd+LMB73j0XvaCgX4oNYMzmUHHWADWe0Cd2lJ3P1R1GgGMyamBPkQbe/wBEFe7SYXNQxGS7hTFFrRAipV8Ibew/xWX0E7lB2DpCls4NaI7phLpiM7nPqG+h8LxZWPaNHNSMCHF+bTQ0jmBMccjfRVHsBU7zAVKbWmXVX032gGWU2NHW4uAYvvQWB+GzbPrtDS4vc5oAOoc7K09Mp9AhcH2djv6bBl/jP8XD2QCRYk2nne91cMBgAGAOA4kTIzb50kSTZGYhoy2iBb9EFWpbOAOl+PQRadBy5pbtjA3A/NOg5ElWdwHUylG0sQ01GtL4MC3XMf8AiUFAOz4kcCR6WWKbHbQaXkh1jB04gFYg5w7CEweBlH0qNiIWjEQxyCanS8unl9ESwGIm3Poh6bkVSKCSjhhEZR5SPgUwwByvAzxFokn3lQ4dyZ4WkIyxbggt2yMTlb4nW53Vjw1VrxLSD03eRVR2a0muwEAAU5jgZaBble/6K6YWmJB3xHkY+iD1gcEPWqVJmRHCPn+9EweUDiHIAxUedy9ZhjN4jgJA8xMFbMqXRLHoFX3NoJtTtoMrbdOV/hyhHtJob3o3gB1M7/aFond9eNrtkslW26DX03Atki7TvB5Hnp5oKzh8HTxOKdUcJo0mCMxkSIA3aSHEA8kDszCZ6rmlmSkHEhjRlBqMaAGmJEAS6L3TV9XK4llw+mGgf9xre7A9JPkmmy6DMga7xi8zcEkm5G8oAMJsluTNkaXkAh51BAgDWCBcaaW5pXgeyuZ4q1QHZ4EwGFuUBsjQkAACDJN9d/QMJh2iIERoNw6Dcia1IOaQQDO46IKl/wCiqIkhrfFrEpLt7sIwUXuotAc1pIGuZ1jqeU26LpDjZRUxb6oKNsDsrWZRfS8Aa+PEfaFrGAPFlJMezobRE2PZOzq9IZMtMiBcEwSIFwRItvG8J2GAAAWiw6KamgiZhYWtSmRojF4WoBKNQiZXlatw0RDmqJtMEoF1LCAVX1TeWAeklZicO8nxAiT+E9ImL/7oTllMBelqBMzCkSyNRBHI6nzUOwdhNoURSA0e5/8Aqe54ufTyTrDODnvIdMQ0xoCC6R1UznIIgdyyq2R7lj6gUfeoA8SyL8FSNtUJcDcnjJn2SyfQlXbaVcBs71UsS/MSd6CtN2cRZr3gCwAJ+qxPFiDkbXKdr0KwqZiAum5F0nIGmUVTKBhhql05wVW4SCiUywzkFn7MYod9iJMkOaBJJhuRhgcLk+5XbCYoLl2wq8YjED/xn1aR/wAVb8LjUFpxFccUtq1J3pViNoxotcLijvQNmvUlGsEKTN4UWYygdsqc0HjW81rQqiL/AAU0NO5BVsJgTmM7jI57k52PhiBfeUwZQH5f36KVtIDcgJpCApZ5oZpUgCDdy1YhcHtShUr1MM2oDWpBrqjIMtD7i5EHdppImJTQU+SCHIVNTapQ1alBKxeOK8Y5Y8oBqxlR0pCkqlRgyglZVU7XIWmEQ0QgE2M+abj/AN6sPStVb8lFj8VFkLsvEZaLri9aubcDiKxHuQuPqZm63QbsxZ4qc4sJC55bqSoXYzmgaYzFZrJRiDBWj8WoKldB7nWIfvRyWIOUNU9NDtBU7CgIphE0whqRKKZKAqgE0wdNLKEpvhLICdk4Ufea5n8FL/7U5FknwTiK1U/maz3B3LmmBeTvQE6lFUQl7BKPw7YQOaAGW5WOYNyhp1IClDkElJkoujSjeoaSOwzAg2bTW4aiW0VFUsgjyJZ2o2ocLhK+IAk06Zc0ajNo2eUkTyTNyWbcwra9CpRcSA8QYi8EGIIIIMQRwJQcs+ybtdVqYuu/EOzuqBjcxYwGXODdWNAizRB4CN67q1y+Zfsv2biamIovaJod9/EAcAM1INqXbvglkL6JpVygZ5lDUehnYhQuqnigObVWwqJdmK3FZBPXZO9RB8Lw1kLWfO9BIcTG9anaaWYl6Dc6UE2BqHuWX1l3+ol3zWx6oDBGGNHAD4LZ7roIscSZSmq4priHoCqgBc50rGvcigFhZyQD/eH8B7liljksQcyaFKwLRimaglY1FUgoaQRdOkeCCaij6NWEHTZyRlFqAim/xE9PgjmVELRYNUdTYEEjXI3D1NFDSoA70bhNnyb/ADQH4dkooUoU2BwMDT3ov7qBZAuNWEZQrrb7jyW7MDZAVSxS8r1woBhCN6hqUDx9AgypiuKjGIB5rR1Hj8kRQwgQUvsF2fOEfig4NLTXc6iQTIY4AGd2gaN/slXUFZTwzWkmNUXSptKAXyUtNkovuFrUGVBoKaHr2RNGrK0r0wUC1+IhQvrL2tRE6qB7miyDSs6xQrndUQ+q1Dd+2blBAy1rrczrK2Ze8j3JhgqQc4NNhvtuF/kgTuWhp7tE32o1jS4t0Z7U8YB+BHqtamGGUSDfkgTmjzWjqR3pq6gW3g+hQlasAYIIQBd0sRrah5fvyWIOPQiGEIJjDO/3fVFUaQcYtPkgZ4eLaeZATWm0ECEmpNLYlpHl9E2wdTS+7SD9UB1PDgnepW4XqpMGHOsGZvMAD1IJRhwVa0ta2ep9csx6oA8kbv0R+Hwz9UXgdnO1eAOh+Mp1RwIBFj/pJ96BZh6DhBOidYWG71uQGtt6G3xSduKd3hGWG7ovPut6oLTSqDRaioZ1UWDYSLBZUpZeOusn6QgZUXzYwiGgaSluCeY0KZU55INnUVocMCpxK3QLamCO5Y2iYiUwqaIapUAvu5oBKlAjQqNkjet6mIJMtbI8vqhdqY0tp5hDeNxyQMmVgBcjzQmOxIj2h6pYzHZ8MSWEOguYdzshMgEXJIaTCrTto1MzXNa7K60QLEazmjSOKCw/ewJGYeZU+Hx7QImJO869FWK+Pe3VhM6FzWwTwGV5PmRC8wGMqOLXFoDeGQHjwfZBcGMkE/qoquyy6TPuCjoVJF2m++0e4lN8LVblAHv1QV2vs1w3+4JbVwLgePnB+CtmMO7K6SNwMeZ0Hqktag0S5xcDH5iZG+GiZjogA+8BgItaPCDommz8WbOywY1sYVMxFKKmZzHZTNzYkeXXeE8wO0aZaWtJkaxBcD0It6IGLsE57pJPi1nff0TWhhAxoAJPGboPA4yC1jmVDA/xHEAa6GMt+gNgmDqhNqcXsSYMet3eu9BsKII0vwSbaezdTHNODXqUxHd59bsBHrwQzsRVqsOWiR/Pf3E38yECHuH/AJQsUFfE1Q4j7u8xwYCPKF6g4xnduIn1XuAr5XHNY/HktmOC2NMH9hA1we0wZa/iABZFVGQczXlotaAReTvE7iEg+5MiQ4g6zPBNqGIkQ54N53DXRBaNjY4CBN+nyKtNFxfGV88ZvfhAHzCpOzXRpf0Vz2RUJF4+n1CA+hRqTBAP+ZoyxwAEmephNIdliCLe14fnIUdM06YLy8AAA3ER5815jNqB+UU3MAOrnB3SwGp6kIEu0HvYCSXO6llufhAslezMc7P4xA3SQb8rInbFRwmS1zReREmL70vwVYuOYAxuPhMcPJBdcHVdxAG61/imlCJJcdAqng8bla0EyeQ/urLgKgMSTKDcRnc6Q1oygEESS6IBB9k3EcZRRqZTr7kPj2AN6kEi1yIiZ6BIcftPLe/06yUFr++AW+C9+8LnT+2GGBIfVDSN5DgJO4EgTbcNEdQ7T0S3OKrSzUOBtbrZBcsRid10qdinh0ASP5/r8Eu2f2ha90AS3jJ+ACaHEA3BH76IBcZXqC4sOF/iCgK+JcAXPb0hxIMceCPx2JOWbWHAwq1iKj4ljmwdcxPu8ig1q7cqNcAB7RhzI1H5vDZscxKn2a3Umm1oJmzYOszICV0n1XuFgWg3LXA5d8wTF04oVXZozOgWt8ZDbW5oDzs1tUaza2pMc5UmE2G1hI7tpFriAT1EaDqUXhahj8Xu148FpUqVS6Moy/mzGfQD5oPan8Pw02kWtBEDyJ+SFY6tIGc215jgLqCrXqh2V7PD+EyP3KkoUyWkuzNnnljzk3hAa/EEDf53+KUYvG1uGYHmG5RwtrwRNZsgAGd1zJPP9VtT2MDLvCXHeb33IAajiWkCZGoy5yJ5DXqUqw2Eql7jJDd0se3rfQ+id1WYhjmjI1zPxFpynp4gbeYKZYbAtc3L44P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imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img alt="Image result for D&D death god" border="0" class="rg_ic rg_i" data-sz="f" height="266" name="ZrlVpinmXkxFtM:" 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" style="height: 183px; margin-top: 0px; width: 275px;" width="400" /></a>The usual <a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/TheGrimReaper">trope </a>for an RPG <a href="http://www.dandwiki.com/wiki/Lord_of_Death_(3.5e_Deity)">Death God </a>is one seeking souls, domination and looking to turn the world into an Undead Paradise. Or at least Lawful Neutral. My concept is more like a gatekeeper, easing the passage of souls in one direction and fighting against any attempt to cross back again. And it was human once, but a very long time ago.<br />
<br />
Now the Gods deal in metaphysical conflicts beyond the keen of mankind, so it's up to the worshippers of each God to do their bit. The Death Worshippers tend to set up hospitals in poorer areas and root out any rumours of necromancy. But as they are the only sect that has powers to heal and cure diseases, ailments, injuries and other misfortunes, they are rather popular amongst the common folk. Most of this healing is a good understanding of hygiene and disease and infection vectors, and herbcraft, administered by the general clergy. But even these worshippers, at least the devout and experienced ones, can tell when a life is near its end, and where it is likely to be cut short. It's more like the infection is too advanced or the immune system is too weak than a limit on one's days.<br />
<br />
So the Death Church (don't have a catchy name yet) mainly organises what passes for medieval hospitals, focussing on poorer areas but present in all towns and cities, but also provides healing and care to important folks as well for political support and extra funding and favours. Either way, they are rather popular amongst the common folk and ruling class.<br />
<br />
Those worshippers that have talents of the magical type are both valued and thrust into the most dangerous situations - subtlety is not the Churches style. Most will learn true magical healing, which is beyond the simple wound healing and brewing of healing potions that mages and alchemists can perform. This can remove infectious diseases from a body, cure PTSD, knit bones and muscles in an instant, and cure other serious injuries. However, they draw some of the injury or disease into themselves, and must overcome that through their own strength. Also, the centre of epidemics or battles is not a safe place to set up a triage centre.<br />
<br />
Others of a different magical bent are trained as Agents to take the fight to root out the Undead, They pretty much have all the spells and powers of your RPG necromancer but use it to resist, destroy and banish those creatures created by necromancy. It's curious, as either demons, buried evils, or necromancers are the ones that create mindless undead, and they are using the same magical powers to create the undead as the Agents are to destroy them.<br />
<br />
These Agents are trained in at least the basics of combat, and supported in their efforts by a larger number of Initiate Warriors, trained to use silver weapons and well versed in tactics and weaknesses of the Undead. Grouped in strike teams, they usually guard those temples or hospitals that may be threatened, but can strike known or suspected necromantic targets.<br />
<br />
Those that have appeared in play have been focussed and scarily efficient, but also somewhat fatalistic ("When it is my time to die, I will die then...") and a great boon to players taking on Undead forces. <br />
<br />
<br />
<br />
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-700158284115973846.post-66573312559839333602017-06-05T22:51:00.002-07:002017-06-05T22:51:53.156-07:00Rotogawa Part IIIBeen a while.<br />
<br />
Anyway, been working on the Free City of Rotogawa, City of the Seven Lakes, Eastern outpost of the Empire (in name if not in practice), and the centre of alchemical and herbal research in the known lands.<br />
<br />
There is a small block of buildings between the Firewater Stream that drains into the Lake the city borders and the main street, near the Jetties, but not close enough to be bothered by the morning or evening markets at the plaza near the water's edge.<br />
<br />
Five shops and overhead (or underneath) residences populate the buildings.<br />
<br />
The most normal, and southernmost, is a <b>fruit and vegetable store </b>run by a young family from the Tattooed Lands, far to the South-East. <b>Kam </b>and <b>Keeal </b>both have smooth and dark skin and slanted grey eyes, and are slim for their reasonably normal height. They take deliveries of both common and rare fruit and vegetables from various farms and greenhouses on the edges of the city, and split their takings with the growers. They also raise several herbs of their people inside the shop, heated by the geothermal water taken from the Firewater Stream. Some of these are used in the mystical tattooing arts of their people, and on rare occasions Kam can be convinced to perform the ritual magical tattooing rites required by many schools of magic, if given appropriate levels of coin and flattery. Keeal mans the shop and tames a small flock of children they have raised - in the Tattooed Lands, only those who have achieved certain levels of craft are permitted to raise children, so they are technically rebelling. They are honest and friendly, but will go into siege mode if another of their Countrymen wander into town.<br />
<br />
Next, northwards and towards the lapping water of the Lake, is the two-storied pagoda-like residence and shop of <b>Thalias Jewelstaff</b>, mage, explorer and unofficial magical advisor to the Alchemist's Guild. Again, an immigrant to the Free City, Thalias shifted from the heart of the Empire far to the West around 8 years ago after a disagreement of a political nature. On the ground floor of his shop he brews and sells <b>potions</b>, usually minor health, disease prevention or poison cures to local citizens. More complex potions can be ordered, but obtaining the ingredients and securing the time required may make them rather expensive and the Alchemist's Guild usually deals with those requests. On the second floor, rumoured to be guarded by an elemental, he spends evenings crafting silver and setting gemstones in rings and other <b>jewellery pieces</b>. Aside from some simple practice pieces, these are all for orders from nobles and other mages.<br />
<br />
Thalias is also one of the experts (such as they are), along with Blenhous, on the Los Mehno ruins in the forests to the east of the City, and will, for a price, advise, or lead, those wishing to explore certain ruins.<br />
<br />
A few normal residences then <b>Blenhous's Cartographic Emporium</b>, as the brightly written sign says. It's on an upper floor, reached by a dubious walkway. Inside, it is a wondrous collection of maps, parchments, relics and items collected from the Los Mehno ruins. Despite the untidiness, Blenhous, an aging ranger and archer who spent several decades roaming the wilderness surrounding the City, knows where all items are, and can provide maps and guidance to most areas and landmarks. He also collates information from caravan guards and travellers about changes to areas and tracks.<br />
<br />
The basement floor houses <b>Plagius </b>and <b>Serophon</b>, a married couple (so one assumes) from the north-western coastline of the Empire, where rumours of ghosts and wights keep all indoors at night. They are tall, pale skinned and rather humourless, and organise the majority of <b>caravan guards </b>for the various convoys that set out daily to the north, west and south with great efficiency. There's a few prospective guards hanging around on the street most afternoons in case a late opportunity the next morning comes up, who usually also drop into the upstairs shop to discuss travel conditions, and the potion shop for protection from certain diseases.<br />
<br />
The last shop in this block is <b>Gallian's Blades</b>, an open roofed area where Gallian's sons sharpen blades, repair leatherwork and rethread chainmail - all <b>quieter smithing work</b>. The louder forging, armour repair and anvil work takes place at the main forge at the mouth of the Firewater Stream, opposite the morning markets, which finish before the forges fire up most mornings.<br />
<br />
Opposite Gallian's Blades, across a footbridge over the Firewater, is the main building of the Alchemist's Guild. Slightly vulgar and oversized, and surrounded by comatose goblins, it's one of the main industries and points of interest in the City. Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-700158284115973846.post-86621266481320855052014-08-15T03:10:00.002-07:002014-08-15T03:10:48.917-07:00Islands, Part 2Been a busy and strange last 6 months or so, but I'm finally at a loose end, so here's a follow-up from a comment in an earlier post. In fact, it contained information I'd never written down, and also had forgotten...<br />
<br />
The Island of Seahorses sits in the middle of the Sea of Stars. Nearly all the adventures I've run in this particular world have taken place in the continent to the north of this sea. It is bounded to the north by the Arid Badlands (I need a better name eventually but it will do for now), where three ancient tiered cities rule over small fishing villages; to the east by an immense desert; and to the west by a peninsula dominated by the Jungles of Nyem, containing both the Flying Cities of Lomoxth and a kingdom of Volcreths, barbaric civilised giant chickens (from the Dragon Warriors RPG). To the south, little known lands, although a pseudo-Greek Empire and a Mesoamerican land with giant domesticated insects trade with the north.<br />
<br />
Near the southern end of the Sea of Stars, directly east of the only pass out to the open Pale Sea, past jagged cliffs, drowned river valleys and clear fiords, lies the Island of Seahorses, named, most probably, after its somewhat curved shape, like an inverted S. The centre of the island consists of a narrow band of sharp upthrust mountains, with the only arable land on the far northern and the south-eastern most peninsulas.<br />
<br />
The northern area has a splinter colony from the afore-mentioned pseudo-Greek Empire. This culture, although technologically superior to most other civilisations in the world, is hamstrung by a curious form of democracy, where every noble family works against all the others in order to sway the common vote on a yearly basis. The splinter colony is the last remnants of the old Royal order, exiled around 200 years ago. There are opportunities in helping them accomplish their aims, in the form of strange items, unknown elsewhere. But the tide of public opinion can shift quickly....<br />
<br />
On the southern limb, separated from the north by a narrow but steep mountain range, an animistic cult worships a vengeful water god,
with ritualistic drownings. Although somewhat dangerous, it is one of
the few places elementalists can begin to fathom the deep mysteries of
water magic, and entirely based on the opening to one of the Throne of Thrones books a decade or so age....<br />
<br />
These people are a strange mongrel race, taking in all from the surprising number of half (or fully) drowned sailors that wash up on these shores. It is rumoured that the High Priest of this cult can breath life back into those that have drowned on these shores, and demands this rebirth of all who join the Temple of the Drowned Twins.Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-700158284115973846.post-4187590103604769562013-11-17T23:50:00.000-08:002013-11-17T23:50:54.889-08:00Again, not quite dead...So, Spring, garden growing like mad, a significant death in the family, that although expected and emotionally dealt with, leaves a bewildering series of meetings with lawyers, wills and 'settling the estate'.<br />
<br />
Takes a bit of time.<br />
<br />
As for RPG stuff, currently enjoying <a href="http://mesmerizedbysirens.blogspot.co.nz/">Mesmerized by Sirens </a>and the spotlight on the games that didn't make the big time. Also trying to make sense of all the material I have, and make use of thousands of pages of both printed and pdf inspiration of others. The main body of work there is pulling all the useful things out of the Fight On! series for inclusion in some campaign world, somewhere.<br />
<br />
Anyway, back in October when I was learning about organising funerals, <a href="http://randomwizard.blogspot.co.nz/2013/10/top-ten-troll-question-part-two.html">Random Wizard </a>posted some technical questions. Here's my attempt;<br />
<br />
(1). Should energy drain take away one level of experience points from
the character? Yes or No? If no, what should level drain do?<br />
<br />
No, levels are hard won in Dragon Warriors, and not easily lost. I find a temporary stat drain works better.<br />
<br />
2). Should the oil used in lanterns do significant damage (more than 1
hp in damage) if thrown on an opponent and set on fire? Yes or No? If
yes, how much damage should it do?<br />
<br />
I think 2d6 the first round, if directly hit, a check if it catches, and then 1d6 until put out. But then again, picture goblins using this on PCs and the issues created.<br />
<br />
(3). Should poison give a save or die roll, with a fail rolled
indicating instant death? Yes or No? If no, how should game mechanics
relating to poison work?<br />
<br />
No - sweating, paralysation, hallucinations, strength and dexterity loss, then death, if a second roll is failed. More realistic, from someone who's been poisoned on occasion.<br />
<br />
(4). Do characters die when they reach 0 hit points? Yes or No? If no, then at what point is a character dead?<br />
<br />
No, again. -3 in DW, and there's a series of events in the game rules to determine when death occurs.<br />
<br />
(5). Does the primary spell mechanic for a magic user consist of a
"memorize and forget system" (aka Vancian)? Yes or No? If no, what
alternative do you use?<br />
<br />
And, no. I don't like Vancian magic in RPGs. I've read The Dying Earth series, and the game mechanics don;t do it justice. I've always played games with 'spell points' and any spell known can be cast with these. It's learning the spells that's the hard part.<br />
<br />
(6). Should all weapons do 1d6 damage or should different weapons have varying dice (1d4, 1d8, etc...) for damage?<br />
<br />
Throw in an Armour Bypass Roll and you're still wrong. a mace is (d6,4) and a sword (d8,3). See the beauty?<br />
<br />
(7). Should a character that has a high ability score in their prime requisite receive an experience point bonus? Yes or No?<br />
<br />
No - it's what you do that gives you experience, not who you are.<br />
<br />
(8). Should a character with an constitution of 18 get a +3 bonus to hit
points, or a +2 bonus to hit points, or a +1 bonus to hit points or no
bonus to hit points? And should other ability scores grant similar
bonuses to other game mechanics?<br />
<br />
DW has stats 13-15 as +1, and 16-18 as +2, so if there was a stat like constitution, you'd get +2 for that.<br />
<br />
(9). Should a character have 1 unified saving throw number, or 3 saving
throw types based on ability scores (reflex, fortitude, will), or 5
types based on potential game effects (magic wand, poison attacks)? or
something else?<br />
<br />
Try a defence score (combat), an evasion score (dodging things) and a magical defence number (magical effects), with a different mechanic for each. Not the best aspect of the system, but easy to get used to.<br />
<br />
(10). Should a cleric get (A) 1 spell at 1st level (B) no spells at 1st level (C) more than 1 spell at 1st level?<br />
<br />
Try four spells at first level, otherwise the character is waiting to gain a level before actually making a worthwhile contribution to the game.<br />
<br />
I don't think that was too useful, but at least it typifies the game system I use.<br />
<br />
Something else sometime later, I hope.<br />
<br />
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-700158284115973846.post-22459720181952160802013-09-01T02:08:00.001-07:002013-09-01T02:08:15.870-07:00Kopesh Power Groups Last post (and month) I did promise the 3rd tier of Power Groups from the Kopesh Setting. Here's two of them, with an awful lot of waffle accompanying. <br />
<br />
<b>Drakkan Warbands</b><br />
<br />
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhDtqS7bV1KY78NmxST81y8lwqjoXEBEZn-TT4GoDAUdskQF9LqHnmoVT4CLwNbF4jk3CBQ8Nw41Zz5famg9_BNRCkc1Q1uQw7Dhk1TRygTxQud3JmHRXdxFkSYVogBPg35kkPEYoQ8Ybc/s1600/ardor.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhDtqS7bV1KY78NmxST81y8lwqjoXEBEZn-TT4GoDAUdskQF9LqHnmoVT4CLwNbF4jk3CBQ8Nw41Zz5famg9_BNRCkc1Q1uQw7Dhk1TRygTxQud3JmHRXdxFkSYVogBPg35kkPEYoQ8Ybc/s200/ardor.jpg" width="152" /></a>What world doesn't need a race of blond, tanned, carefree and slightly slow barbarians in the tropics? The Drakkan started as a rebellion against all blond muscular cultures being from the snowy north with false-Nordic kitsch adornments, and I think was inspired by The Court of Ardor, both the coolest and most horribly inappropriate MERP setting ever. The Hathorians, from this book, were also a happily Nordic race living in tropical splendour.<br />
<br />
Anyway, the Drakkan are a tribal people living on the sub-tropical western shores and forests of the main continent, separated from Celise by the towering Drakkan Peaks. Robust, tending from muscular to slightly fat, with the odd skinny disaffected youth, and pale of skin with golden or blond hair. Given the temperature, they are usually well tanned. They practise subsidence agriculture, well supplemented with game and fish, and all are adequate hunters and trackers. They have no cities, but a network of tribal centres connected by subtle trails, and there is no real government, just meetings of all the chieftains that bother showing up.<br />
<br />
As the land is rather rich in food and supplies, there is a remarkable amount of recreational time for the peoples. Crafts, building wooden totem towers, brewing liver-curdling alcohols, drinking said alcohols, and raiding other centres are all considered normal and virtuous pursuits. A band of drunken axe-waving barbarians can be a problem, as they are rather bloodthirsty, but killing them leads to blood-debts to their kin, and they can take up to a week to sober up from a good bender.<br />
<br />
But this does not explain why silent, stern, and decidedly sober bands of well-armed Drakkan that seem to be moving through the wilds of central and eastern Celise. Who or what is their purpose? The Border guards of Eastern Celise are concerned enough to hire parties to track the bands that move into the Khosh Marshes to try to discover what their purpose is.<br />
<br />
<b>The Mad Mage of the Khosh</b><br />
<br />
The <a href="http://dancingdragonsjaws.blogspot.co.nz/2012/06/kopesh-hall-of-heavy-hitters-2.html">Dragon Lord of the Khosh </a>is not the only power in the marshes, even if it is the most overtly powerful. The Mad Mage is both known as a fact, as he travels into Zaireta, the only point of civilisation in the Khosh, for supplies and deliveries several times a year, and also the centre of many rumours and tales of disturbing nature.<br />
<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhR-qolu8VoyJD9NzARSZVChCIyy-Q-d2m3mqCMpzeWwunqyHldhKc21YKPm4AUWev2GwRWu12P8OOiADukKDUtYfx3mE6zy1LIR80ta5OjYrjzTkFVyHQR1fIdguiC-BA8N2_9TKWz45w/s1600/Mad+Mage.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhR-qolu8VoyJD9NzARSZVChCIyy-Q-d2m3mqCMpzeWwunqyHldhKc21YKPm4AUWev2GwRWu12P8OOiADukKDUtYfx3mE6zy1LIR80ta5OjYrjzTkFVyHQR1fIdguiC-BA8N2_9TKWz45w/s1600/Mad+Mage.jpg" /></a></div>
The Mad Mage is a slender, tallish man of passing years, who always appear in public wearing the opulent crimson robes of The Order of the Blistered Hand - an order of mystical crafters that died out mysteriously over two centuries ago - with two hooded and robed servants. These servants never speak, no portion of their skin is ever seen, and they seen to glide rather than walk. They do dispense their master's gold coin, though, and this is the most important virtue in Zaireta.<br />
<br />
His tower lies directly east of Zaireta, on a particularly disease prone, vermin invested and ghost haunted spit of marshy land. The tower is solid, and appears to be Ancient-built, with several thousand year old elven alterations to the exterior, and maybe more to the inside. It rises from the coastal sands, with a rough wooden dock jutting into the channel.<br />
<br />
Little is known amongst the learned of the marsh of the Mad Mage's works or ambitions. They would be surprised at the Powers he communes with in the depths of the tower; strange insane spirits of a lost age that so far have delivered unto him the power to raise artificial man-like beings from dirt, and to draw magical power from several ancient artifacts of the Ancients, to further his already powerful wards and enchantments.<br />
<br />
His network of newly raised Ur-men now scour the lands for more of the artifacts the Ancient Powers seek, accompanied by the remaining long-sleeping contacts of the Order of the Blistered Hand, and his sorcerous weavings. A small part of his mind is wondering if he is getting in over his head, but it is kept safely locked away most of the time.<br />
<br />
Perhaps a noble or a temple has a useless but ancient heirloom stolen, a strange non-man encounters the party, or a clue about the secretive Blistered Hand Order comes to light?<br />
<br />
<br />
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-700158284115973846.post-49137857545256701322013-08-13T02:00:00.001-07:002013-08-13T02:00:43.874-07:00Digging up the past...Been digging around, both in the garden and through my papers and books out in the garage. Now we have the spare bedroom free, there's space in there for some of the more valuable works.<br />
<br />
I've recovered, or finally got in the right place, all my notes from An Echo Resounding, and the work I did on the Kopesh Swamp setting, including the third and lowest level of Heavy Hitters, resources and lairs. I've come across one page or so by itself over the past few months, and wondered if I'd thrown them out, but thankfully (at least to me) I didn't.<br />
<br />
Also been reading a few books that, although none of them are going into my Appendix N list, I can steal some interesting ideas from.<br />
<br />
Starting with the books for this post;<br />
<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg-e9qlxjoAs3LhAjl8mQNfqiBh6SbrONkFlhFb3gT1RACcXA7hI-n7_2qnj0VfK-tTmMbArie4xWurhCh4Rv_pADrIkhgGCCQ-5cigyI34-mhMmyw9VnSnE1GWG26umZHcz8ByhvNvcGM/s1600/Bone+Triangle.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg-e9qlxjoAs3LhAjl8mQNfqiBh6SbrONkFlhFb3gT1RACcXA7hI-n7_2qnj0VfK-tTmMbArie4xWurhCh4Rv_pADrIkhgGCCQ-5cigyI34-mhMmyw9VnSnE1GWG26umZHcz8ByhvNvcGM/s1600/Bone+Triangle.jpg" /></a></div>
<br />
<i><b>The Bone Triangle</b>, by B.V. Larson.</i><br />
<br />
Never read any of his other books, or even the first of this series. Basically the nuclear tests near Las Vegas produced rifts to other worlds/dimensions and imbued some ordinary objects with strange and arcane powers.<br />
<br />
The antagonist is not that likeable but the setup is worthy of an RPG setting - the Lords of the City hold great powers - one can travel the waterways and sewers by thought, another can see and understand the multiple futures that an event triggers and try to influence the best, yet another can reprogram people's minds and does not age.<br />
<br />
Yet there are costs associated with these powers. Each is locked into their realm and cannot set foot outside it; the water traveller cannot be dry even for an instant or die; the future seer is deformed into a hideous troll and cannot be exposed to any light or his gift fades, so is trapped in his caves, and the third cannot leave her castle or her true age will suddenly catch up with her.<br />
<br />
The users of the smaller, not as powerful but portable artifacts are termed rogues, and they are for hire by the Lords and Ladies, possibly to uncover truths or obscure them some more, or help or hamper others in this kingdom.<br />
<br />
These artifacts were a highlight - they include;<br />
<ul><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOdQ0SARPaxsMOCM2bssdydsIUUfttVFUwgA9347xRnjJlU4apD12a2zuhnNU_f1hAAOLMhCoq3daN8TNpEGR5N2usg_gGrATJE87unw6wMBQoP5JUPLNVnZG0ylHyJOUKhBel9KjWg2g/s1600/ring.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOdQ0SARPaxsMOCM2bssdydsIUUfttVFUwgA9347xRnjJlU4apD12a2zuhnNU_f1hAAOLMhCoq3daN8TNpEGR5N2usg_gGrATJE87unw6wMBQoP5JUPLNVnZG0ylHyJOUKhBel9KjWg2g/s200/ring.jpg" width="200" /></a>
<li>Sunglasses that allow the wearer to make metal flexible or hard for a moment. Good for opening locks and doors or reinforcing metal bars.</li>
<li>A small picture that aids healing if worn against the skin. Bones heal in a week, as do major cuts. Not regeneration or a health potion, but subtle and more realistic.</li>
<li>A wedding ring that increases the luck of the wearer by drawing it from those around them.</li>
<li>A child's sweet that makes the holder invisible, but after an hour of invisibility, they start going blind.</li>
<li>A rabbit's kidney that exudes a highly toxic poison when willed.</li>
</ul>
Each of these is indestructible and does not age or change with time.<br />
<br />
Small artifacts that were created by a great magical event, or perhaps randomly from magical leakages when spells are being cast or items enchanted. The use is in no way influenced by the form of the item and their use cannot be detected by others. The users keep these items secret, and have been known to find, capture, loose or even swap these on occasion.<br />
<br />
Something to throw in, if ever required. Less cloaks of invisibility and rings of regeneration, and more subtle, almost temporary items instead, with a shadowy and uncertain past. <br />
<div class="separator" style="clear: both; text-align: center;">
</div>
<br />
Next instalment brings the 3rd tier of Power Groups from the Khosh Setting - Drakkan Warbands; The Mad Mage of the Khosh; The Queen's Spy Network; Demon Trolls of the Fuigar; Pirates of the Var River; Echo; Jaezred, the Shadow Dragon Assassin-Mages; and Celise Blood Cultists.Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-700158284115973846.post-4406775867467742482013-08-01T23:10:00.000-07:002013-08-01T23:10:18.127-07:00Basic Magic, the end?Without further ado, the rest, then a test run.<br />
<br />
83. Climb - whether by conjuring a handy rope, gaining sticky powers or being able to use minute imperfections in the wall, the target can climb 10m. Better find a safe spot, as it runs out straight away after 10m.<br />
<br />
84. Odour - the caster can fill the air of a 5m diameter sphere (well, hemisphere if you're standing on the ground) with either a masking perfume or a sickening smell. Only common scents, and those that the caster can remember - doesn't affect the caster, but definitely does others. Lingers for a hour or so unless dispersed by winds, etc.<br />
<br />
85. Decay - can rot down anything organic in a very short time, with minimal odour issues. Good for removing garbage, cleaning bones, getting bloodstains off armour...<br />
<br />
86. Thirst - makes the target very thirsty. Multiple castings increase this thirst in an almost exponential manner. Doesn't kill the target but can make them divert to get water, fight to get water, or even kill to, well, you get the idea.<br />
<br />
87. Detect Life - gives a general indication of larger live beings in a space within sight or not much bigger than a small house. So doesn't detect all the spiders and cockroaches in a ruin, but one/few/many and maybe an indication of the type (dog, reptile, mammal...)<br />
<br />
88. Stonework - allows the caster to mould a small (<1 kg or 1 m square) rock or area of rock into a rough shape of their choosing. Can be one big piece or several small; making hand and foot holds up a castle wall; crafting a stone bowl or arrowheads; digging out the chains set into bedrock...<br />
<br />
89. Root Blast - makes plants or vegetation grow really well. Make a field or orchard bear more fruit over a season, or cause a bramble patch to cover the path. Too much growth in too short a time will cause the vegetation to die in a few days.<br />
<br />
90. Ignite - something flammable, within 10m and within sight.<br />
<br />
91. Extinguish - something on fire, within 10m and within sight. Up to normal fire size, not the medieval version of a fire engine.<br />
<br />
92. Smoke - large amounts. Need some flammable focus on the ground for it - branches, bushes, a cloak - the smoke billows out of this, and can fill a fair sized room quite quickly.<br />
<br />
93. Detect Lore - I'm not entirely sure what I was thinking when I wrote this down, but I think it's a way of magically enhancing one's senses and memory to be able to note any significant lore related to a place, object or name. You need some basic lore first, to build on. Basically you get real good at research and study.<br />
<br />
94. Weaken - an object. Makes it brittle, soft, breakable. The spell is both harder and less effective the more skilfully crafted, magical or naturally resistant the object is - so a worn ordinary sandstone trapdoor to a deserted basement would be reasonably affected, while the steel bound doors to the King's chambers not so much. Makes the object easier to break rather than the spell breaking it.<br />
<br />
95. Dull Sense - choose one, and the target has the use of that sense halved for the duration of the spell, while being unaware of it. Hearing and sight reasonable common, but taste and smell have their place...<br />
<br />
96. Skeletal Beast - can enchant a short term, smallish skeleton animal out of a suitable pile of cleaned bones. It will obey the casters simple (up to two word) orders.<br />
<br />
97. Weather Watch - a casting of this will give an indication of general weather for the next day.<br />
<br />
98. Interpret Writing - will give a rough understanding of the intent of a written language not known to the caster. Not pronunciation or any subtleties, but the gist of the text.<br />
<br />
99. Rock Gauntlet - the caster gets a heavy rock coating of one or both hands and forearms. Good for punching (as +1 mace), warding blades or plunging ones hands into fire.<br />
<br />
100. Slow Heart - this stabilises the dying by slowing the circulation of blood, delaying poisons and bleeding. Something terminal will still kill them, but there's a few hours to get them repaired at the very least, and longer for straight blood loss.<br />
<br />
101. I Know The Way to San Jose - the caster knows the direction of a location they know well, but not how far.<br />
<br />
e.g. Mamen the White walks through a portal and ends up in an unknown jungle. He knows the City of Twin Delights is in the direction of those mountains but not if it's 50 or 5000 km away.<br />
<br />
102. Vermin Ward - a circle of, well, anything, that excludes vermin until it's broken. Caster must be inside, though. Can be used without a circle, but caster must concentrate solely on maintaining the repulsion.<br />
<br />
103. Flash - moves the target forward exactly 5m in a flash. Hurts if they hit, say, a wall, an armoured body, or end up over a long drop. Easily misused.<br />
<br />
104. Farsight - the caster can enchant a tube to act as a telescope for a short time. Anyone can use. Not understand, but use.<br />
<br />
So that's where it ends, for now. It's so hard to end on a set number, as inspiration always strikes at the last minute.<br />
<br />
Let's see if the Random Roll at starting levels works, and if three spells is enough?<br />
<br />
Let's take little Mamen the White, from the Pale Halls of the City of Twin Delights. At first level, he knows the following spells; 66, 17, 61 - these are <i>Beacon</i>, <i>Suggestion </i>& <i>Catspaw</i>. There's a strong hint of a a career in stealth and misdirection,but <i>Beacon </i>doesn't add much. A reroll allowed there, and 88 gives Mamen <i>Stoneshape</i>.<br />
<br />
This seems workable - nothing flashy, powerful or game changing, but the ability to mislead or lie, to be quite sneaky, and to be able to manipulate stone around locks, bars and other things kept shut. Okay for early level city adventures, but dungeon crawling?<br />
<br />
Say an extra spell? 36 = <i>Fumble</i>. Now that's useful in combat, providing you have someone between you and the dungeon dwellers.<br />
<br />
I'll work on it. <br />
<br />
<br />Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-700158284115973846.post-3037529395955870502013-07-31T23:11:00.000-07:002013-08-01T21:19:19.630-07:00Basic magic, the next installment...Well, winter here, and it's rather mild. After the drought last summer, the rain is even bearable.<br />
<br />
No real advances in RPG thoughts over the last few weeks, apart from working out my longest lasting campaign has ended, due to the four of us being in different cities, and even hemispheres. The characters are now NPCs, to populate the world and go their own ways.<br />
<br />
Still, their exploits are recorded for the ages - from slaying ogres near the town of Stalish, braving the Black Tower, investigating child abductions in the coastal cities, restoring the heir to the throne of Vestland (a hurriedly converted <i>Destiny of Kings </i>with extra bits added), exploring ruined lizardman cities in the Southern swamps (and tracking down the evils released) and finally helping restore the leadership of a destroyed realm of the North.<br />
<br />
It was good, and we only had two PC deaths. I think the emphasis was on exploration and discovery rather than fighting and death traps, as combat was rather deadly, and to be avoided unless necessary or when you had a clear advantage.<br />
<br />
But onto the magics!<br />
<br />
62. Insight - Gives the caster extra intellect, inspiration, insight, even, for the duration. Raises their intelligence to 16 (if below 16), or 19, if 16 or above, along with all applicable bonuses. <br />
<br />
63. Valor - removes the fear, or allows the target to resist fear. May work on other emotions, may not.<br />
<br />
64. Sparkle - a thing (object, person, door) touched glows with sparkly lights. More a part of a wall than being able to light up the castle...<br />
<br />
65. Buoy - the targeted person or object floats in water. Again, a limit on the size of the object to something liftable. Although a higher level application of this spell would be impressive.<br />
<br />
66. Beacon - a bright ray of light from the casters hand. Good for locating lost adventurers in the snow, bad for sneaking.<br />
<br />
67. Confuse - One target. Anything from momentarily losing concentration to forgetting what's happening and wandering off to smell the corpses.<br />
<br />
68. Disinfect - important for medical purposes, and a main benefit of magic to the general population. Kills germs, moulds, insects (small ones).<br />
<br />
69. Shrink - down to half size. Any living target. Have fun.<br />
<br />
70. Enlarge - up to one and a half times normal size. Strength, etc, scales as well.<br />
<br />
71. Alarm - a loud, annoying noise after a set duration or when disturbed. Maximum 12 hours delay.<br />
<br />
72. Web - be Spiderman! Actually, a sticky strand up to 10m long. Sticks to things but not really effective as a weapon.<br />
<br />
73. Strength - Empowers the target, literally. Same effect as #62, only strength. Try not to be inconvenienced when it expires. <br />
<br />
74. Monkey's Grace - And reflexes/dexterity can be increased the same way. <br />
<br />
75. Slow Poison - As curing poison isn't an option at these levels. Basically prevents the poison from acting for somewhere between an hour and a day, depending on it's strength and lethality. <br />
<br />
76. Cure Pox - and other common diseases. Shows why mages are so popular in small rural towns, after the initial distrust wears off. Uncommon diseases less likely to cure.<br />
<br />
77. Acid Blade - gives a weapon a slick coating of nasty, sticky acid. First blow in anger does an extra 2d6 damage. Can also be used to mess up or dissolve locks, doors, faces. Doesn't do the weapon much good, though.<br />
<br />
78. Staff of Snakes - one end of your staff animates as a snake head. Random which type of snake - if poisonousness, then it bites, if not, it wraps around stunned prey. Will ruin the staff if the spell exires when wound around a victim.<br />
<br />
79. Water - conjures, out of thin air, one litre of fresh water per level of spell, tricked out of the caster's cupped hands over one round. Bring your own container.<br />
<br />
80. Stun - a mystical blast of force does d6 damage to a target and stuns them for one round if they don't resist. Plenty of time to run away...<br />
<br />
81. Purify Air - makes a defined area of air pure, breathable and good for the lungs, even if other effects or spells are messing with it.<br />
<br />
82. Anger - makes the target angry.Use at your own discretion, as some people are not nice when angry...<br />
<br />
I'll be finished soon.....<br />
<br />
<br />Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-700158284115973846.post-47959938147967753882013-07-01T00:41:00.000-07:002013-07-01T00:41:38.020-07:00Basic magic, 42-61Back to the grindstone - more basic magics.<br />
<br />
Thinking about this (actually, thinking about developing 2nd level spells, then 3rd level, then....) I'm not too sure about the level system of spells.<br />
<br />
Maybe there are just basic spells, a few advanced spells, and the game/world changing spells require special quests, grants from the gods, sacrifices or sacking unfathomable ruins? Perhaps high level spellcasters jealously guard their 2-3 unique spells, and research is the only option after a certain level?<br />
<br />
Sounds like a world where magic is rare, or at least uncommon, and mages have to think strategically about problems rather than solving it with an enchantment?<br />
<br />
Anyway, onward with the basic spell list;<br />
<br />
42. Empathy - lets the caster perceive the basic emotions the target is feeling - fear, pain, anger... Not much else, although it can allow basic communication where language isn't an option.<br />
<br />
43. Endurance - the target only tires at half the normal rate for the activity. Useful for encouraging overloaded hechmen...<br />
<br />
44. Whisper - the caster can whisper and be heard as though they were right next to a known target within 100m. The target cannot reply to the caster. Good for triggering ambushes or passing information.<br />
<br />
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjfwk5_el32-uGcLPiC4PCytQo1vsLOIk5VAB_IvYVRxNSCVGDSOa8lWvPv_I_MWnCU3SHWBNhsUVxvs0n_l3r92ZXYWysot_7otfawfQ7ip5KFrB26kEUUY3vUKrnKA4r_qVKJjGM3BK4/s225/coins.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjfwk5_el32-uGcLPiC4PCytQo1vsLOIk5VAB_IvYVRxNSCVGDSOa8lWvPv_I_MWnCU3SHWBNhsUVxvs0n_l3r92ZXYWysot_7otfawfQ7ip5KFrB26kEUUY3vUKrnKA4r_qVKJjGM3BK4/s225/coins.jpg" /></a>45. Fool's Gold - yes, the old chestnut. Makes a handful of anything solid appear as gold, gems, coins. A basic but powerful illusion, and the victim's chance of detecting something amiss is proportional to the value of the illusion.<br />
<br />
46. Sharpen - by lightly cutting themselves on a blade, it adds +1 to damage done by said blade until the spell expires.<br />
<br />
47. Fear - makes one target afraid of the caster. The outcome of this may vary.<br />
<br />
48. Talk to Vermin - because the rats see things. Doesn't make them friendly, but they are inquisitive and can be bribed with food, especially fresh meat.<br />
<br />
49. Wolfspeak - again, the wolves see things, and they are different to what the rats see. Again, doesn't make them friendly.<br />
<br />
50. Snaketongue - ok, you get the idea. I'll stop now...<br />
<br />
51. Ventriloquism - yes. Like it says on the tin. Voices, over there.<br />
<br />
52. Birdcall - summons a flock of whatever the most common birds are in the environment. They can be directed to do things but not anything that puts them at great risk.<br />
<br />
53. Gust/Breeze - EITHER a one-off strong wind gust that scatters scatterable things and staggers warriors, OR a constant moderate breeze. Your choice. Channelling the elemental powers can be so rewarding.<br />
<br />
54. Follow - the caster can track one target, Must be known, or very well described, or be in possession of a treasured item of theirs.<br />
<br />
55. Will o' the Whisp - forms a ghastly floating light that can lure the unwary or gullible in a direction chosen by the caster, or they can control it like a lure.<br />
<br />
56. Image - the basic illusion. Not moving, no sound, doesn't taste of anything either.<br />
<br />
57. Bombard - needs a bit of rubble lying around - stones, coins, bones, cracked pottery. The spell causes them to pelt the target/s, doing only d6 damage (-armour) but requiring a concentration check to do anything that round.<br />
<br />
58. Ice Baby - a narrow ray of frost that only does d6 damage to a target but can freeze them in place until they resist the spell. Or freeze a door shut, or really kill a plant.<br />
<br />
59. Lodestone - the caster can detect the direction of north, and their rough elevation. Only useful if you have a map.<br />
<br />
60. Rain - yes, temporary and limited in duration, and a LOT harder in a desert than a mist laden swamp.<br />
<br />
61. Catspaw - the caster makes a lot less incidental noise, and casts no shadow - another stealth spell.<br />
<br />
Again, that's all...Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-700158284115973846.post-81142420882019667962013-06-27T00:31:00.002-07:002013-06-27T00:31:55.607-07:00First level spells, 21 - 41Quick post as I have some building to do in the shed tonight, and it's freezing out there...<br />
<br />
More Spells;<br />
<br />
21. Shield - an almost transparent shield (normal shield size) appears floating in front of the caster and protects them as a normal shield for the duration of the spell. <br />
<br />
22. Doze - not as powerful as the ubiquitous sleep, this spell makes a sleepy, bored or inactive target fall into a natural sleep. Not for felling a room full of goblins, but for sneaking past the lone guard.<br />
<br />
23. Break - allows the caster to attempt to break a fragile object within about 4m. Objects include glasses, potion bottles, crystal ornaments, thin windows, etc. If being held by a person, need to overcome their magical defence.<br />
<br />
<i>"And, bang, there went his last healing potion..."</i><br />
<br />
24. Telekinesis - anything that could be lifted and carried in one hand (caster's hand) can be slowly moved and manipulated within 4m, but with little strength. Turning a key might be about it. Stabbing someone with a knife - not unless it's really really sharp...<br />
<br />
25. Slithery Rope - provided the caster is hanging onto one hand, the rest of the rope (max 20m) can slither along floors, through gaps, and up walls, and tie loose knots. It can't rise up through thin air, and can't tie anyone awake up. Can form trip ropes, though.<br />
<br />
26. Paresthesia - a sensation of tickling, tingling, or burning of a person's skin with no apparent long-term physical effect. Gives the caster a touch attack, doing 1d6 temporary damage with each attack to a target, leaving them needing a good night's sleep to recover fully.<br />
<br />
27. Temere - this enchantment emboldens the target, making them act more rashly and foolhardy. Useful on the party's thief...<br />
<br />
28. Moonglow - another light source, this one creates a soft glow within a 5m radius.<br />
<br />
29. Dig - allows the caster, by making shovelling gestures, to move 1 cubic metre of dirt, soil, muck, etc in 1 minute. Multiple castings needed to dig a moat.<br />
<br />
30. Dazzle - bright flash blinds all looking in the direction of the caster within about 10m. Clever parties use a code word to remind them to NOT look at the mage.<br />
<br />
31. Grease - coats 4 square metres of ground, a person, an object, a pig, etc with a thin layer of slippery grease. Produces hilarity all around. The grease evaporates when the spell expires.<br />
<br />
<i>"We're running because her spell missed and hit the King's saddle, while he was in it"...</i><br />
<br />
32. Ice Darts - three of them, that can be thrown in one round at one target. 1d4 damage each, but if all three do damage, the target must roll under STR on d20 or take another d6 damage and be frozen until they make the STR roll.<br />
<br />
33. Phantom Mail - a ghostly shimmering armour coat surrounds the caster, and absorbs 2d6 damage of physical damage before fading.<br />
<br />
34. Preserve Dead - this spell affects one dead body, and ensures that it will not rise as undead in the next month. Useful in certain circumstances. Also does 2d6 damage to any lesser undead (zombie, ghoul - not skeletons - doesn't work on bones).<br />
<br />
35. Prestidigitation - quick fingers, sleight of hand. Allows the caster to manipulate small objects such as coins, cards, rings secretly. Great for card sharks...<br />
<br />
36. Fumble - target takes a pratfall, juggles what they are holding, etc - if in a dangerous situation where dropping what they hold could cause drastic problems, they can avoid it, but be distracted for a round, by rolling under DEX on d20, but failing this may involve a trip to any fumble table you have lying around.<br />
<br />
37. Protection - yet another armour-for-mages spell. This one gives +2 to their Armour Factor for the spell's duration.<br />
<br />
38. Warm - protects the target from the effects of natural cold. Will bring them up to a safe temperature from moderate hypothermia, but as it doesn't last that long, other measures really need to be taken if you're in the Arctic...<br />
<br />
39. Cool - protects from overindulgence concerning natural heat, like a reserve of the spell above. Same, can cure the effects of heatstroke, but they will get it again if subjected to the same conditions.<br />
<br />
40. Sate - allows the caster to ignore the effects of a day without food or water. They are still in serious trouble and will weaken and die without water after a few days, but this allows them to avoid feeling hungry or thirsty.<br />
<br />
41. Push - a light force, like a firm but gentle push, on a target or object within 10m. Useful if Hozal the Necromage, your sworn enemy, happens to be leaning out a high window when you see her.<br />
<br />
That's all for now, but stay warm (or cool), where-ever you are.<br />
<br />Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-700158284115973846.post-49537356202656793232013-06-22T00:41:00.000-07:002013-06-27T00:32:08.671-07:00Magic, or at least, 1st level.So, not dead, again, but work is taking me plenty of places and the end of summer is busy with gardening and fruit.<br />
<br />
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And I've been finally reading through the large collection of random RPG papers and pdfs I have stashed away. Finally bought all of the <a href="http://www.fightonmagazine.com/">Fight On!</a> magazines, and printed off some of the old 1st Ed pdfs I bought from the wizards site, just before they pulled them the first time.<br />
<br />
One of the things I started on was working out a coherent yet mystical magical system. Challenging, but none of the systems I've used before have satisfied me entirely. Mainly either too few or too many spells, and everyone gravitates towards the impressive ones (sleep, anyone?). And the gotta-catch-em-all exponential increase of Rolemaster...<br />
<br />
So I've developed a quick and dirty list of 100 first level spells (well, 103 so far, due to inspiration striking a little too late). Nothing overpowering or game changing, I hope. Each first level mage gets three upon starting, all the result of a d100 - probably roll six times and take the three most desirable. <br />
<br />
The number of spells the aspiring mage can learn at each level is dependent on their Psychic Talent. This 3-18 stat is nothing like D&D's wisdom - it's more of a psychic awareness or
sensitivity, and the Dragon Warriors mailing list has been discussing
how to play a character with a really low (or high) PT. recently. Somewhere between 4 and 7, although 7 needs superhuman stats, so not for 1st levels. Intelligence gives the chance of learning a new spell from its tome, from 50% to 90%. I possibly got this idea from something I read in Holmes, or at least one of the old D&D rulebooks. So two stats give how many you can learn and how easy to learn.<br />
<br />
Spells are complicated little beasties - the manipulation of energies and other dimensions requires diagrams, equations, poetic phrasing and goodness knows what else, so the instructions how to cast a spell take up a book about the size of a text book - a large text book. It takes a week of studying at home, or two weeks studying every night while adventuring, to learn, and at the end, the roll to learn is made. Tough but them's the breaks. Add extra time without a teacher, for difficult or obscure texts or spells, and unsuitable study conditions.<br />
<br />
And I don't use Vancean magic - once you know a spell, you can cast it until you're sick of it. Or, usually, till you run out of power. That's one reason why it takes a while to learn it.<br />
<br />
Anyway, here's the first 20. More later<br />
<br />
1. Detect Enchantments - any active magic within a few metres will be apparent to the caster. Not passive things like enchanted items unless they are doing there thing at the time.<br />
<br />
<i>"So if YOU didn't cast a spell just now, and YOU didn't either, and you haven't drawn that dagger, then what's THAT?"</i><br />
<br />
2. Glow - the next object touched by the caster glows softly until the next sunrise.<br />
<br />
<i>"Next time, don't cast it with an itchy nose..." </i><br />
<br />
3. Change Aura - alters the way you are detected magically<br />
<br />
<i>"No"</i> said the Elven Seer, <i>"those are not the druids you are looking for"...</i><br />
<br />
4. Flame - gout of flame to engulf (and slightly burn) an opponent.<br />
<br />
<i>"Ouch" </i><br />
<br />
5. Lock - causes an ordinary lock to lock itself. Infinitely reversible.<br />
<br />
<i>"If cast multiple times, the mage may forget whether the door is locked or not."</i> <span style="font-size: xx-small;">The Nosgoan Text, verse 4:16:2</span><br />
<br />
6. Weakness - target is at -2 to STR and all physical actions. <br />
<br />
<i> "The trick was catching him lifting that anvil above his head"</i><br />
<br />
7. Detect Undead - Can detect all the creepy little (and big) things in sight.<br />
<br />
<i>"That one's dead, that one's dead, that one's... RUN" </i><br />
<br />
8. Mist Armour - appears as some sort of cloak around target. Absorbs 2-5 damage from magical attacks then vanishes.<br />
<br />
<i>"Higgins - the idea of the spell is to both provide protection, and let your opponent know you are warded. So I suggest you practise a form for the spell that does NOT resemble a feather boa"</i><br />
<br />
9. Symbol of Watching - glyph placed on solid surface. Anyone passing causes a mental alarm to disturb or wake the caster, who must remain within 20m of it. Can cause restless nights if misplaced.<br />
<br />
<i>"Tonight, let me know where the guard is patrolling. Didn't sleep longer than 15 minutes at a time last night..." </i><br />
<br />
10. Phlogiston Dagger - blade of fire that can be wielded as a +1 dagger or thrown at +3.<br />
<br />
<i>"How was I to know it was an oil warehouse?" </i><br />
<br />
11. Presence - subtle aura makes the target seem more impressive. +2 to charisma.<br />
<br />
<i>"This time, I'm making sure his singing gets us free beer." </i><br />
<br />
12. Eye of the Eagle - extra sensitive sight. +2 to perception.<br />
<br />
<i>"It's impressive that you can see those bandits, but did you know it makes your eyes glow funny?" </i><br />
<br />
14. Legerdemain (stolen from Fight On!) - any one object carried or worn (within reason) is invisible.<br />
<br />
<i>"No, you cannot 'wear' the horse..." </i><br />
<br />
15. Replica - target appears as a copy of a person that is within the sight of the caster<br />
<br />
<i>"I'm sure I was talking to you just a moment ago, your Majesty."</i><br />
<br />
16. Shadow - target appears as in shadow, and gets +4 to stealth, more if really shadowy.<br />
<br />
<i>"Thom, don't look now, but I think that shadow is watching us."</i> <br />
<br />
17. Suggestion - gives +2 to one attempt to convince or lie to someone.<br />
<br />
<i>"You ARE attracted to one-eyed, short, ugly..."</i><br />
<br />
18. Desalinate - removes basic impurities from a litre of water (i.e. makes it drinkable.) Can be reversed. Does not purify the liquid, only just does enough to make it drinkable.<br />
<br />
<i> "I know it won't kill me, but it tastes disgusting..."</i><br />
<br />
19. Frost - coats all surfaces within a few metres with a chilling, slippery frost.<br />
<br />
<i> "And that's how we kept the meat so fresh..."</i><br />
<br />
20. Glyph - leaves an invisible mystical mark that contains a short message. To read, must cast this spell on it.<br />
<br />
<i>"Oh, very mature..." </i><br />
<br />
More next time - 83 more to work through...<br />
<span class="hdrrmn" style="float: left;"></span><span class="hdrrmn" style="float: left;"></span><span class="hdrrmn" style="float: left;"></span><span class="hdrrmn" style="float: left;"></span><span class="hdrrmn" style="float: left;"></span>Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-700158284115973846.post-79507249508443976682013-02-23T00:23:00.001-08:002013-08-01T21:19:42.061-07:00Stealing from the Gamebooks, #3So it's apparently NZ's hottest summer in 60 years or so, and the water restrictions and fire bans are popping up all over the place. Personally, I don't care if my lawn dies (less mowing) and my tomatoes are quite good this year. I'll work on the Eternal Summer setting later on, as it would make a change from all these <a href="http://www.users.zetnet.co.uk/mike.scott.rohan/first_page.htm">Eternal </a><a href="http://www.pathfinderwiki.com/wiki/Irrisen,_Land_of_Eternal_Winter">Winter </a>novels out there. Keeping as far away from Dark Sun as possible...<br />
<br />
Also, not a good season for being hunched over a computer screen, hence the lack of posts, and thinking about RPGs.<br />
<br />
However, sorting out the moving boxes has gone well, as has my pillaging of the books that started my interest in this, some 30 years ago... The Fighting Fantasy series. Although aimed at young children, at least at first, and having a rather goofy, somewhat simplistic world that does not agree with me, there are some hidden gems in their descriptions, characters and 400-odd paragraphs that I can pilfer for my own use.<br />
<br />
Today, #3, <b>The Forest of Doom</b>...<br />
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Handsome guy on the left, right?<br />
<br />
Shapechangers, strange leftovers from the Age of the Lizards, that hold a fearsome reptilian appearance in their natural form, but that can mimic any living form temporarily (of roughly the same size - mass is shifted, not created or removed) that it has viewed, or, as some suggest, slain and eaten. No signs of greater than goblin level intelligence and no attempts to communicate with anyone, at least attempts that didn't end with one of the parties dead.<br />
<br />
Absolutely no relation to the Doppleganger, at least, hopefully not. These guys (girls? who knows?) lurk in places named "Doom" while Dopplegangers infest civilised places. That's the theory... <br />
<br />
Meanwhile, the plot of the book is simple; a dying dwarf tasks you with recovering the Hammer of the Dwarves. It's a little more complicated in execution, though.<br />
<br />
Anyway, the ideas;<br />
<ul>
<li>The Northern (or Eastern, or Western, or Southern) borderlands, where few people venture and a traveller can go weeks without meeting another. Wolves and Trolls, though, seem rather common. </li>
</ul>
<ul>
<li> A learned old witch, dwelling in an isolated cabin in these wilds, with only a hunchbacked servant for company. She knows many arcane or historical secrets, and those needing this knowledge may seek her out, but she is crafty and dangerous, and may trap unwary seekers with her schemes and dark bargains... She is also skilled in herbalism, and can escape violence by transforming into a bat. The servant is a drooling idiot, but she may require groups to take him somewhere dangerous as a condition of her help. Think of assistance from her being a form of Faustian bargain...</li>
</ul>
<ul>
<li> A secret underground mushroom farm where small humanoid clones tend the giant fungi for a Fire Demon. Actually, the Demon is victim of a curse, and any who slay it, and don the golden crown that it wears, finds themselves transforming into a similar Fiery figure, but are distracted by the quiblings and telepathic reports of the clones, and are trapped overseeing the operation. The end destination of the fungi, and who is responsible for the whole set-up, remains unknown to this day, but certain types of dried fungus are becoming a problem in the Coastal Cities these days... </li>
</ul>
<ul>
<li> Wild hillmen do range in these parts, so be careful when entering land that might be occupied. Read up on the Welsh or Pictish 'barbarians' (well, at least to the Romans and various types of English throughout the centuries) to get an idea of how these peoples live, and hunt, and why they want to kill you. They aren't mad, and only want to kill you because you've offended one of their strange and bizarre taboos. Like pissing in their sacred river, for example, or killing a sacred deer out of season, or perhaps they don't like people wearing shoes...</li>
</ul>
<ul>
<li> The Eye of Amber. A simple palm sized circle of amber on a silver chain, it appears unimpressive, but when worn, in plain view, it allows the wearer to discern when someone is lying to their face, in a one-to-one situation. Useful, but not admissible in most courts.. </li>
</ul>
<ul>
<li> The Brass Flute of Wyvern Calming. A legendary artifact, that features in many of the bards stories, where the exiled Prince must find a number of special items or blessings to defeat the guardians and claim the kingdom/princess/pot of gold. This flute, however, is actually real, and, given the frequency of wyvern flights in the mountainous areas in my worlds, of practical use. If played properly (which means some experience in flute playing, mostly) it can send a Wyvern to sleep. Any wyvern affected by this wakes if something dangerous approaches, but otherwise sleeps normally until dawn or sunset, whichever is soonest. Last known holder was Barrot the Wanderer, who financed his wastrel lifestyle by looting Wyvern nests, and the remains of past victims. Rumour is he got careless and one woke on him. All that is known for certain is that he hasn't been seen since last Winter... </li>
</ul>
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<li> And finally, a lesser class of bandits. Men and women of peasant stock, driven to theft and murder due to a lord's displeasure, crippling tax rates (110% bites), other bandits stealing your stuff...</li>
</ul>
Look at them - rags for clothes, chipped and rusty weapons, no armour, no safe way of shaving. Give the players a sob story about hard times and eating your dog, rather than having well armed and armoured lootable bandits.<br />
<ul>
</ul>
That's all I could hoist from this book - most of the traps, tricks or even dungeons were set pieces for the use of one-shot magic items you buy at the start, and that tends to be very situation dependent... <br />
<ul>
</ul>
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<br />Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-700158284115973846.post-8594317861709408172013-02-13T04:15:00.000-08:002013-08-01T21:20:27.039-07:00Second post from Moonstone...Although safely back from the trials of Ghar's Farrow, the boys have still not found Sreth. That night they recounted their adventure as the main attraction at The Copper Branch, the only inn in Dhath, and even then only drinking one mug of ale each before off to their sleep in the shed at the General Store.<br />
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Early the next morning, breakfasted and wounds bound, bruises salved, they headed off to the second of the halfwit's hiding spots - a ruined keep a good four hours south by south-west, into some low hills covered in dry yellow grasses. Home to a noble family that died out three generations ago, they had been told by Kereth, nothing remained except some tumbled towers, although Sreth had muttered about underground chambers.<br />
<br />
Turning off the main road as it turned westwards to the Moonstone River, they made good time, and encountered nothing of note, except for a small grove of trees that stood alone in the grassland, perfectly still despite the freshening breeze. As a prime example of Fey Witchery, they gave it a wide berth, and when they looked back from a safe distance, it was gone.<br />
<br />
The grasses, and low thorny shrubs had reclaimed the ruins, but after a few minutes of searching the tumbled blocks, they found an earthen tunnel, big enough for a man to walk upright.<br />
<br />
Although trying to be quiet, a human voice called out from further along, asking them to identify themselves. As most monsters in this setting can't (or don't) speak, and attacking other people is frowned upon, even in the wilds, they replied, although on their guard.<br />
<br />
A man, although tall, thin and slightly rat-like, waited for them, and led them, with a lantern, a few tens of metres into a chamber at the end of the tunnel, with passages on either side leading into the darkness. He claimed he and his group were herbalists, seeking uncommon herbs and berries from these lands, and a series of glass retorts and brass chambers set on the packed earth bench supported his claim. He spoke of the surroundings and his luck in finding certain herbs in a continuous monologue, setting the boys at ease. He made them a drink of chat, the common tea-like herbal drink of the lands, as he talked, and passed each of them a clay cup containing the fragrant brew.<br />
<br />
It was Sarialin, the apprentice mage, who, passing a herbalism skill check, detected in his mug the distinctive smell of Graveweed, a noxious herb that induces sleep with a light dose and certain death in more concentrated forms. Shouting to the others, he flung the mug at the Stranger, jumping up from his seat...<br />
<br />
The others hadn't drunk their brews yet, and they rapidly formed an armed huddle. The Stranger seemed apprehensive too, holding a twisted staff that glowed with a pale green light. He shouted at them to "Leave now, before the others return, and they will not be as merciful as I"...<br />
<br />
The boys remained standing with their weapons drawn, but Imaghan shouted a question about the boy they were seeking.<br />
<br />
The Stranger, appearing even more nervous, shouted back that they had seen no others in their time here, and that they had better flee for their lives. Now they could hear noises of advancing feet from each of the tunnels, so they staged a dignified but fast retreat until out of the tunnel, then a panicked run until beyond the ruins.<br />
<br />
A quick assessment - a mysterious tunnel, the Stranger, obviously a herbalist and mage, and a potential poisoner, but then again, why urge them to escape, and who are the others? Still, trusting that he had no reason to lie about a single boy, and unsure of who these people are, and how powerful, they vowed not to speak of this to anyone else, and returned to Dhath, each pondering the events of the day. Two days wasted, and still the boy not found, as well!<br />
<br />
[GMs appraisal - great! No combat, a tense stand-off resolved, a mystery found but not solved, and some quick thinking getting them the news about the boy they sought. The players have the idea that drawing weapons and attacking unknown forces is not the recipe for a long life, and at 1st level, they are still small and squishy. <br />
<br />
The Keep inhabitants are a power group, operating secretly, and may relocate, or may not, given this intrusion. The party is lucky, however, that I rolled most of the group away from the lair when they arrived]Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-700158284115973846.post-61113588212164338052012-12-25T23:56:00.000-08:002012-12-25T23:56:16.891-08:00Finally, a little actual play, with a new setting thrown in...So, got together with a few of the old crowd, and played the introduction of what may be a new campaign.<br />
<br />
Set in the Kingdom of Kendarthen Valley, or the Old Fairy Lands, which may be the setting I've done the most work on, but not posted anything about. Yet.<br />
<br />
It's an isolated valley, and a bit of a sandbox, too. Mountains to the north, west and east, with only a long, dry pass through to the deserts further east. To the south is the one route linking the Southern Cities, but it passes through swamp, moor and wasteland. It was first settled by humans 1022 years ago,when the first king, the warlord and explorer Kendarthen arrived, with his mercenary company. He assisted the already present Fey kingdom in their battle against the minions of the Skull King, and then, when the battle was won, turned on his allies and forced them into the Shadow Realms. His people, refugees and displaced humans, settled the lands.<br />
<br />
He was lost on the third anniversary of the Fey withdrawal, when, while alone at his newly completed castle in the King's Forest, the surrounding vegetation sprouted huge toxic thorns and enveloped the building. None have entered the castle since, and although not confirmed dead, the name of the king is used as a warning to children of the risks of consorting with the Fey.<br />
<br />
Since then, the Royal Line continued, despite enough accidents, disasters and misfortunes to cause whispers of a curse to surface. However, three generations ago the Royal Family were crossing the lake next to the Capital, Senaris, when an unseasonable gale blew up, capsizing the royal barge. The bodies of all the royal family except one were found over the next week. As the only body not discovered was that of a 6-month old baby, it was assumed that he could not have survived.<br />
<br />
The Castellans, the hereditary keepers of the castle in Senaris, assumed the rulership as a temporary measure, but are still caretaker rulers to this day. In the Great Hall, the royal thrones stand empty on their dais, and the Regent presides from a simple chair placed on the lowest step, wearing no ornamentation, only black leather.<br />
<br />
Away from Senaris, there are four Duchies - Darkstone, Moonstone, White Jade and Ghostwind, each with their own resources, risks and politics, as well as various Fey and magical effects and locations.<br />
<br />
Our play took place in the north-eastern Duchy, White Jade, named after the river and the beautiful stone mined and quarried at its headwaters. The Duke is a dark, foreboding man, tall and lean, who leads a fractious and divided family in vicious political manoeuvring with the other factions and families of the Province. It makes Game of Thrones look homely and settled, as although there is little open violence, the plots and betrayals, coupled with the various mages and mystics that each would-be player employs, can kill as easily as a dagger.<br />
<br />
White jade, as great stone blocks for building, or delicate intricate carvings for decoration or jewellery, copper and iron ingots, root vegetables and orchard fruits, and snake leather are the mainstay exports to the other Duchies.<br />
<br />
The main points of interest are; to the west, the White Jade and Moonstone Rivers form the main boundary, flowing down through several lakes to Senaris; to the north, the Red Fox Mountains; to the east, a very long way to the isolated coastal cities of the Desert of Legions, across almost a months journey of goblin infested wasteland and semi-desert; and to the south, the low range of eroded canyons, badlands and pinnacles called the Snake Badlands, then the haunted ruins on the shores of the Shadow Lake.<br />
<br />
But our three travellers are in the northern lands, east of the White Jade, in the series of villages and towns on the trade route south of the mines. We have Imaghan, nephew of the Duke, but very removed from Court or politics, a ranger/barbarian, and Fey-touched already; Tamailus, a Knight and past hereditary defender of a recently destroyed border tower, now following Imaghan on his mission; and Sarialin, an apprentice mage the two warriors assisted to escape from his master, or, more specifically, the depredations of his fellow apprentices.<br />
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<br />
They (well, Imaghan) has been guided and fed subtle ideas by Malrous, his uncle's (the Duke) chief ranger and (secretly) chief intelligence agent, concerning outside threats to the Realm - goblins, rogue sorcerers, witch covens, foreign spies, magical curses and prophecies, etc. As you can see, Ralph Finnes from Camelot cuts the right foreboding and ruthless figure for this subtle manipulation.<br />
<br />
But, as first level characters, nothing too strenuous to start. Malrous suggested the party travel to the town of Nehem, an important copper and iron smelting centre. Two days short of their destination, travelling safely along the patrolled main road, they stopped at the village of Dhath (population ~90) for the night. <br />
<br />
Talking to the surprisingly young and intelligent owner of the only general goods store, they found a mission worthy of a few days straying. Kereth, the owner and proprietor of the store since her grandfather passed away three years ago, is about the same age as the three youths (early twenties, I guess). Her ward, a brain addled boy named Sreth, has disappeared again. He is at none of his normal hides, and Kereth thinks he may have stayed into one of the three local ruins, that all locals avoid due to their fell reputations. Thinking of both finally testing their steel and wits, and impressing a young merchant, they agreed, setting out an hour after dawn the next morning.<br />
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Heading two hours walk east of the town, the boys soon found Ghar's Farrow, a strange name for a small series of crypts of the ancient pre-Fey humans that occupied the land millennia ago. Built into the wall of a red sandstone cliff, they soon descended the steps into the crypts.<br />
<br />
They explored a partially flooded room, but found only destroyed, empty sarcophagi. They found a spear trap in the corridor. The first two passed over it, but the mage, going last, noticed the click of the pressure plate depressing. He stopped and called out, leading the other two to stop, so Tamailus was in the way. Forewarned, though, he managed to partially parry it, and only took one health point damage.<br />
<br />
The tomb to the left, past the trap, contained a wrinkled and mummified body behind a glowing blue dome. There was also a ghoul on a ledge behind the door, but fire and steel slew it with no serious (or infected) wounds. As the ghoul died, the mummy rose and presented all three with a vision of ... well, something they can't remember now, but it involved things being opened and fire and ice...<br />
<br />
Leaving the mummy undisturbed, they returned past the trap, remembering not to set it off again, and turned left again at the next intersection, found a room piled with rubble and junk, with a stone throne in a clearing. After dealing, with some difficulty, with the mass of giant rats that assaulted them upon entry, Sarialin was the only one to sit in the throne, and he found a secret catch that he immediately triggered. A low door opened in the back of the throne, and a skeleton rolled out. It stayed dead, thankfully, and Sarialin determined it was likely a woman's skeleton, and relieved it of two rings from its right hand.<br />
<br />
Taking the other branch, they stumbled over a low step into a tidy room, with only a small coffer and an open sarcophagus present. They were not surprised when the tall, dessicated warrior rose, with ornate bronze mail and spear. The fight was rather epic, with the warriors being over-matched until they separated and started flanking the undead. Even the mage planted a mighty blow to the head with his wooden staff, but was then hit straight back for the loss of 2/3 of his total health. Finally Imaghan buried his hand axe in its head, shattering both in the process.<br />
<br />
The coffer contained 20 strange, heavy silver coins, and Imaghan claimed the spear. The mail vest was too heavy and damaged to take, and they left it on the body when they burnt it.<br />
<br />
So, one four-room dungeon cleared, damage taken and dished out by all, but boy not found. Two more ruins to check, and someone should check out the rings...<br />
<br />
<br />
<br />
<br />Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-700158284115973846.post-28343220011078676392012-12-25T21:35:00.000-08:002012-12-25T21:35:01.413-08:00River sloth is robbing your bags...<div class="separator" style="clear: both; text-align: center;">
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<br />
A family or clan of strange goblin-like creatures roam a shaded and forested stretch of the Ne-Ban River, in the southern reaches of the Empire, where jungle takes over from temperate forest. This stretch would be little travelled, if it were not for constant rumours of the Golden Treasures of the Third Dynasty of the Kyghan secreted somewhere in the eroding spires and citadels clustered above the vast waterfalls named The Tears of the Princess Almesha (by the Imperial Loyalists) and Dead Hag Falls by all others. These falls are only reachable by boat up the Ne-Ban, as no roads cut through the thick, boggy growth for at least fifty kilometres in any direction.<br />
<br />
Every decade or so the chance find of a jewelled diadem or platinum pectoral amongst the dangerously narrow, rubble filled galleries or walkways that are constantly washed by the spray of the waterfalls, sets off another rush of Imperial Tax Collectors, treasure seekers, mages (for what reasons, only they know) and other scoundrels of the Empire and surrounding Realms.<br />
<br />
Although they do not know it, as they rent, hire, buy or steal boats and barges, and use slaves, hired sailors or strange magics to speed them upriver against the changeable currents, their most dangerous challenge (at least, from a financial viewpoint) comes even before they hear the falls.<br />
<br />
After they pass several days of boulder-strewn rapids in a deep, narrow canyon, boats reach a secluded section of river. Here, most parties rest in exhaustion, at least, those that didn't drown, get crushed under shifting house-sized boulders or trapped in the nets of the water fey. Usually at night, but sooner if all are sleeping or distracted, the inhabitants of these waters slowly and quietly slip on board and head straight for the luggage.<br />
<br />
Using razor sharp claws, they slice and slit packs and bags, seemingly searching exclusively for ornaments, jewellery and potions, which they drink, adorn themselves, or attempt to wear, as the case may be. If discovered, they dive over the edge and swim away to their beaver-like underwater lodge, or, if unable to, can strike out with their razor sharp claws.<br />
<br />
If spoken to, they seem to understand simple common, although they do not speak. They gesture accordingly, and can be bargained with, taking potions, especially those of healing or effective against poison or disease, in exchange for either items stolen and worn (usually from the bargainer) or simple directions to the network of caves that give access to the Upper Falls.<br />
<br />
If tolerated or dealt with non-violently (or destructively, given the use of base magics amongst these sorts of travellers) the Ne-Ban Goblins are a comic annoyance. If harmed, however, they can make the life of intruders into their waters very difficult, puncturing boats, stealing weapons and magical implements, and their nimbleness and inherent magic resistance assists with this.<br />
<br />
The true reason for the need for healing magics is the (natural) poor health of their young, who do not grow fur or learn to swim until their 5th year, leaving them subject to many of the pests and diseases of the lodge.Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-700158284115973846.post-61681651213915181232012-11-13T23:31:00.002-08:002013-08-01T21:20:42.647-07:00The Seven Lakes, Part 2Busy renovating the bathroom of our first house - when we moved in, we knew it had to happen, as the shower not working and the salmon pinky/orange & pale blue colours made it difficult to love.<br />
<br />
But at we prepare to paint it all tomorrow (so the electrican can connect the lights and I can go biking in the weekend) here's something I found lurking in my drafts, following on, presumably, from <a href="http://dancingdragonsjaws.blogspot.co.nz/2012/03/seven-lakes-part-1.html">an earlier post on the Seven Lakes region</a>. It didn't get much use, but here's some flotsam from the streets of the city;<br />
<br />
<i>Things you might find on the streets of Rotogawa;</i><br />
<br />
1. <b>A rabble of goblins</b>, wearing cast-offs and heavily modified human clothing, often with metal coins sewn into it. These are usually found at the few major intersections, and they will politely (for a goblin) inquire if they can assist passers by with luggage, directions or running errands. The price is always "a coin". Any metal, make or design. In fact, due to their protective value when sewn into clothing, copper and iron coins are more highly sought than gold or silver.<br />
<br />
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The goblins of the Lake have been well and truly seduced by civilisation. Their dirt warrens run alongside the garbage pile, of which the goblins revel in reclaiming and recycling any and all items discarded by other inhabitants. They are even more docile and stupid than normal goblins too, which can generally be attributed to the brewings of Ezenal Thrump, a human Alchemist of little skill. He has a large vat in his yard, though, which is fed by an ingenious rainwater collection pipe. Into this, he piles all the dead vermin, cut hair, and venomous fungi he can collect. The foetid, rank product is drained from the base of the vat into small clay flasks, that he sells (under the cover of darkness) to any goblin with a silver or richer coin. If drunk by a human, it would induce unconsciousness, permanent nausea, and a dimming of all metal facilities. Apparently, it does the same to goblins, but they enjoy the sensation.<br />
<br />
2. <b>Town Guards</b>. The most visible two are <b>Tial </b>and <b>Shem</b>, both born and raised locally, although their deep copper skin marks them as having family origins in the far side of the Empire. Tial is slightly taller than average, well muscled but carrying some fat, with messy black hair and pretensions of facial hair. Shem is half a foot shorter and the same broader across the shoulders, and is much woollier. They are scruffy, disreputable and streetsmart, and can take all the usual issues of the City in their stride. Anything else is usually dealt with by them both disappearing to a local bar, and returning 15 minutes later, well liquored and ready to face anything. They are usually on night shift, having annoyed their Captain, and will gladly spend their free, and working, time associating with sell-swords, hedge wizards, and thieves.<br />
<br />
3. <b>Hanazor Machin</b>, a representative example of the local class of <b>Alchemists</b>. Originally from one of the Islands in the Storm Reach, he arrived here 10 years ago on the trail of a fungus that could replace the need for honey in healing salves. He found, instead, coloured clay that added extra potency to enhancement potions, frog eggs that altered the eater's voice, and a vast collection of mosses and ferns that he is still experimenting on. For any alchemist in the City, roll a few times on a random potion chart and use modified versions of these as their unique 'specialities'.<br />
<br />
Hanazor also found a local wife in the form of a younger daughter of an exiled Empire family, and now spends a lot of time exploring the local area, avoiding family feuding and complaining about historical actions. He has located a cave below the surface of one of the smaller lakes, which leads to an airfilled chamber that contains an armoured skeleton sitting on a rock throne, holding a gleaming two-handed sword. Although he visits often to catch the larva of a particular mayfly (essential for a complicated and expensive light-green cordial that allows the drinker an untroubled nights sleep, regardless of curses, hauntings, or disease), he is terrified of disturbing the dead warrior. He also has an agreement with a few goblins, to lead obviously rich travellers to his small but efficient shop. This has led to a few problems in the past, given the mental state of the average local goblin...<br />
<br />
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<tr><td class="tr-caption" style="text-align: center;">Average Gleaner</td><td class="tr-caption" style="text-align: center;"><br /></td></tr>
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4. <b>Gleaners</b>; a viable profession in this area, at least for those who dislike normal work but thrive on danger, carefulness and risk (i.e those that would be petty thieves in most other cities). As the community is rather close-knit, and the penalty of being caught stealing is having your hands cut off and being handed to the Lake Folk for their sacrifices to the Lake Gods, alternate options to get rich quick were sought.<br />
<br />
The ruins of the Los Mehno produce little rich and exotic treasure without an equivalent amount of danger and effort, and these men and women possess little talent or stomach for hard, risky work. However, they have found that following along behind groups of armed treasure seekers as they spring or disarm traps, slay (or are slain by) undead or golem guardians and solve tricky magical puzzles can produce some rewards to the cautious.<br />
<br />
The broken pottery vases containing a few coppers, chipped pewter plates, dented armour, strange bones or even tattooed skin cut from the hide of undead goblins that lurk in some sections. These are passed over by tomb robbers and treasure hunters, but can be stuffed (quietly) into a sack, and carried back, to sell to alchemists, tourists, minor gentry and the like, for a few coppers.<br />
<br />
Occasionally something more exotic, expensive, or downright dangerous can be 'gleaned'. One example is the time Grazos the Mute, somewhat hopeless at everything in life except running away from things, discovered, in a little travelled and dusty chamber, a secret room. It was bare, except for the skeleton of a slain Swordswoman from the South, and a headless skeleton holding a glowing wand made of some crystal. Of course, a beggar, carrying a wand that fired glowing bolts at random, pursued by both the corpse of the Swordswoman and the skeleton (carrying it's elongated head under it's arm), caused a commotion or two, and even five years on, is a favoured tale in some of the less formal taverns.<br />
<br />
<br />Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-700158284115973846.post-40616971771967986272012-10-26T00:46:00.001-07:002013-08-01T21:26:01.922-07:00Magic, or at least one part of it...Been pondering a few parts of PG games that I've avoided for a long time...<br />
<br />
Material components for magic spells is one that I've never really cared for - not starting off in D&D, when I did come across it (at the AD&D stage) the (possibly optional) things you needed to cast spells were <a href="http://hardhobbittobreak.com/?p=292">complicated </a>and also rather humorous. And it makes for rather insane book-keeping too. Except if you're in a computer game... I assume now most people either hand waved it or ignored it completely, which is rather a bad sign for something explaining how magic might work.<br />
<br />
I'm also rather lazy and enjoy it when players design parts of the campaign. At least, when I ask them to, and within certain constraints - in my experience, players concepts for my games tend to revolve around their characters material possessions and attractiveness to NPCs of the opposite sex.<br />
<br />
And, based on a concept from the <a href="http://www.blogger.com/blogger.g?blogID=700158284115973846#editor/target=post;postID=3891091436177877978">Wizard of Firetop Mountain</a>, I have come up with an idea that I will test, soonish.<br />
<br />
Rumours concerning the titular wizard suggested that his power came from a deck of cards, or gloves, or a spell book. But only one was true, and I get the feeling that was only true if you decided to take a certain action which was almost cheating (hint - burn the deck of cards - but if it was the basis of all his magical power, why leave it lying around where the hero can grab it?).<br />
<br />
Putting all these random thoughts together, here's a brief list of things that may be required for magic to be ... expressed?<br />
<br />
- Spoken words/phrases<br />
- Material components - specialised and separate for each spell type<br />
- Items of power - your staff, wand, glove, <a href="http://en.wikipedia.org/wiki/Sooty">sock puppet</a>...<br />
- Somatic - funky hand movements<br />
- <a href="http://en.wikipedia.org/wiki/The_Symphony_of_Ages">Singing</a><br />
- Dancing - think shamanic magical concepts<br />
- Natural forces - sun/moonlight, water, fire, soil, rock, etc.<br />
- Draining life - yours, or others (a la Dark Sun)<br />
- Runes - big, solid things carved on stone tablets you have to either visit or cart around, or something you carve on the spot.<br />
- Ley lines or big conduits of energy under the ground. Very immovable.<br />
<br />
So there's a lot of concepts - I will add more as I uncover more off-beat interweb sites and pulp fantasy novels - but that will do as a start.<br />
<br />
You've rolled up a new character, decided that a spell caster of some type will suit it well, and ask me. I pass you the list, and tell you to pick two of them, but make them not too difficult to do together. And that is how you will cast spells.<br />
<br />
Simple is somatic and verbal, and we can all imagine a mage speaking the rhymes and waving his arms around. It does leave you subject to either being bound or silenced, though, which is a drawback. Longer sequences for more powerful spells.<br />
<br />
Rune and an item (staff); cast the spells by drawing runes on the ground with your staff. Really easy if there's sand or snow, a trifle more challenging if you're on sheer rock (unless you have a steel spike on the staff), and impossible if you're floating in the air.<br />
<br />
Material components and a natural force - say fire. This is more challenging to picture; try small, loose bound linen bundles containing powders that must be cast into a fire, magma, etc and consumed. The bundles can be abstracted a bit - say each spell requires a different mix, which takes one hour per spell level to prepare with the right tools and ingredients. And the ingredients are reasonably to acquire at low levels, and at high levels there is one challenging ingredient, along with several more common ones. Make the challenging ingredient thematic too - a wind spell needs a griffin's feather, a 'kill everyone with fire' spell needs a dragon's scale (but only a red one will do).<br />
<br />
If we changed the above to material components and earth, you have to bury the bundles to cast the spell. But you can pre-bury the resin balls you make, and 'cast' the spell instantly providing you remember the place.<br />
<br />
And of course, <a href="http://www.youtube.com/watch?v=FECFb1_YdII">singing and dancing</a>! The powerful magic of the Unearthly Bee-Gees is feared and respected in the Tropical North Eastern Isles. But they are a little weird up there...<br />
<br />
That's all. Some combinations are nasty and won't be fun, others too easy. As in all things, moderation...<br />
<br />
<br />
<br />Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-700158284115973846.post-62845133891018276482012-10-14T01:04:00.001-07:002012-10-14T01:04:35.080-07:00Random PostSo, I've gone through all my RPG papers in the wardrobe, and found my printed copy of An Echo Resounding. With the important pages up to page 39 (setting up a campaign area) missing, as they are sitting, somewhere, with the stuff I was working on when we moved. That only leaves the shed, and there are dark things buried there. Like my wife's excess baking equipment...<br />
<br />
And so the post today is of some very random notes. Amongst a pile of loose papers (mostly single photocopied pages from old Dragon magazines and sourcebooks) I found a handwritten page (my handwriting - no disturbing horror stories, yet) with two things, possible related, possibly not.<br />
<br />
I think the first one was prep for an adventure I was planning, but never actually ran. Perhaps one day.<br />
<br />
Idea 1 - <i>Evil Dark Lord has kidnapped the Princess of the Elven City, and demands an artifact of great potential power (and destruction) for her life. He holds her in his great castle, which towers over a desolate hillside. There is a single record of a knight who entered this castle some 50 years ago, through secret underground corridors, but it is likely that they were found and trapped following this escapade. A suicide mission, but any boon will be granted by the Elven King. And boy, can Elves grant boons.</i><br />
<br />
I think I was going to use this to sell the adventure to the players. They were either rather powerful or somewhat gung-ho.<br />
<br />
Idea 2 - Bounty Hunters Mission<br />
<br />
1. Sent to help party member<br />
2. Sent to kill party member<br />
3. Guarding a treasure<br />
4. Has heard of party's mission and will assist for 10% share<br />
5. Sent to capture party member<br />
6 Sent by wizard to inform party of location of magic item.<br />
<br />
I have no idea how this fits in to the mission, unless there are bounty hunters on the wandering monster list. On the other hand, having roaming NPCs with randomly determined agendas sounds like something useful.<br />
<br />
Perhaps I'll work on it... <br />
<br />Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-700158284115973846.post-17425270413895684632012-10-10T00:55:00.000-07:002012-10-10T00:55:52.686-07:00Two thoughts...Well, EVERYTHING I usually do on this computer is updating or reinstalling this evening, and that fits in well with my plan to makes posts more often than monthly.<br />
<br />
Two things that have sprung to mind;<br />
<br />
1. <a href="http://www.bbc.com/news/science-environment-19830486">THIS</a>. Dwarf, Vampire, Dinosaur. The natural world is far more amazing than anything we can imagine, and this is definitely a cute little, vampiritic beast that shall be a real pain in some isolated areas.<br />
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My version will be slightly larger than the fossil version - about large dog size, some 60 cm (2 ft) high at the shoulder, mostly walking on all fours. It's covered liberally in spines - long, flexible but sharp and penetrating spines, and it has large, slicing canines for eating plants, carrion and any small animals it can catch. Larger targets are gently bitten, and a reasonable amount of blood is sucked out through the bottom hollow teeth. They are nocturnal. <br />
<br />
Not aggressive, unless you're wounded and there's a lot of them, but they are curious and a sleeping human body is a prime target for a little drinking. And even if they only get into the party's food supply, who's going to throw out an excited toothed porcupine-like thing?<br />
<br />
Stat them like slightly weaker wolves, but remember the spines, the stealth, the bloodsucking and the general creepiness of these beasts. Waking up to something like that standing next to your bed, with your blood staining it's jaw...<br />
<br />
2. For Hernshire, I'm working on the towns. I've worked out the towns on the western side of the river are vaguely English, or at least more normal medieval fantasy like. They are likely the settled descendants of an invading force a millennia or so ago. On the eastern side, a more Celtic-French-Nordic flavour, with a bit more variety and strange (to outsiders) customs, and a lot more inter-family feuding, cattle rustling and general nuisance making.<br />
<br />
The smaller eastern city has a Prince. No one quite remembers what he (or she, on occasion) is actually Prince of, as there is a Board of Guildmasters who make financial and relationship decisions, and none of the surrounding lands recognise the Prince as their ruler. They are considered important for some ceremonial reason, but no-one is really sure exactly what it is. Most likely a remnant of a time when a strong ruler was needed, for as long as anyone living can remember, the line of Princes have lived in an ornate, but somewhat draughty and run-down stone villa near the main park, and they are given a small stipend so that they can live and employ a small staff to maintain them. Each successive Prince has seemed slightly blander than the one before, and they have long sunk from public regard, though of more as a kindly but senile old gentleman than anything else<br />
<br />
Interestingly, the other main city maintains the Prince's Summer Palace, a slightly smaller but brighter stone building in much the same condition as their other home. It is maintained by a married couple who are paid (little) by the City's treasury, so they commonly sublet rooms or run some business from the premises. Should the Prince ever decide to visit (an event occurring on average, once a decade), a troop of guards will escort him southward, the Palace will be cleaned and unauthorised uses and inhabitants evicted, and the Prince will mooch around a different city before deciding to head back.<br />
<br />
No real reason for this, but a Prince of little public importance and most probably a big, important secret one seems appropriate.Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-700158284115973846.post-56441242640561515032012-10-07T01:03:00.000-07:002012-10-07T01:03:08.969-07:00The new setting, again...Although we are slowly getting furniture for the new house, it's much smaller than our last flat, so a lot of stuff, including most of my RPG papers, are somewhere in boxes in the garage.<br />
<br />
This has caused a little problem, as when I want to look up something, I know it's an hour long job to uncover it, and I'll probably be distracted along the way with something else I find that's equally interesting. And the new job involves a lot more travel, and the inspiration levels are suffering as a result. Still....<br />
<br />
Anyhow, I'm working on a small scale 'starting' area, where I can test out various rule settings and blood up new characters until they decide to venture out somewhere more exciting. The first map I drew went though the washing machine in a pocket, and my recreation a few days ago is a little more defined, I think.<br />
<br />
The ideas of the last post (August???) still stand, this area being a crossroads between places far more fantastic, inviting and dangerous. There are still many dangers and risks here, though, but they are not so apparent and require far more digging to uncover. Most of the adventure hooks are minor, and character and NPC connections will be more important, hopefully. Here's the map of a place I have decided to call Hernshire.<br />
<br />
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<br />
<br />
No doubt, if you can read it, you are interested in the details of the Grel Swamp, the Ghostwood, and the Ruins of Tharl, but they don't exist quite yet, and may not until someone wanders into them. For today, I give you the concepts of the places off the map - the shinier, more exciting and more fabulous places the young PC's will want to head to, once they are confident enough.<br />
<br />
These places are, from the writing near the top left, heading clockwise;<br />
<br />
<u>The Storm Cities</u><br />
<br />
Walled cities of wondrous architecture that lie atop rocky crags and desolate islands in a rocky archipelago, they are ruled one and all by mighty sorcerers and master wizards, who constantly war and battle through elemental storms, trade embargoes and astoundingly brilliant spy networks. The cities are large, remarkably cosmopolitan and busy, with diverse populations. This little corner of the world has the fantasy setting cranked a little higher than other parts.<br />
<br />
<u>The Empire of Tarmis</u><br />
<br />
This is the Empire on the Plateau to the North I referred to last post, but now the Empire has moved off map, and the plateau is more famed for the haunted ruins of Tharl, and the dozens of abandoned castles, towers and watchtowers that dot the southern plateau.<br />
<br />
Tarmis is the Empire of Soldiers in Black Armour that Steal Babies. A dark religion that involves some human sacrifice, an underclass of slaves, and mighty and pointless architectural efforts, it is where the PC's go under cover, to infiltrate and assassinate or rescue someone or something. But any daring deeds accomplished here may direct the Empress's attention towards the wilds of Hernshire...<br />
<br />
A place for dark and depraved ideas...<br />
<br />
<u>The City of Bones</u><br />
<br />
The road that leads east along the base of the plateau takes one to the City of Bones, a high walled city surrounded by waving wheat fields, worked by starved slaves guarded by armed skeletons. The ruler is an undead creature, the bones of a past ruler that rose to overthrow his depraved descendant, and then decided to stay and do a proper job of things. The populace is reasonably content, secure and well policed by the steel armoured skeletal guards that patrol the streets day and night. The streets are clean and free of beggars and thieves, as these, and other law breakers are either enslaved or killed and their clean bones reused as another guard.<br />
<br />
It's a clean, safe, sterile and over controlled environment, and trade is constant, although outsiders who offend an inhabitant may go missing... Any PC's will find themselves skirting the shadows, contacting the resistance and finding out the necromantic secrets of the rulers...<br />
<br />
<u>The Peasant Cities</u><br />
<br />
Almost due east, these cities occupy a fertile basin surrounded by mountains. About 120 years ago, the peasants revolted and executed all the nobles and their advisers, and quite a few others. Many onlookers, traders and nearby nobles, waited for the cities to fall and order to crumble. Strangely, this lack of nobles hasn't hurt them much, and the population has become more egalitarian since then. They rule through a strange system of representation, and food and goods are abundant and high quality.<br />
<br />
They do have a lack of bloodthirsty, armed individualists, though, which causes concern when goblins, trolls and wolves gather in the depth of winter. That's when the PC's come in useful, as the cities hire scouts and raiders to monitor and disrupt any powers that arise in the surrounding mountains.<br />
<br />
<u>The Jewelled Islands</u><br />
<br />
Travelling to the south-south-west, along the coastline, brings one eventually to an archipelago of small, steep cliffed islands, all with scenic pastoral white walled villages nesting in green, lush pastures. Happy people with strange, multiple horned goat-sheep type herd animals, they seem content. Especially as each island appears to have a secret source of gems, and excel in the craft of cutting, polishing and mounting them on jewellery, arms and armour. Each island only produces a single type of gemstone, and their crafters have a distinct style of ornamentation. Many rich and vain nobles (and PC's) will chance the voyage to get their favoured items inset with these gems.<br />
<br />
<u>The Desert Kingdoms (and Inshilbad)</u><br />
<br />
To the west, past the hills littered with barrows, ruins, ancient battle sites and towers of countless armies and conquerors, lie the sunbaked sands and rocks of the Endless Desert. Within this lie many small kingdoms of robed, isolationist warriors and mystics, that shun outsiders. They compete and jostle for control of oases and underground watercourses, but never through bloodshed. It takes a lot for foreigners to be admitted to this culture, and if so, leaving is out of the question.<br />
<br />
The City of Inshilbad, however, is similar, but a lot closer, and has almost none of the resistance to outsiders of their cousins. It is a strange place, however. High walls of pink granite shelter a people that wear white robes fringed with feathers, and white featureless masks in public. They are alternately outgoing and friendly, and withdrawn and depressed, which confuses visitors but is a part of the '<a href="http://en.wikiquote.org/wiki/A_Shot_in_the_Dark">life's rich pageant</a>' that these people believe in.<br />
<br />
Study up on your surrealist painters and ideas, as dealing with this city is like stepping into a <a href="http://shadowandechobytva.wordpress.com/2012/06/15/swans-reflecting-elephants-by-salvador-dali/">Dali painting</a>, as their personalities and magic reflect a strange concept of reality. A place to throw the weird and bizarre at any PCs.<br />
<br />
That's it - hopefully more on what's actually IN the map next time, and an idea of what I'm going to do with it. I think throwing ACK's system at it might help things... <br />
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<br />Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-700158284115973846.post-10593192547470976022012-08-09T02:03:00.006-07:002012-08-16T14:24:36.081-07:00Not dead, again, and mini-setting ideas.Nope, not dead.<br /><br />Work moved me to a new city, and we've bought our first house. A little smaller than we're used to, but there's a good sized garden, and I'm sort of lost in the whole getting used to owning a house and all the things that are needed to settle in - well, actually, we own 20.1%, the balance being the bank's, but that's nothing to worry about right now.<br /><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh-FVVcEH1nfuG5_js-_j3QgdIoZC6VLSVWwgBm_hYwdw3X_EoUj47zRBUK6SvpGKdQNktArsy0M-wv5TJn-BRO5EWfv7H-TBGshqJoQUwEDu5lq2XYm83B5Xsk4No5ByMHIQy63Pv1wVo/s1600/book+of+the+south.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh-FVVcEH1nfuG5_js-_j3QgdIoZC6VLSVWwgBm_hYwdw3X_EoUj47zRBUK6SvpGKdQNktArsy0M-wv5TJn-BRO5EWfv7H-TBGshqJoQUwEDu5lq2XYm83B5Xsk4No5ByMHIQy63Pv1wVo/s320/book+of+the+south.jpg" border="0" height="320" width="320" /></a></div><br /><br />Most of my RPG notes and books are still in boxes, as we don't have enough bookcases anymore. Still, I'm taking the opportunity to finally get through <a href="http://www.goodreads.com/book/show/2365730.The_Books_of_the_South">The Books of the South</a>, a Black Company volume I picked up last year. I do like Glen Cook's writing - gritty and more about what's there in front of the characters, rather than the 'long game'. That style of writing is okay in some series, but the number of fantasy novels these days that don't actually bother explaining what the protagonists are seeing, feeling or hearing during scenes that cry out for some description is somewhat startling.<br /><br />I also like Elizabeth Moon's <a href="http://bookyurt.com/scouting/book-reviews/backlist/the-deed-of-paksenarrion-by-elizabeth-moon-review/">Deed of Paksenarrion</a> series, at least the first couple, as it's immediate, without epic good/evil staring you in the face at each page.<br /><br />Also been listening to Harbour Lights, a 1995 album by a New Zealand Celtic Fusion band called <a href="http://www.amplifier.co.nz/artist/35561/rua.html">Rua</a>, who made 4-5 albums then disbanded in 2001. It's both Celtic and NZ sounding, which is interesting.<br /><br />This has got me thinking about a new mini-setting, small in scale and immediate to the players - no nameless NPCs - everyone has a name and a connection, including the bandits (one you recognise, from the village of Knockbridge; his family sold vegetables at the monthly markets...) and death has a real impact.<br /><br />Drew a map on the back of a receipt with four or so large towns, a number of 'sites', and large Empires off the map in most directions. The area actually on the map is a small sort-of kingdom, with a hereditary Prince, ignored by most, scheming Barons below him, annual formal subjugation by an empire from the Plateau to the North, and a number of ill-defined power groups; the Red Knights and the Vermilion Order, both independent fighting forces; the Mages, recovering from almost complete annihilation by the Goblins, and their infamous Slug Riders; and the haunted Barrow Hills to the West. The map seems to have made its way through the washing machine, but the ideas it sparked are developing. Play should be nasty and brutish and death, quick and common. Game of Thrones crossed with Blackadder...<br /><br />Semi-feudal setup, with fighters starting as Squires, and needing to prove that they own land sufficient to support the ability to campaign in order to be knighted, with this causing layers of obligation and politicking. Some may stay squires for decades, others leap quickly into the upper reaches of society.<br /><br />Mages are only trained at The Tower of Obscurance in the main town, Malcarth. Each year, 16 children, showing talent and with wealthy benefactors, around the age of 10-12, are admitted into the dark gates of the Tower. They are treated as servants at first, learning cleaning, cooking, sewing anad other useful, menial skills. The dark arts are taught slowly at first, with caution and safeguards, but incidents do happen. Ten years later, classes of eight Journeymages are released, and assigned to various Barons, Lords or insitutions. The remainder have succumbed to various misfortunes, ritualised tests and fey tidings over the course of their apprenticeship.<br /><br />Basically it's a tired little corner of the world that has been conquered by marauding armies passing through over much of the past two millennia. Because of this, burials and barrow mounds of many different cultures exist, and ruins dot the wilderness that has reclaimed much of the land. Not many people, only one big city, and that's on the Western edge of the map and sufficiently remote and foreign that travelling there is an adventure in itself.<br /><br /><br />Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-700158284115973846.post-34067812181041824322012-06-27T02:05:00.002-07:002013-06-27T00:32:41.194-07:00Kopesh - Hall of Heavy Hitters #2So An Echo Resounding takes your simple map and gets you to add things to make it more dimensional.<br />
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The Hall of Infamy is one of the great ideas, meaning that various tiers of opponents can be established at the start, and foreshadowed from early levels - introducing a NEW ultimate evil at each level that no-one had ever heard of can't really be done all that often.<br />
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I've found that my style of DMing doesn't have too many 'real' evil opponents out there, and pragmatism and politics can make unlikely bedfellows. So my Hall is actually of the major power groups present, even if most of these are likely to be opponents.<br />
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I've covered the top two last post; here's the second tier down.<br />
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<b>The Dragon Lord of the Khosh</b><br />
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The Khosh Marshes hold many forgotten ruins, dark mysteries, enchantments and oddities. There are many power groups manoeuvring for power and territory, heedless of the few human intrusions into the vast greenness. <br />
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Of these, the one with the greatest attention on human activities is the Dragon Lord. Perhaps an actual dragon, perhaps a creature with dragon blood or spirit, or something of reptilian tendencies birthed from the mists, no human has seen it. The only knowledge of it comes from the mutterings of insane goblins found wandering the coastal marshes, and strange tattoos found on both Lizard People raiders on the eastern marshes and wild elves of the western fringes, that speak of draconian influences in Ancient Proto-Elven runes.<br />
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Needless to say, it uses deep scrying magics and winged lizards and goblins as spies and minions, and may at times capture small bands of explorers in the depths of it's realm, and return them with mental blocks and changed loyalties. It is physically powerful, but its abilities of misdirection, illusion and psychological terrorism are its greatest weapons.<br />
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<b>The Black Prince of Orlam</b><br />
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The Free City of Orlam is the gateway to the Coastal Cities of the Mainland, and is, and has always been, ruled by the Jedula Clan. The city is open for trade both day and night, and as taxes are reasonable, laws permissive and commercial enterprises encouraged, a sizeable black market has developed. Thieves, smugglers, mercenaries and mages are common inhabitants, and the black garbed City Guard are easily bribed, but can be harsh and intimidating. They, and a network of spies, including the Thieves Guild, answer to and provide a constant flow of information to Mordul Jedula, the playboy ruler of the City, known as the Black Prince.<br />
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He rules the city well, quietly dealing with trouble makers and miscreants and keeping firmly aware of the flow of events and feelings in the streets. He sits in the middle of this information web, like a nimble but poisonous spider. However, he also respects honour, respect and good humour, even if he cannot afford these in his current role.<br />
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<b>Ekkar the Worm, Goblin Warlord</b><br />
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The lands south of the Yar River are fertile, open, green and infested with goblins. Ordinarily this would be no problem for humans, with soldiers and mercenaries to beat them back, but in this case, the civilisations bordering the area are in no position to mount a campaign of force, and the goblins have a very cunning warlord.<br />
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Ekkar is a strange goblin, possibly with some fey blood somewhere in his ancestry, but he has organised the forces of many, many, many goblins (even the brightest goblin can't count above about 80) into a bizarre but effective force. He was raised by Ogres, but betrayed them to goblin forces some 60 years ago, and rose from a suspect slave to outright leader in a matter of a decade. He is a master tactician, speaks five languages and has slain and eaten over a dozen goblin challengers. The eating part is not a normal aspect of these formal challenges, but has made others more circumspect in their challenges. He usually sits on his throne of skulls in a ruined mountain fortress, directing raiding parties through the use of an ancient magical table that shows a 3D view of the land, including little flashing red and green circles for various forces. Dressed in armour made from the skin of the Land Wyrm he slew (and ate the heart of) many years ago (and gained his name), and platform shoes, he is bound to intimidate any PC's brought before him...<br />
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<b>The Elves of the Sailith</b><br />
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Nasty xenophobic, bloodthirsty, violent and insular, they are also elegant, gracile and dressed in shiny clothing, mostly blue and silver. They will shoot first, hog tie those who are unarmed, and show no distaste for slaying those who fought. Some say that individually they can be urbane and courteous, but their sense of honour does not allow them to spare trespassers.<br />
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None dispute that they are allowed to deal with trespassers as they wish, it's just that they claim most of the area as 'their' land, despite the wishes of others (like those who live there). Fortunately, they are not enough in number to venture across the Var, but those south of it, especially towards the Sailith Woods, must watch for any sign of them. This is usually an arrow to the throat...Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-700158284115973846.post-67486561897178015432012-06-20T01:49:00.001-07:002012-06-27T17:58:04.948-07:00Khosh Swamp MapSo the name of the setting keeps switching from Kopesh to Khosh - think I'll make that different culture's names for the same place. Anyway, here's my map;<br />
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<a href="http://sadpanda.us/images/1028802-7PZFE22.jpg"><img border="0" height="464" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjoaV5fGnwn8BfaSglFIyA7xqYqPG0OJjEFznuDz865ZbMCT1W7tzXPxkIzLeW0mhZ4qafi1o3r4I4_NEyHay_4ePV5vOAvtqo6alQw_bnrBq_pFvi5riTybGb0bRlLqdTS8EsCc2EF3Ss/s640/Khosh+Swamp+001.jpg" width="640" /></a></div>
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Not up to most standards, and my handwriting is terrible, but I'm suitably proud of it. (Larger image <a href="http://sadpanda.us/images/1028802-7PZFE22.jpg">here</a>)<br />
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Using the Echo Resounding campaign design approach (pages 9 to 28), there are now Cities (the bigger circles), Towns (smaller circles), Ruins (a black R with a number), Lairs (black X with number) and Resources (red number). Each of these has one or more short descriptions added, from Fishing to the short paragraph about the Ebon Mages (X22)<br />
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The tables in the book give suitable table options for the type of each, although they require a good amount of DM fiddling (my d12 seems to have developed a 4 addiction, which would give me far too many bandit camps) and knowing more or less what kind of things you want to produce at the start gives you a direction to steer the randomness in.<br />
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The <b>Hall of Infamy </b>is more a <b>Hall of Heavy Hitters</b>, as some are not exactly evil, but could make good enemies. Also, as the area is way bigger than recommended, I've doubled the number at each level.<br />
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<b>Epic Level Bad Guys</b><br />
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These are the legendary bogeymen that mothers scare their children with, and the subject of whispered tales late at night around safe, warm campfires. Each is (or will probably be) an enemy of Epic proportions should any players reach the high levels.<br />
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<b><i>The Black Stalker - Maro Darkhand, Khomesh Hunter.</i></b><br />
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The Black Stalkers are the legendary captains of the nameless Necromancer that was finally overthrown and imprisoned in an alternate dimension during the final years of the reign of the First Empire. They were all mighty heroes that were betrayed, tricked or surrendered to the Necromancer's power. Think Ringwraiths, but fully physical and no elves. They are from the initial setup of this campaign, where I needed independent big bad guys for some reason.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj0Qch8RRGato8ABfXrpIw7zcjmRHYqGi04PpKVhIV_LpYuCi9ydG62eCTtRbBteVR9PdBcB7lulIVH8sOVvGjC2-6TG7t6WfL4WMBSpjzDSkk_FaXf0fyycLqgQJxLDUpoh2JymF8EX9I/s1600/Breathstealer's+Crypt.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj0Qch8RRGato8ABfXrpIw7zcjmRHYqGi04PpKVhIV_LpYuCi9ydG62eCTtRbBteVR9PdBcB7lulIVH8sOVvGjC2-6TG7t6WfL4WMBSpjzDSkk_FaXf0fyycLqgQJxLDUpoh2JymF8EX9I/s320/Breathstealer's+Crypt.jpg" width="228" /></a>Maro was a Prince of the native peoples of this area some 4,500 years ago. Strong and lithe, he was a mighty and feared hunter that killed through both battle and assassination. Failing to assassinate the Necromancer, he was enslaved and converted, and, in the millennia since his master was chained, has recently taken to dwelling in a Black Tower in a ruined city (the large B centre top). He stalks the mountaintops, killing lone travellers and wearing their skins, but if enraged or tempted, could devastate a small city single-handedly. Has befriended some snow dwelling Ogres that carry out tasks too minor for his attention.<br />
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<b><i>The Breath Stealer</i></b><br />
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Honestly, I'm still not sure what this actually it. The name inspired by this Magic Card, but aside from this Evil dwelling in a famous underground dungeon, there's little information. Perhaps delvers may wake this sleeping abomination and the world will discover the meaning of the name.<br />
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Nest instalment, the lower two levels of Infamy.Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-700158284115973846.post-23518479925066055562012-06-19T01:55:00.000-07:002012-06-19T01:55:17.584-07:00The Kopesh Marshes Campaign Setting<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi76Sg6-MOjmlsGV38Gbg7bntkBjchwrWDCtsq1HahtA8eR0stsc2c3wqDTLywoc_TaCbPyNzd5V3jAaDlkS1umTnqoJMh6vCPoGP_JcZlQgWH6FfOb5nvQDKoromp2QWkjR2MWaXgdr28/s1600/echo.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi76Sg6-MOjmlsGV38Gbg7bntkBjchwrWDCtsq1HahtA8eR0stsc2c3wqDTLywoc_TaCbPyNzd5V3jAaDlkS1umTnqoJMh6vCPoGP_JcZlQgWH6FfOb5nvQDKoromp2QWkjR2MWaXgdr28/s200/echo.jpg" width="154" /></a></div>
So, inspired by <a href="http://flynnwd.blogspot.co.nz/">In Like Flynn</a>, and his use of the <a href="http://grognardia.blogspot.co.nz/2012/03/review-echo-resounding.html">An Echo Resounding </a>sourcebook, I've taken a similar approach to the corner of my big, partially sketched out campaign world for the PCs to explore if they survive the current castle raid.<br />
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It's in the south-west of the main campaign land, with a Kingdom (Celise) formed by a people fleeing an Ancient Evil from the north-east of the main campaign land a few hundred years ago, the lands of the Drakkan Barbarians, a cheerful and honest people, with bloody tendencies, and the Dread Kopesh Marshes, home of many interesting things.<br />
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That description was all I had before this endeavour, along with a portion of a map some 5 cm wide. Thanks to the process in the Echo book, and the marvels of printing at 400% magnification, I have a map and a series of locations that gives the area issues, complexities and hooks that I never knew existed.<br />
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Here's the basic ideas I had, pre-embellishment;<br />
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<b>The Stable Empire </b>- That's Celise, for which I have a reasonable history, stolen from a previous campaign setting. There's Machiavellian Politics, the Queen's Spy Network, who are ruthless and efficient in combating both the Blood Cultists and any perceived faults of the King's Guard, and a number of shunned areas of monsters and Ancient Ruins.<br />
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<b>The Innocent Savages </b>- The Drakkan have supplied the odd PC in the past - tall, blond, tanned, muscles, with a general good-natured humour that remains even when busting skulls. Their traditional land, between a towering mountain range and the coast, is rich in herbal and sorcerous produce, but they object to strangers coming in and stealing their stuff.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjF6K2N5nOnyulbSQLVcptp6w-xzAc-za3l9ugn2qJGi6I08r2Vl49xPBw-9I0WrDkS16S8CWsgYB4fJq0xkHnpSf1c7dd0dPBDFbElUsSH20JJr_JIGX7wFhHPJRKNIhBAg0hiPyn7n4k/s1600/Swamp+Ruins.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjF6K2N5nOnyulbSQLVcptp6w-xzAc-za3l9ugn2qJGi6I08r2Vl49xPBw-9I0WrDkS16S8CWsgYB4fJq0xkHnpSf1c7dd0dPBDFbElUsSH20JJr_JIGX7wFhHPJRKNIhBAg0hiPyn7n4k/s320/Swamp+Ruins.jpg" width="228" /></a></div>
<b>The Dark Swamp </b>- The Kopesh, home of both good and evil, each equally dangerous to the unprepared. There's a town of sorts, where the outcasts, rangers, hermits, swamp lovers and strange mages all live, surrounded by the foetid green waters and heaps of herbal goods and nasty ruins...<br />
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<b>The Dour Highlanders </b>- not really faux-Scottish, but upstream of the Kopesh is the Yar River, and the northern side is occupied by the smoky hamlets of Pelidoth, whose populace herds goats, burns peat, cuts timber and scowls at passers-by. <br />
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<b>The Lush Wasteland </b>- south of the Yar, the savannah and scattered forest clumps are green, well watered, and littered with the bones of would-be settlers. Mainly on account of the goblin warbands, xenophobic elves and undead infested ruins.<br />
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<b>The Coastal Cities </b>- almost peripheral to this map, they form the escape to the north, along the coastline of the Pale Sea. Each independent, some trade havens, some Ports of Thieves, each potentially deadly. That's where the big markets and serious thieves guilds are...<br />
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The updated and investigated locations later...<br />
<br />Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-700158284115973846.post-59721650670700434132012-06-15T17:54:00.001-07:002012-06-15T17:54:13.140-07:00Character theft...So my hotmail account is no more, due to it being hijacked, and the team at hotmail wanting my credit card details before looking at unblocking it. Which is usually what the spammers say, too.<br />
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So that spurred me into finally getting a Gmail account, which seems harmless, although wresting control of this blog from the hotmail to the gmail account was long and interesting, and, judging from online comments, all my pictures from posts before this might vanish in time.<br />
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We'll see.<br />
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Anyway, this has given me a few brief ideas about the PCs being replaced or impersonated while they are away looting a dungeon or two.<br />
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Imagine when they get back, and find that they suddenly have overdrawn accounts at their favourite shops and services, have offended, or, worse, 'borrowed' items or money from acquaintances, or even have apparently been involved in <a href="http://jrients.blogspot.co.nz/2008/12/party-like-its-999.html">carousing </a>endeavours. In this case, all repercussions fall on the returning heroes but none of the benefits.<br />
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And their good (or not so good) names are besmirched until they find and extract confessions or coin from the perpetrators, or set about looting and raiding to pay back the amount borrowed, as hard, cold cash can usually make up for other misdemeanours. Except for marriage...<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgf0IDRj-XvsCH43z3IPEOjI9gyhKQPZXWZVwbSTfg3zGjToGVyp5cbPyMXuWSUaGnjE9WTUk08M7xea25-LkSEqtSGoVzn_RCA4TNKq_Sd5Gy8SsdPmVOlz_lgYbvKWIFt7lNpMetChgs/s1600/Enigma.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="163" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgf0IDRj-XvsCH43z3IPEOjI9gyhKQPZXWZVwbSTfg3zGjToGVyp5cbPyMXuWSUaGnjE9WTUk08M7xea25-LkSEqtSGoVzn_RCA4TNKq_Sd5Gy8SsdPmVOlz_lgYbvKWIFt7lNpMetChgs/s320/Enigma.jpg" width="320" /></a></div>
Who might carry out this amusing character assassination?<br />
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1. A PC's evil twin, either known or unknown to the PC.<br />
2. An illusionist that the PCs have ticked off in the past, by slaying his or her master or apprentice, looting their tower, or killing their mooks.<br />
3. Doppelgangers on a strange and unexplained mission.<br />
4. The PCs themselves, from a few years in the future. They returned to have some fun at their own (past selves) expense, because the future is not fun at all.<br />
5. The Shadow Dragon Assassins, who specialise in humiliating rather than killing targets.<br />
6. Ghosts or spirits associated with the party, who can do a good impersonation at night.<br />
7. Neighbourhood youths, who are wearing the armour or clothes the party upgraded from during their last shopping spree. This is childhood fun, and killing or beating the children will not endear anyone to the local population.<br />
8. A bard and his friends. Looks nothing like the party, but he's such a good talker and has such wonderful compliments...<br />
9. The local shopkeepers have decided to exploit the party, as they can obviously afford it. But there are so many red herrings to chase.<br />
10. All the dead party members have risen and started carousing, causing issues and misunderstandings. Forget the tavern burning down - try explaining to the Mayor's daughter how her new beau was killed by decapitation 6 months ago.<br />
11. Demons. Always demons. Make the PCs do unnatural and strange actions to prove to the townsfolk that they are not demons themselves.<br />
12. The party's prime Nemesis is toying with them, or trying to distract them while stealing the MacGuffin or something.Unknownnoreply@blogger.com0