Tuesday, March 6, 2012

Rolemaster!


[Flash of lightning and evil sounding music]

Well, I've been busy this year, with work restructuring (the perils of a right wing government), my friend making lots of extra locations for Skyrim, Skyrin itself, and the new edition of Dwarf Fortress.

But I've managed to both find my long lost Dragon Warriors/ Adventure Path campaign notes and sheets.  Three Dragon Warrior characters being run through a slightly modified and converted (on the fly) "Age of Worms".  The series from Dungeon Magazine...

It was worth a shot, and the first adventure [The Whispering Cairn] was fun, with interesting NPCs, a ghost, the characters befriending the 'wrong' side, ancient mysteries and the killing of a necromancer.

The second one, "Three Faces of Evil" was not fun, as it consisted of three linear dungeon crawls, and as combat in DW is quite dangerous and healing is quite rare, it dragged on and made little sense.  That's where it ended, slogging through a grimlock infested gauntlet with low health points.

I've glanced at the later adventures, and they start to be infused with 3rd Ed. D&D silliness, where too many types of creatures appear and plot lines are stretched or left unfinished.  The setting I use is much lower fantasy and less heroic, so if we ever pick up that group of immoral treasure hunters, we may go back to one page dungeons

And recently, I've rolled up a Rolemaster character and am experimenting with the Combat Companion instead of Arms Law.  It's quicker and faster (less tables to flick through) but the 'armour by the piece' bit looks good. As I've played RM before, and we're going roll-lite (i.e. only roll dice when something dangerous/serious is happening) I'm finding it fun. 

Even though all I've done is have one battle against two goblins.  Rolling a natural 00 on the final critical was icing on the cake, and reminded my why I keep going back to this system, even if my 1st level ranger did have trouble extracting his sword from the goblin's skull...

I'd like to point out that I'm using Rolemaster Classic, as the RMSS 'revised' system seems, to me, to be adding extra skills and rolls for no reason.  I draw the line at the requirement for a three page character sheet.  But I know that some people draw the line at 6 attributes and find 10 too complicated.

I'll blog soon about the settings I'm considering, but there's a bit of work to do on each...

Sunday, January 29, 2012

Random Assorted Treasures...

For inclusion in my next mini-dungeon (a lot smaller than a mega-dungeon, but bigger than a micro dungeon.  And midi-dungeon sounds wrong...).  All taken from notes I made while reading some quite old National Geographic issues.


1. A strangely curved obsidian sword, with unknown glowing runes arching across the blade.  (Probably a +2 weapon with other powers depending on where it's found)

2. A gold circlet set with six rubies and six pearls, set in pairs.  Rather feminine, this beautiful piece of jewellery is valuable in it's own right, but it also conveys a danger sense, and a limited ability to read the emotions of others.

3. A 15cm long detailed dragon statuette, composed of a strange iron alloy inlaid with gold and mithril highlights and edging.  The tail contains a hidden combination lock along it's length, and when solved, the dragon's jaws open to reveal a glowing key.

4. A large silver basin set with agate and amethyst.  Water drunk from the basin cures poison.  Rather large and heavy, though...

5. A 20cm long Knight's Cross, lost by a devout previous explorer.  Made of silver and the bones of a Saint, it has powers against the Undead (Dragon Warriors - treat as a relic).

6. A golden salamander statuette.  If the long lost command word is spoken, it bursts into flames but is unharmed.  That can't be said of anyone holding it at the time.

7. A tarnished copper hand mirror, that reflects both invisible things, and the true form of other changeable things...

8. A twin set of horned skulls that have been sealed and made into drinking vessels.  If they ever contain a drink that is poisoned, they start chattering to each other.

9. A large but wearable mask made of turquoise scales.  If worn inside the temple, the wearer is granted visions.  Of what, I'm not sure yet...

10. A jewel encrusted jade egg.  Although fragile, if it is opened in a dungeon room, it shows a tiny model of the room inside, including secret doors and compartments.

Judging from this selection, the dungeon is going to be the final resting place of a vaguely pseudo-Oriental type royal family - probably a long abandoned tomb, with undead eunuch  guards and spooky royal wraiths and worse...

Wednesday, October 12, 2011

A few basics...

Busy at work and home recently, but while cooking dinner, here's a little statement of what I play, what I have played, what I don't want to play, and possibly a bit about what I'm hoping to do with this blog...

So my interest in RPGs started when I joined a new, small country school aged 7.  They had a small library that contained the 1st Fighting Fantasy book, The Warlock of Firetop Mountain.  As the many comments in the link show, it was new, interesting, and opened up a new world.  I got the next few books, up to #7, Island of the Lizard King, through a school bookclub, and collected the odd one or two through my teenage years...

Then I got MERP for an early birthday - 12th or so... (Trying to find a good link to the right edition as more challenging than I thought it would be...).  Playing games long on grit and short on imagination, I found myself DMing a small group of friends through the plots of Fighting Fantasy books, with odd linking adventures that made some of the more random published aspects of D&D seem a lot more normal...

Small intermission here - I have only played D&D/AD&D and all variants once, and not entirely by choice.  Living in a small country town in the mid 1980's, pre-internet, meant that RPG ANYTHING was hard to get.  Impossibly hard.  D&D had passed through a few years before, and the only sign was a horrendously expensive (shipping costs roughly doubled the initial $) copy of Unearthed Arcana that made no sense whatsoever.  No other books at all...

And somehow I had gained possession of three copies of White Dwarf, and two of Dragon Magazine, in variable conditions.  The articles (one of the Creature Compendiums mainly) had a major influence over my games of the time.

At the same time, I had the first four books of Dragon Warriors, which turned up as paperbacks in the local bookstore.  They were simple, fun and easy to run, and formed the backbone of all the one-shot games played for a very long time.

But then I got Rolemaster... The 2nd Edition.. for another birthday.  And it worked well, as we played it in a simplified manner, with less rolls.  The character personalisation and combat (criticals, criticals, criticals...) were probably the best of either I've ever seem in RPGs.  The only campaign from my teenage years I can remember involved High Fantasy, World Shaking Events, and me playing a Paladin.  I died killing a dragon, and its corpse fell on me and crushed me.  Try getting that in any edition of D&D!

So with this varied background, I went off to a city a fair drive away to University, and met people, and found an RPG store (well, bookstore with an RPG section), and read lots of fantasy and SF books. And found that a lot of these books were not very good, and the people that I knew that played RPGs all turned into antisocial Munchkins and the few games I tried playing with them were not fun.

Imagine a room full of rules lawyers.  The first evening I attended we didn't game.  An argument about the reach of weapons from the previous game took up the whole time.  Then, when we did get around to gaming the next week, my 1st level fighter (average stats) joined their 5th level group, and despite them having +3 and better weapons, armour, etc, I only had my starting weapon and leather armour.  Died when attacked by some sort of undead that you could only hit with magical weapons.  A learning experience, but I never went back.  I looked at their character sheets when I was dead, wandering around the table.  No-one had a stat less than 16 and some were over 18, and I'm sure some of the multiclassing going on wasn't kosher.  Still, to each their own.

Later, a job in a foreign country, and a real, actual roleplaying game store that only sold RPGs in the neighbourhood.  And I ended up playing in a not-very-regular game of Legend of the Five Rings, First Edition.  Fun game that seemed more based on The X Files than anything Japanese, but a lot of fun.

Back to my home country after a few years, to start real life, and when moving between towns, picked up a few boxes from my Dad's place from my teenage years.  It contained the Dragon Warriors books, some of my MERP modules (the Court of Ardor being the favourite) and a lot of old handwritten notes for The-Great-Setting-That-Never-Turned-Out.  And I saw all the hype of D&D 3E, which made better sense than the previous editions and got me sort-of interested in the genre again.

And a few years ago, I found some 2nd hand RPG stuff, starting adding to the notes, discovered the HUGE Grognard blog circle out there, and ordered a heap of 1st Ed modules off Wizards a week before they closed off all pdf sales.  Pity.  Mostly I am like a magpie, and collect a variety of random ideas and use them as starting points for my own assemblage.

So this blog is my window to put out stuff that I've scribbled out in the past into some sort of order, and if people use it, steal it, or are entertained by it, that's great.

Hopefully something useful next post...

Sunday, October 2, 2011

It's a Pirate's Life for Me...

So, a Pirate Themed dress-up and drinks, with pirate games included after work a few weeks ago.  Costumes were varied but all equally desperate, and great fun was had by all, with a few bottles of rum finished off....

And, although I am NOT showing the pictures of the night, to avoid embarrassment, especially to me, it did get me thinking about pirates in my campaign world.

Not every person on a pirate ship is a pirate. The majority are thieves, barbarians, minor sorcerers and clueless fighters.  Those that are Pirates are so integrated into the life they have no concept of other lives; have reasons beyond the pale for their lifestyle; can stare down the curses of the Sea Goddess; and have faced the tempest and the calm;  these are the true pirates, who can match magics with Jack Sparrow and Bluebeard and sundry, and who leave their mark on the waters they sail...

Anyway, here's a pirate-type ship and a crew of desperate types, based on the turnout and costumes at the party.  Use how you want, as transport, flavour, rivals or allies.

Captain Deseralda the Fair

A slim, attractive woman in her late 20s, Deseralda is short (5'4") but has a presence that makes her seen the largest in most rooms.  Many fail to see the calculating mind behind the long blonde hair and the dimples.  In meetings of pirate captains, she makes her mark, with a web of contacts and favours to collect, and distribute...

She was born to a captured servant of the Island Princes of Trieste, and became a concubine at an early age.  A son was born when she was 16, and she doted on the child.  When he was 5, he was taken by his father, a Warrior Prince, to the northern lands (as was his legal right - servant's children are property of their masters in that civilised but decadent society) as a warrior's servant. This expedition soon vanished from knowledge.

After this, she joined the secret resistance of the oppressed, and led an assault on her master's stronghold during the main rebellion.  Although this rebellion was crushed eventually, she escaped with a number of other servants, capturing a sloop from the island fleet through subterfuge.   She has since formed a crew of surprising talents to assist her in regaining her son, from a place as yet unknown.

Sargent Tholos Minkaren

A barrel chested, shaven headed, extravagantly bearded warrior and scholar of the Horse Folk from the northern border of the Keldarian Duchies (think vaguely Scottish Highland Warrior with Spanish tendencies). Tholos is the Captain's right hand man and chief confidant.  He wears the full battle getup of his people, including leather belts holding a number of impressive throwing and stabbing knives, a helmet that resembles a horse mane and a rather short kilt.

He is a smart thinker, and knows many stories of The Painted Seas, but is the first to leap into action when required.  He is also an inventor of types, having developed a miniature crossbow and many types of exotic fireworks, for surprise, signalling and occasionally accidental explosions.



 Bloody Toloas

A man that was a clerk of the Temple of Justice in The Iron City of Naaga before being captured by slavers and rescued by the Captain.  He found the life suited him so well he had no desire or even thought of returning to the quill and parchment. 

He is of average height and built, somewhat pale skinned and always unshaven, and has a strange fascination with exotic peoples, animals and geographies. He manages to chronicle the Ship's voyages in the log book, but is also a violent and dangerous fighter when cornered.  He also remembers, poorly, the charms of Truth and Compulsion from his temple days.

Illymon the Pale

A tall stern woman with raven dark hair and pale eyes, Illymon has been a travelling priest of the Pale God for some 15 years, and naturally fell into the group's wake when they passed through the Graveyards of Port Oorath some three years past.

She can see the unsettled spirits that cluster around and seek to revenge themselves on their murderers, and can free them to seek vengeance on their killers at a word.  She is feared by reputation by the pirates of The Painted Seas, and even as far south as The Sea of Stars, but her spirit magic means she has a fearful audience in any port.

Mandai Stormrider

A fallen aspirant mage of the Golden Chambers, Mandai is a slender man with short cut hair, a jagged scar under one eye, and incredible muttonchop sideburns.  He is said to have burnt out part of his mind during one of the Chamber's infamous challenges, and was found by the crew on an isolated rock stack far from any land.  Some speak of a magical curse placed on him by his ex-masters.  He spends much of his time in quiet contemplation of objects and people around him, not speaking, but performing required actions almost in a daze. 

When the ship has been in desperate peril in the past, three times he has 'come to' and performed astounding elemental magics of water and air to the surprise of all, but soon returned to his normal state.  He also carries a strange jewelled curved sword of the western lands at all times.

Lady Thatheke

A slender active woman of indeterminate age, "The Lady" speaks with a strange unrecognisable accent that sounds vaguely of nobility to the rest of the crew.  She is secretive about her past, but despite her manners and extreme competence in all aspects of sailing, can fight, drink and loot with the best of them.

She wears simple clothes, but with scarlet cloth as a bandanna, a belt and around one leg, and collects choice pieces of jewellery as her part of any loot.

The Ship

The captured sloop is seemingly one of the many raiding sloops of the Trieste Empire, but closer inspections show the changes wrought over the past 6 years.  A rune engraved narwhal horn forms the figurehead at the prow, gained during a voyage to The Pale Sea and the Sorcerer-Priests of Pan Leng; Wyvern leather coats most rails, and many of the crew's weapons are dwarven, courtesy of their exploits assisting the Fortress of Baros Ghristor against raiders in their undermountain aqueducts.  The sails are made from the wings of the same Wyvern, and their golden shimmering makes the ship usually easily identifiable on sunny days.

It has been named the "Cursed Dragon" by a shaman of the Borogul Saltmarshes, and the name is borne with pride.  The ship very seldom takes part in raiding settlements or traders, and instead ambushes or hunts down single warships of the Trieste or other warlike nations, when not searching.  The path to Deserald's son has taken them to three oceans and up most of the great rivers, but they are no closer. 


A rumour recently overheard in a pirate tavern on the Black Isle of Miseleth coincided with a dream the Captain had under the influence of Dralma Oil, and both whispered that the Fire Opals of Aje will be a key.  So they search for the legendary gems rumoured last resting place in the Kopesh Rainforests, sailing up a freshwater river over 10km wide for weeks at a time.

If encountered, they are cautious but hospitable, and will usually trade information for like.  Befriend them and you will learn the meaning of comradeship amongst the pirates of the Painted Sea; Betray them to discover the eternal vengeance of the Cursed Dragon and her strange crew .

Thursday, September 29, 2011

How I See Dwarves....

In a fantasy world, Dwarves and Elves are seen as staples, and I think that's as it should be.  Without common factors between different worlds, there would be no points to orient yourself on, and it would be easy to lose sight of what's really different and what scenery has been shifted...

Subtle variations on these common factors highlight the differences.  Exactly how magic works, if you've reskinned it, may be a key make-or-break point of your game, world or setting, as does putting your own interpretation on a standard race.

Of course, having no real elves or dwarves makes it necessary, as there are no (well, actually hundreds) of external references that one could use, and some of them don't really work.  Seriously.  One of my childhood playing friends, upon reaching University, would only play in games where he could use his Dark Sun elf.  Apparently it didn't work in all settings...  So some prompts for players (and GMs) to refer to, to keep the third wall of believability intact, is most definitely needed.

MY concept of dwarves comes from selective reading of some of the classics - LOTR, Dragonlance (gully dwarves, anyone?), D&D, AD&D, Dragon Magazine, Rolemaster & MERP, but mostly from a year or so playing Dwarf Fortress.  Also tried reading The Dwarves, but it didn't work for me...

Real Dwarves:

"You know what I found most offensive about that damn smelly dwarf fellow?" asked Jonash the Foolish of The Witch of Hildast Hill, while trying to enjoy an ale at the Manky Duck Tavern...

"What of Urist?" murmured the Sorceress, staring at the blank tavern wall, ignoring the foaming drink in front of her.

"That damn sense of humour he didn't have.  Like when Gorosh stumbled into that falling axe trap and was split in half.  He almost rolled off the cliff laughing.  And those disgusting dwarven stories.  His favourite one was of his brother getting both arms cut off and still managing to kill a troll with an axe in his $%^* MOUTH!!!"

"I'll miss having a solid warrior with a sharp axe, but being certain everyone can keep dinner down at night is a good swap" Kerama the Swift spoke firmly, while poking the cheese wheel.  He was certain it was poking back at him...


Dwarves are biased, racist, offensive and smelly, and don't like any non-dwarves.  Because if this, they have no real worries if they don't like him or her.  This may affect their relationships with other races, if they cared about it, but they don't.

To a dwarf, family, clan and holding are all important.  A dwarven baby is relatively uncommon, but not rare, and there will always be a dozen or so babies in a fortress of a thousand dwarves.  The baby is carried around with it's mother for the most part, being lodged with a trusted female relative or friend if something very dangerous is going to be attempted - fighting monsters, greeting trading humans, breaching the aquifer...

http://tokiyojimbo.deviantart.com/
The baby grows into a child in full certainty of its place and position within its underground home, and the home is all that is needed.  It will have memorised stories of its ancestors, and will be able to list them 20 generations or more back, along with stories of their deeds and misdeeds, and the history of the Fortress. 

As they grow they gravitate to the workings of the Fortress that interest them the most - from the farmers and herders to the jewellers and metalsmiths - and generally, unless the need of the Fortress is for something else, apprentice with a master of that craft and begin to learn the industry of the Dwarves.

Dwarven industry is famous for its weapons and armour, and also its cunning and masterful stone, wood and bone crafts, and their masterwork pewter goods.  But to keep the fortress running smoothly, farmers, butchers, weavers, brewers, tanners, smelters and miners are all needed, to name but a few.  None of these crafts, except perhaps cheesemaking, is looked down upon, and even the skill-less haulers of the larger Fortresses are proud of the loads they can bear.

This means your average Fortress dwarf knows where they are, what they do and where they fit in.  Their world is small but fits perfectly, and all they have to worry about is how far to the booze pile.

Now, and I'm sure you've worked this out, your PCs are NEVER going to meet one of these well adjusted, useful, content dwarves, unless they speak fluent Dwarvish and can sneak undetected into a heavily guarded and trapped Fortress to mingle with insular and boring locals. No...


Imagine how well a nice little dwarf, designed for life as a cog in a big fortress, manages to adapt to life outside.  In the rain.  In the cold.  In the sunlight. With all these stupid non-dwarves.

If you said 'Badly", you'd be right. 

The dwarves that meet with and travel with the PCs are maladapted, insane, broken beings.  They may hum all night to sleep. They may require rum, or beer, or brandy, at all hours.  They might make totems from their enemies skulls, but not real, nice, completed totems using all the required tools.  Strange, rotting, staring totems that really worry others...  They have no place, no family, no bigger reason to live.

More in a later post, when hopefully I get into a few examples of adventuring dwarves, and all their strange, twisted ways...

Friday, September 23, 2011

Google + is EVIL

So, signed in as usual to make a post, and GOOGLE PLUS wouldn't let me into this blog. So had to DELETE it and tell google why. Shameful

Shame on you Google, and shame on Facebook as well for changing something that was useful to something that is not.

Why do internet companies treat us like brain damaged monkeys???

Anyway, a REAL RP post sometime soon, as we had a Dress Like a Pirate evening for work, to relieve the stress of yet another restructuring, and there are thoughts, ideas and stories coming...

Sunday, September 4, 2011

Kunili Part 3

Well, work is a bitch and I've got a month worth of meetings to finish off something of great importance, while we're being reorganised again...

So this will be a dump of what I scribbled about the rather staid City of Kunili, although there is intrigue, seduction and danger lurking beneath the surface, if you scratch the wrong (or right) place, and having a as-yet unwritten Megadungeon close must add to the frisson...


Kunili Rumours and Legends

1. On a full moon, the menhirs can send fated dreams to sleeping citizens, that give glimpses into both the past and future
2. Rumours abound of craftsmen helped by the fey, although these arrangements going wrong eventually seems certain, at least, according to the rumours.
3. Some residents are suspected of being constructs, made (and controlled?) by Sonistos.
4. Guildmaster Shadin is said to talk to his collection of stuffed monster heads, and sometimes they answer him.
5. There are said to be secret tunnels underlying the city, although the only offers to show one the rumoured entrance will be made to young women by shady rogues in dark taverns...
6. The barge that sank just downriver is said to have been carrying three casks of Sendish Firewine, from the famous vintage of 911, but a lobster of unusual size has occupied the wreck.
7. For a true fate reading, take a silver coin and a gem to the last house on Dock Row, the one that looks like it is abandoned.  Cut yourself, bleed onto the coin, and give these to the pale hand that will appear from the mists.  Enter the house, and in the darkness, one that is neither human nor fey, alive nor dead, will give you one true answer. Beware, however, as answers are as dangerous as blades here.
8. Cursed goods can be bought or sold on the black market in the City, although there are a hundred opinions on how to contact it, none of them correct.
9. Mounted Griffin Riders have been seen to the South, over the unknown and unexplored Rewaquot Forests, but not close enough to see any signs or heraldry.
10. Lord Brightwater has placed another bounty on the Blanco Bandits, although it has been at least 6 months since they last molested shipping, and their woodland hideout appeared empty to the rangers that passed it last new moon.
11. The Steel Whistle is a solid tavern, with good natured drinking and gambling kept within bounds by Slow Piotr the barkeep.  He does tend to get rather short-tempered and a little hairy during the full moon, though.
12. All the prisoners have been taken from the dungeon and are being used as labour to dig irrigation ditches to the east of the City.  Rumoured to be for either cotton or fruit trees, sponsored by the respective guilds.