Wednesday, 13 April 2016

The Obsidian Knife (magic item)

This knife has a blade made of obsidian and has a bone handle (what bone is not immediately clear), bound with copper wire. It is vastly older than most of the items in the campaign world, pre-dating the rise of civilised humanity by many millennia.

Adapted from here: http://www.greatbasinart.com/custom-obsidian-knives.html
The Obsidian Knife has been used over thousands of years to kill sacrificial victims and is Cursed. A PC who possesses the Obsidian Knife will not want to part with it, and must contend with its baleful influence. It is usable as a normal dagger, which has no bonus to hit but does d4+1 damage; a PC who has the Obsidian Knife will want to use it in hand-to-hand combat (make a roll against WIS to use a different melée weapon).

It is not in combat that the Obsidian Knife shows its most insidious power however. If a PC is in a position of having a helpless human, demi-human or humanoid victim in her/his power (a bound prisoner, an unconscious enemy or even a sleeping friend), then the PC must Save v Spells or be compelled to slay the powerless individual with the Obsidian Knife. If the victim is a friend (another PC or NPC member of the party) they can Save at +2.

Should the Save be failed (or, if the PC just wants to kill the helpless individual), the PC automatically succeeds in killing the victim. The PC temporarily gains 1hp for every HD that the victim possessed, even if this takes the PC above their current maximum. Round to the nearest HD (ie, 1/2HD, 1-1HD, 1+1HD all equal 1HD; 5+5HD and 6-4HD both equal 6HD). These hp are the first to be lost in combat or through other injury and cannot be Healed. At the next dark of the moon, the PC will fall unconscious (and unable to be revived) at sunset, and lose d4hp (no Save is possible). When they awake at sunrise they will have a cut on their body as if from the Obsidian Knife. If by any remote chance they are naked and being observed during their catatonic state, a gash without any visible cause will appear on their skin during the night. The next night, the same thing will happen, and every night following until the full moon, or until they have lost twice the number of hp that they gained from the magic of the Obsidian Knife, whichever is sooner, even if the extra hp have already been lost. Because the 'attacks' happen every night, there is no respite allowing regular healing to take place. In order to heal properly, some healing magic must be used over the days after the dark of the moon - unless the PC can tough it out and let the Obsidian Knife's magic run its course.

Example: Jord the 2nd-Level Fighter (11hp) has used the Obsidian Knife to kill a captured Minotaur which has 6HD; he gains 6hp, taking his total temporarily to 17hp. He looses 5hp in a fight before the next dark of the moon three nights later, and is then on 12hp. Having gained 6hp in total, he 'owes' the Obsidian Knife 12hp. That night, he loses 2hp. The next night, he loses 3hp. The following night, he loses 1hp. The night after, he loses 4hp. He is now down to 2hp, and could die the following night. 

Tuesday, 5 April 2016

A System from Bits, part II

The early versions of D&D are deadly for low-level characters, and characters stay at low levels for longer than in later iterations of the rules. By and large, the OSR clones have kept this deadly aspect of gaming, with some attempts to mitigate things slightly. In D&D (not AD&D) PCs died at 0hp, and at low levels Resurrection and suchlike spells are almost unknown. When a Thief or MU can likely be killed by a stray arrow, a single spear-thrust from a Goblin, or an undetected blade-trap; Elves, Halflings and Clerics only have a 50:50 chance of surviving the same; and Fighters and Dwarves only slightly better than average chance, there is perhaps a case for making some provision for character survival to be slightly less difficult.

I originally came across this rule on one of the many, and wonderful, OSR blogs; however, having lost a load of links due to a fried hard-drive a few years ago I've been unable to find the original source. If this is your rule, I’d like to thank you for making the PCs in my groups (both my 'New Old Campaign' group and my 'Naked Gaming' group) a little less fragile, and I'm sure my players would be similarly (perhaps even more) grateful. Also, please link to it if you recognise where I found this - I make no pretence that this is mine, and would happily give credit where it's due.

The point of this rule is to make combat just a little more survivable - but not infinitely so, and  at a cost. One of my players, who was careless enough to die twice in three sessions, saw his CON drop from 11 to 9 and suddenly realised that the next time he reached 0hp (he only had 3hp as I recall) he was more likely to die than survive. So even with this rule, players should still be cautious.

Elementary Staunching, or surviving at 0hp

This rule is designed to provide a mechanism that gives a PC a chance of survival when they reach 0hp. It is based on the following principles:
1.                   CON is a direct measure of physical resilience and used for all calculations using this rule;
2.                   surviving comrades can administer emergency first aid to a 0hp character;
3.                   surviving a traumatic injury will have a permanent effect on a PC’s future health.

Can't remember where the image is from, but it's Beowulf.
When a character sustains an injury that causes them to reach 0hp, to give them a chance of survival, the party may attempt ‘Elementary Staunching’. The application of the rule follows three steps. First, CONx10 is the number of seconds before the PC actually dies of blood-loss (easiest if using 10-second rounds but not exactly hard in any case). If combat goes on too long or the rest of the party cannot quickly reach the stricken character – or are themselves killed or incapacitated – then there is no-one to administer first-aid and the PC dies in CONx10 seconds.

If other characters are available to perform battlefield first-aid in time, then the player of the injured PC must roll a d20. If this number is greater than the PC’s CON stat, the PC has died of system shock or blood loss in any case; if it is equal or less than CON, then PC has survived this major injury. One point of CON is permanently removed, and converted to 1hp. Healing may then take place as normal.

Additional suggestions:
Negative hp: The amount of damage the PC took in excess of the amount to take them to 0hp (so, if a character with 4hp takes 7 points of damage they are conceptually on ‘-3hp’) is the number of hours before the character comes round and begins healing (ie in the above case for 3 hours the PC would be still on the point of death). If this number is greater than the PC’s CON, another CON roll must be successfully passed, or the PC still dies.

Permanent Injury: the PC or DM determines a body-part to be permanently injured. This may involve a penalty on any ability score (due to injured limb, hideous disfigurement, brain injury etc) or a permanent penalty on ‘to hit’ rolls for either melée or missile fire.


Friday, 25 March 2016

Building a system from bits

Eric Diaz over at the Methods & Madness blog has opened a new and interesting challenge - designing a game-system in modular fashion, one page at a time, and letting the user chose which rules to incorporate, so each person's 'rulebook' is a personal collection of hacks, mods and house-rules (in this post here).

I rather like it. I will be submitting some things I think including the rules for 'Elementary Staunching' that I use with both my gaming groups. Which means, I will have to write them up in a logically-organised and coherent fashion. Watch this space...

Sunday, 20 March 2016

Imagination training 2

This followed the first by a couple of days: I certainly didn't stick to any timetable, and nor have I done any more. I'm not sure they're any better than the first lot - but of course, I was supposed to do this every day six days a week and that was just the first exercise in the training regime.

Results - finding out I'm not very disciplined, which is no surprise really.

Melarian
Cleric

Str 11
Int 6
Wis 13
Dex 9
Con 6
Cha 9

This tall cleric is earnest but not very clever. He always wears white robes and sings hymns to his god almost constantly.

Jerasor
Magic User

Str 11
Int 16
Wis 11
Dex 11
Con 8
Cha 9

This MU is always seen carrying a large tan-coloured sack, from which an improbable collection of things emerge.

Elorius
Fighter

Str 14
Int 12
Wis 12
Dex 13
Con 10
Cha 15

Dark-haired and always smiling, Elorius carries a distinctive curved sword that he claims he won from a Southland champion.

Ornferill
Cleric

Str 7
Int 16
Wis 17
Dex 15
Con 7
Cha 12

Young and beardless, Ornferill wears takes his devotion to his deity very seriously. He carries a long staff with blue feathers tied to the head.

Jaren
Magic User

Str 7
Int 13
Wis 8
Dex 9
Con 12
Cha 13
Jaren delights in fire-magic; her red robes are decorated with flames worked in gold thread.

Essuran
Magic User

Str 4
Int 11
Wis 9
Dex 8
Con 5
Cha 12

Essuran is a dour, pale-looking fellow with surprisingly piercing eyes. Many have wondered what terrible sorceries he has performed for he seems weakened by unnatural forces.


Sunday, 13 March 2016

Threshold Calendar and Calendar of Issek redux

Just been over at Tower Of the Archmage for the Sunday Inspirational Image which, as it's a temple, reminded me that I need to do some work on my Church of Issek Calendar.

The Church of Issek is a development of a cult found in Deities and Demigods, from the Nehwon Mythos of Fritz Leiber. Issek's is a martyr-cult; all his avatars are people who have died while being tortured. In the original work, this is limited men on the rack; in my iteration, it can be men or women and any kind of torture. The illustration over at Tower of the Archmage is perfect as a giant cult statue of a female Saint of the Church of Issek, as far as I'm concerned.

The reason it needs work is that I've downloaded some more of the lovely Labrynth Lord stuff and gotten a lot more info about the Church of Law and Order that I'm patterning my Church of Issek on. Specifically, because I've now got the guide to the City of Dolmvey, I have a calendar for the city that conflicts in major ways with my putative calendar that I published when I only had a list of names of Saints derived from Brave the Labyrinth 5.

I will produce a hybrid. Where the difference between the two calendars is small, I will probably stick with what I have; where it is large, I will generally go with the 'official' calendar. This is because I suspect I'll be using other LL products in the future, and therefore sticking to what is already established seems more useful. But I can get away with minor variations I think. It's a long way from Threshold to Dolmvay (probably though not definitely the model I'll use for Specularum, which in my version of the Known World, is the seat of the Church of Issek in the same way Dolmvey is the seat of the Church of Law and Order), and Saints being celebrated a week adrift is not significant I think.

So; the Saints that have conflicts (not all the Saints I've used are listed for major festivals in Dolmvey, in fact only 12 out of my 48) are as follows (in the format Name: Official Date; My Date)

St Klaus: 20-27 Dec; 25 Dec - keep
St Johanna: 1-3 Feb; 15 Oct
St Valen: 1-31 Mar; 6 Apr - keep; in Dolmvey, festival lasts for month leading up to St Valen's Day
St Mari: 1 May; 26 Apr - keep
St Leandra: 21 Jun; 14 May
St Meschil: 28-30 Jun; 17 Aug
St Poul: 1 Jul; 26 Aug
St Aleena: 14-20 Aug; 14 March
St Ronand: 5 Sep; 1 Feb
St Garan: 26 Sep-3 Oct: 18 Aug
St Harald: 1 Nov; 27 Sep
St Lucilla: 10-17 Nov; 21 Jun

All the others will have to move I think. Some can possibly swap with others, and there are of course the 36 lesser Saints still on the calendar.

St Aleena can replace Sts Meschil and Garan on the 15 & 18 Aug (24 & 27 Lion by Threshold calendar) as her week-long feast last approximately from 14-20, and St Garan can move to replace St Harald at the end of Sep; St Johanna can replace St Ronand at the beginning of Feb. St Aleena can replace St Meschil in the middle of Aug. St Leandra can replace St Lucilla.

Having done the necessary replacements, I'm now left with 5 Saints (Aleena displaced 3 with her 5-day festival) and 3 days, so I'll generate another two days of religious holiday. These will be 3 Cow and 2 Twins (days 123 and 152) and will be sacred to St Luwagen of Castell and St Jon of Naponek respectively.

So the new calendar looks like this, for the religious calendar of the Church of Issek.

(Goat-month)
1 – Winter Solstice & New Year: Offerings to Issek
3 – Feast of St Klaus
17 – Feast of St Gregor of Carech
20 – Feast of St James

(Water-month)
1 – Feast of St Josep
11 – Feast of St Johanna
20 – Feast of St Wallis of the Hood
27 – Feast of St Margaret of Calesto
29 – Feast of St Bando

(Fish-month)
21 – Feast of St Sha-Un of Corrland
24 – Feast of St Callor
30 – Feast of St Pater of Willemsburg

(Sheep-month)
13 – Feast of St Valen of Vay
23 – Feast of St Beatrix

(Cow-month)
3 – Feast of St Luwagen of Castel
5 – Feast of  St Mari of Galask
23 – Feast of St Seth
24 – Feast of St Clarissa the Wild

(Month of the Twins)
2 – Feast of St Jon of Naponek
23 – Feast of St Kristoff

(Midsummer – 5 days)
3 – Feast of St Leandra the Lady of Blossoms (Summer Solstice)

(Crab-month)
7 – Feast of St Meschil the Prophet
9 – Feast of St Poul of the Shield
23 – Feast of St Carmichael (St Mikael the Victor)

(Lion-month)
8 – Feast of St Timhart of Paratime
24-30 – Festival of St Aleena the Beautiful

(Maiden-month)
4 – Feast of Sts Mincival and Tara the Sailor
13 – Feast of St Ronnad of the Flagon
30 – Feast of St Emiliana the Red

(Balance-month)
6 – Feast of St Garan
13 – Feast of St Raymont
21 – Feast of St Walden

(Scorpion-month)
5 – Feast of St Lucilla the Kind
10 – Feast of St Harald of Plenty 
18 – Feast of St Brandon the Navigator
26 – Feast of St Cuthbert (St Keth)

(Archer-month)
7 – Feast of St Alfar
14 – Feast of St Giles

In addition, there are various festivals which have some quantity of church approval, without necessarily being theologically or liturgically sanctioned. Some are connected with particular Saints, others with historical events or folk superstitions.

The whole month leading up to the Feast of St Valen of Vay (14 Fish to 12 Sheep) is a festival in Dolmvay, as well as a period especially important to the judiciary when courts are held across the Grand Duchy.

King's Tournament (21-27 Sheep) ending on King's Day is a week-long tournament in honour of the old Kings from before the dark times of the Slave Lords, who invaded the Grand Duchy from Southern Ylaruam around 200 years ago.

The Spring Festival is celebrated as part of the Feast of St Mari on 5 Cow, with betrothals, the gathering of flowers and decorating the home.

The Festival of Planting takes place at the Summer Solstice, and is regarded as part of the general Midsummer celebrations connected with St Leandra of the Flowers.

Liberation Day takes place on 20 Twins, celebrating the defeat of the Army of Slave Lords.

Harvest Festival takes place - hopefully! - on 13 Maiden, to coincide with the Feast of St Ronnad of the Flagon. It is regarded as bad luck if the harvest is not gathered by this date.

Ancestor Night on 9 Scorpion is a celebration of deceased family members, who it is believed can influence events in the family for good and ill.

The Night of Blood on 10 Scorpion, coinciding with the Feast of St Harald, is the traditional time for slaughtering the stock before winter. It is also a time when executions are especially likely.

Midwinter (27 Archer- 3 Goat), culminating in the Feast of St Klaus, is a week-long festival of gift-giving and jollity.

So now I need to go back and do the Threshold Calendar... but not tonight.

Tuesday, 9 February 2016

Imagination training

Over at Monsters and Manuals, Noisms has proposed an exercise regime for imaginations to aid DMs in flexing their creative muscles (post here).

Some of it, I think is a little impractical (though, also, it isn't I think intended to be entirely serious). For imagineers without much time, the recommendations (if I understand them correctly) are to spend ((5+10)x6)+(5x5) minutes making up characters, 6 days a week. That's basically two hours a day just rolling up characters.

I know there's absolutely no way I have that kind of time. But I did about 15 minutes on Sunday, and may manage some more tonight.

These will all become NPCs, though when I'm going to be able to have another game I really don't know.

Karron
Fighter

Str 10
Int 9
Wis 9
Dex 6
Con 15
Cha 10

Worked in the docks as a porter. Clumsy but tough, he has a shaved head and tattooed face.

Shurastan
Magic User

Str 6
Int 14
Wis 9
Dex 7
Con 11
Cha 8

Bookish rather than imposing, she always caries a lamp to symbolise the enlightenment she brings.

Talis
Dwarf

Str 14
Int 7
Wis 7
Dex 13
Con 15
Cha 15

Otherwise gregarious and affable, this dwarf has taken a vow to speak as little as possible. Her quiet generosity however wins hearts and minds.

Noran
Fighter

Str 15
Int 9
Wis 11
Dex 6
Con 11
Cha 8

This bearded fellow looks very striking in a long yellow tunic and purple cloak.

Jevar
Thief

Str 10
Int 9
Wis 14
Dex 17
Con 15
Cha 17

This charming rogue wears a many-coloured scarf at all times. At times, it serves as a mask when he is engaged in his audacious robberies.

Pod Larvorn
Halfling

Str 17
Int 10
Wis 12
Dex 14
Con 15
Cha 10

This Hobbit’s nose is rather long, and he has taken to decorating it with small gold hooped nose-rings.

Dreilar
Magic User
Str 9
Int 12
Wis 10
Dex 11
Con 10
Cha 8

Stick-thin, this MU always appears in public surrounded by clouds of incense, which he insists help with his rituals.

Wednesday, 6 January 2016

Naked Gaming part 5

The Naked Gaming experiment is over, at least for the moment, and I didn't get round to writing up part 5 before we'd played the next session. So here is part 5, while I write up part 6...

Also, because so many people are coming and going over the course of this campaign even a after only a few updates, I can't help thinking a list of dramatis personae is in order.

Rolf Ironhead - male Dwarf
Lady Malice De Vine - female Thief
Timmy Song - male Halfling (sitting this one out)
Del Diablo - male Thief
Guy - male Fighter (NPC)
Halca - female Fighter (NPC)
Raul Derdué - male Fighter (NPC)
Tal - male NM (NPC) (not in this game)
Grig - male NM (NPC) (not in this game)
Werix - male NM (NPC) (not in this game)

These last three are usually called 'the torch-bearers'.

During the course of play, the party was also joined by -

Miguel - male Cleric

So, thinking back...

The party - or most of it, Timmy's player wasn't with us so we said that he stayed behind with sthe torch-bearerss, sleeping off his mushroom-hangover - set out of the Old Mill, and ran into Miguel, the ex-apprentice who had been working there. He told them the Old Mill had been attacked by hideous humanoids some days before. He had fled, but had been stalking the humanoids (the party assumed he meant the Orcs they'd previously run into) since the attack.

He'd found out that they kept trying to get into a cave behind a waterfall about 5 miles to the north, but something had been driving them back. He thought that perhaps they'd recently been driven out, and that was what had led them to attack the Old Mill.

This next portion of the adventure was created through the process that I outlined in Naked Gaming part 3. It consisted of a list of random encounters, somewhat multi-layered in scope. Basically, the longer the party faffed about, the more encounters they would have on their way to the caves. I had a list of 20 - in the end I used 4 of them, as the party was relatively quick about getting its act together. One was an encounter with Orcs - some of those driven from the caves. Another involved some Goblins. The presence of these little critters was unexplained, but may become clear later. They were chasing another monster from the list - some of the random encounter notes from Seventh Order detailed interaction with another monster, usually fighting or fleeing from them. When a second monster was called for, I rolled again on the table to find the other. In this case, the original encounter was with a Dryad, fleeing from something; when I rolled again, I came up with 6 Goblins. Both of these encounters involved fighting; the other two, with a wolf in a stand-off with (smallish) giant spiders ('Small Monstrous Spiders' is how they were described in the WotC dungeon generation, a description which is going to bother me, I can see), and with a swarm of spiders who really just wanted to go to sleep, were bypassed through good scouting and some quick thinking.

The Orcs were something of a problem; they were alert and meant business. But then so were the party. Lady Malice was scouting up the road, when she saw two Orcs further up; they turned and ran. Lady Malice did the same. A quick plan was hatched; the party would occupy the ground on the opposite side of the road to the river, and trap the Orcs between the two. Rolf, Guy and Helca took the centre, while Miguel hid behind Rolf. The two Thieves took up flanking positions, with Raul Derdué (who didn't have a missile weapon) close by.

In the end, the Orcs were over-cautious; they split their forces, sending the two that had been seen down the road, and the other three crept through the woods. But they got too far apart, allowing the party to dispose of the first pair before routing the remaining trio. Lady Malice looted the bodies and took the ears, and Raul armed himself with a scimitar and shield from the Orcs.

The encounters with the spiders and wolf, and then with the spider swarm, followed. The first was simply bypassed. The party is collecting ears, and spiders don't have them. They did wonder about legs, but quickly decided that the whole affair was too much trouble. They melted back into the woods leaving the spiders and wolf to their dance.

The spider-swarm caused more consternation. The trees on both sides of the road were full of spiders (not giant this time, but the party had no way of knowing how dangerous they would be). My notes said that the spiders were about to sleep; when the party lit torches the spiders scuttled round the other sides of the trees, and the party made their escape, always going north.

The last of the encounters, with the Dryad (the original result I had said 'Nymph' but Dryad seemed the best match from the rules I had access to) and the Goblins, was the most dangerous. Rolf was really unhappy about the rescue of a 'beautiful Elfin-looking female' but his hatred of Goblins is even greater than his antipathy towards Elves and their kin. Del Diablo, however, was very concerned to rescue the pretty lady.

The fight with the Goblins was brutal and pretty swift. While Lady Malice took their ears, Del Diablo tried to comfort the beautiful lady with the soft voice and very nice eyes. The rest of the party, realising that the Dryad had put some sort of Charm on him (though Del's player was doing his best to charm her before the spell), took it in turns to slap him and otherwise get through to him that he might be in danger. It was, however, when Rolf began talking about the variety of iron weapons available to the party, that this fey creature became distracted enough to allow her control to slip.

After this encounter, the party made it to the waterfall where Miguel said the caves were, and the party decided that was a good time to draw a halt.