Sunday, 22 January 2017

One more for the Observer's Book of Monsters


The Fossegrim ('Waterfall-spirit') is as its name suggests a spirit that lives in a waterfall. They are always male and mostly found in Scandinavia. In Sweden they are sometimes called 'Stromkarl' ('River-man'). They are very talented musicians apparently, and can with gifts of food sometimes be tempted to teach their skill with fiddling and harping to mortals. They also mate with females who go bathing at the waterfalls; if the offspring of this union is male, it will on reaching adulthood reveal its Fossegrim nature and find a waterfall to inhabit.

Distribution based on approximate usage of the term 'foss' (Norwegian, Icelandic) or 'fors' (Swedish, I kinda guessed about distributions); in Northern England, especially in North Yorkshire and Cumbria, there are many waterfalls called either 'Foss' or 'Force', so it seems reasonable that Fossegrimen live in them.

Monday, 2 January 2017

Hurrah for Christmas

Well, it's certainly that time even if there's no snow here... and I thought I would post with the gamiest thing I received as a Christmas present this year, from my lovely brother and sister-in-law; Diana Wynne Jones's "The Tough Guide to Fantasyland".

Written somewhat like a "Rough Guide", it is based on the principle that Fantasyland is a real place (with Embroidery, Rabbits and Dark Lords and other such arcane subjects) and the important information about the place is included in the book. It's a little bit like early Pratchett in some ways; a good-humoured and affectionate piss-take of fantasy tropes.

It is a) very funny (it's funny because it's True - Diana Wynne Jones knows her stuff of course), and b) very sobering (because one recognises many of the clichés that one liberally sprinkles over any fantasy gaming/fiction endeavour), and c) very enlightening (because by analysing the clichés and pulling them apart it's sometimes possible to find the bits that work while discarding the bits that are overused). It goes as much for fantasy gaming as for fantasy writing I think, and will I hope allow me to either a) avoid or b) play up the clichéd elements as appropriate (because sometimes, it is appropriate).

It has also left me wanting to write two things: first, a fantasy series that uses (literally) every cliché in the book, and second, a fantasy series that subverts every cliché in the book. Can we imagine a fantasy world where witches don't attempt to seduce unkempt strangers who are not lost heirs, while hordes of Barbary Vikings don't drink ale and have good-natured fights using battle-axes, and avoid sacking nunneries from which there won't be one survivor? I'm not sure but I'm suspecting I'll have a lot of fun trying.

Thursday, 29 December 2016

More Thyato-centric world-mapping

Following on from a post some months ago about re-mapping Mystara as if the main map is like Ptolemy's and drawn from the point of Thyatis, I've started pulling it apart.




The top is what Thyatians imagine the world is like. The bottom is what they actually know fairly well, with the disconnected bits that they know about existing in an existential quantum void-soup somewhere beyond what is 'known'.

They know the sea-lanes around their kingdoms but not much land (except the areas where, in my version of history, the ancient human Empire united what is now the Grand Duchy, Thyatis, Ylaruam and the Soderfjord Jarldoms).

This dislocation actually helps with things on the map that don't make sense. For example, how does the 3,000 mile Streel River rise in hills maybe only a few hundred feet tall near the NE coast, then flow through the Broken Lands? It doesn't have to now, it might rise in the mountains of Glantri, but the rivers in the Ethengar Khanate can now flow west from the Broken Lands to the east coast, exiting via the NE fjordlands if that makes more sense.

But, perhaps, I'm looking at this all wrong. Maybe, it's simplest if the top map is 'real', and I now mess around with the bottom map to produce the map of the world as seen from Thyatis. That doesn't solve the problem of stupid geography ... but perhaps we can live with it.

Wednesday, 24 August 2016

A new world... and a new campaign

Some colleagues and I are starting a  gaming group - we played our first game on Saturday gone and are planning to get together perhaps on a weekend every month or so. I won't be running this game, as someone else has volunteered to be DM, so for the first time in ages, I'm actually playing a PC!

My character is Sir Darlan of the House of Vong, a minor noble who is also a Paladin. I've never played a Paladin before, and I've never played 5th Ed either, so it's all new to me. There will be a report at some point soonish.

Meanwhile, I'd done a bit of work on a setting for a game if I ended up running an old-school game (we only worked out who was DMing about 9 days ago). As it won't see action in its current form in either of my other campaigns, I thought I might post it up here. This was the basis for a campaign I was planning...

Iriond 1411336555

http://donjon.bin.sh/fantasy/world/

The plan was to start simple - a location, with a few encounters round it, possibly with a vaguely oriental feel - somewhere with plains-nomads and ancient and empires. Something away from my normal generic western/northern Europe setting anyway. Perhaps I can utilise some means of generating adventures from the pdf I just downloaded - the Swords and Wizardry scenario generator pdf, which though its more geared to a faux-Japanese setting is close enough to what I'm after I think.

I rolled 4 4 8 4 9 10

So the party meets in a Tavern
with a Sensei (Senior cleric?)
They hear of a Kidnap
by a Ninja (thief/assassin?)
Which they can foil by going to a Dark fortress
and Winning a contest.

I could have just taken it from there, though of course the players might not.

Except that I got a bit carried away with a hex-mapping technique from http://www.welshpiper.com/hex-based-campaign-design-part-1/ - though in line with the hex-maps of the Known World from BECMI, I'm not using the very sensible 1-5-25 mile hex-progression suggested, but the slightly-more-difficult 1-6-24 mile progression.

Anyway this is the 6/24 map I came up with, based on a small area of the far north-west of the Iriond map, in the area between the Bladegrass Plains, Tumunzar Spires mountain range, and Forest of Thorns, all of which seem like excellent adventuring locales to me (I started making icons for the hexes, but then decided on colour-coding instead):




The marker is for settlement for the PCs to begin in; the area is mostly mixed plain and forest, with some hills and a few little bits of other odd terrain thrown in - a few lakes (one of which is large enough to make it onto the Iriond map if you look really hard), some hills and swamps, and some odd bits of desert, which I'm thinking are more like dust-bowl type areas than proper desert.

I've subsequently started keying in the hexes with encounters (a few individual hexes have changed since I started so this doesn't quite represent an accurate map), and pretty rapidly populated the area, as least in outline. I also spent far too long playing with the random generators at Chaotic Shiny...

The hex with the settlement and the six surrounding large hexes are done - at least in terms of keyed encounters. That's pretty much an area with a radius of 36 miles around the town. There are 49 keyed encounters in that zone including a dozen settlements of different types, a few monster lairs, 6 different terrain types and some locations where frankly weird stuff is going on.

I also had a blast thinking of various themes and stuff that I wanted to include. Not sure where it's all going in the end, perhaps it'll be used somewhere!





Thursday, 11 August 2016

Oldhammer Giaks

Every so often, something floats across my consciousness that isn't to do with D&D. Sometimes, it has to do with another facet of my nostalgia for fantasy gaming in the 1980s - Oldhammer.

Some time ago I was talking about Giaks in Warhammer/Oldhammer. That post included a link to a Giak Army ('Orgar') list of 9 units that goes something like this:

Orgar Rekenar (Rekenar = 'Scouts')

Name of Regiment    Colour    Regiment Symbol    Special Notes

Gorakim                          Red           Fanged Jawbone          Gourgaz leader
('The Animals')

Konkorim                       Yellow      Bow crossed by            All armed with
('The Hunters')                                 3 arrows                       short bows

Kaggazheg                    Orange       Flaming                        Leader wears
('Fire-Dogs')                                      Dog's Head                 a Doomwolf Pelt

Moggador                      Dark           Crossed                        No Edged Weapons
('The Hammerers')         Blue           Warhammers

Nadul-Nak                     Black         Black Flag                    Dressed in Black
('Nightfighters')

Lajakann                        Grey          Grey Heart &                Gourgaz leader    
('The Stonehearts')                           Scimitar

Ogshashez                     Purple         Serrated Dagger          No Blunt Weapons
('The Throat-                                                                         No Pole-arms
Slitters')

Nanenrakim                    Light            Black Arrows             All armed with
('The Life-stealers')       Blue                                                 short bows

Orgadak-Taagim            Dull             Human Head            All armed with
('The Humankillers')      Red              on a pole                   Pole-arms

There are no Gourgaz (Giant Troglodytes) in other games, but perhaps were I ever to field a 'proper' Giak Army, for WH 2nd Ed using these rules, I could get something to stand in for them (using Heroquest Fimir perhaps).

Gourgaz
From http://amazingstoriesmag.com/2014/03/interview-gary-chalk-fantasy-artist-author-games-designer/





Fimir
From http://www.sodemons.com/rhfimir/03heroquest/L07A5292-130725-01.htm

Merely using this as a template for organisation however, I've decided that (at least for the moment) 'Giak' isn't a particular kind of Goblin; I'm going to assume that any kind of O&G type can be slotted into this list. A concession to later editions? Probably. However, I'll still play by the stipulations of the list - no more than 25% of troops may be archers, and they can only use short-bows. This means, in effect, that I have to use Goblins or Night Goblins as archers. Obviously, the plan is to eventually do these units as armoured Goblins, but in the meantime, I think I can be a bit more flexible (while I work out what would be a decent source for 'Oldhammer' style Goblins with different weapons, as there are only really two Goblin foot units, Common Goblins with spears or bows, and Night Goblins with spears, bows or slashing weapons - now all called 'Grots' apparently).

So - how best to field these units as an O&G army?

Gorakim                      Red         Fanged Jawbone        Gourgaz leader
('The Animals')

I think their 'animal' nature is probably a reference to their ferocity. So, they're likely a close-combat unit. Probably Orcs then, let's say with axes or other slashing weapons. Maybe they could have two hand weapons, as opposed to the more usual slashing weapon/shield combo.

Konkorim                    Yellow    Bow crossed by          All armed with
('The Hunters')                            3 arrows                     short bows

This unit could be Night Goblins or Common Goblins, as both can use shortbows. Night Goblins are cheaper (points-wise) in later editions, so maybe they're the way to go here. But given that the ultimate aim is to field (Common) Goblin units corresponding to the units on this list, maybe I should go straight for that and cut out the middle stage.  As the point of this unit is to stay out of the way and just shoot, having slightly better fighters makes no real sense from a points-based point of view, but it does in terms of eventual development of the list.

Kaggazheg                  Orange    Flaming                      Leader wears
('Fire-Dogs')                                Dog's Head                a Doomwolf Pelt

This is best as a close-combat unit, and in general that would mean an Orc unit I think - again axes seems appropriate.

Moggador                   Dark         Crossed                      No Edged Weapons
('The Hammerers')      Blue         Warhammers

Orcs with bludgeoning weapons is I think the best way to go here. Of course, bludgeoning or slashing weapons have the same profiles in 2nd Ed, they're all 'hand weapons'. But there are 3rd Ed (? I think) plastic Orc minis with mace-type weapons. However, I also have a bunch of Dwarf hammer-heads (alternate weapons from the old 60-to-a-box white plastic figures) so if I can get some Goblins with weapon-grips maybe I can add the hammer-heads myself.

Nadul-Nak                  Black        Black Flag                 Dressed in Black
('Nightfighters')

This is almost designed for Night Goblins I think, with hand-weapons or spears, it matters not.

Lajakann                     Grey         Grey Heart &            Gourgaz leader  
('The Stonehearts')                       Scimitar

I have a few small 'Goblin' shields with a heart & sword motif. Perhaps, if I can get about 30 more of them, they can be the shields for a unit of Night Goblins, who at least can have hand weapons.

Ogshashez                   Purple       Serrated Dagger        No Blunt Weapons
('The Throat-                                                                   No Pole-arms
Slitters')

I think, a unit of Orcs armed with slashing weapons. Or possibly Night Goblins again with slashing weapons, but Night Goblins are nothing like as good at fighting.

Nanenrakim                Light           Black Arrows           All armed with
('The Life-stealers')     Blue                                             short bows

As with the other bow-unit, the choice is between getting a Night Goblin unit and eventually replacing it or going for a Goblin unit from the start.

Orgadak-Taagim         Dull           Human Head            All armed with
('The Humankillers')   Red            on a pole                  Pole-arms

Well, this is a bit tricky as 'pole arms' per se aren't a viable option but two-handed axes might be. I'd settle for that as an alternative - I think this was an option for some Orcs back in the day. Otherwise, Goblins with spears might be a basis for some conversions using large blades attached to the spear-shafts.

That would get me my 9 units. Whether this actually gets anywhere as a project is a bit more difficult to tell at the moment though...

Thursday, 7 July 2016

Ruins by the Lake Part III, being the 9th report from the Tower of Zelligar campaign...

It's been a long time in the gestation this post; even  longer than it took the boys to arrange another session of their campaign. Yes, they finally ventured back into the catacombs under the ruins, in October last year.

The previous session - back in May 2015 - saw Josef the Thief sliced up by a scything blade trap. So we rolled up another character, and waited for an opportunity to introduce him.

The rest of the party made their way into the room with the trapped door, mostly by trusting their insanely high Armour Classes to keep them safe from the blade. Inside was a small Kobold guard-post. The two Dwarves speak Kobold of course, so a very shouty fight developed with a mixture of threats and psychological warfare.

After a messy bloodbath, the two surviving Kobolds surrendered. Once again the Chaotic Dwarves decided to torture the prisoners in order to get 'information' (though what they think they're going to learn, I'm not so sure), so this time, I had the Kobolds realise what was going on and take up the fight again, but to no avail. The party butchered them and searched the bodies. Some small treasure here, but the party is failing to get anywhere because they're not necessarily using their heads. They still haven't searched the Goblins properly that they encountered a few rooms ago.

Frustrated by the lack of progress they search again wherever they've already been - and hey presto, in the room where the Goblin-corpses are they find the key to the stone door they couldn't smash down.

Venturing through that door, they come into a room that seems to have been some sort of Goblin headquarters: and here was one of the few times I've seen the guys in real fear for the mayhem that might be about to break loose. Rising from the jumble of furs in the middle of the room was a figure. Not a Wraith or a Vampire or even an Ogre, no, but something that, even on its lonesome, was enough to put the frighteners on these burly lads (four of them, anyway, Josef's player hadn't managed to get his new character introduced yet). The figure that arose, sleepily burping and scratching itself, was an Orc.

OK, we're Old School, and we've all read all the monster stats a gazillion times. We know that in practical terms the difference between an Orc and a Goblin is not much. And four Goblins are certainly more troublesome than one Orc. But the players genuinely seemed nervous and tense.

The combat was brutal and swift. The PCs took the Orc apart in pretty short order, and seemed mightily relieved at how lucky they'd been when they did. I mean, really, maybe they just don't know. It seems that they think Orcs are much tougher than they actually are.

A bit of looting followed, part of which involved finding a chest containing four clay figurines in the shape of dragons. Around this time, as (former) Josef's player had been hanging around a while, and the party showed no signs of moving on, I told them that an Elf (for that is what Josef's player had rolled up, an Elf called Ronoc - he's been separated from the rest of his party) had approached them down the corridor on the other side of the room to the door they'd entered..

Bromeen's player decided that he was going to be a dick. "I attack him!" he shouted; a look of dismay passed across Ronoc's player's face. So Bromeen rolled to attack (it took Ronoc by surprise - hell it took everyone by surprise) and the result was that Ronoc took a battle-axe (or was it a longsword?) to the face. Cue, collapsing and having to make a CON roll to survive as the rest of the party tried to staunch his wounds...

Players can be massive twerps on occasion.

Deciding that they'd fortify the room and wait it out for a while led to them to start examining the clay dragons more closely. This included Bromeen taking one and smashing it into the floor. Not throwing it at the wall, mind, but taking it and pounding it into the floor without letting go.

The dragons should perhaps have given them a clue. These figurines are actually vessels for an alchemical concoction that resembles dragon-fire. Cue Bromeen bursting into flames (his hand anyway) and losing the majority of his hit-points...

That's where they left matters when they packed up to go. They may soon organise another evening as exams have finished and I've finished work on my thesis for the moment. So we will see ...

Sunday, 3 July 2016

Isle of the Fountain

I thought I'd share another of the Fortunate Isles - further to my thinking about 'Gatekeepers' recently, this isle indeed contains such an NPC.

Island 008 - the Isle of the Fountain - small isle

This low-lying isle is pleasant, wooded and quite unremarkable, except for an enchanted fountain standing at the island's highest point, in itself a hill that would be insignificant elsewhere. The fountain spills water into a pool, which overflows into a stream that flows to the sea.

The water in the stream is perfectly normal, but the water in the pool has magical properties. Imbibing it on the island (it loses any magical properties once removed from the island) will grant either of the following properties, depending on the result of a Save against spells, and the race/class of the person drinking it.

The point of drinking the water from the pool is to gain access to a specific spell. The PC must name this spell in advance. The ability to cast the spell (once per day, should the PC in question obtain it), will last d6 days.

For Elves, Magic Users and Thieves, a successful Save will allow the PC to cast a named spell from the First Level MU spell list. If the PC throws the actual number that is listed for their Save, they do not gain access to that spell but a random spell from the list. An unsuccessful Save will replicate the effect of the named spell cast against the PC.

For Dwarves, Halflings, Fighters and Clerics, the spell must be from the First Level Clerical Spells list; otherwise, everything about acquiring the spell in the paragraph above applies equally to these classes.

The fountain has a guardian. This is currently Sir Varek, also known as Varek Dragonslayer, the Red Knight of Ilan Veryon (Isle of the Fountain in the local lingo), who spends his time sharpening his sword while sitting by a red-and-gold pavilion pitched by the pool, and will challenge anyone seeking to drink to a single combat.


I hate pinterest. Google 'red armour' - this comes up. Yup, I think it looks cool. Even if his armour isn't red.

Sir Varek is still quite young, perhaps in his late 20s or early 30s, He is handsome and generally pleasant (though somewhat old-fashioned in regards to racial tolerance and sexual equality), issuing challenges in a courteous manner. He is friendly towards Dwarves, Halflings, Fighters and Clerics, but distrustful of, and a little rude to, Magic Users, Thieves and Elves, all of whom he regards as without honour. He will ask the name of his foe, and say that the name will be recorded for posterity; this is true, in his pavilion is a scroll with the names of hundreds of combatants, including, some years ago, Sir Varek the Dragonslayer, who replaced the previous guardian after defeating him in single combat.

His shield (gold with a red dragon, because he really is a Dragonslayer) and sword are perfectly normal; however, he wears the Armour of the Red Knight.

He is particularly keen to fight the strongest male PC, preferably a Fighter or Dwarf, but he'll be happy if it's martial Cleric; if his opponent is a woman, a Halfling or an Elf, he will try to decline but not too much. He isn't a coward, it's just he thinks that it's less of a challenge to fight a woman, Halfling or Elf, and will be less interested in doing so as his sense of self-worth relies on defeating strong opponents. There's no glory in defeating the weak.

However, he is generally courteous about this, especially to (male) Halflings. He will praise the bravery, resilience, resourcefulness and agility of the Halfling race, but claim his longer reach gives him too much of an advantage. He is being honest, he does admire these qualities of Halflings, but still thinks he's better in a fight. Female Dwarves will leave him in a quandary - does his respect for Dwarf-kind overcome his sense of superiority over females?

He will reluctantly fight a woman, claiming at first that it is not to be considered, but will eventually (d6 rounds +/- CHA adjustment) agree, sighing all the while. Essentially, the prettier Sir Varek thinks the PC is, the more reluctant he is to fight her.

Elves, because he thinks them dishonourable, he will not be happy to fight, but will consent to do so after some barbed comments about how he will be content if his opponent fights honourably (by which he means, without using spells).

He won't be keen to fight a Thief for similar reasons of honour, though he will reluctantly accept, and he really won't want to fight a Magic User of either sex (but then what MU would want to fight a knight in single combat anyway?).

If Sir Varek is in the position where a single successful hit will kill his opponent, he will ask them to yield rather than go on with the fight. If he reaches a point where one hit could kill him, he will ask his opponent for quarter and surrender the field, allowing his foe to drink from the pool. He will also offer to surrender his place as Gatekeeper of the fountain, as well as his armour. If an opponent has acted dishonourably, however, by using magic against him, he will fight to the death, using the powers of the Armour of the Red Knight to assist him.

If the PC is killed (unless magic has been used) Sir Varek will be melancholy - "alas! Such a brave and noble warrior died today... I offered quarter, but noble (insert name of PC) would not yield, and fought to the last. Truly, a great hero is no more" and such like.

If Sir Varek is killed, four Bugbears will emerge from the pavilion and take his body inside. They will not fight the PCs unless prevented from carrying out this duty. If the party sticks around, one of the Bugbears will later emerge and, in broken Common (or whatever other language is understood by the party), offer Sir Varek's armour to the PC who defeated him, and ask them to become the new guardian of the fountain. If the PC accepts, then they can take up this role, but they are free to decline. If this happens and the PCs return to this locale on any subsequent occasion, they will find Sir Varek alive, but forgetful of their previous presence.

BECMI stats for Sir Varek:

 Str 13*; Int 9; Wis 9; Dex 13*; Con 13*; Cha 15: 4th level Fighter: hp 24: Att 1 or Special: Dam weapon (N Sword) + STR*: Save Cl 10 (due to effect of Armour of the Red Knight): Mv 40' (120'): AL Lawful (and both charming and irritating at the same time): N Sword, Shield, Armour of the Red Knight
*stats subject to change due to effects of the Armour of the Red Knight