Tuesday, April 11, 2023

Hello To My Loyal Viewers

Hi All,

I mostly wanted to make a quick blog post to say thanks for reading. 

I know (or rather assume) that most of the people who read this blog are people who I know personally in real life (Hello friends!), and a great number of the rest of the views I assume are google bots trawling the web for search results, but based on viewing stats I have the hope that there are a few people reading this blog who aren't friends I have harangued into reading my internet ravings and aren't mindless SEO machines (although, hello to all the bots too).

So, whoever you are reading this, thanks very much for taking the time to do so. If you particularly like anything I write and would like to see more of it please leave a comment as it's nice to hear from people.

Also please enjoy this picture of a happy dinosaur I drew just for you. Yes you, the person reading this right now.

An adorable happy dinosaur playing the well known dinosaur game "Squish the Mammalian Usurpers"

 

Tuesday, April 4, 2023

Plagueis the False Dragon

Long ago, two adventurers tracked down and killed a fallen star. The wealth they gained from such a grand haul was the stuff of legends, the treasure of Popes and Emperors. The corpse of a star, besides being a source of reagents and ingredients for powerful spells, elixirs, and other arcane purposes, is composed of valuable metals and gems. Its skin is gold and silver, its bones adamant, its ichor liquid platinum... or so the legends go. All stories agree that such wealth would be more than one hundred men could spend in their lifetimes, so what would two men do with such treasure...

A Dragon in his Cave

In the hills far to the north of Beörnburg there is a hole running into the side of a rocky hillock. It is a cramped cave, large enough only for an adult human to crawl through. It is dark, and dry, and stable. As you descend deeper the cave system branches out into myriad paths, a warren of tunnels through the rock. Sometimes it passes through great caverns, sometimes the tunnels remain cramped and awkward for miles, in all cases the further along leads ever and inexorably downwards. The inhabitants and builders of this mysterious complex are found scurrying along the passageways and ratruns that suit them well, the small and scaly denizens of this underworld, the Kobolds, are constantly improving and expanding, trapping and defending their cramped halls, all driven by some unknowable will, some dark and hidden intelligence. It becomes clear that this is not so much a simple cave complex, nor even a great mine, but an underground metropolis. 

At the centre of all of this, you will find a dragon sitting on his hoard...

The cave system which Doctor Plagueis inhabits is always being delved deeper and more complex by the tribe of Kobolds that seem strangely devoted to him. Kobolds are great team workers, and dedicated tinkerers, but they lack direction and drive. Plagueis found them lost and alone, Plagueis has given them purpose, for Plagueis has a plan.

Having learned from his new subjects the lore of the ancient Dragons, and how it was once the reptilian people who once ruled the earth before the stars changed and before the coming of mammals, Plagueis became a complete convert to the Kobold's way of thinking. He knew that with a concentrated plan, a rational mind, and a great deal of effort, the great dream to wake the Dragons could be accomplished much more quickly.

To this end, the warren of tunnels is even more of a mine that most Kobold encampments. They have sunk great shafts into the earth to survey the strata for evidence of sunken Naga cities, crashed and buried star corpses, and most important of all: evidence as to the true resting place of the great Dragons.

This tunnel has... (d6)
  1. Only one entrance (Dead End)
  2. One way in, one way out
  3. One way in, two cramped passages out
  4. Has one way in, and several exits on different levels which must be climbed up/down to
  5. Is a star junction of seven paths 
  6. One way in, four hidden paths out 
It is... (2d6)

2
A deep shaft descending an almost infinite way downwards. A slim lip runs around the edge of the bottomless pit
3
An active dig site excavating something important: [1d6] 1) A seam of precious ore, 2) An ancient human tomb or settlement filled with ancient treasures, 3) A forgotten Dwarf Fortress probably suffused with ancient evil and precious devices, 4) An ancient Naga settlement replete with magic items, 5) A scattering of Fey crystals, 6) A buried Star. This room is filled with 3d20 Kobolds at work excavating
4
A spoil heap, mostly detritus from mining, but some investigation will reveal a small amount of gems and precious metals (1d6 gp)
5
A trap room halfway under construction, the trap(s) for this room are not yet functioning but there are 4d12 Kobolds working here.
6
A large (4d6) squad of Kobold mining engineers, they are currently: [1d6] 1) In the midst of constructing new tunnels, not prepared for a fight. They will down tools and fall back if adventurers are spotted. 2) On break, snacking and playing at dice. They will assume that anyone in the caves is supposed to be here and invite them to play. 3) Transporting spoil, treasure, or mining equipment from one section of the mines to another. If approached they will be suspicious but not aggressive, will form an orderly fighting retreat if challenged. 4) Engrossed in work tunneling out a new hallway downwards, distracted and focused on their task they would be easy enough to sneak past, will stand and fight if they are confronted. 5) Hiding something, they will initially defend their unearthed prize but will attempt to flee with it if the characters put up a fight. 6) In the midst of a combat drill to defend the caves against intruders. Armed with spears and crossbows they are at the highest point of readiness for combat.
7
Empty hall connecting two adjoining spaces
8
A Kobold dining hall. Large fire pit, surrounded with small personal Kobold nest alcoves. There are d20-5 Kobolds in here eating, relaxing, or sleeping.
9
A trap room, roll an additional time on the trap table below
10
A nesting hall full of egg boxes and tiny baby Kobolds. Also, 1d8 adult Kobolds tending to them. The primary goal for the adults will be to protect the babies by any means.
11
A contingent (3d6) of Kobold honor guards in rudimentary armour, and drilled to the highest calibre; armed with heavy crossbows, pavise shields, and vicious stabbing swords of a unique and novel design. 
12
The lair of Plagueis the False Dragon

The traps here are... (d8)
  1. Jangling line of bells strung across the hall, isn't a trap but will alert all Kobolds nearby
  2. A flurry of 2d10 darts shot from the wall triggered by a pressure plate under an uneven flagstone.
  3. Concealed pit with spikes
  4. Cage with an Achromite in it, falls from the roof and traps the target in cage with creature. Triggered by a concealed Kobold watching the tunnel 
  5. Rockfall (save to dodge or 2d8 damage) triggered by a tripwire across the room 
  6. Spring loaded blade (1d8) triggered by a pressure plate 
  7. Murder holes with 2d12 Crossbow armed Kobolds in wait
  8. Roll twice and combine

Plagueis the False Dragon

Strictly speaking, Plagueis is not a Dragon, although he does often sit upon a great pile of gold and gems whilst issuing directives and holding forth to his people, that's more for show (certain behaviors are expected of him by his people). He prefers to spend his time in his laboratory continuing his experiments, or supervising the excavation and construction projects throughout his domain.

Plagueis was fascinated by the small, eager, dragonfolk he encountered on his adventure to confront the fallen star. He resolved to stay with them, learn more about them, and help them in thanks for helping him. To this end he started with the only technique he knew, that of the bizarre alchemy of the Plague Doctor. Utilising the strange mystic qualities of the ichor of the star Plagueis was able to develop some truly wondrous concoctions. 

He began his experiments in attempting to increase the physical qualities of the Kobolds, making them taller, bigger, faster, more dangerous to those larger things that may attempt to harm them (read: everything). He also knew that his disguise (in the form of his beaked Doctor mask) would not last indefinitely, no matter how assiduously he continued to wear it, and that no true Kobold would ever fully trust a mammal.

Plagueis knows that his experiments on himself have rendered his form more reptilian, more acceptable as a leader and colleague of his beloved surrogate children. What he does not know, and what the Kobolds do, is that his transformation is not all of his own doing. Contrary to what the good Doctor assumed, the Kobolds always knew that he was a mammal clad in a crude Dragon-like disguise, but they saw the Dragon withing... and they believed.

With the belief of his people, Plagueis is slowly becoming a Dragon. Plagueis has been able to rationalise the scales he has grown, and the more lizardlike form (this was after all the purpose of his experiments), however he is slightly more unsettled by the Dragon-dreams that haunt his sleep more and more often. He dreams of soaring high above the land, of bringing destruction with fire and claw to the vast stone burrows of the usurping mammals, he dreams of jungles hot and wet where giant reptilian creatures rule, and he is worried that these seem less and less like dreams and more and more like memories every day. Dragons are strange creatures, not entirely of this world but not entirely apart from it. It might be less accurate to say that he is becoming a Dragon, as a vessel for Dragonness in the world. He is trying to control his dreams, and his physical transformation, with purgatives, soporifics, and calmatives; however there rests deep inside him the beating heart of a Dragon, waiting to come out.

There is also the matter of the Carnival Prince, and his rabid desire to gain the treasure which the False Dragon has in his keeping. Plagueis knows little of Priam's desire to find him, or the lust the Wildman has to possess the star heart half that Plagueis holds. Truth be told, he has reached the end of what the heart can teach him and would cheerfully give it up if asked nicely, especially to the keeping of one he yet absentmindedly considers a friend. He would even welcome in any messengers from his old adventuring companion, the fact is that no-one ever tries just visiting but always come as assassins and sneak thieves (and so invariably fall afoul of Kobold ambushes, as the cunning dragonfolk know their tunnels better than any outsider could possibly hope to learn). Plagueis did not in fact spend any of the fabulous wealth acquired, and it sits in a great pile, being yet added to by the treasures unearthed by plumbing the depths. If intruders are troublesome, but ultimately just want riches, he may give over huge amounts just to make people go away.

Plagueis' Plans

Plagueis is a man of science, reason, and compassion. An endless tinkerer with the world he was fascinated to learn of the secret history, of the moving of the planet, of the setting of the stars, and of the slumber of the Dragons. He also believes that it is right and just to wake the Dragons, and hand back control of Earth to them from the usurping mammals. It's only fair, they were here first.

Unlike the Kobolds that have worked before him, Plagueis does not believe that this can only be achieved by advancing the development of the Dragon Dreams, hoping for one to gain true sentience and awareness of its sleeping form, and to rouse itself. For one, it would take too long and Plagueis realizes that even with all his alchemical tinkering there is no way his lifespan would stretch to that. For another, heroes are always coming along and slaying Dragons (he was once such a hero after all), and the larger a Dragon gets the more likely heroes are going to come along to kill it. For a third, he knows that the simplest and most direct solution is often also that which is the most easily managed. The great beasts that dwarf mountains and slumber yet near the core of the world, the simplest way is to go fetch them. Since the Dragons will not rouse themselves, Plagueis is going to go and wake them. If the old ways will not work, if they will not come to the surface themselves, Plagueis will use the new ways and dig them out bit by bit.


Kobolds

The Kobolds of Plagueis' domains have become far more than their cousin Kobolds of other colonies. Many of them have been the recipients of Plagueis' potions, or as they call them "The Dragon's Gifts." Kobolds, of course, are well used to the idea that the presence of Dragons granting power to their chosen champions. Kobold Dragon Priests often develop miraculous powers when blessed by their Dragon, it simply makes sense that their Dragon could do so too.

What Plagueis is unaware of, is that the Kobolds under his care are very well aware that he is (or at least once was) human, but they believe that the miracles he has blessed them with are a sign that he is really a Dragon. All the signs, the Kobolds would say, are there. To be born Draconic, or to overcome your mammalian nature through great effort?

Approximately one in five Kobolds has benefited from a course of Plagueis' good natured but somewhat erratic experimental augmentation.

This Kobold has... [1d20]

  1. Iron scales (Counts as plate)
  2. Fire breath can shoot out a jet of fire for 1d8 damage and setting all affected things alight (recharge on 1 in 6)
  3. Large leathery wings that grant it the power of flight 
  4. Super-Koboldic Strength (+5 strength bonus) 
  5. Acid for blood, if a character cuts or stabs this Kobold that character must save or take 1d6 acid damage (bludgeoning weapons still fine) 
  6. Lightning Fast Reflexes, always acts at the top of initiative order and acts twice in its turn
  7. Spines, covered in large porcupine-like quills. Any attempt to grapple this Kobold will automatically deal1d8 damage to the assailant whether the attempt is successful or not.
  8. Turtle Shell, the Kobold has a great shell into which it can withdraw which nothing short of dynamite can damage (can still be hurt if its limbs are sticking out)
  9. Razor Edged Claws that deal 1d6 damage and ignore all armour bonus
  10. Chameleonic scales, allows the Kobold to camoflage itself seamlessly against any surface when remaining still.
  11. Powerful Digging Claws, count as 1d6 weapons and can burrow at speed through earth, and a slow speed through rock
  12. Psionic Powers, gains a single spell-like ability (roll randomly on spell list for appropriate) 1d6/day
  13. Poison spoors, can jet out a cloud of fungal spores that cause nearby creatures to save or fall asleep for ten minutes (more than enough time to tie them securely, or shove them down a bottomless pit)
  14. Boiling Hot Blood that shoots from their eyes! Attacks for 1d8 damage (recharge 1 in 6)
  15. Rocket spikes that shoot from its hands. Hits at +3 for 1d4 damage
  16. Bite attack that can sever an extremity on a critical hit
  17. Very loud roar. This Kobold can roar as loud as a Tyrannosaurus (assuming Jurassic Park rules), and can use this ability to cause pain and disorientation or to warn Kobolds far and wide of dangerous intruders.
  18. Ultra adorable Eyes can cast Charm Person 1/day
  19. Squid-like Ink Projectors, an ink pouch can help you escape your enemies. Does exactly what it says on the tin, can shoot ink with astounding accuracy
  20. Roll twice and combine 

Doctor Plagueis the False Dragon
HD: 5
AC: As chain (Plagueis is covered in quite a tough lizard hide)
Attacks: 2 Special Actions (see below)

Special Abilities:

Night Vision Goggles: Plagueis was given a set of these marvelous pieces of equipment when he first met the Kobolds. They are magical items of the vanished Naga civilization. With them he can see in total darkness, however they can be taken from him or possibly shattered.

Potion Brewing: Plagueis has all the mastery of brewing up weird alchemical substances that can even occasionally do what he wants them to. He has a fully equipped laboratory just off from his treasure chamber/throne room where he can brew up many batches of potions, or investigate or create many other wonders of the craft.

Special Actions:

Pointy Doctor Stick: Deals 1d6 non-lethal damage

Drink Potion: Plagueis carries with him five potions from the Plague Doctor class, the effects of which are randomly determined at point of consumption. He can alter the result on the table up or down by two.

Gimmick Bombs: Plagueis carries on his person a number of iron globes with release catches, he is too absent minded to know what he has been carrying with him at any given point, as these are randomly determined when activated: [1d8] 1) Smoke bomb, creates a large and obscuring cloud of smoke that hangs in the air for a minute before dispersing. 2) Poison gas, all who inhale a lungful (saving Plagueis who seems immune) take 1d4 points of poison damage. 3) A mixture of garlic cloves and holy water, probably deadly to Vampires, merely pungent for everyone else. 4) Sticky bomb, a great glob of glue explodes outwards affixing all in its blast radius to the floor (takes a full turn of concerted effort to get free). 5) Clockwork Servitor, unfolds in a clicking whirring snap of gears and mechanisms becoming a 1 HD Creature armour as chain and with flight, buzzes around shooting nails for 1d4 damage at enemy combatants. 6) Flashbang, blinds and deafens everyone within the same room for three rounds (Plagueis is merely deafened thanks to his goggles). 7) Sleep Gas, all in immediate area save or suffer the effects of the Sleep spell. 8) GRENADE! Acts as fireball spell.

Call Kobolds: As long as Plagueis is anywhere within his cave system, the Kobolds will be at his beck and call. At any point he can call for help and 2d10 Kobolds will be with him within three rounds

Dracopotheosis: Unbeknownst to him, Plagueis is gradually becoming a Dragon, and stress or desperation may give just the boost to get there. If Plagueis is brought to zero hitpoints, (or if he gets driven to some great level of stress outside of combat) there is a one in six chance that he will suddenly transform into a 5HD Dragon.

Dr Viz by Vocitare


Plagueis Adventure Hooks
  • There's tell of a Dragon that lives upon a mountain of gold up in the hills North of Beörnburg, but no-one has seen it flying about. Perhaps it is dead or asleep, and its horde there for the taking
  • Rumours say that the Dragon Plagueis is just a myth, a story that a rich old kook tells to keep people away from his vast fortune. Maybe it's time to pay this old timer a visit
  • The Carnival Prince of Zirkusburg has laid a great bounty for the return of his dear companion Plagueis... dead or alive
  • The surrounding villages and hillforts are plagued by Kobold raids, carrying off food, livestock, and mining equipment for some reason. (The colony is growing very large and they must forage further and further afield).
  • It's said that deep in the hills, guarded by a Dragon, is the heart of a star. Something that valuable would be worth any risk...

Wednesday, March 29, 2023

I hate Spell Lists

Ok, maybe that's too much. I have, as a player, loved looking through spell lists to find the weird and wonderful things that I can do. However, in attempting to write a super simple dungeoncrawl style game I have run into the problem of spells. It suddenly balloons the rule document, and makes it look large and intimidating. I already think five pages of rules is too many, so adding a detailed spell list is beyond the pale. 

So, here is my idea for a magic system that works with my simple rules and the two magic classes I have: Wizards and Bards.

WIZARD MAGIC

Wizard magic is about manipulating the fabric of nature, reshaping thigs at a fundamental level. Of course many wizards say that they are merely speaking to the elements in the language that they understand, but they are probably just trying to make it seem like they have better interpersonal skills than they really do.

At every level you pick a new element to cast spells over. To cast a spell you roll a twenty sided dice and as many six sided dice as you are putting magic points into it, plus your intelligence bonus, plus your level. The number to hit is up to the GM, and dependent on the rules system you are using. In my system a first level wizard using one die and having no smarts at all would average about 15, and the highest possible number a maximum level and big brained character could get would be 95. 

Every element has a thing it wants to do: water wants to flow, fire wants to burn fuel, and rocks want to fall towards earth's core. Anything you want to command an element to do becomes harder to achieve the further away it gets from an element's nature. So, starting a fire going with dry tinder, wood, and a spark from flint and steel requires no magic as really, anyone who knows how to make fire can do it. Diverting water to flow uphill would be more difficult, but possible with the right engineering or a bit of a magical boost. Causing a rock to levitate is right against its nature, and so would require a massive amount of magic... however it would require less magic to ask the winds to lift a rock for you (still a lot, as powerful winds generally don't come from nowhere localized entirely around one rock.

Unrelated note: How Great Is Heroquest

Elemental Effects

1. Natural, but convenient. A fire grows rapidly 

2. Unlikely, but still within the realms of possibility. An unstable hillside collaspses just when needed, and a bouncing rock sails away conveniently striking your foe.

3. Improbable! A once in a lifetime fluke. A small whirlwind appears from nowhere powerful enough to floor a single target then vanishes.

4. Impossible. A fire starts underwater.

5. Allegorical. An aspect of the element is infused into something else, and you can begin to levitate as the wind, or your skin becomes stone, or any other number of improbable things.

If what you are trying to do is cause damage it's an easier metric. A higher number hits harder. Increase dice type and number with the difficulty.


Distances

Distance also factors into things, the further away you want to affect, the more power you will have to push into the thing.

1. Touch: Yourself or right next to you. Magic's like electricity in that regard and it is easier to move it with a conducting connection

2. Near: In the room with you, or as far as you could throw a rock

3. Far: Within the same level of the dungeon, or if outside as far a distance as you could yell and still be understood. Maybe as far as a trebuchet could hurl a stone

4. Wherever You Are: Does what it says on the tin, inside a dungeon can affect anything within the complex. As far as you could see outside. Requires precise knowledge of the target, so somewhere you have been and know is easy to teleport to but launching a fireball anywhere on the planet might require "scry and die" tactics. This might be a bit more of a exponential increase in required power based on what sort of thing you're trying to do over a great distance.

Types of Element

So there are prescribed element types which you can hold mastery over, with some restrictions on the complexity of what you can manage.

Basic Elements: Earth, Air, Fire, Water classical elements can be learned in any order

Advanced Elements need two other elements to be known already: Ice (Water, Earth), Metal (Earth, Fire), Sound (Air, Water), Lightning (Fire, Air)

Final Elements only can be learned when all other elements are mastered: Gravity (Earth, Air) Light (Fire, Water) 


Scrolls, Books, and other Magic Spells

So, part of the fun of being a Wizard is to be able to find magic spells, look around in old tomes and find a thing to do. Now, I like these. It is pretty cool, and it's on to the aspects about Spell Lists I actually do like. So my answer is: don't list them. If you have a spell in your spell book it takes a certain number of dice (aka spell level) to cast. You load a spell up in the morning and go. This way if you want to use spells from some standard spell list for another game you just have to determine how powerful it is. Since these are ritualized and formalized and always do pretty much the same thing, they're more energy efficient (in a magical way), and so knowing the spell "fireball" is always going to cost less magical energy than creating the same effect but with mastery over the element (ie: Wait, you know how to create water by summoning it from an elemental plane? That's so much easier than individually combining ambient hydrogen and oxygen!).


As far as conflicting spell flavour to elemental mastery goes I think it's more fun (and easier) not to worry about it. You don't need to say "You can't cast breathe water! You only have earth and fire as elements you know!" It's easier to think of the elemental mastery as being fluent in the language of that element, whereas a spell is wrote learning a single phrase in a language you have otherwise now clue about. Allons y! Je ne parle pas Français!


BARD MAGIC

Bard magic is more about secret knowledge and techniques. It's about rumours, and knacks, and secrets picked up on travel. It's why part of the Bard's magic is healing (as many healing points as level plus charm bonus every day). In addition to this, Bards have one point of magic per level every day to spend on their more weird and wonderful things, although each magic point can be converted into their charm bonus in healing points at a pinch.

There are two broad effects of Bard magic: Talking and Enchanting. Every time you take a level, including at first level, you get to learn a new knack of Talking or Enchanting. If you know how to talk to something it confers no further benefit other than understanding it; it doesn't make the creature your friend, or even make it interested in talking to you, or guarantee that it has anything interesting to say (most non sentient animals aren't interested in much beyond food, mating, and avoiding being eaten) however it is a first step. 

If you can talk to a type of creature, you can track and heal them too. Healing points are spent as normal from your pool, although tracking takes a magic point, and you must roll a twenty sided dice, plus your charm bonus, plus a six sided dice for every magic point spent on tracking. 

Once you know how to talk to an order of creatures you will be able to learn how to enchant them, so to learn to enchant beasts you would need to be at level 2. It takes a magic point to cast an enchantment on a creature, and it can take two forms. The first is that the creature is immediately friendly towards you. This isn't mind control and will end if you ask the creature to do something really stupid ("Jump into the fire", "Stand perfectly still while these guys hit you with swords") but will be willing to do favours for you within reason. This enchantment will last for a few minutes if the creature has reason to dislike you (a hungry tiger might remember that it wants to eat you, or an enemy guard might remember that you are a hated outsider), but otherwise the impression will continue indefinitely if you continue to act in a cordial way to the creature (ie if you don't take advantage, you just made a new friend by magic/being charming). To enchant a creature in this fashion roll bard level and charm modifier, plus a six sided dice for every magic point spent on enchanting them, things which are aggressive, or even actively attacking you will be more resistant (although things that are scared of you may be less so).

You can also use your skill of enchantment to add a six sided dice to their roll to attack or attempt a skill. This simply requires the Bard to declare it and can be done after the roll is made (this could represent the Bard remembering a neat little trick they once learned and yelling the advice, or even performing a full NFL style cheer routine to inspire them to greater heights). However, if this is attempted in combat it will also rob the bard of their next action as they spend it concentrating on the enchantment instead.

All Bards automatically already know Talking and Enchanting of humans at first level.


What can you talk to?

The basic set of talk-toable things can be learned in any order. A slight caveat in that some things cannot communicate, as they do not communicate within their own kind. So you cannot communicate with an amoeba (even if you could see it) but you can talk with a whole mess of bees or ants. Trees and plants are the exception, as it is just cool to talk to plants. All of the examples listed here are mundane type animals.

1 Beasts (Bears, Cats, Dogs, Horses, things that walk around on land)

2 Birds (Eagles, Chickens, Ducks, Bats, Dinosaurs, things that go in the sky or in the water)

3 Bushes (Plants, trees, large banks of seaweed)

This, but like...good

Advanced Talking Skills

In order to learn to talk to other orders of creature, you must first master all the arts of enchanting the other forms of life. So the earliest one could learn to talk to Bugbears would be at level seven.

4 Bugbears 

This doesn't mean just this kind of bugbear (I just wanted to stick with the "B" theme I had going) it means anything which is a magical or fantastical monster, but which is essentially a physical thing. This means manticores, chimerae, krakens, giant ants, all sorts of things within the realm of the physically monstrous.

5 Boogums 

Precautions recommended

Boogums are outsider things: angels, demons, elder gods, spirits, ghosts, undead, and anything far too powerful to otherwise be enchanted. Talking to Boogums can only be learned after learning to enchant Bugbears.

Tuesday, March 14, 2023

It's not who gets there first, it's who gets back alive...

"As every student of exploration knows, the prize goes not to the explorer who first sets foot upon the virgin soil but to the one who gets that foot home first. If it is still attached to his leg, this is a bonus."
-Terry Pratchett, Jingo

If you go through the history of Dungeons and Dragons to some of the earliest game design, you can see that the incentive was not only to go into the depths of underground catacombs, but to get all that sweet loot out again. This is the point of calculating coin weights, the existence of Tenser's Floating Disc, and the DM dick move of making all the Dragon's hoard in Copper Pieces; the gold doesn't matter if you can't get it back to somewhere you can spend it. It also requires you to find a large enough economy in which you can convert your treasures into more usable coin. You can't just get to the local one horse, three pig, nowheresville and expect the local tavern owner to have enough money to give market value for the emerald encrusted idol of the elephant god (although it could make a very nice addition to the common room, maybe bring in some of that noble trade... something to think about). 

"You only get XP for the gold you get back to town" is a pretty standard practice, and I don't think I am breaking any new ground in suggesting it. However, I am suggesting one step further; killing the Beast of Gévaudan doesn't matter if no-one ever hears that it was you that did it.

You only get XP for monsters you have defeated if you get to tell the tale. This is distinct from getting to a town with gold (although you can certainly roll them both into one), but even if you get to a lone trading post, out of the way inn, or meet a travelling singer on the road as long as you get the stories of your adventures told that is when you get the XP.

It requires a little extra bookeeping, but a little that can easily be handed off to the players! After all, it is they who are telling the story. If they keep a tally of all the things they have killed, all the monsters defeated, and have to retell the stories of (or at least relist) the adversaries they fought to the audience they are telling the tale to then you can be sure they will be doing this for XP.

If you use this format as the only way to get XP, you can probably use the standard formula for the system. However, if you are using it as a sort of bonus (ie: in conjunction with rules that allow a bonus for gold brought back to town such as carousing/philanthropy) then you can probably stand to modify the calculus somewhat. Only one XP dip for each type of enemy per story (unless there's a particularly cool kill, or story about tricking or otherwise defeating them), and maybe an exponential increase in XP based on hit dice (incentivizing hunting the biggest monsters for the best stories). 


Alternative XP mechanic: XP as Class

This is a mechanic to incentivize particular behavior for particular classes. A rogue wants to steal gold and treasures, a fighter wants to fight the strongest opponents, and a wizard wants weird magical crap.

So, in this XP is as normal, however bonus XP depends on class (figured as Fighter, Thief and Wizard). The fighter gets bonus XP for every creature fought and successfully bragged about. This incentivizes the fighter to fight things and to throw their lives away in death or glory charges. Alternatively, if using the unique creature limit and exponential hit dice increase, it makes fighters into dragon hunters wanting to find the biggest coolest nastiest thing to kill. You of course need to find an audience for this, so you need to find somewhere with a tavern, and preferably a bard to whip your story up into something really cool. 

You only get the bonus for treasure brought back to town if you are a thief. You have to fence the treasures through the local mob syndicate or thieves guild or what have you, so you need to find a town which can support such an economy. It also means you want to hoard and transport wealth, every single copper is a bonus bit of kudos with your fellows. Probably best that the fenced loot can be converted into goods and services as well (it's not the miser class after all), but it does mean you don't want to waste money throwing it away on tacky shows of ostentation in the boonies.

So where does this leave our poor Wizard, sitting out in the cold with no bonus XP to warm them? Well, there are a couple of possibilities: firstly, you could leave around Wizard Rare Candies that immediately grant a level (such as the Treasures in Lair of the Lamb), or determine that Wizards get the gold value XP of any magical items found lying around. However, both of these depend a little too much on GM fiat, tend to seesaw more extremely than the above two, and don't require the loot be taken anywhere. 

An alternative is: no cost for spell scribing. You just need to get a spellbook or scroll to a scriptorium, or lab, or other reasonable studio and you have that spell! It means that Wizards will be even more eager to seek out spellbooks and scrolls, and happy to trawl around the lairs of evil liches looking for somewhere with a bench and some writing implements. If you have a standard medieval fantasy world, you can make the places where you can set up to write even more idiosyncratic than the locations for fighters and thieves! This also levels out the XP progression for Wizards against thieves and fighters, if they are getting bonus stuff more often, but bonus XP less.

You could expand this to other classes based on what you think they should be incentivized to do. Clerics getting XP for conversion and healing for example, but only when they return to a temple of their god. Mixed classes getting half the bonus for a mix of tasks such as Bards getting half the rogue XP for treasure back in town, and half fighter XP for monster hunting stories spread.

XP as Class: Hard Mode

Bascially, as above, but it is the only way to get any XP is for the actions of your class. It might be an idea to nix the "take it somewhere" element of the above. It also makes characters much more in competition and uneasy allegiance, so it may not work too well. However, it does lead to definite character incentives linked to their archetypes.

However, this in conjunction with the Wizard's spell copying means that Wizards would not get any XP. Which, in this instance: Wizards do not level. Instead, they can always cast all of the spells they know, all the time. As soon as you find a new spell, it's yours and you know it. It makes Wizards glass cannons even more so, as they never move beyond the "get one-shotted by a goblin" stage. If you need to limit this, you could say that every spell gets a "once per day" fire and forget, or you could say that Wizards level up by number of spells known. However, this would really drive the magic users to be looking out for sites of ancient mystery and forgotten lore.

Anyway, that's my alternate XP system. Mybe there's something useful in there, let me know if you think you could use any ideas from it.

Monday, March 6, 2023

When you hit zero

So, I recently wrote up a very simple system in order to introduce people to roleplaying, specifically to the OSR style. Now, I'm still refining the rules, as I think they are still too bloated (they run to five pages! Five!!) but to that end I'm putting some rules up here as I think of them so that I can copy them into the master document later. To that end, here's my rules about death and dismemberment (I may make a bigger table later, but for now this is it).

When You Hit Zero

No-one likes to get one-shotted, even at first level, so here are the rules that mean you don't die immediately in combat. 

As is traditional...

When you hit zero you pass out and begin to bleed out. Three rounds later you have succumbed to your wounds, but within this time a friend can spend an action to save you. You do not regain consciousness until after the fight has ended (if there is a fight), or until you regain HP from healing. Either way, if you have fallen below zero you must roll on the table below.

1

Come on, you’re fine. I barely touched you, just walk it off you faker.

2-3

You suffer no ongoing problems, but you get a cool scar to carry with you for the rest of your life (choose as appropriate to the injury)

4-5

Your injuries will need time to heal. You take four or five points (depending on roll) from any of your stats which will heal at a rate of one per day, or after one day of convalescence with healers (ie go to a Hospital), and you will carry scars from this encounter.

6-7

Your injuries are severe enough to require a great deal of recuperation. You take six or seven points (depending on roll) from any of your stats will heal at a rate of one per day, or after one day of convalescence with healers (ie go to a Hospital), and you will carry scars from this encounter. In addition to this, you lose your class bonus to all actions until you have taken a day’s rest.

8

The savage nature of your injuries has debilitated you permanently. You lose two points of either strength or dexterity and have an “old war wound” that aches in bad weather.

9

You have taken extreme damage to the brink of death. You permanently lose four points from either strength or dexterity, or loose a limb (with concomitant effects). The scars you carry from this injury are noticeable for all, and cause people to often ask the story behind them.

10

You have suffered from a debilitating injury from which there is no return. You can move under your own power, but your strength, dexterity, and health points have fallen to 1. You could continue to live a regular life, but your adventuring days are over.


There are two exceptions to these rules: 

If you get damaged to -10 HP (by being hit by a big explosion or something), you do get one-shotted. Don't poke the dragon. 

Also Barbarians, as they get a powerup when they hit zero HP but die immediately at -10. A Barbarian does "roll" on the wounds table every time they drop below zero, but always get the result of "cool scars".

Saturday, March 4, 2023

Time

It is always important to know the calendar, not only is timekeeping important, but there are festivals to observe and cultural connotations to the different months. As is only right and sensible, the year is divided up into ten months, which are as follows:


The Ten Months

March
The beginning of the year, the start of the campaigning season and sacred to Mars the God of War. 
Contains the unspeakable Ides. A month for war, sacrifice, and the slaughter. An auspicious month for great undertakings, the beginning of epic works, or to try and murder a god. Under the laws of heraldry this is the only acceptable month to declare war, and ongoing conflicts are often marked with the traditional rites of throwing a javelin into enemy territory (or more often a symbolic representation thereof).

The Zodiac of this month is Pisces

Aphril
The flowering month, sacred to Venus. A month of growth and new birth, also one of vengeance and the rites of combat. An auspicious moth for dueling (especially for love), marriages, and general affairs of the heart. It is also traditionally the month for ewes to lamb (however sheep do not care overmuch for tradition). The rite of flowers is often performed in this month.

The Zodiac of this month is Aries

Maia
Sacred to Bona Dea and an auspicious month to give birth. A snow white bull and a coal black bull are both slaughtered on the steps of the Capitoline Temple in Old Rhomarth and the organs inspected by the haruspices.* Newborn children are brought up to be anointed with the viscera to bring them fortune and guidance in their lives.

The Zodiac of this month is Taurus

June
Sacred to Juno, Queen of the Gods. Time of the Summer Solstice, the sun is high, the days are long, the trees are fruiting. Although this is a time of much agricultural work, in the cities it is often a time of revelry and masques. In the cities of Vincenzia and Saint Basil's Folly this month holds the nights of a thousand faces. A full week of festivals where all citizens wear elaborate masks that cover their identities at all times. The Great Masque is held at the end of the month, when all these vizards are removed at midnight. This festival forms the basis of many plays both farcical and tragic. If one wished to visit Zirkusburg at this time, it might be almost deserted.

The Zodiac of this month is Gemini

July
Sacred to the divine Julius. This month is auspicious for coronations to occur, and traditionally regnal years begin and end in this month. The festival of the Divine Julius is celebrated across many different lands, where it is traditional to drink wine, read poetry, and make promises and resolutions to be fulfilled before the next festival. It is also a time to deliver secret love notes and romantic gifts.

The Zodiac of this month is Leo

August
Sacred to the divine Augustus. This month is of great importance to the legal fraternity, a good time for new laws to be passed, for legal practitioners to become qualified, and for magistrates to take their offices. Most major polities still celebrate the festival of the divine Augustus as a rite of civic pride and an opportunity to retell the history of the city. Generally a dull affair interesting only to historians and self important civic officials.

The Zodiac of this month is Cancer

Tiber
Sacred to father Tiber and to the divine Tiberius. The great festival of the grain harvest falls in this month, a feast to celebrate the hard work done in the fields. Much beer is drunk and celebratory loaves are baked and eaten. Apples are dried, and vegetables are pickled often with accompanying fairs delivering prizes. This is also the time to pray for protection against floods, and for dykes, dams, levees, and other waterworks to be inspected and repaired.

The Zodiac of this month is Libra

Geist
The haunted month, the setting in of winter. The festival of ghosts and demons is held in this month to protect against their influences throughout the year. This is a time when the dead come forth from their graves, when the influence of witches is most potent, and when the powers of the supernatural are at their most puissant. It is a good time to attempt to commune with the dead, or to have a curse tablet made against your enemies. It is said in Old Rhomarth there is still yet a shadow cult that holds rites to the shade of the long forgotten Emperor for whom the month is named.

The Zodiac of this month is Virgo

Claudio
Sacred to the divine Claudius. A month of judgement and an auspicious time to have a legal case heard. The month begins with All Saint's Day and the cannon law courts hear the largest and most important cases in this month (before closing until the following year). This is an auspicious month to slaughter a hog, and a good time to cure bacon. In the northern parts of the Holy Empire the festival of Hogswatch takes place with a great feast of pork, ham, sausage, bacon, and bloodmeal.

The Zodiac of this month is Scorpio

Nero
The dead month, a time of burning and of the winter solstice and the end of the year. Sacred to the divine Nero. The major celebrations take decidedly different qualities. The rite of fires (seen as burning the poor fortune and sins of the past year) is in equal parts sombre and savage, great fires are lit and the graves of ancestors are visited; this happens on the date of the winter solstice. A week later comes Saurnalia and the Lord of Misrule; a chaotic celebration lasting anywhere between a day and two weeks (depending on social standing). Drunken debauchery, communal singing, and large scale pranks are regular occurrences.  Gift giving amongst families, especially to children, is common.

The Zodiac of this month is Sagittarius

Intercalary Months

There are also two months that do not belong to the year, but are still observed. Superstition holds that children born in these months are likely to be werewolves, be stolen by the fair folk, or harbour a desire to overthrow the state.

January
Sacred to Ianus the two faced God of Borders of endings and beginnings. The festivals of Ianus are necessary to separate one year from the next. Contracts are often signed and sealed this month, and plans and businesses agreed upon. The boundary stones are counted and measured in this month, as well as many polities taking a census of their citizens. Frost fairs and markets are held upon frozen rivers, and due to being not upon the land are by tradition are free of taxes and duties.

The Zodiac of this month is Capricorn

February
A time of festivals, the festival of Februum necessary to begin the new year in the coming month of March. Also contains the festivals of Lupercalia, Quirinalia, Feralia, Caristia, and Terminalia. Traditionally a month with little to no work and much rejoicing. This is an auspicious month to found a city, and the birth dates of cities are traditionally counted in this month.

The Zodiac of this month is Aquarius

*The continuation of this and other ancient pagan traditions is brought up in support of the removal of the Papacy from Rhomarth to Stonechurch. The ancient priesthoods and colleges of soothsayers are very much alive, although often sheltered by the aegis a cult of one Saint or other.

Saturday, October 29, 2022

The Book That Is The World

So, one day my players were investigating an abandoned village. They looked through every room and wardrobe and asked what they found there. It was a few coins here and there, but mostly personal effects (to give the impression they just suddenly vanished). A locket, some amateur paintings of birds, a flower pressed between the pages of a book, a...

Player: What's the book?

Me: Oh, uh, it's a popular romance novel

Player: Cool! I want to read it, what does it say?

Me: Uh... Just then you hear a banging coming from the room down the hall! No time to read now, time to fight a rocktopus!

However, the player who kept the book kept coming back to wanting to read the story. So I had no choice but to pull something out of nowhere, and had to make it up as I went along. I incidentally found out that this was a great way to give a potted lore dump of the rest of my world (in case the players felt like going off anywhere else), and I have subsequently reused the book in other campaigns (but this time being prepared with the plot I half remember), as players always seem to want to know the story of the book they found. Plus, it is a nice "unreliable narrator" where anything could be going on, but an idea of how someone saw each of these places gives a tone.

Regula Sancti Benedicti, Bodleian Libraries, University of Oxford


The Romance of Rhomarra

Two households, both alike in dignity, in fair Old Rhomarth where we set our scene ancient grudge breaks to new mutiny and civil blood makes civil hands unclean. From forth the fatal loins of these two foes, a pair of star-crossed lovers take their life. [Look, I am a Shakespearean actor in real life, and the prologue is really easy to remember]. Iullus and Rhomarra, scions of the two warring factions of Old Rhomarth, first see each other from balconies overlooking the great river that runs through the ancient city. For many nights Iullus would brave the treacherous waters of the flood to visit Rhomarra by moonlight. 

Much of the first part of the book is split between the romance of the lovers, and a sort of paean to Rhomarth as a city and neglected jewel of the world. Once the seat of Empire and the Church, now abandoned in a futile rush towards novelty; these chapters have a lot of recriminating invective about the move of the Papacy from Rhomarth to Stonechurch. The war in the streets between the families grows to fever pitch, and when the lovers realise they will never be able to be together they stage an elaborate plan involving sleeping draughts and suicide. 
 
Fleeing Rhomarth in the wake of their feigned death they move to Fiammecitta; a city on a volcano famed for its glass and metalworking. The strange thing is that the city is ruled by a dog, and many silly interludes are concluded in which the couple realise that the foolish citizens will never realise the folly of making a dog their lord. This is probably a joke on "Doge" (the ruler's title in that city), the constant infighting of factions, the curious obsession with hound racing and dog fighting, and a general jibe at the inhabitants of the city being more credulous than their sophisticated neighbors to the south. After this they continue their journey north, with the idea to see the world. They cross the Teeth of Alphetus, it seems a very ham handed segue as there is a famous Dragon Road that passes by Vincenzia, however the author's grandmother was from a village in a Helvetican canton called "Han's Holdfast" and that is included as a matter of familial pride. This is also an excuse to work in mountain adventure stories of hardship and fortitude. 
 
The couple end up in Vasserbec, the Capital of the Holy Empire, where they impress the Imperator so with their wit in a riddling contest (which was the style at the time) that they are made a favourites of the Imperial court. Whilst Iullus is intoxicated by luxury, Rhomarra  discovers that there is a family that resents the couples' swift advancement, the Estrellens. The Imperial Court is represented as a nest of vipers, full of complex plots and schemes far removed from the honour and gentility of old. When an attempt is made upon the lives, despite foiling the plot and having the Imperator bring the perpetrators to justice, the couple decide to flee to the west. 
 
They pass through Mittenburg where all people are obsessed with building a clockwork ruler, since none of the local nobility are held to be worthy of the honour. The whole thing seems to be a further criticism against novelty, but implies that the city is indeed one of Clockpunk futurism. They continue on to the court of the King of Frankia; a large Kingdom of fruitful lands, full of noble Knights and Paladins. Iullus becomes a Paladin of the court of the King due to his shining nobility and courtly manners. The Paladins are heroes of incorruptible virtue, however there is a strong thread of satire running though this section and the paladins often seem credulous and foolish (although never corrupt or evil, simply naïve). This section of the novel digresses into more unconnected short stories of courtly knights and ladies, the slaying of Orges and jousting of wicked knights for the honour of ladies of the court.
 
There is one notable asides here where Iullus and Rhomarra journey to the northern isles of Loegria and Eire. Loegria being embroiled in a civil war for the Crown between great houses all of equal moral turpitude. This seems to be a comment on the character of Loegrian peoples, as well as a chance to throw the upright virtue of the Frankian Paladins into stark relief, as many of the despicable Loegrian nobles are both sharp and pragmatic. Eire, by contrast, being the island nation on the edge of the world is almost half there. A world of the fantastic populated by beings of myth and a primeval magic that has long ago faded from the rest of the world. Rhomarra and Iullus are even feasted in the Fey court, and it seems they may be taken away to fairy land, only to trick their way out at the last minute.
 
Back in the court of Frankia Rhomarra befriends a princess of the lands of Al Andalus and the couple is tasked with escorting her home. Al Andalus forms yet another shift in style of the narrative, and there is more of a focus on romanticism about freedom. It is a wild and lawless place of large arid plains under a hot sun. Independent towns far from centres of power, a great open frontier yet to be tamed, and a place for heroes to stand tall. After saving such a village from a villainous black clad bandit chief, and being awarded the rank of shire reeves in the town, the couple decide to relocate to the frontier. 
 
Upon traveling to one of the port cities of Al Andalus, which is connected to the great trade lanes of the Mare Nostrum, they become curious about the distant Golden Empire, and follow a ship to visit the palace of the Empress. It is an Ancient state, wealthy, decadent, and now in decline. At this point in their adventures Iullus and Rhomarra are renowned as noble adventurers due to their powerful friends and wide ranging travels, and are welcomed into the Imperial circles. Much is made of the Byzantine nature of the Golden Empire, and how mired in the past it is, making a stark contrast to the criticism of novelty which marked the first chapters. Rhomarra is appointed ambassador to the Imperial court, due to her experience there, but as the two set off their ship is attacked by pirates, and although they fight them off they find themselves driven ashore in the lands of Strygia. These are provinces in the East of the Holy Empire, a great shadow lours over the land, full of haunted forests, forbidding ruined keeps, ghouls, ghosts, vampires and werewolves. The tale takes a darker and more gothic tone, focusing on the elements of horror that the couple must face. Each adventure seems to sap their resources further, and a sort of terrible spiral ensues that ends with the couple certain to die chased down by a great pack of werewolves, until a great thundering is heard: the winged hussars! 
 
The couple find themselves in the Far Kingdom. The bulwark against the East and the people of the steppe a place of nobility and valour, famous for the winged hussars into whose ranks Iullus is inducted due to his innate nobility (there is a long passage where the Hussars discuss Iullus' appearance in not always flattering terms, but always concluding that such physical features are the stamp of noble families of the region). The couple eventually venture further north to the Duchy of Kievan Rus, Home of the Lord of Winter. They are honoured guests, but the new wife of the Lord of Winter is a member of the Estrellen family who have neither forgotten nor forgiven the upstart couple. In a rather dramatic turn, the Lady of Winter has Rhomarra poisoned. The crime is discovered and many catspaws punished, the Lady of Winter is never connected to the crime being outwardly mournful and caring (only whispering a taunting confession in Rhomarra's ear).
 
In an attempt to save her life Iullus takes Rhomarra through Mesopotamia, to Meggido: The Holy Land in the hopes that they might find a cure for her fatal poisoning. It is a place of miracles and mystery, and this section of the book seems more like a travel guide. Many famous places, sights, attractions, and buildings are described in detail, but very little happens of plot significance. Rhomarra continues to fade and on a bright sunny morning, looking out of the window, says that she wished she could see the streets of Rhomarth one last time. She dies as the sun rises.

Iullus is devastated, bereft of all hope. However he hears that in the land of Ægyptus, the Ancient land of lost Empire, within the Black Pyramid of the Lich King there lies a terrible dread machine that it is said can defeat death itself. Iullus struggles though many travails, bringing the corpse of his love with him, and fights his way into the depths of the terrible structure to find the forbidden machine. When he comes at last to its dark altar, he discovers that he can revive Rhomarra to life, but only at the cost of his own. Faced with the choice of sacrificing himself that she might live alone, living his life forever without his love, or joining her in death, he looks across the Nile as the sun rises, and makes his choice...
 

The ending was deliberately ambiguous, and my original group argued about what the decision of Iullus might be and what was the right choice for a good forty minutes. 
 
I think, now that I have much of the information consolidated in one place (partly I've written it down here as I thought it was a nice little trick, but mostly to remind myself of a lot of the names that I had for places), I would in future split the narrative up into separate parts. Occasionally sprinkling volumes throughout the world, and having NPC characters be fans of the work allowing player knowledge of the books be a way to get closer with NPCs and make them more receptive and friendly. Hopefully get them into the headspace of collecting them all. Every new town, village, and hamlet inspected for a bookstore. Every dungeon bookcase ransacked in order to find the elusive missing volumes of this story.

Or maybe they wouldn't bother, who knows!