Showing posts with label tinkering. Show all posts
Showing posts with label tinkering. Show all posts

Wednesday, 23 January 2013

Skinning the Dead for Fun and Profit

Regular readers will know that I consider Classic D&D's Treasure Types to be a horrible, irredeemable mess that should have died a final death around 1989. So it should come as no surprise to hear I've been tinkering with treasure generation yet again.

Semi-related to which, here's a half-formed thought occasioned by the monster Yield mechanic of Hackmaster 4E and by the Egg Hunter campaign concept from Noism's epic Let's Read the Monstrous Compendium.*

Skin/gut/nest-rob a treasureless beastie: a party can garner 10 x lvl^2 gp per turn of gutting, up to a maximum gp value = its XP.

The form this treasure value takes is dependent upon the creature type (hide/fur, feathers/scales, organs/secretions, eggs/young, etc.), but usually has to be hauled back to town and converted to hard cash at a market.

Bigger, more dangerous creatures are worth more to interested purchasers (fur traders, tanners, haberdashers, corset-makers, wizards and what-not), but take longer to render down into sweet convertible value.

Why a value per turn? Coz more experienced adventurers are more practised in skinning and jointing beasties purely as a function of their experience as scavenging murderhobos. Pay a time penalty: derive extra loot.

And that is how you get value out of whales, beavers, owlbears, and similar loot-less beasties. 

*Ka-ching!*


* On the subject of Let's Reads. Yes, LRM will be returning. I intend to finish it if it drives me mad.

Pic Source: wikimedia commons.

Sunday, 4 March 2012

FF-only WM tables

Half-formed thunks on dungeon stocking using /only/ the curate's egg that is the Fiend Folio. This meme was cool when Jeff Rients (the instigator), Zak S , Fr Dave and Joshua of RB were doing it. I expect my input will kill it deader than disco.

Edit 6th Mar 2012: Jeff Rients, the Grand Wizard of Gonzo, hath compiled a link collection of FF fanlove. So much goodness!

TL;DR: What I've found in the course of my nosings:
  • If you're using MM+FF, you're 30-40% likely to be rolling Fiend Folio monsters at L1-4.
  • L5+ Fiend Folio monsters are poorly represented in MM+FF, with only a 16% chance of appearing at best. This drops to only 7% for L8.
  • NPC parties turn up from 5-12% of the time, with seemingly no rhyme or reason as to frequency by level.
  • Dragons turn up 2% of the time on L4-8, 3% of the time on L9, and 9% of the time on L10. Li Lung (earth dragon) only until L7.



Note on the Tables

The freq # on the tables below is derived from the percentage chance of encountering that creature on the MM+FF WM tables in the back of the Fiend Folio. I've taken it as a direct indicator of relative scarcity in FF-only world. Why? Because the orthodox "common/uncommon/rare/very rare" frequencies in the AD&D monster listings are just so tediously sensible. Needs more gonzo.

The #number at the bottom of each table tots up the numbers in the freq# column. It might be useful in making short and sweet FF-only random encounter tables, like, I dunno, these ones: FF only WM tables.pdf

Dungeon Level I
freq #Creature# enc
1Al-mi'raj1-4
2Bullywug3-18
2Carbuncle1
2Dire Corby2-5
3Gibberling6-17
4Jermlaine6-20
2Mite3-18
1Norker2-8
2Ogrillon1-4
4Snayd1-8
7Tween1
1Xvart6-15
#31

  • L1 has little variety; just a bunch of runty humanoids and a couple of beasties with odd forehead adornments. It's like all the least imaginative parts of Star Trek as a dungeon level. :(
  • Gibberling, Jermlaine and Snayd comprise ~30% of all L1 encounters. But then they are "kobold, goblin, orc" by other names...
  • Notable exception: the luck-tweaking Tween. This weirdy is by far the commonest single monster type on L1: ~22% of encounters! Ask your DM how multiple Tween luck manipulation powers interact... (throw things at him if he bottle it and claims they cancel out)

Level II
freq #Creature# enc
2Assassin Bug2
2Coffer Corpse1
2Crabman2-8
2Flind2-8
3Flump2-8
1Galltrit1-4
2Goldbug1-12
4Gorbel1-8
4Grimlock2-12
1Gryph1-6
2Ice Troll1-6
1Nilbog1-6
3Poltergeist1-8
2Quaggoth4-10
3Skulk1-8
4Volt1-8
2Vortex1-8
#40

  • Fiend Folio VTEC kicks in yo! on L2. Flumps, Gorbels, Nilbogs and Vortices all bring their own brand of crazy to the dungeon. Also, gnollchucks.
  • Gorbels, Grimlocks and Volts appear a lot. 1in10 chance of each if playing FF-only.
  • Finally! a use for that turn undead ability that's been clogging up the cleric's character sheet to no apparent purpose.
  • Ogrillons are missing from the WM table. Unsurprising considering that neither of their progenitor races exist in FF-only D&D.

Level III
freq #Creature# enc
1Adherer1-4
1Astral Searcher2-11
1Babbler1-4
1Berbelang1
1Blindheim1-4
1Bonesnapper1-3
1Dark Creeper1
1Death Dog3-12
1Enveloper1
1Firedrake1-6
1Firenewt2-16
2Fire Snake1-6
1Forlarren1
1Frost man1
1Gambado1-4
1Garbug, violet1-3
1Huecuva1-4
1Imorph1
1Iron Cobra1
3Kenku1-4
1Mantari1-3
1Meazle1
2Mephit1
1Necrophidus1
1Qullan1-6
1Scrm. Devilkin1
1Sheet Phantom1
1Shocker1-3
1Stunjelly1
1Symbiotic Jelly1
1Thoqqua1-2
1Tirapheg1
2Whipweed1-2
2Witherweed1
#40


  • L3 is Fiend Folio heaven! Adherers, zapfrogs, thermal worms, killer jack-in-the-boxes, crazy snakes (iron, firey, and skeletal), several types of malicious imp, and a variety of angry wall hangings. This is the Fiend Folio that the cool kids rave about.
  • No Osquip listing on the WM table? For shame! I can't stand the little buggers myself, but they're a Fiend Folio classic.
  • Kenku are the single commonest encounter. Expect lots of kidnappings and suchlike crow-ninja antics, especially with the Dark Creepers in town too.
  • Nice variety, with only 1in10 chance of weed- or fire-themed beasty attack.

Level IV
freq #Creature# enc
2Bloodworm, Gt1-3
2Caterwaul1
1Dark Stalker1
1Denzelian1-2
1Disenchanter1
2Ettercap1-2
1Eye killer1
2Firetoad1-3
1Flailsnail1
2Garbug, Black1-3
2Grell1
2Hook Horror2-5
2Kamadan1
1Kuo-tou2-12
1Lava children1-6
1Meenlock2-5
2Sandman1-2
1Scarecrow1-2
1Shadow demon1
1Son of Kyuss1-2
2Tiger fly2
2Y.musk creeper1 (+ YMZombies = # of flowers)
#33

  • Lots of penny packet fights with second-string heavy metal bands on L4.
  • Only Kuo-tou (and yellow musk zombies) turn up anything like mob-handed.
  • Dragons finally put in an appearance, in the form of the Li Lung. They can turn invisible at will and create roof-collapsing earthquakes to which they are immune 1/day, so expect TPKs.
  • The Meenlocks will chant "one of us, one of us" in your nightmares, and then make it so.
  • Disenchanter? Warning: multiply rust monster by disjunction effect and brace for butthurt players.
  • Flailsnails. Why? Because f***ing FLAILSNAILS!


Level V
freq #Creature# enc
1Crypt Thing1
1Elf, drow3-12
1Githyanki1-4
1Githzerai1-4
2Ice lizard1-2
1Khargra1-2
2Phantom Stalker1
2Svirfneblin2-5
2Tentamort1-2
1Trilloch1
1Umpleby1
1Xill1-2
#16


  • Here be poster boy scheming humanoids with their own cultures, magic and class-levelled bosses: Drow, Gith*, and the vile Smurfnoblins. When does /cloudkill/ come onstream?
  • The Xill want to make sweet ethereal love to your paralysed/subdued body.
  • Phantom Stalkers paw at you surprisingly ineffectually for L5 creatures. 1-4/1-4 and a one shot 6d6 fireball? Ogrillons hit harder!
  • Crypt Things are on the WM table despite a listing of In Lair: 100%. Eh? how does that work? Schrodinger's Crypt Thing or sommat...?
  • No entry for Caryatid Columns. Them girls are real homebodies.
  • No listing for Doombats either, even though they're a L5 creature described as living in underground caverns.


Level VI
freq #Creature# enc
1Apparition1
3Hellcat1
1Lizard King1
2Penanggalan1
2Protein Polymorph1
1Slaad, red1
1Spirit Troll1
1Sussurus1
1Terithran1
2Troll, giant1-2
1Vision1
#16


  • L6 is the first of the billy-no-mates levels inhabited by too-cool-for-company loners. Thank goodness for the Dungeon Random Monster Level Determination Matrix in the DMG, otherwise "1 of... 1 of... 1 of..." would just get tedious.
  • Hellcats are the single commonest encounter, probably looking to sign on with a better class of Lawful Evil boss downstairs.
  • Lizard kings have no lizardmen to lord it over in FF-only D&D. Ronery ronery rizardking-in-exile.
  • Charles Stross-written, Russ Nicholson-illustrated commie chaos frog in easy access loincloth will give you BAD touch. ("It's Slaady time!" "No dad, no!")
  • One Vision. No, not the cheesy Queen song, or the Marvel superhero, but a adversarial GM not-undead with exception-based powers of aging you to death only if you believe it capable of doing so.

Level VII
freq #Creature# enc
2Cifal1-2
1Devil, Styx1
1Eye of Fear and Flame1
1Giant, mountain1-2
1Groaning Spirit1
1Guardian Demon1
1Guard. Familiar1
1Lamia Noble1
1Magnesium Spirit1
1Nonafel1
1Revenant1
1Slaad, blue1
1Troll, gt 2head1
#14


  • Another 'on-yer-billy' level. Only the Cifals (commonest single encounter btw), giants and 2-headed troll seem to want to engage in conversation.
  • Between the undead and infernals the cleric is going to be earning his keep.
  • Lamia nobles join the lizardkings in exile. At least they can lord it over non-lamia...
  • Magnesium spirits self-sabotage by lurking at a level too shallow to fulfil the stated requirements for them to leave this Plane. Eejits.
  • Wot no Mezzodaemon? They're described as being easy to summon to the Material Plane.
  • A second dragon type finally(!) makes an appearance. The Tien lung and its 50% chance of 1-6 Wind Walker cronies.


Level VIII
freq #Creature# enc
1Death knight1
2Giant, fog1-2
2Retriever1
1Skel. Warrior1
1Slaad, green1
#7


  • Two types of sword-swinging militaristic skeleton, one chartreuse chaos frog, one type of (hunched up) giant, and demon mecha-spiders with death ray eyes. L8 is weird.
  • The Retriever is listed as an L7 creature in its description, but makes cameos on deeper dungeon levels. Maybe its looking for something?

Level IX
freq #Creature# enc
3Achaierai1-2
2Nycadaemon1
3Retriever1
2Slaad, grey1
#10

  • This far down the locals are all extra-planar. Dungeon L9 is deep in the mythic part of the mythic underworld.
  • The Retriever gets another appearance, which is a bit odd.
  • Note the British spelling of 'grey' for the grey slaad. Possibly an indication that the charcoal chaos frogs are oh so frightfully British, what-what? Expect monocles, eccentricity and tea etiquette arguments.

Level X
freq #Creature# enc
3Demon Prince1
2Elemental Prince of Evil1
3Lamia Noble1
3Slaad, death1
1Slaad, lord1
#13


  • It's all chaos and evil down on L10. Even the dragons only go there in pairs.
  • The poor outclassed Lamia Noble seems to be listed in error. They're L7 monsters according to their description. Although the image of a Lamia noble slithering through the level looking for an exit as quietly as possible is fun...

Conclusion
The FF-only dungeonscape is weird and a bit sparse away from levels 2-4. No gygaxian naturalism yard trash (fungus, centipedes, spiders, rats, cave crickets, etc) here. Instead we get a level 1 composed of scads of humanoids leavened with a few Borgesian bestiary monsters, then several layers of outright bizarro, and then a layer of big name subterranean humanoids with extended write-ups. After that things taper down to a mix of weird fantasy and scifi-ish stuff, and finally to "all demons all the time". Even the dragons (when they finally rear their oddly-moustachioed heads) are weird and a bit non-dragonish.


Yeah, you've got some classic, iconic D&D monsters in the mix (death knight, drow, hook horror, kuo-tou, slaad, etc), but the overall feel of the underworld presented by the Fiend Folio is such a gonzo departure from the norm that I'm not sure whether or not FF-only D&D would cross that nebulous line into 'not-D&D'.

Pic source: weknowmemes.com

Wednesday, 9 March 2011

Rubblecrawl? Ruincrawl? *crawl, in a dead city.


"Yep. Looks like a massive 'X marks the spot' to me."

Inspired in part by Zak's excellent urbancrawl ideas, here are a few half-formed thoughts on a quick ruined city generator.

[note: This is a work in progress piece. I'll probably be tinkering with it and adding more stuff as it occurs to me]

Draw a flow chart of interesting, lootable places in your city (in the case of my own Ruined City of Nagoh this would include such cheesy soubriqued sites as the Toppled Colossus, the Intermittent Tower, the Electric Eye, the Ruined Palace, the Verdant Ziggurat, the Grand Gate, the Necropolis of Certain and Horrific Death, the Valley of the Wang, etc).

Make each such ‘tourist attraction’ the focal point of its own neighbourhood/ward, then arrange them in kind of a spider-web looking diagram of how everything relates together.  Don't draw out every street or building, because that’s simply not important. Oh, and don’t forget to merrily cut some geographically nearer locations off from easy access, simply because you are a GM and being a difficult bastard is your calling and vocation.  ("You can get there, if you swing past the harpy-infested Throne-Temple of the Triple Goddess.  Can’t go directly, unless you fancy running the gauntlet through the Ghoultracts, then climbing the Sanguine Cliffs into the upper city while the Hivers bombard you with rocks...")

Getting from A to B
Sure, you could just decree that there are vast unobstructed Parisian boulevards between the major attractions, but how dull is that?  Far more fun to make the PCs slog their way through furlongs of devastated, overgrown ruinscape on their way to wherever they’ve decided to Greyhawk first.  Try and get the music from the early scenes of Wall-E gets stuck in their heads...

Make an encounter table of things that could happen on the way to the next major landmark.  Either a simple big table, or a convoluted series of same, as you prefer.  Add trap/trick/terrain hazard stuff like:
  • Looters (not upstanding scholars of the past like our heroes)
  • Wandering monsters
  • Small lairs/shanties
  • Avenues of foreboding statues
  • Fallen buildings blocking the path
  • Overgrown gardens/parks
  • Flooded decorative pools/fountains
  • Massive sinkholes into the sewers/undercity
  • Magical effects gone bad over time
  • Inexplicable Wacky Crap [I like the Wilderlands of High Sorcery tables and/or BTBG’s Random Ruins]

Whether you elect to roll for random events/encounters/complication per turn (as in a dungeon), or per exploration turn (4 hours – after MF), or per hour, or every time the players say a particular word, is entirely your business.

Detours Along the Way
If the party decide to nose around in ruined buildings then use the tables below to work out what the hell they used to be, and if there’s anything entertaining/lucrative still in there.  Roll or pick for Function, Layout and Style, Structural Features, Condition, Contents:

Function
What was this place? Choose, or consult the random building table in your preferred city sourcebook.

~Civic~
Temple/shrine
Monument/mausoleum
Museum/library
Basilica/council law/courts
Exchange/bank
Theatre/auditorium/arena
Aviary/menagerie
Guildhall/office/embassy
Hospital/mortuary
Hospice/lazar house
Guard post/barracks

~Commercial~
Shop, merchant*
Shop, craftsman*
Shopping Arcade
Inn/tavern/caravanserai
Slaughterhouse
Masons/builders yard
Warehouse

* See list of example trades and services at the end of this article.

~Residential~
Hovel
Slave Pens
Dormitory
Insula/Tenement
Town house
Urban estate

Layout and Style (choose, then d8)
What does this place look like? Pick a letter or random syllable (jab your finger into a block of text or something...). The shapes of the letters, flipped and mashed together however you choose, define the general floor plan of the building. Rationalised rectilinear blocks? Sooooo 20th century.

Block off rooms, corridors, passages, staircases and such based on function, or as you see fit. This can end up with such apparent incongruities as a big old multi-floored palace divided up into loads of tiny, awkwardly-shaped rooms, blind staircases and voids. But there's nothing to say that this wasn't either: 1) intentional on the part of the designer (architects are nigh-on mad wizardly raving egotists at the best of times), or 2) a building repurposed halfway through its working life by a bunch of guys lacking access to the original blueprints.

(This section is partially urbancrawl's 'numbers as roads' idea, partially leximorph mapping as popularised by John of Nine-and-Thirty Kingdoms. Why re-invent the wheel?)

What architectural form does the building take within the footprint established? Roll d8:

1 Tower house (1d4+3 floors)
2 Insula/Block (1d6+4 floors)
3 Courtyard building (1d3 floors)
4 Terrace (1d3 floors)
5 Hall/Longhouse (1d2 floors)
6 Gable End building (1d4+3 floors)
7 Kraal/Ringhouse (1d3 floors)
8 Other

Structural Features (d8)
1 Balconies
2 Garrets
3 Turret/Belfry
4 Fortified ground floor
5 Overhanging upper floors
6 Colonnades
7 Atrium/Impluvium Pool
8 Other

Sub-basement?
50% 1-2 levels
1in6 chance dungeon/sewer/tunnel entryway

Condition (d6)
Is it still standing, and does it look safe? Or is heading in there tantamount to signing your own death warrant?

1 - Rubble (3in6 unstable)
2 - Dangerous Ruin (risk of cave-ins, possibility of deliberate traps)
3-5 - Ruin
6 - Partial Ruin (3in6 occupied)
  • Floor cave in: risk of collapsing floor 2in6, take 2d6 damage and make 2in6 chance again.  Yes, this can lead to a cascade effect...
  • Wall/roof cave-in: 2in6, [1d6]d6 as it caves in, save for half.  2in6 chance of any remaining roof collapsing if a wall goes.
  • Rubble-slide: 2in6 chance, 2d6 damage (save for half)
So, yeah, pack a sacrificial dwarf or two to check the quality of the stonework.

Contents (d6)
"Little pigs, little pigs. We've come to nick yer stereo." -- Dog Soldiers

1 Monster
2 Monster + loot
3-5 Empty
6 Empty (3in6 hidden/unusual feature)

Bear in mind that most of the original movables, fixtures, and fittings will have been looted or rotted away over time.

Backstreets/Alleys/Slums
If the party decide to head deeper into the ruins, away from all the big, shiny feature you've spent hours detailing, they're probably going to end up in the remains of the low-rent areas that all cities try and airbrush away. Assume these are present by the hectare, and that they've got even more run-down and desolate than the rest of the city.

If you want, you can use them as 'rough terrain' to get the party moving in the direction you desire. Heading into uncharted, organically-developed slums should be tantamount to asking the GM to roll extra 'Getting Lost' rolls, just as if the party were out in the wilderness.  Either use a random dungeon generator or some urban geomorphs (the old Lankhmar, City of Adventure book had some ones). Do they want to risk climbing a building to get their bearings?

Example Trades and Services
(reproduced from Noonan & Wyatt - "Building a City")
A list of trades found in cities. Reproduced here because I have no intention of reinventing a well-researched wheel.

~Trades, Exotic~
Alchemist, art dealer, calligrapher, costumer, imported goods dealer, magic armour dealer, magic item dealer (general), magic weapon dealer, pet merchant, potion dealer, rare wood merchant, scroll merchant, soap maker, spice merchant, trapmaker, wand merchant.

~Trades, Upscale~
Antique dealer, bookbinder, bookseller, candy maker, clockmaker, cosmetics dealer, curio dealer, dice maker, distiller, fine clothier, gemcutter, glassblower, glazier, goldsmith, inkmaker, jeweller, map seller, papermaker, perfumer, pewterer, sculptor, sealmaker, silversmith, slave trader, toymaker, trinkets purveyor, vintner, wiresmith.

~Trades, Average~
Armourer, baker, bazaar merchant, blacksmith, bonecarver, bowyer, brewer, butcher, carpenter, carpet maker, cartwright, chandler, cheesemaker, cobbler, cooper, coppersmith, dairy merchant, fletcher, florist, furniture maker, furrier, grocer, haberdasher, hardware seller, herbalist, joiner, lampmaker, locksmith, mason, merchant, music dealer, outfitter, potter, provisioner, religious items dealer, roofer, ropemaker, saddler, sailmaker, seamstress, shipwright, stonecutter, tailor, tapestry maker, taxidermist, thatcher, tilemaker, tinker, weaponsmith, weaver, wheelwright, whipmaker, wigmaker, woodworker.

~Trades, Poor~
Bait & tackle dealer, basketweaver, brickmaker, broom maker, candlemaker, charcoal burner, dyer, firewood seller, fishmonger, fuller, leatherworker, livestock handler, lumberer, miller, netmaker, tanner.

~Services, Upscale~
Animal trainer, apothecary, architect, assassin, banker, barrister, bounty hunter, cartographer, dentist, engraver, illuminator, kennel master, masseur, mewskeeper, moneychanger, sage, scribe, spellcaster for hire, tutor.

~Services, Average~
Auctioneer, barber, bookkeeper, brothel owner, clerk, engineer, fortuneteller, freight shipper, guide, healer, horse trainer, interpreter, laundress, messenger, minstrel, navigator, painter, physician, public bath owner, sharpener, stable owner, tattooer, undertaker, veterinarian.

~Services, Poor~
Acrobat, actor, boater, buffoon, building painter, burglar, carter, fence, gambling hall owner, juggler, laborer, limner, linkboy, moneylender, nursemaid, pawnshop, porter, ship painter, teamster, warehouse owner.

Sources
S John Ross - Medieval Demographics Made Easy
Noonan & Wyatt - Building a City (DMG 3E web supplement)
Legoman of the GITP forums for his instant city builder method

Lost Empires of Faerun by WOTC
Lankhmar, City of Adventure by TSR
Warhammer City of Chaos by Games Workshop
Pathfinder: Spires of Xin-Shalast (Rise of the Runelords #6) by Paizo

Pic Source
Wayne Barlowe

Friday, 4 March 2011

Simple Mass Combat - Birthright Style

[Please excuse the re-post. Blogger decided that Edit is synonymous with Send To Memory Hole.]



"Fool! You cannot harm me. I am protected by tons of ferociously loyal ablative meat!"
"Eh? Is he raving about us?"

Our games are getting close to the 'evict Team Monster, take their land, build immense phallic memorials to self' end game stage.  With the spectre of mass combat looming I thought I'd share my preferred swarm fightan system.

This is, in essence, a B/X-ified version of the super-simple AD&D Birthright skirmish system (which appears to be a simplified take on Battlesystem 2E, which in turn was more or less good old Perren+Gygax Chainmail in a party frock).  Some bits and wrinkles come from WFB, others from the general sea of unattributable common references in which all gamers seem to float. BECMI War Machine gets no love; it's naught but a monstrous spreadsheet-requiring mess IMO.

This system isn't set up to cope with magic-heavy combats or packs of monsters with special attacks.  It's meant to resolve what the kind of havoc the non-speaking extras are inflicting on one another in a die roll or two so we can all get back to the cool stuff (i.e. the PCs single out enemy generals, casters or monsters for their personal attention).

Initiative
1d6 each side. Winner chooses whether to move first or second.

Movement
As normal, or per GM discretion.
Units moved in order of increasing agility: infantry > then cavalry > then fliers.

Hits
Treat HD in the group as hp total. Ignore "+n" hit point adds.
So 60 hobgoblins (1+1HD) has 60 HD, as do a unit of 20 F3 (3HD). Ditto a herd of ten rhinos (6HD) or a gang of four Storm Giants (15HD)...

Damage

Damage per Round = HD up to 7 (then +1/2 HD over 7, "+n" to die = +1 HD) +/- opponents' AC
  • Multiple attacks/round = +100% to DPR
  • Max damage/round >12 = +100% to DPR

Fighting
Each side rolls die, higher wins.
  • Winner only adds difference between rolls to the DPR. 
  • Loser inflicts DPR only.
  • Both sides lose on a tied roll.

HD remainingResolution Die
Full to 3/41d10
Full to 3/41d8
1/2 to 1/41d6, half DPR
1/4 or less1d4, half DPR

+1 to die per 2 combat-relevant spell levels cast by side that round
+1 bonus if side has PC/unique NPCs
+2 bonus (one round only) if ambushing
-1 penalty if enemy has terrain advantage

Engaged Groups
Normal engagement rules usually apply: group engages with group on 1 for 1 basis.  Leftover groups can choose where they engage for maximum effect.
If multiple groups attack one group, roll 1 resolution die per group.  Total the side's dice then compare scores.

Morale
Morale checks per B/X, because 2d6 Reaction Rolls are the path of righteousness. ;)
  • Check after losing first round of combat;
  • Check again at 1/2 starting HD. 
  • Fearsome monstrous enemies may require a Morale check to charge, or if they charge (no one wants to be the first to face *that*).
What happens:
  • Pass one morale check = "Fight on!"
  • Pass to morale checks = "To the death!"
  • Fail first morale check = shaken (fighting withdrawal)
  • Fail second moral check = "Leggit lads!" (rout)

Fleeing Combat
1 unopposed strike (DPR, no dice roll) against routing side.

Routs and Pursuit
Pursuit comes down to relative speeds. 
Base speed in tens of feet/inches +1d6 (+2d6 if cavalry, +3d6 if flying). 
  • Fleeing side wins: no damage inflicted. 
  • Pursuing side wins: inflicts DPR. 

Casualties
Half of casualties are deaths, the remainder wounded/incapacitated.  Victors can recover their wounded, take prisoners and hostages, butcher their foes, etc.

Advanced
Not really advanced, more 'one step up from basic mutual face-stabbery'.
  • Missile Weapons: DPR inflicted automatically.  Melee-armed troops can't counter attack until range is closed.
  • Lances or charge attack: double damage 1st round only.
  • Reach weapons: double damage if charged.
  • Mamuk-riders: archers riding gigantic beasts should be treated as a separate unit of archers unengaged by non-archer troops until their mount is slain.
  • Aerial Troops: flying troops should be treated as having terrain advantage vs non-fliers. Fliers can't be pursued by non-fliers if they rout from combat.

Sieges
The long slow slog of blockade and barrage aren't covered here.  Consult your GM.
  • Sallies: resolve as normal.
  • Mining: no reinforcing groups can be added to a combat in progress.
  • Escalades: land-bound assaulters roll 1d4 to defender's 1d10 until they win a round of combat; defender enjoys terrain advantage.  Aerial attackers fight as normal.  Yes, this makes escalades a slog requiring overwhelming numbers and a run of good luck.  I'd call that accurate.
  • Storming: assaulting a breach should be resolved as normal, with defender having terrain advantage.

Monstrous Creatures and NPCs
These brutes will generally just munch their way through spear-carriers (don't even roll for them, just inflict DPR and describe the carnage) until PCs get in their way.
  • Monstrous creatures with special attacks (basilisk, dragons, wraiths, medusae, etc) should be treated as casting one or more appropriate spells each round (flesh to stone, cause fear, fireball, death spell, etc).
  • Monstrous creatures with special defences can either be treated as casting spells per round (couerl, troglodytes, etc) or as ignoring mundane damage entirely (shadows, wraiths, elementals, etc).
  • Troll units regain 1HD per troll every other round of combat.
  • Hydras and similar multi-attacking but essentialy non-magic-using brutes can be fought as a unit in their own right. 

Thoughts?


JOESKY'S LAW Compliance Content:
Not applicable. This post is about mechanics for stabbing large quantities of dudes in the face at once, and is thus already relevant to The Mighty One's interests.

Further Reading
Nine and Thirty Kingdoms on non-mass mass combat
Grendelwulfs Combat Scale mass combat system (simple and elegant)

Pic Source
The inimitable Ian Miller (purveyor of only the finest nightmare fuel) of course.

-----

Appendix: Examples
(This is just me thinking aloud and getting a handle on relative balance. You'll probably want to skip this entirely.)
Note: the DPR figures used here are exclusive of any modifications from Resolution Dice.

Knight vs. Giant Gobo-Ninjas
30 1HD knights (30HD, AC3, +1 TH, lances)
vs. 12 3+1HD bugbears (36HD, AC6, +4TH, axes). 

The knights will inflict (1+6=) 14 DPR in round 1, 7 DPR in subsequent rounds. 
The bugbears will inflict (4+3=) 7 DPR.

This is likely to be a close fight, with the outcome heavily affected by situational factors (Are the bugbears ambushing or in good cover? How good is the relative morale of the two sides?), or by the luck of the dice.

Phalanx vs. Lucanian Cows

2 9HD war elephants (18HD, AC5, +9 TH, trample 2x2d8)
vs. 100 1HD spearmen (100HD, AC6, +1TH, spears)

The elephants will inflict (8+6 x3=) 42 DPR plus (1+6=) 7 DPR from archers in the howdahs.
The spearmen will inflict (1+5=) 12 DPR if charged, 6 DPR otherwise.

This is likely to be a squash match with Dumbo and Babar curbstomping the poor bloody infantry unless they can either panic the pachyderms or skewer them like pincushions as they charge.  There's a reason that elephants were used as shock troops by any army that had access to them for nigh-on 2000 years...

The Legion of Blue-Nosed Doom vs. Old Ten Heads
A ten-headed Hydra in a swamp (10HD, AC5, +8 TH, multiple attacks, terrain advantage)
vs. 80 Hobgoblin legionaries (80HD, AC6, +2TH, melee weapons)

The hydra will inflict (9+6 x2=) 32 DPR.
The hobgoblins will inflict (2+5=) 7 DPR.

The hobs probably have the sheer numbers to beat Old Ten Heads to death, but they'll lose dozens of warriors doing so.  This type of "No time to wait for the archers.  Drown the beast beneath our dead!" situation is what Morale checks were created for...

Orcs vs. The Mighty Orcgrinder
1 Superhero (8HD, AC-1, +6 TH, sword)
vs. 15 Orcs (15HD, AC 6, +1TH)

Superhero will inflict (6+6=) 14 DPR exclusive of magical effects.
Orcs will inflict (1-1=) 0 DPR

A one-sided 'buzzsaw through raw meat' situation.  The Orcs will be relying on luck alone (the score from their die roll) to come out ahead.  They should also probably roll a Morale check when they see their opponent hove into view (as the Chainmail rule).  Let's face it; he's only leaving that last survivor alive to spread the tale...

Gnawers,shield vs. Gnawers,flesh

10 2HD Ghouls (20HD, AC6, +2 TH, multiple attacks, paralysis)
vs. 30 Berserks (30HD, AC7, +2 TH, never check morale)

Ghouls will inflict (2+7 x2=) 18 DPR.
Berserkers will inflict (2+6=) 12 DPR.

A surprisingly close fight.  Ghoul paralysis (treated as Hold Person cast each round) and multiple attacks will tip the balance against the berserkers, not that they're likely to care less.  In the immortal words of Spoon: "I hope I give you the shits you WIMP!"

End.

Monday, 19 April 2010

Thiefless D&D

(being some musings on simple universal skills for a D&D world devoid of the Thief class)

There's a school of thought within the OSR that holds that all D&D characters are rogues, and that the introduction of the Thief class was the beginning of the slippery slope to class 'role protection', and ultimately to the detriment of the game. OK, then. Why not gank the thief archetype and divvy up his stuff (notably thiefly skills) up among the remaining classes?

Here are my half-formed thoughts on the matter:

Standard Dungeoneering Skills (retained as is)
Hear Noise1 in 6
Find Traps1(+Int) in 6
Find Secret Doors1(+Int) in 6
Open Doors2(+Str) in 6
Surprise2 in 6


New Universal Skills

Pick Pockets0 in 6
Move Silently0 in 6
Hide in Shadows0 in 6
Pick Locks0 in 6
Remove Traps0 in 6

All characters add +1 in 6 chance to any two of these skills at each level gained.

Above 5 in 6 you have the "5+1, 5+2..." house rule (note: I'm afraid the originator of this escapes me, but the rule basically allowed a 2nd roll at "+n in 6" if the first die came up a 6). Possible skill level maxes out at 5+5 (~97% success rate). There are no sure things in the dungeon...

Non-humans
They keep their special racial rules.
DorfsDetect Slopes/New Construction/etc2 in 6
RatlingsHide in Woodlands5 in 6
ElvesHear and Sniff Secret Door+1 in 6

Why have I bothered with this? Well, it lets your Fafhrd or Grey Mouser types mcgyver things, root through other peoples' pockets and lurk in the shadows all noir-like without the players and DM having to resort to games of "mother may I". Conan and Kull get to sneak up on the villain, rather than blundering about like heavy-footed fools. Gord? He's a fighter type in Elvish Chain who uses Akrasia's weapon schools house rule. ;)

Backstab? Thanks to your newfound ghost-footed 1337 ninja sneaking skills you probably have surprise. Make the first hit count!

Thoughts? Objections? Contempt for my mechanics fetishism in a player-skill game?

(picture credit: Jollyjack)

Tuesday, 13 April 2010

The Five Worlds - Cosmowaffle and Stock Table Abuse

Riffing a little on Netherworks fascinating thought on planes as chakras (I grossly simplify the conception, probably doing it a great injustice) and Michael Moorcock's idea of more accessible 'local clusters' within wider multiverses (5+10 planes in the Corum stories, 6 in "Phoenix in the Sword", etc.), I've decided to hash together a brief overview of the Five Worlds of Nagoh, and the inter-planar connective tissue that binds them together.

Although seemingly at odds with my willful insistence on canon doubt and uncertainty in the Nagoh setting everything here is subject to revision and replacement at any time; it's simply what works for the purposes of the game at the moment.

This is what D&D canon fiends would call a 'non standard cosmology', but what the OSR would call "so-and-so's nutty take on things".

The Five Worlds

The five worlds - Nagoh and its four sibling realms - move into conjunction and opposition with one another over the ages. These celestial pavanes affect the worlds in a manner that sages and astrologers will happily blather on about until your eyes glaze and you lose the will to live. But what it boils down to is that over the centuries each world causes shift in local zeitgeist as they move in and out of proximity/association/accord to their neighbours. Successive conjunctions and oppositions may help bring about golden age of inquiry, age of horrors, an epoch of retrogressive chaos, a heroic age, and so forth on a neighbour world. These epochal shifts in alignment also cause bizarre tidal effects in the Void Between (how a void can have tides, or anything analogous to them, is another matter entirely...).

NameSettingIlluminationPop Culture Referrent
Nagohdark age/medievalheliocentricErm... D&D
Ghoanfar futuredark worldNightlands - W.H.Hodgson
Hgonaprimitivetidal lockedHothouse - Brian Aldiss
AghonbaroquelunarAgone RPG
OnaghclassicalcometaryImajica - Clive Barker


Nagoh: "[B]etween the years when the oceans drank Atlantis and the gleaming cities, and the years of the rise of the sons of Aryas, there was an age undreamed of…". Nagoh is pretty much your standard fantasy setting, albeit one with only the haziest claim to any coherent cosmology. 'Home' to the PCs, and in its explored regions not dissimilar to the world of Green Lantern: Mosaic (hat tip: The Burnt Selena Project).

(note: Everything mapped and explored so far is in the central brown bit of the map linked above. I wouldn't want to be the one to beard an Any Median Ian of Wars in its lair. ;) )

Ghoan: A desolate wasteland illuminated only by the faint light of ancient, dying stars. The strange peoples of Ghoan scratch a living from the wrack of their former greatness and fight a losing rearguard action against the twin menaces of planetary heat death and nihilistic heritor races of the darkness.

Hgona: A vibrant tidally-locked Eden. The perpetual Mother of Storms whirls at the noontide zenith of the world, forever calving wild typhoons and monsoon rains to plague the verdant jungles of the Sunlit Lands. The great ring of the cool, long-shadowed Twilit Realms girdles the waist of the world. Nightside is a place of eternal cold and darkness, inhabited by strange and baleful creatures of the outer dark.

Aghon: This perpetually moonlit world of silver foliage and crystalline palaces is ruled by a complex network of mutually emulous fairy courts. Elaborate etiquette and complex, seemingly nonsensical geases rule all social interactions here.

Onagh: A comet-lit world of blazing dawns, bright days, and long, lingering twilights. Onagh is home to a number of sophisticated societies, vast and ancient cities in the full flower of their glory, and to innumerable ideological, political and social quarrels.

There is constant fringe philosophical speculation about the existence of a Sixth World, but no verifiable proof of such, positive or negative.

The Ethereal Margins

The shallows of the Void Between (q.v.). This is the out-of-phase state you slip into when you dimension door, blink, teleport, have floaty out-of-body experiences, and suchlike. It's also where the intangible bulk of the mountains whose peaks make up all those trendy floating islands lurk. The souls of the dead persist for a while (allowing speak with dead and haunting antics), but gradually fade away to... Well, who knows where. Anyone who does isn't telling.

The Void Between

The metaphysical deep ocean between the Five Worlds, and the surest route between them. Inhabited by weird things that - in the words of the Blessed Pratchett - want to break through and enter the material world, with much the effect of an ocean trying to warm itself round a candle. This is where swords-and-sorcery elder demons lurk, whispering madness and blasphemies. Only lunatics travel through this realm of their own free will.

Travel in the Void Between is fraught with peril. It's tantamount to swimming through shark-infested waters wearing a swimsuit made of bloody meat. Various abjuring incantation can protect against the residents attracted by the delicious psychic scent of material life, but these are not infallible. Entropy is greatly accelerated in the void. Things corrode, rot and weaken rapidly if unprotected; flesh exposed to the Void Between dessicates and dry freezes almost instantly. It's generally considered wise to have some form of life-sustaining protection (either powerful magic, or a big, tough voidship) when travelling.

Navigating the Void Between is as fraught an experience as surviving it, similar to trying to fix one's position without instruments in the midst of a ferocious storm. A journey through the Void Between, even with a suitably experienced navigator and bound native guide, requires a number of transitions (think the plane-shifting in Zelazny's Chronicles of Amber here) between relatively fixed locations (standing vortices and eddies, cold matter clumps, nexus crystals, etc.).

A typical voyage between worlds requires d6 checks on the table below:

1. Monster*/Hazard**
2. Monster + Treasure***
3-5. Empty
6. Apparently Empty, 50% chance vortex to Pocket Universe****:
-- 1. Empty
-- 2. Trapped, Empty
-- 3-4. Treasure
-- 5-6. Trap and Treasure

* Use monster generator of choice (Carcosa, Random Esoteric Creature Generator, etc.) or create your own horrors. I'm leaning towards a typical encounter in the Void Beyond being about 4d8 HD divided equally between 1d6 creatures, each with 1d4 special abilities replicating spells of level 1d6+3.
** Select nautical hazard of your choice. Multiply it by the risks of sailing through a demon-infested realm with limited visibility, which is slowly eroding your material form.
*** As Sham's OD&D Treasure Tables, or per your preferred retro-clone. Suggested dungeon level 1d8+4. Content should tend away from gold and bling, and towards weird stuff. These caches should be squirreled away in nexus crystals, cold matter agglomerations, sarrgasoed galleons/submarines/saucers/etc.
**** Pocket Universe traps should generally be Star Trek: TNG-style puzzle worlds. You have to engage with the world and solve it to escape; brute-forcing the situation shouldn't be a viable option. The BECMI module Talons of Night might be considered good source material here.

(note: Yes, the above was a shameless rip-off of the OD&D dungeon stocking table. I'm just seeing if there's a way to extend the utility of that little beauty further...)

The Astral Realm

The astral spell (and similar invocations) remove the caster from the physical realm of the Five Worlds and move him into the rarefied Astral Realm, the domain of dreams, ideas and ideals. Circular time, subjective gravity, thought as motive force, and mind over matter are the norm here. Inhabitants of the Astral Realm are often strangely abstract or allegorical in nature, and long-term visitors may find themselves slowly losing their individuality (keepsakes, memories, quirks of character, etc.) and becoming ever more notional versions of themselves over time. Simpleminded humans tend to go completely mad if they think too hard about how profoundly different the Astral Realm is to the concrete world they know. Those more used to altered states of consciousness, or to thinking in multiple dimensions, tend to cope better.

You can meet the gods in the Astral Realm, but gods in this place are little more than self-perpetuating, vastly powerful archetypal patterns. For most mortals (those below 10th level, and who haven't made some unholy pact for power) this transcendent experience would be akin to trying to establish contact with an incredibly narcissistic natural disaster. Abnormally powerful mortals - who tend to have dedicated themselves to the single-minded pursuit of a particular ideal or philosophy - actually take on something of this 'divine monomania' while in the Astral Realm.

(note: I (barely) resisted the urge to go the whole Dreamtime hog and create a wacky pastiche realm of Astralia, complete with slouch hat-wearing Githyanki larrikins and marsupial kaiju, instead going for a RuneQuest-ish 'realm of ideals'-meets-Godland take on things.)

Elemental Planes

There are no elemental planes in this cosmology. Almost by definition elementals are creatures of the material world, so that's where they come from (and generally stay). Elementals can be summoned in any of the Five Worlds, but not in the Ethereal Margins, nor in the Void Between, the Pocket Universes, or the Astral Realm. There simply isn't enough material matter in these places for elementals to arise.

This gives me a little more structure than the "yeah, why not?" omnivorousness of the Ferris Wheel of Doom, but still lets me play fast and loose with plane-hopping stuff, alternate worlds, hostile outer darknesses, ghostly hippy space, and the like.

(art credit: Maelstrom section 19 by Ian Miller)

Monday, 25 January 2010

Stealing Back the Dead

This latest mental eruction is in response to SuperNecro's recent post that argued the case for raise dead (and other such tamperings with life and death) being the exclusive preserve of decidedly dodgy necromancers. Although not entirely converted to the SuperNecro way I have to agree that raise read/resurrection as written in pretty much all iterations of D&D is, well, dull.

Raising the dead as written in the holy books of our hobby:

  1. PC goes "blarg! I's ded!"
  2. Mates drag body to nearest non-Evil temple (or cross the party scroll of de-deadification off the inventory list).
  3. Bright lights and choirs,
  4. *Ding* back to life,
  5. Our ersatz Lazarus - maybe a little woozy and a level short, but otherwise no worse for wear - is quickly back to the adventuring grind.

OK so far as it goes, but where's the fun in that? Ever since Save vs. Poison's post on Eldritch Weirdness reminded me that even low-horsepower magic can (should?) be freakish and uncanny I've been gnawed by the thought that raising the dead should mean more than an expended spell slot. Call me old-fashioned, but returning a soul from death is something noteworthy that marks everyone involved. Even in a world of magic and dragons breaching the bounds between the realms of life and death should be an adventure in itself.

Questing through the underworld to steal back a departed soul from the chthonic gods is one of the archetypal myths. If you're a top-notch mythic figure you travel through the underworld and rescue the dead. Isis and Kali did it; Orpheus tried and failed; Hercules succeeded (IIRC); Demeter hunted for Persephone; the Norse gods sent Hermod to try and redeem Baldur from Hel; Jesus raised Lazarus and harrowed Hell. The quest for the departed soul of the beloved is a cliché in itself.

Nearer to home, even the sometimes cheesy (oh yes it is!) Conan the Barbarian movie managed to make the ritual of returning a soul to the realm of the living exciting and a bit spooky. The lands beyond do not return new arrivals easily or willingly, even if they're tied down and swathed in more black cloth and weird facepaint than a goth.

So, what's the point of these latest wemblings?

Simple enough: IMG, as of now, no res spells. No raise dead. No resurrection. No 'dead, but playable' Ghostwalk antics. None of that. Heroic escapes and supervillain immortality, fine. But the old king gets to rest in peace; the death of the young is tragic; the death of a hero is a fitting end to their saga. Dead is dead, lest the final journey becomes a daily commute, and the bourn from which no man returns becomes just another poxy "save negates" status effect.

If, instead of just building a pyre, chanting elegies over the corpse and then squabbling over the loot of your departed swordbrother, if the players actually want bring them back, then they're going to have to work for it. As in 'turn the rightful order of the world on its head' work for it. That's a big ask, but that's exactly what heroes are for. They're going to have to do at least one of the following:

The Dreamquest
Looks like he's got himself lost in the bizarre shamanism afterlife. It's time for the the weird liminal stuff: spirit pacts with the otherworld, vision quests, lotus overdoses, induced comas, and suchlike heavy mojo.

Rescue Mission
The god of the dead holding your buddy against his will. Time to wander down to the underworld and get him back. Quixotic hunt through mystic underworlds full of hostile guardians, vengeful godlings, strange sights and death around every corner? Sounds a lot like the day job.

Favours Owed
Given sufficient incentive those weird formaldehyde-smelling priests of the gods of death may be able to help. Their especial position as the mediators between two worlds might allow them to beg the return of a soul from their masters' halls in extrordinary circumstances. At best this will be for a temporary purpose that benefits the temple (think quest spell), not a permanent arrangement.

Too Badass to Stay Dead
Unfinished business is a good excuse for allowing a well-loved but departed character to be in at the climax. Whether it be "Use the force Luke", or the shade of Druss at the Eltabar(?) Wall in Gemmel's Legend, or Conan's sunstroke-induced "Huh? Valeria?" moment in Conan the Barbarian, there's definite precedent for an unexplained 'one last encore' scene in the right circumstances. The character isn't back in the game permanently (no hero undead, thank you), but at least the player gets to sling dice with an old character one last time.

Clarkian Hoodoo
There might be odd thaumobiological cloning pods somewhere deep in the dungeons. These can function as resurrection lite, in that they're effectively save points for a character as he was at point X in his career. Getting to them in time to rescue the revived clone is another matter entirely. And don't ask what else the weird dungeontech is doing with their DNA, that information is proprietory and part of your NDA agreement. ;)

Pact with Strings
So you did a deal with some serious people. They did what you asked, but they haven't called to collect. Yet. And the more you think about it, the less cut-and-dried the deal you cut seems...

Put Back Together Wrong
The DM shouldn't necessarily monkey's paw everyone who makes a deal (Faustian, or otherwise) to come back from the dead, but having something come back with/instead of the expected returnee has a lot of precedent and can be fun. The newly revived might be a repository of mystic knowledge, suffer a peculiar yearning or strange dreams, be a focus of hostile/hungry spirits, or they might now be an unwitting open conduit to something other. hack/'s Raise Dead Too Boring? table is a gleefully vicious start here.

A quest to restore to life a departed comrade might seem to suddenly derail the current direction (or "arc", in buzzwordese) of our heroes' adventures, but that's fine in my book. Having someone who was a much-loved fixture in your life taken from you untimely causes massive changes in outlook and direction. What better reason to put the search for gold, glory, fame, booze, chicks and more gold on hold for a while than getting the gang back together?

"Let down the curtain, the farce is over." -- last words of Rabelais

Thursday, 3 December 2009

Auctions, or "What you want for it?" "What you got?"

I've been watching “Deadwood” and reading up on the South African diamond rush recently. People in boomtowns were often cash rich, but they blew through this windfall wealth at an accelerated rate, living the high life and paying wildly inflated prices for the simplest of necessities. The applicability of these violent boomtown settings to traditional D&D is so obvious as to need no further context.

I'm not suggesting adding a sliding scale price system to LL (although a simple one would show why all those poor, put upon merchants on the RETs actually bother carting stuff hither and yon...), or even - Gygax forbid! - exhaustive price-adjusted trade tables (pace Alexius of Tao of D&D), I'm mainly interested in this for the purposes of varying the value of objects looted from the dungeon.

It's a bit of a pet peeve of mine that one-of-a-kind dungeon goods are given a flat value of "blah many gp". Sure, it KISSes things, but it hardly reflects the chaotic "easy come, easy go" life of an adventurer. So, stealing a little from GW’s “Mordheim” (a game I love for being grimy, mercenary, and oh-so-D&D) I propose Random Value objets d'art.

Instead of listing a golden chalice as being worth 500gp, said item might have a random value of 2d8x50gp, with the specific price only being determined when the chalice is actually sold on. (note: using a 2dX bell curve keeps the probable resale value near the centre of the range, but allows for occasional wacky variation to reflect the vagaries of the market)

In the Dungeon
Just pop the description, weight and random value on a card and toss it to the players. How can they be expected to know the random value? Well, the Dwarf or *cough* Scout character does a thumbnail appraisal on the spot, of course. Yon guesstimate will do until it comes time to sell the gaudy trinket on.

At the Auction House
The kind of ancient and exotic curios recovered from dungeons have a specialised and limited market. Although many people desire them, only a select few have the ready cash on hand to purchase adventurers' loot. And a small, specialist market is glutted fast. At auction (what, did you think these things were hocked to the local blacksmith or something?) you'll get full price for the initial lot offered, then -20% for each successive lot sold. When a multiplier of x0gp (-100%) is reached the local antiquities market is saturated and no further goods can be sold for a worthwhile price.

E.g.: each lot of goods on offer has 2d6x50gp resale value. Lot 1 sells for full price. Lot 2 for 2d6x40, lot 3 for 2d6x30, etc…

Note: the DM only rolls for the item’s ~actual~ value when the lot is finally auctioned. Up until then only a rough idea of the resale value (the possible range of values) is possible.

Going back to the dungeon and gathering more loot resets the local auction price. While the PCs are off exploring, killing and stealing local buyers are busy replenishing their purses by selling on their new acquisitions, extending lines of credit, writing excitable letters to their business partners, and squabbling with the new sharks entering the bidding pool. All sales are final (barring the old standby of stealing goods back from the buyer).

Bright Lights, Big City
Market value of objet d’art is more stable in larger settlements. More money is chasing the same goods (less bid depreciation), but some of this larger pool of potential buyers will have their eyes only on specific lots (offsetting potential bid inflation). My KISS rule of thumb is that these factors cancel one another out.

Towns & Cities, and their impermanent counterparts Caravans and Trade Fairs, lose resale value more slowly than do boomtown adventureburgs. They lose only -15% and -10% value for each successive lot. This gives adventurers a reason to travel to the big city (you can't offload that big score in Hicksville), and to treat merchant caravans as something other than wandering piggy banks.

Lot
Ad'burg
Town or
Merchant Caravan
City or
Trade Fair

1stx100%x100%x100%
2nd x80%x85%x90%
3rdx60%x70%x80%
4thx40%x55%x70%
5thx20%x40%x60%
6thx0%x25%x50%
7th - x10%x40%
8th - x0%x30%
etc... - - etc...


(Optional Rules)
  • Paying for an appraiser (price?) allows a re-roll of the lowest die when determining auction value. The re-roll stands in all cases.
  • Pawnbrokers, fences, kopje wallopers and other shady bottom feeders will buy up excess objet d'art in a glutted market, but will offer only 1d6x5% of the rolled value (rolled per lot). It’s better than nothing, but not by much...
Value by Weight
Sometimes, particularly when the market is already glutted by an embarrassment of riches, it'll be worth breaking objet d'art down for their bullion value. As seen in that masterful study of historically accurate high medieval chivalry "Knight's Tale", you simply knock a chunk off the item and sell it on as gold, silver or whatever, losing the value added of the workmanship. The DM will probably be able to pull a price out of his butt for this, but don’t expect to get more than 10+1d10% of the objet d’arts full auction value as a bullion price.

The Wider World
Normal farming and fishing villages, or logging or mining camps, have no interest in dungeon-derived objet d'arts. Quite apart from the fact that the entire village is probably worth about the same as the goods on offer, what good will these fancy toys do a bunch of turnip farmers over a hard winter? If anything they're just going to attract the cupidity of bandits, monsters or other adventurers.

Adventureburgs are atypical of settlements of their size in that they are single industry boomtowns, that industry being the re-supply, entertainment and general mulcting of the walking goldmine that is a party of successful dungeon crawlers.

edit: little bit of editing and tidying

Thursday, 30 July 2009

All Dwarves Ain't The Same


(Later than promised, I know. The Sons of the Mountain will not be rushed
~or~
"Blogger stops work. Interrupted by carp.")

The dwarf. The bearded cube. Scottish-accented, berserkerganging Cousin Itt. Was there ever a fantasy race that was so thoughtlessly and thoroughly stereotyped? Heck, even the lowly Orc gets more love! That unholy timesink and record of the geek hivemind tv tropes.org even has a page devoted to the cliché that if you've seen one dwarf you've seen 'em all.

It's a shame that the big three geek touchstones (D&D, LOTR, WoWcraft) all seem to default to being part of small reference pool (more fitting would be "shallow reference pool", or possibly "reference paddling pool". But I digress) as even a cursory look at folklore, fantasy fiction and the like will throw up hundreds of more varied and potentially interesting ideas about dwarves.

  • Norse myth gave us the idea of dwarves being spawned from the flesh of the primal giant Ymir
  • German folklore and Richard Wagner gave us dwarves as scheming gold-crazed madmen
  • African folklore offers us dwarves that are black-skinned, obsidian-toothed nightstalkers that drink blood and steal children
  • Tad Williams' Memory, Thorn and Sorrow made dwarves into reclusive, big-eyed Morlocks hiding under the mountains of ersatz Wales from the ancient cat-elf masters who enslaved them
  • Michael Scott Rohan's Winter of the World trilogy (now a sextet) played with the "Middle Earth was an interglacial period" idea by making the Neanderthals the heavy-browed, strong-thewed wielders of Dwarf cliché power
  • Sir Terry Pratchett inadvertently popularised the 'Dwarves = Jews' meme (both being stereotypically thrifty, hardworking, insular, misunderstood, respectful of age and knowledge, torn between the old and new ways, peaceable until pushed), and played with the idea of bride-price in a way both alien and touching. He also gave us the inverted dwarf archetype: Casanunda ("The World's Second-greatest Lover. Stepladders repaired.")
  • Richard Sharpe Shaver gave us the Dero (mad super-science dwarves of the underworld with rayguns and flying saucers)
  • The comically bad "Van Helsing" movie gave us the Dvergi - sharp-toothed, chittering subcontractors to the resident mad scientist and maintainers of his Rube Goldberg lightning engines
  • Warhammer gave us one dwarven culture based on a quasi-fascist command economy and the institutionalised holding of grudges (this culture also had sub-cultures of nihilistic punk dwarves, aka Trollslayers, and the earliest instance of which I'm aware of Dwarves as steampunk engineers). It also created a whole other culture of Chaos Dwarves, a pack of Assyrian-themed, magic-slinging gunpowder fiends with slave armies and bull centaurs
  • AD&D Monster Manual 2 presented the Azer, elemental craftsman who can be summed up as angry kilt-wearing dwarves...on fire!
  • AD&D Birthright gave us dwarves as honest-to-goodness living stones with hearts made from a ruby the size of your fist (supposedly)
  • AD&D Dark Sun gave us bald(!) dwarven monomaniacs doomed to haunt the site of their final failure
  • the Dwarf Fortress roguelike CRPG gave us tragi-comic drunken obsessives who fear carp and do not understand the concept of being on fire
Ok, so that's a few pop culture examples of Dwarves not all being alike. But precisely what use is all that iconoclasm for a game? Look at how little is actually written about the dwarf in the Labyrinth Lord rulebook. About 2 paras in the class description, and another para in the monster description. Plenty of solid facts; minimal 'fluff'. That gives you as DM or player the freedom to add whatever details you like without running face first into a barrage of canon.

So here - inspired by Rach's meditations on Elves - are ten alternate ideas forDwarven cultures or race in Labyrinth Lord (or other OSR game of choice).

~ A Secret Culture ~

Dwarves are Mad Max

Hardy, strongly resistant to disease and magic, living in vast underground tunnel networks, the dwarves are little more than scattered survivors of a legendary cataclysm. To them the world, over-run with marauding orcs, rampaging dragons and dirty spindly-limbed humans and elves is a post-apocalyptic waste; a hellish mess better forgotten and ignored. Some dwarves have been specially engineered to survive in the world gone mad; others flee the surface for the relative comfort of the subterranean depths. Now one dwarf must venture forth from his ancestral clanhold in search of a decanter of endless water.
(Yes, the Fallout references are intentional)

Dwarves are Master Sailors
Traditionally it is bad luck for a sailor to know how to swim (I think the logic is that you are both betting against yourself and tempting fate), and who will want to stay out of the water more than a short, stocky race with a natural negative bouyancy? The dwarves are the master mariners of the seas. Copper-bottomed, iron-ribbed dwarven trimarans ply the seas. Dwarven master mariners eye the sea and sky warily, listening to the ticking of dwarf-built chronometers and grumbling prayers that the gods of seas and wind will deliver them safe to Terra Firma once again.

Dwarves are Communists
The Sons of the Mountain care not for wealth! Let no dwarf achieve riches at the expense his fellow dwarf. The greatest shame is in prospering while your clan brother starves. Glory to the Dwarven Peoples' Supreme Council of Elders! Their wisdom and foresight ensure that all have their needs provided for...if they are but patient and submit the requisition forms without error. Prisoners are shackled in chains of gold so heavy they can barely walk, and dwarven children play games with jewels worth a king's ransom in the surface world while the enlightened dwarrowletariat enjoy the cultural attainments of their workers' paradise.
(Yes, More's Utopia. Well spotted)

Eldritch Dwarves of the Catacombs
The mythic underworld leaves its mark on all who venture therein. How much more on those who choose the unending dark over the sunlit lands? The underlands are never silent, and the whispering in the darkness has given the dwarven people dark and powerful wisdom unknown to the loremasters of the realms above. The pale-skinned dwarves bury their honoured dead with all the pomp they can muster, decorate their choicest goods with bones and other memento mori of their beloved forebears, and whisper in hushed awe of the unfailing wisdom of the ancestor gods.

Dwarves are Librarians
"An interesting idea, but doomed to failure. It was tried during the Reign of King Snorri the Litigant nearly 2,000 years ago, and the assembled Assayers of Worth ruled that such a motion was inadmissible in these circumstances."

Surrounded by the words of their ancestors, immured among the recorded judgements of older and wiser heads, the dwarves consider that all good (and bad) ideas have precedent. Before any action of significance is undertaken the chronicles must be consulted, the terms defined, and the ancient rites of the Rechtsstreitkampf (lit. lawcasefight) enacted. No serious-minded dwarf will undertake any matter of importance without the reassurance of a precedent graven on black stone from the law mines. No dwarf ever wants to earn the damning epithet of 'innovator'.

~ A Race Apart ~

Dwarves are Maggots
Dwarves thrive in the darkness, gorging themselves on nothing but meat (the higher and more stinking the better). Maybe new dwarves are naturally produced by the giant carcasses left to rot by passing adventurers, maybe they grow from carefully prepared sides of rotting beef. Do the maggotborn (a killing insult) labour under a divine curse, or were the first dwarves truly spawned from the flesh of the Ur-giant. Imagine are outlandish and bizarre the belief system of such a race would be. No wonder the dwarves are tight-lipped about their culture and touchy of slurs to their ancestors.

Dwarves are Fungus
Tough fleshed, insensitive to pain and stubborn, the dwarves are physically adapted to thrive in ecosystems where the sun is never seen. Their luxuriant flowing beards are root systems which can draw water from moist air or sustenance enough to survive from even the stoniest soil. Their secret sporing ceremonies are hidden from outsiders.

Dwarf are Hive Creatures
Dwarves are communal subterranean creatures who guard their (few) females well and defend their tunnelled holds ferociously. Their strength and endurance are legendary, and their capacity for work inhuman. The stony uplands of their mountain homes cannot support their burgeoning population and the lucrative trade of dwarven metals for human crops and lumber (most of which becomes mulch for the vast dwarven fungus field) can no longer ensure the security of the hive...I mean hold.
(Hellstrom's Hive was a major influence here)

Dwarves are Rocks
This is an ancient idea, going back arguably as far as Norse myth. It's been played with lots of ways since then, with everything from Birthright's 'dwarves are living rocks' idea to James M's revelation that the dwarves of dwimmermount use their carefully harboured wealth to craft their offspring. What could be more fitting than the Sons of the Mountain being carved directly from the earth? Be it in the form of statues animated with reincarnated dwarven souls (why do you think dwarven tombs always have an exquisitely detailed statue of the deceased) or the discovery of unique jewels which will grow or hatch into dwarves when cared for correctly. The Arkenstone of Thror: the dwarven equivalent of a phoenix egg?

All Dwarves Really are the Same
Why not subvert the subvesion of all dwarves being the same. Dwarves are clones, or pod people, or subject to a form of genetic conformity similar to the Jibarru (?) of Dan Simmon's Hyperion. Dwarven society works so harmoniously (when was the last time you heard of a dwarven coup de etat?) because all the inhabitants think alike and share identical aims. With only scars, and affectations of garb and beard braiding to differentiate them, no wonder outsiders can't tell dwarves apart.

So what does this mean for the Vaults game? Well, ultimately only as much (or as little) as the players want. I'll be throwing some odd dwarf analogue creatures at the PCs, just to keep them from assuming that subterranean miner = dwarf = "Hi ho". Hopefully between this blog post and the power of British irony no-one will resort to the John Rhys Davies 'Urist McBeard of the Clan McBeard' cliché.

(image tirelessly mined from nuklear power's 8-Bit Theatre)

Friday, 22 May 2009

The Ferris Wheel of Doom - WIP


My personal homage of the infamous Hellevator of Castle Greyhawk is the so-called Ferris Wheel of Doom which connects the first 6 levels of the Vaults. Why anyone would choose to use a giant observation wheel as a major internal transfer system in an underground complex is an open question.

The Wheel Chambers
When initially encountered it is unlikely that the player will realise that the Ferris Wheel is in fact a wheel. The majority of the workings are hidden behind stone walls, with only the doorways and switches that allow access to the transport capsule visible. The doors, of which there are one on each of levels 1-6 of the Vaults are made of heavy bronze, elaborately-decorated and surrounded by a baroque profusion of pilasters, architraves, and friezes. A single "call capsule" button (each of unique appearance and operation) is generally to be found in the same room as the door.

Random Call Capsule Buttons

1d10Gimmick
1a statue of a succubus holding a bowl. The bowl must be filled with 1d6x1d6 hp worth of intelligent humanoid blood to call the capsule.
2a gong. Possible secondary effects as per Amityville Mike's fine article on gongs and the bonging thereof
3 small silver butler's bell on a podium. When tinkled the bell unleashes a full 8 bell carillon which attracts monsters as a Shrieker.
4an open-mouthed idol. 1d10x1d10gp, a gem, or a magic item must be fed into the mouth.
5a 3-foot long railway signal locking lever. Expect catastrophic consequences if pulled by a dorf.
6a chased and enamelled hunting horn chained to the podium. Can only be blown by someone of Con 13 or above.
7a chased and enamelled drinking horn containing 2 pints of:
1 - a light ale - heals 1d6 damage (as Grognardia Jim's liquid courage rule)
2 - a heady mead - gives a +2 bonus to Int, Wis or Cha checks (choose, or determine randomly) for next 1d3 turns
3 - a burning winter ale - heals 1d10 damage, character is -2 to all checks for 1d3 turns
4 - a smoky arval ale - grants +4 bonus to the next save the character makes
The horn must be drained in a single draught (unmodified Con check) by a single drinker to call the capsule.
8a wire and nail puzzle (plonk one in front of the players if you have it handy)
9an elemental focus. Must be dealt a particular amount of elemental damage to call capsule.
1 - fire/heat
2 - water/cold
3 - air
4 - earth/stone
5 - quintessence (weird sh*t of the DM's choice - wood, void, heart, molybdenum, etc.)
6 - two of the above (roll twice)
10a speaking tube. The requirements to call the capsule (singing, speaking a particular phrase or language, having the players recite some verse, etc.) are at the DM's warped discretion



There is a 1 in 6 chance that the capsule is absent when the button is pressed. Absent capsules will return in 1d6 turns.

The Capsules
There is a 1 in 6 that a capsule is occupied when the door open. The DM should create a random encounter from a randomly determined level to which the Ferris Wheel has access. There are no limits on creature types or number due to size, intelligence, etc. (Yes, vermin and dragons both love to ride the Ferris Wheel)

The Ferris Wheel chambers are 10' x 20' rooms of mutable appearance and decoration. Sometimes there are seats, sometimes not. Sometimes there are windows onto strange vistas, at other times the walls are panelled with inlaid maquetry of exquisite design, or with diamond pattern sheet steel, or with marble. Sometimes the light comes from torches in wall sconces, at other times it radiates from ceiling panels, wall-mounted globes, or even the floor. The one commonality is the control panel, which is mounted at human eye level to the right of the door (when facing it).

The Control Panel
The control panel (however it chooses to appear today) has 12 buttons/settings/plugs. These are numbered 1-10 (in a random alphabet), with the last two buttons being invariably marked with a hold door button, and with an infinity symbol.

Numerals 1-6 - roll 1d6, add number pressed, count in base 6. The capsule ends up on that level of the Vaults. How often the sequence changes, or if it is entirely random, is at DM discretion.
Numerals 7-0 - By themselves these numbers do nothing. But, when used in combination with others, they can be used to reach particular areas outside the Vaults (see Combos section, below)
Hold Door button - can be used to hold doors open or closed.
Infinity symbol - When pressed a demonic, gape mouthed green face appear, laughs maniacally, and then vanishes. The capsule jerks violently. Roll 1d30 on the table below...

Cities
1 Adamantinarx-on-the-Acheron (Wayne Barlowe's "God's Demon")
2 Altdorf (Warhammer World)
3 Atlantosh - the cheap theme park version of Atlantis
4 Erelhei-Cinlu or Menzoberranzen (50/50)
5 Lankhmar or Viriconium (50/50)
6 London (roll 1d8)
-- 1 Ruined London (Diamond Dogs/Steel Tsar)
-- 2 Londres (Hawkmoon)
-- 3 Steampunk London 1855 ("The Difference Engine")
-- 4 5,000AD - After London (Forgotten Futures 5)
-- 5 Puritan London ("The Adventures of Luther Arkwright")
-- 6 Elizabethan Londinium (Moorcock's "Gloriana")
-- 7 New Crobuzon or Armada (50/50)
-- 8 Sigil or Earth 2009 (50/50)
7 Ancient Rome, Athens or Alexandria (1in3)
8 MegaCity 1 or Mos Eisley (50/50)
9 Metropolis (50/50 - DC Comics or the 1926 movie version)
10 Taashban (Narnia) or Kublai Khan's Xanadu (50/50)

Locales
11 Doomed City (roll 1d8)
-- 1 Atlantis - the day before
-- 2 Numenor - the day before
-- 3 Pompeii - the day before
-- 4 London - the day before the Great Fire
-- 5 Lisbon - the day before the 1755 earthquake
-- 6 Port Royal - the day before the 1692 earthquake
-- 7 Tokyo - the day before (roll 1d6)
-- -- 1 - 2 the great Kanto earthquake
-- -- 3 - 4 the Tokyo firestorm
-- -- 5 - 6 "Gojirah!"
-- 8 San Fransisco - the day before the 1905 earthquake
12 The Lost World
13 Skull Island (50/50 - Treasure Island/King Kong)
14 Mythic Lands (roll 1d8)
-- 1 Khemri (Egypt)
-- 2 Achaeia (Greece)
-- 3 Midgard (Norse)
-- 4 The Four Worlds (India)
-- 5 Chung Kuo (China)
-- 6 Sinbad's Araby
-- 7 Mandevillean Asia
-- 8 The Seven Cities of Gold
15 Swiftian Lands (roll 1d6)
-- 1 Lilliput
-- 2 Brodingnad
-- 3 Laputa
-- 4 Luggnagg
-- 5 Balnibarbi
-- 6 Glubbdubdrib

Worlds
16 Tekumel
17 Arrakis (Dune) - "Spice must flow" (25% chance Didcot 3 (Urn) - "Tea must flow")
18 The Dying Earth
19 The Mighty Land of Vanth
20 Middle Earth (roll d3 for Age of the World)
21 Gamma World/Mutant Future
22 The Hyborian Age of Thuria (Conanistan)
23 Pavane Europe (steam-Catholicism)
24 Naziworld (The Man in the High Castle)

The Depths of Space
25 The Moon (roll 1d8)
-- 1 Wellsian Selenites
-- 2 Baron Munchausen/de Bergeracian allegorical oddness
-- 3 ...made of Green Cheese
-- 4 Lunar jungle (Aldiss' Hothouse)
-- 5 ...dominion of the Feral Clangers
-- 6 The Tibetan Afterlife
-- 7 ...of the Lovecraftian Dreamlands
-- 8 You gatecrash the Apollo 11 landing
26 Venus (roll 1d4)
-- 1 Saurian-infested jungles
-- 2 Weird Tales/Northwest of Earth-style
-- 3 The Treen Empire
-- 4 Militaristic Teutonic craftsmen (Mutant Chronicles)
27 Mars (roll 1d4)
-- 1 Burroughsian
-- 2 Wellsian - "Uuuuuuh-lah!"
-- 3 Mad Gods and Moravecs (Dan Simmons "Ilium")
-- 4 Canals and Colonies (Space:1889)
28 Mongo ("Flash! (Aah-ah)")
29 Skaro (Dalekworld)
30 Deep Space (roll 1d6)
-- 1 Wildspace (Spelljammer)
-- 2 Hippyspace (spacewhales, nebulae, etc.)
-- 3 The Ulyssesverse
-- 4 Starship Warden
-- 5 Moonbase Alpha
-- 6 Chiron Beta Prime or The Dark City (50/50)

Where exactly in this new world the door opens, whether the PCs are forcibly ejected, and how long the door remains open are entirely at the DM's option.

Combos
Poking at mysterious, inexplicable objects in the underworld is rarely a wise choice. The Ferris Wheel of Doom is no exception. Random button-mashing may have no result, may cause dangerous environmental effects, or may take experimenters to particular locations.

22 - Glorantha
34 - You really don't want to know.
42 - Earth, Galgofrincham or Ursa Minor Beta
69 - San Dimas ("Excellent!")
410 - The Library of Babel
666 - Hell (Barlowean, Dantean, cartoony...)
9001 - DBZ world
1010001 - the machine realm (Mechanus)
5550690 - a dark-skied world where self-willed automata farm human beings
0112358132134 - Leonardo Fibonacci's study in 13th century Florence
etc.

(bronze door image plundered from transoxania.org)
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