Showing posts with label DCC RPG World Tour. Show all posts
Showing posts with label DCC RPG World Tour. Show all posts

Wednesday, December 10, 2014

Lacuna Locurae: What is this fantasy/colonial thing?

Lately, I've been reading a lot of historical sources to  inspire my thinking about the Lacuna Locurae setting, the island of Magyaru (on which one finds the Imperial port city of the same name). Now, loosely speaking, the Empire is an extension of the Metal Gods of Ur-Hadad campaign, but there's a slippage in both style and chronology. Though we're dealing with sort of an "eternal now" approach, with characters from that setting moving back and forth between the campaigns, the "real" time frame is a few hundred years in the future. In European historical terms, we've moved from the medieval times to Renaissance/early-modern times. This is more an issue of technology, context, and tone than it is anything approaching historical accuracy. I'm not aiming to recreate European history, here, but to select elements of various colonial histories that I find interesting and useful for running a game. For this purpose, I've selected several broad models:

  • England
  • Spain
  • France
  • Rome
  • Ottoman Turkey
Again, the goal is not to make them historically accurate, but to cash in on the things that made those colonial powers, and the issues they faced, interesting. Some examples:

The three-headed monster that colonized the Americas (England, France, and Spain) provided some interesting fodder for the setting.
  • Conquest is about seeking riches. In the main, the Spanish were after gold and precious metals, but then established plantations for sugar, indigo, and other things. The French engaged in the fur trade for the same purpose. The English, by and large, cultivated tobacco as their main commodity, but had other commodities (sugar, etc.) in the Carribean.
  • There is a religious, missionary component. The Spanish and French were especially fervent in this regard, but religion was a strong part of the justification for colonization and conquest by all of the European powers. The Temple of Luz the Purifier has played a large part in financing and establishing this colony. They aim to preserve their influence here. Religion at the ground level also is burdened with the common people's folk superstitions and prejudices. Witches and wizards beware.
  • Relations with the native peoples are always a factor, and very complicated. In the real history, diseases brought by European powers to the Americas wiped out about 90% of the native indigenous populations. The idea that these areas consisted of howling wilderness was not true, at least until disease took its toll. In some cases, particularly with the French in the north, the colonists needed the indigenous peoples just as much as those peoples wanted the guns and tools provided by the colonial powers. There was some degree of mutual cooperation. However, they also played different groups of indigenous people off against each other; this dynamic sometimes was employed by the native peoples as well. The Spanish model was very different. Their nobility sought to get rich, establish repute, and aggrandize itself through conquest (and the acquisition of precious metals). They were often brutal and ruthless. Later, their missionaries moderated (to a limited extent) these practices, but not often and not enough. By that time, diseases had taken their toll. The English were, in a word, arrogant. They expected the natives to roll over for them, and the fact that they didn't was proof that conquest was necessary.
  • The lower classes had opportunities in the New World they didn't have in Europe. An English indentured servant, for example, could hope to receive an acreage in the colonies, to become a landowner. Land ownership policies in England (esp. "enclosure") had been eating away at this prerogative for many years. This was also reflected in the military, especially the navy.
  • Piracy became an issue (as is the use of privateers). The on-again/off-again wars between these powers provided a surplus of able-bodied seamen, and they gained experience with taking and plundering ships. When the wars were over, many employed those very particular skillsets for other purposes (i.e., piracy). The colonial powers all spent time stealing from each other, just as they stole from the New World's native peoples.
  • There's a level of lawlessness due to the tenuous control of the center over the periphery (though this varies over time, and due to circumstances). The competence, honesty, and loyalty of colonial governors, viceroys, etc., was not always assured, and this made life in the colonies somewhat chaotic in terms of how government got conducted. Further, there often were differences between "official" policies, especially toward other governments' colonies and the native peoples, and what those on the scene actually did. Later, this would result in rebellion over local control, taxation, etc.
  • The interests of the Church, the nobility, the Crown, the merchant classes and the commoners often run at odds with each other. This creates a great deal of internal tension. While the colonial Governor is, ostensibly in charge, power must be shared in order for the colony to thrive. How that sharing occurs is a matter of constant dispute, with the potential for violent disagreement simmering below a polite and respectful surface.
These are just a few of the Western European elements that I find useful as context for Magayru. Rome also provides great fodder.

My model of the native peoples of Magyaru springs more from Pictish/Gaelic roots than from the indigenous American peoples. In part this is because I'm fascinated by the Roman experience in Britain, as well as the interactions between the Vikings and the Britons. I'm also interested in "flipping" the usual visual imagery of colonialism. The "savage" native peoples in this setting are pale-skinned ("They look like demons!"), and the Imperials are more like Mediterranean Romans and Ottoman Turks. In my mind, Ur-Hadad of the Metal Gods universe is more closely associated with Turkey and Eastern Europe than with Tolkien's more Western/Northern European aesthetic. Mostly, this is cosmetic, I'll admit. However, I think it proves more jarring to may players who associate colonialism with an American model rather than a Roman model. I think the combination of the two is interesting and useful in fantasy/colonial role-play. Also, the "colonists" are from warm and sunny climes, and Magyaru is a cold, dark, and gloomy land, mountainous and covered in great forests, crisscrossed by rivers, and filled with ancient standing stones, barrows, and ruins. It is a far grimmer place.

Finally, there is my weird idea of Turkey/Hungary. To be clear, it is in this area that a diverge from history the most. I like the idea of a powerful ruler, a cultured and educated, cosmopolitan empire. A certain level of decadence combined with a sense of cultural superiority. In this sense, my Empire owe as much to Robert Howard's Hyperboria as it does to whatever historical sources I might be reading. It also owes much to Adam Muszkiewicz and my interpretations of Ur-Hadad as an idea (perhaps more than a place). Also, in the background, there is the history of the World that Went Before, which includes all manner of fantasy races and tropes, sorcery, and so forth. So, it's not Turkey and it's not Eastern Europe, but it does filtch heavily from aesthetic and other elements that might be found there.

Add on top of these things, and the Howardian influence, the presence of Poe, Hawthorne, and Lovecraft, and you get a sense of where I'm trying to take this. I'm really enjoying playing in this sandbox, and seeing how the players interact with it and add to it. I think of this as an open world, and do my best to make sure the people who play in it are able to influence it.

Also, for our Zappadan offering, I offer this 1973 concert in Stockholm. Dig the grooviness of 1970s Sweden. Glorious!




Sunday, November 30, 2014

Lacuna Locurae Play Session Report 6: We're gonna be rich, I tell ya! Rich!

Most of this session consisted of a very large battle with clay soldiers, their generals, and their warlord. The PCs concentrated on keeping the enemy forces bottled up in the main room, while some of their number retreated to the upper chamber to snipe at them through the newly opened hole in the ceiling, where the pool once had stood. It took some time, but they were, eventually, victorious. The two wizards wrangled over the crystal ball they found by the throne, and eventually decided who got it by die roll. Harris Patter, girl wizard, was disappointed. It may however, redound to her advantage, in the end.

They searched the room pretty thoroughly, and found a secret door. After some very careful dungeoneering, checking for all manner of perils, they went through. There, they discovered a room with what seemed to be both the contents of a warlord's field tent (camp chair, pallet,etc.) and an arcane circle with a bier in the center of it. Upon the bier rested the dessicated remains of the warlord in question. He was dead-dead, not un-dead, though some of the party feared he might rise to begin smiting them. Given how well they'd managed the previous encounter (awesome die rolling, despite a magic missile misfire almost killing the party's thief. Again.), I probably should have done something fun with the corpse, but it was approaching the end of the session, and both they and I were battle-weary.

The wizard with the crystal ball soon figured out that one might place said item in a concavity at the foot of the bier. Though there was some trepidation, they ultimately "pressed the Big Red Button" by inserting the crystal sphere. The result: A potential patron:
Gazing into the crystal ball, you see an endless field of bright stars on a faint gray background. A ghostly image of the warwizard drifts in the star-strewn ether, perfectly still. Then a harsh goat-like face fills the full sphere, staring intently at you. “I have waited a long time for someone to take the warlord’s place,” says the strange goat-man in a deep voice. “His astral voyage was cut short before he could rekindle the spark of his mortal coil. I am still in need of an ally on your world. Fill this copper brazier with wood from a dryad’s tree and ignite it with the spark of a living fire. The blaze will reveal the location of the other half of the rulership rod. Find that for me, and you shall be rewarded.” Then the globe dims to mere crystal. (DCC Core Rulebook, p. 456)
I believe they intend to follow through on this quest at some point, but first they had a golden monolith to deal with.

As I mentioned in an earlier post, one of Harris Patter's spells has the mercurial effect of turning one random item to lead and another one to gold. I altered the function a bit for dramatic license, and had it affect two standing stones of immense girth and heft. They clearly couldn't carry the whole thing, given their rickety cart, which conveyance they'd brought from Hirot. So, after emerging from the dungeon, they discussed what they might do, ultimately deciding to hack off chunks of gold from the former megalith. It is, of course, sacred to the native peoples of this land, whose shamans will, no doubt, attempt to trigger a holy war of some kind against this outrage. That should be fun. I may need some mass combat rules...

After some discussion, I allowed that they could probably carry (and still be able to hide) about three hundred pounds of gold (leaving some 21,700 pounds behind, unattended in the barrowlands, soon to be found by natives). I recon that the gold coins of this realm aren't particularly large, and run about 20 coins to the pound. They have, then, roughly 6,000 gold pieces, should the gold be minted into coinage. That's a lot of gold. However, given that this is a silver standard economy, it's a stupidly large amount of gold, and it's not already in coin or bar form. They will need to get someone to exchange it for credit, equivalent value, or to mint it into bars or coins. That could prove both tricky and dangerous, and might draw the attention of many, many people in Magyaru, some of them powerful, some dangerous, and some... both. It will be a miracle if the party manages to hold onto their booty, and their necks.

Further, it may soon be revealed what happened out in the barrowlands, and why the natives are restless. They may soon lay siege to the city, coming with their war chariots, painted in woad, ready to burn and pillage, their holy men primed for revenge against those who would trifle with the very spirits of the land and sky. It might get pretty tricky for a group of low-level adventurers caught up in a situation like that. It certainly might... We'll have to see how that works out, because they've decided it's time to make the final steps of their voyage to Magyaru. They're all free people now, with no records of slavery or indenture to bind those laboring under such things. They have plenty of wealth, and a lust for power and glory. We shall see what is possible in Magyaru. It certainly won't be what they expected, in the end, though it may seem so to begin with.

On top of it all, I'm actually running a new game on Sundays, with a whole different group of people. It's set in the same world, and I've decided that the different groups will have to live with the consequences of actions of both. It should prove most amusing to watch how the chips fall. Mua! Muaha! Muhahaha! MUAHAHAHAHA! <--That's supposed to be my evil laugh.

Thursday, November 20, 2014

Lacuna Locurae Play Session Reports (4 & 5): Things change, things stay the same

Sorry for the long delay between posts. Partly me being Dr. Lazybones and partly me being Dr. Lazybones because work's been kicking my ass. Will try to do better.

Anyhow, when last we left our adventurers, the town of Hirot was in an uproar. The peasants were revolting!


The genius of Mel Brooks continues to astound.

The Yamash and his bodyguard had returned to the longhouse to armor up and 'get swole' in preparation for some good ol' fashion oppression (Iron Fist included!). The town's uppity merchants determined that three feet of steel through the brisket was not particular fun or healthy, so they decided it might be better to attempt negotiation. Accompanied by some of the PCs they held parley with the Yamash. 

They had high hopes to instill some of this new "democracy" thing into Hirot's political order, but the Yamash was not having it. He explained, very succinctly, that it wouldn't be happening. First, he would go down fighting. Then, he explained, rumors would make their way to Magyaru. The Governor would be obliged to send troops to quell the uprising. The leaders would be found, and summarily executed for treason. A new yamash would be installed, and it would be one less reasonable than himself. So, whatcha gonna do? Cometh thou at me, bros!

Still, he allowed, he would be willing to take advice from the wisest of these elders, and consider their council. The Yamash permitted that three of them would be assigned to such a body. These selfless merchants, seeing how such an arrangement could benefit them (and, of course, 'trickle down' upon the peasantry--like a good piss), knuckled under and proclaimed his wisdom. 

The PCs, of course, now found themselves on the outside of this arrangement. They also were not well rewarded for the killing of the Hound, having participated in the aborted rebellion. Tough luck, people. Tough luck. So, they decided to venture into the Barrowlands to seek fortune. They also hoped, perhaps, to find that scoundrel Sylle Ru, who had scarpered off to parts unknown when his political fortunes had gone pear-shaped. I have a feeling we'll be seeing him again...

First, though, they had a date with the witch Ymae. For honoring the agreement, one PC received a nifty, golden shirt (as chainmail with fire protection) before the old lass went and broke his heart. He will soldier on, somehow. That done, they did their best to arm up, provision themselves, and the players leveled their zeroes up.

Leveling up took a while (two wizards and a cleric), and the mercurial magics thus gained were more of the "annoying and funny" type than the "awesome" or "oh, hell no" varieties. One such  case would prove consequential later, in the Barrowlands. Thus fortified, they marched out of Hirot, bound for gold and glory. Or at least gold, they hoped.

***

The PCs marched into the hills and mounds of the Barrowlands, bypassing one obvious adventure hook (the Tomb of the Ulfheomar), before finding a Shiny Red Button. The Button in question was found in a narrow defile leading up to the cliffline, well north of Hirot. A causeway led toward the cliffs, barrows on each side. At the cliffs themselves they found a circle of standing stones and an altar (most likely used for terrible rites by the demonic, pale-skinned devils who inhabit this land). Above the altar was a weird carving, embedded with seven colored stones, in various parts of the design. One of the PCs, an astrologer by trade, figured out that this represented a constellation. This particular configuration of the constellation in question didn't quite match what was in the sky. However, being far from the shores of the Empire proper, the stars were not quite the same. Nonetheless, he determined that the stars were not quite "right," in comparison to the design. However, by their colors, the stones were misplaced. They needed to be shifted in the design to match the constellation in question. So, of course, they fucked with it.

Pretty quickly they found that touching the stones resulted in a point of ability drain (five of them, one for each ability). They took turns. They also found one that drained 1d3 hit points. Then, feeling optimistic, the party's thief climbed to the top part of the design, to seize the final stone. It zapped him for 3d6 hit points (hehe, silly thief). Your humble Judge, naturally, given his proclivities with dice, completely failed to kill the erstwhile character, rolling only five damage and bringing him down to two hit points. Stones in hand, they reinserted them, arranged them in the proper order, and a magical portal opened in the cliffside. 

Oh, I nearly forgot. One of the party's wizards, one Harris Patter, has this mercurial effect for one of her spells:

Accidental alchemist. Each time the spell is cast, one random item within 20 feet of the caster is turned to lead and another is turned to gold. Both objects probably weigh more than they previously did, and the gold object is worth twice its normal cost or 1gp, whichever is more.
She decided to cast that spell (I forget exactly which). I determined that her spell had affected two of the standing stones, turning one to lead and one to gold. Some work with the calculator suggested that something in the order of 22,000 kg of gold, all of one piece, stuck way the fuck out in the hinterlands. Good luck getting that back to town. Good luck getting any more of it, once the natives discover you've been desecrating their sacred circles. Dickish? Nope (okay, maybe). Anyway, this is DCC RPG, and this is how we do that shit.

They entered the portal and found a short hallway and a door. They opened the door, leading to a room beyond. Four iron statues with spears attacked the doorway, but only one character was wounded. They gathered up the spears and stripped the statues of their elaborate, enameled scale mail (That shit looked pretty tight, ya see). Thus equipped, they entered the next room.

There, they found a large (30' tall) statue, its finger pointing toward the doorway (J'accuse!). Long story short, they figured out pretty quickly that attempting to leave the room meant getting doused with flaming oil. Several of them were thus attacked, but none died (much to my chagrin). Eventually, they bum-rushed the northern doorway and found a long room with a pool of water. They also found several weird humanoids, who approached their light sources, but otherwise seemed uninterested in them. They (wisely) did not attack.

One of the PCs noticed that the bottom of the pool was studded with "glowing" crystals. He decided to remove a few, and then a few more. At one point, the floor began to buckle, so he curtailed his activities. The party had found a door in the northeast, at that point, so they moved on. A stairway led downward, into a room with a big table with a host of martial figurines upon it, and in alcoves and on shelves in other parts of the room. A search revealed that several of these were made of solid silver, with a sheath of clay. They got a bit richer.

Then, they moved into the next room. There, they encountered an army of clay, a clay warlord, and seven clay generals. The host attacked! That's when things went haywire. Fucking wizards. Fucking mercurial magic. One PC wizard has a mercurial that causes terror. The warlord got skeered, and went to hide behind his throne. Much of the clay army had been degraded by the leaking ceiling (from the pool above, with its missing crystals), but there were far too many to fight. The party dropped back to use the doorway as a choke point. One of the PCs ran back up the stairs to attempt to collapse the ceiling/pool bottom into the clay army. Some good rolling ended in success, and about 30 of them were crushed outright. Others dissolved in the water. Still something like 26 of he statues managed to get out of the low area in which they stood. Their generals are still standing, and the warlord remains cowering behind his throne. Soon, though, he will recover, and then they will be fucked, well and truly.

That's where we ended last time.

Wednesday, October 15, 2014

Lacuna Locurae Play Session Report 3: Death of a Hound, and the Peasants are Revolting (You can say that again!)

Last session, Lilya Jormal, daughter of Uxo Jormal, and Harris Patter, wannabe wizard, were taken prisoner by the Yamash and his (presumably) evil councilor, Sylle Ru. Their inevitable fate will be to appease the fiendish Hound of Hirot, as the Yamash hopes to make up for the missed sacrifice of the day past.

The party needs a plan. They have a (supposedly) magical artifact, a rope of corpse hair. They've been told by the witch, Ymae, that it will be able to bind the Hound, making it vulnerable to their weaponry. Also, a now-friendly Beacon Duu of the Temple of Luz has offered to bless them, though he avers that his faith is weak, these days, and he may not be up to the task. Nonetheless, they will accept his blessing and ask him to make them some holy water, just in case that might help. He gives it his best shot.

The women are taken to the standing stones to be sacrificed, and a guard is left there to ensure that no one will free them prior to the arrival of the Hound. The adventurers decide that they will wait until just before dusk, and then try to scare the guards away before the Hound arrives at the standing stones. One of them, an animal trainer by trade, makes an attempt to mimic the terrifying howl of the Hound... and rolls a natural 20. The guards run away with alacrity, the scent of fresh piss in their wakes. Then, the party arrays itself in waiting. This part of the plan takes some time, as they are trying to figure out (1) if getting on top of the stones will help; (2) if the prisoners (now chained rather than tied) should be freed or left in place--they decide to leave them in place, for some reason; (3) who will mount the animal trainers' ponies for a 'cavalry charge' against the ravening Hound; (4) how best to deploy the holy water against the Hound; and (5) where everyone should stand to wait.

Eventually they work things out, and the Hound arrives from the north, and the barrowlands. Things do not go well. Though two characters are killed outright, and one more is wounded pretty badly, they are able to, through a combination of daring-do, pony charges, and shitty rolling on the part of the Hound (by Yours Truly), bind and slay the beast, which crumbles to ash before their very eyes. They free the prisoners and gather the ashes (They might come in handy, don't ya know), but decide to camp the night among the standing stones, hoping to return to Hirot in the morning. They slay one of the character's goat for purposes of a feast, build a fire, and eventually go to sleep. The night passes without further incident.

In the morning, they return to Hirot, claiming triumph over the Hound. Hearing the hubbub, the Yamash and Sylle Ru confront them, claiming that they lie. One of the characters (can't remember his name right now), has the gift of gab, and launches into a real stemwinder of an oration, displaying their dead and wounded (Nice job waving the bloody shirt, by the way, Chris), and even showing the ashes they carry with them. The crowd is impressed, by the Yamash persists in his shit-talking. Soon though, things begin to get a bit tense.

Uxo Jormal and some of the towns craftsmen and tradesmen have had enough of the Yamash and his councilor, and have decided this is the time for a coup. Uxo tells the Yamash to go stick it. He and the "town council" can do his job just fine without him, thank you very much. The crowd is impressed, and begins to make some noise about it. The party, though, is divided on this. Rebellion against the Yamash is tantamount to rebellion against the Empire, and could draw reprisal from Magyaru (and land them in a heap of trouble).

Sensing the tide turning against him, the Yamash turns to his councilor, Sylle Ru, but the reputed sorcerer is nowhere to be found. No one saw him go, and nobody is sure where he went. The Yamash is cowed by the revolting peasants, and flees back to his longhouse. He is trailed by two characters, who want to see what he is about, and maybe to find out what Sylle Ru might be doing, as well. They find the Yamash and his bodyguard arming themselves to take by force the power that is theirs by right, but no sign of Sylle Ru, who may sense a change in the winds of fortune, and may well have fled for more pacific climes. Either way, the Yamash and his men are well-armed, own warhorses, and are pissed right the hell off.

Next time: Will the party lead the rebellion, follow the Town Council, or get the hell out of Hirot? Tune in to find out!

Tuesday, October 14, 2014

Lacuna Locurae Play Session Report 2: Fetch me my aura stretcher!

When last we left our zero-level schlubs, they had rescued Lilya Jormal, the Innkeep's daughter and snuck her back into town. Unfortunately, their heroics would bear gruesome fruit. Later that night, The Hound would strike the town. The victims were a fisherman and his family, all of whom were slaughtered. Their home had been ripped asunder. Some members of the party decided to investigate.

When they arrived on the scene, the found Sylle Ru, the Yamash's councilor already at work, attempting to discover more about the beast. Harris (the aspiring apprentice wizard, hereafter knows as "Harris Patter") decided she would seek wisdom from him. She inquired what he was about. He answered her gruffly, asking her who she was, and why she wanted to know. She volunteered her name, and desire to be a wizard. He seemed unimpressed. So, she continued to pester him. Soon, her incessant questioning annoyed him past all endurance. "You want something to do, then?" he asked. "Fetch me my aura stretcher!"

Harris, not knowing much about magic, and never having worked in the construction trades, did not realize that he had sent her on a wild goose chase. [Authorial aside: Similar to when I was asked, by one of the carpenters on a construction job, to fetch a "joist stretcher" from my uncle. My uncle, upon hearing my question, fetched a toilet plunger, attached an electrical junction box to it, and told me to, "Tell him I said to shove this up his ass."] In any case, she soon realized the ruse, but returned to find the councilor gone. However, she would not be forgotten, oh no...

Other members of the party, though, sought out the witch, Ymae. They arrived at her squalid hut to find an old woman weaving golden thread from the flames of her cooking fire. Surely she must be quite powerful, both to accomplish such a feat and to avoid the wrath of the Temple of Luz (which abhors sorcery and witchcraft). After speaking to Ymae for a bit, she offered that she might have a way to make the Hound vulnerable to mortal weaponry, but there would be a price: One of the characters would have to marry her. After some discussion, someone agreed to do it. She rewarded them with a rope made of corpse hair, all magicked up good, and (supposedly) what they needed to get the job done.

About this time, the Yamash, Sylle Ru, and the Yamash's body guard descended on the town square. Clearly, the Hound had taken its revenge on Hirot the night before, leading Sylle Ru to proclaim that the sacrifices had not been accepted for some reason. Investigation led to the truth of the matter. It would seem that, in the absence of the PCs, Lilya's presence in the inn had been discovered. So, her life would remain forfeit. Even worse, another sacrifice would be selected in the lottery. If there was any doubt whatsoever, at this point, that the lottery was rigged, it was dispelled. The Yamash selected a name (among which were all of the party's names). "Harris Potter!" he proclaimed, and Sylle Ru smiled nastily at the lass. Lilya and Harris were quickly corralled and led away until such time as they would be taken to the standing stones.

Also, in an act of kindness seemingly uncharacteristic of him, the priest, Beacon Duu, of the Temple of Luz, attempted to provide comfort to the party. He believes the Yamash's councilor to be a sorcerer, and wicked through-and-through, but feels powerless to gainsay him, lest the Yamash decide to dispense with him and his acolytes. Clearly, there are faultlines in the power structure of the town of Hirot.

Can the PCs rescue Harris? Will they be able to slay the Hound? Can they get to the bottom of Sylle Ru's fiendish plot? Tune in next time to find out.

Monday, October 13, 2014

Lacuna Locurae Play Session Report 1: Shipwrecked on Magyaru, and Problems with Very Bad Doggies

My apologies for the long absence. Writing deadlines, wives with broken arms, day job, etc., have conspired to limit my time and energy. I've decided to get back into the swing of things by posting some reports of the sessions I've been running in my Lacuna Locurae setting, as part of the DCC RPG World Tour.

I've been running some DCC RPG World Tour sessions (three so far) on my campus, for members of our student gaming club, and others who are interested. It's been pretty great. I'm starting them off with a zero-level funnel version of Doom of the Savage Kings, with some of the encounters nerfed just a little bit. Though, as you shall see, this probably wasn't all that necessary.

I've had a fluctuating group of players. We game on Friday afternoons, but sometimes people can't make it, or show up a bit late, so we end up with somewhere between 4 and 7 players on any given day. Most of the players are veterans of various flavors of D&D and/or Pathfinder, so they know what they're doing. One even has played DCC with me before. They're playing smart, and they're very, very careful. So much so, that I sometimes have to force a decision by providing artificial time constraints on planning, if the planning takes too much time.

Here's what's happened so far.

Our party consisted of those whose lives had led them to leave the Great Empire--third sons and daughters, indentured servants, slaves, fortune-seekers, and whatnot. The were en route to Magyaru, a colonial port of the Empire. The Great Empire is, culturally, a bit like the Ottoman Empire and the British Empire, put in a blender. The native folk of the island are modeled on the Picts and Gaels of R. E. Howard's stories. So, in essence, I'm trying to mash up something like the Roman experience in Britain with the settlement of Colonial America.

The port city of Magyaru is on the southern coast of an island roughly the size of Texas. The island itself is a single, gigantic mountain, bigger than Everest by a long shot. Parts of it extend out into the surrounding sea, and manifest as various island chains, fertile fishing grounds for both honest fisherman and ruthless pirates. The island is home to savage tribes of pale-skinned, fair-haired folk. They tend to keep clear of the colonials, but there have been incidents. There will be more. I've also placed Magyaru and some of the surrounding settlements in the midst of ancient ruins and barrowlands. This could be consequential, later.

The party's ship ended up running aground on a reef when it got lost in the fog. The survivors made landfall about 80 miles west of Magyaru. The crew died in the wreck, and all record of the nature of the ship's passengers was lost. With no records of identity, indenture, or bondage, all of them are now free colonists. They need merely assume whatever identities please them, and start with a clean slate.

One passenger died as he jumped from the ship (fumbled), and broke his neck on the rocks. The rest made it to shore and found that the coastal road was not too far inland. They made camp and rested the night. When they reached the road the next morning, they spotted a native, who ran away from them. Two of the players decided to pursue him, but instead encountered a sounder of wild pigs. The boar managed to kill two zeroes before they killed it. They left the bodies and hauled away the fresh pork.

After walking the rest of the day, they found themselves on the outside of a fishing village, Hirot. Just outside of town, they stumbled upon a group of townsfolk leading a young woman to be sacrificed at a group of ancient standing stones. They didn't announce themselves, but watched and waited for a bit. After a while they approached and found out that the sacrifice was intended to appease some kind of demonic hound. The Yamash (a title for the ruler of this town) and his advisor (Sylle Ru) had concocted a scheme whereby sacrifices would be made. This time, it would be the innkeeper's only daughter, Lilya. Her father, Uxo, had gotten on the wrong side of them, it seems, and this was their revenge.

The source of conflict, as the players would find out later, was contention over governance of Hirot. The appointed rulers, the Yamash and his bodyguard of noble warriors, had come into conflict with the town's notable men of affairs. This tension between the old nobility and the rising merchant class will be a source of constant tension in this setting.

In any case, the party freed the girl and disguised her with a hooded cloak. They entered the town and made friends with her father, while she hid upstairs in her family's lodgings.

Later that night, the Hound of Hirot returned. Not finding a sacrifice to appease it, the beast leaped over the wall and ripped its way into a house. After eviscerating a family of five, it returned from whence it came.

Next Installment: The Day After



Friday, February 21, 2014

Wizard Van!

Please consider supporting the company that brought us DCC RPG, and the man who gave me a chance to write my first "pro" adventure, Blood for the Serpent King. Joseph Goodman and +Dungeon Crawl Classics Role Playing Game have launched a new Kickstarter project to develop the 2014 (and onward) World Tour. Click on the link to check out the video and maybe make a pledge. That's their pitch. Now here's mine.

So... you folks have figured out by this point that I'm kind of a big fan of DCC RPG. I fell in love with the game early on. What drew it to me, frankly, was the art. I looked at the art and said, "Damn... this is what I've been looking for." Every other page the images captured what for lack of a better phrase I will refer to as "Weird Shit." I like Weird Shit very much. So I bought a copy of it, and a got some of those Weird Dice (I like dice and I like Weird Shit, so what else could I do?).

And I ran DCC RPG for my home group. We'd played Dark Heresy for nearly all our time up to that point (about 2 or 3 years). It went okay, but I think that some of the guys weren't that into it. Then my home group cracked up for a variety of reasons, but they're irrelevant. So, I was stuck. I had all this stuff, and I wanted to play, but nobody to play with.

Then, I heard about people cranking up hangout games on Google+ from +Zak Smith, so I thought I'd check that out. I had a hard time getting into a game, at first, and so did +Adam Muszkiewicz. He and I were discussing that problem, and I said, "Well, I'll run a game for you, if you want," and Adam did the same. We came up with what we'd play, posted an "ad" on G+, and thus was born the Metal Gods of Ur-Hadad campaign. We've been playing since then (15 or so months so far), every Thursday night. It is so much goddamned fun. I'll be seeing most of them at GenCon this year, for the first time, and that's gonna be great. Great guys, great gaming experiences. It's for those gaming experiences that I'm pimping this Kickstarter. I want more people to have the same fun I've been having, with people who enjoy this kind of fun. Promoting the World Tour helps that happen. Simple as that.

This Kickstarter campaign not a pre-order for a product to-be-produced, as are many of these. It's to provide some funding for +Dungeon Crawl Classics Role Playing Game and Goodman Games to help promote DCC RPG. Yeah, there's swag involved, sure. But the major goal is to make more free swag available to more people who run (and play in) public games of DCC RPG. That's how J. Goodman wants to promote the game: Take it out in the world and let people play it. That's why it's called the World Tour, after all. Also, there's a big stretch goal to buy a FREAKIN' WIZARD VAN! They're gonna pimp it out for gaming and take that beast out on the road. I hope that happens, I so very much do.

The Dark Master, however, is but one man. For this effort, he requires an army. Steely-eyed warriors, corrupt wizards, and surly dwarves will fill the ranks, as will the other character classes. And, yes, there will be a fuckton of zero-level guys, too, and most of them will die. He will also need all manner of crusty grognards, bespectacled nerdlings, stone-deaf headbangers, drunken hooligans, and perhaps even You.

Will you join that army? Will you  march in its vanguard? I cannot promise you treasure or magic items. I cannot promise you victory, and cannot even promise you survival.  I can only promise three things to you: More murder. More guts. More fun. Now grab some dice and go play some DCC.

Now play us out, Alex. Play something pretty.