As I mentioned in my last post, my on-campus group has been playing in my Lacuna Locurae setting, and had recently become embroiled in a plot to pirate an Imperial treasure ship (the Hellbent).
At the time this session opened, the party had managed to infiltrate the crew, and was simply waiting to cast off. Their plans to take the ship were something like the following.
Wait until the ship had passed the Outer Islands, where Red Tarza and her band of cut-throats would be lying in wait.
Poison the crew
Kill everyone else who was still moving.
Wait for a prize crew to meet them.
Sail with the ship to where the gold and silver could be off-loaded
Profit!
The main part of the plan involved the party's thief, who had infiltrated as a cook's mate, to slip a powerful poison into the grog provided to the crew each evening. After taking their dram of "medicine" the poison would put the crew into a coma state, making it simple to slit their throats and steal their groats, so to speak. In practice, the plan worked out pretty well. Much of the crew was taken out, along with almost all of the Imperial marine contingent. They were left to face 4 marines, 16 crew members, the captain of the ship, Brother Jelal (2nd level cleric of Luz) and his two acolytes, and Lugaro (3rd level wizard).
At this point, since several players have had to step away from the game and two more have since joined it, the party consisted of a 2nd level thief, a 2nd level cleric, a 1st level thief, as 1st level cleric, a 2nd level warrior, a 2nd level wizard, and 4 zero-level characters (played by our newest player).
Things started off very well, the thieves got very sneaky indeed and then got extremely stabby on top of that. Backstabbing successfully removed several of the regular crew, including the Cook. Then the battle royal broke out topside. 3 marines manned watch stations in the rigging, and 12 sailors were also on deck, the captain was in his cabin. Below, the four zeroes faced four of the sailors and the wizard. I won't do a play-by-play, but here are some highlights.
One of the thieves aced the Captain very quickly.
The imperial marine on deck also went down.
Things were going very well for them up until one of the acolytes Charmed the party's 2nd level cleric, who then cast Word of Command on the 2nd level warrior. Then, the opposing cleric, Brother Jelal cast Holy Sanctuary with a result of 18, making it extremely difficult to attack him.
Then, the party's rolling started going to Hell. The wizard and the 1st level cleric were killed. The wizard was revived but immediately taken out again.
Eventually, they took out the main enemy cleric, but his acolytes proved very tough, and the sniping of the marines also took its toll. Much Luck was burned. By time the enemies on the deck had been accounted for, only the warrior and the 2nd level cleric were still alive. The cleric called for the marines to surrender, but then rolled a 1 on the Personality check, and only enraged them. The wounded party members didn't want to climb up to the marines, so they decided to go below deck to hide, and make them come down to fight.
In the meantime, the four zeroes had attacked the four sailors working below. The fight started off well enough, but then zeroes started to fall. They also woke the grumpy wizard, who was attempting to sleep in his cabin. He bellowed for them to "Stop that infernal racket!" Instead, Rachel (the player who was running the zeroes) began to cry out for help, as if the sailors were assaulting the winsome lasses who were her characters. The wizard bought the ruse, and began killing the sailors to protect her characters' collective virtue. After the last sailor went down, the the three remaining (though wounded) zeroes rushed over to thank him for his assistance, and promptly assaulted him, without any support (3rd level wizard with 16 hp and a +2 ring of protection). Another zero died, but with a bit of Luck burned, and a bit of help from the 2nd level thief, who had gone below to avoid sniper fire from the marines, they finally dispatched the wizard. To be sure, they were aided by my horrible, horrible spell check rolls. Honestly, I don't know how they avoided a TPK.
At that point, we'd gone 45 minutes over our allotted time, so I called it until next week. The remaining characters are all wounded severely, and the remaining cleric's disapproval range is 1-5. They still need to Recover the Body for their fallen comrades, but with the amount of Luck everyone burned, they likely are Dead-Dead, barring a miracle. They also will need to face the remaining marines.
At this point, there still could be a TPK in the offing, but only three foes remain. Should the cleric manage to actually heal some of them, they should be okay. Now, where are those pirates?
Showing posts with label Dungeon Crawl Classics. Show all posts
Showing posts with label Dungeon Crawl Classics. Show all posts
Saturday, March 7, 2015
Friday, February 27, 2015
I can't complain
So, Johnson, you're supposed to be maintaining this blog, right? What happened?
Short answer is: Work. Man, I've been busy lately. Trying to finish a book proposal (with a bit of writer's block to work through), regular teaching, some committee and admin work, that sort of thing. All in all, I'm doing some pretty cool things. I can't complain about that.
Here's the latest thing I got involved in. Can you spot me?
It's been a while since my last play update from the Lacuna Locurae campaign, and I'll be taking care of that now, if only briefly. A lot has happened.
The students in my face-to-face group returned to the colony's main port (Magyaru) carrying 300 pounds of gold purloined from a transmuted standing stone. They left approximately 11 tons more of it behind. This fact was discovered shortly thereafter by an Imperial patrol. It had come to their attention because the local tribes whose sacred site had been defiled started getting pissed off and fighty. It's funny how a weird bit of mercurial magic can cause ripple effects, isn't it? I anticipate that a war may be brewing. Further, the gold being brought in from the hinterlands has had the effect of inflating the local economy somewhat, but the larger effects will be felt in the Empire itself, and will take a long while to manifest (as the Spanish discovered during their colonial period). This assumes that the gold actually reaches the Empire, which is not as certain as it could be. I'll explain in a moment.
In the meantime, the PCs have made contact with a faction of the local underworld. They think it's The Thieves' Guild, but my guy feeling tells me that the situation is far, far more complicated, and the power structure of the city more complex. They've made an alliance, and chosen a side. This may later have repercussions, once I determine what other powers might also be at play. They changed their gold for silver coin, and (of course) paid extravagantly for the service. Still, each PC was left with something like 5,500 sp. Several of them pooled resources to buy a piece of property. They propose to build an inn in the Low City, and call it the Red Lily. It's being constructed, and will be done in a few months. They will, however, need some more money.
Their underworld contact, Molo Kratz, mentioned offhandedly that the Empire's "black ship" would be arriving soon, to transport the many tons of fine gold back to Ur-Hadad. As I hoped they might, the players saw this as a great opportunity to sate their avarice, and began to hatch a plan.
It also became quite clear that they PCs would need help to pull this off. Molo Kratz provided some logistical help and advice (for a percentage of the take). He, of course, had been playing these fish, and knew he'd get his cut from the very start. The PCs are pretty green, and don't really understand how dangerous these people are. Later, one of the PCs, a thief, got a bit big for her britches and, while conversing with Molo, got from me one of the creepiest monologues I've ever delievered as a Judge. He let the PC know that the partnership was for HIS convenience, not theirs; that they were potentially partners, and not partners in fact, and still being tested; and that he could easily remove them from the board, should they disrespect him. Very menacing.
So, the plan is something like this. Wait for the Black Ship to arrive. Take out some of the sailors from the ship. Get on the rolls at the Seaman's Guild, and replace them. Being low-level jamokes, they couldn't do it without aid, and sought the help of Mr. Kratz and his associates. They also sought the help a wizard, one Amor Ba-Gish, a creepy little fucker whose "help" can only be bought for future obligations, not gold. They will owe him a favor, later. To ensure they don't take the ship, he has poisoned them with a toxin that will liquify their innards in exactly 10 days, if they don't return to him for the antidote. He provides them with arcane means to (a) slow time and (b) to make dense fog and (c) to Sleep a ship's crew.
Long story short, the Molo Kratz's guys demonstrated frightening efficiency in taking out the 12 sailors. The PCs managed to pass for competent replacements. Red Tarza, a notorious pirate, was asked to help out. She agreed, for a suitable cut. This negotiation was through Kratz. They also noticed that the Imperial legation included someone who appeared to maybe be a wizard. Hmm... perhaps this is going to be a bit more complicated than they thought... Also, the ship has a contingent of Imperial Marines. I really, really, hope that Sleep concoction the brought aboard is effective. It would be a shame if lots of their potential foes make saving throws, wouldn't it?
Next session: The Heist. If they pull it off, they'll be stupidly rich. They also will contribute to a ridiculously inflated local economy, become high-value criminals hunted by the Empire's thief catchers, be drawn into the machinations of Molo Kratz and Red Tarza, and owe a favor to a particularly nasty wizard. What could go wrong?
Short answer is: Work. Man, I've been busy lately. Trying to finish a book proposal (with a bit of writer's block to work through), regular teaching, some committee and admin work, that sort of thing. All in all, I'm doing some pretty cool things. I can't complain about that.
Here's the latest thing I got involved in. Can you spot me?
Someone thought I should be on this search committee. How could I say no?
It's been a while since my last play update from the Lacuna Locurae campaign, and I'll be taking care of that now, if only briefly. A lot has happened.
The students in my face-to-face group returned to the colony's main port (Magyaru) carrying 300 pounds of gold purloined from a transmuted standing stone. They left approximately 11 tons more of it behind. This fact was discovered shortly thereafter by an Imperial patrol. It had come to their attention because the local tribes whose sacred site had been defiled started getting pissed off and fighty. It's funny how a weird bit of mercurial magic can cause ripple effects, isn't it? I anticipate that a war may be brewing. Further, the gold being brought in from the hinterlands has had the effect of inflating the local economy somewhat, but the larger effects will be felt in the Empire itself, and will take a long while to manifest (as the Spanish discovered during their colonial period). This assumes that the gold actually reaches the Empire, which is not as certain as it could be. I'll explain in a moment.
In the meantime, the PCs have made contact with a faction of the local underworld. They think it's The Thieves' Guild, but my guy feeling tells me that the situation is far, far more complicated, and the power structure of the city more complex. They've made an alliance, and chosen a side. This may later have repercussions, once I determine what other powers might also be at play. They changed their gold for silver coin, and (of course) paid extravagantly for the service. Still, each PC was left with something like 5,500 sp. Several of them pooled resources to buy a piece of property. They propose to build an inn in the Low City, and call it the Red Lily. It's being constructed, and will be done in a few months. They will, however, need some more money.
Their underworld contact, Molo Kratz, mentioned offhandedly that the Empire's "black ship" would be arriving soon, to transport the many tons of fine gold back to Ur-Hadad. As I hoped they might, the players saw this as a great opportunity to sate their avarice, and began to hatch a plan.
It also became quite clear that they PCs would need help to pull this off. Molo Kratz provided some logistical help and advice (for a percentage of the take). He, of course, had been playing these fish, and knew he'd get his cut from the very start. The PCs are pretty green, and don't really understand how dangerous these people are. Later, one of the PCs, a thief, got a bit big for her britches and, while conversing with Molo, got from me one of the creepiest monologues I've ever delievered as a Judge. He let the PC know that the partnership was for HIS convenience, not theirs; that they were potentially partners, and not partners in fact, and still being tested; and that he could easily remove them from the board, should they disrespect him. Very menacing.
So, the plan is something like this. Wait for the Black Ship to arrive. Take out some of the sailors from the ship. Get on the rolls at the Seaman's Guild, and replace them. Being low-level jamokes, they couldn't do it without aid, and sought the help of Mr. Kratz and his associates. They also sought the help a wizard, one Amor Ba-Gish, a creepy little fucker whose "help" can only be bought for future obligations, not gold. They will owe him a favor, later. To ensure they don't take the ship, he has poisoned them with a toxin that will liquify their innards in exactly 10 days, if they don't return to him for the antidote. He provides them with arcane means to (a) slow time and (b) to make dense fog and (c) to Sleep a ship's crew.
Long story short, the Molo Kratz's guys demonstrated frightening efficiency in taking out the 12 sailors. The PCs managed to pass for competent replacements. Red Tarza, a notorious pirate, was asked to help out. She agreed, for a suitable cut. This negotiation was through Kratz. They also noticed that the Imperial legation included someone who appeared to maybe be a wizard. Hmm... perhaps this is going to be a bit more complicated than they thought... Also, the ship has a contingent of Imperial Marines. I really, really, hope that Sleep concoction the brought aboard is effective. It would be a shame if lots of their potential foes make saving throws, wouldn't it?
Next session: The Heist. If they pull it off, they'll be stupidly rich. They also will contribute to a ridiculously inflated local economy, become high-value criminals hunted by the Empire's thief catchers, be drawn into the machinations of Molo Kratz and Red Tarza, and owe a favor to a particularly nasty wizard. What could go wrong?
Friday, December 12, 2014
I've Got Your Dervish, Right Here
Well, I went and did it. Here is the Dervish class for Dungeon Crawl Classics. I've take from a variety of sources, for inspiration, including the Ranger class from Crawl! #6, the Thune Dervish from the I-series of modules (thanks, +Jon Hershberger!), but mostly I was trying to figure out what kind of skillset an implacable hunter of men might have, particularly if that hunter was on a holy mission or quest.
This would be an interesting class to play, but its applicability is somewhat narrow. It would not, for example, fit in well with your gang of murder-hobo tomb raiders. It would, in fact, have to kill them for defiling holy ground. That said, I think that having a whole crew of these guys hunting a powerful necromancer would be a hell of a fun romp.
Give it a look and let me know what you think.
This would be an interesting class to play, but its applicability is somewhat narrow. It would not, for example, fit in well with your gang of murder-hobo tomb raiders. It would, in fact, have to kill them for defiling holy ground. That said, I think that having a whole crew of these guys hunting a powerful necromancer would be a hell of a fun romp.
Give it a look and let me know what you think.
The Dervish
A Player Character Class
for
Dungeon Crawl Classics RPG
The Dervish is, at heart, a warrior; but it shares some
aspects of the ranger and paladin classes, and even a bit with the monk class,
for it is a, most importantly, a holy warrior. The dervish is on a quest for
perfection of self, through addition of those traits that are praiseworthy, and
purging of those that are corrupt. They believe that all gods are but aspects
of a unified godhead, and that through study, diligent practice of bodily disciplines,
and asceticism, they may attain unity with the godhead in life. It is of no
small consequence that such an attainment leads to extremely long life (for a
human), and perhaps, it is said by the greatest dervish master, Larkun Ba'Davi,
immortality. However, dervishes are best known to outsiders as implacable holy
assassins, men and women who track and bring to justice any who transgress
against the godhead, in any of its worldly aspects. Those who defile a holy
site, destroy a holy artifact, or loot a tomb on hallowed ground (no matter
what weird cult might consider it "holy") should be careful to remain
anonymous, lest a dervish band undertake a geas to bring the miscreants to
account for their blasphemies.
Hit Die: A
dervish gains 1d10 hit points at each level
Alignment:
Dervishes are of Neutral alignment in their dealings with those outside their
orders, but that's only in matters of religion. They have a very strict code of
ethics regarding the sanctity of religion, worship practices, and things and
places considered holy, by whatever religion they are considered to be so.
Should anyone desecrate, destroy, or otherwise defile something holy (including
any burial places), a dervish from the order will swear an oath to bring that
person to account. In that sense they are Lawful.
Weapon Training: Dervishes
may use any melee weapon, but specialize in the weapon of their particular
order. Swords are most common, but some orders use axes, spears, polearms, or
even whips or nets. They may use a Deed Die when using this designated weapon,
but not when using any other. However, they shun missile weapons, as ranged
weapons separate the dervish from the visceral experience of divine justice.
Dervishes may wear any armor.
Holy Rite: Each
dervish order (there are many) has a particular Holy Rite sacred to its
physical disciplines. Some engage in self-flagellataion, some in martial
practice with holy weapons, some dance their sacred dances, and some seek the
Divine through musical performance. Any player who decides on the dervish class
must designate such a physical discipline has his or her Holy Rite.
Lay on Hands: A
dervish may Lay on Hands as a cleric, once per day, per level. If the attempt
fails, the dervish may not use this power again until he or she conducts a Holy
Rite for an hour. Successful attempts will always be applied as if the target
is the same alignment as the dervish. However, a dervish also may do so for
him- or herself at will, but must take an hour's time to perform his or her
Holy Rite (see above). Doing so allows the dervish to heal 1d6 damage per
level, or restore 1 point of ability damage per level.
Thieving Skills: The
dervish may choose two Thieving Skills from the following list: Sneak Silently,
Hide in Shadows, Climb Sheer Surfaces, Pick Lock, Find Trap, Read Languages,
Handle Poison, and Cast Spell from Scroll. When attempting these skills, the
dervish character applies his or her Deed Die to the roll.
Tracking: A
dervish is adept at tracking, and may add the Deed Die to any roll to track a target
of divine retribution. Such tracking may involve a physical search for tracks
and traces of passage (Intelligence mod applies), but it also might involve inquiries
among those who might have seen or encountered what the dervish seeks
(Personality mod applies). Tracking doesn't just apply to attempts to track
down a defiler of something holy, but to any attempt to seek out a place or
thing.
Survival:
Dervishes are adept at determining location, finding shelter, starting a fire,
and seeking out food and water, even the most desolate and inhospitable climes.
They may add their Deed Die to any attempt to do so.
Asceticism: A
dervish cares little for material possessions, and what possessions they retain
are of a utilitarian nature, usually their holy weapon, some useful equipment,
and simple foodstuffs. They do not retain wealth beyond what is required for sustenance,
at a meager level, and give away any surplus wealth to those in need (e.g., the
poor, an impoverished temple or shrine, a library or repository of knowledge,
etc.). A dervish who covets wealth will have his or her Luck reduced by 1 per
day until he or she is able to dispose of the treasure in question, and may not
simply give it to another party member.
Languages:
Dervishes are found in every land, and are renowned travelers. As such, they
are able to learn 1d3 additional language per level, beyond those granted by
their Intelligence.
Table D-1: Dervish
|
Level
|
Deed Die
|
Crit Die/Table
|
Action Dice
|
Ref
|
Fort
|
Will
|
|
1
|
d2
|
1d8/III
|
1d20
|
+1
|
+1
|
+1
|
|
2
|
d3
|
1d10/III
|
1d20
|
+1
|
+1
|
+1
|
|
3
|
d4
|
1d12/III
|
1d20
|
+1
|
+2
|
+2
|
|
4
|
d5
|
1d14/III
|
1d20
|
+2
|
+2
|
+2
|
|
5
|
d6
|
1d16/IV
|
1d20+1d14
|
+2
|
+3
|
+3
|
|
6
|
d7
|
1d20/IV
|
1d20+1d16
|
+3
|
+3
|
+3
|
|
7
|
d8
|
1d20/V
|
1d20+1d20
|
+3
|
+4
|
+3
|
|
8
|
d10
|
1d24/V
|
1d20+1d20
|
+4
|
+4
|
+4
|
|
9
|
d10+1
|
1d30/V
|
1d20+1d20
|
+4
|
+5
|
+4
|
|
10
|
d10+2
|
2d20/V
|
1d20+1d20+1d14
|
+5
|
+6
|
+5
|
Dervishes do not use titles, though each is a student to
someone who is his or her master. He or she will call that person by the title
"master."
Also, in furtherance of my own, personal holy mission, I give you another Zappadan miracle: This fantastic guitar work from that dervish of American music, Frank Zappa.
This is what my dervish character would look like.
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!
Saturday, December 6, 2014
A Rickety Mass Combat System
A while back, I had a chance to look at +Harley Stroh's draft of a mass combat system for DCC RPG. It made me think. He'd used existing ideas (e.g. hit points as "army points," wizard duel rules for combat momentum, the viscitudes of battle, and so forth). I was intrigued by the system, even though he's not particularly satisfied with it at this point, because it satisfies a need I see in both Peril on the Purple Planet and the Against the Atomic Overlord adventure I've written on for Goodman Games (which will be out sometime in 2015). While mass combat is not explicitly included in either adventure, there's strong possibility that it could come into play, depending on what the PCs do. So here are a few ideas of my own. I don't think they're better than Harley's mind you, but they do present another possible approach.
Anyway, some preliminary ideas.
Treating Units and Battle Conditions Like Characters
Each unit on the battlefield gets treated as a character. That is, the unit has a class, stats, armor class, hit points, saving throws, movement, etc. as a player character (or NPC). The units themselves should be treated as one of the martial classes (Warrior or Dwarf). These two classes have distinct functions on the battlefield (see below in class descriptions). Other classes might be used to establish battlefield conditions, or to attach a special power to an existing martial unit, sort like Aspects in the Fate system: They reflect a condition attached to the unit, instead of the unit itself. I'll explain this further, in a bit.
So, functionally, it might break down something like this.
Warriors (normal unit)
Halflings
I have no idea how I would use Halfling units, but welcome your suggestions.
Mounted Combat: Cavalry and Pikes
Warrior units may be designated as cavalry. They get the benefits of being mounted for movement and combat purposes (see DCC RPG rulebook, pp. 87 and 418). Just treat the unit as if it were a mounted warrior.
These mounted units should be designated as light or heavy. Light cavalry is faster and lightly armored. It can perform Mighty Deeds in character with its nature (e.g., the Parthian shot). Heavy cavalry is slower, more heavily armored, and can perform Mighty Deeds in character with its capabilties (e.g., greatly enhanced damage on a charge).
Those defending against cavalry might also be able to prepare the ground to receive cavalry (i.e., by using Dwarves as a battlefield condition), or by equipping a particular unit with appropriate weaponry (e.g., pikes, which might get the same damage benefit as a lance does, but in the opposite direction).
Finally, cavalry might be designated as a scout unit. It would be statted as a mounted Thief. I could see ways in which the Sneak Silently and Hide in Shadows, or even the Backstab rules might be employed for such a unit, but the player or NPC would need to use terrain to achieve surprise in such cases.
Leadership by Player Characters and NPCs
It may be that you want your PCs to be able to take part in this mass combat, as commanders of units or of the whole army. Such a course of action comes with significant benefits, but also with significant risk.
First, the PC or PCs in question must be attached to one or more of the combat units. In all cases, the unit in question must be either a warrior or dwarf unit, usually a warrior.
To provide a leadership benefit to that unit, the player character makes a d20 roll, modified by Personality. Warriors and Dwarves add Personality mod and Deed Die roll to total. Other PC classes add just the Personality mod. In addition, the martial PCs can attempt a Deed of some kind in mass combat. For example, "I drive my unit forward, hitting the center of the foe's line. I want to try to split her unit," or "I wheel the light cavalry to retreat from the charging foe, and attempt a Parthian shot." Like regular Deeds, the main limit is the player's (or GM's) imagination, but in this particular case the Deed should be conceived in terms of mass rather than individual combat.
Only units with PCs/NPCs attached to units already in play get this benefit. However, these PCs/NPCs also take damage when their units are damaged, putting them in peril of dying if things go badly.
Conclusion
Anyway, there you go. That's my "first draft" version of a mass combat system for DCC RPG. I welcome your feedback. What am I missing? What could be added? What are some potential problems with my approach? Let me know.
Anyway, some preliminary ideas.
Treating Units and Battle Conditions Like Characters
Each unit on the battlefield gets treated as a character. That is, the unit has a class, stats, armor class, hit points, saving throws, movement, etc. as a player character (or NPC). The units themselves should be treated as one of the martial classes (Warrior or Dwarf). These two classes have distinct functions on the battlefield (see below in class descriptions). Other classes might be used to establish battlefield conditions, or to attach a special power to an existing martial unit, sort like Aspects in the Fate system: They reflect a condition attached to the unit, instead of the unit itself. I'll explain this further, in a bit.
So, functionally, it might break down something like this.
Warriors (normal unit)
- These are the main representations of combat units. Just use as standard warrior of appropriate level.
- Hit points could be rolled or assigned as normal. Alternately, they might be a way to "buy" units (i.e., you get cheaper more plentiful units at 1 hp per level, then cost ascends from there).
- Level of unit is measure of its veterancy. Veteran units get more hit points and are more formidable in combat. For mass combat there should be a limit on level, however. I think levels 1 to 3 are probably sufficient, though I suppose arguments could be made to make truly elite units with higher levels.
- Armor class is translatable to light (AC 10-12), medium (AC 13-15), or heavy (AC 16-18) troops, with associated to-hit numbers, and with standard effects on movement (even with mounted units).
- Weaponry should simply translate straight across. What are they carrying? If mixed weapons, then take the median or mode average result. If special weapons (e.g., missile weapons, pole weapons or spears), then make sure those advantages get reflected in the way they are used (e.g., pike against cavalry, missile weapon ranged attacks, etc.).
- Number of attacks per round (a function of level) would always just be 1, but the die rolled might go up or down the dice chain for veteran troops. So, a "Level 1" unit rolls a lower die than a "Level 2" unit. I'd probably use a d16/d20/d24 dice chain for green/blooded/veteran units, respectively. For truly elite troops, I'd hesitate to use a d30, but would opt, instead, for a fixed bonus of +1 or +2.
- You could even use Mighty Deeds in various ways: A Mighty Deed of Command to rally troops, a Mighty Deed of Arms to bolster attack or defense for a round.
- Cavalry units are a special case, and are discussed below.
- As units, a Dwarf represents siege weaponry. It is a ranged unit.
- As a battlefield condition the Dwarf represents some kind of fortifications.
- Their attacks represent siege weapon attacks, and their shield bashes represent how well fortifications protect troops in cover.
- Siege weapon units are the only things on the battlefield that can attack fortifications.
- Siege weapon units also can attack other martial units.
- Damage against them reduces them on their attack/defense dice chain. The levels at which this happens, I'm not so sure about. Maybe 3/4, 1/2, 1/4, etc.
- These are something attached to a regular (warrior) unit, like a group of cultists (if spells are to be employed) or a medical corps (if using the Lay on Hands ability). I think I'd make the person using the Cleric in this way pick one or the other of these powers.
- The cultist condition allows the unit to employ a limited array of spells. Probably Bless and Curse are the main ones, though Holy Sanctuary, Protection from Evil and others are appropriate.
- The medical corps condition allows the unit to heal itself and/or any adjacent units, once per combat round.
- Level of cleric can affect casting rolls as normal.
- Disapproval range works as normal.
- Thieves are special units that could be treated as scouts or even (potentially) assassins.
- As a unit, they would be statted as thieves, including armor, hit points, etc.
- They are effective only when they can remain hidden. To scout effectively, they must use stealth, represented by a die roll, depending on the sort of action attempted (i.e., Sneak Slightly for movement or Hide in Shadows for remaining hidden from the foe until they can best be employed).
- To attempt to assassinate an NPC Leader (see "Leadership by Player Characters and NPCs," below) they must both accomplish a stealthy action (i.e., Sneak or Hide) as well as make a successful Backstab.
- Whether successful or not, the assassin is always sacrificed by this action.
Wizards and Elves
I see no reason why wizards and elves need to be treated as mass combat units, like the martial units. They are powerful enough, especially in circles of mages, to be used simply as PCs or NPCs. That said, they would function as mass combat "units" for purposes of their use in mass combat.
- They must target a specific unit to achieve a spell effect.
- It might be that the array of spells used in mass combat should be restricted to a limited list of offensive and defensive spells.
- They can also be targeted as distinct mass combat units, and probably should have the combined hit points of all the wizards/elves in the circle.
- Any spell corruption or misfire will affect ALL the members of the circle.
- Casting times are increased by 1 round per additional wizard/elf in the circle; however, each member of the circle beyond the first adds a bonus equivalent to his/her caster level, up to +3.
Halflings
I have no idea how I would use Halfling units, but welcome your suggestions.
Mounted Combat: Cavalry and Pikes
Warrior units may be designated as cavalry. They get the benefits of being mounted for movement and combat purposes (see DCC RPG rulebook, pp. 87 and 418). Just treat the unit as if it were a mounted warrior.
These mounted units should be designated as light or heavy. Light cavalry is faster and lightly armored. It can perform Mighty Deeds in character with its nature (e.g., the Parthian shot). Heavy cavalry is slower, more heavily armored, and can perform Mighty Deeds in character with its capabilties (e.g., greatly enhanced damage on a charge).
Those defending against cavalry might also be able to prepare the ground to receive cavalry (i.e., by using Dwarves as a battlefield condition), or by equipping a particular unit with appropriate weaponry (e.g., pikes, which might get the same damage benefit as a lance does, but in the opposite direction).
Finally, cavalry might be designated as a scout unit. It would be statted as a mounted Thief. I could see ways in which the Sneak Silently and Hide in Shadows, or even the Backstab rules might be employed for such a unit, but the player or NPC would need to use terrain to achieve surprise in such cases.
Leadership by Player Characters and NPCs
It may be that you want your PCs to be able to take part in this mass combat, as commanders of units or of the whole army. Such a course of action comes with significant benefits, but also with significant risk.
First, the PC or PCs in question must be attached to one or more of the combat units. In all cases, the unit in question must be either a warrior or dwarf unit, usually a warrior.
To provide a leadership benefit to that unit, the player character makes a d20 roll, modified by Personality. Warriors and Dwarves add Personality mod and Deed Die roll to total. Other PC classes add just the Personality mod. In addition, the martial PCs can attempt a Deed of some kind in mass combat. For example, "I drive my unit forward, hitting the center of the foe's line. I want to try to split her unit," or "I wheel the light cavalry to retreat from the charging foe, and attempt a Parthian shot." Like regular Deeds, the main limit is the player's (or GM's) imagination, but in this particular case the Deed should be conceived in terms of mass rather than individual combat.
Only units with PCs/NPCs attached to units already in play get this benefit. However, these PCs/NPCs also take damage when their units are damaged, putting them in peril of dying if things go badly.
Conclusion
Anyway, there you go. That's my "first draft" version of a mass combat system for DCC RPG. I welcome your feedback. What am I missing? What could be added? What are some potential problems with my approach? Let me know.
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
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
Monday, August 4, 2014
Bleg: Peril on the Purple Planet
I don't do a lot of these "blegging" posts, but here's one you might want to read.
Goodman Games' current Kickstarter for Peril on the Purple Planet is going full-tilt boogie, and closes out in seven days. The adventure is the work of Harley Stroh, but also includes components created by a cast of many others, including me, Daniel Bishop, Terry Olson, Tim Callahan, and illustrated (of course) by the mad wizard himself, Doug Kovacs.
I've seen a lot of the material for the stretch goals (Yes, they're already written/being written), and the work we've done, so far, is incredibly cool and fun. Because of non-disclosure agreement, I can't go into details about the specific content, but the stretch goals listed on the pledge site are suggestive of the various aspects of The Awesome that Awaits. Go take a look at those stretch goals and imagine what you could do in your games with that material, even if you don't run the straight adventure. You could mine this stuff for great ideas for years and years of DCC RPG madness.
The $50 buy-in is the sweet spot, for which you'll receive a boxed set, including all of the stretch goals. Just go look at that list, and tell me it's not worth the money.
The Pitch: This thing is awesome. Let's make Joseph Goodman create some more stretch goals. Let's make this boxed set the coolest thing ever. Fifty bucks gets you EVERYTHING. Go (NOW!) and make it happen. You won't regret it.
Goodman Games' current Kickstarter for Peril on the Purple Planet is going full-tilt boogie, and closes out in seven days. The adventure is the work of Harley Stroh, but also includes components created by a cast of many others, including me, Daniel Bishop, Terry Olson, Tim Callahan, and illustrated (of course) by the mad wizard himself, Doug Kovacs.
I've seen a lot of the material for the stretch goals (Yes, they're already written/being written), and the work we've done, so far, is incredibly cool and fun. Because of non-disclosure agreement, I can't go into details about the specific content, but the stretch goals listed on the pledge site are suggestive of the various aspects of The Awesome that Awaits. Go take a look at those stretch goals and imagine what you could do in your games with that material, even if you don't run the straight adventure. You could mine this stuff for great ideas for years and years of DCC RPG madness.
The $50 buy-in is the sweet spot, for which you'll receive a boxed set, including all of the stretch goals. Just go look at that list, and tell me it's not worth the money.
The Pitch: This thing is awesome. Let's make Joseph Goodman create some more stretch goals. Let's make this boxed set the coolest thing ever. Fifty bucks gets you EVERYTHING. Go (NOW!) and make it happen. You won't regret it.
Thursday, July 24, 2014
Lacuna Locurae
Just a follow-up from my earlier post. I've had some time to think through how I'd like to approach the colonial element, done a bit of research into mid-15th century warfare, and so forth. Here's what I have so far. I still need names for the various levels of the city, so feel free to offer up suggestions. Ignore the bolding of the names. It's an early-draft formatting trick I use to ensure common spelling of names and titles.
Lacuna Locurae
An Early Colonial Setting for the
Dungeon Crawl Classics RPG
by
Edgar D. Johnson III
Introduction
Lacuna Locurae is an otherworld, a world in a plane of
existence parallel to the Metal Gods of Ur-Hadad campaign world, a shadow to
the planet Ore. The starting locale for the campaign is Magyaru, a bustling
port city of a fading colonial power. The city is host to a trade in all manner
of things, a crossroads of sorts to the world's powers, and a place where any
deal might be made, for the right price. Nobles and pirates, sages and savages,
witches and those who hunt witches might be found in Magyaru, along with any
other thing in the world, anything at all.
The main influences over this setting are Howard's Solomon Kane stories and, to be frank, gothic fiction as it has been done in a bunch of shitty movies. The pulp feel should be high, but so, too, should be the pervading sense of both encroaching doom and infinite horizons.
Personae Dramatis
Though Magyaru is ruled by a colonial governor and his
captain-general, its merchant houses and guilds are growing in power, aided in
part by High Primarch Kraston Moll and
clergy of the the Temple of Luz, whose hierarchy has begun to question the
governor's leadership and the insidious influence of his mysterious, masked
advisor, Her Ladyship Lorenia Rond.
She, for her part, is reputed to come from far Silicia, thousands of leagues to
the west. None have ever seen even her fingers, let alone her face, for her
customs dictate that she be fully masked and robed outside of the Glass Tower.
The high clergy of Luz, in fact, suspect the Lady is a witch, and that her
shroud conceals tokens of her bedevilment and corruption from the righteous.
They would like very much to allow the Inquistors of Luz to put her to the
question, and burn her for her crimes against all that is holy. That course,
however, is not possible at this time, for the Governor is seemingly besotted
of the foreign devil. The governor is the fifth son of Arch Duke Corlo Mythrux, who is advisor to the Empress, Herself,
and thus not to be trifled with. His son, Danal
Mythrux, however, is little like his esteemed father, and has been sent far
from court so that he won't continue to embarrass his family. Captain-General Koban Markoz arrived with the governor,
and serves both as military leader of the colony, as well as shepherd of sorts
to the Arch Duke's troublesome scion. He is utterly loyal to the Arch Duke, but
only barely tolerates his son—a fact which enrages said son, and has made it
much easier for Lorenia Rond to insinuate herself into his coterie of sycophants.
The Governor spends much of his time at his cups, or perhaps
dandling a concubine upon his knee. He has a particular penchant for the native
women among the servants. Though he is not a cruel man, Danal Mythrux has
difficulty understanding why this might be a problem for anyone else,
particularly the women themselves. He is, of course, peerless in this realm, and deserving of everything he wants (or so he fancies).
The Governor's advisor, the mysterious Lorenia Rond, is,
herself, a native of sorts. Imperial colonists arrived in the region only 100
years ago, but her tower, the Glass Tower, already stood atop a flattened area of mountainside, 1,000
feet above the highest spires of Magyaru, itself. The symbolism of this fact
is not lost on Captain-General Markoz, though the Governor will hear no ill
spoken of Lady Rond.
Geography
Magyaru consists of several more or less spacious levels cut
into the side of a mountain. Each successive level is smaller than the one
below, and the lowest level abuts onto a wide gorge which gives birth to a river
entering the harbor itself.
The seven levels of the city above Harbortown are organized
largely by function. The highest level of the city proper is (1) the Governor's
Palace and associated executive offices, barracks, etc. Below the Palace, in
order of importance, are (2) the estates of the noble families (need name for this level), (3) the homes and business
offices of the merchant princes and guild masters (need
name for this level), (4) the cloisters of sages and clergy (need name for this level), (5) the market square and
the shops of skilled tradesmen, (6) the homes and barracks of common laborers,
soldiers, and mercenaries (need name for this level),
and (7) the hovels of the dregs and remnants of civilization: madmen, indentured
servants, and slaves (the Low City). Each level
has one or more stairs, elevators, or whatever other means of access; but the
higher one goes, the fewer are the "bridges." The Governor's palace
only has one stairway, but it is large, sumptuously crafted, and very, very
well guarded.
It being customary that the "high and mighty" live
on high, as it were, many of the nicer buildings of each level of the city
hover at the edges above the next level down. Not coincidentally, the areas
near the higher cliffs are less desirable, possibly because the levels drain
water (and its various contents) from high to low: Shit literally flows downhill,
ending up in the harbor, for the most part. Also, clusters of ramshackle
shanties and platforms hang from the cliff sides and fill the hollows between
the lowest two levels (Harbortown and Low City). They are inhabited by those
whose lot is worst (or whose infamy is greatest). There are occasional
"accidents"— fires, collapses, and the like—which result in dozens or
even hundreds of casualties among these unfortunates. Rampant poverty and
squalor give rise to all manner of crime, though most of it finds victims among
those living closest to the misery, not those higher in the city.
The city guard forces of Captain-General Markoz
("greencoats"), are willing to ignore crimes that don't affect the
high and mighty. Those who ignore this class barrier will find no mercy from the
Grey Court (as the legal offices of the Captain-General are called), which
makes a public spectacle of the trials, judgments, and inevitable executions of
any who dare to afflict the comfortable. It's not that Markoz is corrupt, but
more that he recognizes quality by the color of its coin, and believes that worthiness
manifests as wealth, whether the holder of the coin be guild master, merchant,
pirate, adventurer, or prince of the underworld. For this reason, the most
successful grifters in Magyar or those who are not recognized as criminals at
all.
Finally, there is the port, proper, its wharfs and jetties a
chaos of perpetual activity. There, one can find ship to any place in the known
world, arrange for supplies and repairs, and hire a crew or a party from among
the sailors and other adventurers who frequent the dockside inns, taverns, and
dives.
Above the city, the great mountain
climbs into the clouds and beyond. The Glass Tower of Lorenia Rond shines a
thousand feet above the city, old beyond measure yet gleaming as if new-made. It
stands athwart the best path to the celestial summit of the great mountain. No
one thinks to go beyond it, though; no one has ever tested this implicit
boundary. No one even wonders why this is so.
The broader region of mountains in
which Magyaru is situated is populated by tribes of savage humans, some warlike
and some less so. Most of these savages are content to leave the Imperials to
their affairs, and trade with them occasionally. Some warlords, though,
contemplate at length the riches of the city, and the wonder why they should
not have a part of those riches, or maybe even all of them.
Religion
The cult of Luz the Purifier holds sway in Magyaru, and
guards its prerogatives and official status like a miser guards his gold. The
cult is only one of many of the Empire's faiths. However, it is the official
faith of this particular colony, having underwritten substantially the founding
of Magyaru. So, in most things, other cults go about their business quietly,
and without antagonizing the Temple of Luz or its High Primarch. High Primarch
Kraston Moll is a veteran of the Imperial temple's politics and is connected at
all levels of the city, and can deploy a variety of resources, from spies to
his personal guard (which is not inconsiderable). He also is rumored to have a
force of temple assassins at his disposal, but it's only a rumor, after all.
Luz the Purifier is a lawful deity, the flame of knowledge
and disperser of shadows. The Temple of Luz also is home to many of the
Empire's great artificers and natural philosophers. Much of its doctrine
revolves around a complex astrology of sun, stars, and moons (the Great
Machine), and there are festivals and sacrifices marking significant conjunctions
of them. In many ways, the cult makes Magyaru a better place, providing
learning and charity to the respectful and law-abiding. They can be ruthless,
however, and work hard to suppress magical heresies, the cult itself the only
acceptable practitioner of the divine. Those who dabble in the arcane, or who
truck with magical beings, tend to become targets of the cult's retribution,
though it often is not direct, relying on provocateurs and catspaws among the
working classes' faithful.
Technology
While firearms are becoming relatively common among the
martial classes, they are primitive. The low-velocity, smoothbore, matchlock muskets
and pistols are state of the art. Mostly, though, armies still rely on
primitive weapons at close quarters, and crossbows are the most common missile
weapon.
Plate breastplates and brigandine armors, similarly, are
becoming more common than traditional ring- and chainmail, and shields
typically are used only by heavy infantry and heavy cavalry.
Artillery exists, but consists of "bombards,"
huge, unwieldy pieces designed for siege work, and for reducing fortifications.
Mobile, wheeled artillery has not yet emerged; and shipboard cannon still are
not used. Instead, naval warfare relies on long-range fire with bows,
crossbows, and primitive siege engines, and closing with the enemy to engage
via boarding action.
Steel and iron are the metals of the age, though good-quality
bronze weapons and armor still can be found among the savage tribes of the
highlands.
The World Outside Magyaru
The mountains behind the city rise up, past the Glass Tower,
up into alpine valleys and highlands, up, up, up, to the stars, some claim.
People don't like to talk about what's Above. They avoid talking about it, and
take great exception to those who question too much. A variety of savage tribes
live above the city, and trade foodstuffs and other products with the
city-folk, usually in exchange for iron and steel weapons and tools, gauds and
tokens of civilization, and whatever strong drink might be available.
Magyaru produces little of what it uses, and there are few
arable acres within the city's boundaries. The sea is mother and father,
nurturing life and providing the sternest of taskmasters, and provides
everything Magyaru requires, be it trade goods, precious metals, warm bodies,
food, or whatever else. The city's harbor is a ravening maw, consuming all the
good things that enter it, even if only in the form of silver from resupplying
ships making port calls, and from their crews who sample from the fleshpots of
the lower city.
Races
From highland savage to Imperial royalty, the races of this
world are the races of Men, and come in all kinds, creeds, colors, and flavors.
Human ways are pretty much what you'd expect: They glom together in groups
because of accidents of geography and parentage, and each group believes on
some level it is the most righteous (by whatever arbitrary measure).
Here, in Magyaru, the majority and the ruling classes are
one in the same: Imperial mutts of various sorts. People of particular regions
who, because of duty to the Empire, lived out their lives far from home, and
there found life, love, and an ending. There are, however, plenty of visitors
from far-off, exotic climes, with strange and outlandish customs and beliefs.
Magyaru is a crossroads, people come here to make deals. They usually tolerate
the idiosyncracies of others for practical reasons.
PCs who have come from Ur-Hadad or other places with the
demi-human races (e.g., dwarves, Halflings, elves, etc.) will find themselves subject
to scrutiny. Dwarves and Halflings, of course, can pass as humans who happen to
be shorter and smaller; they also may face additional jibes and petty cruelties
because of their size. Elven PCs, on the other hand, at least those who go without
the expensive (and concealing) iron-protective raiment, will draw pointed
looks, and signs to ward off the Evil Eye. There are no elves here. To the folk
of this world, they simply look like demons of legend (which legends, it should
be noted, are all eerily similar in matters of infernal mythology, no matter
their cultural origin).
Tuesday, July 15, 2014
Using Mighty Deeds to Bring Flava to tha Fighta
One of the greatest contributions the Dungeon Crawl Classics RPG makes to d20 game mechanics, is the "Mighty Deed of Arms" for warriors and dwarves. Like the "feat" in later editions of D&D, the Deed is a specialized maneuver resulting in better, flashier combat outcomes. It allows for things not explicated in the rules, but also provides a set of principles--general themes that can be applied flexibly to given circumstances--whereby one can engineer this particular subsystem to generate "feat-like" outcomes. Consider the following passages from the rulebook (pp. 88-92) to be the principles of which I speak:
- The higher the deed die, the more successful the Deed.
- A warrior’s Deeds should fit the situation at hand and reflect the might and daring of a great fighter.
- A warrior may even devise a “signature move” that he frequently attempts based on his particular proclivities. [even one involving a specific weapon ~EDJ]
- Creative players will certainly come up with new Deeds. Encourage and allow this.
The example deeds in that section of the rulebook are types of attacks and effects (e.g., blinding, pushback, etc.), and provide a sense of how to scale outcomes based on the Deed Die roll. What it doesn't go into as explicitly, is how the Deed can be used to differentiate character from class--i.e., to make each character more than just another stereotypical example of his or her class. Sure, there's still room for the fighter to be the main battle tank of the party, but Deeds can be matched not only to fit a particular combat situation or need, but also to tell us who your character is, and how he or she takes care of business.
An Example
Suppose you wanted to create a warrior, but also wanted to avoid the increased fumble dice associated with heavier armor. If you handle that character like the standard "tank" fighter--heaviest armor available, plus shield--going toe-to-toe with every creeping horror and boss monster out there, you'll be slaughtered. Fun for your GM, but not so fun for you. So what can you do?
First, think a little bit about great fighters you've seen, the fighters who don't wear mail but still kick ass. Like this guy:
![]() |
| Errol Flynn being awesome in high boots and a leather vest, with not a scrap of plate mail (nor a shield) in sight. |
The "Defensive Maneuvers" entry in the rulebook's Mighty Deeds of Arms section is pretty generic, dealing with providing active defense for the party--Shield walls, back-to-back fighting. That's one way to go, but preserves a fairly archetypal "fighter" role for the PC. Using the deed in ways that moves you away from the typical hack-n-slash fighter (or hand-n-bash, for dwarves), also helps to to move you in the direction of another version of the warrior archetype. In this case, the Deed provides access to a different kind of fighting style, and subsequent choices about armor, for example, that support that style. You can't very well go leaping about in plate mail (at least not without risking a dire Reflex save), in the same way that you can in thigh-high boots and a leather jerkin (Whew! Did it just get hot in here?). If you're going to go up against heavily armored foes, then you'll need to have a fighting style to reflect how you go about your business: nimble defense, piercing thrusts, leaping, swinging from ropes, etc., all of which could go into your repertoire of Mighty Deeds.
Or how about this guy:
![]() |
| Errol Flynn being awesome while wearing hose of Lincoln Green. |
The main thing I wish to emphasize, here, is that Mighty Deeds are not simply something you do in combat. They are used for that, certainly, but they also help you think about who your warrior is, and how he or she does the biz. As soon as you get done with that zero-level funnel, and you look at the possibilities, that 7 Strength might make veer wildly from making a warrior character. It shouldn't. Are you more agile? Then use your Agility to drive your deeds? Are you a high Personality character, but the very thought of playing a cleric gives you hives? Fine. What if one of your Deeds involved taunting your opponents, enraging them and making them sloppy, and allowing you to take advantage of, say, lowered armor class, an enhanced fumble die, or something of that ilk?
Using the Mighty Deed of Arms, all of this (and more) is possible. You needn't be limited by prime requisites, by armor and arms choices, or by other limitations we tend to ascribe to the warrior-as-fighter. Sure, you're still a fighter, but specialized Deeds can make you a smarter, more interesting version of that archetype, and you needn't be the strongest guy in the tavern to do so.
Obviously, you and your judge will need to make good decisions about how this will work. The best place to do so is in the 0-level to 1st level transition period of character generation, when PC classes are chosen. With the right idea, and the right set of Deeds, your warrior may not be the biggest, baddest, hard-ass around, but he or she can still be mighty, indeed. (Damn, that one never gets old.)
Saturday, July 12, 2014
Peril on The Purple Planet
Good people! Hearken unto me for a moment, for I bear extraterrestrial tidings of great import!
Another fantastic Kickstarter has been launched by Goodman Games. Harley Stroh's Peril on The Purple Planet, a swords and planets adventure in the best traditions of Edgar Rice Burroughs and Robert E. Howard.
Your humble narrator has even made a small contribution to the project (some material for the campaign booklet). I'm in for the boxed set, and it's looking to be pretty damned great. They already have over 100 backers, and I imagine that the stretch goals for this will be pretty damned impressive. So, if you've an interest, check this one out.
But why listen to me? Listen to the Dark Master, himself, Mr. J. Goodman:
Another fantastic Kickstarter has been launched by Goodman Games. Harley Stroh's Peril on The Purple Planet, a swords and planets adventure in the best traditions of Edgar Rice Burroughs and Robert E. Howard.
![]() |
| So much peril! Look at all the peril! You want this peril! |
Your humble narrator has even made a small contribution to the project (some material for the campaign booklet). I'm in for the boxed set, and it's looking to be pretty damned great. They already have over 100 backers, and I imagine that the stretch goals for this will be pretty damned impressive. So, if you've an interest, check this one out.
But why listen to me? Listen to the Dark Master, himself, Mr. J. Goodman:
Send your fantasy adventurers to face alien perils in Harley Stroh’s long-awaited sword-and-planet epic!
Summary of Kickstarter:
- A Dungeon Crawl Classics adventure module of planetary scope – at level 4. The adventure flings your characters to adventures on a distant world dying slowly under a weirdling sun.
- The basic pledge funds print+PDF copy of a boxed set containing Harley Stroh’s 32-page adventure module, plus a second 32-page campaign booklet – and possibly more depending on stretch goals.
- The first softcover book is the adventure module Peril on the Purple Planet, which has two built-in special features. First, the cover art is oversized, and spreads across front and back cover in addition to wrapping around to front and back flaps. The flaps also double as player handouts when folded out to face the table. Second, the adventure map is a three-page-wide hex crawl, which folds out of the module center as a three-panel gatefold. Additionally, the adventure includes a number of B/W interior handouts to show the players what they face on the Purple Planet.
- The second softcover book is a campaign booklet to expand your journey on the Purple Planet. At the basic pledge level, before any stretch goals, it includes three chapters: Lost Tombs of the Ancients, Bestiary of the Purple Planet, and Lost Tech of the Purple Planet, with contributions from Daniel J. Bishop, Tim Callahan, Edgar Johnson, and Terry Olson.
- You can support this Kickstarter by adding on other adventure modules from the Dungeon Crawl Classics line, most of which are on sale for 25% off as part of this Kickstarter. You can also add on Purple Planet Player Guides at $5 each.
- Stretch goals for this project will put even more items into the boxed set! These include the possibility of an ecology book, additional encounters, a book of handouts, a book of magic, a custom GM screen, and a guide to the Purple Underplanet!
- The basic adventure module is complete and ready to print. All writing, art, and layout is complete. The additional writing for the campaign booklet is also complete. Art and layout for the campaign booklet will begin when this Kickstarter funds.
- We expect PDF copy of the module to be available shortly before Gen Con, and print copy to be available at Gen Con or shipped soon after (depending on backer preference). If we have extra copies remaining at Gen Con after all Kickstarter pickups, they will be offered to the general public.
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