Wednesday, September 16, 2015

20 questions + 20 questions = 40 questions

Here we go with the classic questions, the ones everybody needs an answer to! The setting is beginning to clarify after a bit of thought. I had prioritized character creation and the first level of a dungeon so I could start playing right away - now I'm starting to make sense of this mishmash dark ages Britain I'm coming up with. I need a good name for the setting and campaign though: probably I'll just call it "The Spoils of Annwn" after the poem, although I feel it's a waste not to use Albion. What a great name that is, Albion.


  1. What is the deal with my cleric's religion? - Christianity, Celtic, Norse, or Ancient Ones. Monotheism has not taken over Britain, everybody’s god has about the same social status. I like this so we can have talks like “Crom laughs at your four winds,” etc.
  2. Where can we go to buy standard equipment? - Here in Yarmouth they have a decent selection. Basic adventuring gear, booze, and a few spare horses if you’re lucky.
  3. Where can we go to get platemail custom fitted for this monster I just befriended? - The nearest large town would be Southampton, across the strait and up the river inland. It's big enough to support a blacksmith good enough to do custom work, and it’ll be expensive - 2 to 10 times standard plate prices.
  4. Who is the mightiest wizard in the land? - Merlin!
  5. Who is the greatest warrior in the land? - Uther Pendragon is well-known for his victories against the Saxons in the North, although he cannot hold back the tide by himself.
  6. Who is the richest person in the land? - Uther Pendragon. Other rich and powerful kings and lords include Lot of Lothian, Vortigern the Betrayer, Anguish of Ireland and more. Arthur is of course a broke, struggling young warlord right now.
  7. Where can we go to get some magical healing? - The church of the Christ has missions in most towns. In Saxon territory there are churches of Odin and Freya. Out in the wilderness are the Celtic pagan temples, but if you aren’t a member they are really hard to find. Thee Church ov Starry Wisdom in the dungeon.
  8. Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, alignment change, death, undeath? The Church of Christ can restore alignment change, level drain, curse, poison. Pagan churches can do poison, disease, lycanthropy, polymorph, alignment change. Thee Church ov Starry Wisdom can fix poison, disease, curse, polymorph, level drain. If you’re dead or undead? Sorry pal.
  9. Is there a magic guild my MU belongs to or that I can join in order to get more spells? - No, wizards are still lone weirdos who don’t band together. There aren’t enough of them to get together and organize, plus they don’t trust each other. It’s a simple master-apprentice slave labour sort of equation.
  10. Where can I find an alchemist, sage or other expert NPC? - Southampton, on the mainland is the first place to start, but you might have to go all the way to Londinium. Although there is that lighthouse on the west point of the island...
  11. Where can I hire mercenaries? - Either of Yarmouth’s taverns has an assortment of roughs-for-hire.
  12. Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law? - Wizards are weird and scary, so don’t be too obvious about it, but you won’t get arrested for walking around in a robe and pointy hat. Also, things are still very tough with the Saxons, in the north it's still open warfare, so Dwarves take heed.
  13. Which way to the nearest tavern? - The King’s Head and The Blue Crab are right here in the middle of town.
  14. What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous? - Sir Meliagaunce is one of the many knights in the up and coming maiden-kidnapping business. Wyverns fly down from the hills and devour livestock sometimes. Ogres prowl the forests and highways, catching and eating travellers - the most famous is Sawney Bean who makes life north of Hadrian’s Wall quite dangerous.
  15. Are there any wars brewing I could go fight? - Yes, Arthur is always fighting against new Saxon and Anglish warbands in the north, although some have settled on the isles peacefully. Uther Pendragon is jockeying with the other kings and lords for larger chunks of territory. Nobody controls the whole of Britain yet!
  16. How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes? - Deep in the dungeon, the decadent underworld inhabitants have all kinds of bizarre sports. Gladiatorial contests are just the beginning.
  17. Are there any secret societies with sinister agendas I could join and/or fight? - Oh sure. The Cthulhu cult, the Esoteric Order of Dagon, Iok-Sotot’s worshippers, The Temple of Satan, followers of Arawn, the Morrigan. Lots more.
  18. What is there to eat around here? - Boiled potatoes. Boiled parsnips. Boiled mutton. Boiled beef. Boiled rats.
  19. Any legendary lost treasures I could be looking for? - Many kings of Atlantis were buried in Britain with the hoards they kept from the waves. The locations of these tombs are unknown at present, but it’s rumored there is one beneath the ruins on the Isle of Wight...
  20. Where is the nearest dragon or other monster with Type H treasure? - The giants that used to command Britain are nearly extinct, but some still survive in the high mountains. They are the richest monsters since dragons have not been seen in hundreds of years.



  1. Ability scores generation method? - 3D6 down the line. Don't worry, there are no class ability requirements. Play a dumb wizard or weak fighter, it'll be fun. I am honestly considering allowing players to pick 4d6 drop the lowest and arrange to taste, but mandating that their character's title must be "the pansy" or "the milquetoast" or something similar.
  2. How are death and dying handled? - Dead at HP=negative level, but shields shall be splintered! gives you a chance to save and take that fatal strike. Bleed out 1hp/round, so this doesn't help 1st level characters much, but gives the veterans a chance.
  3. What about raising the dead? - Once you’re gone baby, you’re gone. Unless maybe there is some epic quest to the underworld to retrieve your soul.
  4. How are replacement PCs handled? - If you have a hireling, you can promote him on the spot, roll stats and he is your new character! Or roll up a new one back in town, who can be your character’s heir (only once per character though) and obtain their money and one magic item, less a 10% tax.
  5. Initiative: individual, group, or something else? - I think we will try both. I’ve never rolled group initiative before and I'd like to see how it works.
  6. Are there critical hits and fumbles? How do they work? - Yes, critical hits automatically gives you double damage dice. Roll to confirm and to see if I can roll on a table for more cool stuff. Fumbles you just get the fumble table right away for things like drop weapon, hit self, weapon breaks, basic things.
  7. Do I get any benefits for wearing a helmet? - Some of the critical hits apply to your head, so yeah a helmet will save your ass sometimes.
  8. Can I hurt my friends if I fire into melee or do something similarly silly? - Ah there's nothing about it in the LL book, so for now, no. However there will be stiff to-hit penalties if you're right behind your friends trying to fire past them.
  9. Will we need to run from some encounters, or will we be able to kill everything? - Oh yeah baby you’ll have to run away sometimes. I don’t set out to execute the PCs, but I will stat shit up and put it where I like, doesn’t mean you’re tough enough for it.
  10. Level-draining monsters: yes or no? - They’re quite rare but they exist (hint: stay away from those barrows at night).
  11. Are there going to be cases where a failed save results in PC death? - Fuck yes.
  12. How strictly are encumbrance & resources tracked? - In a general way. I will be tracking light especially, because you can’t stay in the dungeon forever. Weight will be a factor because you can’t carry everything you find, and you might want to run away at some point.
  13. What’s required when my PC gains a level? Training? Do I get new spells automatically? - No training. The only place to learn new wizard spells is from books you beg, borrow or steal. Clerics get their spells automatically as usual. You have to rest outside the dungeon to level up, but it can happen in the middle of the session.
  14. What do I get experience for? - Some from monsters, mostly from treasure. SPENDING your treasure on partying, babes, castles, tithes to the church, cool clothes, funerals for your buddies, etc.
  15. How are traps located? Description, dice rolling, or some combination? - Description. Traps will be easy to locate, there are lots of clues. Disarming the traps is another story.
  16. Are retainers encouraged and how does morale work? - Yes, go ahead and get retainers, I have those speed hireling rules. I will be using morale for enemies and NPC party members.
  17. How do I identify magic items? - Cast read magic or pay a wizard, sage or temple to identify it for you.
  18. Can I buy magic items? Oh, come on: how about just potions? - Potions and some minor magic items can be found from odd merchants in the dungeon, but they probably don't accept your surface world coins...
  19. Can I create magic items? When and how? - As a higher-level wizard, sure. Costly quests and rare components are essential. I’m more concerned with having item creation kick off further adventuring and be sufficiently difficult that magic items don’t proliferate.
  20. What about splitting the party? - Go ahead, but it’s dangerous and I don’t recommend it.



Monday, September 7, 2015

Archaeology Megathread

I tripped over this link this morning:

"Archaeology on Steroids"

And this cover was just irresistible when I was 12.
I absolutely love this stuff. Maybe because I bought Palladium's Beyond the Supernatural in a used bookstore when I was twelve. Even back then I knew the system was way out of hand, but all the descriptions of British henges, burial mounds and stone circles were enthralling to my young brain. I wish I still had that book, it had so much detail on the old sites and blurbs about ley lines, what might happen on solstices and equinoxes, why they were built in the first place, cool ideas for why modern culty groups might be interested in them, and things like that.

In the mean time, some research:

Elfmaids and Octopi's awesome d100 megalith table

The Stonehenge hidden landscape project

National Trust Images - searchable, LOTS of content here. Typing in "wight" gave me 766 pictures.

English Heritage

Pictures from all over Britain

These - are all - just - Ireland

Stone circles of Scotland

Map of ancient sites in Britain - This one is a mixed bag, it also has ghosts and the paranormal and everything lumped together.

Megaliths across all of Great Britain - HUGE site

This site looks bloody huge and covers part of Western Europe too

Dolmens, mostly in Italy, with some very cool ideas

Dolmens all over Europe

History of Great Britain from Neolithic to Celtic

Newgrange Passage Tomb

Historic Cornwall

The actual National Trust's website is annoying to navigate, I can't quite find what I'm looking for. Any other links to British monuments, standing stones, barrows, etc. would be appreciated, and I'll stick them here for my own reference. There is already WAY more information than I could ever hope to read, but at least I'll have fun trying. I wonder if anyone has Beyond the Supernatural on eBay?


Now jam this band while staring at all these pics:



Monday, August 17, 2015

Nameless Cults II

CULT OF NYARLATHOTEP (or Thee Church of Starry Wisdom)

No. Appearing: 1d8
Alignment: Chaotic
Move: 120' (40')
Armor Class: 11+
Hit Dice: 1-4
Attacks: 1
Save: Magic User
Morale: 12
Experience: 7-190

The worshippers of the Crawling Chaos, the Ebony Man, the inscrutable tormentor of mankind known as Nyarlathotep, gather at Thee Church of Starry Wisdom. It is the most well-known of the ancient cults, and semi-tolerated where it appears - in a mountain cave, or a dungeon, or a few miles from a village amongst the downs - only for the cult's healing magics. It is rumoured they can cure afflictions which are beyond even the power of the followers of the Christ Jesus, and many desperate folks will seek them out when other options fail.

The problem is they're totally intolerable. They just won't leave you alone - once you've been to their temple and been healed or helped in any way (even after you've paid them), they will never stop trying to convert you. In the most awkward ways possible, maybe by showing up in town when you're trying to have a drink and party, or rolling up behind you in the dungeon and loudly proselytizing, catching the attention of nearby monsters. They might try to kill you in the course of their normal cultish activities, but during the fight they'll be lecturing you still. At all times, they pepper their dialogues with terrible New Age speak and motivational slogans: "Be the change you want to see in the world!" "Life is an amazing adventure!" stuff like that. Use this. Everybody would hate them even if they weren't servants of the Ancient Ones.

"Come on in, we're SO happy you could make it!"
They wear the attire of ordinary English folks in order to blend in with the populace, but due to their master's mind-bending revelations re: space and time, their clothing is always from the wrong era - they never actually blend in. In Arthur's Britain they are dressed like 19th-20th century country squires, all waistcoats and pocket watches and tweed. They wear animal masks to indicate their rank - predatory and dangerous animals are the low-HD supplicants and initiates, and every increase in status uses smaller and less dangerous animals, until the high priests are wearing mouse, rabbit and hedgehog masks.

During combat, their AC is 11 until they get surprise or win an initiative roll, and then their minds are filled with Nyarlathotep's revelation of angles and distances, making them harder to hit. Add 1 AC for every round they go first - maximum bonus is equal to the HD of the highest-ranking cultist around.
Nyarlathotep has gifted his acolytes with additional magical abilities as well - they can cast spells as a Magic-User of level equal to their hit dice, regardless of their actual class (if any). I give them spells from a special "dungeon-only" spell list the PCs don't have access to.

Thursday, August 6, 2015

Nameless Cults I

A few things I noticed after dusting off my King Arthur vs. Chthulhu Labyrinth Lord game notes.
a) I didn't have as much written down as I thought, and
b) a lot of the core concepts of the setting are at stark odds with each other, and
c) there is so much other cool stuff I want to CRAM in, it makes it even worse.

But there are a few things I put together when I started working on this setting and they're really cool and shareable. I'll start with some of the cultist enemies, based on one of my fave bands:

CULT OF AZATHOTH
(AKA The Blind Idiot God, The Nuclear Chaos, The Daemon Sultan)


Hats... of CHAOS
No. Appearing: 1d4 
Alignment: Chaotic 
Move: 120’ (40’) 
Armor Class: 13 
Hit Dice: 3-6 
Attacks: 1 
Save: Magic User   
Morale: 12  
Experience: 80 - 820

The cultists of Azathoth are the *really* weird ones. They will appear, seemingly out of nowhere, and
make ominous statements (some true, some false, all vague and incomprehensible) in a grinding old-man whisper. Go ahead and use some psychedelic rock lyrics or a few lines from your favorite experimental novel. They may attack, or simply say their piece and leave. Their motives are inscrutable and the rites they conduct have never been observed. The lower-ranking members wear nooses and executioners' hoods. As cultists increase in rank (and Hit Dice), they wear more elaborate headgear and costumes.


Lurking in a cave like proper tough guys.
As weapons, they use accursed bone flutes that produce monotonous whines, drums of stretched human skin, violins bent and twisted into near-unplayability, and the occasional large bell or gong from distant lands. Playing these instruments damages anyone within earshot with the soul-twisting melodies of chaos. Save vs. death or take 1d6 from flutes or violins, 1d8 from drums and 1d10 from large bells (the artillery piece!). The instruments have no magical property in themselves and not all of them even play regular music.

High-ranking Azathothian right here.
Their ability to show up unexpectedly isn't just a goofy narrative convention, or coincidence - they can travel through shadows and dark corners like a Dimension Door, fading into one and appearing out of another within 100 feet, but only if both locations are not being observed directly. They can't appear or disappear right before your eyes, but it's easy for them to sneak up on you or escape combat if they can get around a corner.


EDIT: Here we go, this is what Azathoth up in your shizzito should sound and feel like:

Sunday, August 2, 2015

Steroid Goats and other pictures

Sometimes I do this weird thing where I am a big fan of something, but I forget that I like it so much. Then years later I'm looking through my CD shelf, or browsing around the internet or in my bookshelf and think:

"HOLY FUCKING CHRIST this is fantastic, my whole life has been wasted whenever I wasn't [doing/reading/listening to this], how did I forget about this?" I'm sure it's just life in the 21st century and mass distractions. It's weird, but that's how I feel today.

Because another key part of this rapidly less-Arthurian than I thought game (which I had forgotten about until the other day) will be BLACK METAL. I think this is why I picked up on Labyrinth Lord, the illustrations (especially of Orcus) look like some of the '80s and '90s B&W black metal album art. Here are some pictures to indicate what I mean. Some of these are huge, click on them for full-size:

GOAT DUDES:


The grand-daddy of them all.


Go ahead, tell me about how you don't want to play in this game. I'll wait.

Alignment: CHAOTIC

OUTSIDER ENTITIES:

"I dunno guys. This seems pretty dangerous." Note the wizard conjuring this shit in the bottom left corner.

ELDRITCH AS FUCK.

Inside the dungeon, we shall only listen to black/death like Teitanblood, Antediluvian, Mitochondrion, Portal, Blut Aus Nord, AEvangelist, Conqueror, Blasphemy, maybe some Demilich or Ulcerate and the occasional old Rotting Christ and Mortuary Drape to lighten things up. Everybody's gonna hate it but me!

Now I try to mash that stuff together with

KING ARTHUR:

This is the Arthurian artwork style I'm accustomed to. It looks great on a canvas, but the world just seems too damned polished and friendly - I need something dirtier, a place adventurers can trip over things and do stupid shit, for regular people and not supermen. We need a tiny bit of this, but NOT much.
This is good. It's still brightly coloured and undangerous-looking, but we can see the guy's face - he's tired and pissed off, he looks human. This could be any couple of fighters in plate mail.

More medieval, a bit more legit. I like the dark and gnarled forest here - this is the English wilderness I want, still wild and trackless.
Nope, too far back in time! Tough to get turned on by this.

This is getting warmer! Murky and spooky, feels like classic D&D. Some kind of undead happening here, Galahad might be in the shit!
Gustave Dore is the man to beat when it comes to pure desolation. Regular guy dying in the middle of nowhere.

Yeah, H J Ford is harsh as fuck. This is great. Might as well be right out of a 1st Edition book.
It's all about the black & white. Mournful maidens, mystical cauldron, hazy structures in the background. No giant gilded cities or spotless ubermensch knights here.

That wasn't too hard actually! It's not only about the shining castles. This gives me lots of brain-fodder to work with. Dropping King Arthur down a few notches, gritting it up, taking away some of the domestication that comes with the complete and total reign of a golden age in the kingdom.

The more I think about it, the more I think that the best time to set this game would be while Arthur still hasn't solidified his reign. Maybe he's just one powerful warlord among many; maybe he doesn't have as much manpower as he needs, and is out looking to fill his round table; maybe he is busy trying to repel the Angles and Saxons from Britain's shores wherever he can, and doesn't have time to run a country. Maybe he's fighting a constant battle against the snake-men, who were also pulling the strings of the Roman Empire, and want Britain back now that the legions have pulled out. Any way you slice it, this is more interesting than peacetime, and leaves the PCs more room to strut around poking their heads into caves and crypts.

Saturday, March 2, 2013

infrequent blogs

Well, shit - I got a new job last year and picked up my guitar again - where has the time gone? Apologies are due to Jez, Erik, Stefan and the other dudes who I was in the middle of a conversation with when I up and vanished. Next time I'll let you know what's going on - and hopefully not disappear for a year.

I haven't played much of my home game since last spring, but I still toss ideas for games around in my head all the time. I ran a one-shot of my proposed Arthurian Labyrinth Lord game almost a year back, and it was... OK.

After some reflection, the setting needed some changes - it's back on the drawing board. One of the big improvements was adding Realms of Crawling Chaos to the mix. Now I have a setting that's still familiar enough to be easily communicated, but is gaining much-needed variety. I'm going to scrap the one-shot dungeon I wrote, and use a few parts in building a MEGADUNGEON beneath the Isle of Wight.

Actually, the megadungeon will extend underneath all of Britain.

Right now the setting is less "Arthurian high fantasy" and more like:
KING ARTHUR vs. ARAWN vs. CTHULHU!

You might say those first two are pretty similar. The Arthurian heroic fantasy milieu is closely related to Welsh and Irish folktales, but actually the concept of Arawn's 'otherworld' or a fairyland will be stretched to include not only classic D&D stuff like rust monsters and gelatinous cubes, but also the kind of gonzo shit I love to see on MMSFP. So while the Arthurian influence will govern the cities and wilderness of primeval mythic Britain, the folktale/fairyland stuff will take over underground - while the Cthulhian, Weird Tales shit will be stuck in all the hard-to-reach corners.

I have been crawling my favorite blogs (and some really cool ones that are new to me) for monsters and other ideas that fit the bill. Some of my older Arthurian posts are now inaccurate; the speed hireling table and the "Where do you hail from?" table specifically. I will update them in a while, if I am ever done my endless fiddling with the fucking things.

Sunday, February 24, 2013

my "Appendix N"...

since young times
(the one you can't see because of glare is Monmouth's History of the Kings of Britain)
I don't know why I never thought of putting all these together before.