Showing posts with label Arthurian. Show all posts
Showing posts with label Arthurian. Show all posts

Saturday, September 14, 2019

Necropolis

Last year I found a book called Necropolis - London and Its Dead at the used bookstore. It gets me PUMPED! Although I left my Spoils of Annwn game on the back burner, Necropolis gave me some great ideas for the haunted ruins of Londinium. I still haven't finished reading the book and actually can't find it at the moment, but sometimes thinking up new undead monsters is the only thing worth doing...


*****

"Surely you know that just as the momentous events of the past cast their shadows down the ages, so now, when the sun is drawing toward the dark, our own shadows race into the past to trouble mankind's dreams."
-The Sword of the Lictor, Gene Wolfe

Remember that bit in From Hell (the comic, not the movie) when Gull has that vision of the skyscraper? The carnage, death and infernal magic that brought Londinium low twist not just the city's environment but the very force of time itself. For now, it's just an excuse to do things like this:


PLAGUE-DEAD

Bleeding, weeping, covered in sores, their skin turning black, these zombies still think they're alive (they seem so from a distance) and will do anything to avoid "dying" of the disease that still infests them. Dressed in peasant rags from the plague years (perceptive PCs might notice the differences in fashion and realize something's up), clutching rosaries or garlanded with herbs they stumble, crawl and scream for mercy - from you or God, who knows? They aren't actually intelligent, the things they say are like tics with no real meaning. All the while they're trying to hold your hand, get you to pray for them and lick your face.

Stats as zombies but if they touch you, could get the black plague. Save vs. death or you're fucked: lose 1d4 CON/day. Every day you get a new save, and the disease has run its course if you can make 2 saves in a row (if you're a merciful DM). Cure Disease and similar magic will help as normal, but only high-level spells like Restoration will restore lost CON points.





PLAGUE PIT HORDE


To this day there are places under London they can't dig for fear of what will be unearthed. In 1665, the expense of individual burial plots for each dead Londoner was too high. The poor of the city were dumped by the authorities into huge mass graves. Since the city's Bishop wasn't willing to consecrate ground that couldn't be held in perpetuity by the church, these short-term plague pits were left unhallowed. And now the poor dead are restless.

A great mass of human bones, animal skeletons and dirt all mixed together. The horde might be stuck in a wall as if just breached by digging machinery - this makes the immediate area highly dangerous, but much worse is a horde freeing itself to move around, crawling & dragging slowly through the cramped dungeon corridors, hungry to add infected victims to itself.

Stats go like this:

No 1, AL C, Mv 60' (20') or none, AC 13, HD 6, Att 1d6x1d6 + plague, Sv F, ML 12, HC XII + XIII, XP 820

Their touch is infectious exactly as the Plague-Dead above.
Miasma - The entire area around a plague pit horde is infected. Anyone within 30' must save vs. paralyzation every 2nd round (every single round when breathing hard - running, combat, etc) or begin to choke & cough on the noisome air: -2 to attack rolls AC and saves, stealth is impossible. 1d6 rounds after leaving the miasma it wears off, but make a final save with a +2 modifier. If you fail, contract the black plague as above.

These creatures make the tunnels and crypts beneath Londinium extremely hazardous. Many adventurers have returned to civilization laden with Roman coins and grave goods only to perish a few days later, coughing colours. A few enterprising grifters have begun selling miracle-cures for the malady (which they call Orcus' Revenge) outside Verulamium - needless to say their effectiveness is limited.


*****

These Brits need no introduction around here:




Tuesday, May 22, 2018

The RETURN!! OR A Hard Lesson About Creativity

Okay, soooo I am not playing with this other group nearly enough. And my roommates wanna play Pathfinder again. Thus, we will return to the storied, super-old setting of Land's End with new characters, and I get to throw in a ton of new shit I've discovered since we played last, like monsters from Fire on the Velvet Horizon, MotBM and all that other great stuff!!

We will play Pathfinder again but in order to retain my sanity, I'm cutting out a bunch of stuff and going with EPIC SIX. That's a .pdf download. Read the link and then come back.

If you don't wanna click, it's about "EPIC SIX: The game inside the world's most popular roleplaying game." Player character levels max out at sixth instead of 20th. This idea made me feel great the SECOND I heard about it. All of a sudden I don't have to worry about goddamned teleport, +5 plate mail of etherealness, wish spells, or the fighter rolling 7 attacks per round or whatever. Goblins can still be a threat, and we'll never be slashing through 15 hill giants on an afternoon's jaunt. Every fight matters, and rolling barrels down the stairs at the dudes chasing you can still work. Meanwhile your fighter doesn't need an arsenal of 30 magic weapons to keep up - one cool item could make his career (Wow... Just like in the books! Imagine that), and for that 6th level fighter a legendary artifact could be the same +2 sword that your 13th level dude has piled with 10 more in a corner in his basement.

This keeps stats at a (somewhat, for PF) manageable level, but the boys are happy as hell with the insane level of customizable options at their disposal. Also I can create a world that's at least somewhat fucking comprehensible!

I used this article I found at WWCD? to give me some ideas about how things might have changed. Rivers twisted in their courses, landmarks crumbled or were swallowed up by the lake, things like that. The guys will look around and say "ohhh, I remember what this used to be..."

I'm thinking 50 years later, the PCs that didn't die (or move on to play in different games and level up too far to come back) are now NPCs, retired and/or moved up the ladder of their organizations, pulling the strings from the shadows. This'll make the players shit themselves when they discover what's going on... if they ever do! I will have to reconstruct a few dungeon layouts from memory since I can't bloody find my notes, but whaaaatever man, the point is I'm FIRED UP.

Click to bleed for the devil

This relates to something I've been pondering recently: why is it I can think about this setting for a day and the ideas are like a firehose coming out of my brain? I struggled for so long to come up with cool shit for Arthur vs. Chthulhu and I think I know why: THEME.

Bizarrely, starting with a strict setting and theme can also be a straitjacket, especially for a guy like me. I let the setting (and the rules, hence Labyrinth Lord, but that's a different argument) creep inside my head and take over my thinking. I guess a lot of us do. With my Mythic Britain setting, 85% of ideas get tossed out because they don't 'fit.' Knowing too much about the setting actually impedes my creativity!

In Land's End, I didn't bother asking or answering many questions about the world. I just started with the RAW races/classes, except monks, fuck them, and drew a map of the first two days' wilderness travel, detailed the town and one or two dungeons. I expanded from there as needed, but that's ALL I KNOW. Anything at all could be around the next corner, and I find I can RELAX a little bit. Themes developed as I continued to add things I thought were cool, because I'm into the same stuff all the time of course, but I was also able to surprise myself, especially using random tables to throw my ideas in a new direction. I was always afraid to ruin things in the somewhat more historical setting, and all it did was cripple me.


To improve on this in the future, we can look at some guidelines to remember:

-bottom-up instead of top-down. Write up what's around the next corner before you spend more than a few paragraphs on the whole world.

-more random tables. EVERY time I do this and get something that makes me go "hmmmm! Fuck, what now?" it ends up way cooler than it would have otherwise.

-stop obsessing. Especially over thematically- or naturalistically-consistent random encounter tables. This is a weird weakness of mine, and there are only 24 hours in the day man.

-player-directed creation. Not only the classic "the guys want to explore the haunted castle, better finish writing it up!" sort of prep (I'm an old hand at that). Also character creation! One of my players, hearing only two minutes of game-world exposition, went off with a cool character concept that expanded the world and made it more interesting. I could have sat around and written that stuff up for myself, but who would have noticed or cared? When the players get into it, the material is instantly relevant.

-Maybe all these rules can be summed up as: surprise yourself. This really shouldn't be news to me at this point I guess.

ANYWAY, more fun stuff coming up in the future: additional NAMELESS CULTS, general musings on pacts with dark gods, some copying of other better dudes' work, &c.

*****

Enough talk. Play this the next time your players stumble into a Yoon-Suin opium den:


Thursday, January 25, 2018

Image post II - Mirin'!

So I started reading Against the Wicked City! That post about the Dragon Warriors games really grabbed me. I want to play in a game where the goblins have daggers made of icicles, and the wights lurk and loom grimly from their barrow-mounds! (Everything needs more wights.)

In the spirit of that post, let's see if we can't dig up some more goodness from around the internet that goes with this look - and increases our style points in general - and see where might fit in my game!

Go and read that article first, then come back and let's go on a journey. I started by looking for other "Dragon Warriors" images to see what else was out there, but that phrase was to say the least difficult to google precisely, so then I spread my net a bit wider for some more fun:



IN THE FORM OF A MONSTROUS GOAT.



A more English Elf. Actually, that book was really quite good.






Hunting on the moors at night!


Doré forever!! This adventure looks like it ended badly.


Doré, also note the ruined spiral staircase going nowhere - I want to see what that's all about.


Un-human based horror. I don't specifically have pig-men in my setting but a) House on the Borderland does not screw around, b) it's set in the UK (Scotland I think?), c) I have goat-men so why not, and 4) maybe I will have to work the pig-boys in.


I want to put this picture up the next time the PCs trip over a ruined castle. See if they even want to go inside!!



I dunno what this is about, I love it though.



CRAP I FORGOT ABOUT THE PRE-RAPHAELITES
They only work in certain doses, but definitely for some elfy stuff at times.
I'll just leave this here. For later.



BARROW-WIGHTS by Ian Miller. YES!!!



Semi-related, but this band actually rules.





Some really deadly artwork of all kinds of fantasy stuff, including a ton of Tolkien scenes, here. This guy rules!!!






Elves: because DiTerlizzi doesn't screw around. The Elven parts of Annwn will be a pretty strange place.



I'll bet her one spell for the day is pretty damn cool.








DAMN me it's Arthur Rackham!!



THE CEREMONY OF NYARLATHOTEP HAS BEGUN.
BRING OUT THE SACRIFICE!
AND...
THE FRUIT...


Did not think I'd be bringing Goya along, but this one works for goblins I think.



Do not fuck with this here ogre.






















































This medieval mythos stuff rules, and more is found here.







































I suppose I am learning about this Piranesi guy just now...















To sum up, I feel like this is a real shit-mix. It's really hard to google up a general "aesthetic"!

Monday, January 22, 2018

The Spoils of Annwn: Session 1 Play Report - The Triumphant Return!

We actually had a lot of fun! Except when Mike fell asleep.

SUCCESS!!

I am glad none of the characters died, especially since one of my players brought a girl who has NEVER played an RPG before. She got right into it though, was talking to NPCs and strategizing with the other players, she even said "forsooth" a few times (this is more participation than I expect). I am the most proud of the fact that I didn't ruin a first-time gamer's day, and maybe she will come back to play again. That's a big win in my book.

So I started things off on the Isle of Wight, with a lone survivor of the last party that ran through the ruins on the island (a much older version of the dungeon!) stumbling back into town, mostly dead, with a half-drawn map, a key and an odd statue of what looked like a skeleton anti-pope. This got the PCs together and hustling into the dungeon, and the game was afoot!

Who would make a statue of this guy?

The intrepid group of 4 PCs (two goblins, a dwarf and a sea-blood accompanied by 2 hirelings and 2 mangy dogs, with maybe 20 hit points between all eight of them) fought a moss hog (oh you fucking bet!!!!), then ran into a squad of terrified bloblins (same link). They rolled nice on the reaction roll - you can bet nobody had ever done THAT before - and the bloblins told them about "Jack," who had been asking about the strange statue, and the "big whippers" who oppressed them. The PCs wanted to help the bloblins, and promised to fight the whippers if they would then lead the way to Jack. So venturing further into the dungeon without too much incident (the random encounter tables were very mild that day - another happy accident for the new player is that there wasn't much combat, and diplomacy carried the day), the PCs did battle with some giant goat-men with whips!

Yep.

After the battle with the goat-whippers, the bloblins failed their morale check and said they would take the PCs to Jack right now, or that was it. Leading them through the dungeon, they also came across a wall with a damaged mosaic of a battlefield, depicting some kind of figure in the foreground - the only thing left was a set of horse legs though. Maybe that will come back later!

The bloblins gave them directions to Jack, and told them "don't go through that other door," before running off to hide somewhere in the dungeon again. Jack of course turned out to be a small, walking scarecrow with a pumpkin head. He couldn't talk, but when the PCs gave him back the statue he was relieved of a curse and really dished the dirt. The players asked him about the dungeon, how long he's been around, if he knew where any treasure might be, a ton of other questions. He told them he was from "down the stairs," and wanted to go back there. Since they freed him, he gave them vague directions to some sort of useful magic nearby, and offered to lead them to the stairs he spoke of.


Jack led the party through some strange rooms, including one with a glowing spectral eye that scrutinized the players, and another crammed with shelves of earthenware jars - nobody opened one, but Jack said they contained human brains. Through another room with strange insectile statues, Jack led them into THE STAIRS: a gigantic, glowing red shaft that extended up and down as far as they could see, like a giant underground missile silo of stone. A narrow walkway headed across to the other side, and a similarly narrow stairwell circled around the wall of the shaft, heading down and up.

Jack had a few parting words for the PCs when they asked him where he's from: "it's always the same season at home... you know the one, with all the orange leaves." He told them the queen's name is Gloriana, but he "doesn't really follow politics." With a nod and a wink he jumped off the ledge and plunged down the stairway shaft into the distant red glow.

Bemused at this departure, the adventurers crept across the walkway to the other side of the stairway shaft and followed a tunnel to a heavy stone door with a symbol of the sun, and a strange keyhole.

Then I had to go to band practise, so the PCs retired to the outdoors again (no random encounters at ALL in this latter half of the adventure) to camp out on the hills and await the next delve!

*****

All told this was a success and better than I hoped for a first run-through with this group. The players saw some cool stuff. Nobody died. There was some combat and some diplomacy in equal measure. The newbie had a good time, there isn't much else to ask for. I threw out some cool elements in this session I've been thinking about for a while, so hopefully I can blog about them in more detail soon!

*****

!!! ACHTUNG !!!
NO PLAYERS CLICK ON THIS!
Actually, the whole top level of this dungeon is this find-and-replace dungeon that I got from D&DwPS.

Friday, January 5, 2018

MAPS II

Well, for once I managed to roll out of bed and google up EXACTLY!!!! what I needed. Not sure who created this originally, got it from here with an image search.

This thing rules. Click to make it (much) larger.




Also, this guy has one about population densities in Norman England that I feel is generally useful to anyone doing hexcrawls or mapping any old thing in D&D-land.


Monday, December 4, 2017