Showing posts with label death metal. Show all posts
Showing posts with label death metal. Show all posts

Tuesday, November 30, 2021

REVIEW - Dream House of the Nether Prince

Dream House of the Nether Prince
AD&D level 14+
by Anthony Huso
blog - thebluebard.com
art by Valin Mattheis - website
maps by Tim Hartin - website
buy hardcover and pdf here


Since I read Ben L's review of The Night Wolf Inn and had to get myself a copy, I have followed the exploits of Anthony Huso, one of 1st edition AD&D's most devoted exponents. He has a long series of posts on his blog about his BtB AD&D home game. He makes no apologies for his playstyle and is uninterested in compromising for the mainstream.

Also, he likes Blue Oyster Cult [1]. My kinda guy!

The final adventure in the author's six-year home game, Dream House of the Nether Prince is set inside the abyssal palace of the Demon Prince Orcus. Being a fan of the goat-headed one himself, obviously I had to get my hands on it.

A digression: 

Back in the bad old days of the '90s, we had Planescape. I could never quite get my head around it [2]. The idea of a fantasy-Dickensian London where you run into a demon at a bar, but he's just hanging out drinking a funny-coloured beer, looking for mortals to tempt or selling you Green Steel weapons... it never sat right with me. Just like Twilight did to vampires, Planescape took what should be the most profound manifestations of evil - beings that are truly inhuman in every sense - and watered them down into regular guys with horns & tails.

Huso keeps demons harsh. Dream House begins with The Enchiridion, an 11-page treatise on AD&D demons. This section really showcases his imaginative approach. He takes every hint & clue dropped by Gygax in the core books, extrapolating outwards from there while remaining faithful (as far as I can tell) to the source material. This section covers a huge range of topics ranging from special Abyssal effects to new treasure, demonic transmogrification and more.

Maybe you already have rules for some of these in your game, but The Enchiridion has something worthwhile for everyone. The sections on amulets and summoning are really interesting. The rules are a bit complex in terms of what happens when demons are killed with/without amulets, what happens to the amulets, etc. but they are absolutely Gygaxian: I can see how players interacting with these systems will produce lots of downstream effects that will drive ongoing campaign play. They can see what works and what doesn't, make demonic enemies, strike bargains (successfully or not) or struggle to destroy a demon permanently.

I love the treasure section, always a high point of Huso's work. Gold piece values are provided for an entire economy based on human corpses (the demons eat them) and abyssal larvae. Along with these are exotic trade goods, some new and some from his other adventures like Dam Marmara or ebonwood bars. This kind of variety in treasure keeps things interesting, especially in a high-level adventure that has literally tens of millions of gp for the taking!

A section on abyssal weather, special effects & other hazards adds icing on the Cake of Pain that adventuring in the lower planes is meant to be. Effects range from maddening winds to sulfuric rain, toxic snow, mutations and even earthquakes. All of this should make your players rue the day they ever delved into the Abyss before anyone rolls initiative. 

Planescape this ain't.



ACHTUNG!!!

BIG-TIME SPOILERS AHEAD



Dream House is written for the author's home campaign and no concessions are made to the rest of us. The only hook we get is the following:

"You have obtained the gobbet of mindless immortal flesh, known as the Starfire Neonate. To prevent [a hideous elder god] from ending your world, you must bring the Neonate's imbecile god-flesh into direct contact with [the elder god]. Much like the meeting of a Xag-ya and a Xeg-yi, the event will destroy or [more likely] banish both.

Because the [elder god] inhabits the trackless depths of the Prime Material's cosmic void, the only way to find and reach it, is to use a gate. The only known gate is in the Abyss, and it is located in Orcus' Iron Vauntmure--for the Prince of the Undead doth treat with the [elder god] time to time.

Ergo, the PC's motive is quite simple.

1. Arrive in Pazunia
2. Enter the Iron Fort
3. Find and Open the Gate
4. Force the Starfire Neonate to Touch the [elder god]"

It then goes on to explain that this whole adventure (and maybe your whole campaign!?) is part of an elaborate long-term plot by Orcus. The characters are going to be catspaws in his never-ending war with Demogorgon, whom Orcus hopes to draw out at an opportune moment and defeat for good.

This is totally awesome but rather specific and may not apply to my game or yours. Cool that we get a slice of Huso's totally fucking wild home game, but it would be nice to get a few more readily usable hooks or rumours. Honestly though, if your DMing chops are remotely up to the task of running this adventure you can come up with a reason for the PCs to go there.

*****

The adventure section itself runs 89 pages, spanning 137 rooms over three castle levels and the caverns below. It is crammed with hordes of unflinchingly dangerous monsters and dickish traps. I want to see the character sheets of the party that survived this shitstorm. Did your group squash Acererak and piss in Vecna's eye-hole? Maybe you have a shot at this.

There aren't many rooms of the "let's mess with it and see what happens" type, usually staples in modern OSRland. There is no faction play based on reaction rolls and figuring out what the NPCs want. Dream House is a pounding, ceaseless battery of monsters and traps. Curiosity and fiddling with things is rarely the right move. Many rooms are simply a drain on resources best bypassed or avoided. This adventure demands that the players function at a high level of competence all the way through. Individually some of these encounters may not have too much going on, but the overall effect is powerful and highlights Huso's approach rooted in a deep reading of the DMG and the classic Gygax modules, especially the S series I think.

Notes are provided on monster behaviour in terms of investigating disturbances, guarding areas and chasing foes in the form of small icons next to the monster statblocks. This is a nice shorthand that you will definitely use.

The tunnels below the fortress are called The Warrens of the Prince and they're just a warm up: pit traps into frozen abysses, ghoulification curses, Vrock packs, 14,000 Manes demons and a few really harsh uniques (the 24 HD scarlet beast of revelation!!!). This level is mostly monsters and traps and I felt a lack of interactivity here, although the rooms that do have more going on are very cool. There are a few bangers like the Rag-Man, and the treasure room with possibly every cursed item in the book. 

As the players ascend things get progressively more strange and interesting. The first floor is the Court of Orcus. Here we get another dose of dangerous passive effects. These are generally under-used in modern adventures and it's a shame. Huso does these really well, adding another layer of tactical challenge for characters who are presumably loaded down with tons of game-breaking magic items & spells, without engaging in cheap gimping. The Braziers of Devotion act as gaze attacks that force victims to sacrifice valuable goods in them and Dimensional Ward Stones slay anyone Teleporting into their area of effect (there goes the scry-and-die, oops).

The rooms get more dickish here. Doors that Finger of Death you, illusory walls, 20HD zombie guardians, disintegration pits, mutations, suicide-inducing fear effects, squads of Yochlols and Type VIs. A few no-save screwjobs like the stairs that throw you out into the Deep Astral for 1d10 years. They are sometimes telegraphed, but Huso is also counting on players that are as seasoned as their characters being able to spot dangerous situations.

The rooms also get much cooler, with more weird things to look at and interact with: the Wand of Orcus is kept here, there are weird high-tech machines you can play with, a dangerous game of 'pill-roulette' administered by grotesque eyeless undead bitches, and even one of Tiamat's eggs! Orcus His Damned Self is here on his throne and will address the group if they get close, urging them to ascend further to reach their goal (all part of the plan).

The second floor is the High Temple Prisons, consisting mostly of unique foes that are dangerous in the extreme. There are a few imprisoned folks to be rescued like captured paladins, devas and a solar. The most involved room is a little extradimensional war between Orcus and Tiamat. The PCs can enter, travel around the small hexmap and team up with Orcus' forces to fight packs of ancient chromatic dragons! Yikes.

The top floor is called the Spires of Damnation. This floor is almost all unique enemies, specials and weird stuff including some really nasty combats. You know what you're getting into at this point. 6 Mariliths are killing the Incubus King. A masked demon orgy. A pack of 23 vampires and their mistress, the Duchess of Bats. Sut, the Walking Demon. The Dark Seer. Any one of these would be a battle to cap off someone else's campaign - in Dream House they are packed in cheek by jowl.

Finally, we come to the end. If the PCs can survive Witch Hall, avoid being crushed in the Thighs of the North and reach the Doors of Ultimate Sacrifice - the Prince's Duel begins! Demogorgon appears, and each Demon Prince will speak to the group during a time stop, offering them safe passage, absurd riches and other sweet stuff to side against the other. Once a bargain (if any) is made, battle is joined! The stat blocks for Orcus and Demogorgon run into multiple pages including special abilities, immunities, artifacts and minions. Satan help you trying to run this combat anyway, but I think miniatures would be a necessity. Rules for The Primal Order by Peter Adkison (some kind of supplement for divine & demonic powers I think) are also provided, if you have that book.

After the battle (if anyone survives), the Golden Doors can be approached. They require willing sacrifices to open, just in case you thought the struggle was over. At this point you're saving the world, so that paladin you spent half of a real-life decade building to 15th level? The one who was only a week from retirement? Who had plans of raising sheep on a little farm outside Midwall? He's not gonna make it home.

The Appendices consist of about 25 pages of supplemental material. Sci-fi weapons sit alongside powerful magical artifacts, some new illusion spells, demons & undead. Everything is cool and worth using. A d100 random undead table (references monsters from Dragon and even AD&D modules), gated demons table and some monster statblock summaries are useful references. Finally, the Epilogue offers some helpful advice on running Orcus & Demogorgon and how the fortress reacts to the PCs. 

*****

There you have it. Dream House of the Nether Prince is not perfect, but it is pure. The work of a true disciple of Gygax. It asks for a great deal - few players are ready to face this challenge, perhaps even fewer DMs could run it. Everyone in your group should be seasoned AD&D veterans to even contemplate this. But what heights you'll climb together! The party will either be ground up by the numberless, ravening hordes of the Abyss - or win through after tremendous battle and sacrifice to see a Demon Prince destroyed and the world saved. This is what D&D is all about.


Good: Grand, ambitious, epic, unique. Beautiful artwork. Great supplemental sections. Insanely lethal. High-level AD&D the way God and Gary intended.

Bad: Big-ass stat blocks. Heavily combat-focused. Can be tough to scan due to the amount of information. Refers back to other material you may not own. A niche product in multiple ways. Insanely lethal. 

9/10 Demon Princes

The book has a credits section, playtesters aren't listed, although you can go read about the final session on Huso's blog.


*****

[1] - I had owned the Night Wolf Inn for a year, and then listened to Secret Treaties again. Give it a try.

[2] - Even though Planescape: Torment is probably the best computer RPG ever made, Balance In All Things, Amen.


Now some Abyssal music to play us out:



Saturday, March 13, 2021

REVIEW - Knock! #1: miss me with that nonsense


KNOCK! #1
Edited by Eric Nieudan
Layout by Oliver Revenu
Contributors: see below
Published by The Merry Mushmen
get the pdf here


Knock! is a new OSR zine I somehow discovered on Kickstarter last year. I hardly ever back anything, but the blurbs for this product were too compelling to resist:

"It has everything you’d want from an old school slash adventure gaming publication: articles about the history of Dungeons & Dragons, reflections about genre and gameplay, some clever rules, a bunch of maps, tons of random tables and lists, 7 new classes, 7 new monsters, and 3 complete adventures. If you’re reading this, some of the names below will ring a bell, or five: Emmy Allen, Benjamin Baugh, Joe Brogzin, Caleb Burks, Brooks Dailey, Nicolas Dessaux, Paolo Greco, James Holloway, Anthony Huso, Arnold K, Ethan Lefevre, Gabor Lux, Bryce Lynch, Fiona Maeve Geist, Chris McDowall, Ben Milton, Gavin Norman, Patrick Ollson, Graphite Prime, Stuart Robertson, Jack Shear, Jason Sholtis, Skullfungus, Sean Stone, Chris Tamm, Daniel Sell, and Vagabundork."

As is my wont, I sent KS the money and promptly forgot about it. A couple months ago it arrived in my mailbox and I excitedly packed it in my overnight bag for a work trip, not knowing what I was in for...

To start with, the book looks tremendous. Revenu needs to get some more work, right now. The print quality is high, the colours are so bold & vivid they fairly jump off the page. I don't think any of my other gaming books come close to being so brilliant. Even LotFP doesn't look this good. Each bloody article has individual fonts, colour schemes and a layout all its own. This must have been a huge undertaking, and I can't lavish enough praise on the zine's aesthetic. Even the damn dust jacket has a whole adventure on it (which Bryce reviewed here, saving me the time).

But how does it play? Well, I am no expert, but I cannot see how I would ever use 90% of this zine. In fact, Nieudan cops to this on the first page, where he writes

"This first issue is a bet: a bet on your interest in owning content you may have read before, collected in this dense volume for posterity and for prep sessions."

May have??
Dude, had I read half this zine before this Kickstarter was ever dreamed of.

All, and I do mean all of the content by the heavy-hitters, those who often singly but definitely combined made this an auto-buy for me (Arnold K, Gabor Lux, Daniel Sell, Anthony Huso, Graphite Prime, Chris Tamm, Jason Sholtis, Emmy Allen) turned out to be existing material from their blogs! I am not exaggerating. I don't need to pay some guy to give me a glossy, high-colour version of these articles. I had that shit bookmarked for years, my son.

Do you not already read these folks' blogs? Have you guys not heard of the OSR links to wisdom? You know that people have been updating that page for something like a decade now?

Furthermore, this book is simply not user-friendly - not during prep, nor at the table. This is where the Mushmen's obsession with cool layouts works against them (or would work against them, if I thought they had actually made this book to be used). The articles are more easily read on the blogs where they were originally posted, and the tables (except for a few very short ones) are fucking colossal, undifferentiated blocks of text! It comes across more as an art project than a tool or game document.

As I read through this zine recognizing article after article, a growing sense of indignation rose within me - I felt I'd been had. Like Don Draper trying to blend in with some hippies, Knock! throws out the "right" talking-points but none of them come together. Halfway through reading, it all I could think of was Geeks, MOPs and Sociopaths. It all comes across as if Nieudan woke up one day, read someone's "What is the OSR?" blog post, and decided to create a zine on that basis. The articles are all over the map, and while many of them are tremendous and useful CLASSICS individually, there is nothing connecting them together which might justify buying a bunch of shit I already have, no 'editorial voice,' no curation that might be considered a value-add.

I can't get over one question: who the fuck is this zine for

Where are the supply-demand curves for people who haven't read these articles already, but are willing to spend *checks notes* fifty Canadian dollars on a glossy OSR zine? What does that Venn diagram look like? Clearly, I am not the target audience. I suspect that most people who buy Knock! #1 will read through it, say "hey, nice" and put it on their gaming shelves where it shall rest, un-referenced, for many a year. Am I all alone in being displeased with that?

The answer of course was available from the beginning which, paradoxically, only adds to my feeling of being hoodwinked. As if the Mushmen were saying "hey man, you didn't read the fine print! Not our fault." 

Knock! is exactly what it says: a bric-a-brac of OSR material. 

According to dictionary.com, bric-a-brac is: "Miscellaneous small articles collected for their antiquarian, sentimental, decorative, or other interest." That description fits this zine precisely. An assortment of stuff, packaged in an attractive form and not especially useful. Meant to be put on the mantelpiece or sideboard, for kitschy display purposes.


4/10 well-read blog posts. Don't piss down my back and tell me it's raining. 


[EDIT 2025]

To rectify Knock! #1 with my updated review standards (posted on the right side), I must downgrade this. I was thinking about doing it anyway, I was not hard enough on it in the first place.

3/10 grift attempts!


*****

(Having said all the above, if the Knock! fellows want to use one of my blog posts in an upcoming issue, I will delete this review.)

Now, a little palate-cleanser:




Saturday, May 9, 2020

Play Report: Return to Land's End - Catching Up

OKAY, OKAY.

I should have learned by now not to say "next, I'm going to..." because my plans are instantly upended. The new drop-in, large-party city game set in the City-State of the World Emperor has been put on hold, for obvious reasons. Instead we've been playing in Land's End with my roommates while my brother joins in over Google Hangouts. We are up to session 18 or so, and things are getting really interesting.

I have been reading various folks throughout the blogosphere mentioning how important actual play reports are. I find them very hard to write, but I do like a challenge! I will say that it's great to have comprehensive summaries I can look back on in the future. I'll endeavour to bring us up to speed on the last year (!!!) of gameplay, by touching on the main points:



CAST

Vuk Thuul - wild half-elf serpent oracle, in search of his mysterious origins
Nahash - lizardman barbarian, cast out from the Black Wings for a crime he didn't commit
Liliana Vess - sylph witch, on the run from Imperial witch-hunters


THE WHITE TOWERS

The party explored partially buried towers built by the ancient snake-men. One spiralled upwards, the other downwards (on the inside) in defiance of all physical laws. The observatory at the top of this tower faced subjectively "down" into the sky - none of the party were brave enough to jump out and see what happened, although they got a demonstration later.

Many clues were found. The snake-men had computers made of metal, plastic and crystal, powered by glass spirit-bottles. (See the Stygian Library for more details.) Only some lucky rolls by Vuk Thuul to recall his dreams at the standing stone allowed interpretation of the language and controls, and he managed to type in a few questions. They learned of the long-lost Bright Empire, which once covered the known world, and several names for Vuk Thuul's mysterious infernal patron, Abraxas - "Cruelty of the Heavens," "Master of the Final Incantation," "The Fourth Way Through Immeasurable Darkness," etc. The library of metallic scrolls in the tower was described as a shrine to this very entity, but none of the scrolls were deciphered.

Wisely bypassing two or three altars to strange & forgotten gods of chaos, they came to a room with seven great sarcophagi. Each the resting-place of a snake-man champion of old. Some held monsters, like the necrophidius that nearly killed them all on the bridge in a tense end-of-session fight: Vuk Thuul tried to grapple it and nearly fell off the bridge, then Leliana cast enlarge on Nahash and the raging barbarian bull-rushed it over the side.

Others had treasure of immense value: like a colossal snake-man greatsword too big for human use, or the False Eye of Abraxas, an artifact which grants insight into the nature of things by allowing the user to view a realm of pure information. Nobody had the stomach for removing their own eye to make room for it, and so it rests in their house in Land's End, nothing but a strange curio (for now).

One of the sarcophagi was packed completely full of tiny spiders, spilling out over Nahash in a flood! While the PCs ran away, the vermin scuttled down the stairwell to the observatory and 'fell' out of the top, flying into the sky and scattering all over the jungle! Will this deed haunt them in the future, or indeed change the ecology of the jungle?

Yes.

The party killed the huge & hungry spider-women infesting the tower, but not without Vuk Thuul suffering immense CON damage from their acidic bites (this would become a theme in his life). This endeared them to the Caiman tribe, who could see his battle-scars with their own eyes. The caimans are their devoted friends now, and the party has been gifted some of the tarnished silver rings they wear.


PUSHING SOUTH

Jeregosh, leader of the the Caimans told them about a great field of cairns & barrows to the south, and they travelled in that direction, completely missing it. Instead, they found a great silver tower on a hill, surrounded by a ruined curtain wall. It glowed and shone even under the clouded sky, flickering blue-green afterimages. They opened the grand doors and saw two great vulture-headed demons bearing polearms, who croaked "ahhhh... guests!" Immediately they slammed the doors shut and ran.

Wandering back to the broken stone road, they followed it west towards the cliffs. The land became grey and dead, even the dense jungle undergrowth thinning out. At the bottom of the cliff they found the great pit of bones, and entered the Tomb of Abysthor.

This didn't last long either, as the endless skeletons issuing from the Font of Bones inside eventually put them off exploring. They tried smashing, Mending, and casting any spell they could think of to shut it down, but wave after wave of skeletons drove them away.

To the north, they found a sacred cave inhabited by the hostile Wolf-totem tribesmen and slaughtered them all. Looted some nice gear, including a fossilized shark-jawbone mask which spews forth a black gas of confusion. What I wasn't expecting was for Vuk Thuul to go full fucking Colonel Kurtz and hang the Wolf shaman's corpse upside-down in front of the cave entrance, the mark of the demon Abraxas burnt into his chest!

What the PCs didn't know at this time was that this sacred cave was devoted to the demon of beasts, rage and hunting, called Droquatraxl. Is this the beginning of a new infernal power-struggle? We'll see...


DOWNTIME

They bought a house in town and dug a storage room out beneath it, using Mending to seal up the floorboards after placing their loot inside. After this they started spending more time in town, and I eventually realized the error of my ways in making this last-stop podunk town too conservative. I basically told the lizardman's player that I would start making the town weirder so that he would fit in a little better.

The first oddball NPC that showed up was Baridian, a scarred, taciturn monk devoted to a secret cult called the Postulants of the New Sun. He has gradually been attempting to recruit the PCs to his side, inviting them to the secret meetings he holds in town where he sits & preaches from inside a brazier full of hot coals! The players attended a few holiday festivals and met some of the Altanians who live a barbaric life in the hills and mountains. They recruited one named Bolgrim to come with them on their adventures, and let me tell you - Pathfinder is not set up to have classed & levelled henchmen following you around. The next one they hire is going to have stats of 11 across the board - I'm not rolling for them.

Later on they heard a rumour that a strange foreigner from up north wearing a holy symbol of Mitra was asking about Leliana, the witch. They concluded that he is a spy sent by Imperial witch-hunters. (That's exactly right.) They added a spiked pit trap just inside the front door of their house, and paid a boy in town to water their plants while they're away on adventures. Oh boy...


THE BLACK PYRAMID

Recently, the action has come fast & furious. Their alliance with the goblins dissolved after the greenskins' leader Guzboch found out who really raided his adamantine treasure-vault (the PCs did it of course). Who told him? It was Absalom Glop, the sinister & manipulative abhorrer the party released from a magical circle in one of the goblins' underground bases.

Pushing northeast along the river, they found a hermit named Idokan living in a cabin on stilts above the swamp. He seemed friendly enough for a half-crazed weirdo. He told them of the lizardfolk, the fearsome witches and other rumours of the swamp. He directed them to a black pyramid in the jungle to the north, having sighted black-robed fellows poking around it. This piqued the party's interest.

Many adventures were had in the black pyramid and mighty treasures gained. They defeated the fearsome death worm which lurked inside and looted some treasures of the old priests: The Sword of Eyes and a mysterious & magical black spear with unknown properties. When Leliana cast Identify on it she learned nothing, only hearing a phrase in her mind: "Our voices are open graves, through which the never-dead escape!"

A major clue concerned Vuk Thuul's mysterious patron Abraxas: as it turned out, those black-robed fellows were the cult of Yredelemnul, the bloated & hircine demon-lord of the dead otherwise known as Orcus. All initiates into this cult are taught elementary demonology, including the names of the greatest Chaos Lords: Yredelemnul, Jubilex, Tsathoggua and Abraxas! Now knowing his spells are granted by an entity unambiguously low in the infernal hierarchy, will Vuk Thuul start behaving even worse? We'll see.

The group learned this by interrogating a captured cultist on their second visit to the pyramid, but failed to pursue his co-religionists inside. This was a bit of a mistake. The remaining cultists have recovered all the loot the PCs missed on their first visit, and are now in possession of some good magic items and the Bone Key.




THE DROWNED LANDS

From the rickety cabin of the hermit Idokan, the party built a log raft and set out into the dark and mysterious swamps. The first strange location they found was a brass tower, 100' high, rising out of a patch of dry ground. Covered in alien scripts that proved unreadable but induced fainting & blackouts when the spellcasters tried read magic.

The party had a few fights here, including one against zombie lizardfolk that emerged sodden and rotting from the swamp water. These foes precipitated a full-scale retreat when the tiny white crabs inside one scuttled all over Bolgrim and almost devoured him right away!

They met some friendly lizardfolk and managed to parley, learning much of the situation in the swamps. Long ago, they were one unified society. About a generation ago, the last time human outsiders visited [1], they brought such strange ideas that the lizardfolk were divided politically and have never recovered. Since then they have formed into four tribes: Yellow Eyes, Black Wings, Purple Claw and Red Fangs. The Red Fangs have not been heard from in a year or more, rumoured to have been destroyed entire by the hateful, toadlike Tsathar. Paralyzed by factional differences, the tribes have not mustered a unified response to this threat.




THE GREAT CITY

Iron-Heel, the leader of the lizardfolk hunting party, urged Nahash to give up adventuring and join his people but the barbarian was having none of that. Nevertheless he brought the group to the Great City of the Yellow Eyes to meet their leader and see the tribe's power. Built on the edge of a great central lake in the swamps, this cyclopean stone city was not made by the lizardfolk. Its walls were raised in the ancient days of the snake-men and thousands of years later their former servants still live inside.

The gang were introduced to the aged warchief Far-Walker who seemed preoccupied with his own thoughts and his witch-doctor Murk-Watcher, whose magic can discern truth from falsehood. Murk-Watcher tested the tale of Nahash's origins, and he was careful enough to pass without revealing the entirety of his exile, imprisonment and escape.

Things seemed to be going well in the city until one more player revealed itself: Absalom Glop stepped from the shadows of Far-Walker's throne room, grinning its hateful grin! What designs does it have with the Yellow Eyes? It wasn't telling - only making cryptic remarks that incensed the players.

When they left the great city shaking their fists at Absalom's mysterious return, Iron-Heel entreated them to find the Red Fangs rumoured to still survive in the swamps, and introduce his ideas of pan-lizardfolk unification to them. This they are now attempting as they wander the desolate Drowned Lands, getting lost and looking for trouble!


*****

[1] - This was the original Land's End game, back in... 2012? Oh lord have mercy.

My group LOVES the swamps, and I do too. It's starting to get actually dangerous out there for them (which I like), and they really seem to like faction play and making alliances. I have a huge spreadsheet of factions and NPCs in this campaign, and most of them are based in the swamps.

As of this writing there are at least eleven factions of varying strength around the swamp, plus lone NPCs like the witches who basically are factions of their own. It's an interconnected web of relationships that I am still developing. Every time I don't know what to work on, I open up my spreadsheet and add a few things. This article on faction play has been a fantastic guideline for simple and gameable prep.

Also, these guys level up REALLY slowly! They are almost at 4th level. Maybe I am not including enough treasure, but that's easily remedied in upcoming dungeons.

This is my main jam when I need to get into the zome for Land's End:



Friday, December 27, 2019

K.I.O.S. - Knights In Orcus' Service


So... I read the Metamorphica Revised. I bought Realm of Chaos: Slaves to Darkness on eBay. I dug into the classic Chaos Patrons Revisited. I love Noisms' idea and it's an inspiration for this post but it doesn't exactly suit my setting, which has exactly seven demon lords. I thought I would have more fun if I wrote up a unique table for each demonic patron! So here is my take on the Gifts of Orcus, done in the classic style of Realm of Chaos: Slaves to Darkness.


Chaos Patron: Orcus

[Stats are for both stupid systems since I run E6 Mathgrinder and Labyrinth Lord]

Like all Demon Lords, Orcus grants gifts to his devout clergy and lay servants alike. When a cultist gains a level they must roll on the Gifts of Orcus table below, according to this scheme:

-Single-classed clerics roll every level starting with 2nd.
-Non-cleric cultists roll on every even-numbered level.

Those who convert to Orcus late in life (after 1st level) must immediately make all the rolls they're entitled to while being inducted through a terribly painful ritual of some kind (sleeping amongst corpses for 6 days and nights, ritual flayings, etc). This changes the character's alignment to chaotic if it wasn't already. Under some circumstances a character may be able to avoid death by signing on with Orcus (just like in Chaos Patrons Revised), but this would require a save to avoid undeath as in result 97-99, and maybe some bonus rolls on the table just to teach them a lesson.

Advancing the cause of the demon lord can affect the gifts he grants. The DM will adjudicate a modifier ranging from -15% (extremely happy, you've advanced the cause of Orcus) to +15% (extremely disappointed, report for torture immediately). Orcus dislikes when undead are harmed but violence among his living cultists is fine, provided his long-term plans aren't ruined. Only the strong are deserving of his gifts.


Goblinoid Games


GIFTS OF ORCUS: d100

1-4 Infernal Assistance - Granted a demonic minion of HD equal to your level. It serves faithfully until destroyed, but may have its own agenda or tasks to fulfill.

6-11 Black Crushing Sorcery - Learn a random necromantic spell from the cleric or M-U list. If normally incapable of casting it due to class or level, the cultist can use it once per day as a spell-like ability. Roll d100 for spell level, with the same modifier used on the main Gifts table: 01-10 4th level, 11-30 3rd level, 31-60 2nd level, 61-00 1st level.

12-17 Grave Goods - Orcus grants the cultist a useful item from the abyssal treasure-vaults of the restless dead. Its purpose may be obscure, but it will always be something he is able to use. This is an opportunity to give the character a clue like a treasure map, mysterious key, one of those artifacts from Goblin Punch that I like so much or just a good magic item. If you're absolutely out of ideas, maybe use those tables from Realms of Crawling Chaos.

18-22 Familiar - Orcus grants the cultist a familiar. It takes the shape of (1d6) 1-4 a skeletal or zombie animal, 5-6 an imp or quasit.

[PF: standard familiar rules apply / LL: use this]

23-30 Undead Servants - A cadre of lower-level undead appear beside the cultist. Consult the 'Type of Undead' table below and subtract four from the cultist's level to determine kind and number. Mindless undead will obey until destroyed. Those of free will are more like hirelings or henchmen and are reluctant to undertake suicide missions, may have their own goals, etc.

31-35 Chaos Armour - Orcus grants the cultist a suit of bad-ass chaos armour. It will be a random type of metal armour irrespective of character class. If the cultist can't or won't wear it he may pass it on to someone else. I suggest allowing NPC cultists to cast spells in chaos armour without penalty.

Regardless of make & material, the armour gains the following magical bonuses every time this gift is rolled. [PF: +1 to AC, grants DR 5/magic or law / LL: +1 to AC, +1 weapons required to hit]

Make a save when the armour is first worn, or if this gift is rolled again [PF: Will DC 20 / LL: vs spells at -2] or it bonds to the wearer and cannot be removed short of a limited wish or similar magic.

36-41 Demon Weapon - A magic weapon appears at the cultist's feet, of a kind he is able to use. Inside is the bound spirit of a demon of the lower planes. Use the Realm of Chaos daemon weapon rules if you can figure them out, the ones in the Metamorphica, or create an intelligent magic sword as per the DMG. It is always chaotic in alignment and serves Orcus, although may have its own personal goals.

[Tables for creating demon weapons may go here, if I can get around to it]

42-49 Death Mask - The cultist is granted an ornate and valuable ceremonial mask. At 2nd level it is made of a base material like lead, iron or bone. As the cultist gains experience the mask's value climbs commensurately [100 gp per level] and it transmutes to copper, silver, then gold. Rolling this gift again doubles the mask's value and decoration each time: old and powerful cultists have ritual masks carved in wild patterns and studded with precious gems, and these are usually still worn while serving in Orcus' undead legions.

They don't do anything magical. Just hide your deformities, look ballin' and are worth a fair bit of dough when the forces of Law loot your corpse!

50-52 Rictus - The cultist's face melts into the desiccated, eyeless grin of a corpse. [PF: -6 CHA / LL: -3 CHA] All who come within 10' and see his face are struck with supernatural dread. 

[PF: Will DC 12 + (cleric level or 1/2 other class level) or frightened for 1d4 rounds / LL: As the spell Cause Fear]

53-56 Mark of Orcus / Dead Truce - His symbol is seared permanently onto the cultist's face, hands or some other prominent place for all to see. If an undead creature sees the symbol it must succeed on a save in order to attack the cultist, although it is free to attack his companions or take any other action. Free-willed undead are not affected.

[PF: Will DC 10 + (cleric level or 1/2 other class level) + CHA bonus / LL: Roll on the turn undead table as a cleric of your level]

57-62 Lich Touch - The cultist develops an icy-cold aura. His breath fogs even in warm weather and raindrops freeze on his skin. Touch an opponent in melee to deal cold damage.

[PF: 1d8 + 1/2 level / LL: 1d10]

63-66 Face of the Goatlord - The cultist's face deforms to resemble a monstrous, fanged black goat. His voice takes on a hircine quality and he may stutter or bleat from time to time. If he already owns a Mask of Orcus, it will change to fit his new anatomy.

67-79 Marked by the Grave - An aura of undeath surrounds the cultist, so roll on this great table by Necropraxis.

80-83 Mummified - The cultist's skin becomes withered and leathery, and his voice croaks with the dust of the tomb.

[PF: +4 AC, -4 CHA, +50% damage from fire / LL: +2 AC, -2 CHA, +1 damage per die from fire attacks]

84-87 Skeletonized - One random limb shrivels painfully into an appendage of bone. Roll d4: 1 left arm, 2 right arm, 3 left leg, 4 right leg.

A withered arm gives [PF: -4 STR / LL: -2 to hit & dmg] with any task involved. A withered leg reduces your movement speed [PF: -5' per round / LL: From 120' to 90' or from 90' to 60', you get the idea]

88-90 Contagion - The cultist is infected with an incurable disease of some kind: leprosy, the black plague, red ache, the trembles, polio. It is survivable, but not without damaging the cultist's body irreversibly. However, it can now be transmitted by touch:

Roll 1d6, and count down the stats on your character sheet in whatever order they're written. That statistic is reduced by 1d3 points, permanently. The cultist may touch opponents in melee to damage that same characteristic by 1d3 points. Whether the cultist's victims can recover from this disease or the attribute damage is up to your system and your DM. Play hard...

[PF: Fortitude DC 10 + (cleric level or 1/2 other class level) + CON / LL: Save vs. poison]

91-93 Dead Already - The cultist's organs begin to wither as his body prepares itself for unlife. For now he is still alive and needs to eat, sleep & breathe, but is harmed by Cure and healed by Inflict spells just like undead creatures. He cannot recover hit points naturally, is immune to bleeding damage & won't bleed out below 0 HP, is immune to sneak attacks and critical hits.

94-96 Level Drained! - The cultist loses one level and all corresponding abilities, spells, saves, etc. He retains all experience points and can advance to the next level as normal to make up his losses. I like these Necropraxis level-drain rules, they're what I use at home.

97-99 WAKE UP! TIME TO DIE - The judgement of Orcus descends. The cultist must make a saving throw [PF: Fortitude DC 20 / LL: vs. death with a -2 penalty]. If it's failed by a margin greater than [PF: 10 points / LL: 5 points], he is instantly slain! If the save is failed by a smaller margin, Orcus grants his follower hideous unlife. Refer to the 'Type of Undead' table below based on your level.

If the save is passed, Orcus spares your miserable life for now. Take gift 42-49: Death Mask instead.

00 Chaos Attribute - Found unworthy of a divine gift! Roll on a giant mutation table instead. I'll be using the Metamorphica or you can go back to the original Chaos Attributes table, or I have an old compilation of tables here that includes plenty of greats.


* Type of Undead Table *

-2: skeleton (1-6)
-1-0: skeleton (2-8)
1-2: skeleton (2-12)
3-4: zombie (2-12)
5-6: ghoul (2-12)
7-8: wight (2-8)
9-10: mummy or wraith (2-5)
11-12: vampire or spectre (1)
13+: death knight or lich! (1)


*****

Next up for this treatment: Abraxas! In the meantime, here is some goatlord-approved music:


Saturday, August 17, 2019

Random Monster Generator Shootout 4 - Curse of the Random Monster Generator Shootout!

I dug through the mailbag, the comments and some of my books - wouldn't you know it, I found enough tables to warrant another round.


*****



Elegant Fantasy Creature Generator
by Raphael Sadowski
from Nine Tongues Tales
get the pdf here (PWYW)


I dig this one. Mr. Sadowski packs a big punch in a simple little 16-page PDF. Like the tome of adventure design from last time, the EFCG concentrates on 'top-down' generation. Rather than rolling stats, it generates creature's shape, size and attributes and leaves it to the DM to assemble & stat up in the end. Although it means more work for the long-suffering DM, the possibilities are limitless. The first few tables remind me of Raggi's RECG a little bit (is that really a crime?) and it distinguishes itself elsewhere so I'm fine with that.

It includes a few entries rarely seen in creature generators, like "static" for creatures that don't move, or the classic "swarm." The Mental Faculties table was a nice touch too. The Random Features section is a really good mix. Special abilities, visual quirks and odd behaviours all mixed together, so you really don't know what direction it'll take you. If he had only covered the basics this would still be pretty decent, but the Finishing Touches section puts the icing on. Peculiar Circumstances, the Weirdifier and Horrifier tables add strange behaviours, compulsions or abilities that you almost never see in these things, like "oneiric - you will have ominous dreams about its presence long before you even meet it." Fuck yeah. Let's give it a try.

THE LONELY ALIEN

I rolled:
Static; alien; instinctual; iridescent purple, blue and orange; precious trophy; levitation; singing; tragic; materializing.

Holy christ I damn near rolled up the horta! This rules. How to make sense of all this strangeness? A carcosa-coloured creature of otherworldly anatomy that can't move, but levitates. It has a tragic past which it sings about. Some part of its body is valuable, which could account for the tragedy - maybe the rest of its race has been hunted down for parts? Materializing is good - through a particular ceremony you can summon this creature from the ether if you seek to kill it for valuable parts (rare spell component anyone?). Then you must deal with the entity's tragic song which reduces you to tears, rendering you unable to act (mass Hold Person) while it eats you. If you cast Comprehend Languages and learn that it laments for the death if its race, maybe you get an attack of conscience about killing it? Fuck yeah. Put some clues in a ruined temple in the wilderness, I've got myself a great swords and sorcery hex location!

Number of Rolls? There are 9 tables, but Sadowski encourages the reader to continue rolling until the idea comes together. I didn't use every table and made 12 rolls to generate that creature up there.
Would I use this in the middle of a session? No way. Sadowski explicitly says not to in the introduction.
Variety and Reusability? Looks like it has enough possible combinations to get over the 'almost infinite' hump. I'll be using this one again for sure.



The Monster Machine
by Vincent Baker
from Fight On! magazine #2
print or PDF here


Holy shit, Vincent Baker wrote a piece for Fight On!? Well, this one is weird as hell and doesn't resemble any other generator I've reviewed so far. After four rounds of this stuff, that's a damn good thing.

Start by rolling twice on the Materials table. Then pick or roll for abilities based on what materials make up your monster. Pick a weakness associated with one of the materials. Then write up a description and tie it all together. That's it! Just as much space is taken up by a sample bestiary of 9 monsters generated with these tables. All of those are pretty cool, and I would be happy just swiping a few of them for my own game either way.

This table won't generate many "naturalistic" monsters. More like magical beasts, aberrations and sorcerous experiments. If that's what you need, give it a look! On the downside, like most of the early FO! material this thing is written for OD&D I think, and some of the terminology is unfamiliar. What's defense class or "DC"? Is that like Armour Class? What does "level" mean in this case? Is it like hit dice? What's a HTK? I'll just go with it and see what I get:

FOSSIL GUARDIAN

LVL: 4
DC: -1
Speed: 6

I rolled:
Made of - Bone, Stone 
Abilities - Impale, Frighten, Knock Down, Armor, Bludgeon
Weakness - Slow-moving

Ancient skeletal guardians assembled from multiple creatures. Look like 10' tall humans with spikes and blades of bone protruding everywhere. Now so old that mineral deposits have built up and begun turning them into stone. What antique culture made them? Usually assigned to guard a single place (doorway, treasure vault, etc). Because of slow movement, they'll only pursues fleeing opponents if they are recognized as interlopers a second time.

Number of Rolls? 8-10
Would I use this in the middle of a session? Nope. Even though there are only a few tables, it takes a bit of thinking to get a useable monster.
Variety and Reusability? Fair ta middlin'. There are only so many abilities, but the vagueness of the Materials table throws a lot of this work back on the DM. The attacks and weaknesses are broad enough that they could fit any application, but I worry that with such a broad-strokes approach, you won't be able to roll a result on this table strong enough to force your thought outside its normal track. Which is the whole point of a random monster table.



RPGPundit Presents: Weird Gonzo Race Generator
by RPGPundit
from Precis Intermedia
get the pdf here ($4.99)


43 pages? This better be good! It starts out oddly, asking me to roll on a Favoured Ability table for which stat gets a +1 bonus, then for hit dice. Not putting your most Gonzo foot forward...

After those tables and some explanations regarding notation used in the document, we make it to the meat of things. The Basic Species table determines what category of creature we have. From there, we scroll down to a subtable that offers a selection of abilities or traits unique to it. Each of these is a page or two. That's why this thing is so long! For any given creature, you'll only use a small section of the whole document. The Basic Species entries are decent, with some standards (lizardman, underwater, anthropomorphic mammal) and some really odd entries (asshole species, wuss species).

Progressing to the individual tables, I was irritated by the piddly entries. Why am I rolling on tables with results like "add +2 to an ability" or "+1 to willpower saves"? After reading through a bit more, I started to understand why these minor bonuses are included. Rather than wild-ass monsters, this PDF is for creating new (mostly humanoid) races with stats on a human level, like dwarves and elves. Just as dwarves have that bonus to detect unusual stonework and elves have resistance to paralyzation, this blob-creature I rolled has "half damage from fire, double damage from cold."

In the introduction Pundit writes that these races aren't intended for player-characters, unlike "Mutant Hordes of the Last Sun," which I am considering checking out next. This pdf is not without its flaws, but for 5 bucks I'd say it's well worth it for the intended application.

I rolled:
Favoured ability - Intelligence
Hit dice - 4d6
Species - artificial (non-robot)
Ability - enhanced resilience
Special powers - herbivore only, innate spell ability (one 1st-level wizard spell)

Fuck man, I wish I had a bit more to work with... These tables gave me no clue as to the look of this race, though. I'm going to roll again on the Basic Species table for another entry to combine with:

More rolls:
Species - blob (no tentacles)
Ability - toxic

So a race of small, artificial magic vegetarian blob-men. Now we're talking! They can't manipulate objects, so weapons and armour are out, but they defend themselves with a secreted poison and their minor magics. Created by a radical sect of druids to protect wildlife from encroaching civilization. I'd run that shit in my game.

Number of Rolls? Minimum of about 8. In rare cases (lots of "roll 2x and combine"), could be as many as 17.
Would I use this in the middle of a session? Maybe. Depending on your rolls, generation could be dead simple or involve a bit of flipping back and forth. The party entered a new dungeon and you're really tired of orcs? Need a quick humanoid opponent for this random encounter? This thing gotchu.
Variety and Reusability? Reusability could go a long way, but the variety is limited. This document aims for a specific type of creature. It's not a one-stop shop for monster generation, but might have exactly what you need - I think I will refer to it more for strange alien races in Land's End.


******

Fuck man, a lot of really strong contenders today. Baker's Monster Machine is classic old-school wild imagination, especially for being a tight three pages! Pundit's entry is good once I got a handle on it, but long and of very specific usefulness. I think my personal favourite is the Elegant Fantasy Creature Generator, as it balances length, breadth and depth well and creates a LOT of material for my brain to grasp onto.

I'll use all three of these in my home game.

Now for something fast & nasty (just like a good monster table):






Tuesday, June 4, 2019

REVIEW: The Stygian Library





So last time on Nameless Cults, I mentioned the Scribes of Abraxas were related to an upcoming post - here it is! Now we won't have to wonder "what does their home base look like?" or "what do they have on their bookshelves?" Of course I also claimed this post would be done in a week. Whoops! This module just came out in a print version, so I decided to get the review written up and posted.

*****

By Emmy Allen
Dying Stylishly Games
PDF or Print on DrivethruRPG

Apology

I had been waiting for this thing to come out. Emmy's last adventure The Gardens of Ynn was not only a new and interesting system for navigating extradimensional spaces but a weird, evocative adventure in its own right. I shoehorned it into my home game, although my players haven't found it yet.

After reading through Gardens a few times, I thought the randomized "Location + Details" system could be used for other adventure locations too... Like an infinite Borghes-ian (am I thinking of the right guy?) library filled with secret knowledge. Immediately I began writing it up. You can guess what happened next: I learned Emmy herself was following up Gardens with a library-themed module based on the same system. At first I was choked, but now that I have The Stygian Library in front of me I ain't even mad.

There is no way I could have developed something this good anyway. I mean, who were we kidding?

[TL;DR - If you liked Gardens of Ynn, just go buy this right now]


The Method

Library uses the same "flowchart generation" mechanic as Gardens. The library's layout starts from scratch on every visit. When the players enter, the DM rolls for a location, a detail that modifies it and an encounter with a strange inhabitant. From there, the players backtrack or Go Deeper to discover the next location. Progressing further into the Library opens up stranger vistas as the tables are modified by your Depth score (the number of rooms you have progressed from the entrance). Lurking in the shallows gets you help desks and reading rooms, while high Progress scores reveal dissection theatres, jarred brain storage and infernal gateways.

Using the same system as before allows us to take a more objective look at Library. Since it doesn't have the same the rip-your-dick-off feeling one gets when looking at a completely new and fresh idea, I can focus on the content of the adventure and how it all hangs together without spending all my time extolling its innovations.


What's Inside

Emmy can really go the extra mile in filling out a module. The locales and descriptions cover anything and everything you could want in a library. In addition to the ever-present bookshelves we have catalogues, display cases, storage vaults, printing machines, phantom storage and the dreaded Sheol Computer!

The 'descriptions' section adds the interest and replayability to exploration in the Library. It's one thing to delve a dungeon with a changing layout, quite another when the rooms have different properties every time. Again these are really good: silent, negligible gravity, too small, too large, semi-corporeal and time-locked are a few examples.

Rather than filled with desolate, rotted grandeur like GardensThe Stygian Library feels lived-in. The librarians (little jawa-like robed figures of 5 different orders - red, yellow, black, gray and white) guard vital areas or putter around, fixing things and attending to emergencies. Researchers and university students wander through. Occasionally a demon shows up to bargain for your soul. Even the random encounter tables change based on the PCs' actions!

The FORTY-piece bestiary is my second favourite part of this module. It ranges from hungry books and dust moths to ink-elementals and neurovores (renamed Mind Flayers). Such a comprehensive list feels like a callback to the style of Red & Pleasant Land: a complete OSR crawl setting in a single book. You could probably run an entire campaign in the Library and (although your players might tire of the scenery) you'd never run out of foes.

While it might be possible to fight everything, it's not exactly the spirit of the module. You're just as likely to be drawn into a conversation with the skeleton cleaning-crew or some talking mice. In this respect the feel is similar to Gardens, which bore the fairy-tale legacy of R&PL quite distinctively.

And the tables! Even if you never run this module, $4 for the pdf is justified by these alone: Types of Books, Extraordinary Books, Treasure, Magic Weapons & their Properties, Rumors, Dreams & Portents... fuck me man. This is what I want to see in a damned OSR product. All the entries are interesting and imaginative, starting from the basics and spreading outwards into bizarre stuff (the extraordinary books especially can change your PCs' lives forever). Thinking of how much work I spared myself on a "random book" table for my embryonic library dungeon, I fairly weep.


Progress

So the PCs want information. Where do they go, the local sage? The church? A book club? Wikipedia?

To the Stygian Library! Wherein, an abstracted 'progress system' is included for tracking how close the PCs are to their informational goals. Speaking to the inhabitants about related topics, learning more about the library's layout (such as it is) and finding relevant books will all increase your progress score, which starts equal to the highest INT score in the group and must reach a certain number based on the obscurity of the information sought (20 is basic information in most libraries, 40 is something heretofore undiscovered).

This is a good idea, but I wonder how I would describe this to my players - "You feel closer to your goal"? "You're on the right track"? It's a somewhat dissociated mechanic. The PCs have no choice but to move through the dungeon and hope for encounters/loot that could increase their progress score, rather than analyzing the environment and deciding on their next move.

I suppose that's really my only complaint about this module - procedural generation removes an element of choice. I feel like we're treading into some sort of bizarre double-blind quantum ogre territory here. The players can't plan or make informed decisions, because there is nothing to plan for until the next room is rolled up.

On the other hand, this is ameliorated by the Library being such a sociable place. Instead of learning geographical & tactical information about the layout of the dungeon (a normal exploration-based method), the players interact with the inhabitants to learn about the social landscape, faction allegiances and the rules (social or uh, metaphysical) which govern the place.


Conclusion

Will I use this in my game? Hell yes. Few people are doing this kind of fantasy in the OSR and I'd rather have more modules like this than another grimdark excursion. (I can do those myself anyway). I will throw in some new rooms, monsters and treasures specific to my campaign but I'm sure anybody would.

I have a plan to get my players introduced to the library and they are already on the trail. I really would like to give everyone more detail after road-testing this modules, so don't touch that dial and we'll see about some play reports!

One final caveat: like Ynn, prolonged adventuring in this region could have long-lasting repercussions throughout your game world. Plan your trips accordingly!

*****

Time to visit another dimension. See y'all later!




Tuesday, May 7, 2019

New Album Cover!!

Look up there. Yeah, right at the top. It was long past time for a visual update around here. In this awesome piece by Penny Melgarejo, Aercius squares off against the Dead Legion in the fight that cost him his arm, and the shield on it.

Bask in the talent, or go drop the highly talented Penny M. a line on mewe or instagram if you need some drawing done yourself!

More Summoning rules, play reports and other great shit coming up soon...


*****



Sunday, April 21, 2019

The Tomb of Abysthor - pt 2 - The Pit of Bones

Part one here. [Status: not playtested. My group isn't too far off - I hope - but this is as much as I'm posting before player contact.]

I have been picking up more game-able ideas from this book Necropolis - London and its Dead, which I bought last year. Did you know: when they dug up St. Paul's cathedral (after it burned in the great fire I think?), under the contemporary English buried in the floor they found Saxon graves. Beneath those were Roman burial urns. Deeper, maybe 20 feet (I forget) were the shrouded bodies of pre-Roman Britons.

The holy sites have been so for a long time.

*****

The sheer cliff a thousand feet high runs north to south, cutting the world in half. The lands below are covered in clouds. Nobody knows what lives there. The Barrier separates civilization from wilderness, known from unknown, law from chaos, restriction from freedom.

The Empire of man covers the whole world except what's past the Barrier. On the Empire's fringes, in the badlands and desolate places by the cliffs, the wild elves live their lives of barbarism. Endlessly the generations churn onwards, violent and brief.

Each tribe has a god or demon that it follows and claims as its totem. These gods might be idols & statues or invisible sky-lords like those of the civilized folk. One such tribe had a powerful idol - a man with a jaguar's head. They lived right at the edge of the Barrier, the final limit of the Empire. As the city-folk spread ever outwards, the tribe feared one day they would have nowhere to go. With no magic and no great pantheon of civilized gods, all they could do is pray & sacrifice to their jaguar idol.

So they threw their own people over the Barrier, and augured the tribe's future from the screams echoing back up the cliff. (Once they threw over a man who didn't scream - who didn't die - but his story is not yet told).

Always in the same place they conduct their sacrifices. Tradition dictates it but nobody now living understands why this particular spot, and not another. Hundreds of wild elves, half-elves and human captives have gone over the edge but they were not the first dead to rest in that holy place. They won't be the last.

At the bottom of that cliff, at the edge of a misty jungle lies the Tomb of Abysthor.



*PSA: Buy it yourself if you want to see the original, you can get the old one for CHEAP or the new shit HERE*


The Pit of Bones

The jungle around is sickly thin and dying, with no underbrush in the entire hex (~3 mile radius) although the constant mist obscures vision. Nothing grows within 500' of the pit, splinters of bone poke out of the ground everywhere instead of grass. It's impossible to avoid crunching them under your feet.

The pit is a great half-bowl about 150' wide and 40' deep at the centre, focused on the dungeon entrance. The priests of Orcus have been unearthing ancient skeletons for their ever-growing army of the dead. A narrow ramp of earth cuts the pit in half and slopes up to an opening in the cliff face 10' above ground level (50' above the bottom of the pit). This is the entrance to the Tomb.

-At night, make two random encounter rolls. At least one encounter will be a group of Orcus cultists excavating, accompanied by some skeletons. They won't be on guard for trouble unless the PCs are returning to the Tomb after a few delves. During the day, just roll on the undead table below.


Dig Progress [d*]

The cult of Orcus is constantly excavating new recruits. Higher numbers on the table are generally older and buried deeper. The weak corpses on the lower entries normally get chucked into the Font of Bones in L1-6, but they can be fielded in a pinch when the cult is traveling the wilderness (ie. random encounters).

After the PCs' first visit the clock starts. Roll 1d4 to determine the initial undead troops available to the cult. As long as the digging operation persists, increase the die size every week or so (d4, d6, d8, d10, d12, d20). Basically the time it takes the PCs to crawl back to town, heal up and return to the dungeon should bring new challenges.

1-3 - 1d6 Font of Bones skeletons, as normal [2 HD, turn resistance +2].

4 - 1d8 sacrifices made by the wild half-elf tribes above. Bones are shattered after falling 1000 feet. [1 HD skeletons, very fragile, no resistances]

5 - 1d6 neanderthal oldsters of the local tribes who wander here to die when they can't fight or contribute anymore. Recalcitrant and difficult for the cultists to command, their dead dreams are alien to humans. [2 HD skeletons - stone axes 1d6]

6 - 1d6 witches and medicine men of the local neanderthals, died on failed vision-quests or slain by a rival magic-user. [2 HD skeletons - stone daggers 1d4, each can cast a random 1st-level spell]

7 - 1d8 imperial soldiers killed in one of many uprisings at the end of colonial adventures in the area. Speak Skeletongue or Imperial Common, highly disciplined. [Dead Legion: 1 HD skeletons - rusted shortswords 1d6-1, shields and armour 50/50 of chain or breastplates. -2 AC penalty for rusting]

8 - 1d4 imperial missionaries of the 137 gods. Mutilated & tortured terribly for their troubles. They serve Orcus in Hell now. [3 HD huecuvas, rotted robes, tarnished holy symbols]

9 - An animal killed by the neanderthals and buried in the pit as a sacrifice. Hungry! [50/50 - jungle bear or gorilla skeleton]

10 - 1d8 Charau-ka pilgrims thrown into the pit, their souls sent to the underworld as tribute to the demon lords. Happy to work with fellow infernalists! [3 HD ape-men skeletons - thrown rocks 1d4, stone clubs 1d6]

11 - 2d4 warriors of the first "civilized" barbarian kings who ruled the area over a millennium ago. Speak a dialect similar to Old High Imperial. Love a jolly good scrap. [2 HD skeletons with rusting grave goods - hand axe, shield and chain]

12 - 1d12 victims of the Duvan'ku death cult. Not so much "dug up" as unleashed on the world when their bones are disturbed. Can't communicate - souls trapped in a perpetual black void. Come join them! [1 HD lesser shadows - wandering alone, killed the cultists who dug them up]

13 - 1d6 barbarian warlords who died with dishonor and didn't get their own barrow-mounds. Prideful lovers of battle, difficult to control. [4 HD skeletons - rusted greatswords, piecemeal barbarian armour (as splint), great torcs and wristbands of corroded gold]

14 - 3d6 ancient sacrifices. Their bodies long gone, only the severed heads were cast into the pit. Now they fly about in a hungry swarm like airborne pirahnas. [Swarm: HD equal to half no. appearing, anyone inside 10' area takes 1d6/round]

15 - 1d6 Duvan'ku stranglers. The earliest humans who fell to Orcus worship, preying on each other and sacrificing to the Goatlord to escape the iron fist of the High Elves. [4 HD wights, rotted black robes]

16 - 1d6 Chthonic Elf corpse-fathers, awakened from slumber. These semi-mythical patriarchs were the first to devour their own dead millennia ago. Now grown massive and corpulent on carrion, spreading terror - and an unbearable stench - wherever they go. Their progeny will hear of their return eventually and take them to the lost city. [4 HD fat ghasts]

17 - 2d12 servitors of the High Elves. A mass grave of these now-extinct humanoids. Bred to the whip, easily controlled. [Skeletons of (d4) - 1 Pig-men (1 HD), 2 Gnolls (2 HD), 3 Hobgoblins (1 HD), 4 Bugbears (3 HD)]

18 - 1d6 High Elves, freed once more to crush the globe in their mailed fists! These apostates are distant kin to the sin-knights in the lost city. Their long, thin bones radiate Jack Kirby x-ray light through glowing armour. Wouldn't serve a human, least of all grimy cave-dwellers venerating a giant goat! [6 HD skeletons - two-handed swords and plate mail of lambent red which fade away when they're destroyed, each can cast 1 random wizard spell of 1st-3rd level at maximum effect]

19 - Unique Result. Once rolled, cross it off and write your own. Here are two:

(1) Forvalaka. The dread beast arises, bloodthirsty and insane after long ages of sleep. It goes its own way to hunt prey through the jungle as it used to in the ancient days. [A vampire were-jaguar. I'll probably have to use a few templates. In your system, it's a maximum-HD vampire with a tropical theme: transforms into a jaguar instead of a bat, summons local animals (jackals, hyenas) instead of wolves, etc]

(2) Lich. The sorceror-king of an empire lost to time. His reign ended when he was bound and thrown into the pit, but now the cult has dug him up and you're fucked!! Scintillating crystal manacles cause his spells to fail 33% of the time. If the cult can remove them, he is at full power. Defeat him beforehand and recover them intact, they're worth 12,000 gp. [8th level wizard - remember this is E6! - knows spells of a lost age. Dig out that supplement you've been meaning to use, open up a different gamebook, whatever you gotta do]

20 - 1d10 Snake-Men skeletons! So old they're almost fossilized. Woken from their serpentine dreams of sex, death & black sorcery to terrorize the mammalian races again. They'd never serve some idiot humans, but strike out on their own to cause trouble elsewhere in the campaign world. [10 HD large skeletons - 50/50 warriors w/ silver swords, sickles and bronze breastplates or sorcerors with 1d6 spells your players have never seen before]

Once a 20 is rolled, the great pit is exhausted. No more useful bodies can be dug up, just parts & pieces for the Font of Bones.

*****

Once again the Tome of Horrors delivers the goods! I love the Font of Bones in the original adventure, but after Vuk Thuul's player had the idea of cliffside human sacrifices, everything fell into place and I had to frame the Tomb this way. Player-directed worldbuilding!


Friday, November 16, 2018

Tweaking the random encounter tables

I have been reading the Alexandrian and thinking about dice probabilities (both highly worthwhile pursuits). His series on hexcrawls is fantastic and has given me a great format to follow for my random encounter tables, where before I was really haphazard (every region had something different). I can trust that guy to present information that is useful, battle-tested, well thought out and incorporates knowledge of the underlying math.

The Numbers


As for dice probabilities, I have always flip-flopped on how to spread out the chances of running into each monster on a random encounter table. Rolling 2d6 gives you a 'pyramid' distribution (it's unlikely you'll meet those monsters on 2 or 12), which I always liked. You can hide some really evil, nasty beasts under those numbers. But just what are the chances, really? Well I looked it up. Bookmark that one, you'll thank me later.


This pyramid is actually steeper than I thought at first glance. Rolling a 7 is six times more likely than rolling a 2. I think these numbers (6/36, etc) are the limit of the kinds of probabilities that are easy to imagine and manipulate in your head, without writing them down. In fact, I think it's too granular, in a way. Let's compare two possible random encounter tables and see how much I care about the details...


This is the table for the Rainy Jungle as I used it last session. You can see there are a few oddities that could be fixed:

2d6

2-3  -  giant bee     (3/36, 8.3%)
4  -  1-2 giant geckos   (3/36, 8.3%)
5  -  1-3 neanderthals   (4/36, 11.1%)
6  -  1-3 giant botflies   (5/36, 13.8%)
7  -  1-3 goblin hunters  (6/36, 16.6%)
8  -  1-6 capybaras   (5/36, 13.8%)
9-10  -  1-3 steam beetles  (7/36, 19.4%)
11  -  1-2 orchidmen   (2/36, 5.5%)
12  - roll 2x and combine   (1/36, 2.7%)

Why are steam beetles so popular/? Because the probabilities are in 'chunks'. I can't freely add or subtract 1/36th to any result, except by adding 2 + 3 or 12 + 11. If I have less than 11 results, some have to group up and this creates odd 'lumps' in the probability pyramid. The 2d6 table works well when you have exactly 11 results. Any less and it becomes really awkward to use. 

I *could* move goblin hunters to the 9-10 spot and steam beetles to 7, but this seems needlessly fiddly and annoying to format. Is there a better way?

Let's change it to a straight d20 roll and see what happens:

1d20

1  -  1 giant bee    (1/20, 5%)
2-3  -  1-2 giant geckos    (2/20, 10%)
4-5  -  1-3 neanderthals    (2/20, 10%)
6-8  -  1-3 giant botflies  (3/20, 15%)
9-11  -  1-3 goblin hunters   (3/20, 15%)
12-14  -  1-6 capybaras   (3/20, 15%)
15-18  -  1-3 steam beetles   (4/20, 20%)
19  -  1-2 orchidmen   (1/20, 5%)
20  -  roll 2x   (1/20, 5%)

The probabilities are almost the same (within 3.3%), and I can fit the same number of monsters. But all of a sudden the table is much more adaptable. I can modify a result in the middle of the table (like making the goblins 5% more or less common) without having to rework everything!

The small downside is that I can't have a 2.7% result for the REALLY rare monsters. The smallest unit is 5% but that's a fair trade for versatility, ease of use and less mental math. 5% is the chance of a critical miss, so there is a nice symmetry in it also being the chance of rolling the blood-mad Wights of the Murderous Moors, or whatever harshness is on your table.


The Monsters


Can you feel... the danger?

Random encounters haven't happened often in the last few sessions (my dice seem to love going easy on the players). Given their rarity, I have decided to move away from the more 'naturalistic' monsters. Having the only random encounter in a three- or four-day expedition through the steaming jungle wilderness be with mundane capybaras (pictured) is a bit weak. 

Even if they should be there for 'realism', the encounter can at least be with giant capybaras the size of VW buses, or vampire bats instead of a swarm of normal bats, or sneaky camouflaged giant chameleons with 25' long tongue attacks (that's a cool one actually...) instead of plain giant lizards. Capybaras can be the kind of thing you hunt for dinner.


So here's my rectified random encounter table with better monsters and everything streamlined a little bit. Thanks again to the Alexandrian for this.


1d20

1-3  -  1-3 goblin hunters
4-5  -  1-3 neanderthals
6-8  -  1-3 giant botflies
9-11  -  1-3 steam beetles
12-14  -  1 man-mantis   [2-HD version of giant mantis]
15-16  -  1-2 giant chameleons
17  -  1 jungle bear (hairless)  [too good not to use!]
18  -  1 giant bee
19  -  1-2 orchidmen
20  -  roll 2x and combine

Now the monsters are a bit more exciting. Nothing you could actually encounter on Earth (a few variations are okay). I'm going to do all my random encounter tables in this format. It's customizable and has just enough granularity for me to work with, not so much that it takes any mental strain to manipulate.


*****

I'm on fire this week. Let's see what's on the playlist next?