Saturday, September 3, 2011
Mail Call: Runequest 2nd ed.
Not much to add, really. I've been wanting a copy for a while, and it's finally mine. I also really, really like the look of the thing -- the brown ink on the cover, Luise Perrin's artwork, the maps-- all of it.
Ok, the character sheet scares me a bit.
Monday, August 29, 2011
Come Not in That Form! What the well-dressed demon is wearing this summoning.
Being creatures of spirit, demons are not bound by any physical consistency, and may adopt such forms as boredom, perversity, or personal aesthetics dictate. Here are 20 "costume changes."
1. A translucent, crystalline, perfectly proportioned male or female body filled with wriggling pink worms.
2. A laughing huntsman wearing a suit of stitched-together infants’ skin, complete with a jaunty cap.
3. A vaguely humanoid figure made of rusted and bloodstained metal implements.
4. A cloud of fat corpse-flies, buzzing as one.
5. A gnarled, stooped figure with pale green skin, branded all over with still-smoking magical sigils. Its long, tangled beard reaches to the floor. It has no visible eyes, tiny serrated teeth, and a tongue of blue flame.
6. A serpent with a flaming crown, its body folding back on itself like a Moebius strip.
7. A recently-executed criminal, with all the accompanying signs of his death.
8. A deceased close relative of one of the PCs, bleeding continually from the eyes.
9. A perfect replica of the most common popular depiction of demons – red, horns, barbed tail, pitchfork, etc.
10. A naked, faceless infant suspended in a floating sac of pale fluid.
11. A great hero/heroine from myth and legend, speaking in a voice of the opposite gender.
12. A pretty, effeminate young fop, clad in velvet and holding a peacock feather.
13. A constantly shifting riot of wings and eyes. Talks like Michael J. Anderson on Twin Peaks.
14. A wax replica of one of the PCs, slowly melting.
15. A huge, bloated maggot with the face of a beautiful young woman.
16. A kindly, care-worn cleric of the most popular local faith.
17. The last intelligent being killed by one of the PCs, as they appear now.
18. A flayed bear, walking upright and holding a fennel stalk and a flute made from a human thighbone.
19 An elongated figure made of black iron, topped with a star-shaped head orbited by tiny flames.
20. A composite creature with the head of an owl, the torso of an emaciated woman, and the lower body of a praying mantis. Carries a flail and a cup of sweet wine.
Monday, August 22, 2011
Draco qui Vermithrax Pejorative Dictus Fuit Mortuus Est.
Just watched _Dragonslayer_ (1981) for the first time. Thoughts.
1. Holy shit, that was a great dragon.
2. The amount of Latin in this movie is a delight.
3. People in this movie are actually dressed in convincing Early Medieval clothing, rather than ridiculous confections of buckles and straps.
4. If they made this movie today, it would be full of crappy CGI, the leads would all be impossibly good-looking, and it would be 3 hours long. Also, there would be a bumbling comic sidekick, and fart jokes.
5. Hey, that priest is Emperor Palpatine!
6. The dragon has some depth (its rage at the murder of its hatchlings) without getting all Dragonheart - Sensitive New Age Guy about it.
7. Have I mentioned all the Latin? This might just be a former Classics major thing, but I'm grinning like an idiot, here.
8. The villain/main henchman guy was a total bastard, but in a way I could really respect.
9. I can't believe I've never seen this one before, and it really sucks that this was a commercial flop.
10. They sure used to be able to get away with a lot more in a PG movie.
Wednesday, August 3, 2011
That's It-- I'm Writing My Own Tékumel Thingie.
M.A.R. Barker's world of Tékumel has been all over the OSR blogosphere lately, mostly thanks to this announcement from the Tekumel Foundation. James Maliszewski's recently posted some retrospectives on Barker's novel Flamesong, the default starting campaign in Empire of the Petal Throne, and the maddening fingerprint-scape of The Nightmare Maze of Jigrésh. Chris at Hill Cantons has stepped up to the plate and plans to run Empire of the Petal Throne on Google+, which thrills me to no end. Of all the games I've read and daydreamed about, EPT is the one I never expected to actually play.
I've had the vague intention for a while now of writing up a conversion of Tékumel for Lamentations of the Flame Princess, but I've become increasingly impatient with vague intentions. Up until about a month or so ago, I hadn't written anything substantial since High School. Now I'm blogging semi-regularly, producing content that I'm actually happy with, and has been generally well-received. I've gone over the guidelines for free fan projects for both LotFP and Tekumel, and there's really nothing stopping me.
Fuck it, I'm going to DO THIS. First off, I should establish some limits and guidelines:
1) First and foremost, I want this to be an accessible, user-friendly tool for anyone to sit down with some friends who've never heard of Barker, Tékumel, Tsolyanu, etc., and run a game that's fun, fast-paced and exciting, while still maintaining the vibrant, trippy exoticism of the setting. This is broad-strokes, swashbuckling, sword-and-planet Tékumel. It's the difference between the Arabian Nights and the Sinbad movies, and a scholarly examination of the Abassid Caliphate, or between The Three Musketeers and a sober history of French society under Louis XIV. I'm going for a literary feel rather than an anthropological one. While I enjoy the Guardians of Order edition, I feel that it still places too much emphasis on cultural and historical minutiae to be really accessible to a new audience. To that end...
2) ... as in EPT, the assumption is that PCs are barbarian adventurers -- fresh off the boat and on the make, taking odd jobs no proper Tsolyani would touch with a 10-ft. pole in their quest for gold, glory, and citizenship. Players more experienced with the setting could have the option to play disgraced, now clanless Tsolyani who must rebuild their new lives from scratch, and win such glory for themselves that they can once more boast clan membership. At any rate, these characters are on the fringes of society looking in, not well-established citizens of that society.
3) I want it to be short, sharp, sweet, and flavorful, with a premium placed on utility and ease of use. I'm taking my cue from Zak S.'s Vornheim, here. I see this as being 20-30 pages, tops. To that end, there will be a great many mix- and- match elements, random tables, and story hooks, but very little in the way of exhaustive canonical detail. This will be a setting-specific toolkit, not a complete game or a definitive sourcebook.
4) It will be free. I expect to stray from canon at some point, and at this stage, I'd rather not have to wrangle with the logistics and red tape needed to put out an official commercial product. I'd be open to the possibility later, which would involve getting approval from the Tekumel Foundation. On the system side of things, from what I can see, Raggi's LotFP Compatibly License Terms seem easy enough to abide by, but I'd rather leave that off the table for right now.
5) Art and Layout: While I'm starting to get back to drawing and painting, my work isn't nearly of professional quality and I have no experience with proper document layout programs or techniques. I'd like this to be aesthetically pleasing, though, which means I have to either (a) Learn to do everything myself, or (b) enlist the help of others who'd be willing to contribute pro bono (I'm embarrassingly broke at the moment).
And that's all I have at the moment. I'm expecting this to take a while, and I'll be working on other projects throughout, but this is something I'd really like to see through to completion.
Friday, July 29, 2011
Update, Upcoming Projects...
1. "Rival Adventuring Parties" and "Rural Inns & Taverns" took 2nd Place in Zak S.'s Vornheim: Hack This Book Contest, losing out to Dan Voyce's wonderfully weird "Nasty Little Idols" and "Theatre Amphisbaena".
2. I've now put up "Rural Inns & Taverns" as a 1- page pdf here. Other tables should
follow shortly.
------------------------------------
For this weekend and the coming week.
1. I really want to flesh out the Galbaruc setting first detailed here. I'm thinking Encounter Tables, Holidays, NPCs, Monsters, Societies and Factions, etc. I really like what Trey's doing with The City and James Maliszewski's Dwimmermount campaign (not to mention Zak S.'s Vornheim) , and I think it would be fun and challenging to do something similar.
2. Get down some details on Psychadelic Warlords. What it is, for starters.
3. Encounter table for the Foreigners' Quarter of Jakálla.
4. Some movie reviews.
5. Get to work on that YA novel.
6. Get back to drawing and painting -- especially now that I have a scanner.
7. Run something on Google +.
2. I've now put up "Rural Inns & Taverns" as a 1- page pdf here. Other tables should
follow shortly.
------------------------------------
For this weekend and the coming week.
1. I really want to flesh out the Galbaruc setting first detailed here. I'm thinking Encounter Tables, Holidays, NPCs, Monsters, Societies and Factions, etc. I really like what Trey's doing with The City and James Maliszewski's Dwimmermount campaign (not to mention Zak S.'s Vornheim) , and I think it would be fun and challenging to do something similar.
2. Get down some details on Psychadelic Warlords. What it is, for starters.
3. Encounter table for the Foreigners' Quarter of Jakálla.
4. Some movie reviews.
5. Get to work on that YA novel.
6. Get back to drawing and painting -- especially now that I have a scanner.
7. Run something on Google +.
Thursday, July 28, 2011
What's a Dazzling Urbanite Like You Doing in a Rustic Setting Like This? [Vornheim Contest entries #2 and #3]
Here are two tables for when the party is somewhere between civilization and the wilderness. I may expand this post a little later, but I finished these things not that long ago, and my brain feels like burnt tapioca.
First up: Rural Inns and Taverns. Roll once on each name column, or twice on the second, adding ampersands or possessives where applicable. Add Qualities and/or Encounters to taste.
Name 1
1 Jolly
2 Roasted
3 Blue
4 Lusty
5 Roaring
6 Spotted
7 Crowned
8 Green
9 Dancing
10 Hanged
11 Blind
12 Singing
13 Drunken
14 Gilded
15 Brazen
16 Rampant
17 Yellow
18 Prancing
19 Leaping
20 Wicked
Name 2
1 Miller
2 Cat
3 Boar
4 Huntsman
5 Hare
6 Hound
7 Stag
8 Hammer
9 Hangman
10 Fool
11 King
12 Hedgehog
13 Bishop
14 Boot
15 Head
16 Bantam
17 Rose
18 Dragon
19 Knight
20 Sinner
Unusual Qualities
1 Scene of a famous murder 50 years ago. Still haunted at night.
2 The interior of the tavern is marked floor- to- ceilling w/ wards against evil, painted, carved w/ a knife, & scrawled emphatically in charcoal. No one seems perturbed by this.
3 Is a safehouse for a notorious local outlaw & his gang.
4 Innkeeper & his wife are high priest & priestess of a forbidden cult/heresy. Are otherwise friendly & accomodating.
5 Apples on the tree outside are poisonous (the skin alone is a powerful hallucinigen). The innkeeper will explain that the tree keeps regrowing despite his efforts to destroy it.
6 Innkeeper & clientele are cannibals. Well-armed PCs have nothing to fear, but may discover source of last night’s meal too late. The tallow in the candles is made from human fat.
7 The food is amazingly good, due to the fact that the cook is a captured fae creature. It will plead for rescue (removal of iron horseshoe over kitchen door) through messages in marbled fat on meat, steam rising from stew, etc.
8 Innkeeper + staff are actually bandits (real Innkeeper, etc. bound and gagged in cellar). The food is consequently terrible and the service lax.
9 Several tavern patrons have an ashen, listless air about them. Barmaid is a succubus.
10 Brews the Best Cider in the World.
11 The Devil (or equivilent) stops in for a quiet pint once a month.
12 The manticore head on the wall is a piece of enthusiastic, if not seamless taxidermy. The teeth, however, are quite authentic.
13 The dartboard nailed to the far wall is a portrait by a famous (now dead) artist. The subject’s features are unrecognizable from years of regular play, but the signature is clear.
14 Innkeeper is former adventurer. As such, will be instantly suspicious of PCs, locking up his wife, daughter & valuables, & claiming to have no vacancies for the night. If pressed, will sullenly relent.
15 Hosts cockfights in the yard. Innkeeper’s bird always wins.
16 The ancient bronze sword above the bar becomes red-hot & smolders in the presence of Magic.
17 Local poacher keeps inn plentifully supplied with trout from the Duke’s private fishing grounds. His claims of intimate dealings with a court of river spirits is dismissed as drunken nonsense.
18 A conclave of rival necromancers meet here once a year under a truce to talk shop. They are particularly fond of the pheasant.
19 The stableboy bears an uncanny facial resemblance to a prominent local official.
20 No flowers bloom within a mile of it, & no birds sing.
Encounters
1 A conjurer performs feats of prestidigitation before a packed crowd. 2d4 people in the crowd are his confederates, who are busily cutting purses & picking pockets.
2 Events will repeat in a loop every half-hour. The innkeeper, clientele, etc; will acknowledge PCs, but in a vague, half-interested way. If PCs go about their business as normal, the inn dissolves into fog at dawn. Locals encountered nearby will have no knowledge of such a place. Cause/solution up to GM.
3 Rowdy group of local rustics take offense at PCs’ manners/wardrobe/accent/faces and try to pick a fight.
4 Innkeeper’s cat knows the location of nearby buried treasure. Will lead the PC who pays it the most attention to the site.
5 8 + d8 armed revolutionaries have taken over the inn, forcibly drafting everyone into their ranks. They are awaiting a wagonload of gunpowder from one of their confederates, which will arrive at dawn the next day. From there, they plan to march on the house of the nearest local magistrate.
6 Sheriff & his party, accompanied by magistrate, enter, escorting a prisoner (NPC from previous encounter or PCs backstory) in irons. S/he is to be hung from a nearby gallows-tree, but the magistrate insists of the formality of a trial. All present are sworn in as witnesses.
7 Wandering minstrel, accompanied by local musicians, will start up an impromptu ballad about one of the PCs, which will contain increasingly embarrasing & shameful (but true) details. Will only stop if paid 25 GP or sufficiently threatened w/ violence. The song is extremely catchy & will be remembered and repeated by all NPCs present for some time.
8 A small semi-aquatic demon has taken up residence in the ale keg, The oils from its skin impart unique qualities to the ale. Roll on Magical Effects table for each drinker.
9 Bandits burst in w/ heavy crossbows, demand valuables from staff+clientele and (unless thwarted) take inkeeper hostage & escape in a waiting coach. Are in league with innkeeper.
10 Innkeeper’s wife plots to murder her husband w/ the help of the pot-boy, her lover. Tonight’s the night.
11 Innkeeper’s son/daughter will beg PCs to take him/her w/ them, pleading boredom & drudgery. If they accept, will join them when they leave, along with contents of their parents’ strongbox.
12 Innkeeper & his wife are scouts for a brothel in the nearest large town/city. Will attempt to isolate, drug & kidnap particularly attractive or distinctive-looking PCs.
13 PCs will awake to find themselves trapped by thorny vines & brambles that have encased the inn overnight. All doors & windows are held fast. If cut w/ non-magical weapons, these will regenerate w/ even greater density within 4 rounds.
14 PCs (especially Elves/Magic Users) are attacked by vicious bedbugs in their sleep. These will inflict 1 damage every third round, ignoring armor & clothing. Observant PCs will note a trail of them leadng to the innkeeper’s room. If they force the door, they will discover the innkeeper lying in bed, his eyes glazed over, a stream of bedbugs scuttling in & out of his mouth.
15 The ale brewed here inspires poetry in those who drink it for the 1st time (lasts until dawn).
16 Group of men in rustic garb will accost PCs, asking them for news & gossip in a poor imitation of local dialect. Are obviously a nobleman & his retinue in unconvincing disguises.
17 A dishevelled young woman can be seen walking calmly around the outside of the inn, setting fire to the thatch w/ a torch. If challenged, will respond only that she is “doing what ought to’ve been done to this vile place years ago.”
18 Eloping couple are persued by an agent of the girl’s father, who can be glimpsed through the window, dismounting from his horse. The couple beg the PCs to create a distraction while they slip out the back.
19 An eccentrically dressed man waves PCs over to his table, where he importunes them to join him in a game of chance. He is a compulsive, but terrible gambler, a 6th –level Wizard, & a sore loser.
20 Inn becomes site of battle between outlaws and sheriff’s men, who arrive w/in minutes of each other.
-------------------------------------------------------------------------
And here's 50 Encounters for when you leave the Inn: It doesn't matter so much if no town or village is indicated on a map -- such places are tiny and numerous, and beneath the notice of most cartographers.
1-2 PCs come upon the body of a man, stabbed, stripped of weapons, cloak, and boots, and left dead at the side of the road. He has a letter tucked into his stocking informing him that a distant relative of his in a nearby town has died and left him his entire estate.
3-4 Inhabitants of the village take PCs to be an Inspector + their retinue from the Capitol (this explains their odd clothing and behavior) and treat them accordingly. The real inspector is about a day’s ride away.
5-6 A young man or woman, filthy, covered in small cuts, naked save for a fox’s tail tied around their waist, comes panting over the hill toward the PCs, and hides behind some nearby trees. A group of nobles on horseback appears a minute or so later and, with a chuckle, ask PCs if they have seen a fox passing through.
7-8 A group of young boys are fishing at a placid lake. They wave lazily to the PCs, just as two squamous, humanoid arms break the surface and drag one under.
9-10 A fire-and brimstone preacher is giving an impassioned sermon in a hastily-erected tent to a large crowd. The sermon has some bearing on one or more outer characteristics of at least one PC.
11-12 A group of angry peasants are burning the local duke in effigy, shaking farm implements and cursing his name. The crowd will encourage PCs to join in. An agent of the Duke’s is hidden nearby, taking down names and descriptions.
13-14 PCs come upon the body of a young woman, but closer inspection reveals that she is playing possum. She scampers away, whistling, at which a party of d6+6 hideously inbred cannibal hillbillies, led by her oldest brother-husband, attack.
15-16 PCs are waylaid by a masked Highwayman and d6+4 accomplices. He will attempt to kiss the hands of any females present.
17-18 A group of d8+4 figures dressed as religious mendicants approach, their heads bowed in solemn prayer. If the roll on the d8 was even, they draw back their hoods, produce shortswords from beneath their robes and attack.
19-20 A travelling carnival has set up on the outskirts of town. They are (1-2) a bizarre and sinister cult of degenerates and necromancers (3-4) Fae creatures in disguise (5-6) mere Carnies.
21-22 The local duke’s army is drumming up new recruits in the town square. Their methods are brutal and insistant, and will extend to any able-bodied PCs.
23-24 A magistrate is hearing cases brought by well-to-do local peasants. At the sight of the PCs, both parties offer compensation if any of them will represent them in a trial by combat.
25-26 Rival adventuring party (roll on table or supply your own) appears at the next crossroads, heading in the same direction as PCs.
27-28 PCs encounter an NPC from a past adventure or character background in the stocks in the town square. The details of the NPC’s crime can be obtained from passers-by.
29-30 A group of villagers are celebrating a fertility festival, featuring much drinking, dalliance, and the parading of an ithyphallic mannikn made of straw through the nearby fields. PCs are encouraged to join in.
31-32 A group of travelling players are putting on a performance in the village square, costumed as the PCs. They are performing an episode from their adventures, though misrepresented. If the deed was noble and valorous, it is depicted as trecherous , cowardly, and bloodthirsty, and vice-versa.
33-34 A hunting party is being assembled in the town square. Three village children have been killed in the last week by some half-glimpsed monster. The creature was sighted less than an hour ago by a local woodcutter. The villagers plead with the PCs to join the hunt, though some of the younger men grumble about involving outsiders in their affairs.
35-36 A mountebank has set up his wagon in the village square and is loudly proclaiming the virtues of his new “miracle elixir.” Will call out to one of the PCs to assist in the demonstration.
37-38 Two men are hurridly loading barrels of moonshine into an already loaded wagon. After percieving that the PCs are not, in fact, the Sheriff’s men, they will offer a barrel or two to the PCs before one of them hops in the driver’s seat and takes off. It is extremely potent, flammable, and illegal under local sumptuary laws.
39-40 A funeral procession winds its way to the outskirts of the town. A persistant banging can be heard from within the coffin, but this is ignored.
41-42 A Witchfinder and his retinue arrive in the village shortly after the PCs. The suspect they are persuing closely resembles one of the party, and they will shadow them closely until confronted.
43-44 PCs find themselves in the middle of a shootout (bows, crossbows, throwing hatchets, etc.) between two families involved in a generations-long feud. PCs are enjoined to declare for one side or the other. Neutrality will be met with incredulous outrage.
45-46 The whole town has turned out to watch the hanging of a notorius local brigand, who bears an uncanny resemblance to a respectable NPC of past acquantance. Upon seeing the PCs, he will greet them by name, shout a cheerful “See you all in hell,” and leap from the platform with the noose around his neck.
47-48 2d8 mounted bandits have arrived at the village first, and busy themselves with slaughter, rapine, and pillage. They will pause in these activities at the approach of the PCs and will either attack (if they outnumber the PCs at least 2-1) or attempt to flee.
49-50 A poacher runs past the PCs, dropping a large sack at their feet as he leaps a fence and dashes into the undergrowth. A few minutes later, a groundskeeper and 1d4 assistants appears from the same direction. He is interested in the poacher and takes the sack to be the PCs property. The sack contains 2d8 freshly killed eels. If eaten, they are quite tasty and the eater can speak and understand the speech of water-dwelling creatures for 3 days after ingestion.
51-52 A group of minor demons are engaging in a musical contest at the crossroads with lute, hurdy-gurdy, bagpipes, tabor, and harp. They will ask the PCs to judge the contest, and the winner will present the PCs with a coin bearing its sigil, which can be used to summon it to fulfill a single favor.
53-54 2d4 Shrouded bandits spring out and attack PCs. At the first sign of resistance they flee. Any injured or captured member of the band will reveal themselves to be a member of the local aristocracy, that the PCs were mistaken for someone else, and that this was a prank that went horribly, horribly wrong.
55-56 PCs meet with an outlandishly-dressed foreign traveller on the road. He is affable, charming, and seemingly gullible, and does not quite understand the local exchange rate.
57-58 PCs arrive to find villagers in a mad, hallucinatory daze. Ergot in the wheat is the culprit, but witchcraft is, of course, a viable second hypothesis.
59-60 A wizened figure in a tattered robe has been nailed to a tree with silver nails. The placard around his chest reads “For Vile Necromancie.” The man’s eyes open wide and he screams.
61-62 PCs arrive in the midst of a wedding party. The fare is plentiful, simple, and tasty, and the ale is served with generosity. Unless the PCs find a way to screw this up, the evening ends well for all involved, and the PCs are sent on their way in the morning with free provisions.
63-64 The skies open up, and the rain comes down in torrents. The nearest shelter is the half-rotten ruin of a fortress. It is haunted, and the ghostly inhabitants will offer information about the surrounding area (150 years out of date) in exchange for a few drops of human blood left in a pewter dish in the mess hall.
65-66 PCs hear shouts from a group of laborers digging up a barren field to lay a foundation. Upon inspection, their digging has unearthed a bronze door set into the ground at an angle.
67-68 PCs pass a roadside graveyard, startling 2d4 ghouls at their meal.
69-70 PCs arrive at a small monastery populated by ogres. These have renounced their old ways, and offer shelter for the night, though any wounded PCs must remain in the storage shed, as the smell of blood will arouse old appetites and undo the work of religion.
71-72 A toll-bridge straddles the river at its narrowest point, guarded by a colorfully-dressed man who hails the PCs and announces that they cannot cross without answering a riddle. The riddle itself is completely nonsensical, and the man has no magic powers of any kind, and can be dispatched in the usual manner.
73-74 PCs find themselves surrounded by d6+10 outlaws with swords and longbows. If they convincingly deny allegiance to the local duke, they are brought (blindfolded) to the outlaws' hideout and receive an offer to join their band. If they refuse, they are merely feasted and entertained, before being returned to the road in the morning.
75-76 A small boy sits on the fence by a grove of trees playing a flute. Will demand payment for his music (name an outrageous sum). If the PCs refuse, he plays louder, and the trees uproot themselves and lumber slowly but inexorably toward them. The only way to stop them entirely is to break the flute.
77-78 A young girl in a white smock, garlanded with flowers, stands in the middle of a field, surrounded by other peasant farmers. Her eyes are glazed over and she walks as if in a trance toward a figure in an elk-skull mask wielding a dagger.
79-80 PCs arrive in the midst of a fair. Competetion for prizes is fierce, and they will be assaulted on all sides with demands to taste an endless array of jams, pies, cheeses, ales, etc. Offers of bribes will be constant and not particularly subtle.
81-82 Two rival brewers are competing for the prize at a festival, demand PCs do a taste-test as neutral parties. Finding in favor of one will earn the violent emnity of the other.
83-84 PCs hear giggling and splashing up ahead, and spy a trio of water-nymphs bathing in a nearby stream, their garments left on rocks. These garments, if successfully stolen and worn against the skin make the wearer proof against drowning.
85-86 PCs pass a rotted corpse hanging in a gibbet by the side of the road. A scrap of parchment nailed there proclaims the name of the arresting magistrate and the identity of the corpse (a friend, relative, or past associate of the PCs).
87-88 A violent, impassioned scene breaks out in the village square, starting with threats and accusations, leading to attempted murder and/or rape. PCs attempting to intervene will discover that they are wielding stage weapons. The participants disperse, grumbling, and a man in a neatly-trimmed goatee will loudly complain that "these ignorant shitkickers wouldn’t know experimental theatre if it bit them on the ass."
89-90 The PCs unknowingly violate some unwritten code of conduct in the town, and a lynch mob soon forms.
91-92 1d6 tough-looking village lads, eager for excitement and opportunity, offer to join PCs.
93-94 A crowd has gathered around a makeshift stage, where a series of bare-knuckle matches is taking place. Betting is frantic, pickpockets are rife, and the purse to be won is tempting. The local champion is heavily favored.
95-96 The village is holding mayoral elections. Since citizenship is determined by baptism at the village church (an office the local cleric is willing to perform), the PCs can theoretically cast a legal vote. Factions representing both candidates sieze the opportunity with both hands.
97-98 PCs arrive to find village in mourning, with a young woman in black being escorted down the road. It is explained that the local lord has taken her as his latest wife, and none of the 14 women previously chosen for this honor have been seen again.
99-100 Passing farmer offers to give unmounted PCs a ride on his haycart to the next town over in exchange for stories from afar (more than 30 miles away).
And because I'm an insomniac:

You are a Gary Gygax Myrmidon. You are mighty in the ways of Gary Gygax. You're probably a First Edition or OD&D player, and I wouldn't be surprised if you had an original copy of the Chainmail rules.
Paladin Code: You completed this quiz without using Google.
Not bad for 4-5 hours of sleep.
And now I'm off to bed. Enjoy!
Thursday, July 21, 2011
Hong Kong Cavaliers, Random Tables, and Hammer Horror
Anyone coming here based on the title along is probably going to be disappointed. There will be more actual, y'know, content later in the week, but right now, it's hot and sticky and I my brain is starting to drip out my ears, but before I check out completely for the evening:
1. This was just announced. I'm not sure when it's coming out, exactly, and I'm pretty sure I won't be able to find anyone interested in playing it with me near my zip code, but I'll be buying it anyway like the monkey-boy I am.
2. Random tables-- really useful ones anyway, are a lot trickier than they seem. This may be obvious to those of you who've been at this a while, particularly in the OSR community, but I've been looking at a lot of random tables and reading posts like this lately, and it's had the effect of a) Making me want to crank out a bunch of random tables and b) Questioning every decision along the way. Is it too complicated? Too long-winded? Can I make it more simple and elegant? How generic can it be and still be interesting? How specific and flavorful and still useful for others? Then again, I could simply be hot, tired, and overthinking this thing way too much.
3. Thurday night means horror movies at the Carolina, and this Thurday, it's a Hammer film, which I enjoy like other people enjoy fuzzy slippers and hot cocoa. They'll be showing The Kiss of the Vampire (1963).
Because If you've already got Evil Science, you're pretty much obligated to breed a race of the living dead with it.
And now to bed.
1. This was just announced. I'm not sure when it's coming out, exactly, and I'm pretty sure I won't be able to find anyone interested in playing it with me near my zip code, but I'll be buying it anyway like the monkey-boy I am.
2. Random tables-- really useful ones anyway, are a lot trickier than they seem. This may be obvious to those of you who've been at this a while, particularly in the OSR community, but I've been looking at a lot of random tables and reading posts like this lately, and it's had the effect of a) Making me want to crank out a bunch of random tables and b) Questioning every decision along the way. Is it too complicated? Too long-winded? Can I make it more simple and elegant? How generic can it be and still be interesting? How specific and flavorful and still useful for others? Then again, I could simply be hot, tired, and overthinking this thing way too much.
3. Thurday night means horror movies at the Carolina, and this Thurday, it's a Hammer film, which I enjoy like other people enjoy fuzzy slippers and hot cocoa. They'll be showing The Kiss of the Vampire (1963).
Because If you've already got Evil Science, you're pretty much obligated to breed a race of the living dead with it.
And now to bed.
Tuesday, July 19, 2011
Epilepsy? Have You Tried Drinking Gladiator Blood? [Weird Rome]
I read a post the other day at the always-fascinating rogueclassicism blog that should be of interest to anyone gaming in a Weird Roman setting, or looking for a new twist on vampirism. No sparkling, hair gel, or abstinence, I promise. I recommend reading the full original article, but here's what I thought was most interesting:
Here's Pliny the Elder (trans. John Bostock)
Epileptic patients are in the habit of drinking the blood even of gladiators, draughts teeming with life, as it were; a thing that, when we see it done by the wild beasts even, upon the same arena, inspires us with horror at the spectacle! And yet these persons, forsooth, consider it a most effectual cure for their disease, to quaff the warm, breathing, blood from man himself, and, as they apply their mouth to the wound, to draw forth his very life; and this, though it is regarded as an act of impiety to apply the human lips to the wound even of a wild beast! Others there are, again, who make the marrow of the leg-bones, and the brains of infants, the objects of their research!
And Celsus:
Some have freed themselves from such a disease by drinking the hot blood from the cut throat of a gladiator: a miserable aid made tolerable by a malady still most miserable …
The post's author goes on to hint playfully at a connection between Julius Caesar's interest in gladiatorial games and his purported epilepsy, but any GM running a horror-tinged campaign can surely see the potential in this. Here, we have a form of vampirism still tied to superstition, but without any overt supernatural elements. It's one thing to locate and destroy vampires when you're dealing with immortal undead monsters with relatively well-known powers and weaknesses, but quite another when the monster you're looking for is an ordinary person who casts a reflection, can walk freely in the sunlight, has no fear of holy symbols, etc.
Your range of potential "vampires" includes everyone from family members pushed to extremes to find a cure for a stricken child to the sorts of unscrupulous persons hinted at in the end of the Pliny passage -- physicians and sorcerers conducting vile experiments in secret. The efficacy of any of these cures is up to the GM, of course. Rumor and superstition are powerful motivators all by themselves, and an unsuccessful "vampire" might simply be convinced that there's a flaw in their methods, or that they haven't found just the right victim.
Monday, July 18, 2011
General Update and New To-Do List
Updates
1. Weird Rome and Weird Greece can be found, in their entirety, in Appendix 4 of Jack Shear's compendium of concentrated awesomeness that is Flavors of Fear: 13 Weird Fantasy Setting Sketches for Lamentations of the Flame Princess. If you haven't already, you should really check it out. Jack has done some amazing work on this one, distilling 13 unique mini-settings to their sharpest taste and potency, like a deranged moonshiner working his genre-still out in Wellman country.
2. Hey, I won something! "The Spawn of Yash-Kunag the Many-Toothed" took "Best Critter" in the nautical contest at Hill Cantons, in such mighty company as Trey's The Moon Rake and Porky's The Former Scree. I've been thinking about doing some more work on Galbaruc and environs. Maybe some details on the festival, some encounter tables, etc.
3. My wife's short story "Amor Fugit" was included in The Year's Best Fantasy and Science Fiction 2011, which just hit store shelves earlier this month. Also included are stories by plucky young unknowns Neil Gaiman, Paul Park, and Gene Wolfe, among others. You can read another of her stories, "Swamp City Lament" for free here.
To-Do List:
1. More entries for the Vornheim Contest: Rustic encounter tables.
2. Decide whether Psychedelic Warlords would be best as a stand-alone game, a rules-free setting/genre supplement, or to go with an established ruleset.
3. More Weird Rome
4. The BBC's Human Planet as a gaming resource.
1. Weird Rome and Weird Greece can be found, in their entirety, in Appendix 4 of Jack Shear's compendium of concentrated awesomeness that is Flavors of Fear: 13 Weird Fantasy Setting Sketches for Lamentations of the Flame Princess. If you haven't already, you should really check it out. Jack has done some amazing work on this one, distilling 13 unique mini-settings to their sharpest taste and potency, like a deranged moonshiner working his genre-still out in Wellman country.
2. Hey, I won something! "The Spawn of Yash-Kunag the Many-Toothed" took "Best Critter" in the nautical contest at Hill Cantons, in such mighty company as Trey's The Moon Rake and Porky's The Former Scree. I've been thinking about doing some more work on Galbaruc and environs. Maybe some details on the festival, some encounter tables, etc.
3. My wife's short story "Amor Fugit" was included in The Year's Best Fantasy and Science Fiction 2011, which just hit store shelves earlier this month. Also included are stories by plucky young unknowns Neil Gaiman, Paul Park, and Gene Wolfe, among others. You can read another of her stories, "Swamp City Lament" for free here.
To-Do List:
2. Decide whether Psychedelic Warlords would be best as a stand-alone game, a rules-free setting/genre supplement, or to go with an established ruleset.
3.
4. The BBC's Human Planet as a gaming resource.
Friday, July 15, 2011
Fishing for God-Spawn [Hill Cantons Contest Entry]
Here's my entry for the contest ckutalik put up at Hill Cantons.
Galbaruc, Yash-Kunag, and the Great Culling
Every year, the port town of Galbaruc holds the Feast of the Great Culling, and the town's population swells to over four times its normal size. Innkeepers, hoteliers, and any citizen with so much as a spare broom closet raise their rates to an astonishing degree, but seasoned travelers have learned by now not to haggle, grateful for even the most modest accommodation for the 12 days of the Feast. Galbaruc looks out on the Bay of Maidens, and it is in these waters that Yash-Kunag the Many-Toothed makes her annual trek to birth her young. This enormous, immeasurably ancient sea-creature, whose massive form has never been reliably set down, is worshiped as a goddess by the inhabitants of much of the surrounding coasts.
She is seen as the living embodiment of the sea, in all its bounty, danger, and pitilessness. Local artisans most commonly depict her as a humanoid female, with generously- proportioned hips, pendulous breasts over which hang garlands of seaweed and coral, with a skirt made from the lashed-together bodies of dead men, and topped with a monstrous shark's head.
In all, she will birth many thousands of young over the next ten days, though a tiny fraction of that number survive to adulthood. The larger, faster, and stronger spawn will devour their brothers and sisters in a frenzy of hunger. Others will be picked off, in turn, by other sea creatures, which are always at hand in the waters surrounding the bay to pounce on any godling foolish enough to stray out into the greater depths. The rest are taken in the Great Culling, where mariners, fisherman, and enthusiastic amateurs from every corner of the world converge to hunt this precious bounty. It is believed by the devout, and allowed by the skeptical, that Yash-Kunag herself tacitly approves of the Culling, as a way of weeding out the weak and slow from her progeny, and to reduce the number of rival claimants for her power, which she must battle and devour ever season in turn.
Spawn of Yash-Kunag the Many-Toothed (Stats are for B/X D&D)
Armor Class: 6
Hit Dice: 6
Move: 90'
Attacks: Bite/Tail + Special
Damage: 3-24/2-16
No. Appearing: 0 (1-8)
Save As: Fighter 6
Morale: 7
Treasure Type: Nil
Alignment: Neutral
Each Spawn, from birth to the first two weeks of growth, measures some 8-12' in length. Their tails are ridged with long, flexible spines, and their mouths filled with rows of razor-sharp teeth, which are constantly replaced throughout their lifetimes. At this stage, Spawn are creatures of pure instinct, though they will develop a formidable intelligence in later life- cycles. They are drawn to sources of food and devotion. Thanks to their heritage, they have an uncanny ability to inspire religious awe in humanoids. Every two rounds, all humanoids within 20' of a conscious Spawn must Save vs. Spells to avoid being the victim of hold person, unable to do anything save falling to their knees and chanting unintelligible syllables. If removed from the water for more than three rounds, a Spawn will enter a helpless comatose state, losing 1d4 hit dice every subsequent round until death. If returned to the water before death, consciousness returns instantly and it regains hit dice at a rate of 1d8/round. As their natural armor has yet to fully develop, they do take damage from non-magical weapons, but all such damage is halved.
The Spawn of Yash-Kunag the Many-Toothed are highly prized for their carcasses, which have many and varied uses. The meat is tender, rich, and flavorful, and is often grilled or fried in butter and garlic, and sprinkled with salt and herbs. The shimmering, reflective skin, multi-hued like mother-of-pearl, when dried, makes an attractive, water-resistant leather, and some artists and poets attest to the strange, seductive visions half-glimpsed in its surface. Its oil burns brighter and longer than conventional lamp oil, and exudes a pleasing aroma. This oil is also used in cosmetics, and imparts a youthful glow to the skin and a lustrous sheen to the hair. The flexible tail spines find use as surgical tools and writing implements. The teeth are often made into small daggers with delicately serrated edges. These never lose their sharpness. The bones are both strong and flexible, and used in everything from garment foundations to ornaments for the hair. Many of the most daring hairstyles displayed by gentlemen and ladies of fashion in the Northern Cities would be impossible without strategically-placed supports of Spawn-bone.
Spawn-Fishing Boats, and Techniques of Capture
A bewildering array of craft ply the waters of the bay during the Great Culling, from the swift, fragile catamarans of the Broken Knife Islanders to the lateen-sailed dhows of the Western Khanate. The merchant house of Pinfeather and Brassbolt have lately had much success with their unique design, as well as their methods of capture. The ship itself is a two-hulled catamaran, but built significantly larger and higher than those of the Islanders, sacrificing speed for size, cargo-space, and more solid construction. A net is lowered into the sea in the space between the hulls. Designated members of the crew stand near the edge, armed with incense censers, prayer rattles, and flutes, all of which serve to attract Spawn and bring them swimming in the path of the net. When 1-3 spawn are so positioned, the net is hauled up, leaving the spawn struggling in midair and mitigating much of the danger from teeth and tail.
At this point, the Ship's Atheist, recruited for the season from one of the Northern universities, takes position, loudly denouncing as irrational, primitive and servile the worship of large sea-creatures, however impressive in size and power they might be. It is believed that this serves to discourage the Spawn and act as a buffer against its natural powers of instilling awe. This power is justly feared, as it often results in death, failure, and numerous small cults spontaneously developing among fishing crews. Harpoons may also be employed, though this is frowned upon in many modern operations, as they are not always effective, and may damage the skin. Once the Spawn is comatose, it is hauled aboard and flung into special lead-lined compartments built into the side of the ship.
Galbaruc, Yash-Kunag, and the Great Culling
Every year, the port town of Galbaruc holds the Feast of the Great Culling, and the town's population swells to over four times its normal size. Innkeepers, hoteliers, and any citizen with so much as a spare broom closet raise their rates to an astonishing degree, but seasoned travelers have learned by now not to haggle, grateful for even the most modest accommodation for the 12 days of the Feast. Galbaruc looks out on the Bay of Maidens, and it is in these waters that Yash-Kunag the Many-Toothed makes her annual trek to birth her young. This enormous, immeasurably ancient sea-creature, whose massive form has never been reliably set down, is worshiped as a goddess by the inhabitants of much of the surrounding coasts.
She is seen as the living embodiment of the sea, in all its bounty, danger, and pitilessness. Local artisans most commonly depict her as a humanoid female, with generously- proportioned hips, pendulous breasts over which hang garlands of seaweed and coral, with a skirt made from the lashed-together bodies of dead men, and topped with a monstrous shark's head.
In all, she will birth many thousands of young over the next ten days, though a tiny fraction of that number survive to adulthood. The larger, faster, and stronger spawn will devour their brothers and sisters in a frenzy of hunger. Others will be picked off, in turn, by other sea creatures, which are always at hand in the waters surrounding the bay to pounce on any godling foolish enough to stray out into the greater depths. The rest are taken in the Great Culling, where mariners, fisherman, and enthusiastic amateurs from every corner of the world converge to hunt this precious bounty. It is believed by the devout, and allowed by the skeptical, that Yash-Kunag herself tacitly approves of the Culling, as a way of weeding out the weak and slow from her progeny, and to reduce the number of rival claimants for her power, which she must battle and devour ever season in turn.
Spawn of Yash-Kunag the Many-Toothed (Stats are for B/X D&D)
Armor Class: 6
Hit Dice: 6
Move: 90'
Attacks: Bite/Tail + Special
Damage: 3-24/2-16
No. Appearing: 0 (1-8)
Save As: Fighter 6
Morale: 7
Treasure Type: Nil
Alignment: Neutral
Each Spawn, from birth to the first two weeks of growth, measures some 8-12' in length. Their tails are ridged with long, flexible spines, and their mouths filled with rows of razor-sharp teeth, which are constantly replaced throughout their lifetimes. At this stage, Spawn are creatures of pure instinct, though they will develop a formidable intelligence in later life- cycles. They are drawn to sources of food and devotion. Thanks to their heritage, they have an uncanny ability to inspire religious awe in humanoids. Every two rounds, all humanoids within 20' of a conscious Spawn must Save vs. Spells to avoid being the victim of hold person, unable to do anything save falling to their knees and chanting unintelligible syllables. If removed from the water for more than three rounds, a Spawn will enter a helpless comatose state, losing 1d4 hit dice every subsequent round until death. If returned to the water before death, consciousness returns instantly and it regains hit dice at a rate of 1d8/round. As their natural armor has yet to fully develop, they do take damage from non-magical weapons, but all such damage is halved.
The Spawn of Yash-Kunag the Many-Toothed are highly prized for their carcasses, which have many and varied uses. The meat is tender, rich, and flavorful, and is often grilled or fried in butter and garlic, and sprinkled with salt and herbs. The shimmering, reflective skin, multi-hued like mother-of-pearl, when dried, makes an attractive, water-resistant leather, and some artists and poets attest to the strange, seductive visions half-glimpsed in its surface. Its oil burns brighter and longer than conventional lamp oil, and exudes a pleasing aroma. This oil is also used in cosmetics, and imparts a youthful glow to the skin and a lustrous sheen to the hair. The flexible tail spines find use as surgical tools and writing implements. The teeth are often made into small daggers with delicately serrated edges. These never lose their sharpness. The bones are both strong and flexible, and used in everything from garment foundations to ornaments for the hair. Many of the most daring hairstyles displayed by gentlemen and ladies of fashion in the Northern Cities would be impossible without strategically-placed supports of Spawn-bone.
Spawn-Fishing Boats, and Techniques of Capture
A bewildering array of craft ply the waters of the bay during the Great Culling, from the swift, fragile catamarans of the Broken Knife Islanders to the lateen-sailed dhows of the Western Khanate. The merchant house of Pinfeather and Brassbolt have lately had much success with their unique design, as well as their methods of capture. The ship itself is a two-hulled catamaran, but built significantly larger and higher than those of the Islanders, sacrificing speed for size, cargo-space, and more solid construction. A net is lowered into the sea in the space between the hulls. Designated members of the crew stand near the edge, armed with incense censers, prayer rattles, and flutes, all of which serve to attract Spawn and bring them swimming in the path of the net. When 1-3 spawn are so positioned, the net is hauled up, leaving the spawn struggling in midair and mitigating much of the danger from teeth and tail.
At this point, the Ship's Atheist, recruited for the season from one of the Northern universities, takes position, loudly denouncing as irrational, primitive and servile the worship of large sea-creatures, however impressive in size and power they might be. It is believed that this serves to discourage the Spawn and act as a buffer against its natural powers of instilling awe. This power is justly feared, as it often results in death, failure, and numerous small cults spontaneously developing among fishing crews. Harpoons may also be employed, though this is frowned upon in many modern operations, as they are not always effective, and may damage the skin. Once the Spawn is comatose, it is hauled aboard and flung into special lead-lined compartments built into the side of the ship.
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