Tuesday, May 7, 2013

Bleys of Glory: Mark of Amber Review Pt 2

Well, I keep forgetting to bring the maps for Mark of Amber with me, so this will be commentary on the individual room descriptions themselves. 

Chateau Sylaire is supposed to be the ancient mansion of a gazillion high level mages; there are seven mages of double-digit levels as NPCs, including two 20th-level mages...and more than a few other mid-level ones. Does Sylaire live up to this promised wackiness?

Well, no. It winds up feeling more like a traditional manor with a few "fun" rooms thrown in. The traditional manor bit could be a good idea; the dominant forces perhaps ought to be the wacky NPCs, with the surroundings playing straight man. Still, you can't help but want to see some goddamn fun house stuff - Chateau Sylaire would be the place to put it in!

We start out with the castle grounds, and a magical garden, tamed so it doesn't eat the guests. (What kind of mad wizards ARE these?) A few tame effects - Venus flytraps that give out prizes, ornate mini-palaces that "are sometimes used as places of trysting" (sex in my D&D?!?) but disappointingly never disappear back underground while occupied. Bah. One page of basic building description and bloat (barracks, stables, carriage house, gates and walls...) although the giant refuse heap has a rumor at least.

The ground floor is pretty boring. Tolerable elements: suits of armor with magen (think vat-spawn but not as awesome) inside, a fancy fountain mocking the guy who persecuted the d'Ambrevilles back in the day, a bunch of robes continually reenacting a long-forgotten ritual. The rest of the 10 pages is uninteresting, with room descriptions and a few boring (!) secret passages. (Oh, and magical HVAC units. Whee!)

The second floor has the Glory Windows, which show strange and vaguely prophetic illusions at sunrise. It's also got a flying carriage house, a room built for family members using fly spells to come in and dry off. Not exciting, but it fits the manse's intended tone really well so it gets a half point. Four pages

The dungeon has a trapped and staked vampire from not-Transylvania (meh), a flesh golem on a hamster wheel pumping water for the house (good!), a magic door to Clark Ashton Smith's Averoigne (hell yes!)...and some boring rooms after that. Golem construction and summoning otherplanar critters shouldn't be boring. At least the d'Ambrevilles have some zombie servants, because c'mon man, they're insane wizards, they should get something fun.

There's nothing egregiously bad in these, but there's nothing super-stand-out either. The best thing is the door to Averoigne, which thankfully never gets super-detailed and serves as a nice spur of mystery. But the standard I have these days is that the door and the hamster wheel ought to be the baseline, not the standouts.
The other thing here is that these set up a "normal" so that they can get turned into scary mode later in the module. That's fair enough, but c'mon. The combo of Zelazny Amberites and Clark Ashton Smith Averoigne deserves something grander and weirder, even as a baseline.

Mentioning that vat-spawn are like magen but cooler makes me start wanting to convert Chateau Sylaire into something more suitably crazy. It should have a veneer of the fancy French manor, and definitely some rooms that fit that purpose - but then the weirdness and eldritch weirdness lurking behind the scenes when you start to sneak around. 

Monday, April 8, 2013

No Corwin Around: Mark of Amber Review Pt 1

Zak recently asked for module review suggestions, and I chimed in with Mark of Amber, which was my first D&D purchase ever and therefore intrinsically interesting to all right-thinking folk. He unaccountably went with Red Hand of Doom instead (some nonsense about 'having a copy handy').
See how chirpy they are about the AUDIO CD?

But Mark of Amber cries out for a review. And since there's probably nobody else around, you guys get me stepping up to the plate!

Mark of Amber was released in 1995, solidly in the late TSR period. It is a tribute/sequel module to the great Castle Amber, but goes the 2e route of providing a lot more (extraneous?) narrative and detail. It also features an audio CD. Remember how I said this was late TSR? They wanted to embrace new ways of putting together modules, which in this case meant a CD with a shitload of terrible French accents and cutesy dialog. I thought it was great in like 6th grade...but it hasn't aged well. At least they had the sense to restrict the dialogue to NPCs, and instructed the VAs to ham it up - much better than the Karamiekos boxed set. If you find that CD...don't. Seriously. Employ some Call of Cthulhu tactics and melt that CD right down.

Jim Holloway did the art for Mark of Amber, and while I dig some of his black and white pieces, the color pieces don't hold up too well. I'll be taking some photos as I go through this, since there don't seem to be too many pieces of Mark of Amber interior art around on the 'net. 

Anyway, back to Mark of Amber. The basic module synopsis: Since the PCs appear to be the Chosen Ones of Prophecy, the servant of the dead archwizard-prince Etienne d'Ambreville, selects them to help guide Etienne back to life and teach him the lessons of how to love and frolic and BE HUMAN. Unfortunately, the archwizard has decided to do this while one of his malevolent younger brothers, Henri, has usurped the throne in disguise and is attempting to covertly shank all of their relatives. So the PCs have to juggle their Power of Friendship work with trying to solve/prevent the murder spree.

 The module is divided into three sections - a room listing for Château Sylaire (aka Castle Ambreville aka Castle Amber), the adventure itself, and an NPCs listing. Some of these are bloated as hell, and including bullshit proficiency lists is not helpful. (Goddammit TSR I will never need to know that Jean-Louis D'Ambreville has the Fire-building proficiency. Why did you guys even make that a full proficiency? Seriously that is starting to get into Mike Mornard's "Use Rope, Eat Food, and Take Shit" level of proficiency granularity.)

Anyway. Placing the mansion room descriptions first feels very weird; you're trying to figure out what is going on in this module and here are all the NPCs being mentioned offhandedly but you don't know why Camilla's relationship with Petit-Singe is or why Henri has imprisoned Richard or anything like that. On the other hand you get a big mansion full of wizardly nonsense to read about so that's pretty legit.

More later, when I actually have the module handy to go through! 

Friday, March 1, 2013

Noms from the Bistro Californium

A German adaptation of In Viriconium
Flying from Albany to DC, I finally read through In Viriconium and the associated short stories by M. John Harrison. I'd read the first two Viriconium books, The Pastel City and A Storm of Wings, after my first go-around at the bar, but misplaced the omnibus during the move and hadn't had a chance to get to it again until now.

I will admit flat out that I didn't quite understand In Viriconium, at least in this first read. The individual scenes are there, I can point to how the characters move from point A to B to C, but it hasn't clicked for me as a unified story or a novel yet. I'll give it a second read in a while, I suspect - I had a similar thing happen to me with Lord of Light, when I read it several years ago.

The wonderful thing for me, though, was seeing the common threads dealt out in the various stories. The Pastel City sets out the basic components - Swordsman, Dwarf, Cellur, Viriconium Endangered - and tells a basic story. A Storm of Wings takes those same elements, shifts them around slightly, and tells a far more brainmeltier and interesting story, but one that follows on from the themes brought out in the first. Then In Viriconium takes the themes and elements and sets them at a 35 degree angle from their original point, while the short stories take the components and redeal them in small segments, like small readings from a tarot deck.

Anyway. A few D&D items came to mind from the books. This is a relatively boring thing to take from the books, with the far more interesting components being the ideas and feel of the novels. Perhaps in some ways this is even going against the spirit of the novels, given the rejection of a clearly defined and codified setting. I mean you do have Harrison quotes like this: "Worldbuilding is dull. Worldbuilding literalises the urge to invent. Worldbuilding gives an unneccessary permission for acts of writing (indeed, for acts of reading). Worldbuilding numbs the reader's ability to fulfil their part of the bargain, because it believes that it has to do everything around here if anything is going to get done." But screw it, here are some items anyway.

From Ian Miller's illustration of The Luck in the Head
Baan / Forceknife: These weapons range from knives to shortswords in size; glowing a thin blue when activated and making a whining hum, they ignore all armor bonuses and deal 1d8+2 damage. A baan can cut through any mundane material. When a baan is activated, roll a d8; on an 8+, the baan will run out of energy after the fight or use in question. Add 1 to the roll for each time beyond the first a baan is activated in a day.

Fulthor's Armor: This set of banded mail +1 emits a dull, pulsating blood-red glow. The strange joints make it uncomfortable for most wearers, giving them a -1 to their Dexterity and a -1 penalty to attack rolls. If the wearer encounters something technological or suitably ancient, roll a d20. On a 16+ the wearer understands the device's function and some of how to activate it; on a 2-4 the wearer goes into reverie for 1d6 hours, and on a 1 they enter reverie for 1d4 days. In the state of reverie, the wearer is locked into visions of the past and must babble unintelligibly about what they see. They can be led about, and can somehow fend for themselves in combat, but ohhh, it's going to be a long and frustrating time.

Iron Wife: This is a series of metal "bones," forming a second skeleton about the wearer. The Iron Wife rises to about 11 feet high; it is treated as the equivalent of plate mail, and its wearer's strength is raised to 18. The Iron Wife takes 30 minutes to power up from a cold start. Each hour of operation, the wearer needs to make an Int check to keep operating the Iron Wife. For every month the wearer is exposed to the radiation leaking from the Iron Wife, they must save vs petrification/paralysis or take a -1 to all saves, cumulative until there is a -5 penalty.

Sword: This is a plain, unassuming sword of dark, almost black, steel. Its leather grip is darkened from sweat and age. It has no magical properties whatsoever.

Monday, February 18, 2013

Magical Items of Sanctuary, Pt 2 of X

Abu Fadlan's Finger
This thin chisel is wrought in the shape of a stylized finger, with a perpetually flaking lacquer of dark green. It cannot be broken save by magical force of some kind. Use of the chisel will speed normal chiseling tasks by about 25%. It can be used to chisel a message or glyph into an individual's flesh, an extraordinarily painful process - however the resulting symbols can only be seen under a waxing or full moon. It is said that with the right rituals, the viewing conditions can be changed (so that the message might only be viewable with infravision, for example).

(Inspired by Beedo's post here and items from Planescape: Torment)


The Silver Fist
Actual artifact information here
Boston Museum of Fine Arts
Photo by Elissa Corlini 

This strange item is a hollow fist with several contradictory legends. There seems to be consensus that it was created by the sorceress Inaya the Seeker. Some say that it is to be used as a drinking vessel, and that drinking a cup of wine will imbue the drinker with great strength. There are also whispers of those who drank the blood of their foes - or their friends -from the fist and gained strange powers. These rumors have become stronger in the wake of the Forsaken War, given the horrific acts of the Awlad-i-Dimagh.

Others say that these legends are nonsense and that the fist is to be worn as a (very heavy) amulet. Calling out a name of a deity of the Many ("Ouathar") is supposed to reveal all magics within sight of the bearer, and that the Fist is able to store spells and magics within it for later use.

Still others insist that the Silver Fist is to be worn as a glove, that it can be used to strike the insubstantial and to unleash bursts of force upon striking a foe, knocking them back.

Rimeplate

Plate mail is exceedingly uncommon in the environs of Sanctuary, because of the fatigue and discomfort that generally accompany the armor. The Rimeplate is an exception to this general rule. A suit of glimmering blue-tinged plate, the Rimeplate is cold to the touch. If someone actually puts on the armor, they feel a freezing chill throughout their bones as the armor's magic activates, and frost actually begins to form on the edges of the armor. If donned, a wearer loses all Dex bonus and is at -1 to all attacks and  -2 to all saves from the cold, but the Rimeplate is AC 1 (or 19 if you prefer) and prevents any distress rolls due to hot weather conditions. If an enemy attack hits and would deal max damage, it must be rerolled once. At one point, the Rimeplate was in the hands of Caliph Perviz IV, who reportedly made one of his bodyguards wear the armor at all times, just in case the Caliph ever wanted a cold drink.


The Face of Battle


This war mask has been held for many years by marabouts of al-Kursi, one of the ribats located on the trade route back to the Imperial corelands. Passed down from one champion of the order to the next, the mask is said to have gazed upon countless conflicts and battlefields, even dating back to the time of the Bieth themselves.

The countless battlefields of slaughter that the mask has seen have imbued it with a deep knowledge of war; once per day its wearer may reroll an attack or damage roll that they have made,   or that was directed at them. If facing an unclean spirit or skinchanger, the holy verses inscribed on the forehead of the mask will glow a brilliant white, and the wearer will be able to strike more punishing blows at the being (reroll 1s on damage dice). However, in its zeal to strike down the foe, the mask urges its wearer into the fray; they must save vs spell in order to break away from a foe who they have engaged in melee combat. It also grants an extra saving throw against the first effect of the Zone its wearer encounters in a day.

After using the mask for approximately a week, the wearer's features will start to resemble the metallic features of the mask; their mouth will not disappear, but will start to conform to the v's of the mask's stylized beard. The wearer's dreams will always include battle.

Sunday, February 10, 2013

Walk Without Rhythm (to avoid the Worm)

Telecanter has a very nice simple mechanic for weather and survival here

Copying it in full: "Each hour you're in distress, roll under your Constitution or take 1 point of damage per level."

I'm going to modify this a little bit, as Telecanter suggests, to account for the weather-specific needs of Legacy of the Bieth. So what are some of the conditions where weather causes distress around Sanctuary?

In the scrublands, it's rocky terrain with scrub brush and other light vegetation around. You don't need to worry about distress unless a weird storm comes up. Folks wearing heavy armor make distress rolls every 4 hours, generally.

In the deep desert, characters will generally make one distress roll if active during the heat of the day. Characters in heavy armor will make one distress roll an hour. Fighting or other strenuous activity will increase these rolls, to one an hour (normal) or one a ten-minute turn (heavy armor).

Being near a Zone anomaly may result in severe distress - all characters in proximity make a distress roll every round.

Lost in Maroc, Greg Slick
See here

Monday, February 4, 2013

Freelanders

Iyad Ag Maha, Freelander
(Image from here)
Thanks to Robert over at Rogues and Reavers for giving me the push on this.

The Freelander is a ranger variant for Legacy of the Bieth, unique to the nomads of the desert. These are the outriders and scouts of the nomads, the warriors of the tribe. New PCs are likely members of the Bani Khalil or Bani Juzayy tribes, which are both relatively near Sanctuary.

Requirements: Str 12, Con 12
HD: d8
Fights and saves as Fighter, XP as ranger from Advanced Edition Compendium

Adept Scout: Freelanders are surprised only on a 1 on 1d6; if on familiar ground, their party will surprise opponents on a 1-3 on 1d6. While in familiar ground, they may also hide and move silently as a thief of their level, provided they are not wearing any armor heavier than leather. It takes 1d6 weeks for a Freelander to become familiar with a given region. Freelanders may track as an AEC ranger.

Hated Foes: Just as with any other ranger generated for Legacy of the Bieth, Freelanders may choose a hated foe from the list below. Every level, the Freelander gains +1 to attack and damage rolls against their chosen type of foe.

  • Undead
  • Skinchangers
  • Demons
  • Servitors
  • Mutants
  • Bieth Constructs
Daring Cavalry: While mounted, Freelanders may make an attack at any point during their movement (rather than moving and attacking at the end of the move). Starting at 4th level, they may also apply their Strength, Wisdom or Charisma modifier (whichever one is highest) to their reaction rolls in order to try and tame some ridiculously badass creature like a triceratops as a mount. 


Sunday, December 23, 2012

The Forsaken War

There's a campaign map up over at the main G+ page for Legacy of the Bieth. On it, you can see that there is an arrow marking where the lands of the Forsaken are.

The Forsaken look like the denizens of Hell as illustrated in Wayne Barlow's Inferno, the results of living for generations in areas ravaged by the now-uncontrolled Bieth magics. They crouch in the remains of Bieth cities, expanding the subterranean tunnels and growing their civilization beneath the sands. They largely keep to the ruined cities, but some have started to expand outwards.

Interior of a Forsaken city.
From Wayne Barlow's Inferno.
About ten years ago, Caliph Abu Qasim decided that he wanted to expand the Empire's borders, secure some trade routes that didn't go right next to a Zone. Taking the results of a few Bani Khalil nomad skirmishes with the Forsaken as justification, he launched an invasion of their lands. It was expected to be a sudden quick strike. Neither the Caliph nor his advisors expected the hordes of Forsaken warriors boiling out from their cities, or the Bieth weaponry and constructs that they brought with them.

Forsaken leader General Hormisdas.
Nathan Rosario's "Portrait of a General"

The fighting went badly for the Empire; whole units were annihilated by the dark fires of Forsaken weaponry. The arrival of the Awlad-i-Dimagh, the new order of Psychic Warriors, was able to stabilize the fighting and even push the Forsaken back across the Muqabla River, where the lines held. Only after the fighting did the Imperium find out about the horrors that the Awlad-i-Dimagh had been concealing...

Imperial troops preparing for war.
Piece at Una The Blade.
It was at this time of stalemate that Caliph Abu Qasim suddenly and tragically passed away - a rapid and sharp onset of acute metal poisoning (a sword through the belly). His daughter Zainab, the new Calipha, apprehended the assassins (personally executing them before anyone could put them to the question), then offered peace to the Forsaken, seeking to end the war and consolidate her new reign. The Empire pledged that it would remain on the eastern side of the Muqabla in return for the Forsaken withdrawing from the ruined city of Qasr al-Malik.

Most Imperial soldiers returned to their homes, but many still haunt Sanctuary as laborers, mercenaries, and burned-out drunks (sometimes filling more than one category).

Thursday, December 20, 2012

Desert Lands In Places Deep; Dungeon Design

Evan's got a nice desert setting blurb up over at In Places Deep, definitely worth checking out.

* * *

I'm still working on putting together a few sites to get the G+ game up and running. For whatever reason, I find the process of stocking a dungeon to be interminable, even when I'm stocking a pre-existing map and not drawing my own dungeon. I could likely wing it, or put minimal prep in - just draw a line in to part of the dungeon saying "kobolds, traps" and improvise as the PCs approach. I feel comfortable enough with that approach that I can get a good game session in with it. But I don't know that it holds up in campaign play, because dungeons aren't generally one-shot and leave. They're explored over time, and that means having records of what's where and remembering what's changed (and what's stayed the same) since the last time players were in an area.

Any tips for dungeon construction and prep?

Friday, December 14, 2012

Friday, December 7, 2012

Civilization seems far, city dweller...

Robert Parker's Rogues and Reavers has a few excellent posts on civilization and the concept of "hardboiled fantasy." Since one of the key inspirations for Legacy of the Bieth is the spaghetti western, this is a topic of great interest to me.

Robert's posts start with examining some of the works in Appendix N of the 1e DMG, and some of the thoughts on game design that emerge. Check them out:
Eyes of the Overworld by Jack Vance - picaresques, plot hooks, and the necessity of mischief
The Snow Women by Fritz Leiber - hardboiled scenario design, and presenting a setting that can foster hardboiled fiction's themes of moral ambiguity
Ginger Star by Leigh Brackett - hardboiled settings' take on civilization, social class, and how to make that pop in play.

Robert's quite right to point out that Vance's work thrives on both whimsy and the ubiquity of swindles. (See also: Bob the Angry Flower on Vance). For Legacy of the Bieth, I don't want too much setting-loaded whimsy - after all, Roadside Picnic is another inspiration here! - but the ubiquity of swindles is definitely something to keep in mind. Everybody's got an angle that they're playing; this isn't evidence of any particular moral calumny, but just the way of the world.

In the book 10,000 Ways to Die (pdf link) Alex Cox takes a look at the spaghetti western, and divides the spaghetti western protagonists into (of course) the Good, the Bad, and the Ugly. PCs will by and large fall into the categories of Good and Ugly here; the Bad represents the entrenched elements of society, which is at odds with the PC's role as a Free Agent (as per Robert's characterization in the Ginger Star essay). In discussing the Good, Cox notes:
Interviewed in a documentary about Eastwood, Leone said that what had attracted him about the actor (who he'd only seen in episodes of 'Rawhide,' speaking in a language Leone couldn't understand) was his indolencia. This easy idleness, often translated into laziness, was to become a regular heroic characteristic...The hero is never seen working hard at anything. He cannot slave like a peon or run a saloon, because regular work is one of society's demands - like ostensible submission to the law. 
This fits in excellently with the Free Agent PCs, who certainly can't fit into the straits or confines of society, because why the hell else would they be digging into tombs and running from horrible monsters? 

Robert brings up a point in The Snow Women essay regarding balance: 
"I suspect this is the "sweet spot" where D&D works best - the protagonists vary between wretchedly self-interested and morally decent, at times robbing tombs and at others saving villages. Presenting opportunities for both should be the goal of any campaign."
This melds interestingly with the distinction that Cox draws between the Good and the Ugly in spaghetti westerns: the Good is often the ice-cold revenger, remarkably adept with weapons but unable to relate to the people he interacts with, an elemental force of violence. In contrast, the Ugly is the human one of the trio, living life with gusto, comic, but with a sliver of decency hidden away. And ideally the PCs are balancing between these two extremes as well, it seems.

Cox notes that "even more than the Good man, the Ugly would in an American western have been a villain of major proportions - the bandit chief in THE MAGNIFICENT SEVEN for instance...Ortiz and Hugo in MINNESOTA CLAY and DJANGO are undoubtedly villains - they ambush, torture, and kill without compunction - but there is something attractive about them. Physically they are big and fat and jolly-looking. They deck themselves out in paramilitary outfits...like the director [sic] of some banana republic. They laugh a lot, though what they laugh at is often questionable..."

Sounds like a few PCs I know.

Sorry if this all seems a bit disjointed. I'm still chewing over how to best express the disaffected feeling common to spaghetti westerns and Roadside Picnic into the atmosphere of my game, without having it be omnipresent message-y nonsense.

JOESKY TAX

Powder of the Moon: a powdered compound with coarse bone dust mixed with several alchemical preparations. When the powder is sprinkled upon a corporeal undead being, it is treated as though a fifth-level cleric was attempting to turn the undead. If the turning attempt is successful, the undead retreats and seeks to lie down in its grave once more, for 1d6 hours. If the turning attempt fails, or the undead had no grave to begin with, then it is tormented by visions of a proper burial, and attacks with a +2 bonus to attack and damage rolls.

Thursday, December 6, 2012

Blooderfly

This guy was originally called the Crystal Butterfly, but after some PCs encountered it, they dubbed it the Blooderfly instead.


Like this, but no amber in the wings.
Oh, and with a 30 foot wingspan.

Blooderfly

Big-ass butterfly (30' wingspan) with crystalline wings that glitter beautifully. Too bad it's trying to drain your blood. 

No. Encountered: 1
Movement: 120' 
AC 5
HD 5
Attacks: Blood drain - gaze attack 2d6 dmg, save vs pet/poly for half damage. Blood comes out of someone's body in a thin red mist, goes into the butterfly's wings and makes them a nice pink. 
Balefire - After 3 successful drains, it can fire a balefire blast from its antennae - HDd8 blast damage in 20' radius, save vs BW for half, it's immune to its own blast. Balefire can sometimes generate/cause illnesses. 
Defenses: The Crystal Butterfly is immune to clerical magic, being a creature of the Bieth.
Morale: 8
XP: 5 HD: 800
6 HD: 1320
7 HD: 2040

Wednesday, November 28, 2012

Monday, November 19, 2012

Not quite dead!

Hey guys, sorry about the cryptic shutdown post recently. I had some real life issues going on (breakup of a long-term relationship, jobhunting woes) and needed to get rid of something, make some gesture doing that. (I was kinda tempted to just shut down the blog entirely, delete it, but that would have been stupid and a waste, so I'm glad I didn't do that.) I did not mean to go into "leaving forever" mode, because that is annoying, but I was not thinking straight when I posted.

Legacy of the Bieth is a setting that's important to me, and I want to continue working on it, but posts will be slow. Better than they were at the start of the blog, that's for sure, but it'll be slow. I anticipate I'll have some more posts as I start constructing a few dungeons and adventures for the setting, before running on G+.

Friday, November 9, 2012

LL Class - Psychic Warrior

OK. Go and listen to Blue Oyster Cult's "Veteran of The Psychic Wars." You want to do something with psychic warriors now, right? If not, what is wrong with you?



Look, never mind. Just take a look at this class. It's a bit fiddly, moreso than I generally like my D&D classes to be. On the other hand, it doesn't have a giant spell list like clerics and wizards have, so I guess that evens out in terms of complexity and selection. This is just going to present the class, I'll make another post discussing how psychic warriors (or Awlad-i-Dimagh, Children of the Mind) are viewed in Sanctuary.

This is a pretty fiddly class, and it could definitely use some feedback, so please feel free to chime in on that score.
This is how they start out...

Oh yeah, FYI, somewhat gory image near the bottom of the writeup, in case that sort of thing bothers you.

Psychic Warrior

Psychic Warriors are fighters who have been enhanced using strange techniques. They can manifest energy blades from their fists (d6 damage, energy) and can access strange mental powers. As they become more accustomed to their powers they gain access to greater and greater powers, but run the risk of burning themselves out sooner rather than later.

At some point, though, they're going to burn out and die from their powers; even if they don't use them, the process is fatal within a few years.

"A candle that burns twice as bright burns half as long, and you have burned very brightly, Roy..." - Dr. Tyrell.

Requirements: Str 12, Con 12, Wis or Cha 15
Legacy of the Bieth-specific: do not roll on the backgrounds chart, you've got enough wackiness as it is.

* Cannot wear any armor, shields, or other protective devices/magic items
* Their normal AC improves 1 point per level, to a maximum of AC 0 [20]. If surprised, this bonus does not apply.
* Damage bonus of +1 per 2 levels as they can establish better control over their psychic blades
* They are a beacon for any psionically active creatures
* Any time they roll a 1 or a critical failure when a psi power is in use (including their psychic blades), the psychic warrior will get a burnout point.

Biofeedback - A psychic warrior may pour more energy into their physical actions, for example in combat situations or a chase or whatever. You can use this Called Shot mechanism but divide the bonus points up any way you like to physical stuff, so you can be boosting AC, damage, your to-hit roll, or your actual stats for a physical activity, lasting 1 round per level. Like your CON gets temporarily treated as 19 or 20 for the purposes of resisting that lightning bolt, but you don't get increased hit points. Of course, any time you roll a failure while using biofeedback, you get a burnout point, and take damage equal to the number of points you boosted by, for as long as your power would last.

Example: Yaqub is a 3rd level psychic warrior. He wants to avoid getting hit in combat, so he boosts his AC by 5 points. He can stay this way for 3 rounds, but every time he rolls an attack or does something requiring a d20 roll, he wants to avoid getting a 1-6. If he gets a 1 through 6 on the d20 roll, he will take 5 points of damage for 3 rounds and gain a burnout point - ouch!

Staving Off Burnout - There are ways to stave off burnout for a little while, but as you keep going, they become less and less effective. Each method will let you add a certain number of temporary burnout points to your register. They're not completely reliable, though - any time you would gain a burnout point, you must roll above your current total of points to use one of the temps instead of your regular track. You can have a pool of temporary burnout points equal to the highest of your Strength, Constitution, Wisdom, or Charisma modifiers (as per Labyrinth Lord rates), plus your level.

Example: Yaqub has 5 burnout points and 2 temporary burnout points when he rolls a 1 on an attack roll. He needs to roll a 6+ on a d20 in order to use one of the 2 temporary burnout points in his pool.

Psi-drugs - you can buy or synthesize a dose of drugs for 300 gp, that will provide 1 temporary burnout point; this point will disappear in 2 days, though, as the drugs leave your system. The components are hard to find.
Memory Sift - a psychic warrior can scan the mind of someone in REM sleep and steal away some of their memories in order to serve as a buffer for their own burnout pool, but the subject will realize upon waking that they have lost all memories of their mother during their teenage years, or something similar. This will gain d2 temporary burnout points, with no expiry point.
Spinal Tap - a psychic warrior may drink the cerebrospinal fluid (or equivalent) of a sapient being in order to gain d3 temporary burnout points, with no expiry point.
Cerebrovore - a psychic warrior may consume the brain of another sapient being in order to gain temporary burnout points; 1 temporary point per pound of brain consumed, with no expiry point.

Stronghold - At 9th level, a Psychic Warrior may cr...HAHAHA no.

A Psychic Warrior starts with d6 burnout points, 1 dose of psi-drugs, and a bronze straw that may be used for trepanning someone and removing cerebral matter. They also have 1d6+2 years to live before the procedures start catching up with them; at that point they gain 1 burnout point per day.

Burnout Track
1 Mind Shielding - +2 on saves against charms, compulsions, confusion spells, that sort of thing
2 Metabolic Control - Feign death for 1d6 x level turns
Battle Trance - when activated, have +1 AC and may dodge missile weapons on a Breath Weapon saving throw. Think bullet time.
Ineffective Medications - You can no longer gain temporary burnout points from use of psi-drugs.
Mind Block - reroll failed saves against charms, compulsions, confusion spells, that sort of thing
6 Frayed Nerves - At this point you can no longer get temporary burnout points through memory sifting. You do get to increase one of your stats by 1, though - your choice.
7 Disappear in Smoke - You can turn your body into a purple haze for a short duration as per gaseous form; use 1x/day, lasts for d4 rounds. Your energy blades still function while you're in purple haze mode.
8 The Shakes - everyone gets the shakes after picking up a burnout point, but anytime you use a psy power, or are placed in a stressful situation, save vs paralysis - fail, you get the shakes for 1d10 rounds and are incapacitated
Psychic Siphon - When you damage a sapient enemy with an energy blade, you gain 1 hp.
10 Thousand Yard Stare - immunity to charms, compulsions, fear and fear-based effects, but anytime that they'd trigger on you, save vs paralysis to avoid d4 rounds of shakes
11 This Chart Goes Up To 11 - you can no longer gain temporary burnout points from spinal taps.
12 Mind Crusher - Gain access to Zak's awesome psionic system, as described over here - with the exception that any time you gain feedback (not just a botch) from this, you gain a burnout point.
13 Stressed System - save vs paralysis or lose a point from a random ability (d6, 1: str, 2: dex, and so forth)
14 Irreparable Damage - You can no longer gain temporary burnout points.
15 Weakening Body - As Stressed System, above, but two saves.
16 Uncontrolled Powers - At their option, the GM may make you roll a save vs magic to avoid activating your powers in a stressful situation
17+ Morituri. You start glowing a bright purple all over; have a +10 to all rolls for 1d6 rounds, and ignore any 1s you roll, it's not like it matters now. At the end of those rounds, roll a d4 to see what happens:
1. Explode - chunks of you go everywhere, those adjacent take 2d6 damage (save for half).
2. Electrocute - you start twitching uncontrollably and arcs of psychic lightning go everywhere. 30' radius, all within take 3d6 damage (save for half), and treat as though a dispel magic spell were cast in that area as well.
3. Exsanguinate - You bleed out from all orifices; it's pretty damn gross. Takes d4 rounds, you're completely incapacitated (but can make dying declarations and all that)
4. Evaporate - your purple energy increases in intensity and you quickly get a snazzy teleporter like effect. Unfortunately there's no rematerialization.

...but this is how they often end up

LevelXPHPDmg BonusParalyzePoisonBreath WeaponMagical DeviceMagic
101d6+11412151316
22,500+d6+11412151316
35,000+d6+11412151316
410,000+d6+21210131114
520,000+d6+21210131114
640,000+d6+31210131114
780,000+d6+310811912
8160,000+d6+410811912
9320,000+d6+410811912
10480,000+1+5869710
11720,000+1+5869710
12+150,000/level+1+1/2 levels869710

Inspirations: Blue Oyster Cult's "Veteran of the Psychic Wars," Hawkwind's "Psychedelic Warlords," S.T.A.L.K.E.R.'s Snork, RIFTS's Juicer, Psylocke, and Strikeforce: Morituri. 
Thanks to Robert, Richard, and Zak for their suggestions, comments, and stolen systems, and to Cole for helping me track down Strikeforce: Morituri. 

Wednesday, October 24, 2012

Magical Items of Sanctuary, Pt 1 of X

Ayaz Bungu - a massive greatspear, with a heavy leaf-shaped blade. Weapon of a fallen mamluk, renowned for his strength. Ayaz Bungu requires a 16+ strength to wield. It deals 2d6+1 damage, requires both hands. On a successful first attack, wielder may make another attack against another enemy in the first or second rank. (Based on an actual mamluk of the Third Crusade, Ayaz the Tall.)

Steel-Weaver - this AC 4 chainmail hauberk is of fine make, but a good bit longer than normal, and will hang a bit baggily off anyone who wears it. Once each day while the wearer is not in combat, the armor will flash a bright electric blue, and the wearer will be healed of 2d6 hp in damage. However, any wounds will be sealed by metal stitches; over time the sealed wounds will gradually come to look and feel like chainmail, and the wearer will lose sensation in the affected areas. Steel-weaver comes with 2d10 charges; once those are used up for a wearer the armor's magic no longer functions for them.

Eye of Piercing - This amulet bears an ornate eye-in-pyramid sigil surrounded by mathematical formulae. The bearer gains infravision (or extends it another 30'), and is immune to the Evil Eye. Once per week, the bearer may fire a ruby ray of energy from their eyes at a given target (d4 damage and -1 to attacks/damage, save vs. wands to avoid). After the amulet has been worn for a week, the bearer's eyes will be yellowed and reptilian, and remain so even if the amulet is lost or removed. After 1d6+1 weeks, the bearer may start to notice scuttling red creatures at the corners of their vision...

Wednesday, October 17, 2012

Cultural and Background Benefits

Firstly, a BIG thank you to James at Grognardia for the shoutout earlier, and likewise to http://rpg.polter.pl/ for their kind words. Grognardia was one of the sites that got me excited about getting back into D&D, so it means a lot to get a mention over there. I'm sorry I haven't been updating more, but Real Life takes precedence. Also, a lot of my RPG thinky-time recently has been spent putting together my assignment for this year's Secret Santicore, which I'm pretty excited about revealing once December rolls around.

Anyway. You guys don't care about my boring whining, have a few background roll tables for Legacy of the Bieth!

Roll a d8 on the appropriate table for your character (culture / class). The cultures around are "Imperial", the current hegemons and vaguely based on the Abbasids; "Nomads", who are desert nomads based off the Tuareg and Bedouin; and "Borderlands" for the frontier folks who are actually from around Sanctuary. Imperial folks should be thought of as the city slickers from back East, relatively speaking. They are all educated and stuff, but they haven't been fighting any major wars recently. (That's actually something I need to figure out - who were the borderland dwellers fighting?) Clerics are assumed to be clerics of Ar-Rahman; I'm not saying the rolls can't work for a cleric of the Many though.

Folks playing multiclass characters, BECMI elves, or something like that get to roll on the table they like better. Specialist classes like rangers and paladins and illusionists roll on the table that makes the most sense. Outlander characters do not get a roll, sorry. Please let me know if any of these results are stupid.

The title of your ability also bears some relevance; a Bodyguard has a better chance to follow security procedures, a Socialite can blend into partying crowds, and so forth. This is on the player to leverage.

Portions adapted from Zak's Alternate FighterAlternate Ranger, and Alternate Thief tables, which you should totally check out because they're excellent.

I'm going ahead and posting these tables, even though they're not complete, because I want to get something up on the blog and I want to get these out the door, even in an unfinished state. I will continue to refine them and edit this post; suggestions are very welcome in the comments.

Imperial
Fighters
1 Urban Fighter - +1 to AC when fighting in a city or town, or other urban environment. Why yes, abandoned cities still count.
2 Cavalry Training - +1 to hit and +2 to damage with the lance and shortbow. When making a mounted charge, you will do triple damage on a hit.
3 Intriguer - You had a hand in the various court intrigues of the Empire. Any time a noble is introduced, you can mention that you had encountered this noble before. 50% chance that they know you and owe you a favor, 50% chance you had a hand in screwing them over back in the day and they remember. Have fun.
4 Drifter -
5 Garrison Soldier - roll twice for chargen cash and initial HP and take the higher amount, but you have a -1 to saves at first level only, and seasoned warriors will sneer at you until you do Something Cool.
6 Bodyguard - if an ally within melee range is hit, once per combat you can make a heroic dive and take the hit for them; make a Dex check to stay on your feet after the desperate lunge.
7 Formation Fighter - Allies to your left and right get a +1 to their AC from your shield, and you get a +1 from theirs. Shields to the left and right don't stack their bonuses.
8 Champion Brawler - +1 Con from your brawling days. After 3 rounds of brawling with an opponent (fists, daggers, or something light), you can try to throw a haymaker; if you hit, deal d12 damage and they must save or be knocked out. If you miss they're onto your fighting style and you can't try that again with the same opponent for another week.

Rogues
1 Barber - You're a dab hand with those knives. Any time you're told "you can attack X, but you'll also hit your buddy who's being grappled/ingested/etc," you can just deal damage to X instead. You're also hearing the local gossip, and you can always make someone's hair (awesome/terrible).
2 Connections- Pick a town or city (probably Sanctuary); you can sell items for 20% more cash. Does not boost XP from treasure. You also have a Shady Fence who can get you some inroads into the local underworld scene there.
3 Knife Fighter - You always have Advantage on a knife or dagger attack, and damage (roll 2 attack rolls, take better result).
4 Second-Story Work - You're experienced at working while up on ledges and other areas, take a +2 bonus to all non-attack/damage rolls while you're working up there.
5 Undercover Informant - You've convinced Johnny Law in one particular town or city (probably Sanctuary) that you're actually infiltrating the underworld rather than being a member; if you're accosted, you've got a chance to explain that this is all part of an elaborate sting operation or something. They do expect you to toss some criminals their way every so often, though, and there's only so far you can take this elaborate sting business ("You murdered the governor's entire household and burned down the granary?")
6 Socialite - You're a well-known party animal amongst the young, rich, and irritating - the better to fleece them with. Add an extra 100 gp to your starting cash, and you start with some fancy duds and a riding horse. When carousing, you roll on the Carouse Table on a 1-3 (rather than everyone else's 1 in 6); however, you may roll twice and choose which result you prefer.
7 Basher - +3 to attack rolls and damage when trying to knock someone out with a sap or somesuch; +1 to both when just using a blunt melee weapon.
8 Gentle(wo)man Bastard - +1 Cha from your congames and sneakiness. Once per level, you can designate someone as your "mark" and turn the full force of your charm on them - they'll have a -2 (or -10%, as applicable) to any tests made to figure out that you're conning them.

Clerics
1 Esoteric Order - you may keep a spellbook, and memorize and use a single wizard spell once per day. This spell takes a clerical spell slot of the same level and has an automatic 10% chance of failure and backfire, but you can have access to as many spells as you'd like (so a spellbook with magic missile, fly, etc...but you can only throw one in a day)
2 Exorcist - You may reroll 1 of your 2d6 when turning unclean creatures, but must abide by the new result. Unclean creatures will target you first.
3 Judge - You are a roving judge, tasked with resolving disputes and keeping the peace. You may secure the cooperation of 2d4 guardsmen once a week while investigating (or "investigating") a case. You may receive requests to provide judicial services or investigate mysteries; ignore too many of these at your peril.
4 Scribe - You provide basic literary services for worshippers. You've got a 25% chance to know something extra about one item in the "news of the week," provided that you've been in the city for at least one week.
5 ****************
6 ****************
7 Lawyer - Take the average of your Int, Wis, and Cha (round up). This is your Law stat; make a check to improve or decrease one creature's reaction to another one step (hostile to wary, neutral to friendly, that sort of thing). This takes d6 rounds as you make your case, so it may not be the best thing to do if you're getting attacked. Fail and no change, spectacularly fail and reaction changes in the opposite manner. You're also great at dealing with bureaucracy.
8 Rabble Rouser- +1 Cha from your exhortations and demagoguery, and you start with a free 0th-level hireling (servant? lay acolyte? bodyguard? Up to you) who will never desert you (though they may flee battle, they will not leave your service).

Wizards
1 Astrologer - you can chart the effect that the planets will have on forthcoming events. When you consult the stars, the GM secretly makes an Int check for you. Come up with some astrological gibberish. You then roll 2d4; you may apply the total to any one roll within the next week. However, if you failed the Int check you take the modifier as a penalty. You may mitigate some of the penalty or increase your bonus (GM discretion) if you manage to relate your initial astrological gibberish to your current situation.
2 Philosopher - You've spent a great deal of thought on what some might call "alignment questions." During chargen, you may pick one rule from another edition of D&D or one of its cousins like WFRP, BRP, etc. to apply to your character in some fashion (alignment tongues, healing surges, a feat, etc.). It may come in through a modified fashion, though; don't get too greedy. Ideally inform the GM of this beforehand.
3 Alchemist - you discovered the formula for a mystic elixir. If you (or anyone else) drinks it, choose a stat not Intelligence to reroll; you must accept the reroll even if it is worse. Then roll a d6 and subtract 1 from the resulting trait (1 = Str, 2 = Dex, etc). Additional draughts have no further effect.
4 Calligrapher - You may read languages as a thief of your level, you gain comprehend languages as a bonus 1st-level spell, and you have a bonus (TBD later) on creating amulets and scrolls.
5 Physician - After a combat, you can make an Int check to restore d3 HP to a combatant, provided you have at least 50 gp worth of medical supplies on hand. People resting under your care recover double HP from sleep. You start with 2 "doses" of supplies.
6 *******************
7 *******************
8 +1 Wis from your *************


Borderlands
Fighters
1 Border Skirmisher - Reroll any "surprised" encounter results for you and your party
2 Naval Specialist - You're awesome at sailing. Take a +2 (or 10%) bonus on anything that you're doing relating to ships or sailing. No, smartass, stabbing someone while you're both standing on a ship doesn't count (although the Dex check in swinging over using the rigging might.)
3 Brawler - if you hit using a blunt melee weapon (including fists), you may make another attack roll at a -5. If you hit, no damage but you can knock the target back or down or whatever. If you crit, damage as normal; if you miss, -3 AC penalty for the next round 'cause you're all off balance.
4 Serjeant - Once per fight you can give another PC or henchman an extra action that's not an attack or spellcasting, as you order them around in a sufficiently officious fashion.
5 Dog of War - You have worked with war dogs before; dogs like you,and you have Advantage on any instruction or healing roll that you make for them.
6 Faris - You gain +2 to attack rolls or AC (pick one at chargen) when fighting an opponent 1-on-1, with no others assisting or interfering.
7 Combat Archer - when firing a shortbow, you can have a shortsword or other similarly sized/weighted weapon in-hand and ready to use instantly.
8 Courier- +1 Con from your hardy rangings across the land and all that. You start with a light warhorse and light lance.

Rogues
1 Reiver - Gain an additional 10% worth of treasure when looting currently civilized areas (not dungeons)
2 Scout - You gain a +10% or +1 to your hide/stealth/ninja skill, and can move at normal rates while concealed during the daytime.
3 Bushwhacker - when setting an ambush, if you and your party gain surprise, everyone gains an extra non-attack, non-spell action (triggering a deadfall or something is OK, but not two swings of a sword).
4 Saboteur - You're adept at rigging traps; +10% (or +2) to any relevant skill, and you know where weak spots are for buildings, siege engines, and other large structures.
5 Beggar - 25% chance that you know something extra about each of the items in the "news of the week" through your connections with the other beggars. Divide your starting GP by 10, but add 10% (or +1) to any thief skill.
6 Gambler -
7 Spy -
8 Treasure Seeker - +1 Int from the time that you've been poking around in Bieth ruins trying to find something valuable. Roll on the random mutation table from Tales of the Grotesque and Dungeonesque, but you also have a flat 50% chance to decipher Bieth script.

Clerics
1 Muttawiyah - At some point you served in an army because of religious fervor. Not just that - you volunteered. +1 to attack rolls when wearing studded leather or chain, extra d4 hp.
2 Exorcist - You have a +1 on your attempts to turn unclean creatures, but the stench of your fervor means that they will target you first.
3 Revival Preacher - ******************
4 Nullpoint - Bieth magics seem to be particularly ineffective against you. You have Advantage on saves vs mutation, and sorcerous creatures like the Blooderfly will have to save vs spell in order to target you specifically unless no other targets are available.
5 Mystic - Your clerical order uses trance states and other ecstatic practices (meditation, fasting, psychotropic drugs, sex, ritual - probably not all of these together) to achieve a state of religious ecstacy and better know Ar-Rahman. You have a -2 penalty to reaction rolls with nomads and Imperials - either they are freaked out by your religious fervor and wild, crazy eyes, or they look down upon you for your uncouth behavior, or both. You can enter into a trance state, which takes d4 rounds. You will gain +2 to all saves from your increased fervor and force of will, but will take a -2 to all skill checks and attacks from your zoned-out nature. You may make a Wisdom check (still at -2) to avoid having your spells disrupted during combat (normally they're just lost if you're hit). If your order uses them, you may start with d8 doses of psychotropic drugs.
6 *****************
7 *****************
8 Marabout - You spent some time maintaining a small outpost for travellers and keeping guard as part of your spiritual process. +1 Cha from your well-respected position as protector of the roads; +1 to all saves and d10 for your HD.

Wizards
1 Archaeologist -
2 Apothecary -
3 Inventor -
4
5
6
7
8 +1 Wis from your


Nomads
Fighters
1 Fatalist - treat all armor as being 2 points of AC worse (none of this matters; your fate is written anyway); gain an additional d4 HP per level
2 Lasso Specialist - +2 on lasso attacks or any entangling shenanigans you get up to.
3 Hunter - +1 to hit with spears or shortbows; make an Int check to
4 Raider - ***********
5 Herder -
6 Corsair -
7 ******************
8 +1 Con from your ***************

Rogues
1 Wilderness Healer - you know what sorts of herbs and roots can be found in the wilderness in order to create healing poultices. Base 1 in 6 chance to find them, it takes 30 minutes to create a poultice that will heal d4 damage; poultices cannot be stored for more than a few hours.
2 Rustler - ***********************
3 Explorer - you get double XP from exploring new areas, and you start play with a small cunningly wrought spyglass.
4 Animal Tamer - You start with a small critter (monkey, bear cub, snake, etc) that you have trained to do simple tricks. Each time you want it to do something new, roll a die ranging from d4 to d10 depending on how smart the creature is (monkey gets a d10, snake gets a d4, etc). Add your Int or Cha mod, whichever is higher. That's how many words of instructions you can give for that trick. Each extra turn (10 rds) you spend explaining adds an additional word, up to the max on the die. If your li'l sidekick bites it, you can catch and train a new one of the same sort, it takes 2d6 weeks for training.
5 Bounty Hunter ***********************
6 Evil Eye - Thrice per week, you can call down the Evil Eye upon someone and give them a -1 penalty to attack rolls and saves, for as many days as your Charisma score. (More detailed Evil Eye rules may follow depending on my whim.) However, if you roll a critical failure, the misfortune will strike one of your comrades randomly.
7 Futtak - You are known as an assassin-poet. +50XP for every HD or level of a target who you eliminated on your own - as long as you create and disseminate an epic poem celebrating your badassery (and making this assassination known to the law). You probably have a black cloak and an absurdly smug manner.
8 Trickster. +1 Int from your shenanigans and congames;

Clerics
Augur - Once a day after an enemy performs an action, you get a saving throw. On a success, you foresaw his action and perfectly countered it before he was even started. Ducked under a crit, tripped a charging thug, whatever.
2 Hermit - You've lived out in the wilderness and fortified your spirit; you have a +2 to saves vs fear, and are better able to endure wilderness travel and conditions.
3 ***********************
4 ***********************
5 ***********************
6 ***********************
7 Stylite - You've spent a loooong while sitting atop a pole as part of your communing with the universe and meditating on the nature of Ar-Rahman. You gain a +2 to saves vs spell. You also have a +1 reaction bonus to nomads and Imperials who respect your suffering for faith, but the hard-nosed skeptical borderlanders just think you're crazy (-1 reaction).
8 Transcendant Order - Your order helps you see the oneness of the universe, transcending perception of the temporal world. +1 Cha from your powerful convictions and fervor. Once per level per week, you may attempt to peel back the Veil and neutralize the existence of one discrete object (door, sword, elephant, but not kingdom, fear, etc.) Make a save vs spell with a -5 penalty; if you succeed, that object simply does not exist for you for a period of 1d6 days. (If you make a town guard not exist, he cannot arrest you or chop you in half, because he's just not there; in everyone else's reality, he continues to exist, continues to see you, and can still chop your friends in half.)

Wizards
1 Dreamseer - You know an ancient incantation that lets you visualize things beyond your ken while you dream. Make a saving throw vs spell; if you succeed, you may learn one relevant fact about what you seek (DM's discretion as to what, of course).
2 ***********************
3 ***********************
4 ***********************
5 ***********************
6 ***********************
7 ***********************
8 +1 Wis from your ***********************

Monday, September 10, 2012

Arab Travelers: Ibn Khaldun on Adventurers

Ibn Khaldun was the author of the Muqaddimah, a text discussing historiography and sociology. Along with coming up with the Laffer Curve and busting out some vaguely Robert E. Howard-esque lines on civilization*, he had some thoughts on adventurers and fortune-hunters:

"Many weak-minded persons in cities hope to discover property under the surface of the earth and to make some profit from it. They believe that all the property of the nations of the past was stored underground and sealed with magic talismans. These seals, they believe, can be broken only by those who may chance upon the (necessary) knowledge and can offer the proper incense, prayers, and sacrifices to break them...

"In addition to a weak mind, a motive that leads people to hunt for treasure is their inability to make a living in one of the natural ways that earn a profit, such as commerce, agriculture, or the crafts. Therefore, they try to make a living in devious ways, such as (treasure hunting) and the like."

Ibn Khaldun, The Muqaddimah: An Introduction to History. Trans. Franz Rosenthal, Ed. N.J. Dawood. Princeton Classic Edition, 2005, p. 301-303

I'm going to take a look at the Muqaddimah's chapters on magic and see if there's something gameable in there. This Arab Travelers series has seriously been slowed by the fact that my copy of Ibn Munqidh is MIA.

Damn sneaky Ibn Munqidh.



*"It shows that the goal of civilization is sedentary culture and luxury. When civilization reaches that goal, it turns toward corruption and starts being senile, as happens in the natural life of living beings. Indeed, we may say that the qualities of character resulting from sedentary culture and luxury are identical with corruption." Muqaddimah 288

Thursday, August 16, 2012

Nature isn't Red, it's Kinda Tan

So Zak did one of these animal variety posts about dogs, and Chris did one about horses. At Scrap Princess's suggestion/command, I'm going to do one about camels.

First, basic information.

Your basic camel in Legacy of the Bieth is a dromedary, or single-humped camel. They are a 3 HD creature that has MV 21 - faster than a medium or heavy warhorse, but slower than a light warhorse or riding horse. They can carry about as much as a medium warhorse (whatever amount that is). They can average about 1.5 times the overland speed of horses when trying to cross rough terrain (less need for foraging, greater endurance), but aren't as great in combat - they're far less obedient and more likely to try and get out of dodge. They will also engage in wacky hijinks far more than horses, and will spit in your face on occasion if they are ornery. Horses within 20' of camels are generally spooked and will have a -2 penalty to their morale.



So now you're all educated about camels, great, how much do they cost and what cool ones can you get?

Well, let's say that they cost 110 gp - between a light warhorse and a riding horse. Use the "purchasing" and "mount quality" tables from the Hill Cantons post on horses (linked again here).

There is a 15% chance that an unusual type of camel is available. If so, roll on this table to see what the camel is like.

01: White Camel Snow-white camel, not the cream color that most are. Beloved of certain nomad tribes, and considered to be almost sanctified. Riders of white camels will get bonuses to reactions with said tribes...unless they are mistreating the camel, in which case it will likely be liberated from its cruel owner. Base price 3x normal - but priceless to said tribes. Has an unexplained fondness for bananas.
02: Wrestling Camel: Bad tempered, but can strike in melee for d4/d4 as it bites and stomps and is generally ornery. Uses its neck to knock targets down.
03: Bactrian Camel: AKA the two-humped fuzzy one. What the heck is it doing here? Regardless it has a large carrying capacity, about that of a draft horse. MV 18, though. It's also far more prone to spitting (50% chance to spit at random target during combat, save or be blinded for d3 rounds). Base price 120 gp.
04: Crooked Hump Even though it's not your fault and is in fact a perfectly natural occurrence, everyone sees the crooked hump of your camel and assumes you've been doing a crappy job taking care of it. Lots of unsolicited advice. 75% base price.
05: Camelopard Spots like a leopard. Purrs once in a while, and my those teeth do look kind of sharp. Has two backwards curving horns which could do d6 damage. 150% base price.
06: Firebreather MV 22, occasionally breaths fire in a 5' cone for d4 points of damage. Puffs of smoke occasionally rise from nostrils. Answers to "Joe."
07: Symbiotic Camel: The camel can provide its rider with some of its vitality while the rider sits atop its hump. No need for rations or water! After d6 months, the rider starts growing coarse hair all over their body, avoiding meat, and their eyes shift a bit towards the sides of their head. At this point they can't leave the camel's side for more than d6 days or else they'll start to weaken. If the camel dies, they die.
08: Black Camel: Favored by poets and angsty teenagers. Viewed as a sign of ill omen, but anyone attacking the rider has a -1 to hit and damage.
09: Red Ghost Camel: Blood red fur. Can only carry one rider ever. If they die, the camel will keep them upon their back and go on a murderous rampage. When rampaging, treat as a 5 HD monster, d10 damage with hooves, and it becomes omnivorous.
10: Water Hump: This is the one which made all of the legends. It actually stores water in its hump rather than fat. Very hard to ride, but you can slit open the hump and siphon water out if you need to. Of course the camel will likely object to this.
11: Magic Eater: Somehow this camel is immune to magic and mutation. Will calmly chew down on strange anomalies. Of course, if magic is causing something else to do damage (rock dropped on head), then the camel is going to be sad. Oh, and predators find these critters incredibly tasty. 100x base price.
12:  Nourishing Camel: Camel mare. A cup of its fresh milk can serve as a healing potion for d6 points, but after taking d4 doses, you start to develop a tolerance to it and it will only heal 1 point of damage. 20x base price.
13: Allocamelus: Body of a donkey, head of a camel. Stats and price as a donkey, but moves through desert as a camel.
14: Acid Spit Camel: Can be coaxed to spit its strangely acidic cud at enemies. If it hits, deals d4 damage and blinds the opponent for d4 rounds. Camel can spit once every 8 hours.
15: Racing Camel This one has MV 25, but is far more prone to injury and needs rest more often. (Sprints, not long hauls.) Reduce overland speed to horse speeds. Everyone comments on what a graceful and beautiful camel you have. It knows it and acts like a total prima donna. Base price 2x normal.
16: Camel...spider? Has eight legs; positioned more like a spider than Sleipneir. MV 30, but people think that it's damn freaky. I can't imagine why. Horses are even more agitated around the spider camel and I don't blame 'em.
17: Dancing Camel Occasionally stops and starts rocking out to music only it can hear. Seeing the camel dancing has a 50% chance of breaking any compulsion or charm that an individual is under. Irrational dislike and distrust of any monkeys or apes.
18: Five-Legged Camel The fifth leg is located just behind the hump and curves upwards like a scorpion's tail. Generally doesn't hit the rider in the head too much. Can strike for d8 damage in melee.
19: War Camel This one's been trained, somehow, for obedience and combat. 3+3 HD, less likely to try and run in combat, and will protect its rider if they fall, attacks for d6/d6 dmg. Base price 350 gp.
20: That's no camel, that's a space bantha! Somehow the camel salesman has a bantha. Big, fuzzy, giant horns. Treat as a heavy warhorse that can move through badlands at camel speeds. Deals d8 damage with its horns. Base price 600 gp. Tusken Raider costume does not come with bantha.


Sunday, August 5, 2012

Character Generation, Legacy of the Bieth

Character generation rules for Legacy of the Bieth. Some of these are cribbed from Jack Shear's Tales of the Grotesque and Dungeonesque (pdf here).

These rules are primarily based off of Labyrinth Lord and (optionally) the Advanced Edition Compendium, available from Goblinoid Games. Use those to generate a character, BUT there are some changes...
  • You may choose a class as per LL, or race/class as per AEC. Note that:
    • Humans get a +1 to a stat of their choice.
    • Gnomes and halflings are not native to Legacy of the Bieth BUT hobgoblins are a viable PC race (+1 Str, -1 Wis, infravision 60', can be fighters, clerics, thieves, and paladins). 
    • There are no native druids or monks
    • Clerics use d8s for hit dice, and can turn "unclean spirits" rather than just undead.
    • Fighters use d10s for hit dice, and if they slay an opponent they can make a free attack on an adjacent foe.
    • Paladins use d10s for hit dice, and can also turn "unclean spirits" rather than just undead.
    • Rangers use d8s for hit dice, and can choose a "hated foe" that they get bonuses to fighting, rather than "goblinoids"
      • Undead
      • Skinchangers
      • Demons
      • Servitors
      • Mutants
      • Bieth Constructs
    • Magic-Users do not have access to any spells that deal direct damage. Even FLAILSNAILS characters will find that those spells do not function.
    • Thieves and Assassins use d6s for hit dice.
    • The Mountebank is also open as a character class 
  • Any class can use any weapon; armor restrictions remain. 
  • No armor beyond splint mail may be purchased.
Hobgoblin, from the 2e Monstrous Manual. Pretty kickass.


Any questions? Clarifications? 

40 Questions - JRients and Untimately


A long-ass post answering some setting issues for Legacy of the Bieth! 

Via Jeff's Gameblog, 20 setting questions.

What is the deal with my cleric's religion?
     The dominant religion in the region is that of ar-Rahman (think a Church of Law). There is grudging tolerance for the worship of other deities, who are collectively called "The Many" by Ar-Rahman's faithful.

Where can we go to buy standard equipment?
     The souq is the big open-air marketplace in Sanctuary where you can pick up 'most anything that you need.

Where can we go to get platemail custom fitted for this monster I just befriended?
     You can't get any platemail at all around Sanctuary, unfortunately. You can get some leather or chain barding custom made in Sanctuary probably, or you could try commissioning it at one of the smaller towns dotting the region.

Who is the mightiest wizard in the land?
     Practicing magic is kind of frowned upon, so there aren't too many renowned wizards. The name of Zouman ibn Zouman (a great seer and mystic) would probably be first on people's lips.

Who is the greatest warrior in the land? 
     Tawnat bint Ziyad is probably the most renowned faridah (masc. faris; think a combination of ronin and gunslinger) in the region around Sanctuary, although with the continual influx of new mercenaries and adventurers, who can say?

Who is the richest person in the land?
     Here it would be Umm Susa, the head of the Merchants' Association; she's been one of the chief beneficiaries of the taxes laid upon the various gold and salt caravans passing through sanctuary. Although the pirate chieftain Red Firouz might have something to say about that...

Where can we go to get some magical healing?
     You can turn to the masjid of ar-Rahman, or you could seek out a priest of the Many. There are rumors that a hobgoblin sage has set up shop in one of the towers along the east side of Sanctuary, and she's reputed to be a healer as well.

Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, alignment change, death, undeath?
     Poison can be treated by an apothecary, wise woman of the nomad tribes, or priest of some deity. Priests can deal with curses, and sometimes diseases. As for the rest, you're on your own.

Is there a magic guild my MU belongs to or that I can join in order to get more spells?
     Not at all. Magic-users are a secretive lot in general.

Where can I find an alchemist, sage or other expert NPC?
     Sanctuary has some chance of having experts (it depends on the field you're looking for), and the hobgoblin sage mentioned above is definitely in Sanctuary. If they're not there, you'll likely have to head back to the corelands, maybe to the capital or to the independent city of Vornheim.

Where can I hire mercenaries?
     Mercenaries are showing up to Sanctuary in greater and greater numbers these days - partially to serve as caravan guards for the caravans that run through the city, but also because conflict seems to be brewing between the Empire and some of the nomad tribes in the area. Nothing's happened yet, but tensions have been growing. There are also the Blood Moons, who are a local mercenary band/death cult.


The Blood Moons, with their commander Atlas in the lead. 
Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?
     The cities are generally more regulated, and guards will look askance at folks who are running around festooned in weaponry, but there aren't any notable hassles as such. Folks will be creeped out by the use of magic, but it's not particularly outlawed unless you start doing stupid crap like assaulting people. In which case, y'know, assault.

Which way to the nearest tavern?
     Two streets down from the souk, take a right, and you're at Yahya's. Decent place, and most times the wine isn't sour.

What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?
     There are always Bieth monstrosities lurching about the sands and scrublands, but there has been a rash of killings within Sanctuary itself recently. There have also been attacks by landsharks and a crystal butterfly on some caravans in recent weeks.



Are there any wars brewing I could go fight?
     See above re: mercenaries.

How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?
     None, ah, overt in Sanctuary. If you dug a bit, you might be able to find a few, but I'm not sure how fabulous the cash prizes are.

Are there any secret societies with sinister agendas I could join and/or fight?
     There are murmurs of a cabal called the Circle, led by a fellow named Shafiq the Grey, but that's about it. Oh, and there are those Cultists of the Yellow Hand, nobody really knows what their deal is.

What is there to eat around here?
     A typical well-to-do meal in town might include some lamb kebab with yogurt, bread, rice, and some vegetables. For the peasantry, there's less meat and more lentils involved. Well, "more" is perhaps the wrong word, since the meals are pretty meager.

Any legendary lost treasures I could be looking for?
     The Bieth were said to have a series of magical wonders and terrors within their spires. It's rumored that there is a device that will reshape an individual's mind and possibly inculcate them with the knowledge of sorcery. It is also said that those who fought the Bieth created a method by which clay servitors could be animated to serve as untiring warriors. In more recent developments, the axe known as Djala Bone Hewer is said to have been lost near Sanctuary.

Where is the nearest dragon or other monster with Type H treasure?
     There aren't any known large creatures with Type H treasure around these parts.

And via Untimately, 20 rules questions:

Ability scores generation method?
     3d6 in order, straight down - but if you are FLAILSNAILing, go with whatever.

How are death and dying handled?
     Being reduced to -1 HP makes you roll on the Death & Dismemberment table.

What about raising the dead?
     You're outta luck, friend. Reach for your 3d6. If FLAILSNAILing you can try and resurrect the character somewhere else that you've adventured, or head to the Bleaklands.

How are replacement PCs handled?
     If you have a henchman/hireling handy, you can start running them. Your new PC can join up when you get back to town.

Initiative: individual, group, or something else?
     Group initiative on a d6.

Are there critical hits and fumbles? How do they work?
     Yes, you crit on a 20 and fumble on a 1. Crits do max damage, and something else cool at the discretion of the GM.

Do I get any benefits for wearing a helmet?
     Yes, help on the death/dismemberment table, plus any common sense bonuses.

Can I hurt my friends if I fire into melee or do something similarly silly?
     A-yup. Unlike some cruel, cruel, heartless GMs, I will let you know who is in your line of fire. Did I mention cruel?

Will we need to run from some encounters, or will we be able to kill everything?
     Run, little monkeys. Run.

Level-draining monsters: yes or no?
     Not at this time; it seems like a hassle to deal with.

Are there going to be cases where a failed save results in PC death?
     Yes.

How strictly are encumbrance & resources tracked?
     Not all that strictly. I'll ask about light and so forth, but I'm not going to freak out over your equipment list unless you are being particularly egregious. "So...you brought 2 blue whales into a 10x10 room?"

What's required when my PC gains a level? Training? Do I get new spells automatically? Can it happen in the middle of an adventure, or do I have to wait for down time?
     Experience is awarded at the end of adventures; you do not level mid-adventure. You don't need to go through training; you don't get new spells automatically though.

What do I get experience for?
     Grabbing gold and treasure. Defeating monsters. Exploring new areas that nobody has gotten to in-campaign yet.

How are traps located? Description, dice rolling, or some combination?
     Anyone can find a trap through description of what they're doing and looking for. A thief can also use dice rolling as a form of "saving throw" before tripping a trap.

Are retainers encouraged and how does morale work?
     Retainers are encouraged. Morale is likely going to be as per AD&D 2e rules (d20 roll, modifiers as appropriate.)

How do I identify magic items?
     Just look for the blue saran wrap glow...oh, we're not playing Morrowind? Right. Look for fancy inscriptions (and particularly Bieth writing). If you don't have access to a wizard in the party, the town mage ought to be able to toss a detect magic on your stuff. For a price.

Can I buy magic items? Oh, come on: how about just potions?
     Potions from the local town mage.

Can I create magic items? When and how?
     Yeah, sure. I need to figure out how; it'll probably require setting up a laboratory.

What about splitting the party?
     There's a song about that, you know... if you want to do it, go ahead.