Tuesday, 17 June 2014

ΚΑΤΑΒΑΣΙΣ

Lately I've been reading through Katabasis, Craulabesh's ancient fantastico-historical version of Tunnels and Trolls set in the Hellenised east ~50 years after the death of Alexander the Great. Time permitting, I'm going to test out the dungeon creation rules and run a party of hapless brave adventurers through some ruins in search of messy, painful death treasure and glory. But first I need some adventurers (or, Graverobbers, as he puts it).

I know there's been some interest in the rules, but that not everyone has enough German to get through them. For the curious, then, I present an account of creating my first character.




For my first Katabasis character, I have decided to make a Greek mercenary fighting for the Seleucids. The basic character concept is the picture above; let's see if I can manage it. The process then, taking the steps in order:

Name is first on the character sheet, but I always save it for last.

Stats are 3d6 (TARO), arrange as desired. The 6 classic Tunnels & Trolls 5th edition attributes are used, except that Intelligence is replaced by Education (Bildung), and Luck is replaced with Fate (Schicksal). I wasn't lucky enough to roll triples... So, to begin his adventuring career, we get:

type: Polemistes (warrior)
CHA: 15  EDU: 10
STR: 16  CON: 12
DEX: 11  FATE: 13

Decent charisma means he's maybe an officer. According to 5th ed. T&T, with a 15 CHA he's "[a] good choice as a leader of small groups." So he'll be a δεκάδαρχος (dekadarkhos), a leader of 10 men. Military vocabulary is not my strong point, nor is the Hellenistic period generally, but the LSJ has this word being used from Xenophon to the Septuagint and all the way to Arrian, so I don't think it's anachronistic for Katabasis' time period, 270BC.

Adds are computed as in 5th edition (+1 per point of STR, DEX, and FATE over 12, -1 per point under 9), so he has +5 combat adds.

Talent: This section of the rules is a bit sparse. I'll pick one for now, πολύμητις (polumetis, "of many counsels": an epithet of Odysseus).

Silver: 1SP=1XP, so that's what will go here. 0 to start.

Next step is equipment. Costs are in Silver Drachmas. Encumbrance values are in Choinices (χοίνικες); this will be explained in the Encumbrance step. Coins are smaller than in Trollworld; 500 silver drachmae weigh one choinix.

Rolling 3D6x10 for Silver Drachmas yields 110SD.  An adventurer needs arms, so he's first going to buy a δόρυ (dory: long spear 4+0, enc 2, 2SD) and a ξίφος (xiphos: shortsword 3+2, enc 1, 15SD). He'll want a nice round ἀσπίς (aspis: hoplite shield, armour value 6, enc 2, 25SD) and a κράνος (kranos: helmet, armour value 1, enc 0 worn / 1 carried, 30SD). So for 72 drachmas I've managed to get him into a state of heroic nudity.


Athena protects warriors who rolled poorly for starting money

He'll spend 28 drachmas on a Hellenised delver's pack (enc 3): a leather sack containing 3 doses of ψευδοσίλφιον (pseudosilphion: a healing herb), 3 torches, tinderbox, 1 Ration, a wineskin, 10m rope, and a change of clothing. He'll also buy a cheap faience amulet (3SD) of some Egyptian god or other as a good luck token, leaving him 7 drachmas in his purse.

Speed is determined by taking the lowest of STR, DEX, CON, adding 10, then subtracting total encumbrance. So his current speed is 11+10-8=13. Fatigue starts at 0 for everyone, but goes up with spellcasting damage, etc. The rules for Fatigue and Encumbrance remind me a bit of Runequest. This is a good thing.

So there's a whole character, basically ready to go. BBUT there's a bunch of background tables in the Namen & Herkunft (Names and origins) section at the back, so I'm going to play with those to flesh this dude out.

POLIS, BERUF & FAMILIÄRER HINTERGRUND (Polis, Occupation, and Family background)

I rolled 65 on a d66 for Polis! This makes him an "inhabitant of one of the 100,000+ population Metropoleis in the heart of Greece (1-2 Syracuse, 3-6 Athens. 4). He's Athenian.

Because he lives in a city, he gets to roll d66+EDU for occupation. 61+10=Soldier. He also needs to determine if he is a citizen by rolling 2 dice. If both come up as 4+, he is a citizen: 2,3. So he's a μέτοικος (metic, a resident alien).  Rolling again on the polis table get 53: his family is originally from a mid-sized Greek polis (one not on the map). The internet has many more detailed maps so I'll pick something small at random: Λέβεδος (Lebedos) in Ionia. Quick background: his family moved to Athens as economic migrants when he was very young (Lebedos was always poor). As he didn't fancy a following in his father's footsteps as a sausage merchant (ἀλλαντοπώλης), the strong and well-liked youth ran off to become a mercenary soldier in the east.

Finally it's time to name him: Eratosthenes, son of Euphiletos (Ἐρατοσθένης Εὐφιλήτου). Now he's ready for adventure.

There are some setting-specific rule changes, but it is essentially T&T, and once you know the differences characters take just a few minutes to make. Of course, I put in extra work to make him more than just generic Greek warrior #87 (like Makhomenos, the character I made to run through Labyrinth -- his name is a joke, being the present participle of 'to fight': 'Fighting Man', more-or-less). This is exactly why I only run/play historical games when I have time to devote to research. Though I can't help feeling I've gone overboard for a character who's probably going to get his face eaten off by shadow monsters on his first adventure.

His completed character sheet:


no one can ever read my character sheets...

Name: Eratosthenes, son of Euphiletos

CHR: 15  EDU: 10
STR: 16  CON: 12
DEX: 11  FATE: 13

Type: Polemistes
Silver: 0
Talents: "of many counsels"
Adds: +5
Armour: Helmet (hits:1, enc0/1) & Aspis shield (hits:6,enc2). Total hits taken (6+1)x2]: 14
Speed/Encumbrance: 11(dex)+10-8(enc)=13
Fatigue: 0
Equipment: long spear (doru: 4+0, enc 2), shortsword (xiphos: 3+2, enc 1, delver's pack (enc 3: leather sack, 10m rope, change of clothing, 3 doses of pseudosilphion, 3 torches, tinderbox, 1 Ration, wineskin), amulet (3SD), 7 drachmas

Next Post: The other 5 characters in the party, but not in such exhaustive detail. But I need to find a book first...

Thursday, 12 June 2014

LotFP Solo - Part the Thirty-Third: „Wer reitet so spät durch Nacht und Wind?“


Outside, flurries of snow swirl through the dark city streets. Hardly a soul dares venture out on such an eve. The inn's common room, by contrast, is full of life and warmth. The innkeeper and servants are busy with cooking and serving and collecting coin, and so happy. The fire roars in the hearth. A boisterous band of traders fill the room with chatter and even music, as some of their guards improvise upon the tambour and pipes.

But in the corner, there is a group of more serious -- some might say sinister -- cast. Though their table be piled as high as any with tankards and flagons, they do not make merry. Between the wine and dinner plates are scattered scrolls and scraps of parchment, covered in strange writing and stranger symbols, which they take pains to conceal whenever anyone comes too close. They speak to each other forcefully, and just loud enough to make themselves heard.

Their leader is a heavy-eyed priest, wearing clothes finer than the rest, but not ostentatiously. He towers above the table, shouting his will just a little louder than the rest. He punctuates his words by pounding his fist against the table, making the tankards to jump. A grizzled mercenary distractedly cleans his nails with a silver dagger, whilst the black-cloaked man next to him broods in silence. A young woman alternately exchanges words with the priest, and scribbles in a book on her knee. And there are three elves in the group as well, far away from their forest home. One is small and exceptionally striking, with marble skin and onyx hair; she is poring over a map of the kingdom, and struggling to make herself heard. The tall elf is wearing a sword at her belt, and her face is flushed with anger as she argues with the priest. The third elf is sittng quietly bored; she plays with an unloaded pistol like a toy.

"So it's settled, then," says the priest as the elf is rolling up her map, "tomorrow we set out for the Church of--"

As if on cue, the door of the inn bursts open as a haggard man in a travelling cloak rushes in. He wastes no time in approaching the group, and breathlessly exclaims, "I bear an urgent message for you from Baron Forzdeleu!"


Scene 36

Chaos: 7

Setup: roll of 4 = modified scene (was: trip to Church to attempt to get religious item.)

Interrupt: Move toward a thread - Neldir - Arrive / Fears (see below)

Characters: Neldir, the Elders of the Elven Forest, Ranwitha the Pious Merchant, Siorighan MU12,  Tibalt & Barnot, dwarven mercenaries, griffon, Reverend Father Gelnay de Val d'Oine, Reverend Father de Molleré, Brother Mundlo, Zuhal B'thallit, centaur lizard, Jola, Sir Gaunet, Jönnick, Baron Iehan Forzdeleu, Count Rotres d'Estancbel, Lady Delphinia, evil cult, Orezuthía the Wise, Cemmeret

Threads: find Neldir & the book
acquire religious item to fight demon


The messenger brings news that one of the Baron's road patrols encountered Neldir leading an expedition northwest from the fork in the road towards the forest crossing. The patrol was outnumbered and slaughtered. One of the soldiers who had been left for dead managed to bring the news back to the baron.

The PCs discuss this a while, and agree that Neldir must be heading towards Vhisigus' prison. After some heated debate (largely between Lycinia and Father Rochouart), it is agreed that it is important to disrupt Neldir's plans at the prison, and that they cannot risk a potentially fruitless delay by going to the church looking for a handout.

They intend to set out on his trail at first light. The prison isn't far, and they've effectively over-supplied for the journey, but they don't intend to count on outside assistance, but may be able to connive some spiritual aid at St. Clere's Abbey.

[Time for more hexcrawling. There will only be a 1-in-6 chance per day of a random wilderness encounter due to the cold winter weather.

But, for each castle the PCs pass by (within 4 hexes / 8 miles), there will be a chance of an encounter with a patrol. The check will be made on a 1d6, using the nearest hex travelled through (or intended to be travelled through) to determine the chance of an encounter:

same hex 1-5
1 hex    1-4
2 hexes  1-3
3 hexes  1-2
4 hexes  1

Stormy conditions add +2 to the roll. The die roll will indicate how many hexes from the castle the patrol is encountered, based on the maximum distance it could count as; a 1 indicates 4 hexes distant, a 2 indicates 3 hexes, etc.

As the PCs are by this point known to be agents of the Baron, NPC reactions to them will be modified according to the chart at the bottom of part 24.

As a DM, I am also plotting the route of Neldir's party and checking to see if they have any patrol encounters. Any hostile patrol encounters will provide some sort of negative modifier to determining their numbers/strength when the PCs finally run into them. All I know for now is that they have war horses, and that Neldir would have tried to get at least one of Siorighan's trolls for the mission; I'll ask Mythic about that when it's time.

The numbers on the map correspond to the end of each day's travel. Neldir's party is in pink, the PCs in blue.]



day 88.

The party set off from Ildmarch at dawn, hoping to travel as far as they can whilst it's still daylight. The horses are moving a bit slowly under their burden, but the teamster is certain they will get up to speed once some of the food is gone [in fact, 4 days of food consumed will drop all the horses to Unencumbered].

The temperature never gets above freezing, and there is a dusting of snow, but their travel is unimpeded. They meet some merchants on the road, but do not stop to chat. The merchants seem intent on making good time to Ildmarch in any event.

At the fork in the road, they take leave of the baron's messenger, and head NW overland towards the woods. [The daily check for becoming lost (on 1d6) comes up a 1; they almost do get lost, but a successful Bushcraft roll (of 1 on 1d6; none of them have anything but the default skill) lets them find their way. I'm making this roll and the encounter check every day of travel, but won't record the results from here on in unless something happens.] Despite not finding the trail through the woods, the party should still be able to make Castle Glarn by nightfall.

[An encounter with a patrol from Castle Glarn is indicated. The die roll of 2 indicates they will meet them 3 hexes out, which would be the hex where Neldir's party made camp.

Q: Do the PCs come across Neldir's campsite? Very unlikely: 41, Yes.
Q: Does the patrol encounter happen there? 50/50: 11, Yes +Event: NPC action - Lady Delphinia - Refuse / Suffering. Lady Delphinia sends some of her troops to Yseut's Bastion to break the siege (worsens her relations with the Count in the process).]

The party comes upon the remains of a camp they assume to have been Neldir's. They can tell it was used very recently, but can't glean any useful information from it. As they are picking through the débris, a patrol of 10 heavy horsemen rides towards them, wearing the crest of Castle Glarn upon their tabards. Father Rochouart rides forth to meet them [their reaction roll is modified by +1 for Charisma, +0 for Castle Glarn's relationship with the Baron. The roll of 3+1=4, Unfriendly].

After a very short discussion, Father Rochouart rides back, and tells the rest of the party that they will find no welcome reception at Castle Glarn. They decide not to press the issue, and head north in the direction of the monument.


day 89.

It is snowing when they wake up in the morning, and bitterly cold. The snow becomes heavier and heavier by the hour [movement rate is reduced to one-third]. They decide to try for the Abbey to seek shelter there. They make a forced march. After 11 miserable hours of travel through the blinding snow, they finally (by the Grace of the Light God, says the cleric) arrive at their destination. The march takes a toll on the horses; Worland's and Haddie's die from exhaustion.

[The PCs' reception at the Abbey will be determined by a reaction roll. Modifiers: +1 charisma bonus (Fr. R), +1 relationship with the Baron, -2 Orthodoxy, which Father Rochouart represents. A roll of 10+0=talkative.

Q: Can the PCs talk to the Abb(1-3= -ot, 4-6= -ess; 1)ot in person? Likely: 41, Yes.

Using UNE to flesh him out-
Abbot Tagnard (Baron Tagnard, Lady Delphinia's older brother)
neglectful, prying
motivations:
1.explain legends
2.promote freedom (devotion rather than theology, retreat rather than politics)
3.guard lust (it's a celibate order)
friendly-shelter-history
The friendly abbot speaks of the history of the abbey (the shelter).

Q: Are there horses at the Abbey? Unlikely: 23, Yes.

UNE conversation mode: neutral, sociable
Can the PCs convince the Abbot to sell them a couple horses? 24, Yes.
They pay with some gems.

The party need to wait out the storm before moving on. There is still a 1-in-6 chance of an encounter per day, though anything nonsensical will result in No Encounter.]


day 90

There is less snow falling, but the cold is still severe. The party make the best of being stuck in the monastery, which mostly involves sleeping and looking for any diverting books in the small library. The Abbot is still friendly and inquisitive, and surprised to find that the party not only have met, but got on well with his sister.


day 91

The snowfall is heavier again. The clouds are dark and the sun never seems to appear. In the afternoon there is a flurry of excitement and activity amongst the normally passive monks and nuns: more visitors.

[An encounter is indicated: 5 berserkers.] A group of 5 foreign mercenaries, large, hardy looking-humans dressed in leather armour and wearing bearskins for warmth, appear at the Abbey. They had become lost in the snow, which they admit is embarrassing given the weather in their homeland across the sea. Nevertheless, they humbly beg shelter from the Abbot, and it is happily given.

They are given food and warm wine in front of the hearth, and are glad of it. Their leader, a brawny woman named Geirny, explains that they are headed south in search of work. The kingdom to the north is, she explains, depressingly stable, but rumour is there'll soon be some fighting to do to the south.


day 92

The day is extremely cold, and snowfall still constant. There isn't much for the guests to do in the Abbey but sit and wait and try to stay out of the clerics' way.

[Q: Do the mercenaries cause any problems? 50/50 61, Yes.
Q: What? Propose / Weapons They want to fight the party out of boredom.

NB: I initially only rolled up the three that would be fighting the PCs, being the first three listed. Their names conveniently start with the same letter as the PC they will be fighting. But as the other two's stats will be needed later, I'm putting them all here in one place. The names were all taken from a list of actual viking names.

           CH CN DX IN ST WI HP
Lifstæn  m 10 14  9  9 12 12  6
Mar      m 11 13 13  6 16 10  3
White    f 17 17 11  4 10  9  9
Geirny   f 11 14  9 11 16 10  7
Nidbiorg f 10 14  9 10 12  8  9
Leather armour, battleaxe


Had I rolled them all up first, the two with the worst hit points would not have been challengers, though in the end it wouldn't have made a huge difference. The whole fight lasted 11 rounds, and would be far too tedious to relate blow-by-blow. Anyways, some narrative:]

The mercenaries are a loud and boisterous bunch, much given to wine and conversation. But a long winter's night cooped up in an Abbey is more than they can bear. One of the men, Lifstæn by name, puts forth a proposition. "Would that there were something here," he says, eyes a-gleam with wine and mischief, "to test our warrior's mettle. You there with the axe! You've a warrior's scars! And what a bout her? Tiny little raven-haired thing! Such a beauty, but those bloodstains on your breeches tell quite another tale!"

"I told you," says Aldira to Théscine, "to burn those old rags."

"After the wizards guild, I wanted something comfortable," retorts Théscine. "So, sorry, despite the outfit, I'm not a warrior."

"Always up for a bit of sparring," says Worland.

"I'm game," chirps Miolla, "Come on. Lycinia, you should play too." She adds, in elvish, "just pretend it's some of the clerics. I can tell you've been wanting to hit them all day!"

In the end, Lycinia, Miolla, and Worland agree to a sparring match. Some of the junior clerics are enthusiastic about the event; perhaps monastic life isn't for everyone. They find an out-of-the-way chamber big enough to hold participants and audience. However, they refuse to allow weapons to be used. The fighters grudgingly agree, and strip off their armour. The rules are simple: 3-on-3, last team with members standing wins.

Father Rochouart decides to watch, in case someone is severely injured and needs his ministrations. He wants Haddie to know this doesn't mean he condones the proceedings. Géraint wants to watch a bare-knuckle brawl 'for old time's sake'. Théscine would rather read by the fire. Aldira empties her purse and joins the betting pool.

The fighters enter the makeshift ring (a few bales of straw were spread over the wooden floor) and square off. A novitiate bangs on a cooking pot for the signal, and the fight begins.

The fighters circle one another for a few moments, sizing up the opposition. Miolla dashes up suddenly, and manages a fearsome uppercut right to Mar's jaw (he's about a foot taller, so that's the only way she could reach). The blow knock him back out of the ring and into the crowd, unconscious. Cheers erupt from all sides, and coins rapidly change hands. Miolla is unabashedly pleased with herself, but hangs back from the rest of the fight to keep the odds fair.

When the other two mercenaries start fighting, a change comes over them. They become wild-eyed and feral, seemingly impervious to pain. They fight furiously with little thought of defence.

Worland puts up a good fight, but halfway through the bout falls underneath White's frenzied onslaught. Miolla doesn't even need to step up to replace him, as the enraged White steps over his unconscious form and barrels right into her. In the end, despite their battle-lust, the mercenaries are no match for the two elves. The pair stand victorious amid the general applause and approbation of the crowd.

Aldira is now 10cp richer, having bet on all three of her friends to win.

Those who can, heal the injured. It seems the Light God must also have enjoyed the sport, as his Divine Radiance erases all the fighters' pains. The hierarchy of the Abbey are not so convinced, however, and once word has gotten out the visitors are expressly forbidden from a repeat performance. The novitiates involved are sent to clean the kitchens (for those who merely watched) or the stables (for gambling).

Following the contest, Mar is completely smitten (no pun intended) with Miolla, and follows her about like a puppy. No one has ever bested the great Mar so handily before; how could he otherwise but fall in love with her? In the end, she does her best to let the berserker down gently, but can barely contain her giggles when she bounds back across the common room to her friends.

"Did he just say 'do you want to making fuck'?" asks Aldira.

(adventure continues here)

Saturday, 7 June 2014

Tunnels & Trolls


I'm quite a recent convert to T&T. Growing up I had heard the name, but never came across it in a shop. I'd never played it until a couple years ago when I stumbled across freedungeons.com. I played the solos I found online and in Trollzine, and was won over. I like the magic system (not so much the silly spell names), the elegant simplicity, the backwards-compatibility of successive editions, and the saving roll mechanic, which is one of the cleverest bits of game design ever (and so immensely suited for solitaire dungeons).

The first rulebook I ever bought was the 8e édition (being the French translation of 7.5).

But on blogs and in the fora I kept finding people who still swear by 5/5.5th edition, singing its praises and forsaking all others, as it were.

In a fit of ineffable RPG Sehnsucht I recently sought out a copy of the UK printing of T&T 5th edition, and determined to try 5th edition out as written in order to see why, 30 years on, it's still such a favourite. I decided to make a pile of characters, run each of them through a solo or two to get some experience, or at least money enough to buy better equipment, and then form a party from the survivors and run them through The Old Dwarf Mine (which had a 50% mortality rating for the group of huitième édition delvers I ran through it ages ago). I may even make a mini-campaign out of it; survivors of the mine expedition will reconvene to face Dargon's Dungeon and then eventually Overkill.

I rolled up the characters all at once on a piece of scratch paper, using straight 3d6 in order to determine their attributes. The very first character I rolled qualified for warrior-wizard (there's only a 1-in-360 chance of this). If that's what one can expect, it's no wonder people like 5th edition!

Tuesday, 3 June 2014

LotFP Solo - Part the Thirty-Second: "O aching time! O moments big as years! / All as ye pass swell out the monstrous truth"



Scene 35

Chaos: 6

Setup: roll of 3 = modified scene (was: Lycinia, Aldira, and Théscine assist Itragad's experiment in exchange for his sponsorship.)

Altered: it goes horribly wrong

Characters: Neldir, the Elders of the Elven Forest, Ranwitha the Pious Merchant, Siorighan MU12,  Tibalt & Barnot, dwarven mercenaries, griffon, Reverend Father Gelnay de Val d'Oine, Reverend Father de Molleré, Brother Mundlo, Zuhal B'thallit, centaur lizard, Jola, Sir Gaunet, Jönnick, Baron Iehan Forzdeleu, Count Rotres d'Estancbel, Lady Delphinia, evil cult, Itragad the Invoker, Orezuthía the Wise, Cemmeret

Threads: find Neldir & the book
remove zuhal's curse
buy silver weapons & guns
acquire holy items for spiritual combat
learn the secrets of Vhisigus' prison


Day 79.

The following night Aldira, Théscine, and Lycinia return to the guildhall to meet Itragad. He takes them to his laboratory deep below the building through a labyrinthine network of tunnels carved from the living rock. The door is of oak, and reinforced with adamantine bars. He presents a succession of tokens over the lock, then whispers a password. The door swings silently open. Torches flare into life as he crosses the threshold. After they have all followed him in, the door swings shut behind them.

The laboratory itself is about forty feet square, but rises several storeys to a vaulted dome. A great clockwork machine occupies the whole of the far wall. It extends upwards nearly to the ceiling, a mass of cogs, gears, wheels, and pipes, all made of solid brass. The rest of the room has been swept bare.

"This," says Itragad, "is my... my machine. Sorry, I haven't given it any fanciful or grandiose name. I'm an arcane experimenter, not a poet. It was all I could do to some up with 'Itragad', let me tell you!"

"What does it do?" enquires Théscine tremulously.

"I don't know," says Itragad, "At least not yet. It's untested. There's no one I trust enough in the guild to assist me with it, and it requires magical training on the part of its operators, so..."

"So, what's it supposed to do?" Aldira asks.

"It... well, it alters the flow of... the speed -- no, the direction... of the wave-forms... or should I say the particulates... in a localised field, of course... of time itself."

Itragad looks helplessly at the three blank stares before him. "Right," he continues after collecting his thoughts, "let me try answering the question you actually asked. Put simply, if it works, it will allow the subject wizard -- that will be me, don't worry -- to step between the moments of time, to exist for a while in the empty space that separates the seconds from one another, and move about the world like... like a sort of ghost, I imagine. If it works..."

"You're worried?" asks Lycinia.

"No, not worried -- hopeful. But I'd be a fool if I didn't admit there is always a chance of error with magical experimentation."

Itragad spends the better part of an hour explaining the workings of the machine. In the end, Aldira and Lycinia volunteer to operate the control levers whilst Théscine monitors the readings on the various gauges, dials, and indicators. From his position beneath the 'chronal energy focussing, um... chair' (which is the best description he can think of), Itragad will direct their actions.

They take their postions: Itragad in the throne-like seat at the machine's centre, Lycinia and Aldira on opposite sides in front of large, complicated consoles, and Théscine in a recess dominated by what appearto be a complicated set of glass barometers.

Itragad gives the order. Lycina and Aldira begin to operate the machine. Gears spin, pistons pump, valves open and shut. The room is filled with the sound of buzzing and whirring, over which Théscine and Itragad shout out a rhythmical sort of call-and-response.

The cavernous room seems darker, the air grows cold and dense. Still the machine whirrs, hums and clicks. Théscine calls out the numbers. Itragad barks orders, pausing now and again to read an incantation off a parchment scroll.  There is a breeze, a wind.

The shadows in the corners begin to lengthen and divide. A single clear note is heard above the din and shouting. Colours begin to swirl and mix. There is a scent of fire on the breeze, the sound of still water, a feeling of spice and bitumen. The colours are faster, like chimes and hail or sand after a flood. Théscine's chanting takes on a rainbow hue of grey and black, Itragad begins to shout, to wail, and then he is getting up from his seat, is bleeding from terrible wounds, is running running running, pursued by hundreds of inky black ribbon-like tentacles dripping darkness.

Lycinia and Aldira abruptly stop working the machine. Reality snaps back to the chamber as the gears wind noisily down, but the tentacle creature has materialised in the machine's seat, and propels itself forward after Itragad.

[For simplicity's sake, I used the online LotFP Summon spell generator (http://summon.totalpartykill.ca/) for the demon's stats; I plugged in 10HD and hit Summon until a failure came up.

Squid Demon: AC 12, MV 120, ML 10, 10 HD (44hp), #AT 1 at 1D6, Damage Sphere (all within 15' take 1d6 damage per Round) It will remain on the material plane for 81 rounds.

I also rolled up quick stats for Itragad. His spell selection is based on the fact that he was intending to use his time-between-the-seconds to break into a rival's study. There's also a few things left on the scroll he prepared (equivalent to a random scroll from the Labyrinth Lord treasure tables).

Itragad, MU7
CH CN DX IN ST WI HP
 9  9 10 16 11  8 17
1-Faerie Fire, Message, Sleep
2-Detect Invisible, Knock, Locate Object
3-Dispel Magic, Detect Illusion
4-Extension

Magic-User Scroll
Creation, Major
Suggestion
Witchlamp Aura


The party was surprised; the demon easily hit Itragad for 6 damage in the surprise round, dropping him to 11hp.

round 1: It wins the initiative roll.]
There's nowhere for Itragad to run. The demon bears down on him, flailing its tentacles which open numerous cuts and slashes all over the mage. Worse still, as the creature draws near, an unearthly emanation of force causes his skin to take on a disturbing pallor as it disrupts his life-energy [6 damage from the attack drops him to 5hp, +2 for the Damage Field leaves him at 3hp by the end of the round]. Lycinia rushes to Itragad's side, drawing her sword as she runs, and hoping it can even affect the horrid beast. As she runs, she unconsciously whispers an elven prayer from her childhood against the terrors of the night. She just manages to get close enough to the creature to take a swing at it, and is rewarded with a shriek of pain as the tip of her sword takes a chunk out of its back. Oily smoke seems to ooze from the wound [despite a -2 to hit for drawing her weapon this round, she manages to strike for 2 points of damage]. But as she drew near the creature, its sickening emanation began to take its toll on her as well [2 damage puts her at 14hp]. Meanwhile Aldira and Théscine have been weaving spells to combat the demon. A glowing white arrow pierces the things side, followed by a shower of green sparks that tear through its ribbony tentacles, every further wound resulting in a slow smoky excrescence [it takes 7 and 6 damage from Magic Missiles, plus Lycinia's 2 for a total of 15; it has 29hp remaining]. Itragad draws a dagger in desperation. He hacks wildly at the beast but seems to cause it no harm.

[round 2]
The demon's tentacles continue to flail at Itragad, pulling flesh from his face and arms. He falls to the ground, gravely injured [4 damage drops him to to -1hp; and he takes 5 more from the damage field, so is quite dead]. Lycinia continues to slash at the demon, opening up more smoking wounds [4 damage]. Théscine draws her sword on the run, and lands a telling blow [7 damage]; her glinting sword comes away oozing with the oily smoke. Aldira also draws her blade on the run, and takes up a position where Itragad had stood. She trips over his body, and is surprised to feel it crumble beneath her foot, a distraction which impedes her attack. All three suffer from proximity with the thing, growing jaundiced and weak [the damage field drops Lycinia to 11hp, Théscine to 7hp, and Aldira to 8hp; their attacks this round have left it with 18hp].

[round 3]
The horrible thing is single-mindedly attacking the same spot as before, which is unfortunately where Aldira now stands. The thing catches her left arm in its tentacles, desiccating and rending her flesh at its touch [3 damage puts her at 5hp]. Lycinia makes a massive thrust of her blade up into the centre of the shrieking thing [8 damage]. Aldira severs the tentacles holding her with a swift motion of her rapier [3 damage]. Théscine raises the sparkling elf-blade above her head and brings it down upon the demon, which utters a final noxious cry then bursts into a greasy black cloud. The three women retreat from the fumes in haste, though still feel the overwhelming grip of its presence on their souls [6, 3, and 2 points of damage].

The three catch their breath, and begin to discuss how to get out of the room. Théscine has the presence of mind to look over Itragad's crumbling corpse; he has nothing immediately useful, though she does remember to collect the scroll from the machine's seat where he had dropped it. The black cloud hangs heavily in the air, but does seem to slowly be dissipating [in fact it will take about 8 minutes]. Suddenly the heavy door explodes inward. A living iron statue in the shape of a 10' tall pankratistes bursts into the room followed by two enormous gargoyles, each bearing an over-sized iron poleaxe. They face down Aldira and the elves for a few moments, watching as they put away their weapons. At length one of the gargoyles sounds the haft of his axe against the stone floor thrice, and a group of wizards enter to appraise the situation.

[Q: Are the PCs in trouble? 50/50: 22, Yes +Event: Move toward a thread (this one, luckily) - Break / Opposition]

The wizards are incensed at the unknowably mad scheme Itragad had concocted, and as he is dead direct the bulk of their ire towards the three strangers. The party is about to be thrown out in to the street (literally, by the gargoyles) when Orezuthía intervenes and puts in good word for them (she's especially happy that Itragad is now out of the way). The other wizards were not expecting an esteemed (or is it feared?) member of the guild to become personally involved in the plight of Itragad's three dupes, and quickly back down rather than risk her wrath.

Orezuthía has the party brought to a comfortable waiting room off the guild's entrance chamber, and sends for a healer. Whilst they wait, she quizzes them incessantly, though in a casual and friendly fashion, about Itragad's experiment, and a bit more about Neldir as well.

It is nearly morning by the time the healers have left. Orezuthía sees the exhausted trio to the door, and bids them come back the next night to use the library under her sponsorship. They bid her good night, and thank her for her attentions. As they are about to cross the threshold into the grey dawn outside, Orezuthía takes Lycinia by the arm and, drawing the elf's face close to her own, speaks to her in a near whisper.

"Don't forget: you owe me, little girl. You owe me."




Some accounting:

Research

Using the wizard's guild Library costs 100sp/person/month (non pro rata). The PCs are not allowed into the stacks, and must read under the watchful eyes of gargoyle invigilators. They hear whispered rumours that the Librarian who oversees the great library is some sort of horrible monster, but no one will discuss it openly.

Their research picks up the following (1d6=) 5 rumours, which count as Library Data (+1d6) for the Truth determination step:

Location of Vhisigus' prison is (d80,d60): hex# 49.14 -- that's only about 50 miles NW of Ildmarch.

Bibliomancy for the other 4 rumours:

an sese medios moriturus in enses
inferat et pulchram properet per vulnera mortem?
Verg. Aen. IX.400-1
(Or shall he throw himself amidst their blades and hasten through wounds to a beautiful death?)
Interpretation: only through self-sacrifice can Vhisigus truly be defeated

...recalent nostro Thybrina fluenta
sanguine adhuc campique ingentes ossibus albent.
Verg. Aen. XII.36
(The Tiber's waves are warm with our blood, the great fields still white with bones)
Interpretation: Vhisigus' prison may be guarded by the undead.

At cum incerta volant caeloque examina ludunt
contemnuntque favos et frigida tecta relinquunt,
instabiles animos ludo prohibebis inani.
Verg. Georg. IV 103-5
(and when the uncertian swarms fly and play in the sky / and spurn the hive and leave the frigid enclosure / you will keep your inconstant mind from the foolish sport)
Interpretation: There are swarms of flying bee-demons surrounding the prison.

nec sum adeo informis; nuper me in litore vidi
cum placidum ventis staret mare;...
Verg. Ecl. II.25-6
(nor am I so hideous; I have recently seen myself on the shore / when the quiet sea stood still in the winds)
Interpretation: Mention of the shore (and the fields above) seems to indicate that the prison is a vast area, and that the demon may have somewhat free range within it. This gives me an idea of how to run the dungeon generally; but I will say no more of this now. Also, whilst the translation of hideous for informis is correct for the poem, the other meanings of informis (formless, shapeless) leapt readily to mind; so this rumour also states that the demon is a physical rather than just a spiritual threat.

The party


On day 86, the research is finished, and the silvered weapons are ready. Father Rochouart has been helping reconsecrate the fallen church all week. Miolla, Géraint, and Worland have had to do rather more shopping than they anticipated. The party reconvene at their inn to plan their route on the day 87. When they see how much stuff they have accumulated, they decide to hire a teamster to manage the packing and the horses. They intend to set out the morning of day 88.

Shopping

Saturday, 31 May 2014

LotFP Solo - Part the Thirty-first: „Welch Schauspiel! Aber ach! ein Schauspiel nur! / Wo fass ich dich, unendliche Natur?“



Scene 34

Chaos: 7

Setup: roll of 2 = modified scene (was: Lycinia, Aldira, and Théscine are off to the great library at the mage's guild to find information about the prison of Vhisigus.)

Interrupt: Ambiguous Event - Assist / Dispute

Characters: Neldir, the Elders of the Elven Forest, Ranwitha the Pious Merchant, Siorighan MU12,  Tibalt & Barnot, dwarven mercenaries, griffon, Reverend Father Gelnay de Val d'Oine, Reverend Father de Molleré, Brother Mundlo, Zuhal B'thallit, centaur lizard, Jola, Sir Gaunet, Jönnick, Baron Iehan Forzdeleu, Count Rotres d'Estancbel, Lady Delphinia, evil cult

Threads: find Neldir & the book
remove zuhal's curse
buy silver weapons & guns
acquire holy items for spiritual combat
learn the secrets of Vhisigus' prison

day 78.

"Where are we going?" asks Théscine. "This doesn't look like the sort of place to find a wizards' guild."

"It isn't," says Aldira. "We're going to buy some nice clothes so we look like the sort of people they let into the wizards' guild."

"What's wrong with what I'm wearing?" asks Théscine. "The blue and green of my tunic brings out the colour of my eyes."

"Yes, my dear," concedes Aldira, "and the blood stains bring out the colour of your ruby-red lips. Look, the guild is very particular about who they will even let in the front door for a consultation. We either look the part or we get sent away. Which reminds me... Lycinia, can I ask you a question?"

"Of course."

"Are you really a princess?"

"I am. Are you saying that this guild is the sort of place where that will matter?"

"Absolutely."

"How disappointing."

The shopping trip takes up most of the day. Théscine soon warms up to the idea, and finds a flowing silvery gown that matches her magical sword. Aldira buys a simple, yet elegant page's outfit. Lycinia is grudgingly coaxed into a royal blue dress of crushed velvet. The three spend 150sp in total.

The rest of the afternoon is spent at the inn, waiting for nightfall. Aldira explains that, according to her master, the wizards there all wish to be seen to be the most dedicated practitioners of magic in the land, constantly burning the midnight oil as they pursue their research. As a consequence, nothing ever happens during the daytime, and it's unlikely that any of them are even awake. The elves agree to follow Adira's lead, as they do not understand human institutions, especially those that equate social status and magical competence.

The temperature has dropped to well below freezing, so they wrap themselves in their new winter cloaks, and set out through the twisting city streets by the light of a hired lantern-bearer. The city seems nearly deserted; the cold has kept the residents indoors, and there are no beggars or vagabonds permitted in the Old Town. Only an occasional lonely lantern is espied in the distance.

The wizards' guild is a truly grand affair, rising higher than the city guildhall, or indeed even the Sea God's cathedral. A magical radiance bathes the exterior, and numerous lamps shine from within. Gargoyles and grotesques glower down from the peaked rooftops, and sigils of mystical import are incised like heraldic devices. Atop the high towers a constant succession of changing colours stream out from the windows, as the alchemists busily go about their lucubrations.

The linkboy refuses to set foot past the iron gate into the grounds. Aldira gives him an extra copper and sends him on his way. She leads her elven companions slowly up the walk towards the entrance. They trio can feel many eyes upon them, and are hardly surprised when two spiky gargoyles detach themselves from the roof and climb fluidly down the walls to flank the enormous oaken doors of the entrance.



[Not all the wizards in the Kingdom belong to the guild, but all of the important ones do. They tend to look down on non-members as being either renegades or hedge-wizards; Aldira's master fell into the latter category, though he had cordial relations with at least some of the guild wizards.

Very few possess the innate ability to wield magic, so the number of wizards in the Kingdom (indeed, the world) is quite low, and as a consequence they all tend to run into one another, especially the apprentices, who get sent off on to do errands. So, there's a chance they'll have met (or more importantly, remember) Aldira.

For each wizard she meets, I'll roll a die. On a 1, they'll know Aldira. On a 1-2, they'll have known her master. On a 3, they'll have heard of her master by reputation only. The die type depends on the level of the wizard in question:
Apprentice (1st-3rd) d4
Novice (4th-6th)     d6
Master (7th-9th)     d8
Arch-mage (10th+)    d10

Note that the guild is a very loose association; indeed, the appellation 'guild' was originally a joke, just one that stuck and turned into the de facto name for the wizards that collected around the Great Library in Ildmarch. The only other 'guildhall' is the one at the Royal Library in Aylesbyrig, but it is no where near as grandiose.

Also note that 1st-3rd level Magic-Users are considered apprentices and expected to stay under the tutelage of their master. When Aldira's non-guild master died, her period of apprenticeship was cut short, and she took up the adventuring life by necessity.

Enough background, back to the game.

I rolled a 1 on a d4 for the doorman (MU2), so I'm generating two reaction rolls for the encounter. The first is when the PCs approach and he sees the beautiful elves in their splendid attire. The second is for when he recognises Aldira under her big, floppy page's hat: 10 Elves, 4 Aldira.

Cemmeret the ianitor
MU2, male
personality: wicked, touchy
motivations:
1-process contraband
2-discover lies
3-maintain allies]

One of the doors swings silently ajar just enough to admit a person. Out steps an emaciated, hawkish-looking man of indeterminate age, wearing heavy furs over a grey-green wizard's robe and leaning upon a smooth, black, iron-tipped staff. He stands between the hulking gargoyles and looks over the party. "Quid vultis?" he asks cautiously in the Ancient Tongue, his breath forming white clouds in the frigid night air.

Aldira steps boldly forward. "My mistress, Lycinia, a princess of Feyalldra, seeks the wisdom of the Great Library."

"A princess of Feyaldra, you say? What bring you so far from the splendours of your forest home, your highness?"

"I am come on a solemn quest," says Lycinia, repeating the words she had rehearsed at Aldira's suggestion, "to avert a great evil, and to apprehend a elvish felon who is dabbling in magics beyond his ken."

"By all means, then," says the ianitor, "enter freely and as a friend of the guild." At his words, the gargoyles throw wide the doors of the entryway, and he motions for the princess and her band to come inside.

As they enter the vestibule, the party are stuck by the grandeur of the guild's entrance hall, with its swirling columns, staircases, galleries, and generally baroque architecture. They cannot help but look round every which way at the splendours before them. But their reveries are cut short by the ianitor's sudden outburst.

"Aldira?! 'kinell, it is you! How'd a little shit like you con your way into elvish high society? Or--"

"Or, what?" snaps Lycinia. "If you have a problem with my page, you have a problem with me. Do you really wish to be the cause of a rift between the wizards of the kingdom and the elves Feyalldra, doorman?"

[Q: Can Lycinia cow the ianitor into letting it drop? 50/50: 02, Exceptional Yes.]

Cemmeret withers under Lycinia's wrothful gaze. "Forgive me, your highness. I spoke rashly." He quietly ushers them into the guild. As Aldira passes, she can't resist sticking her tongue out at him, but this time he maintains his composure.

The party see a pair of wizards walking through the entrance hall, engaged in an animated discussion. They are both dressed in fine, overly-decorated robes and carry large ornamental staves; everything about them screams Wizard. The male wizard is attired in red and gold. He has narrow features, leathery tan skin, a curly blond coiffure to his shoulders, and a scraggly van dyke. The woman favours blues and silvers. She is short, a bit stout, and has a ruddy complexion set off against dark eye make-up. A mop of wavy black hair frames her face. Neither of them seem particularly young, but their exact ages are hard to determine.

"Those two," whispers ianitor, "are master guild wizards: Itragad the Invoker, and Orezuthía the Arcane. Does your highness require a formal introduction?"

Just then the wizardly duo stops short. "Elves!" shouts the woman across the echoing hall. "Cemmeret, bring them here so we may speak with them!"

Cemmeret hastens to obey the master wizard's command. The party have to walk briskly to keep up.

"May I introduce Orezuthía the Arcane, scholar-mage of Isbar-in-the-South, Inquisitrix Mysteriorum, and Knower of the Beyond. And also Itragad the Invoker, magister of the 4th circle, Transmogrifier Peerless, junior fellow-academe, formerly of the King's own Court. Milady, milord, this is the Princess Lycinia of Feyalldra and her servants."

"We wish to discuss magic with these elves," says Orezuthía. "You may run along now, Cemmeret. And find somewhere to stash the servant girl whilst we talk."

"Dear lady," interjects Lycinia, "she is no mere servant; Aldira is a knowledgeable wizard in her own right."

[rolling 1d8 for each wizard to see if the name means anything to them. Itragard gets a 3, Orezuthía a 6.]

"Is she now?" sniffs Orezuthía, looking Aldira over disdainfully. "Not guild, though. But I suppose she can stay."

"Where did you learn magic then... Aldira, is it?" ventures Itragad.

"No milady, milord," says Aldira sheepishly, "my master wasn't affiliated with the guild anymore by the time he taught me. Gepfhardt of Wandlebourne."

"Ah...him." responds Itragad. "That explains your lack of a wizardly name. Some people..."

"Oh, pish!" say Orezuthía, "If I had a name like Aldira I'd have kept it, too. No one'd take Lula the Arcane seriously. Don't you agree, Bertie?"

At this, Itragad blushes. "And anyway," continues Orezuthía, looking at Cemmeret, "why are you still here? It's time for the grown-ups to talk."

The ianitor scurries back to his post.

"Well, then," explains Itragad, "my esteemed colleague and I were having a friendly debate on one of the finer points of magic."



[This is the Dispute with which the PCs must Assist according to the modified scene. I decided it would be about a random spell between 1st and 4th level, i.e. one the disputants could both cast. I rolled Howl of the Moon.

Q: What is the nature of the dispute? punish/joy
Interpretation: is the spell a punishment (Itragad) or a joy (Orezuthía)?]

"I am sure," explains Orezuthía, "that you are familiar with certain enchantments that unlock the primal essences within their subjects, which bring our more primitive, bestial natures to the fore? You probably know of some of the debates surrounding their operation on the mind and soul, but that is not what concerns us just this instant. You see, we are divided in opinion as to the benefits -- or indeed detriments -- of such enchantments upon their subjects. My learned colleague here is of the mind that it is a terrible curse, and dangerously unhinges those upon whom it be placed."

"But my most scholarly associate," continues Itragad, "would have you believe that unleashing the inner animal is a thing to be sought out, to be celebrated even. So we put it to you, elves of the fair forest, and to you as well, young wizard: which of us is right. And how to prove it?"

"I suppose," says Lycinia, "that we'd need to see what happens firsthand, and interview the, uh, the subject afterwards."

[Q: What do the wizards want to do now? Trick / the innocent.]

"Very well, Orezuthía. Let us go out and try it. There must be someone about nearby."

"Maybe," interjects Théscine, "we could find a volunteer attached to the guild. Someone we will be able to interview later."

[I should be using UNE to moderate the conversation. So, on chart 6, the NPCs relationship with the party is (1-3 neutral, 4-6 distrustful: 6) Distrustful. The conversation mood seems Sociable.

So, rolling d% for Théscine's suggestion: 16, Yes. They will 'recruit' (1-2 Itragad's, 3-4 Orezuthía's, 5-6 someone else's apprentice: 3) Orezuthía's poor apprentice.]

"That's a good idea," says Orezuthía, "and it means we don't have to go outside in the cold. Follow me, but keep quiet. This might not work properly if we give away the plan."

Orezuthía shouts for another servant to fetch her apprentice, and sends the lad out into the cold night with a message to deliver all the way on the other side of town. She then leads the party through the guildhall, down narrow arched passageways and up twisty, winding staircases, until at last they come to a door made of some unknown greenish metal, which Itragad obligingly unlocks with a tarnished brass key. Beyond is a large, nearly-bare chamber. Other than an ornate, golden-framed mirror, the room is devoid of furnishings. "We can watch from here," she says. She then mumbles a strange, sing-songy incantation, and the mirror's surface becomes cloudy, as if the scene were filled with mist. It slowly resolves on an image of Orezuthía's apprentice, wrapped in his winter cloak, moving apace through the dark city streets. "We'll wait until he's in about the centre of the New Town, then I'll throw the spell."

Whilst they watch the magic glass, the two wizards make small talk with their guests to pass the time. [The Universal NPC Emulator provided the discussion topics: friendly-delight-allies and inquisitive-curiosity-antagonist]. Itragad makes the inference that the elves before him are the same ones of whom he had heard a report regarding Castle Hræfnmor. His manner is quite friendly, and he seems delighted to talk of their finding the body of the late Vethrelcem frozen in an attitude of study, though it is unclear whether he is happier at the manner of his decease or the fact of it. Orezuthía, on the other hand, is fascinated by the reports of the wicked elven renegade, and has no end of questions concerning him.

At length the apprentice appears to be crossing the main, central square. Orezuthía chants the words of her spell, and sends it through the mirror.

[Q: what happens? fight / dispute
Q: Does the apprentice kill someone? 50/50: 06, Exceptional Yes.
Q: Does he get taken down by the city watch? 50/50: 85, No.]

As the magic takes hold, the apprentice is transformed. His bestial nature wells up within him until he bursts. In a fit of fury, he rips off all his clothing and runs howling into the night. He moves through the streets like a rabid animal, impervious to the cold.

Turning a corner, he comes upon an old merchant, jealously holding his wooden strongbox whilst struggling to carry it. A strong man-at-arms walks beside him, carrying a spear for protection and a torch to light their way. The apprentice wastes no time, but pounces on the old man and rips his throat out with his teeth. The strongbox crashes to the ground and breaks open, scattering gold and silver coins over the pavement. As the apprentice savages the merchant's corpse, the terrified mercenary takes to flight, dropping torch and spear in his haste.

"Very well, I think he's had enough," says Itragad. "End the spell before he eats the rest of that poor man's face."

Within the hour the apprentice has returned to the guild -- naked, confused, covered in blood, and suffering from hypothermia. He is given a warm cloak and some hot wine, and put in front of a fireplace whilst his mistress quizzes him about the events of his walk [UNE conversation module renders: hostile - rage - power].

"I don't know what came over me," he says through chattering teeth. "One minute I was walking through the square... then later I seemed to wake up in this state, all bloody and horrible. I don't remember anything, just flashes: fighting, and hunger, and screams. Was it an enemy of the guild that did this?"

"He's a mess," opines Théscine. "It's a curse. Definitely a curse."

"I agree with Théscine," adds Aldira. "What about the murder?"

"What's one less merchant?" asks Lycinia.

"That's cold," says Théscine. Itragad's expression seems to confirm Théscine's opinion, but Orezuthía can barely contain a smirk. The apprentice is nearly delirious, staring slack-jawed into the fire.

"Anyway," continues Lycinia, "why must it be one or other? In the wilderness this spell could save you. In the city, though, it's probably a bad idea. Unless you had the willpower and sense of self to ride it out."

"Well said, Princess," says Orezuthía, "if a bit too diplomatic. If you're sizing us up, would you care to commit to an opinion?"

"If I must: a joy, then."

"But the murder," says Itragad. "Shall it bring shame to the guild?"

"Oh, that," says Orezuthía. "I suppose I'll have to get a new apprentice now. Shame about this one, he had such potential. I'll have some gargoyles deliver him to the watch."

"Can I change my vote?" says Lycinia.

"It would appear, friend Itragad," says Orezuthía, "that you've won this debate. Unanimously even, though for a moment I thought the Princess was evincing a proper scientific detachment. Ah, well, as you are the victor, I leave you the field, and these three standing on it who have the air of being about to ask us for sponsorship. Nighty-night!" And with that, she waves, winks at Lycinia, and is off.

[The NPC relationship on the UNE chart shifts up/down one row for the PCs taking sides in the dispute, but Orezuthía's reaction roll on parting is a 10, so she hasn't become an enemy.

Q: Is there anything they still need to do to acquire Itragad's sponsorship? 50/50: 56, Yes.]

"Yes, well, about that," says Itragad, "There is in fact a favour I would ask of you."

Friday, 23 May 2014

Worldbuilding, and why I didn't do any

I've often heard it said that the more preparation you need for a solo game, the less likely it is you will ever get around to playing it. So when I decided to start a fantasy campaign, I wanted to do it with a minimum of set-up, lest it fail before the first session. I know a lot of people have a fantasy world they've been creating for years -- decades even -- but I'm not one of them. All the AD&D of my youth was set in Greyhawk. All I had was the boxed set, and I wasn't really interested in a level of detail beyond that. It was non-invasive, and provided ample room to tell whatever stories I could make up. After that, when campaigns gave way to more occasional one-shot adventures, the concomitant worlds had a much more ephemeral nature, seldom outlasting the session.

I was initially inspired by reading Tabletop Diversions' Ever-expanding Dungeon posts. That put me in the mood for some old-school D&D, which always conjures up visions of knights and castles in my head. I'd also been reading Fouqué's Der Zauberring; it's full of knights and castles, which always conjures up images of D&D (it's also the reason why all the post titles are lines from romantic poets). At first I figured I'd just use the genero-pseudo-medieval Europe of my youth, that nameless fantasy world we played in before setting became a real concern. But that was too high-fantasy for what I was after. I also wanted to use LotFP as the ruleset, which steadily won me over to using an early-modernish setting. I didn't want to set the game in the real world though, especially as I wanted the PCs to all be elves. But my campaign had to be set somewhere. So here's how I went about it.

I knew the rules set I would use (LotFP), the GM emulator (Mythic), the collections of charts for encounters &c (Basic & Expert set, d30 Sandbox Companion, some random monster & dungeon generators from Dragon Magazine and the 1st ed. DMG). More than enough to run a campaign with. I decided I would give the characters a starting quest, and let things develop into a sandbox (or not) on their own. So all I needed now was a world. Or at least part of one.

I wanted to try Hexographer, having just discovered it. After two or three false starts, I had tweaked the settings enough to produce a map with the right kind of terrain for what I had envisioned. It was randomly dotted with villages, castles, ruins, etc. I did clean it up a little bit: drew in some rivers and roads, put fields around the major cities, added more castles. Only about an evening's worth of work. Of course, as I did this, ideas presented themselves about what some of the locations might be, and what sort of people lived here or there, but I didn't write any of it down or worry about it overmuch. There was a big map full of unnamed features staring at me, but the more I tried to add to it, the less chance I would have of actually playing. So I left it alone. I decided that, since my PCs were all first level elves, they would never have left the Elven Forest before, and so had as vague an idea of what lay beyond as I did.

I knew there was a big human kingdom occupying the eastern half of the map. I figured out where the capital of the Kingdom was (though didn't name it until scene 18) and then named a handful of things in and around the elven forest. Nothing even got described until I was about to start the first session, when I wrote:

"Feyalldra is the great elven city in the Elven Forest (all the heavy forest west of the river/lake - Elves move through their forest as if it were clear terrain, and automatically find enough food and water). The stone circle is a meeting place for the humans and elves to conduct trade. Cheapington is (as its name suggests) a mercantile town that grew up because of the human-elf trade. The Church of St. Gelevaard is a church of the Light God, built on the very site where St. Gelevaard was martyred 1000 years ago. The climate and and pseudo-medievality is that of southern England circa 1550AD. There is a large bay 20 miles south of Cheapington, the ocean proper is 20 miles further south. This area is on the border of civilisation, so firearms are a bit rarer than in other parts (to the East). I'll make up / randomly determine the rest as I go."


And I that was it. Some things had to be added to the map along the way. E.g. Wandlebourne and some as-yet-nameless town got added in a fit of logic when I noticed there was this huge protected bay that would be the ideal base for fishing and the sea trade.

But the first little paragraph, describing a mere 21x13 hexes, set the tone for everything that followed. It fixed the climactic, technological, and social base so that I could extrapolate all the mundane aspects of the world, and stick a low-fantasy overlay on top. Elements introduced in the first few sessions were a bit more random than those that followed. By now I have a feel for what definitely does and doesn't fit, and re-roll and/or modify tables accordingly. Here's some notes on how it played out:

Non-humans

Elves are a dying race, as presented in the LotFP rules. They are creatures of faerie, and live in the Elven Forest, wherein lies their wondrous city of (fair) Feyalldra. But that's only half of the great faerie forest. Across the river (this hasn't been shown on any of the small maps yet) is the Goblin Forest, where the ugly, twisted, and malevolent faeries live. The faerie forest is actually the first thing I made up, and the goblin half has simply never come into play yet: exactly the reason I didn't go naming every location on the map.

Goblins are creatures of faerie as much as are elves. They will use halfling stats, should it come up. There are no halflings in my campaign, because I don't care for them.

Dwarves are by the book. They live underground, but I don't know where their big city is yet. There's at least a big outpost somewhere within ~20 hexes of the Ruined Monastery, since rescue missions were sent to find the dwarven expedition that never returned from there.

I'm undecided about orcs. I don't need hobgoblins. Bugbears and kobolds will be extremely rare if indeed they ever appear. There is a far-off race of cynocephaloi (gnolls), but they don't live locally. Ogres compete for space with the hill tribes.


Pseudo-medievality

Or, if you will, pseudo-early-modernity. I chose 1550 to make it still a bit medieval; to be fair I've mushed some ideas from earlier into it, but I'm aiming for that vague sort of realm where fairy tales are from, not Montaillou, village occitan, de 1294 à 1324. Also, the main kingdom is small and civilisation does not extend far beyond it. I chose southern England for the climate because it's damp and rainy and I like it that way. But it also helped with other things, such as--

Religion

To start with, all I knew was that the main religion would be a pantheistic version of the pre-reformation catholic church. Since the first mini-map had a chuch on it, I had to figure out the patron deity on the spot; thus the Light God came into being. At first it was just a shorthand notation, but it ended up setting the tone for religion: the Roman model of personified ideas rather then the Greek gods with personalities. It's not the only human pantheon, just the only one in the kingdom. I guess I'll have to decide what sort of religion the elves have if they ever make it to the elven temple.

Language

The trick for me was not over thinking this. I tried very hard to just use a nice D&D-style Common tongue for humanity, but I just couldn't leave it alone. So then, Common, which I mention several times in various adventures, is sort of middle English. It is the language of all the common folk of the Kingdom. Many of the noble families came originally as conquerors from the Continent, and so there's a second common tongue which is like old french, used more by the upper classes than the lower, though many people are likely to know both. Scholars and wizards will know an ancient language from a fallen kingdom of old (Latin), and may well know other ancient and esoteric languages besides. They are also likely to know one or more non-human languages (architects and engineers would tend to study High Dwarven, for example). Elves all speak Low Elven, which is sort of the elven version of Common and the dialect that non-elves learn. There's also High Elven, which is totally different from region to region (probably only Théscine speaks the continental tongue, as she's the only one with family ties to elves outside Feyalldra). There's also a literary language which no one speaks, as such: sort of the elf equivalent of Homeric Greek. Elves also learn the human languages of the region, and magic-using elves are taught the ancient (scholarly) tongue during their arcane studies. I don't know what the humans bordering the kingdom speak yet; maybe just different dialects of old/middle-English, or perhaps a pretend Celtic language. I'm not even sure if the kingdom to the north is even a human one yet, to be honest. Should the PCs venture that far on the map, I will figure it out based on whatever I'm in the mood for at the moment.

There I go off on a tangent. The point of all this was that I started with a very basic idea (it's sort of medieval England-y) and the details filled themselves in from there. When some -one/-where new crops up, I can either try to make up a fantasy-sounding name (Zormagax the Invoker), go for euphony (Ildmarch), or I can pick words at semi-random from a glossary, which is much simpler and sometimes more evocative. Sir Gaunet's name is old french for 'yellowish' whence we get 'gaunt' in English. His castle is from old English roots: hræfn (raven) + mor (moor). Chateau l'Oret (old french = 'wind') is in the middle of a windy plain. Sumpffort is by the swamp, Foehrenfort in the pine forest, etc. Some of it plays against type: the evil count lives in Chateau Pruduems (Prud’homme).


So there it is: my setting, or at least the apologia for its sketchy nature. The funny thing is, all the stuff I've written in this post is the stuff that developed in such an easy and natural fashion that I've never had to write it down; it's all in my head and informs every further development in the setting and every interpretation of the random idea generators. I hope that showing my work, as it were, and discussing the process of creation will be of some use to others.

Tuesday, 20 May 2014

LotFP Solo - Part the Thirtieth: „Der heilsam schaffenden Gewalt / Die kalte Teufelsfaust entgegen“


Scene 32

Chaos: 7

Setup: roll of 2 = modified scene (was: Father Rochouart and Haddie are looking in on the only church of the Light God in town in order to acquire holy items with which to combat demons.)

Interrupt: Introduce a New NPC - Usurp / The innocent (an evil cult)

Characters: Neldir, the Elders of the Elven Forest, Ranwitha the Pious Merchant, Siorighan MU12,  Tibalt & Barnot, dwarven mercenaries, griffon, Reverend Father Gelnay de Val d'Oine, Reverend Father de Molleré, Brother Mundlo, Zuhal B'thallit, centaur lizard, Jola, Sir Gaunet, Jönnick, Baron Iehan Forzdeleu, Count Rotres d'Estancbel, Lady Delphinia

Threads: find Neldir & the book
remove zuhal's curse
buy silver weapons & guns
acquire holy items for spiritual combat
learn the secrets of Vhisigus' prison

day 78.

Though He be superior to all other gods, the Light God's only church in Ildmarch is a small, unprepossessing affair. The gods of Chance, Wealth and the Sea are much more popular here, reflecting the mercantile concerns of the city folk. But the Light God is all-loving and all-caring, and accepts that mortals sometimes need the individual attentions of His divine children.

Father Rochouart leads a silent Haddie through the twisting streets of Old Town trying to locate the church. He gets lost once or twice, and is scandalised that the first two residents he asks for directions don't know where the church is.

When they finally arrive, they find the church is dark and cold and damp inside. A few tapers around the altar steadily push against the darkness. A single priest in long, white robes appears from behind the altar to greet them.

[1d6=1, male; 1d6=3, 3rd level cleric.

Using ÜNE to flesh him out:

personality traits: careful, devoted
motives:
1. abduct opulence (seek donations)
2. shepherd family
3. institute stories

He's basically a stereotypical rural parish priest; how he ended up in Ildmarch is anyone's guess.

His bearing is Friendly. The dialogue module indicates he will 'promise future action'.]

The priest is a soft-spoken, affable sort. He's in his late fifties, and his portly figure speaks of one used to comfortable city living. He introduces himself as Canon Prinnig.

Father Rochouart wastes no time in outlining the reason for his visit and the party's brief stopover in Ildmarch. Canon Prinnig listens patiently to the father's harrowing account,then opens his mouth to speak.

"Th--"

Suddenly a frantic woman rushes into the church, all in tears. "Madam Humberl!" exclaims the canon, "Whatever is the matter?"

"It's my Minda!" blubbers madam Humberl, "She's gone and run off with that nasty Dennerson lad! I just know he'll -- he'll lead her astray!"

"Oh, dear, this is serious," intones Canon Prinning soothingly, "that Dennerson runs with some pretty bad sorts. I'm sure this is just youth and foolishness. Tell us where they went, and I'm sure she can be brought home again safe and sound."

[Q: Does she know where her daughter was taken? Unlikely: 38, Yes.]

"He's always at the Cog and Barrel with that gang of roustabouts he runs with. Such brutes!"

"You see, Father Rochouart," says the Canon, "we don't quite have the grand adventures you're used to here in our quiet city. But still, any straying from the Path of Light is serious business, don't you agree? Perhaps if you -- and your young companion there -- could see fit to rescue young Minda Humberl from this adolescent misadventure, perhaps I could see fit to reward you from the church's treasury. Say, with a sacred relic to assist you in your quest."

"We'll do it," says Father Rochouart. "But you'd have helped our cause anyway."

"I know," replies the Canon. "But you'd have helped Madam Humberl anyway."

[This has to play out fast, otherwise Fr. Rochouart would gather the rest of the party and throw the three mini-adventure setup out the window. I'm therefore taking the opportunity to use the 5-room dungeon schema, which I've been looking for an excuse to try. So, Room One: Entrance And Guardian. Rolling randomly against the options I get «The guardian was deliberately placed to keep intruders out».]



The Cog and Barrel is a disreputable-looking tavern in New Town. It's early enough in the day that the only customers are those sleeping it off from the night before. The innkeeper is nowhere to be seen, but there's a large, unpleasant fellow with a cudgel keeping an eye on the place. Father Rochouart strides right up to him.

"I'm looking to find Dennerson," says the priest sternly. "He said to meet him here. So where is he?"

[Q: Can Father Rochouart bluff his way past the guard? No Way: 14, Yes.]

The man grunts and nods toward the back room.

In the squalid back room of the tavern there is a door standing ajar. A rickety staircase leads down far underground. Flickering torchlight is seen spilling out from a room at the bottom.

[Room Two: Since room 1 was roleplaying-oriented, I used the option to make Room Two combat-oriented, rather than come up with a puzzle (not the easiest thing to do in solitaire play)].

Two men sit at a crude wooden table in a small torchlit anteroom. There's a forgotten deck of cards between them ad an empty wine bottle. They are each dressed in a black hooded robe. When they hear Father Rochouart enter, they snap to attention. "Who the hell is this?" one of them asks. They both draw long sacrificial knives from their belts and move to intercept the cleric, who draws his broadsword in return.

[Stats:
ch cn dx in st wi hp ac
 8 15  8  6 14 13  5 11
 5 10  5 11  7 13  6 10

They're both 0-level fighters armed with daggers.

round 1]
Father Rochouart brings his blade down on the head of the first cultist, splitting the man's skull [8 damage drops him to -3]. He falls back into his chair, mortally wounded. [The other one passes a morale check.] "You'll pay for this," sneers the second cultist and slashes wildly and furiously with his dagger.

[round 2]
The cultist advances with a mad gleam in his eye, a flurry of flashing steel. He slices into Fr. Rochouart's sword arm [2 damage puts him at 7hp].

[round 3]
Father Rochouart is forced back to the stairs, and up onto them. But the extra height gives him a sudden advantage, and he lays low the second cultist [7 damage puts him at -1hp].

Father Rochouart pauses for a moment to get his bearings and consider his next move. He then retrieves his holy scroll and reads one of the spells inscribed thereon, that the Light God's blessing protect him in this pit of deviltry (he casts Magic Vestment on self for +3AC). Haddie, sensing his intention to continue, takes a torch from one of the wall brackets.

"There's more to this than anyone could have guessed," says Father Rochouart. "Come, my little light-bearer, we've work to do!"

[Room Three: Trick or Setback]

The long, low passage leading out of the anteroom seems to wind and twist in the earth for hundreds of feet, before opening up into a natural sort of cave or hollow. An altar to dark gods has been erected between two stalactites, flaking it like the fangs of some vile serpent. Great iron candelabra and a weird bronze tripod illuminate the evil chapel. Four cultists in long black robes are busily moving about the chamber, making preparations for some unspeakable ritual. The cultists, two women, a young man, and a young girl, have their hoods drawn back whilst they work. The young girl fits the description of the missing Minda Humberl exactly.

One of the women is on her hands and knees, inscribing a magic circle on the cave floor in chalk. Her back is to the passageway. Father Rochouart strides forward and plunges his sword into her back, shouting, "Servants of Darkness! I have come to rescue the Innocent from your vile clutches!"

[stats for the women cultists (a&b), Dennerson (d) and Minda (m):

  ch cn dx in st wi hp ac
a 13 11 15 11  9 16  4 13
b 12  9 13 15 11  8  4 13
d  8 12  9 15  7 15  5 12
m  9 10  9 11  9 11  3 12

Again, all 0-level fighters armed with daggers.

Father Rochouart had surprise; he hit cultist-a for 4 damage, dropping her to 0.]

The remaining three cultists -- including the "innocent" young girl, draw their long knives and advance menacingly toward the brave priest. Haddie hides in the passageway.

[round 1. Father Rochouart has the initiative]
The devil-worshippers are no warriors. They advance as far as they dare, but none manage to come within striking range with their knives [they miss]. One of the women comes too close, and is struck down by the cleric's righteous anger [b is hit for 4 damage reducing her to 0hp].


[round 2]
Dennerson, in a fit of bravado, lunges at the cleric. His thrust is nearly a foot short of Father Rochouart's neck. The priest's blade, by contrast, splits open his face [he takes 7 damage, dropping him to -2hp]. He slumps at the cleric's feet. Minda screams and swings wildly, but to no effect.

[round 3]
Father Rochouart wants to return the lost sheep to the fold. He prays to the Light God, that He turn aside the dagger of wickedness whilst his servant makes a plea for the young girl's very soul [he casts Sanctuary. Minda fails her save vs. spells, so can't attack]. The young girl sees the priest lower his sword as he invokes his deity. She raises her dagger to strike, but hesitates.

[rounds 4-5]
"Come, my child," says Fr. Rochouart calmly, "this is no place for one such as you. There's still time to cast aside these impure thoughts and deeds, and once again tread the Path of Light." Minda is transfixed by the clerics words, but does not lower her dagger. [it will take three rounds to talk Minda down. She fails her saving throw vs. spells in rounds 4&5, so doesn't attack].

[round 6]
The cleric's soft words and repeated exhortations are soothing, but Minda's mind is beset with confusion. [Q: Can he convince her to leave the cult? Unlikely: 77, No. +Event: PC Positive - Expose Illusions (see below). Also, Minda makes her save this round]. She seems as if his words are getting through. She lowers the knife meekly. He strides towards her, arms outstretched and welcoming. "You see, my child, this nightmare is finally over." She make as if to embrace him, then with a malicious grin stabs her cruel knife right at his throat. He does not even flinch. The point of the dagger in moved aside by an inexorable force. [She rolled a 13 on her attack, which would have hit but for the AC bonus from the Magic Vestment spell]. Praise the Light God!

[The Expose Illusions event above sounds like its grounded in the theology of the Church of the Light God; His Ever-Present Light dispels the the evil cult's illusory promises of power. so I'll let fr. Rochouart re-roll his failure on the Mythic Fate Chart.
Q: One more try... Can he convince her to leave the cult? Unlikely: 32, Yes.]

She has seen the Power of the Light God. The dagger drops to the ground with a clatter. She falls into the priests arms, sobbing with true and heartfelt penitence.


[Room Four: Climax, Big Battle or Conflict]

After several minutes, a woman in black robes with rust-coloured trim emerges from a doorway behind the altar. She takes one look at the scene before her and, hissing blasphemous imprecations, begins casting a spell. Father Rochouart feels tendrils of evil attempt to insinuate themselves into his mind, but he is stern in his resolve, and shakes off the woman's enchantment. The priest sends Minda off to hide with Haddie, and raises his bloodied sword to do battle.

[Stats:

Cult leader, MU4
ch cn dx in st wi hp ac
 6 10 13 16 11  8 15 13
1-Charm person, Summon
2-Ray of Enfeeblement, Mirror Image]

She got a surprise round when she showed up, and cast Charm Person. Fr. Rochouart saved easily, rolling a 19. They're now tied for initiative.

round 1]
Seeing her charm did not affect the priest, she speaks a short curse. A thin green ray springs from her fingertips, momentarily bathing the cleric in a sickly light. But the baleful energy dissipates harmlessly around him as he crosses the uneven ground to attack. [makes his save against her Ray of Enfeeblement, doesn't manage a decent attack roll, however].

[round 2]
As the sorceress sidesteps Father Rochouart's broadsword, her hands are tracing patterns in the air, and her lips forming the strange syllables of an incantation. Two exact doubles fade into being alongside her, mimicking her every move [Mirror Image].

[round 3]
Her store of battle magic depleted, the sorceress, draws her dagger -- as do her two copies. Father Rochouart strikes, hoping to lay low the sorceress, but his sword stroke merely dissipates an image.

[round 4-5]
The two -- or is it three? -- circle one another looking for a moment to strike. The cleric does not want to attack the image and leave himself vulnerable, the sorceress cannot close into striking range without coming inside the greater reach of his blade. She feints, and poorly, for the cleric's riposte catches her in the arm, leaving a bloody gash [4 damage puts her at 11hp]. A similar injury appears on her double.

[round 6]
The sorceress and her copy both slash at Father Rochouart. He tries to parry the strike, but chooses the wrong one, and the phantom blade passes harmlessly through his sword. Realising his mistake too late, he feels the real dagger bite into his side [2 damage drops him to 5hp]. His counter-attack dispels the image.

[round 7-8]
Arms clash. Both attackers strike true, both come away bleeding. [Father Rochouart takes 1 damage, putting him at 4hp; The sorceress takes 7, dropping her to 4hp. Since she's now below half hit points, it's time for a morale check. Since she's the leader, I will determine her ML score by taking the best 2 of 3d6; appropriately for a devil-worshipper, I roll 666. So she will fight to the death]. With a demoniacal fury, she grabs the priest by the neck and forces him against the wall of the cave, preparing to plunge her dagger into his heart. But he twists round and lashes out with his heavy sword, cutting her open like a sacrifice. She is dead before he has finished the motion [8 damage put her at -4hp].

Fearing lest more cultists lurk within, Father Rochouart calls upon the Light God's Mercy to close up his wounds [Cure Light Wounds on self restore HP to full]. He leaves the sobbing Minda in Haddie's quiet care and boldly enters the room behind the altar. In the makeshift vestry and storeroom, he finds only three frightened prisoners, beggars by the looks of them, who have been stripped, bound, gagged, and smeared with some sort of sweet-smelling unguent. Father Rochouart frees them from their bonds, and offers to take them back to the Church for sanctuary, but they are too afraid. They gather up their clothing from a heap in the corner and scurry out of the caverns.

Father Rochouart leads Haddie and Minda back up into the tavern. At the sight of him, uninjured but in bloodied clothing and clutching a huge, gory broadsword, the tavern's bouncer drops his cudgel and flees into the street.


[Room Five: Reward, Revelation, Plot Twist
The quest was a trick. By killing the dungeons bad guy the PCs have actually helped the campaign villain or a rival.]


Scene 33

Chaos: 6

Setup: roll of 3 = modified scene (was: Back to church to get reward.)

Altered: Canon Prinning intends to take over cult leadership, with the sorceress now out of the way

Characters: Neldir, the Elders of the Elven Forest, Ranwitha the Pious Merchant, Siorighan MU12,  Tibalt & Barnot, dwarven mercenaries, griffon, Reverend Father Gelnay de Val d'Oine, Reverend Father de Molleré, Brother Mundlo, Zuhal B'thallit, centaur lizard, Jola, Sir Gaunet, Jönnick, Baron Iehan Forzdeleu, Count Rotres d'Estancbel, Lady Delphinia, evil cult

Threads: find Neldir & the book
remove zuhal's curse
buy silver weapons & guns
acquire holy items for spiritual combat
learn the secrets of Vhisigus' prison

[Stats:
Canon Prinning, C3
ch cn dx in st wi hp ac
14 14 11 13  9 18 13 12
1-Cure light wounds, Cause light wounds, Cause Fear]

Canon Prinning is positively beaming when he sees Father Rochouart return. He walks across the dimly-lit nave to greet him. "So good to see you!" he calls out, "and young Minda, too. It looks like you ran into a spot of trouble. Was it those ruffians that loiter round the Cog and Barrel?"

"No," says Father Rochouart heavily, "I fear the situation was much more dire."

"Well, now," says Canon Prinning, "perhaps you'd better tell me all about it, my good man." At that he claps a friendly hand on Father Rochouart's shoulder. The weary cleric grasps the canon's arm in return. He is about to respond, when the canon suddenly spits out the words of a horrible curse. Unholy energies course through him into Father Rochouart, who gasps from the unutterable pain and shock of the betrayal [Cause Light Wounds inflicts 5 damage, leaving him with 4hp].

[round 1]
Father Rochouart staggers backward, but has the presence of mind to draw his broadsword. The wicked Canon produces a shortsword that had been concealed cleverly within his robes. The clash of steel on steel reverberates in the gloom of the empty church [-2 to hit for drawing weapons ensures that both miss their attack rolls].

[round 2]
The Canon stabs Father Rochouart in the gut. The blade does not bite deeply, but in his weakened state the wound is almost too much to bear [2 damage leaves him with 2hp]. Summoning all his strength, he strikes back with righteous might [9 damage drops the Canon to 4hp]. The Canon's mangled left arm hangs limply at his side.

[round 3 - The Canon needs to make a Morale check, which he passes despite his cowardly ML5]
The Canon invokes the powers of Hell with yet another curse [Fear], and this time the good cleric cannot shake it off [fails saving throw]. He is seized with a mortal terror like none he could ever imagine, and flees for his life out of the church. Haddie is smart enough to realise the danger, and takes off like a bolt right after him.

When Father Rochouart is once again himself, he rushes back to the church. But the Canon has fled, and Minda's bleeding corpse lies sprawled in the aisle.


(adventure continues here)