Friday, June 12, 2020

Mike's Dungeons, a brief review



Brief Review:
Mike's Dungeons
Geoffrey McKinney

I ran this module twice for Table Top Events Convention of Champions. The players covered most of the first level and some of the second level. So please keep this limited exposure to running this module in mind as per this review.

This is a perfect dungeon module in terms of format. Each map is on one page and almost all the key fits on exactly one page opposite the map so that it can lay open on the table for the referee. Perfect. The room descriptions are short, curt, concise, and to the point, empowering straightforward fast-paced play.

It is important to note, however, that NPCs are referred to by level title, so, if you do not have level titles memorized, you will have to look up what level that NPC is. And no monsters have any stats or special descriptions. The module assumes grounded knowledge in the standard D&D monsters and that you have easy, ready access to monster descriptions in rule books.

I did not enjoy having to look up some levels based upon titles for NPCs. It seems to me easy enough to say, "2 Warriors (FM2)," or something like that. But I had no problem with missing stats. It cleaned up the key and enabled it to all fit on one page. I have refereed for some time, I have many standard monster stats memorized, or nearly so, and I can, in general, run most encounters on-the-fly with little to no look-ups. So this absence of presentation did not slow me down, much. Others may find this annoying, so, in order to run the module smoothly, you many need to write in monster stats, say, for three levels ahead of the players, before each session, to make sure you feel like you can keep things running at a good pace.

As McKinney urges, this is a module to be played, not studied, and I can confirm this from my own experience. What content there is, is rock solid. This is a "funhouse" style dungeon in the sense that there are very few rooms entirely empty of content and most of the content has no concern for so-called "ecology." This is, for me, a bonus to be commended. But if you like "ecology," be forewarned.

In the main what we have is monsters, some with treasure. There is very little treasure unguarded by monsters that might otherwise be hidden or trapped. There are no descriptions of motivations, little indication of how monsters will react to the characters (but some) and no description of the relationship between monsters. This is not a problem for me. In fact, I welcome this sparseness. I enjoy making those things up for myself. But, again, if you like "factions," and those kinds of things, you are going to have to make them up for yourself.

What I will say, however, is that, for me, I had to add content to make this feel right and provide a full "old school" session. There are virtually no tricks (wonderful things that require interaction and problem solving) or traps at the initial entry levels, and the treasure is very sparse. I have not studied beyond the ninth level (hey, it is for playing, not for studying, remember?), but this is the case for me through the ninth level. I added a pit or deadfall trap in a corridor per level. I added hidden and trapped treasures, especially in dead-ends. I added false doors, teleportation points, etc., also in dead-ends. I elaborated certain decoratively described rooms in order to turn them into tricks or wonders that gave players something to interact with and solve. I added clues to these traps and tricks. I added clues to the monsters and treasures that were already there. I elaborated on description. Etc.

Now, I loved doing this extra work. This is exactly the kind of module I love, because it leaves much room for me to fit it into my campaign setting and add my own creativity. It gives me boundaries within which to work, and empowers my own imagination. This extra work, however, may not be everyone's cup of tea, so just be aware that, for many, this module will need some work in order for it to play like the kind of old school dungeons we usually enjoy.

I had fun running this and I recommend it.

Fight on!

Sunday, June 7, 2020

Wishes



Okay, here is my first pass at some rules around wishes for my Perilous Realms campaign. These are inspired by the Judges Guild Ready Ref Sheets.

Wishes

First, note level of granter:

Granter
  1. Object
  2. Well/Fountain
  3. Rainbow
  4. Moon, full, midnight
  5. Star, first seen
  6. Spirit
  7. Djinn/Efreet
  8. Power
  9. Spell
  10. Item
Objects include but are not limited to:
  • Wishstone
  • Wishbone
  • Found single copper piece
  • White horse, first sight
  • Talisman
  • Statue
Major gems are special objects with their own granter value.

Grant-level:Gem-value
1:5,000
2:10,000
3:25,000
4:50,000
5:100,000
6:500,000
7:1,000,000+

Well/fountain, in general, any given character gets one wish per instance.

Spirits are elemental and otherwise neutral powers, especially, e.g., elementals themselves, and also sometimes sylvan beings of the classical variety, such as dryads or centaurs, or of the gothic variety such as pixies and unicorns.

Powers are cosmic spirits of either lawful or chaotic alignment such as gods and goddesses, angels, demons, and the like.

The Wish spell is a 7th level arcane spell that can only be found through research.

Items are magic items with wishes like rings and swords.

Next, discern level of intent:

Intent:
2 Trivial
3 Selfless
4 Altruistic
5 Mutual
6 Greedy
8 Selfish
9 Malicious
10 Give/take life

Trivial indicates that no one directly benefits and there is no possible harm.

Selfless indicates the wisher benefits from the wish in no way.

Altruistic indicates that one or more parties benefit from the wish but the wisher benefit only indirectly.

Mutual indicates mutually beneficial to wisher and one or more other parties.

Greedy indicates the wish is only for material gain, and / or that there may be one or more other parties that benefit, but only indirectly.

Selfish indicates that the wish is only beneficial to the wisher.

Malicious indicates harmful intent.

Give/take life indicates wishes to kill or restore life, including restoration from flesh turned to stone.

Next, determine likelihood of granting, together with likelihood of repercussion upon wisher and splash on any beneficiaries. Divide Granter by Intent for percent chance granted. Subtract percent chance granted from 100 for percent chance of repercussion for the wish. Roll for repercussion whether wish is granted or not. If granted, halve the chance for repercussion for percent chance of splash on others who benefit from the wish, if any.

d100:Repercusion
99+:Death
97-98:Insane
94-96:Blind
90-93:Reverse
85-89:Geas
75-84:Quest
60-74:Disease
45-59:Curse
25-44:Charm
00-24:Sleep

Roll d100 for repercussion. Roll d50 for splash back. For both repercussion and splash, add 10 for malicious or murderous intent, subtract 10 for selfless or life-granting intent. Less than zero indicates no repercussion or splash.

Charm indicates wisher or beneficiary charmed by person place or thing related to the context of the wish and/or the situation of the granting. Referee determines.

Fight on!

Sunday, December 29, 2019

Sacrifice in the Perilous Realms


Characters sacrifice consumable goods to gods and demons. Characters specify a particular recipient of sacrifice. Characters must find a suitable altar - usually at the temple of the given entity, duly offered by recognized priests consecrated to the entity. Best to sacrifice on an auspicious occasion.

Consumable goods include vegetable (resin, incense, oil, wine, grain), animal, monster and sentient beings.

Sentient beings:
Fell beings equal XP earned in a kill.
Fay beings and lawful monsters equal 1K XP per HD.
Human beings equal 2K XP per HD.
Double the above for each of the following conditions:
  • Young
  • Female
  • Innocent
  • Willing
Multiple creatures can be sacrificed over the course of the same festival.

Most auspicious: cross-quarters +2
  • Candlemas/Imbolc, February 2
  • May-Day/Beltane, May 1
  • Lammas, August 2
  • Samhain, November 1
Auspicious: quarters +1
  • Yule, December 22
  • Liberalia/Hilaria, March 22
  • Midsummer/Litha, June 22
  • Harvest-Home/Mabon, September 22
Least auspicious: full (night of the 14th) and new moons (day of the 1st)
Inauspicious: all other times -1

Entity finds sacrifice acceptable on a reaction check. Apply modifiers based upon how auspicious the occasion is (above). Apply suppliant’s charisma modifiers. Offerings particularly abominable or favorable to the entity may modify as well. Table:

2-3    Curse
4-5    Enmity (-1 to future sacrifices)
6-8    No answer
9-10    Acceptance
11+    Favor (+1 to future sacrifices)

Sacrifice grants XP = value of sacrifice in gp.
  • Instead of XP, sacrifice may grant:
  • Magic item
  • Knowledge (divination)
  • Ethereal servant
  • Undead servant
  • Monster servant
Magic item equivalent to gp value of XP. Only grants items within entity’s realm of authority.
Divination like “commune.” Clerics receive additional questions: 9-10: 1, 11+: 2.
Servants have 1HD per 1Kgp value of sacrifice, not to exceed 16HD. Servants obey for a year and a day.

Sacrificing to an entity moves a character one alignment closer to that of the entity per sacrifice. So, a lawful character who sacrifices to a chaotic entity becomes neutral. A second such sacrifice would make that neutral character chaotic. Etc.
Any blood sacrifice on the part of a baptized member of the church of law makes that character chaotic, regardless of whether or not the entity is lawful.
Any blood sacrifice on the part of a lawful cleric renders the character chaotic and the character looses clerical powers until restored by repentance through the fulfillment of a quest or until received by a chaotic order.

______

These rules explain how certain magic users and clerics gain in life-energy without much adventure. It also explains the source of many magic items and magical powers where magic-users are not present.

The above is inspired by Courtney Campbell's On Down Time & Demesnes. Thank you, Courtney!

Tuesday, November 5, 2019

Pig Languages for Zany Fantasy Settings


I devised the following Pig Fantasy Languages for my Wildlands of Yawon Con Campaign I am developing. (Ran it at our Camp Allen Mini Con and will run it again at the NTRPGCon.)

In this sub-setting of the Perilous Realms there is common plus 8 other languages.

1. Ancient (human)
2. Barbarian (human)
3. Elvish
4. Dwarfish
5. Fell (orcs, goblins, etc.)
6. Chthonic
7. Elemental
8. Celestial

No “Alignment languages.” I've replaced them with Chthonic, Elemental and Celestial, respectively.

With regards to some of the instructions below, note that sometimes I move entire first syllables, and not just first letters, to the end, to make the word sound more like a real language or to avoid every word starting with a vowel.

I found Pig Elvish, first, with a google search. Can’t tell who first came up with it so I can’t give proper credit. Sorry! From Pig Elvish and good old Pig Latin I have imagined the rest.
Enjoy!

Pig Ancient (Human)
Igpay Atinlay

Pig Barbarian
Drop articles
Drop pronouns
No auxiliary verbs
Reduplicate first syllables of nouns
1 syllable words and verbs: append “um”
Orthography: ALL CAPS

Pig Elvish
1st letter to the end
3 letters or view: append “en”
4 letters or more: append random vowel
Change all Ks to Cs
Add umlauts to end and accent at will

Pig Dwarfish
1st letter to the end
3 letters or fewer: append “(z)ad”
4 letters or more: append “(‘)ka”
Change all Cs to Kh
Add apostrophes at will

Pig Orcish
As Pig Barbarian, above, and
appending and prefixing "(n)ash,” “(g)osh,” or “(g)ash” at will
Change all Cs to Ch, all Gs to Gh, Ks to Kh
Add apostrophes to separate excessive consonants

Pig Chthonic
1st letter to end
3 letters or fewer: prefix “(n)az”
4 letters or more: infix “(gh)ül”
Cs to Ch; Ks to Kh, Gs to Gh
Umlauts at will
Add apostrophes wherever necessary or fun

Pig Elemental
As Chthonic but
Prefix “(bo)ra”
Infix “rüm”
No other letter changes

Pig Celestial
As Chthonic but:
Prefix “La”
Infix “oo,” or “ü”
Use apostrophes to separate excessive vowels

Fight on!

(Image from link to: http://www.incidentalcomics.com/2012/08/pig-latin.html)

Friday, August 9, 2019

Few have the inclination or patience to fight under rules they did not compile


. . . little attempt has been made in this book to lay down rules for specific periods of military history, assuming that the wargammer will have obtained or formulated rules for the type of warfare in which he is most interested. To this must be added the well-established and acknowledged fact that few wargamers have the inclination or patience to fight under rules that they did not compile themselves.
--Donald Featherstone, Solo Wargaming (emphasis mine)

This really incapsulates what differentiates the (original) Dungeons & Dragons category of play from the larger category, "old school," in which if falls.

Are you playing a wargames campaign that happens to be set in sword and sorcery? Or are you playing a role-playing game and following its published rules.

Fight on!