Wednesday, July 22, 2009
Rethinking Skills
Maybe instead of skills, I would focus on giving basic skills to everyone: everyone can ride horses, everyone can detect secret doors 1 in 6, traps 2 in 6, listen at doors 2 in 6, surprise 2 in 6, etc. Based on class and the background characters have written up, I might give a +1 or +2 bonus on die rolls and leave it all to simple die rolls. Voila. Skills in a nutshell.
The downside is that it reduces mechanical definition of characters, making it harder for players to easily define their characters at the start. The upside is that it reduces mechanical definition of characters, making it easier for players to define their characters later down the road.
Maybe combining that with with my earlier ideas of an Arduin-style special abilities table can really do everything I want a skill system to do.
Back to the traditional "Vancian" spellcasting issue...
As I noted in some previous, I have struggled with the traditional D&D magic system. On the one hand, it's a simple, elegant subsystem that's easy to teach a new player. On the other hand, aside from Vance and the second Amber series, the magic system doesn't really seem to reflect much in the source literature. No magical mishaps, no dark rituals for the heroes to disrupt, and no fear of corruption to the spellcaster. The only danger in magic is having the wrong spells memorized.
Option 1: A Variant Magic System.
In his comments on my last post, Matthew Slepin, the fiendish Dr. Samsara, pointed out that Spellcraft and Swordplay had used a system based on the old Chainmail spell-casting charts. As I posted a while back, I have already thought about those very charts and even come up with a nifty chart of my own:
To use a spell, roll a d20 against the target number listed below:Now, this chart needs some thought to work, particularly in terms of how I'm going to handle spell preparation. I'm likely to just use the standard magic-user charts and go from there. The down side of this rule is that magic-users will get off more spells per day, particularly utility spells where having a delayed effect will not be a problem. The plus side is that there is a good chance that combat spells will be delayed, which is a big issue to push flavor and the danger of spellcasting in combat. This also gives magic-users a little boost in power, with some danger to balance.
Spell Spell Caster Level
Level Effect 1-2 3-4 5-6 7-8 9-10 11+
----- ------ --- --- --- --- ---- ---
1 I 16+ 14+ 12+ 10+ 8+ 6+
D 12+ 10+ 8+ 6+ 4+ 2+
N 11- 9- 7- 5- 3- 1
2 I 18+ 16+ 14+ 12+ 10+ 8+
D 14+ 12+ 10+ 8+ 6+ 4+
N 13- 11- 9- 7- 5- 3-
3 I 20 18+ 16+ 14+ 12+ 10+
D 16+ 14+ 12+ 10+ 8+ 6+
N 15- 13- 11- 9- 7- 5-
4 I n/a 20+ 18+ 16+ 14+ 12+
D 18+ 16+ 14+ 12+ 10+ 8+
N 17- 15- 13- 11- 9- 7-
5 I n/a n/a 20+ 18+ 16+ 14+
D 20 18+ 16+ 14+ 12+ 10+
N 19- 17- 15- 13- 11- 9-
6 I n/a n/a n/a 20+ 18+ 16+
D n/a 20 18+ 16+ 14+ 12+
N n/a 19- 17- 15- 13- 11-
Spell Effect:
I = Immediate -- spell takes immediate effect.
D = Delayed -- spell delayed to next turn
N = Negated -- spell does not work. Prepared spell is lost.
I would add the chance of a severe mishap any time a player rolls a 1, even if the spell would normally work automatically. Also, since delayed spellcasting will be common, I would add that anyone damaged while still spellcasting would need to roll a save with a penalty equal to the damage taken to avoid a mishap. A failure would result in a roll of 1d20 + spell level + damage taken on the Spell Mishap Table:
Spell Mishap Table:With this system, I would discard the idea of the rogue class, and keep just the fighter and the magic-user.
Roll Result
------ ------
1 - 3 Spell misfires. It takes effect as usual, but strikes a random target.
4 - 6 Spell backfires and strikes caster.
7 - 9 Spell backfires and has opposite normal effect.
10 - 12 Spell fizzles and is lost from memory
13 - 16 Spell fails as above. Caster cursed per Bless (Curse) spell description.
17 - 19 Spell fails as above. Caster disoriented, cannot cast spells 1d3 rounds.
20 - 22 Spell fails as above. Caster disoriented, cannot cast or attack 1d3 rounds.
23 - 25 Spell fails as above. Caster stunned 1d3 rounds.
26 - 27 Spell fails as above. Caster stunned as above, take 1d6+spell level damage.
28 Spell fails as above. Caster struck by Hold Person spell.
29 Spell fails as above. Caster struck by Confusion spell.
30 Spell fails as above. Caster struck by Feeblemind spell.
31 Spell fails as above. Caster struck by Death Spell.
32 Spell fails as above.
Opens dimensional gate 1d6 rounds, releases horrors chosen by GM.
33+ Spell fails as above. Opens dimensional gate 1d6 rounds,
caster is sucked in.
Option 2: It's all about flavor.
Another option is just to go with the flow and accept the weirdness of "Vancian" fire and forget spells as they are and add some flavor to the actual role-playing part of the game. That would take re-imagining what is going on in-game when describing actions, even if the rules don't change. Both Samsara and p_armstrong make strong points in their comments for the flavor aspect of the rules. For instance, abandoning the terminology of memorizing spells and describing the process as something like binding spirits or demons (as Samsara notes) or taking a cue from Zelazny and saying that spells are hung on a matrix in the caster's mind with a few "lynchpins" unspecified goes a long way to changing things. Adding some customized names for spells as they are learned is a nice touch, as is describing the danger of the process (stealing from Vance, as Anonymous laments about the use of "Vancian" as a term.)
But I think there might still be a need for a mishap table. When is there a magical mishap? When a target saves with a natural 20 or when a character is damaged while casting a spell or otherwise disrupted. Those both seem like good reasons to make the danger of magic seem more real. And that takes less rules-mucking-about.
I'll have to cogitate on this, though I often tend to reduced rules-muckery.
Friday, July 17, 2009
My struggles with Vancian magic and S&W
However, the drawbacks to me are a sense of danger and risk in using spells that seems to match the Sword and Sorcery genre (after all, spells incur no inherent risk to the caster such as failure or magical mishap), and a need for different types of characters to use very different mechanics in play, making it harder to teach new players how to play since learning to play one kind of character does not necessarily teach transferable skills to learn how to play another.
I have certainly thought about some tinkering with the standard Swords and Wizardry magic system. But at this point, I'm leaving the rules be since I think too much fiddling with the magic rules can upset the applecart, and at that point I might as well be re-tooling the system from scratch. In the end, I don't love Vancian spellcasting, but I think it's a tool that does get the job done with a minimum of new design and without needing to worry about the difficulty of teaching the system to new players.
So what is my problem? Fluff. Vibe. Feel. Mojo. The sense that this doesn't feel right. The solution? I have to be better as a DM of talking about the fluff side of magic, making it feel more dangerous, powerful, and eerie. Then get over the tinkering desire to make it "just right" for my tastes rather than workable for the game and the players.
Thursday, July 16, 2009
Game Balance Thoughts
Playing an RPG sucks if you spend an hour sitting around with nothing to do, or with nothing to do that wouldn't have gone the same way for everyone if you weren't there. Then, it becomes a wasted hour AND you feel like you're being screwed for running the character you thought would be fun to play. It means no fun for you, and a mild persecution complex.
So, I propose the issue is less a matter of balancing power than it is a matter of balancing interesting stuff for you to do. Think of it as balance of screen time. If a player can't affect combat BUT has an essential role in the rest of the game AND the game isn't all about combat (with two hour combats), then having (for instance) a wizard who can only cast one spell isn't so bad -- as long as you know you can also be the one who gets to solve problems and affect roleplaying situations and generally show off at other times. Being a wuss in combat is okay IF you kick ass elsewhere AND have opportunities to shine. But if you might as well have spent the day at home doing something more interesting rather than watching your friends have fun gaming, then something is wrong.
I would also propose that as D&D combats have become longer (as they have in 3.x and 4E ) this sort of spotlight balance is harder to achieve, since combat may be most or all of the action that occurs in a given game session. In the case that screen time becomes close to or actually synonymous with combat, balance of screen time starts becoming the same thing as balance in combat, which may be where the sense of dissatisfaction will come into play for those playing "weaker" characters.
Wednesday, July 15, 2009
Stealthy Monsters from the Shadows of Athanor
Armor Class: 7 [12]
Hit Dice: 3
Attacks: Tentacles (1d6)
To Hit Bonus: +3
Saving Throw: 16
Move: 12
Special: Toxin (save or paralyzed 1d6 rounds), Surprise on 1-5, 1/2 damage from blunt weapons.
HDE/XP: 4/120
The Tunnel Stalker is a man-sized gastropod, silent and swift-moving, that is a danger of the undercity. The slug-like creature has a thick, slimy, rubbery hide, and at one end of its body is a mass of tentacles, two of which can extend to a length of nearly ten feet. These long hunting tentacles end in a mass of barbed stingers that inject a powerful neurotoxin that paralyzes a foe and causes burning pain and can, over time and multiple doses, slowly digest tissue into a soft, pulpy mass for the Tunnel Stalker to devour.
The Tunnel Stalker's thick skin is filled with chromatophores, allowing it to easily camouflage itself against its surroundings, and its nature allows silent movement. The creature may climb walls and ceilings, and often attacks from ambush.
Tunnel Stalkers are cowardly with animal instinct but great cunning. They tend to attack lone prey, stragglers, sleeping characters, or other easy prey. They avoid fire, electricity or other similar dangers.
Umbran
Armor Class: 4 [15]
Hit Dice: 4
Attacks: Claws (1d6+2)
To Hit Bonus: +4
Saving Throw: 15
Move: 12, Climb 12, Jump 6
Special: Invisible at will.
HDE/XP: 5/240
Umbrans were agents of the ancient Empire of Ylum, enforcers of their will, spies, and assassins of the first order. Arcane constructs, these things look like a mix of spider and mantis with cold, featureless faces and long, hooked forelimbs. They can climb walls, move silently, and survive in nearly any climate.
They may turn invisible at will, and usually move about invisibly. They communicate with each other telepathically, though they may communicate is a low chatter that sounds like whispered clicks when they wish to communicate with their masters.
The Umbrans that survive do so either as guardians of the secrets of Ylum or as agents of long-lost schemes to revive the Witch-Kings. As such, the Umbrans may be acting for a new master, often one who has become an agent of the long-dead Witch-Kings.
(And yes, I'm stealing from Babylon 5 now.)
Tuesday, July 14, 2009
In Which I Whine a Bit, and Then Get Over It
Working full-time while getting your doctorate takes up a lot of time.
At some point, and some point in the fairly near future, I just need to start making time to run this thing. Back when I was an undergraduate (in the mists of the mid-to-late 1980s), finding time for such things was easy. Of course, I had a part-time job, none of my friends worked full-time, I was pretty good at procrastination and just-in-time course completion, I wasn't married, and didn't even have a dog to take care of. I could just have a few friends walk to my door and we'd run a game once a week. Easy.
These days, my gaming friends are scattered across the county and the country, their schedules are hard to coordinate, and everyone has an opinion about what games they will and absolutely will not play. It's a much bigger pain in the butt. And my wife isn't particularly interested in playing either. Sigh.
As a result, I sense that my work Athanor is missing a sense of mission, place and urgency. Designing and organizing a game, while fun and worthwile to watch, is always a bit less satisfying than running the game. Largely, I think, because the real game isn't in what the DM does, but in what the players do, and how they give life and favor to the campaign.
Monday, July 13, 2009
Nausicaa of the Valley of the Wind and Athanor
Once in an early conception of Athanor, I had used a lot of the ideas from Hayao Miyazaki's Nausicaa of the Valley of the WInd in thinking about Athanor. Over time, I had cut most of that away and forgotten about it. Generally, I don't use manga as an inspiration for much of anything, in particular RPGs, but I think Miyazaki in general (and Nausicaa in particular) is particularly worth mining for ideas.
I just realized that the use of fungus forests and ancient wars that devestate a planet still come from those early ideas. So add the Nausicaa manga as a recommended reading. Yes, even if you hate Manga and anime. It's well-written swashbuckling with some interesting ideosyncratic Miyazaki twists. I'm not anywhere near as fond of the anime, even less so of the English dub "Warriors of the WInd," but it's passible if inferior work (done when Miyazaki had just started working on the manga).
The themes of the dangers of technology, the response of nature to imbalance, and the dangers of human ambitions can all be found in Athanor as I hope for it to unfold. We'll have to see what (if anything) actually comes out in play.
Aquilan War Gods
The War Gods are biomechanical monstrosities built by the ancient Aquilan Empire to wage war against the Witch-Kings of Ylum many centuries ago. Taking roughly human shape, these rune-covered beings look to be a mix of strange stone and metal, glowing with lambent light. The war gods are long forgotten, buried in the earth or broken in terrible battle. However, they are still sought by adventurers and rulers seeking ultimate power by commanding a towering monstrosity into battle to rule over all around him.
Standing 100 feet tall, the war gods are physically powerful, nigh-invulnerable, and armed with advanced weaponry. They have some crude intelligence, but serve loyally any master armed with the control box that runs the War God. Without a control box, the War God will do what it was last commanded to do, usually quite literally.
Armor Class: 2 [17]; Hit Dice: 20; Attacks: fist (2d6); Special: See below; Move: 24, jump 36; HDE: 22 (5000xp)
War Gods require +3 or better weapon to hit, are immune to most magic except for electicity-based magic which slows them. They may use the following attacks: breath a 6die fireball 3/day, spit a web 2/day, confusion ray from eyes 2/day.
Thanks to Hayao Miyazaki and The Iron Giant for insipiration here.
Friday, July 10, 2009
Some thoughts on my gaming past
So, thinking on this, I began to consider all the games I have run or GMed. This gives me the following list. Asterisks mark games I have DMed. I have collected, read and stole from many times this list, too, but this is my play history:
AD&D (often mixed with BD&D and Arduin)*
AD&D 2nd Edition
Champions/Hero System*
D&D 3.x Edition(s)*
D&D 4th Edition
Fading Suns
Feng Shui*
Gamma World*
GURPS
Kult
Legend of the Five Rings
Mage*
Mutants and Masterminds*
Star Frontiers
Top Secret
Traveller
Twilight 2000
Werewolf
What do I make of this? Not much, really. But I think the best part of gaming is playing with people you like, so the idea of system fealty leading to ongoing vitriol -- against games, gamers, or publishers -- just seems alien to me.
Plotting Out a Game
Reading around the web, I came across the idea of a 5x5 method for RPG plots as expressed by the Chatty DM and on Critical Hits. As a result, I started thinking about ways to make that work for Athanor. My design goals were simply to support some of my goals as a DM with limited time, as inspired by Chgowiz and his blogs on sandbox prep:
- Allow for minimal, just-in-time game prep.
- Create a sense of deep, interwoven plots without too much prep, prodding, or railroading.
- Let the players flesh out the details of the plot.
- Make use of various actions and moods in my notes for Athanor.
- Allow for many types of roleplay and action.
- Prepare with broad brushstrokes
- Don't over-prepare.
The Big Adventure Grid
The point of this grid isn't that the player necessarily move in a straight line or that the scenes happen in order. Instead, this is where things will overlap, and allow a character to drop into part of another plot. It's kind of a dungeon map of plot points. Now, I don't have details here, but I'm looking for just a couple of sentences per slot. Maybe then I come up with one or two sentences per supporting character I want -- with a couple of tables for minor events and details on characters (time to look up my copy of the JG Ready Ref Sheets) and random event details plus lists of possible names to combine and I may have something to ad lib from.I'm likely to do more to this over time, but not in public, I'm thinking, since this may actually get played out. But just a little insight into the process I'm experimenting with.
| Mercedes Amador's Party | Celestina's Lair | Morilla (Hex 0803) | Act D Samru (Hex 0503) | Act E The Undercity | |
| Plot 1 House War | Set Piece 1A | Set Piece 1B | Set Piece 1C | Set Piece 1D | Set Piece 1E |
| Plot 2 Shadows Rising | Set Piece 2A | Set Piece 2B | Set Piece 2C | Set Piece 2D | Set Piece 2E |
| Plot 3 Dark Ambitions | Set Piece 3A | Set Piece 3B | Set Piece 3C | Set Piece 3D | Set Piece 3E |
| Plot 4 Lesser of Two Evils | Set Piece 4A | Set Piece 4B | Set Piece 4C | Set Piece 4D | Set Piece 4E |
| Plot 5 Friends and Lovers | Set Piece 5A | Set Piece 5B | Set Piece 5C | Set Piece 5D | Set Piece 5E |
Summary of the Five Plots
- House War: A budding romance interferes with an arranged marriage and threatens to embroil two Great Houses in direct warfare in the streets. Can both tragedy and violence be avoided?
- Shadows Rising: A member of one of the Great Houses is looking to gain power by mastering ancient evil from the Empire of Ylum that slumbers in the world. The Shadows, however, are manipulating him, seeking a weak "master" who will release them from their slumber into the world....
- Dark Ambitions: A potential ally or patron in one of the houses has simple desires for power, and wants to use the heroes to eliminate rivals and take the fall if someone must.
- Lesser of Two Evils: An ancient evil survives quietly in the world, keeping a pleasant face when it must, and acting to destroy other forces of evil. They may provide an ally in need, but will they also turn on the heroes. (Do you really think they won't?)
- Friends and Lovers: Within the worst of circumstances, love or friendship blooms amid trouble and tragedy.
Summary of the Five Acts
- Mercedes' Amador's Party: The start of the game. Essentially it's a dogfight, but instead of bringing the ugliest date, the idea is to bring the most entertaining low-status troublemaker guest, which is how the heroes end up there, most likely.
- Celestina's Lair: Celestina the Beautiful is a seeress and twisted monstrous child of the Overlord. Her lair is filled with tricks, traps and danger as well as great wisdom.
- Town of Morilla: Intrigue is an issue here, as are the Throon raiders that often attack the town.
- Samru of the Hanging Gardens: Slimes and their master are here, as are great treasures... and ancient secrets
- The Undercity: Always a danger and a wonder.
Thursday, July 9, 2009
6 Artifacts of the Ancients
- The Black Mirror: This magical sword is a three-foot long blade of thin, black and reflective glassy material. The pommel is made of bone, wound with leather. No one knows he origin of the black mirror, though mentions of it have been made in the chronicles of the war between the Four Great Nations, weilded by Akas the Slayer, champion of Ylum. The Black Mirror is a normal Sword +1 against living creatures. However, against inorganic materials (metal or stone) or against plants, the weapon is a sword +5 doing 3d6 damage. In addition, the sword will negate the first spell of third or lower level cast against the weilder each round.
- The Hand of Death: A powerful Ancient artifact, the Hand of Death is an ornate onyx and brass pistol that fires a cold, black bolt that causes no harm to inanimate objects, plants or fungi. However, any living animal struck by the ray must save or fall to zero hit points immediately. A creature that saves has its current hit points reduced by half. The Hand of Death may be fired three times before recharging. It is self charging, but regains only one charge per day of non-use.
- The Silver Shield: The Silver Shield appears to be a single bracer with a large, silver boss that would sit on the top of the arm. However, when a stud on the opposite side is pressed, the boss expands and folds out into a medium-sized round, silver shield. This acts as a normal shield for purposes of defense calculations but when facing beam weapons (lasers, the Hand of Death, etc.), roll 1d6. On a 1-2, the shield has no additional effect. On a 3-5, the beam is reflected away harmlessly, on a 6, the beam is reflected back to the attacker.
- The Orb of Sorrows: The Orb is a simple white orb, the size of a fist, with a single button. Depressing the button causes the Orb to whir. The orb will begin to hover, though it can be thrown to a point where it will begin its work. The orb hovers about five feet from the ground, and generates a field of psychic disturbance. Any sentient or sapient creature in a 30 foot radius will be overcome with sorrow and dejection. All creatures in the area of effect must save or be immobilized, wracked with hopelessness and sorrow, until the orb is deactivated. The Orb will continue to operate for 1d6+2 rounds, then will deactivate and settle gently to the ground. It cannot be used again for another 1d3 days.
- The Cloak of Shadows: This floor-length black cloak has an ornate silver clasp with an orichalcum stone set in it. Pressing this stone will cause the cloak to shimmer and then reflect the nearby surroundings, causing the wearer to disappear if he or she keeps the closed and the hood pulled down. This is equivalent to the effect of the Invisibility II spell. This has a duration of 2d6+8 rounds. Once the effect ends, the cloak needs 1d3 days to recharge.
- The Iron Scorpion: This ornate iron sculpture of a foot-long scorpion has a matching headband. If the headband is worn, the user may then command the Iron Scorpion to act as an agent. Doing so places the user in a trance, but the user may use the scorpion as his own eyes and ears, and may use the scorpion to act. The user may end this trance at any time, but then the Iron Scorpion become inert and inactive. Iron Scorpion: AC 3 [16], HD 3, Attacks: sting 1d2, Move 15, HDE 4, SA: poison, save or die (1d6 damage if save), XP 120.
Wednesday, July 8, 2009
12 Inns and Taverns in Zamora
- The Black Pearl (Shadow Quarter): An tavern frequented by criminals,thugs, and generally dangerous folk, the Black Pearl is a place to find disreputable folk for tasks not generally suited for polite company.
- The Boneyard (Shadow Quarter): This inn is best known for its gambling rooms, though it is also notable for its terrible rooms, overpriced food, watered down drinks, and unsavory regulars.
- The Dancing Girallon (Merchant Quarter): A working person's tavern, the Dancing Girallon is small, cramped, and dominated by its loud and hirsute owner, Armando Pasillo, and the huge taxidermied girallon in a comical pose in the main room.
- The Feathered Serpent (Merchant Quarter): Located near the city's main temples of Law, this inn is clean, with comfortable rooms, simple but hearty food at reasonable prices, and a very respectable clientele.
- Firewaters (Shadow Quarter): This tavern is a dive, but a dive frequented by the children of the wealthy who live for a taste of the way that the lower clases live
- Garcia's Old Peculiar (Tower Quarter): Run by an elderly former instructor at the Tower of Wizardry, Garcia's is well known for its owner's eccentricities, which include oddly bubbling (and flavored) drinks, practical jokes, and impractical magical effects placed on the establishment itself that make the place quirky or even surreal.
- The Golden Chalice (Gold Quarter): A fine but pedestrian inn which caters to traveling merchants and down-on-their luck nobles without holdings of their own. It is a respectable and boring place, though some of the wealthy patrons may actually be involved in complex intrigues.
- Ouroboros (Gold Quarter): A fine restaurant and tavern known for innovative and exotic food and drinks as well as its very expensive prices. This is where the powerful and influential go to eat and to be seen.
- Ramirez' (Shadow Quarter): The middle-aged owner of this place seems bigger than life, and is rumored to be a powerful swordsman who seems able to survived terrible wounds and to talk authoritatively about historical events. His accent is clearly not Zamoran, but he is well-liked and people do not challenge him about his true origins. He likes to remind customers about to brawl not to lose their heads, by force is necessary. This makes Ramirez' a nice sort of neutral ground where parties can meet despite disputes and be assured of neutral ground.
- The Silk Slipper (Shadow Quarter): Poor food, weak drinks, and high prices are generally ignored here, since the real business at the Silk Slipper has more to do with the women in the main hall and the rooms upstairs.
- The Silver Horn (Merchant Quarter): A pale imitation of the Gold Chalice, the Silver Horn is a safe, boring, and respectable inn for the safe, boring and respectable.
- The Temple (Merchant Quarter): A low-class tavern across from the Feathered Serpent. Its customers are laborers and traders who live ordinary and hard lives, and need a drink now and then. Or every day. Regulars can then tell others in their lives that they need go to the Temple so it doesn't seem as if they are going out drinking.
Tuesday, July 7, 2009
12 Athanoran Adventure Seeds
2. Beggars in Zamora's outer city have recently been congregating in groups, glassy-eyed and chanting gibberish, and harrassing any who pass. This seems to be spreading, and now small groups of children and laborers in the city have been gathering in similar groups, chanting in similar ways.
3. Mercedes Amador is hosting a party for the city's unwashed masses, whom she adores. Many powerful and many lowly people will be at her palace, though she usually arranges for something dramatic to happen in order to spark an entertaining scene for everyone.
4. Sixteen year old Isabel Soriano and seventeen year old Joaquin Nuñez have fallen in love, much to the dismay of their respective houses. Isabel is promised to Romero Guzman, a boring, power-hungry fortyish lout, but Joaquin, a rake and scoundrel by reputation, has declared publicly that the marriage will not happen, driving the two houses to the edge of warfare.
5. Raul Amador is gathering a safari to hunt the Red Devil, a huge, cunning Tyrannosaurus outside Zamora.
6. The tower dragon is ill, and the wizards of the Tower will pay handsomely for the recovery of rare fungi tha can be used to treat the dragon.
7. A swarm of osquips came out of the sewers last night and dragged an inkeeper and his family to their dooms. The innkeeper had turned away a strange Mal'Akkan man and his wife away, who cursed the innkeeper for his cruelty before leaving that day.
8. Three merchants have been approached by the Lo Pan society offering protection from coming disasters. The merchants declined, and suddenly they have been suffering mishaps and seem cursed. The Society members will not talk to them at all, and they have no idea how to fix their situation.
9. A Duma man has returned from nearby ruins with tales of a terrible monster that killed his companions. The monster was guarding a golden flying chariot.
10. A storyteller tells the tale of an ancient princess trapped in her palace underground, sleeping until a savior will awaken her with a kiss. Her savior will need to overcome terrible monsters, but will inherit the treasures of her kingdom and her hand in marriage.
11. A Khitai wizard is granting wishes to anyone in exchange a trinket of great personal worth to wish-maker.
12. The priests of Malkut the Scholar are hiring adventurers to travel to a ruin to the east and recover a set of ancient tablets. They warn that the ruins are overrun by girallons and the tablets themselves are said to be guarded by Ancient traps and mechanical guardians.
Wednesday, July 1, 2009
5 Athanoran Ruins
The city is deserted, shattered. A few girallon, osquips, and stirges live here. The city, however, has no metal in it. The metal is being eaten by something in the city… insect-like flying creatures called the Slith. Treasure in the city includes gems and small art items collected by the girallons and the library of the tower of sorcery, lair of the slith, who have a huge hive there.
Slith
Four-legged, bat-winged creatures with fat, rounded bodies, four long, spider-like legs, and eight-eyed armored heads with wide, fanged mouths, the Slith are a near-extinct pest of the Athanoran wastes. These creatures are the size of an egg, fly, and eat metal. They are voriacious, attacking armored opponents first. They exude a thick layer of slimy mucus over their whole bodies which is highly corrosive to metal. Their dense, armored bodies deflect piercing attacks, making them immune to all piercing attacks. Armor Class 6 [13]; Hit Dice ¼; Attacks: Bite (1 hit point); Special: corrode metal; Move: 3 (18 when flying); HDE/XP: <1/10. style="font-weight: bold;">Xochitotl, City of Serpents (Hex 0308)
basalt city, its great dome intact, but its doors sealed. Much of the city has been ruined, as if by an earthquake, with small regions still preserved. In these regions, two warring factions rule the city, fighting in its streets and under the city, believing the world outside is dead. These two factions, the skull-masked Mictli and the animal-masked Azca, have been locked in battle since the days of the Ancients, seeking control of the Atmosphere and Food generators in the city, which are guarded by iron golems. Both factions speak a version of ancient Aquilan. Under the city are riches in terms of gold, silver, and magical items, but getting past the warring factions will be a challenge.
Under the city is a huge cache of treasure in an underground pool which is home to an ancient monster, Shaguri: A 15-foot long creature that seems at first to be a flat snake, but on closer inspection, looks like a strange insectoid creature with a human-like face. Its body is like a caterpillar, but flat like a roach, with brownish coloration and vestigial wings. Its face is almost human, with black smooth eyes, a mouth filled with shark-like teeth, and small feelers ringing the head. The creature is covered by a mix of slime and a watery liquid, which pools around it and trails the creature. As a result, the Shaguri is resistant to fire. Armor Class 4 [15]; Hit Dice 10; Attacks: Bite (2d6); Special: fire spells do half or no damage; Move: 12; HDE/XP: 11/1700.
Ruined City: Samru of the Hanging Gardens (Hex 0503)
Utterly crushed beneath its collapsed dome, the undercity of Samru remains. The complexes of tunnels, many of which are collapsed, are overrun with fungi, slimes, jellies, and the like. Amidst this lives the sorcerer Loigor the Slimemaster, who has created an army of slime and fungus creatures to serve him, including humanoid myconids who are his loyal servants. His treasure-trove is vast, but well-guarded.
Ochaga the Shadow Land (Hex 1609)
Ochaga fell because of its experiments in science. Little lives here but osquips and the terror of Shakru.
Shakru: An enormous (20 foot tall) armored brute, oozing dripping ichor between is armored plates, its arms ending in large pincers. AC 4 [15]; Hit Dice 8; Attacks: Claws (2d6+2); Special: tail (special attack 1d6 to rear), confusion; Move: 14, tunnel 4; HDE/XP: 9/1100. Has glowing eyes, is covered with oozing sores – ooze causes confusion (save or roll for action (d4): 1 attack nearest creature; 2 stand still doing nothing; 3 run in random direction; 4 attack friends.)
Amra the Golden (Hex 2004)
Entering the city, it appears to be a shining dome that has survived in the glory of the past. In truth, it is maintained by the power of the scientist Naram the Deathless, who found a powerful machine in the heart of the city. His ancient, dessicated body creates realistic illusions of the populated city in its glory, though the people are eerily the same, and the lonely old man seeks to trap visitors to have others to talk to.
4 Spirits to Bind
Belmarath's ritual of summoning is found in a large iron tablet engraved with red runes. It takes a week to master and bind the spirit, which can manifest itself as a dog-sized, four-legged creature with a body make of woven wire and burning red eyes. Belmarath's master gains a metallic smell and silver eyes. Int: 11, Ego 17; Element: Metal; Languages: Metal, Common, Alemanian; Lesser Powers: take physical form 1 hour/day (AC 7 [12], HD 2, Move 6); Greater Powers: Protection from Normal Missiles 1/day
Marukai the Flamewarden
Marukai's ritual of summoning is found on a leather scroll with black metal fittings. It takes a week to master and bind the spirit, which can manifest itself as a towering giant made of flames weilding a flaming sword. Marukai's master gains red eyes and smells vaguely of smoke. Int: 10, Ego 16; Element: Fire; Languages: Fire, Common; Lesser Powers: Light I 1/day; Greater Powers: Take physical form 1 hour/day (AC 5 [14], HD 5+2, Move 6)
Uzuz the Lurker
Uzuz's ritual fo summoning is found in a book made of black vellum scribed in silver. It takes a week to master and bind the spirit, which does not manifest itself physically, but turns its user's eyes black and makes his or her skin cold.. Int: 13, Ego: 15; Element: Darkness; Languages: Darkness, Common, Alemanian, Mal'Akkan, Zamoran; Lesser Powers: Dark I 1/day, Cause Wounds I 3/day.
Zurrgash the Fungal Guardian
Zurrgash is a sullen, surly and willful spirit. Its binding is scribed with flames into a wooden tablet. Zurrgash markes its master with green hair and eyes and a vague musty smell. Int 8, Ego 18; Element: Plant/Fungus; Languages: Plant, Common; Greater Powers: Cure Wounds II 2/day, Hold Monster (binding in rhizomes) 1/day.
