Showing posts with label OSRIC. Show all posts
Showing posts with label OSRIC. Show all posts

Tuesday, 25 November 2014

Edarnia: Gods and Weather

In Edarnia, my home-brew setting, weather doesn't depend on climate patterns in the same way as it does in real-life. Instead, on Edarnia, weather exists at the whim of the Gods. So, the weather experienced in any given geographical area is entirely dependent on which pantheon is worshipped locally, and on that pantheon's relationships with other pantheons that might influence the local weather.

Take the Protectorate of Zama, for example. Here, the Pantheon of the Sun (the Phoenician Pantheon)is worshiped by the vast majority of the inhabitants. As one might expect, this results in warm, sunny days and (because the Pantheon of the Sun also has purview over the moon and stars) warm, clear nights. Because the Pantheon of the Sun has fairly warm relations with the Pantheon of the Earth, the soil is healthy and experiences a long growing seasons. Three to four crops a year are common, but crop growth is also dependent on the Pantheon of the Suns' somewhat difficult relationship with the Pantheon of the Sky (also known as the Pantheon of Storms). Thus, when it does rain, the rain often comes accompanied by high winds and can damage crops as much as nourish them. Thus, the Protectorate of Zama does all it can to keep on good terms with the Pantheon of Rivers, which provides a steady source of clean water to irrigate Zama's crops.

In a similar vein, the lands under the reign of the Pantheon of Storms are dark, cold and often windy. Due to the difficult relationship with the Pantheon of the Sun, the lands see very little direct sunlight through the omnipresent cloud cover. And due to the outright hostility the Pantheon of the Earth bears the Pantheon of Storms (due to the rape of an earth goddess by a god of the skies), the soil is extremely poor. Thus, the population in these lands is dependent on the seas for raiding, fishing and trade - and the violent Storm Gods have assured themselves of the cooperation of the Pantheon of Seas by the simple expedient of having taken one of their number hostage.

Under the Earth, in the lands between the surface and hell, the Pantheon of Darkness alone holds sway. Thus, there is no sun and little breeze, for the one thing the Gods of the Sky and the Sun can always agree upon is that the Pantheon of Darkness is their greatest foe. That being said, the Pantheons of Water and Sea have no quarrel with the Pantheon of Darkness, and so both fresh and salt water can be found in the Underearth. Moreover, the neutrality of the Mycenean Pantheon, the Pantheon of Fire, (who reside under a mountain themselves, after all) ensures the Underearth remains warm. This combination of water and heat allows some plants to grow and fish and other animal life to prosper in small number.

Finally, the lands of the Imperium are bleak and barren. The humans who reside their have turned their backs on the gods to traffic with demons and devils. Thus, the temperature is always either too cold or two warm, the lighting is always dull and grey, water is brackish, there is very little direct sunlight and it almost never rains. Thus the humans of the Imperium ever see to expand their lands by conquest and enslavement and rely entirely on conquest, trade and tribute in order to feed themselves.

Friday, 21 February 2014

Farewell to a Successful Campaign.

Well, the OSRIC mega-dungeon play-test with Stuart Marshall has come to an end. Alas. Farewell Aggie, Erik, Thanatos, Njiall, Lan and Lysander. Farewell also to Skael, my first character in the campaign and also the first (and only) character to permanently die, the only other casualty having been raised from the dead successfully.

We've had a blast trying out the new Megadungeon as well as the new character classes and races that Stuart has developed for the game. I'm sorry to see it end. I'd love to be able to dish out some highlights, but I can't give away any spoilers.

At the end of a glorious campaign, only the fire-side tales remain

My favorite moment in the campaign was the sheer delight of Aggie when she found a magical glowing rock. She kept that glowing rock all through our adventures together, and it saved our hide more times than I remember. There were other awesome moments as well, however, but for the sake of spoilers they will have to remain forever between the members of the group.

At least until the book is released.

It's always somewhat sad and poignant when a beloved campaign (as this one was) comes to an end. All the more so because this game was so well run, the campaign so well written, the group dynamics so downright awesome. It was the first campaign I've seen to completion as a player in decades, a real pleasure to partake in. Perhaps all the more so because it was one of the few games in the last fifteen years or so where I've actually been able to play rather than DM.

But with the end of all things, come's the beginning of another. Although we originally gathered as a group of play-testers, we all want to stay together and keep the group running. So I once again find myself in the DM's chair, and dusting off my old Dark Heresy campaign first prepared nearly a year ago.

I'll keep you posted.

Thursday, 12 September 2013

Happy Gaming

The OSRIC campaign on google+ has been going for a couple of months now, and I wish I could tell you all more about it. However, as it's a play-test for some new material Stuart Marshall (editor of OSRIC) is looking to release I'm afraid I'll be doing the honorable thing and keeping my mouth shut about the details.

What I can tell you is that Staurt's new mega-dungeon is a very well put together and dynamic place, with plenty happening in the setting that is triggered by the action of NPC's. Rather than being a "typical" static dungeon setting, where nothing really changes except as a result of player actions, we're constantly being surprised by changes to the world around us. Changes resulting from very plausible causes-and-effects that are helping to immerse us all in the setting.

We've had one character death so far (mine) and I have to tell you it was a great experience to be losing characters for a change rather than killing off someone else's. It seem's like forever since I've had the chance to actually play in an old school setting, rather than DM it. And I couldn't be playing with a better DM than Stuart. Most of us have been holding on to our magical items (rather than selling them for quick xp gain) and that's something which, because of the pressures built into the session forcing us to explore deeper and take greater risks, is probably going to hurt us all in the long run.

Poor Skael didn't even get that option.
In the mean-time, we've been testing out new character races and character classes. Many are actually new takes on old favorites, but all have worked extremely well and added new elements to the game. One class in particular has especially captured my attention: a support/healer class that actually complements, rather than replaces, clerics and which free's up some of the cleric's spell slots for more than just healing.

I can't begin to hype this setting enough. In several months of gaming, we've encountered just four creature types that us old hand's in the party are familiar with. The sheer number of new races has added an unexpected element to the game: a certain degree of uncertainty over who we should be attacking outright, and who we might want to ally with first. That's gone a very long way to keeping the veteran grognards in the group on their toes just as much as the relative newcomers to dungeon-delving.

I've been keeping a campaign journal, but it won't be seeing the light of day until after publication of the mega-dungeon. Not unless Stuart want's to use it as a teaser. Can't wait to share out experiences with you all.

Wednesday, 26 June 2013

Got Group: Will Hangout

I'm that happy. Really.

Well, after last month's appeal for succor I finally have a regular gaming group again. Best of all: Stuart Marshall, creator/editor of OSRIC, is our DM! It was amazing how quickly I was able to put together a group of my old gaming buddies at the mention of his name!

We'll be play-testing a couple of his new, up-coming product lines so please don't expect to see any of my usual session reports recorded here. At least, not until after the release. I will be recording all of them though, so I can type up transcripts of each session for later publication.

Tonight will be our first session together as a full group and our first session of the actual campaign (as opposed to chatting and sorting out the technical aspect of running games over the internet).

If you can't already tell, I'm very excited. I can't remember the last time I actually got to play in(as opposed to run) a proper Old School game. Can't wait till my first save or die check.

Friday, 20 July 2012

Age of Anarchy: War of the Roses Campaign.

After a few hiccups getting started, the War of the Roses campaign begins tomorrow. Using the OSRIC rules, the adventurers will attempt to acquire fame, plunder and status in the wild-lands left ungoverned by the deaths of mighty lords and now-plagued by creatures of the Wild-wood.

"It's dark. Damp air envelops you like a cloak, old, stagnant water soaks your ragged, torn clothing. Your ears hear the faint rustle of rats moving through the rank straw and the not-infrequent screams of your fellow prisoners. For what purpose are you held here? Indeed, how did you come here? Of how your present state of being came to pass, you know nothing. Not even the identity of your captors...."


Tuesday, 29 May 2012

WoTR/ToEE Campaign: 17 Things You Need to Know

17 things my players will need to know before the start of the new campaign:

Choosing Sides: White Rose of York or Red of Lancaster?
Setting

Recent History:
  • In 1455, under pressure from the Pope (who had threatened to excommunicate the whole of England), Richard, Duke of York, leads fully half of England's nobility in revolt against the Lancastrian King, Henry VI. A weak and insipid ruler, Henry had allowed himself to fall under the sway of dark magicians and demonologists.
  • In 1471, the Yorkist faction finally put an end to the Wars. The Yorkists (fighting under the banner of the White Rose) defeat the Lancastrians and their demonic allies at the Battle of Tewkesbury. Following the battle, the Earl of Angstford and his family, stout Lancastrians and fearsome demonologists, have their lands and titles placed under attainder, (confiscated), by the Yorkist King Edward IV. They flee in various directions: to France, Burgundy and Ireland.
Henry VI, executed soon after Tewkesbury
 Current Situation:
  • The current year is 1481. Edward IV still rules England.
  • With the great mass of English chivalry dead on the Bloody Meadow of  Tewkesbury or in exile abroad, much of the country remains ungoverned and lawless. Many heirs are still too young to inherit their lands. Other lords and knights still retain their lands but live in Exile. Brigandage is common. The monstrous creatures forced into the Wildwoods by the campaigns of Arthur and St George are now once again venturing forth into the settled lands of England.
  • The seat of the Earl of Angstford remains vacant, a tasty morsel dangled before the nose of several important noblemen of dubious loyalty as a means of ensuring their good behaviour. The few castles and manor houses within the limes (territory) of the Earldom which are not razed or ruined, are held by Flemish mercenaries in the service of the King.
  • Women are expected to marry and raise children or take vows as a Nun. HOWEVER, female mercenaries and adventurers are actually quite common in this period, but are viewed as abominations by most "right-thinking" folk.
  • Some new items not normally found in the OSRIC rules are available, but are well beyond the means of most starting players. These include: Arquebus/Hackbutts (primitive handguns), Field Plate Armour, Full Plate Armour (better versions of Plate Mail) and Brigandine Armour (actually quite common, I'll probably post the rules for these)
Religion:
  • According to the Catholic church, only humans have souls (and possibly Half-Elves and Troll-bloods, but the church isn't sure about that).  Killing animals or members of any other race is NOT considered an act of murder by Catholics. Muslims and Jews believe that Dwarves also have souls. The Muslim and Jewish religions have not had sufficient contact with Elves, Half-Elves and Half-Orcs to have formed an opinion regarding the status of these beings one-way-or-another.

Geography:
  • The campaign will be set in the fictional English Earldom of Angstford. Although there are road and other physical connections to the rest of England, the territory  of the Earldom represents the physical limits of the campaign sandbox. In theory, your characters can leave at any time. In practise, please don't.
Edward IV, Yorkist King of England
Game Information:
  •  Races: Player Characters may be Shidhe (Elves), Changelings (Half-Elfs), Dwarves, Humans or Troll-Bloods (Half-Orcs descended from Fomorians). There will be no gnomes or halflings in this setting.
  • Class and Level Limits: Unlike the previous game, humans will not be able to multi-class. Non humans may multi-class as normal but be aware that maximum levels for non-humans apply in this setting with the following exceptions: Dwarves and Trollbloods may advance to any level as a fighter or Barbarian. Elves may advance to any level as a Magic-User or Illusionist. Changelings may advance to any level as a Houri, Thief or Ranger.
  • PC Clerics may follow one of three religions: Catholicism, Islam or Judaism and may be of any alignment. However, Clerics must always act within the bounds of their religion. Carrying out actions forbidden to their religion (for example: theft, sexual intercourse or murder for a   Catholic Cleric) will result in the character losing their spellcasting abilities. Only NPC Clerics may be followers of the evil deity known by various names such as the Dark One, Satan etc. PC Clerics ALWAYS turn undead (rather than control them) regardless of their alignment. Clerics of the Dark One always control undead.
  • All Clerics are Priests of their religion. However, not all Priests are Clerics. Clerics are essentially proto-saints at low-levels and actual, living saints, prophets or the equivalent by higher levels. Spell-casting priests (i.e Clerics) are said to possess Grace, as in the "Grace of God". Perhaps one Priest in ten in so blessed.
  • Druids are, well, druids or witches. They are often mistaken for servants of the Dark One and burned at the stake.
  • Wizards and Illusionists are, likewise, often mistaken for servants of the Dark One and burned at the stake. Most pretend to be "astrologers", "sages," "natural philosphers" and the like.
  • Elves may not be Clerics. They may be Druids instead.
  • Paladins do not belong to an Order of Knighthood. They might not even be knights. They do not hold any official place in the hierarchy of their religion, but may eventually be recognised as "warrior-saints" by their faiths. Salahadin and Sir William Marshal are perhaps the best historical examples of individuals who behave in a Paladin-like manner.
Do You Want To Know More?
Click the link for a good grounding in recent events.

Friday, 25 May 2012

Temple of Elemental Evil: War of the Roses Style.

Now that I spend about 10-12 hours a day painting figures for a living, the Isle of the Earthshaker campaign has pretty much died. I was largely making up dungeons and encounter locations as I went, so prep time for each weekly game was fairly considerable. I just don't have the free-time anymore to put so much work into writing a campaign.

The solution is to re-start with a published campaign, fleshed out with a few extra adventure locations from published modules. I had an inkling to convert the WFRP 1e Doomstones campaign back to it's original format (AD&D) but that would be a fairly substantial task. Plus, the story driven nature of the game makes regular attendance by the same group of players pretty important. That isn't really compatible with my current group's"sit-in when you can" style of campaign play.

So, I'm thinking of running Temple of Elemental Evil. It has it's flaws, but it should do the trick. I'll take a look through my early module collection for an alternative, but I'm thinking Temple of Elemental Evil for the main dungeon, Stonehell Dungeon as an alternative location nearby and simply sticking other adventure locations from modules on the map as and when required. Not exactly a masterpiece of creativity but it'll do.

The twist is that I'll be setting it in an alternate-earth version of Real-World history during the War of the Roses.


I have a few ideas in mind that need fleshed out. For the moment, Clerics and Paladins can be Christian, Jewish, Muslim or Servants of the Dark One. Druids are, well, druids. Wizards use coin magic (spell preparation consists of enchanting small coins which unleash the magic contained within when thrown),  Elves come from the wildest, more remote parts of Wales, Ireland and Scotland and are more British-Fae elves than they are Tolkeinesque. Half-Elf's are called Changelings, Dwarves come from Scandinavia and can be found in parts of the British Isles settled by Vikings (yes, Dwarf Vikings!). Half-Orcs are humans with an ancient Fomorian bloodline, rather than being actual half-orcs.

All humanity knows that the legendary creatures of fire-side tales and dark, ancient myths still lurk in the wildwoods, driven from the lands of humanity by the likes of the Sainted George and King Arthur in the distant past. From time to time, a village is burned, crops or beasts are stolen and children vanish. All know this to be the work of creatures from the wildwood, and every house in Britain keeps an iron horse shoe above the door and ancient runes carved on their window-shutters.


Tuesday, 24 January 2012

Session X:The Demon King of Thyatis part II

Euthalia in her more usual attire.
Once again pampered, bathed, perfumed, manicured and appointed in the (not quite) manner she is accustomed too, Euthalia and her escorts are called outside by male (and male-disguised) members of the party. Ki Oman has picked up a few items for his other "slaves", Andros and Thera, including new armour, spears and various other items.

With the brazen noise of another gong-stroke echoing throughout the compound, Vragg hustles the party through the streets towards the palace, terrified at the prospect of being late for the feasting. They hurry through the double doors of the palace just as the sun begins to set, the great, heavy portals booming closed behind them. The dozen, impeccably attired and perfumed females who had earlier scurried away with Merithena, reappear, leading the men to their tables. The females in the party are quietly instructed by these women that they should stand behind and serve their "betters" at dinner.



The feast hall occupies an opulent room in the palace. Three tables in the centre of the hall form a U, with the open end facing the door. The cushions positioned behind the low tables in the centre row remain empty, but at a second gong stroke, a dozen fierce looking warriors attired in their best armour emerge from alcoves and rooms elsewhere in the palace and to take their places upon the eastern cushions. The male party members are led to their own places along the western table. At a third gong, the ancient, wizened form of the Bull Headed King emerges from the inner chambers, sitting himself alone at the centre table. He is soon joined by two skull masked men in dark robes, who recline at either end of the central table. All eyes soon turn to the western window, where the sun cam be seen sinking below the horizon. At the very instant that the last rays of the sun vanish from view, the gong is struck again. Before their eyes, the party watch the wizened little man swell to three times his normal height, weight and girth. Skin reddening, huge, bull-horn grow from his skull until the creature that remains little resembled the frail being it had been just a few moments ago. In a deep, booming basso, the Bull Headed King laughs at his guests consternation, and bids his slaves bring the feast to the diners.
The Bull Headed King revealed.

After a few moments, the Bull Headed King comments that his men arealready teaching his "guests" how women should behave in Thyatis. The King nods to the red-bearded man, who sits among the diners at the eastern table. He congratulates Euthalia on once again looking like a civilised woman and compliments her on her serving skills, "suggesting" that she should display the proper meekness by taking wine to his warriors. Seemingly unconcerned, she complies, and somehow manages to restrain her temper when a particularly fiery young warrior pulls her onto his lap  with wandering fingers and tries to claim a kiss. Instead of slapping the man, as she would at home, she leaps to her feet and stands, head bowed, while Ki Oman roars for the warrior to keep his filthy hands off his property. The warrior bellows back that men takes what he wants from women in Thyatis and demands to know if anyone present dares to stop him. Half a dozen of the party members -including Ki Oman, Boagris, Andros, Thera and Alexis- all roar their acceptance of this challenge, but it is Ki Oman (the "slaves" avowed owner) whom the warrior charges.

Ki Oman meets him blow for blow in the centre of the feast hall, much to the Bull-Headed Kings loud approval and the intent regard of the skull-masked figures. For a few moments, Ki Oman is able to demonstrate his greater speed and agility, making the young warrior's footwork seem almost clumsy and foolish in comparison. Yet this only serves to focus the raiders rage. For a few tense moments it becomes clear that Ki may have over-reached himself by accepting this challenge from a seasoned warrior. Almost evenly matched, it is by luck alone that Ki Oman emerges victorious. The Bull Headed King bellows and claps, but the raiderss present grew silent. Each watches the corpse of the fallen raider intently until, after a few moments, a spectral figure manifests in the centre of the hall. Hooded and robed, armed with a sickle-bladed sword, the apparition stridse forward to claim it's prize. Reaching into the dead corpse with a skeletal hand, it pulls the warriors eldritch, glowing soul from the still meat of its body. Gratefully, the warriors soul reaches out to the spectre, rapture writ upon it's face - until a brief moment before the pair fade from view, when unparralled joy is briefly replaced by sheer terror.

The assembled raiders and clap and mutter in approval. One of the two Skull-Masked guests announces with satisfaction that the warriors soul has been accepted by Thanatos (Thanatos the PC blanches at this, suddenly very keenly aware of why Merithena has advised her to change her name as well as her gender). Leaving the blood where it has pooled in the floor, the Skull Masked priests dragg the frozen corpse from the hall while the Bull Headed King loudly calls for dancing.

The slave-women take up their instruments, beginning a song of frantic pace and energy. The Bull Headed King claps once again and Merithena -wounded Merithena, as pale as the spectre that so recently left these halls- enters.

Merithena dances
Wearing more clothing than the party had ever seen adorn her, she leaps and cavorts, energetically and acrobatically leaping through the air, twisting and turning in time with the music, leaping faster and faster as the pace of the music increases. Sweat whirls from her as she dances, stripping off layers of thin, silken cloth and throwing them to roaring warriors with each increase in tempo. Pale and trembling, she races across the hall, back and forth, each circuit taking her closer to the Bull Headed monster upon his throne. The monsters eyes follow her intently, never leaving her, searching for any hint of weakness, hand never straying from the huge cleaver-bladed weapon sat by his side. Not a man -andfew of the women- is able to tear their eyes away from the girls wondrous performance. At last, just as it seems she can dance no more, the girl casts aside her last veil and dives, prostrate, to the floor before the seat of the Bull Headed King.

[I asked the players for saving throws vs spells at this point. When most failed and I described the effects of their fascination one or two of the older players nodded sagely and muttered "Ah, that's what she is". Once again, they didn't say anything else, to avoid ruining the suspense]

The King's men are on their feet, roaring and cheering this display of stamina, speed and endurance. The Bull Headed king himself nods solemnly, before tossing back his head with deep booming laughter. As his  deep voice booms out across the hall, the warriors fall silent.

"It seems the Blood of Kings flows true in you indeed, child. Know that you have pleased me, and your life is spared. For the moment." He tosses his head, bull-like, to regard the woman. "Leave us, all of you."

Merithena rises unsteadily to her feet, almost losing her balance, but the Bull Headed King seems not to notice. As she passes Euthalia, she whispers urgently into the others woman's ear, "Help me, I'm going to fall...."

Thinking quickly, the Priestess takes Merithena by the arm, raising it high. Catching on, Thera takes the other arm. Together, arms held high above their heads, clutching Merithena's hands as though raising them in triumph, they support the exhausted girls weight and carry her from the hall. Only when out sight of the men, down a side passage, does the girl collapse to the floor. Gathering around like clucking hens, the palace women and the party members work together to carry her from the passage to the safety of the Harem, away from the prying eyes of patrolling Palace Guards.

Back at the Feast Hall, the Bull Headed King dismisses his priests and his guards, clearly unafraid of anything the players might attempt to do to him. He offers his thanks for the rescue of his "true blood" and insists that the party must stay as guests in his city until healed of their wounds. Then, in order to repay his hospitality, they must perform a task for him. The Bull Headed King is magnanimous (he makes a point of telling them so) and offers them the choice of three tasks to carry out as they see fit in return for sanctuary in Thyatis.
  • Destroy the Harpy nest on his borders which has become a nuisance.
  • Enter the fortress of the foul beastman chieftain to dares to call himself the Bull Headed King and slay this usurper.
  • Journey to the lair of a being known as the Lamia and offer her an alliance-or failing that, kill her if she refuses.
He gives the (male) party members freedom of the city for the next three days, explaining that the women will be safe in the palace under his care, and informs the men that he expects to hear which quest they will undertake on the morning of the third day. With that they are dismissed, and yet another female slave appears to show them to their barracks -a dusty, dull affair of rickety wooden bunk beds and at mouldy storage chests.

Meanwhile, within the luxury of the female slave quarters, protected by mute, "cut" Harem Guards, Euthalia, Thera and Andros relax upon silk cushions and tend to the exhausted Merithena. Once alone, she explains to the other women that one day -one day soon- she, like her mother, will be sacrificed to the Great Skull God, Thanatos. That she yet lives is due only to the fact that her uncle wishes her to be as strong as possible before receiving the Skull Gods tender attentions. Had she been found weak, she would be dead long since. Or worse, cast into the breeding pits to be used by the worst of the Bull Headed Kings inhuman servants. She begs the other women to save her from her fate but warns them to be cautious. "No-one", she states simply, "can kill the Bull Headed King. Many have tried. All have died."

At this, Thera angrily demands to know why Merithena insisted on coming back here in the first place? Merithena suggests that the group had to see the Bull Headed King's evil for themselves. To understand that she would make a far better leader for their people. To see the plight of the Thyatian women and, most of all, because it's the only place on the island where weapons, armour and (above all) food are freely to be had. Merithena explains that none of the Thyatian men can be trusted to help her -or the stranded. They enjoy their privileged lifestyles to much to risk the King's ire. Even Bombatta, who claimed to love her, pursued her when she fled the city, intent on bringing her back to the King.

Thera does not seem entirely convinced by this tale -or the girls supposedly pure motives- but stays her voice. For now. However, one thing seems clear to the Paladin. This Bull Headed King has to go.

Monday, 23 January 2012

Session X: The Demon King of Thyatis part I

The Party:
Ailil Shadowdancer. Elf Male Assassin 2/Illusionist 1. Played by Rhidh
Alexis Human Male Fighter 1. Played by Larraitz
Andros: Human Female Fighter 2. Played by Aimee
Boagris: Human Male Fighter 2. Played by Silv.
Bombata: Human Male NPC.
Euthalia: Human Female Cleric 2. Played by Caroline.
Kallias: Human Male Cleric 1. Played by Elle
Ki Oman: Human Male Dual-Classed Assassin 1/Bard 2. Played by Ali
Merithena: Human Female NPC
Thanatos: Human Female Assassin 2. Played by Fiona
Thera: Human Female Paladin 1. Played by Niall
Thot: Half Elf Male Cleric 1/Magic User 1. Spare Character
Xenos: Human Male Fighter 2/Magic-User 1. Played by Leoni

Missing/Unaccounted For:
Anitpater: Human Male Ship's Master NPC
Kallisto: Human Female Fighter 1. Played by Jackie
Minerva: Human Female 0 lvl Priestess/Royalty. NPC
Peliakos: Human Male Fighter 1. Played by Coakley
Sparious: Human Male Fighter 1. Spare Character.
Day 13:

Morning dawns dull and overcast after an eventful night. Still tired and weary from their travails over the last two weeks, the Stranded begin clearing their campsite. It's not long, however, before a not-too distant roar startles the sleepy companions to wakefulness. Quickly, Alexis helps Thoht and Merithena drag themselves into cover while the rest of the group forms a hasty shield wall. The wait for brief moments while the roaring beast, preceded by a frantic crashing burst into view.

It's a bear, blood-streaked and foaming at the mouth. And it's not alone, behind it come two of the Grey Demon's in hot pursuit.

After a tense, but ultimately successful confrontation the bear and Demons are down- but so are half the party, paralysed by the foul, black, dripping ichor of the Grey Demon's claws. They are merely incapacitated however, not dead. Though, once again, the same can be said for the Grey Demons. Though one lies headless, it's mouth keeps snapping in a silent snarl at the companions while it's body attempts to crawl over to it's head. The other keeps thrashing beneath Shadowdancer's spear, going still for one moment, only to thrash again until the elf twists his spear in the beast's heart once more.

Reluctantly, the companions (at least, those that can still speak) agree there is nothing else for it. They'll have to light a fire and burn the foul things, knowing full well that the smoke will be seen from the city.
Merithena scampers forward, only now "remembering" a few things the party should really know about life in the city. Firstly, she explains that women may only speak when first spoken too by a man and that failure to follow this rule will result in being brutally whipped. She also explains that while it is not, strictly speaking, illegal to follow "foreign Gods" in Thyatis, any act of open worship or preaching is punishable by death. That includes openly wearing holy symbols. For obvious reasons, Euthalia the Priestess of Haestia and Thera, Paladin of Meerax, are doubly displeased. Kallios is not overly pleased either, but hides his holy symbol without protest. Thanatos simply mocks the other women and adopts her male guise. Andros, on the other hand, fumes quietly.

Finally, the Thyatian girl turned to Thanatos and insisted -no, demanded- that the red headed women go by another name. She refused to say more on the matter, but relented only when Thantos and the others agreed that she would go by the name Sparious for the time being.

By the time the last of the paralysed Stranded begin to flex blood back into weary, numbed muscles, the party scouts report the approach of a patrol. Once again a shield wall is formed, though with spears held in marching order rather than set to receive a charge. A few moments later, a party of around a dozen armed men, of various ethnicitys, step from the woods. All wear identical armour of studded black leather and carry sword and spear. About half carry bows. All wear the same enclosing helmet of black iron - two small horns protruding like a Bull's from either side.

 Negotiations prove tense, and only grow tenser for a brief moment when Ki Oman gestures for Merithena to step forward from behind the shield wall. Given the girls bedraggled appearance and recent wounds, it's no wonder the sight raises the ire of the guards. Fortunately, Merithena is able to calm things down by explaining that these outsiders rescued her from captivity. The guard leader, a man named Vragg, rudely demands to know the fate of Bombatta. To the relief of all, the girl affirms that he was killed in the ambush along with the rest of her guards.
Once again, despite being a princess, Merithena shows no surprise at the rude way in which she is both treated and spoken too by a lowly guard. As the party forms up, interspersed among the Thyatian's, one whispers to Boagris:
"By the Skull God man, why do you actually allow your women to cover their breasts. It's indecent. And the armour...."
Before Boagris can answer, a nearby Shadowdancer (once again wearing his full face veil) intervenes, demanding to know why the man thinks how the party members treat their "property" is any of his business?
The guards bows his head and apologises for his rudeness. There is no more conversation with the guards for quite some time.
Thyatian Women
Clearing the woods, the Stranded realise that Thyatis is not so much ruined as abandoned. The few buildings that still appear inhabited seem to have been rebuilt from rubble. Coming up from the south, they spy a huge temple shaped like the head of a bull, with two "horn-shaped" towers guarding the main entrance and the long, paved promenade leading to the bronze doors on either side of the Temple. Each tower bristles with ballistae and catapults. 
Nearing the Temple, they begin to catch their first glimpse of the locals. All the men are armed andarmoured much as their escort. Few seem to be involved in any actual work. Most merely supervise small bands of women collecting fruit and berries. Most of these women are older, past child-bearing age, but few are elderly. All work with their breasts exposed, wearing strange, waist-coat like garments that fasten at the naval. Heads look up as the group passes, but any woman who looks set to follow is soon roared at by a male guard. Some of the men think nothing of watching the group as they pass by, with the female members of the party being afforded the hardest, most hostile stares. More than once they hear the word "whore" muttered by Thyatians as they pass

Continuing on, the Stranded pass a small artificial harbour filled with ships -low, sleek raiders built for speed rather than trade. Some whispered conversation ensues regarding hiring boats as a way of the island -until a quiet voice from the back of the party reminds them all of what the Goddess Meerax revealed to them at the Temple: none of them will be allowed off this island until the guilty have been punished. And yet, some of the party muse, it seems that not everyone on this island has been exiled here. At least, not if the presence of those ships is anything to go by.
For almost a quarter mile past the Temple, there are no more inhabited buildings. The few structures they pass are little more than heaps of stone piled upon stone. Finally, at the end of a long, poorly cobbled road, they find themselves outside huge bronze gates leading to a walled compound. The guards at the door inspect the group closely, but Vragg is able to gain the group entrance with a few guttural words and emphatic finger-pointing at Merithena. Eventually the huge gates swing open.The party is admitted into a large, bustling, clearly thriving town -a town within a greater, ruined town. All activity ceases at once. Every eye turns towards the party, some with curiosity, most -especially those directed at the female characters- with hostility. As Vragg and their escort elbow a path through the throng, the party keep a grip on their weapons.

Every building they pass is clearly designed for defence. Stairs lead to the only entrance. Each roof is flat and crenellated. The paths and alleyways are winding and confusing. There are far less obviously residential buildings present than one would expect for so many people. Merithena whispers that most women reside in the public slave quarters until bought as a wife by a successful raider and that most men of fighting age live in barracks. Only a few of the richest and most successful raiders own their own home, their own slaves and servants. The other men and even most children, save for those born to "free" raiders, live in barracks along the walls. No where, do the Stranded see any sign of craftwork or manufacture. The few homes which seem to serve as shops appear to sell goods from many lands, but no-where does anyone appear to be actually making anything.
At the great, golden gates of a small palace, the group halts beneath two huge, bronze statues of Bull-Headed men. Vragg approaches a senior guard standing by the gates who, after a whispered conversation, directs one of his men to sound a bronze gong.

"Now we wait." mutters Merithena, already pale from her wounds and the heat of the cruel sun climbing towards it's Zenith. All around, men and woman of Thyatis lay down whatever tools or task they work at and gather in the square before the palace gates. Soon, perhaps two or three thousand people - at least two women to every man- have gathered. For many hours the throng continues to wait in stifling heat and humidity while the sun climbs. No-one speaks. Sensing the mood, the party remain silent. It's not hard to tell from even a brief, side-ways glance that these people are scared witless. When Merithena wilts, Thera attempts to steady her, only to have her efforts shaken off. Even so, the sudden movement attracts attention. One or two voices can be heard to whisper the words "weak" or "doomed". These whispers seem only to strengthen the girls resolve until she stands tall once again.

Finally, just as it seems the group can take no more, when the sun has already descended almost half way to the horizon, the great gong booms again and all present -including the Stranded- prostrate themselves accordingly. They hear-but do not see- the great gates swing open. At the third sounding of the gong all stand and face the bull-headed King.

A wizened, wrinkled old man of some ninety years, head bowed by the weight of the great, silver horned helm upon his brow.

"Come," he gestures with one crooked finger to the baffled group below. "Vragg, you and your prisoners may approach."

This? This is the gamed bull-headed king everyone is so afraid of? And yet, Merithena  trembles as she leads the group up the granite stairs towards the King and his bodyguard -from fear as much as exhaustion. Wisely, the group elects for caution, allowing the locals to speak first.

Vragg explains how the prisoners had rescued Merithena after her capture and the death of Bombatta. At this, the wizened old king grunts loudly, the somewhat scathing, contemptuous expression he previously wore melting into something altogether more calculating. But only for a moment.

"You. Girl. Look at you! Blood of my blood? Hah! You're pathetic. Weak. Tonight, you'll dance the seven veils for your rescuers. Our guests. And if you fail, you'll die. Take her away!"

From behind the palace doors, a dozen beautiful women of various ages scurry from the cool depths of the palace to usher the stricken Merithena to her rooms. As she is dragged away, she looks pleadingly at Ki Oman and mouths the words, "you promised" before she disappears into the depths of the palace. Even so, no-one fails to note that their status has quickly changed from "prisoners" to "guests".

Merithena
Ki Oman clears his throat and, along with other members of the party, begins to sing the girl's praises, but the wizened old King waves their comments away. The Bull Headed King informs them they will have time to talk at the feast in their honour later this evening. As he turns to leave however, the party's female members catch his eye. Spitting his outrage, he demands to know why the women are so dressed? Shadowdancer steps forward and explains that their group was shipwrecked and forced to dress their property in any rags they could find. He explains that he and Ki Oman are merchants, and that Euthalia is their prize stock and the other, armoured women her guards. Euthalia bristles at this, but plays along, as do they other women. The King seems momentarily intrigued, eyeing Euthalia with something of a lusty eye, but then waves his wizened arm nonchalantly and order that, as outsiders, they shall be given some lee-way.  He orders all present to help instruct the newcomers in the laws and ways of Thyatis and to punish them only for the gravest transgressions. With that, he turns to leave, but not before Shadowdancer begs to know where he might find more appropriate attire for Euthalia. The King orders Vragg to act as a guide. 

As suddenly as he came, the Bull Headed King vanishes back into the Palace. Euthlia glares daggers at Shadowdancer but, on further consideration, decides that the chance to blend in with the local women -and spend some time learning their ways- is worth the trouble of going about half-naked. After all, she remarks, many of  Haestia's most sacred rites -including pre-marriage rituals for the bride- require all present to be naked. This, alas, takes some of the wind from Shadowdancer's sails. He'd been quite relishing the thought of causing Euthalia some discomfort.

Ki Oman turns to Vragg and suggests that the group needs some water. The raider agrees readily and leads the group to the well in the Square of Sublime Enjoyment, nearby. They find the well -and what appears to be the local tavern- easily enough. Trying to wind up Euthalia further, Shadowdancer suggests that Euthalia go and bring him an ale. Ki Oman, playing along, instead insists that she go to the well and bring water for the group. Proudly, she almost refuses until a passing, rather drunken raider, remarks in quite a friendly fashion that if Ki Oman can't control his women, he'll be only to happy to oblige by teaching the girl the price of disobedience in Thyatis. He fingers his wickedly hooked scourge somewhat menacingly while he speaks. Ki Oman thanks the Raider but insists that won't be necessary. Euthalia's high spirits are one reason she commands so high a price. Not in the least put out, the raider grunts and moves on.

By this time, Euthalia is already filling the party's water jugs. One of the younger girls sidles up to her and asks, 'Are you an Amazon? Have you been to the hills?" Seeing her confusion, the girl adds, "You and your friends look like Amazons. If you are, please take me with you when you leave." One of the other women, much older and grey-in-the-hair, drags the young one away before she can say anymore. Thoughtfully, Euthalia returns to the group, but on the way back one of the women from the well (no-one spots who) shouts the word "whore" and throws a wet towel at her, striking her squarely on the back of her head. All the raiders present, including Vragg, laugh uproariously. Seeing their credibility in jeopardy, Shadowdancer angrily stalks forward and demands to know who assaulted his property. At this, the raiders stop laughing and the women, huddled in a group, pale visibly. Some even begin to cry. Now that Shadowdancer has made this a matter of law, the jovial atmosphere around the well suddenly grows chill.

A burly, red-bearded raider steps from the shadows around the tap-house. He bellows a demand that the women responsible step forward. When the only response from the women at the well is to huddle closer and cry louder, he angrily reminds them all that the price of disobeying an order from a man is serious indeed. If one (the players did not fail to note that he not ask for the "guilty one") does not step forward all will be punished.

At this, they Grey-Haired women who pulled the young girl away from Euthalia steps forward. It's clear to all that she could not possibly have been the one to throw the towel. Her eyes are completely blind, stark white with cataracts. Other women step forward, wailing, from the group and try to pull her back into the crowd. Yet though the old woman trembles with fear, she takes another quivering step.. In a voice croaking with fear and age, she states "It was me".

Almost before she even closes her mouth, the red-bearded man strikes. The old woman's tongue roils from a spinning head, her decapitated body drops lightly to the sandy soil. Women wail in unearthly misery while the old woman's the eyes continue to blink for a few moments before growing still. Without so much as a grunt, the bearded raider wipes his sword on the old woman's blood-soaked dress, nods companionably at Shadowdancer, announces he needs a piss and wanders back to the tavern.

Vragg comments, "That's how we deal with insolence in Thyatis." He turns to look at the rest of the party, many of whom are glaring at Shadowdancer with undisguised horror or hostility. Vragg nods at Euthalia meaningfully. "Keep a good eye on that one. The women won't seek revenge from her, but a lot of lusty eyes have noticed her now. They like to break a proud one in these parts. Some will try to buy her, but if they can't?", he shrugs, "They'll try to take her by force. You could make a fortune hiring her out now, but if you want to keep her pure for more money, I wouldn't leave her unguarded. We Thyatians steal our wives as often as we buy them."

[A few players -the ones that read my blog regularly- caught on to who the Thyatian's are at this point, but kept stumm to avoid spoiling the surprise].

The stunned party ask about where they can buy equipment. Euthalia stammers for a moment, but manages to ask where she can go in order to dress properly? Vragg glares at her for a moment, and reminds Ki Oman that women should not speak unless addressed but agrees to lead the group to the Public Slave Quarters.

There, Andros and Thera are left behind to keep an Euthalia while the rest of the party goes shopping.
Euthalia (seated, left) is Pampered in the Public Slave House.
Inside, the three women discover a veritable paradise to rival the greatest palace or richest temple in Mysos. Dozens of breathtakingly attractive women laze or lie about,playing games, bathing, chatting or dressing one another's hair. Meanwhile, down another corridor, they can hear the distant grunting of men taking advantage of the women's presence. Euthalia is soon shown to a stone bench where gossip-starved women in their droves are only too keen to help her out of her barbaric clothing and pamper her every need. Meanwhile, Thera and Andros, much ignored, walk around quietly, keeping their thoughts to themselves.

Sunday, 27 November 2011

Oriental OSRIC PC Race: Spirit Folk

Conversion Notes:
Added a fourth sub-group of Spirit Folk- the Mountain Spirit Folk character. Extensively revised the Sea Spirit Folk to make their power levels more comparable with other spirit folk – or rather, more powerful but usable less often. Added a +1 bonus to all dice rolls when in associated terrain. I'm considering expanding this bonus to all terrain that matches the associated terrain type rather than simply the particular geographic location to which the Spirit Folk's parent is linked. Comments on this idea greatly appreciated. Saving throw bonus' for sub-types that benefit from positive modifiers against two elemental types balanced by negative modifiers against a third element. Added Shukenja to list of permitted classes (doesn't make sense that a half-spirit can't commune with the spirits) and moved the Spirit Folks unlimited advancement class from Bushi to Shukenja.

Spirit Folk Characters:

Spirit folk are the product of a direct union between human and Kami, most often a minor Kami who watches over a small geographical area. This semi-divine heritage grants an unearthly beauty to Spirit Folk as well as something of an otherworldly air. Spirit-folk tender to be slender in appearance, possessed of graceful movements and pleasant voices. Both men and woman have sparse -if any- body hair, though the locks upon their heads are often silky and luxuriant. Many have unusual eye-colour or shape.

Kami tend to be attracted to humans of education and culture. Even when attracted to an individual of low birth, the Kami partner often takes a personal interest in improving the human partner's situation. Most Spirit Folk characters are therefore from relatively high status families. Most spirit-folk must balance dual-loyalties. Loyalty to their earthly family as well as to the divine hierarchy of their spirit ancestor. A spirit-folk character must decide for themselves which obligation carries the most weight, though it is generally felt by the Kami themselves that devotion to the spirit-family should be the character's primary interest. Fortunately, the Kami rarely call upon their mortal children to perform a service, yet when they do, these services invariably require a great deal of time, effort and dangerous activity on behalf of the spirit-folk character concerned.

Being half-spirit themselves, Spirit-folk are attuned to nature and the natural world, particularly the element and lands bound most closely to that of their spirit parent. All possess unusual powers derived from their ancestry.

Regardless of character class chosen, all Spirit Folk characters must generate a human family to which they belong. Even if not normally required to do so by the class chosen.

Common Racial Abilities:
  • 120ft Infra-vision
  • Treat all rolls on the Character birth table of less than 10 (Upper Middle Class) as 10.
  • Additional Racial Powers as per sub-type, below.

Languages: 

All spirit-folk characters, regardless of ancestor can speak the Common human language and the language of the Courtier. They gain additional languages by sub-type as listed in the individual entries below. They do not gain bonus languages for high intelligence.

Permitted Class Options:
Kami are attracted only to humans of relatively pure spirit, high social class, and cultured upbringing. Permitted classes include Samurai, Kensai, Bushi, Monk and Shukenja. If the optional non-human level limits are is use, a Spirit Folk character can advance to a maximum of 12th level as a Samurai, Unlimited level as a Shukenja, 9th level as a Kensei, 12th level as a Bushi and 12th level as a monk. If this optional rule is not in use then Spirit Folk characters have a 10% xp penalty.

Multi-class Restrictions: 
Due to their intrinsic ties to the spirits, Spirit Folk characters are able to gain the powers of a Shukenja relatively easily, without having to devote their life to such pursuits. Hence, Spirit Folk characters may multicass as Bushi/Shukenja, Samurai/Shukenja and Kensai/Shukenja, The aesthetic life of a monk does not lend itself well to multi-classing however. Spirit Folk Characters cannot multi-class as a Shukenja/Monk.

Movement Rate: 120ft

Racial Limitations:
If the characters maximum and minimum ability scores do not fall within these limits after racial modifications then the character cannot be one of the Spirit-Folk.
Strength: 6/18
Dexterity: 12/18
Constitution: 6/14
Intelligence: 12/18
Wisdom: 9/18
Charisma: 14/18

Bamboo Spirit-Folk Racial Abilities:
    Bamboo spirit folk are normally the children of a male human and a Bisan, a type of Kami similar to the Dryads of the Occident. They are closely tied to the Bamboo, Camphor, Teak or Mohogany  grove of their parent to the extent that their own health and well-being is entirely dependant on that of the grove itself.
  • 75% chance to identify normal plants and animals.
  • Pass Without Trace: When moving alone through wooded areas, the Bamboo Spirit-Folk leave no discernible trail and cannot be tracked by magical or mundane means. When travelling with a group that includes non Bamboo Spirit Folk, they reduce the likelihood of the party being successfully tracked by 20%.
  • Each time the Bamboo Spirit Folk goes up a level he can learn the language of another forest dwelling animal.
  • +1 saving throw bonus versus all effects related to the Elements of Wood or Earth, including plant-based poisons. However, the Bamboo Spirit Folk character is also slightly more vulnerable to Fire and has a -1 modifier to saving throws versus fire based effects.
  • Tree Grove: The Bamboo Folk character is tied spiritually and physically to the grove of his Kami parent. If the Bamboo Grove is damaged, the character looses a proportionate number of hit points. If the grove is destroyed, the character is killed instantly. If the grove is threatened in any way, he will be contacted by his Kami parent through dreams and visions. When the character enters his grove for the first time each day, he is affected as though by a heal spell. Inside his grove, the character receives a +1 modifier to all dice rolls, including attack and damage rolls. This only applies within the actual grove itself. Carrying a cutting from the grove or planting a sapling elsewhere counts as creating an entirely new grove and does not confer any benefits to the character.
  • The Bamboo spirit folk character can cast the second level Shukenja spell Commune with Lesser Spirit. He can use this spell-like ability to communicate with any forest or bamboo spirit within the province he currently finds himself. Alternatively, it can be used to commune with his Kami parent regardless of the distance involved. He can use this ability to contact his spirit parent once per day. He can also use this ability to commune with another Bamboo or forest spirit once per week per character level.

Mountain Spirit Folk:
Mountain Spirit Folk are often the product of a union between a human male and a Yuki-onno who has taken pity on a dying mountain traveller.
  • 75% chance to identify mountain plants and animals and natural subterranean animals.
  • Mountain Movement: The Mountain Spirit Folk character does not suffer movement penalties for moving through hilly, mountainous or broken terrain.
  • +1 bonus to all saving throws involving the element of earth, including plant based poisons.
  • Gains the ability to speak the language of subterranean animals such as moles and badgers.
  • Associated Mountain: The Mountain Spirit Folk character is tied spiritually and physically to the mountain inhabited and protected by his Kami parent. If the mountain is damaged or mined, the character looses a proportionate number of hit points. If the mountain is destroyed by a volcanic eruption or cataclysmic earthquake, so too is the character. If the mountain is threatened in any way, he will be contacted by his Kami parent through dreams and visions. When the character ascends to the summit of his associated mountain for the first time each day, he is affected as though by a heal spell. While standing on his associated mountain, the character receives a +1 modifier to all dice rolls, including attack and damage rolls. This only applies on the mountain itself. Soil carried away from the mountain or transported to a home or garden does not confer any benefits to the character.
  • The Mountain Spirit Folk character can cast the second level Shukenja spell Commune with Lesser Spirit. He can use this spell-like ability to communicate with any mountain spirit within the province he currently finds himself. Alternatively, it can be used to commune with his Kami parent regardless of the distance involved. He can use this ability to contact his spirit parent once per day. He can also use this ability to commune with another mountain spirit once per week per character level.

River Spirit Folk:
River spirit folk are associated with one particular river or other body of fresh water such as a stream or lake. Like other spirit-folk, their physical and spiritual health is tied to that of the water source itself. Such characters are often the children of a Numagozen who encounters a human with a close resemblance to her fallen husband.
  • 75% chance to identify fresh water plants and animals.
  • Swim: A River Spirit folk can swim 120ft per round and may breathe underwater without difficulty. All items in her possession remain completely dry when she is immersed in water. These powers apply to fresh-water only.
  • Lower the depth of rivers and streams by 10ft once per day for five rounds.
  • +1 bonus to all saving throws involving the element of water, including liquid based poisons.
  • Gain the ability to speak with fresh-water fish and fresh-water mammals.
  • Associated River, Stream or Lake: The River Spirit folk character is tied spiritually and physically to the body of water inhabited and protected by his Kami parent. If the body of water is damaged the character looses a proportionate number of hit points. If the body of water is poisoned, so too is the character. If it dries up, the character will die of thirst. If it is dammed or diverted in any way, the character will weaken proportionately (again loosing a number of hit points). If this body of water is threatened in any way, he will be contacted by his Kami parent through dreams and visions. When the character immerses himself in his associated body of water for the first time each day, he is affected as though by a heal spell. While swimming, boating or crossing this body of water in any way, the character receives a +1 modifier to all dice rolls, including attack and damage rolls. This only applies within the body of water itself. Water carried away from the associated body of water or transferring it into a large artificial container such as a well or fountain does not confer any benefits to the character.
  • The River Spirit Folk character can cast the second level Shukenja spell Commune with Lesser Spirit. He can use this spell-like ability to communicate with any fresh-water spirit within the province he currently finds himself. Alternatively, it can be used to commune with his Kami parent regardless of the distance involved. He can use this ability to contact his spirit parent once per day. He can also use this ability to commune with another fresh-water spirit once per week per character level.

Sea Spirit Folk:
Often the child of a human woman and a Shojo. Few of the drunken, red-haired Shojo are willing to accept responsibility for such a child. However, Watatsumi, Kami of the Sea, is quick to adopt such children as his own.
  • 75% chance to identify salt water plants and animals.
  • Swim: A River Spirit folk can swim 120ft per round and may breathe underwater without difficulty. All items in her possession remain completely dry when she is immersed in water. These powers apply in salt-water only.
  • Once per year the character can call upon the Kami of the Sea for one very powerful favour, such as the creation of a typhoon or a tsunami.
  • +1 bonus to all saving throws involving the elements of water and air, including liquid and gaseous poisons. However, the Sea Kami is more vulnerable to earth based effects such as petrification and spells of the earth element, imparting a -1 modifier to such saves.
  • Gains the ability to speak with salt-water fish and salt-water mammals.
  • Sea Association: The Sea Spirit folk character is tied spiritually and physically to the sea itself. However, while the sea is so vast that any changes are unlikely to affect the health of the character, nor do Sea Spirit folk gain any healing benefits from being immersed in sea-water. However, the character does receive +1 to all dice rolls made when travelling on or under the sea.
  • The Sea spirit folk character can cast the second level Shukenja spell Commune with Greater Spirit once per week for every 3 levels of experience. This ability may only be used to commune with Watatsume, the Kami of the sea.
  • The character has a 75% chance of accurately predicting the weather conditions for the next day.


Thursday, 24 November 2011

Oriental OSRIC PC Race: Korobokuru

Conversion Notes: I changed the modifiers for magic and poison saves to +1 for every 3.5 points of constitution to bring this racial ability in line with OSRIC dwarves. Exchanged the level limits for the bushi class and the barbarian class. If most Korobokuru are Barbarians, it doesn't make sense for them to be limited to level 10 in that class but at the same time have unlimited advancement as a Bushi. Added the yari to list of permitted weapons as the background material in OA explicitly states they favor the weapon despite it not being on their list of permitted pole-arms.

Korobokuru:

The Korobokuru have been driven deep into the wild places of the world by the enchroachment of man. They reside in isolated villages and nomadic camps in remote areas of considerable natural beauty, frequently moving on when human settlement begins nearby.

Though many Korobukuru are hostile to the humans who scorn them and drive them from their homes, others, perhaps unwilling to leave the ancestral spirits of their race to the care of humanity, live in human lands still. Some even strive to become samurai.

Korobokaru stand approximately four feet in height, with arms and legs somewhat larger proportionately than humans. Their body hair is thick and course. Many sport unkempt, leonine hair or tangled beards. Their appearance is considered somewhat unkempt in the eyes of the more "civilized" oriental peoples.

Culturally, their society is considered far less advanced than that of their human neighbors. They subside through hunting, farming and fishing. What little art they produce is considered somewhat crude and artless. Their culture is considered somewhat "backward" as a result. Even those who live among humans are rarely afforded the same respect offered to a human of comparable status. Indeed, they are considered rude, pugnacious and even somewhat comical by the rest of world but, in particular, humanity.

Korobokaru tend towards chaotic or neutral alignments. They can be Barbarians, Bushi, Samurai or Wu Jen. Most are Barbarians. Their preferred weapon proficiencies include the yari, horse-bows, blowguns, shortswords, hand-axes and (when they can get them) wakizashi.

Korobokuru player characters should generate a family as per the normal rules for family generation.

Summary of Racial Abilities:
  • +1 Strength, +1 Constitution, -2 Intelligence.
  • +1 to saves vs magical rods, staves, wands or spells for every 3.5 points of constitution
  • +1 to saves vs poison for every 3.5 points of constitution
  • 120ft Infravision
  • 66% chance to identify any normal plant or animal.
  • +1 bonus to attack rolls vs bakemono, goblins, goblin rats and hobgoblins
  • -4 AC Bonus vs attacks from giants, oni, ogres, ogre magi, and titans
Restrictions:
  • Due to size limitations, Korobukuru cannot use the no-daichi (2 handed-sword). Nor may they use any polearm other than a naginata or yari. Cannot use any bow other than a horse-bow.
Languages: 
Own tribal language, Common, Spirit-Folk, Hengeyokai. They do not know any alignment languages (assuming these optional rules are used) and may not learn any additional languages regardless of their intelligence score.

Permitted Class Options: 
Korobokuru may belong to the Barbarian, Bushi, Samurai or Wu Jen classes only. If samurai, they must serve a human master. If the optional non-human level limits are in use, Korobokuru can advance to level 10 as a Bushi, level 7 as a Wu Jen and level 6 as a Samurai. If the optional level limits are not in use then it instead costs a Korobokuru character 10% more experience points to advance to it's next class level.

Multi-Class Restrictions:
Korobokuru may multi-class as a Barbarian/Wu Jen.

Movement Rate: 90ft

Racial Limitations:
If the characters maximum and minimum ability scores do not fall within these limits after racial modifications then the character cannot be a Korobokuru.
Strength: 8/19
Dexterity: 6/18
Constitution: 12/19
Intelligence: 3/15
Wisdom: 3/17
Charisma: 3/16

Wednesday, 23 November 2011

Oriental OSRIC: An Oriental Adventures Conversion Project

Over the next few months, it's my intention to go over as much of the old Oriental Adventures-related gaming material as possible and "convert" it (or rather, update it) to OSRIC. I'll be looking at old Dragon Magazine articles as well as OA rulebooks, adventures and even the Forgotten Realms Kara-Tur releases. An ambitious project, but one that I hope to handle in a number of bite-sized chunks. Once I have enough material prepped I'll probably start a new blog dedicated to Oriental OSRIC and move the whole project over there. But for the time being, this blog will be my usual work-space.

I'll be concentrating on adopting material concerning pseudo-Japanese (rather than pseudo-Chinese or Mongolian) settings first and other Oriental Materials later. What I won't be doing is re-working any of the second edition concepts such as class kits or any material published for 3rd ed -though I'll still be mining such things for ideas. I'll also be concentrating on mechanical info more than setting info. You won't for example, see me converting all the sand-box material in BA-1 Sword of the Daimyo to OSRIC. After all, what would be the point? There's nothing there that needs converting. Useful cultural information, on the other hand, might be worth while including.

My original plan over the new few days was to work out conversations for the OA classes to OSRIC rules. Or rather, tidy up the presentation a little given that they don't really need much in the way of conversion at all. Fabian over at Bladesharp has already down a great deal of the work in this regard by converting several classes to make them compatible with Labrynth Lord. I like his re-work of the ninja, turning them into a proper "single" class rather than the "multi-class" option they were originally designed to be. Though I'm sorely tempted to ask Fabian for permission to simply re-post and slightly modify his material, in the interests of both fairness and completeness, I'll probably just do my own write-ups of these classes as well.

Basically the classes I intend to make available to PC's in the campaign (and hence, convert to OSRIC) are the following:
  • Barbarian
  • Bushi
  • Kensai
  • Monk
  • Ninja
  • Samurai
  • Shukenja
  • Sohei
  • Wu Jen
  • Yukuza
All from Oriental Adventures itself. I also intend to look at the following classes from other sources:

  • Sumotori (Sumo Wrestler) From Dragon magazine 157 (two options)
  • Geisya From Dragon magazine 121
  • Genin (a ninja sub-class) from Dragon Magazine 121
The Sumotori were originally presented (in two versions) as an NPC class. I'd like to re-work them into a playable PC class, without so many of the class obligations that limit their utility as adventuring types. The Geisya is listed as an NPC class, mostly, I think, because it is somewhat lacking in abilities. I'll need to add a few new class abilities wholesale to make the class playable. Perhaps borrowing some from the Bard and Houri classes? Finally, the Genin were an attempt to make the Ninja a single-class character. It's worth looking at while I re-work the ninja, but it's not really worth using as written.

Finally, there is one class (from Dragon 164) the Paio Shih (dart wielding guards) which I may or may not convert depending on how I feel after re-reading the article.

Finally, here's a list of the articles and supplements I am (presently) aware of that might have material worth converting:

Dragon Magazine Articles:

Oriental setting: 
"Armor of the Far East"                                             31(23)  0D&D
"Arrows of the East"                                                146(80)  D&D1
"...And a Step Beyond That"                                    122(20)  D&D1
 "Step Beyond 'Shogun', A"                                      122(18)  D&D1
"Life and Death of a Castle, The"                             121(32)  D&D1
"Sun Dragon Castle"                                                 121(45)  D&D1
"Righteous Robbers of Liang Shan P'o"                     54(16)  D&D1
"Lords of the Warring States"                                   167(77)  D&D2
"Chinese Undead"                                                       26(20)  0D&D
 "Cham Fau and the White Tiger Monastery"           351(46)  D&D3
 "Cities of the Ages: Edo"                                         292(60)  D&D3
"Oriental Adventures Class Combinations"             289(80)  D&D3
"Chinese Dragons"                                                     24(8)  OD&D
"Dweomered Dragon Scales"                                   308(39)  D&D3
"Ancestor Feats and Martial Arts Styles"                315(64)  D&D3
 "Update: Oriental Adventures: Eastern Flavor"     318(39)  D&D3
"Geisya, The"                                                          121(38)  D&D1
"Genin, The"                                                           121(42)  D&D1
"Japanese Mythos, The"                                            13(11)  OD&D
"Earn Those Heirlooms!"                                        151(22)  D&D1
"Humanimals"                                                         266(40)  D&D2
"Lords & Legends"                                         123(42)  D&D1
"Soul-Swords & Spirit-Slayers"                     198(82)  D&D2
"Specialist Fighters"                                               310(36)  D&D3
"Other Orientals, The"                                           189(28)  D&D2
"Soldiers of the Law"                                             151(18)  D&D1
"Righteous Robbers of Liang Shan P'o"                 54(16)  D&D1
"Bazaar of the Bizarre"                                           40(44)  D&D1
"Bazaar of the Bizarre"                                         126(50)  D&D1
 "Bazaar of the Bizarre"                                        181(30)  D&D2
"Hand-to-Hand Against the Rules"                      139(58)  D&D1
"Art of Kuji-in, The"                                            342(84)  D&D3
"Flying Feet and Lightning Hands"                     161 Or 164(11) D&D1
"Playful Phoenix Fist V Four Scholars Boxing"  289(76)  D&D3
 "Flying Leaps, Deadly Silks"                              289(60)  D&D3
"Pressure Point Attacks"                                      336(103)    D&D3
"Warriors of the Animal Fist"                              319(68)  D&D3
"Marshalling the Martial Arts"                            122(46)  D&D1
 "Matter of Style, A"                                            326(99)  D&D1
"Menagerie of Martial Arts, A"                           127(48)  D&D1
 "New Kicks In Martial Arts"                              136(66)  D&D1
 "New Martial Arts Styles"                                  309(62)  D&D3
"Things Your Sensei Never Taught You"          164(14)  D&D2
"Iron Path, The"                                                  303(54)  D&D3
"Monk Styles"                                                    330(90)  D&D3
 "Variant Fist"                                                    310(40)  D&D3
"Wordly Styles"                                                 334(89)  D&D3
"Metered Style, The"                                         337(97)  D&D3
"Psychic Boxing: Psions of the Orient"            308(62)  D&D3   
"There Are No Generic Black Belts"                160(70)  Top Secret
"Mongols: History, Weaponry, Tactics, The"     36(31)  --
"Thunder and Fire: The World of the Kaiju"    289(66)  D&D3
 "Ecology of the Kappa, The"                           151(14)  D&D1
  "Dragon's Bestiary, The"                                151(28)  D&D1
"Ecology of the Yuan-Ti, The"                         151(32)  D&D1
"Voyage of the Princess Ark, The"                   160(41)  BD&D
"Whaddaya Mean, Jack the Samurai?"             121(16)  D&D1
"Ninja: Masters of the Silent Shadow, The"     318(24)  D&D3
"Black-Clad Assassins"                                    289(36)  D&D3
"Historical Ninjas"                                            351(86)  D&D3
"New Improved Ninja, The"                              30(13)  D&D1
"Ninja - the DM's Hit Man, The"                       16(7)  OD&D
"Art of Kuji-in, The"                                        342(84)  D&D3
"Shadow Way, The"                                         255(50)  D&D2
"Silent Warriors"                                              289(46)  D&D3
"Shadow Way, The"                                         255(50)  D&D2
"Other Orientals, The"                                     189(32)  D&D2
"Elements of Surprise"                                     354(86)  D&D3
"Oriental Opens New Vistas"                          104(20)  D&D1
"Born To Defend"                                            164(26)  D&D2
"Soldiers of the Law"                                       151(18)  D&D1
"PC Portraits"                                                   289(126)          --
"Samurai Vs. Knight: Who Would Win?        323(42)  D&D3
"Samurai"                                                             3(25)  OD&D
 "Samurai: An Honorable NPC, The"                49(18)  D&D1
"So, You Want To Be a Samurai?"                  195(10)  D&D2
"Samurai! Honorable Designer Speaks"            36(14)   Samurai
"Warriors of the Animal Fist"                           319(68)  D&D3
"Oriental Sea, The"                                           130(64)  D&D1
"Arcane Lore: Magic From East To West"      130(16)  D&D1
"Wards Against Evil"                                       133(40)  D&D1
"Where There Is One Sumotori..."                   157(32)  D&D1
"Art of D&D, The"                                   309(38)  D&D3
"Chinese Undead"                                              26(20)  OD&D
"Lords of the Warring States"                          167(77)  D&D2
"Weapons of the Far East"                                 32(6)     --
"Campaign Classics: Oriental Adventures"      229(54)  D&D2
    
Oriental Adventures/Kara-Tur:

10321e Forgotten Realms: Kara-Tur, the Eastern Realms
20181e Oriental Adventures
21152e Monstrous Compendium Kara-Tur appendix
91641e Swords of the Daimyo
91861e Night of the Seven Swords
91951e Ochimo- The Spirit Warrior
92031e Blood of the Yakuza
92421e Mad Monkey vs theDragon Claw
92572e Ronin Challenge
9258 2e Test of the Samurai
9307 2e Ninja Wars
9402 2e Kara Tur Trail Map


Additional:
2nd ed Forgotten Realms Horde Box-Set
2nd ed Complete Ninja's handbook
Sengogku Roleplaying Game
3.5 Oriental Adventures
OSRIC Unearthed
Dungeon Magazine issues.
If anyone see's anything not on this list that you think might be useful, please don't hesitate to let me know.