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.

Sunday, 20 November 2011

Session VII: Time of the Trogs.

Character Roster:

Exploring the Caves (players present):
Ailil Shadowdancer: Elf Male Assassin/Illusionist 2/1. Played by Ridh
Andros: Human (Mycenean) Female Fighter 2. Played by Aimee
Boagris: Human (Mycenean) Male Fighter 2. Played by Silv.
Euthalia: Human (Mycenean) Female Cleric 1. Played by Caroline
Kallias: Human (Mycenean) Male Cleric 1. Played by Elle
Ki Oman: Human (Zaman) Male Dual Class Assassin 1/Bard 1. Played by Ali
Thanatos: Human (Mycenean) Male Assassin 2. Played by Fiona
Thera: Human(Mycenean) Female Paladin 1. Played by Niall
Xenos: Human (Mycenean) Fighter/magic User 1/1. Played by Leoni.

Guarding the Camp (absent players and NPCs):
Alexis: Human (Mycenean) Male Fighter 1. Played by Larraitz
Friendly: Troglodyte Guide. NPC. Temporarily played by Caroline
Surly: Troglodyte Guide.NPC. Temporarily played by Niall
Third: Trog Guide. NPC. Temporarily played by Rhidh
Thot: Half-Elf Male Magic User/Cleric 1/1. Played by Rob

Temple of Meerax, Garrison (absent players and NPCs):
Antipater: Human (Mycenean) Ship's Master. NPC.
Kallisto: Human (Mycenean) Female Fighter 1. Played by Jackie
Minerva: Human (Mycenean) Female 0 level Priestess of Heastia. NPC
Peliakos: Human (Mycenean) Male Fighter 1. Played by Coakley
Sparios: Human (Mycenean) Male Fighter 1. Spare Character.

Dead-Pool:
Glykeria: Human (Mycenean) Female Illusionist 1. Death by poison. Session VI


Taking Menithera and Bombatta with them, the party return to their camp by the pool. The two former-prisoners quickly take the chance to rest. Kallias -a previously unconscious Cleric of Dion- and his Trog guide arrive from the Temple later that day with reports of heavy fighting between the Trogs and Gray Demons. Kallias brings with him word from Minerva that, if the party do not clear the caves quickly, she may have no choice but to let the Trogs join her in the Temple. After a brief discussion, the exhausted Kalias quickly joins the former prisoners in slumber, though not before scrounging some "weapons," a dagger and a hefty bronze ladle, from the companions. Although other weapons are available -and even Bombatta has been entrusted with a spear- no-one seems to expect much in the way of fighting skill from a pretty-boy priest like Kallias.  Alas, there is also no spare armour to be had.

Though many daylight hours remain, the party chooses to rest overnight to recover spells and prayers.

During the night, several of the characters have trouble sleeping, in part because they have suffered their first fatality, instead passing the time in conversation.

[The conversations in question took place on facebook while I was away for the day. Caroline sent me a transcript which I edited, removing some anachronisms, and altering a few paragraphs to cut out the odd bit of meta-gaming and a very small section of  God-modeing. Because of this impromptu RP session I learned that several of the players were having a hard time grasping the difference between player knowledge, character knowledge and player skill. I was naturally quite happy about this, as I'd rather not have to explain complicated subjects when we're sitting at the table. Unfortunately, the transcript of the facebook session is on my desktop PC, which is currently away for repairs. I'll have to post it later.]

In the morning, Alexis and Thoht volunteer to stay behind and keep an eye on the camp – not to mention the three Trog guides and the two Thyatians. Before departing though, Thanatos summons the group together. The assassin apologies for his previous behavior, explaining to the group that he is slow to trust and asking their forgiveness. He then goes on to explain that he has a secret to share, in order to prove his sincerity to the group and in the hope that they will then trust him. With that, the assassin unties the knot holding his long hair in place, shakes it loose and, removing a few outer layers of clothing, nervously reveals that he is, in fact, a she. The reaction is, perhaps, not what she was expecting. Far from being outraged by the deception, as most Myceneans (with their strict gender roles would be) the citizens of Mysos are instead somewhat confused. Why would she hide her gender when there are armed women -including professional warriors- among the group? Taking on a masculine role is no shame in the city founded by Dion. Instead, Thanatos is solemnly thanked by Euthalia and one or two others for her gesture of trust, and formally welcomed into the group as a “sister” rather than a brother.

Needless to say, the young woman looks somewhat relieved at her reception. Only Bombatta offers negative comment, claiming that she is just as “disgusting” as the other “mad-women” in the group who bear arms. This attitude is not, perhaps, surprising given Merithena's somewhat sparse “attire” and the bodyguards earlier refusal to let “that thing”, Shadowdancer, speak with him. The Thyatian's comment is simply ignored. However, his speech does give the group the opening they were waiting for.

The first question asked is, unsurprisingly enough, whether the extremely capable looking Bombatta will accompany the group on their foray. Bombatta's contemptuous snort might seem answer enough, but he goes on to add that “Where she [meaning Merithena] goes, I go. And since I clearly cannot permit her to enter the cave, neither can I.”

A few of the characters wonder at the bodyguard's word-choice. He certainly does not seem to speak of Merithena (who some party-members have taken to calling, “the Princess”) in a manner befitting her rank. Not to Mycenean ears at least. Nor does he present himself as being subordinate to her in any way despite being her bodyguard. Even more surprising, perhaps, is that Merithena seems to regard this behavior as perfectly normal. Bombatta continues to answer most of the groups questions even, on one occasion, cutting off Merithena mid-sentence. Regardless, few of the questions asked by the group result in useful answers, though they do clean the following information:

                 The Bull-Headed King rules over the city of Thyatis

                 The city lies perhaps two days to the east, going by Bombatta's assessment
                 of their present location and based on landmarks the PC's can provide.
   
                 Merithena and her party were ambushed. One moment they were walking, they next
                 they collapsed. Several guards were absent when they awoke in the cages. Only
                  one other bodyguard was present, and he was first fed into the grinder in their
                 prison before being fed to the creature in the cage-room pod.
   
                 Bombatta describes the skull-in-flames tattoo he wears on both wrists as his
                 “badge of rank.”


Perhaps strangely, neither former-prisoner seems at all interested in finding out more about the group or it's members. The group almost seem irrelevant in the eyes of the Thyatians.

Leaving camp, the group travel quickly to the second waterfall. Once again Ki Oman carefully descends the chute (climbing rather than sliding), and smiles contemptuously at the trap he finds in the chamber below: a series of spears hammered into a wooden plank angled to skewer anyone sliding down the chute.

Ki Oman: It's safe to come down... only kidding! Permit me one moment.

Still chuckling to himself, Ki Oman (the same Ki Oman who keeps warning people about touching strange or suspicious objects in a dungeon, the same Ki Oman who saw what happened to Gykeria just a day before, the same Ki Oman who discarded his gloves from fear of accidentally poisoning himself with contaminated blood afterwards, this same Ki Oman) reaches out his hand and attempts to move the spear trap.

Some time later, having heard nothing from below, the party members hiss a question down the chute to Ki Oman, Not receiving an answer, Euthalia, and Andros decide to risk climbing down the chute to investigate. Meanwhile Thera peers over the waterfall, looking for any signs of Ki Oman, but can't see him or the chute exit because of an overhanging slip of rock. However, despite Andros volunteering to go down first, Euthalia the cleric, concerned that Ki Oman might need healing, insists on going first. Euthalia effortlessly manages to control her descent down the chute, and climbs out in time to see a clearly paralyzed Ki Oman poised over the spear-trap, one hand touching the wood, his eyes (or rather, eye) being the only part of him still moving. Just as she is about to call the news back up the chute, Andros slips, careers downward, and knocks both herself and and the cleric onto the spears.

Luckily, both of them are just nicked, but Andros succumbs to the paralysis poison. Euthalia meanwhile, hisses a warning about the trap back up the chute. Drawing Andros' sword, she first pulls Andros off the spear-frame and then tries to lever it aside with her borrowed blade.

That's when Thera (watching from above) realizes they are not alone.

Thera: Euthalia, look out!

[Wandering Monster time]

Though not in a position to witness events in the vicinity of the spear-trap, from her perch looking out over the water-fall Thera is able to discern a fungal humanoid shape lunging towards the clerics unprotected back. Wasting no time the Paladin flings her spear at the pod-man. It's a long throw, with a bad angle, but the spear nearly strikes true. It grazes the lurching pod man's shoulder as it flies past. A small wound, but enough to buy Euthalia some warning. The pod-man's flailing limbs manage to wound the cleric, but only slightly, yet the pod man captures the clerics shoulder in a vice-like grasp.

Above, Thanatos tries to distract the thing with a thrown rock, knowing as she does that blunt weapons will not harm it. Meanwhile, Boagris, with a similar idea, hefts his spear into the melee and again manages to find the wrong target. His spear arcs across Euthalia's back, tearing a wound that leaves her screaming and open to the pod-man's next attack. Meanwhile, Shadowdancer slides gracefully down the shaft, rolling aside at the last possible moment to avoid impaling himself. Once in the chamber beneath the waterfall, he draws his weapons, ready to attack. Xenos unleashes a magic missile (the first of three he cast's during the encounter) at the pod-man, blasting a chunk from it's shoulder.

Euthalia, already badly wounded by Boagris' throw, goes down under a pummelling from the pod-man.

The plant is pelted with javelins, rocks and a magic-missile thereafter. Shadow-dancer triumphantly throws his coat over the beasts head. Above, Kallias, unable to pay a great deal of attention to his surroundings while he prays, casts a light spell on the cloak-enshrouded pod-man, both in the hope of blinding it and to provide better illumination for the party's missile attacks. A bright ball of light appears above the things head. Right. Next. To. Shadowdancer.

Shadow-dancer (using his elven heat-vision): AAAAAARRRRRHHHHHH!

[Elle's new character gets off to a less than sterling start by blinding the only conscious/non-paralysed PC in melee range of the monster. However, to be fair, Kallias neither knows that SD has heat-vision (elves arn't exactly common on Edarnia) nor can see events 30ft below him in a dark cavern very well either]

While Shadow-dancer desperately fends off blows from the (clearly not in the least bit cloak-or-light-impeded) pod-man with his spear, Thera, seeing his danger, leaps down the chute after him. The Paladin misjudges her roll terribly, impaling her arm on the spikes. Fortunately, she manages to avoid succumbing to the numbness spreading across her limbs and hauls herself painfully off the sharp wooden points. Boagris, perhaps hoping to atone for his earlier mistake, leaps after the paladin, using his bronze meat-hook to control his descent. He therefore arrives safely just as Xenos' last magic missile strikes home. Meanwhile, Thanatos, eagerly trying to climb down the waterfall into back-stab position, slips and falls from the overhang, landing on the spikes and poisoning herself. Thera's blows distract the fungoid monster long enough to draw it's attention from Shadowdancer, but she takes more wounds in the process. Finally, completely out of spells and desperate, Xenos throws her bolas into the melee. Fortunately, she hits the pod-man, not Thera, but as the podman falls it pulls Thera down on top of it.

Seeing the pod-man rendered immobile, Kalias leaps down the chute, dodges aside at the correct moment, and moves towards Euthalia with the intent of healing the downed cleric.

With Thera and the pod-man rolling about the cavern floor, no-one else is able to get a clear shot. Thera's attempts to slay the thing with her dagger are hindered by it's grip on her. With a solid punch to the temple, the pod-man lays the Paladin out and attempts to throw her off.

At this Boagris lunges forward, hauling Thera to one-side. Between them, Boagris and the half-blind Shadow-dancer manage to finish the wounded, hobbled and prone pod-man, but despite it's grievous situation it does not go down without a fight. Even Kallias manages to get a decent strike in with his dagger (though the ladle doesn't prove much use) much to the surprise of the two more experience party members.

Panting heavily, the heroes look about them with some degree of astonishment at the havoc wrecked by just one such creature. A creature not so different from the twelve the group tore through not a day before. That one alone could work so much carnage.....

Thera and Euthalia are down and near-death, though being tended by Kalias. Thanatos was not only wounded, but Paralysed. As were Andros and Ki Oman. Five of the group -fully one-half of their number- brought down in a single encounter!

The decision is unanimous – retreat to the surface to rethink, and re-group. The party set about rigging a harness to lift the wounded up the face of the waterfall, using shields, moss and cloaks to soften any impacts with the sheer walls on the way up. Shadowdancer stands guard and tests a theory, peering through the cloak with his elf-vision, he could see the heat-shapes of his companions clearly. He announced his suspicions regarding the pod-mans mode of vision to the group but later considers that, while the light spell had blinded him, it had not affected the pod-man at all.

By the means already described, the group has just finished hauling Thera and Euthalia to the top of the waterfall when Ki Oman finally regains control over his body. Just as they finish rigging Andros into the make-shift harness, she regains control of her muscles and sits up. Thanatos spasms slightly shortly thereafter. She has regained enough control over her numbed body to call a warning. From her prone position, ear pressed to the ground, she has heard the noise of skittering insect movements when -thanks to the roaring waterfall- no-one else can. The party -at least, those of them still below- mobilise themselves to face the threat. A number of centipedes, each as long as a man's forearm, come scuttling over the moss-carpet coating the cavern floor. With ease, the creatures are soon dispatched, Andros claiming the first kill and the final insect being splatted by a well aimed and hefty throw from Xenos. The former-slaver's driftwood stick claims another insect victim, earning the make-shift weapon a new title: “Verminator”.

[At least once in every session where Xenos has been present, the slaver, once out of spells and other options -including his bolas- has managed to kill something -usually vermin- with that damn lump of wood. It's become something of a legend, that stick. One or two of the party members have even demanded -half-seriously- that someone cast detect magic on the thing. For my part, I'm tempted to have it spontaneously develop magical anti-vermin properties. At least, if its record of killing vermin holds up for a few more sessions]

Back at camp, Thera and Euthalia are made as comfortable as possible. Though healing -magical and mundane- has saved their lives, it will take some days for either to recover fully from their wounds. Solemnly, the group -with the exception of the three Trog guides and the two disinterested Thyatians- discuss their remaining options.

Some voices, Thanatos and Ki's among them- call for simply abandoning the Trogs, the Caves, and the Temple altogether and making for the City. Others- Shadow-dancer for example- argue against this course, observing that they have no guarantee of the reception they will find there. Others are against abandoning their word. Kalias observes that the wounded from the Temple would never be able to make the trip. In the end, there choice is clear. They'll have to continue, but in order to do so they must demand that the Trog guides come and help.

Meanwhile, the three Trogs, Surly (roleplayed by Niall), Friendly (roleplayed by Caroline) and Third (roleplayed by Shadowdancer) have been having a powwow amongst themselves.

Third: The Grey Demons press us harder every day. We cannot tolerate any more delays.

Surly: It seems not. These human food-things do not seem as competent as they first did. Perhaps the old one was wrong to trust them.

Friendly: If the Grey Demons press so hard, why does the Old One not simply demand shelter in their stone house?

Third: The stupid man-things left without giving the old one any teeth.

[Collective exclamations -or rather, hisses- of stunned disbelief from Surly and Friendly.]

Friendly: The fools. Perhaps they really are worthless as anything but food after all?

Surly: If they are, then it seems we cannot rely on them. [To Third] Go back to the Old One. Tell him we are taking the man-food into the Home. Make sure the one that smells most like food – the thing with one-eye, gives you his teeth to take to the Old One.

Friendly: Hssssss. They are looking at us.

Third: Yes. Hush. The Big Tasty One (Boagris) seems to be trying to communicate to us.

Surly: How do you know he is not making a mating call?

Third: If you were attempting to attract a mate for spawning, would you wear the skin of your kin on your back?

Friendly: Point taken,

[Boagris wears the rotting, un-tanned Hide of a baboon as armor. Perhaps explaining why he smells so "tasty"].

Boagris fails to make himself understood, but when the three Trogs attempt to indicate that two of them will being go into the caves, the party quickly grasp the point. “Third”, the Trog who brought Kalias to the caves, stalks up to Ki, grasps his jaw with a clawed hand, forces it open and clacks a claw against Ki's teeth. Taking the hint, Ki Oman hands over the bag of teeth. Third quickly disappears into the rocks, his passage marked by the noise of skittering claws tapping against rock, while he runs back to his people.

Surly leads the PC's -minus Thera, Euthalia and Thoht- back into the caves. Friendly takes up the rear to make sure none of the stupid man-things tries to sneak away. They quickly try to lead the group down the southern passage, but the man-things insist on heading towards the blue goo chamber first.

Friendly: What could they possibly want with the spawning pool, anyway?

Surly: Outrageous, this is no time for mating!

The two Trogs watch in perplexed disgust while the fleshier party members dip various items into the sacred spawning pool. They don't attempt to stop them however. Perhaps it's some form of odd fleshy battle-ritual?

Tongues hanging out, mouths open, the two Trogs shake their heads and lead the party towards the main habitation areas of the Cave-complex. They continue down the southern corridor, and pause at the Cage room.

Friendly: Why have they left the short fleshy-thing in the fungus cage to rot?

Surly: Perhaps they intend to eat him later?

As they continue, the two Trogs are careful not to come into contact with any of the (to them) sweet-smelling pod-man remains. They have no intention of being infected by the Black-Death that strips them of their scales and eats them alive from the inside out.

After a few more tunnels, they party reaches a series of chambers carved from the living rock, with regular floors and walls, albeit with the non-familiar coating of fungus, moss and lichens. The tails of the two Trogs twitch irritably and they seem to have a hard time controlling their excretions of fear-scent. Still, they lead the party onwards.

In the first of the carved rooms, the party encounters three bubbling vats atop burning braziers, a work-bench and a number of papers. One of the vats reeks greatly of what the Trogs think of as the Black-Death, they avoid it, preventing the humans from exploring the room. Covering their snouts with their tails as they pass it at as great a distance as the geography will allow, the Trogs lead the party onwards. In another chamber they encounter what can only be described as a study or library. The Trogs seem to become more agitated with every new room. Clearly, they do not like what the fungoids have done with the place. They also uncover another pod-room, similar to the one they cleared the day before but much larger. Cautiously, they return back the way they came and enter another chamber.

And come face-to-face with the Sinister Shroom itself.

Friday, 18 November 2011

The First Level Cleric's Survival Guide



I've been putting-off this final old-school survival guide for quite a long time. Not because I didn't know what to say -on the contrary, the cleric is my favourite character class -but because of the high degree of variation seen in first level clerics from one set of rules to another. 

In some of the earlier D&D box-sets the cleric didn't get to cast spells at first level at all. In the original D&D and AD&D games clerics who used non-blunt weapons could expect to lose their clerical powers. But there are rules in use today that, while they do not to permit clerics to take proficiencies in non-blunt weapons, do still allow clerics to use them without divine censure. The only penalty suffered being the standard negative modifier to attack rolls for using a weapon without proficiency. The situation is further confused by the ability of clerics in some settings to use any (or only) weapons favoured by their deity, not neccessarily just blunt weapons. Deciding what assumptions to make in this guide proved something of a headache.


In the end, I've decided to base this guide on the assumption that the cleric in your game is restricted to blunt weapon proficiencies and can cast spells at first level. This seems to cover most of the old school retro-clones in common use. At least measured by the yard-stick of the old school blogging community.

Without further ado, here is the guide:


The First Level Cleric's Survival Guide:

You're a brand new cleric. You've got your bludgeon, your holy symbol, more hit points than anyone except the fighters and you've got an armour class that equals theirs. Time for your cleric to go down that dungeon. Heal wounds and kick ass! Right?

Hell no!

THOU ART NOT A FIGHTER!

Sure your cleric can strap on plate mail and a shield with the best of them, and given your starting money in most old school systems, there's a darn good chance that you'll be boasting AC5 or better before the first time you even leave town. Top that off with your D8 hit points and you've got a good chance of surviving at least one hit before you need healing. Time to take your place in the front rank of the marching order?

Wrong!

That armour isn't there so you can wade into combat. It's there to keep you alive long enough to help keep everyone else alive. And not just with your healing spells either. Consider this: you might have the second highest hit points in the game, but a goblin wielding a longsword two-handed can still drop you with one hit. And if you go down, the whole damn party goes down. TPK. Campaign over.

Moreover, have you actually seen your weapon damage? Using most old school rules, the cleric is limited to blunt weapons. Blunt weapon's which typically (again depending on rules-set) do a lot less damage than anything the fighters are carrying. A fighter might drop that goblin with a single hit. In fact, with a weapons specialisation, he might drop two of them! But there's a good chance that all you're going to do (even to Mr 1/2 hit-die goblin) is make him mad. And if he's busy battering away at you with his sword, how are you going to heal the wounded party members when you're too busy defending yourself? Furthermore, being on the front lines means that any wounded characters who need healing have to stay near the enemy in order for you to heal them. Unless you want to turn your back on the monsters while the wounded guy stands behind you.

Come to think of it, do I have to mention just how many monsters there are out there that laugh at blunt weapon damage? Zombies, for example?

Consider then, the benefits of being in the second (or even third rank) of the marching order. From the second rank, you can heal a wounded fighter simply by reaching out and touching him on the shoulder. He doesn't even have to dis-engage from combat. Moreover, from the second rank you can still fight. Especially if you've chosen a proficiency with slings or the lucerne hammer. Or even a spear if your playing a system that won't strip you of your powers for using a sharp weapon. Even with a negative modifier for using a weapon you lack proficiency in, you'll still land the occasional hit. If you're lucky enough to find yourself in a party with an abundance of fighters and/or hirelings, you might even prefer to stand in the third row of the party marching order. This prevents any canny monsters from using their own pole-arms to strike over the heads of the fighters in front with the aim of killing you. You can still heal effectively from the third rank. Any-time a front line fighter needs healing, he simply switches places with someone in the second rank while you heal him. You don't even have to move.

Finally, the fact that you are almost as good at hitting things as a fighter at first level (assuming the fighter has specialised in a weapon) combined with your fairly high AC also makes you a good choice as the party rearguard. Especially if you've exhausted all your spells for the day. Just remember that, as rearguard, your job is to shout the alarm and hold off the monsters until the fighters arive. As soon as they do, make sure you place at least one of your fighter or hireling buddies between you and the bad guys. Don't throw you're life away. They'll need you to heal them when you recover your spells.

But remember this: when the clerics in the party have all run out of cure spells, it's time to go. Don't give into the temptation to explore "just one more room". There's always the possibility of a random encounter while you're making your way back to a place of safety.

If your group only has one proper fighter and no henchment or hirelings, or, in a real emergency such as when you're out of healing spells and your fighters are going down like pitchers of ale at a dwarven wedding, that's when you might need to fight toe-toe in melee. Hopefully by that point the party bruisers will have mown down or wounded enough of the enemy that you and your piddly D4 damage warhammer will be enough to save the day.

Of course, that being said, if things ever get that bad it might just be time to run. That is, of course, assuming that the big heavy metal-suit you were so proud of a few paragraphs ago doesn't slow you down enough to get you killed.

THY WEAPONS SELECTION SUCKETH:

The weapon proficiencies available to a cleric vary between different rules-sets more than with any other traditional D&D class. Some systems allow the use of slings and flaming oil. Some don't. Some allow the use of lucerne hammers ( a warhammer mounted on a pole), some don't. Some allow clerics to use weapons not on their proficiency lists without losing their powers and angering their god. Some don't.

Given such a wide variation on permitted weapons, I can offer only two pieces of advice: Choose a ranged weapon at first level (if you can) and if you happen to see the lucern hammer on the list of permitted weapons, TAKE IT! TAKE IT! TAKE IT! After what we discussed earlier, I shouldn't have to explain the value of a blunt weapon long enough to let your cleric fight from the second rank. It does mean giving up your shield bonus to AC while you're using it, but are you going to need you're shield that much when your in the second rank? Probably not. Not unless you're fighting orcs with halbards or you're party likes to use the Tetsudo formation.

THOU ART NO MERE MEDIC!

The cleric's role is to provide a supporting role for the party in all it's forms - not just through healing. The clerics divination spells make him the best investigator in the game. His morale boosting spells (such as bless) make the entire party more effective in combat. His abjuration spells and ability to Turn Undead help keep demons, devils and the un-dead at bay.

The cleric's job is not only that of party medic. He's also the party's intelligence officer, face-man and source of inspiration all in one. At first level (assuming you're playing a system that allows you to cast spells at first level) you're probably going to want to load up with Cure Light Wounds spells. Particularly if you're the group's only cleric. But  please don't discount the battle-winning possibilities of a timely Bless spell or the value of a simple Sanctuary spell while scouting a dungeon or impressing the local peasants with the power of your faith  (“may Thor allow this axe-man to slay me if I lie”). Finally, when you're expecting to encounter the un-dead, Protection from Evil can protect you from the terrifying prospect of being level-drained at first level (though depending on your system, the mileage of this spell can vary). Who do you cast it on? Why you, of course. You're the only one who can turn the damned things and heal the party. Who do you think those undead are coming after first?

Clerical spell selection during a dungeon delve is -and always will be- a matter of personal taste. Any advice I can offer on the matter is complicated further by the award of additional spells per day for high wisdom scores (in some systems at least). When planning how many Cure Light Wounds to memorise, it can help to look at the total number of clerical spell slots available to all the clerics in the party and work from there. Each cleric should have at least one cure light wounds spell memorised at first level and ideally at least one cleric should have memorised two. It's preferable have at least one Cure Light Wounds spell in the party per fighter, ranger or paladin. Only then should you consider picking other spells at first level.

Even when in town or resting in camp, it's a good idea to keep at least one Cure Light Wounds memorised per cleric. You never know when violence will find you. But when you're between dungeon delves, don't discount the utility of other, non-combat spells. Create Water can be a life saver when crossing deserts or barren lands. Detect Evil can come in handy when meeting a potential patron or perspective ally for the first time. Casting Purify Food and Drink is a sensible precaution when eating food offered by someone you don't fully trust or when your rations are in danger of going off.

The cleric's greatest advantage and appeal as a class is their versatility -and the single most versatile thing about them is the number and variety of the spells that a cleric with a good wisdom score can cast at first level. Don't stick to one standard spell package. It might seem less hassle in the long-run, but in actuality this is a lazy and foolish option. Unlike a magic-user, you know every single one of your classes first level spells at character creation. Why play a cleric at all if you don't intend to take advantage of all the options?

THOU ART A PILLER OF THY SOCIETY:

Even a low level priest is still a representative of his church, his faith, and his deity. In a typical party of fighters, thieves and magic-users, you are the respectable one. You represent an authority greater than your own. In a highly populated area you might be just one low-level-cleric of your faith among many. But in a typical small village or isolated hamlet you might very well be the only spell-casting cleric anyone has seen in months!

Don't forget it. In fact, use it. Imagine how grateful a small hamlet or village will be if, when passing through, you pause to conduct a short service, bless crops or a newborn or even perform a short marriage ceremony for a happy couple. Even if the nervous villagers shoot glances at your disreputable looking companions, they'll still be falling over themselves to share news and gossip with you. Only bards are likely to receive a better reception in such places than you are. And while bards might expect only to be given sleeping space on the common room floor, a reputable looking cleric (one who embraces his spiritual role as a leader of the faith) is likely to wind up sleeping in the village elders own bed.

A cleric of an openly evil or illegal faith might not be able to expect the same reaction in your typical village, but his status might still open doors for him in a pirate town (like the infamous Nulb from Temple of Elemental Evil) or in the more evil realms (such as the Horned Lands of the Greyhawk setting).
Regardless of whether your deity is loved or feared, of all the character classes (unless one of your companions happens to be of noble birth) you are the one most likely to gain an audience with a figure of authority, whether than be with the village elder or the mayor of a small town. While a first level cleric might not be able to gain direct access to a King or Duke by his own efforts, it's a fairly safe bet that, if he's been known for his diligence and respectability, he can at least arrange for an introduction from someone who can (such as the local bishop).

THOU ART KNOWLEDGABLE INDEED:

With the likely exception of the party magic-user, you may very well be the most educated member of the party. Indeed, in some settings -especially those which closely resemble the real life dark-ages- there's a very good chance that you and the mage are the only PC's who can actually read and write.

Make good use of this knowledge. Monks and lay-brethren used to make good money (and learned a great deal of gossip) by writing and reading letters for other people. When you're not adventuring, earn some extra coin (and possibly some kudos with your superiors) by using spells on behalf of the faithful in return for “donations”- and not just from cure spells either. Who wouldn't pay for a quick “detect evil” spell in the presence of their future mother-in-law? You also might be surprised at the things a Cleric might learn while making a house-call on a wounded or sick parishioner. The things people say in a fever....

THINGS TO REMEMBER
  •  A good AC, 8 hit points and blunt weapons do not make you a fighter.
  • When you've run out of spells, it's time to leave the Dungeon.
  • You can't heal them if you're dead.
  • You're not just a walking bandage. You have other spells. Choose them and use them.

Wednesday, 16 November 2011

Split-Party Cut-Scenes, Off-Stage Events and Spare Characters. Just another day DMing Earthshaker.

We've come to an interesting situation in the game tonight.

First of all, several characters were reduced to negative hit points, and, although they survived and have undergone magical healing, will now be out of play for several days. This means they will not be out of action for some considerable time while they heal. Their players have presently taken on the roles of the Trog guides (and are doing a marvelous job of role-playing them too, I might add).

Like most of my fellow Old School Bloggers, I believe very strongly in the idea that the game world should not revolve solely around the actions of the players. There are multiple factions on the island, each with their own agenda and their own timetable. The player characters might disrupt these activities (intentionally or otherwise) but these plots won't necessarily rely on the actions of the players. Or even (at least initially) include the PC's as a factor to be considered. After all, how could they? Most of the factions on the Island don't even know the PC's are there yet. This brings is to the second interesting situation that arisen: a very major campaign event is about to occur which will directly effect the player characters. Only it's happening in a location that MOST of the current PC's aren't anywhere near.

Third,  I stopped the session right in the middle of the dungeon, rather than ending it back at camp like I usually do. This is because our time ran out at a cliff-hanger I just couldn't ignore: when the PC's first encounter the Shroom in his lair. This complicates things somewhat. While most of the players booked in for next Friday have characters in or near the Caves that can participate in the boss fight, others will not. Seeing as I personally regard allowing someone else play my characters in my absence with abject horror (at least in an Old School game) I'm not about to let any-one play someone else's character either.

How then, am I going to keep everyone involved in the game?

Tonight, I gave everyone present the task of the creating their spare character. I'll also contact the other players on facebook and advise them to do the same. While most of the players (and their primary characters) will be fighting the Shroom, the spare characters will be actively engaged in the major event happening elsewhere. By cutting back and forth between the caverns and the major event every few rounds or so (at dramatically appropriate moment) every player present next Friday should have at least one character actively engaged in the session.

I"m also going to rule that anytime a character has to recover from being taken down to negative hit points, rather than playing an NPC like Sparious, the player takes over their spare character temporarily. Rather like the old Character Tree system in 2nd ed Darksun, it means that the player can continue to accrue XP that benefits the player, rather than XP that only benefits an NPC.

It's been a while since I've ran a big cut-scene with two major battles running simultaneously. In fact, I think both of the last two occasions have been during Star Wars campaigns where ground combats and space combats were going on at once. I'm rather looking forward to it. Going by the players reactions last time, they were an absolutely huge success that left all involved (including me) with an awesome buzz at the end of the session.

Let's hope we can repeat that success this time round.

Appendix: Instructions for creating your spare character.

  • At the moment, your spare character must be human. Once (if) the PC's make friendly contact with non-humans of a player character race, the option to create a non-human PC will become open again.
  • You can choose any class or multi-class combination open to humans under the House Rules.
  • The spare PC starts with a quarter of your main characters current XP. 
  •  Don't bother selecting any equipment. You probably won't start with any -although there are a few spare weapons lying around back at the Temple (mostly stuff made by Thoht and Andros) which you might have access to. The reason the main characters are the most active members of the group is because they have all the best gear available. After next Fridays session, you're spare characters will only be able to use equipment which they find themselves or which is donated to them by another PC.

Tuesday, 15 November 2011

Death in Darkness: Session VI of the Isle of the Earthshaker Campaign

We had out first character death last Friday and, in the finest traditions of D&D gaming, it was death by poison. Read on.

Character Roster:

Exploring the Caves (players present):
Ailil Shadowdancer: Elf Male Assassin/Illusionist 2/1. Played by Ridh
Alexis: Human (Mycenean) Male Fighter 1. Played by Larraitz
Andros: Human (Mycenean) Female Fighter 2. Played by Aimee
Boagris: Human (Mycenean) Male Fighter 2. Played by Silv.
Euthalia: Human (Mycenean) Female Cleric 1. Played by Caroline
Glykeria: Human (Mycenean) Female Illusionist 1. Played by Elle
Ki Oman: Human (Zaman) male Dual Class Assassin 1/Bard 1. Played by Ali
Thera: Human(Mycenean) Female Paladin 1. Played by Niall
Thot: Half-Elf Male Magic User/Cleric 1/1. Played by Rob
Xenos: Human (Mycenean) Fighter/magic User 1/1. Played by Leoni.

Guarding the Camp (absent player and NPCs):
Thanatos: Human (Mycenean) Male Assassin 2. Played by Fiona
Surly: Troglodyte Guide. NPC.
Friendly: Troglodyte Guide. NPC.

Temple of Meerax, Garrison (absent players and NPCs):
Antipater: Human (Mycenean) Ship's Master. NPC.
Kallisto: Human (Mycenean) Female Fighter 1. Played by Jackie
Minerva: Human (Mycenean) Female 0 level Priestess of Heastia. NPC
Peliakos: Human (Mycenean) Male Fighter 1. Played by Coakley
Sparios: Human (Mycenean) Male Fighter 1. Spare Character.
Plus 15 other assorted, unnamed survivors of the wreck (the replacement PC pool) all presently recovering from injuries.

Their expedition having uncovered a considerable amount of information, and slain some powerful foes, the six scouts return to the camp that night, share their findings with the rest of the group and quickly descend into sleep. Meanwhile, the rest of the expedition keep watch.

Shortly after dawn, Alexis, who left the Temple several hours later than the main body, arrives complaining of a cold camp in the company of the friendliest of the two younger troglodytes from the first  conference with the Trog Elder. Alexis reports that the old Trog seems somewhat put out that Ki Oman neglected to leave his bag of human teeth behind -and is quick to add that he had not been too pleased himself either. Fortunately, Alexis had managed to avoid the field expedient of giving up one of his own pearly whites for the Trog's potion in favour of knocking the teeth out of a dead sailor's skull instead.

Alexis goes on to explain her presence. TheTrogs had brought word that the Grey Demons (as the party took to calling them after encountering one in the temple kitchens) have been active in the area around the Temple. The Trogs need the party to re-double their efforts in clearing the caves. Leaving the two Trogs and Thanatos behind to guard the camp-site, the characters return to the dungeon early that morning.

On this occasion their explorations are slowed somewhat by the notable absence of the fungus ropes at the first waterfall -proof positive that something intelligent is aware of their previous intrusions. At the second waterfall Ki Oman is so concerned about the possibility of the chute being trapped that he chucks a rock down it. The loud clatter of stone-on-stones echoes loudly for a few moments, just audible under the dull roar of the small waterfall. A few tense moments pass while the rest of the party alternates between glaring at the Bard and listening intently for sounds of approaching guards. After a good few minutes of careful listening they proceed on  their way.

[Later, Shadowdancer hit-the-nail-on-the-head when they wondered if all that fungus, moss and algae coating the floor and walls ininsulated the noise]

The party's first-destination is the Blue-Goop room. Various spear-shafts, daggers, poles and even shields are dipped into the strange liquid in order to preserve the groups limited supply of torches (the goop from previous expeditions having ceased to glow sometime during the night). They return to the partially explored corridor with the narrow, twisting side-tunnel leading to the treasure horde. Here, Shadowdancer and Ki Oman declare their intention to ensure that nothing has moved into the cavern since their last visit. Glykeria, having had a dream during the night about the three darts fired by the stone chest trap (due to her daily use of her "Oracle" professional skill), insists on coming along.

Again, it takes the three explorers about ten minutes to twist, contort and squeeze themselves through the confining tunnel. Upon reaching their destination, Ki Oman and Shadowdancer are satisfied that nothing has changed in their absence. Glykeria reaches immediately for the three darts.
"Stop!" Shadowdancer and Ki (once again) shout a warning in unison at a companion. "Don't touch those" Ki continues," don't you see the poison?"
Glykeria scoffs, "Don't be stupid. I'm going to hold them by the shaft. Who'd poison the shaft."
Again the two proven trap-detectors try to stop her, but eventually they wash their hands of the whole matter.
"Be my guest then." Says Ki Oman.
"Fine you fool. If you want to die, who am I to stop you." Snaps Shadowdancer.
"AAAAAAHHHHHHHHHH" shrieks Glykeria,
who, having touched the tip of a single finger to the shaft of a dart, howls her agony as first her finger, then her whole hand, begins to blacken and slough off from the bone.
Ki and Shadowdancer act quickly, one fabricates a improvised tourniquet and tyes it tight around the Oracle's arm. The other cuts deep along the length of the forearm with a dagger, hoping that the poison will spurt out of her blood stream. But what spurts forth from the wound is decidedly NOT what either of them expected. A host of bloated, swollen maggots, each the size of a diseased and malnourished grape, spill forth from the open wound, wriggling onto the floor where they dissolve into an oily goop. Seeing this the horro pouring forth from her veins, the doomed Oracle screams all the harder.
Ki Oman, shouting: Euthalia! Hurry! We Need you!"

At the other end of the twisting corridor, Euthali is already moving, shrugging off her pack with the help of Thera. But it will take valuable time for the priestess to reach them, even moving swiftly enough (as she does) to risk injury, cuts, and scrapes while she forces herself through the narrow passage.

Inside the treasure cavern, Shadowdancer desperately tries to hold the struggling prophetess down while Ki Oman unsuccessfully tries to saw through her arm at the elbow. Alas, he is too slow and the corruption moves up past the elbow. In desperation, he prepares to lop the girls arm off at the shoulder. Shadowdancer, in what his companions might consider a surprising display of compassion, dispassionately casts colour-spray on the screaming girl. "There! Cut now before she wakes!"

Ki Oman's second surgical attempt is more successful. With the girl no-longer writhing beneath his blade he is able to saw through the arm before the corruption spreads to her torso and neck. Yet now she lies, unconscious and unmoving, on the sodden, mossy floor. Bleeding out.

"EUTHALIA!" Shadowdancer shouts.

But the priestess of Haera is forcing her way down the passage as best she can. Her fine garments, already soiled from her experiences since the shipwreck, are torn to pieces. Her fingernails and smooth, unbleamished skin torn ragged and bloody from clawing at the rough stone. While Ki Oman and Shadowdancer desperately strive to control the bleeding, Euthalia is fighting a battle no less noble -and ultimately, no less futile- of her own.

The priestess pulls herself from the narrow entrance, collapsing beside the prophetess. The healing magic of her calling already emanating from her hands in a deep, warm glow. Yet the light rebounds from the lifeless corpse, Glykeria's lungs giving up their death rattle even as the cleric places her hands upon the oracle's chest. It's too late. The girl is dead.

[It normally takes a turn for a PC to crawl from the main corridor to this treasure area, due to the many twists and turns of the passage. I allowed Euthalia to move twice as fast if she was willing to take damage in the process. The player agreed without hesitation and plunged in. That meant she could make it to Glykeria's side in five rounds. This was significant, because, after being taking damage twice from Ki Omans surgery, Glykeria was on -5 hit points. It would all come down to the initiative roll. In my games, cure light wounds has a casting time of 0. Glykeria rolled a 3. Euthalia rolled a 2. And so we had our first PC death of the campaign. Glykeria's dream had been a warning, not an instruction]

The three PC's in the treasure room each cope with the loss in their own unique way. Euthalia prays for Glykeria's shade. Ki Oman mutters a (brief) prayer and then suggests that "Euthalia should head back and tell the others."

Shadowdancer seethingly gazes at the corpse, muttering "idiot" under his breath and shrugging carelessly while he waits for Euthalia to depart. He then cheerfully joins  Ki Oman to loot the body. The two assassins turn their consideration to the matter of the poison itself. Luckily, both men, though spattered by Glykeria's tainted blood, have been wearing gloves, though Shadowdancer himself been careful not to touch the wounds or the blood. They experiment with wiping the poisonous blood off Ki Oman's knife, using the ubiquitous moss and fungal growths coating the walls as a sponge. To their horror (and delight) everything living thing the poisoned blade touches suffers the same horrific corruption as Glykeria herself. Even trying to scrape the stuff off the blade and onto the stone chest itself does not clean the blade. Though the un-living stone is not harmed by this magical substance, the residue that remains after a thorough scrapping continues to prove horrifyingly toxic. Ki Oman and Shadowdancer grin widley as they contemplate the myriad uses for such a toxin.

Then they consider the the obvious question: How do they intend to transport the stuff? After all, the only vessels the party are carrying are either leather waterskins or are improvised from clay or copper pots sealed with cork. Wisely, the two assassins concede that this little toxin is not worth the risk of transporting. They methodically -and carefully- strip off their gloves, check themselves over for any traces left on their clothing and set about finding somewhere safe to keep the knife and the clay pot they scrape the remaining poison from the darts into.

[Safe being a relative term in the context of a fragile clay pot and a sharp, poison coated object hidden under a thin layer of rubbish. As I later commented, my  players had just invented Edarnia's first landmine].

Aware they cannot manouvre Glykeria's corpse down that twisting passage, they proceed to burn the body as best they could in the damp air and with the poor materials to hand.
[Alas, proper materials were not available and they botched the job. The party also failed to specify if they placed a coin into Glykeria's mouth to pay the Ferryman. Since Euthalia presided over the last rites, I'll presume that they did. So there's only a very small chance of something bad happening with the corpse.]

Returning to the others, the three dejected explorers break the news to the rest of the party. Thera pales visibly memory of the previous days events in that same chmaber still fresh in her mind. Had Shadowdancer and Ki Oman not warned her about touching anything.... the Paladin, immune to fear as she was, still feels a shudder pass along her spine. She very openly, and publicly, apologises to Shadowdancer and thanks the two scouts for saving her life. Shadowdancer nods, accepts the apology and then forcefully proclaims that if any of the party want to leave the island alive they had best start listening to his advice.

In the meantime, Thoht offers preyers for his departed colleague in the faith and, seeing Ki and Shadowdancer burdened by Glykeria's goods, solemnly request custody of her more personal possessions.

Continuing down the corridor, the party become aware of a strange clattering noise ahead. A wooden box with a strange funnel atop it, a syphon leading out and with a drain on the bottom leading to a pool of water sits astride the stream of water flowing downwards in the cave. After some examination, the party become dubious about putting anything in the funnel, suspecting the device to be some form of sausage maker powered by water. It is quickly deduced that the noise could be caused by something trapped in the mechanism. While Thoht and Alexis puzzle and argue over how to open the box, Alexis simply pries the nails off one side and opens the box to reveal a gem caught in the mechanism, along with a number of rotten fish parts which were thrown out of the box by centrifugal force to splatter all over her. While the rest of the party ponder how to safely remove the gem from the whirring mechanism, Shadowdancer simply rolls his eyes, moves over to the irrigation channel feeding water into the mechanism and moves it to one side. While Thoht and Alexis continue to argue over how to retrieve the gem, Shadowdancer is already reaching into the box to retrieve the gem from the now stationary grinder.

The party's back-slapping lasts only a few moments however. Shadowdancer observes out that the grinder is now no longer making that loud clacking noise. Perhaps they had just been tricked into giving away their location.

[If only I was that devious. Still, that's an excellent suggestion to take on board for future dungeons. I tell you, player paranoia is my best resource when it comes to trap ideas].

They follow the passageway south, and come upon a strange chamber. Four cages made of ropey, green fungus hang from the ceiling. All are suspended from vines hanging from what appears to be a very large pod, similar to those encountered earlier, save for it's increased dimensions. A much larger water-powered grinding machine, this one large enough to cram a man down the funnel, dominates the centre of the room.  Three of the cages appear to be occupied. One lies empty. Thoht and Shadowdancer examine the room with their elf-vision from just outside the entrance, noting as they did so another corridor to the east and one on just of to their right (on the same wall as their own entrance) where they can just glimpse some activity. However, it is the inhabitants of the cages that they focus their gazes upon.

The closest cage holds the lithe shape of a perfectly proportioned female human, lying in a sleeping posture with her head against the bars. Due to the strange glow permeating the room, they are unable to make out more than the basic outline  of her body-heat back-lit against the colder texture of the fungal cage. The second holds a dwarf-shaped creature, the only one of the three evidently awake. Yet there is something distinctly odd about this dwarf. It's body temperature is painfully hot to the eyes. Neither elf-blood (though, no true blooded once-Shidhe like Shadowdancer would ever admit kinship with a half-human) like the way it bounces up and down, monkey-like in the cage. Reaching out to them, yet saying nothing. The third cage lies empty. In the fourth they can just make out the shape and body-heat of a large human- perhaps one as big as the mighty Boagris-  hunched in slumber.

The two elves report their observations to their companions. Immediately, a loud argument ensues regarding whether to rescue these prisoners or simply press on. Fortunately, Ki Oman has the presence of mind to peek round the corner to observe events in the "activity"what was happening up the other corridor. The one in which Thoht and Shadowdancer had reported seeing activity. With alarm, the Bard signals back that the corridor in questions ends in another pod-chamber, full of pods! And the pod-men inside who were already awake are opening up the other pods to rouse their fellows!

Just in time, the party arranges itself in four ranks to meet the charge, with every party member in the first two ranks armed with a spear, regardless of proficiency. Soundly winning initiative against the slow moving pods, every single spear-man with the exception of Andros and Thera are able to set to receive a charge. In a masterful display of phalanx tactics, Shadowdancer calls the timings for held actions and Ki Oman strategically chucks flaming oil. The party systematically mows down at least a rank of charging pod-men every round, before falling back to re-set spears and do the same thing all over again. It is a display to warm a Zaman Phalanxors stony-heart. The party of (mostly) first level characters and (mostly) novice player take down a dozen 3 hit dice creatures in just five rounds of combat without taking a single hit. In a near-perfect display of party tactics as well as the value of team-work and sound leadership, they completely destroy the foe in what was supposed to be a very difficult encounter.


[As a DM, it was a very proud moment. This was proper old-school gaming. Player skill kicking the ass of much tougher monsters than the PC's themselves.]

Yet they do not pause to congratulate themselves. Displaying yet more common sense, the party simply ignores the plaintive cries of the (now awakened and seemingly desperate) human-sized prisoners and the frantic jumping and hooting of the dwarf. Instead, they set a guard  upon the passage they came down, another on the passage heading east, and send some scouts into the Pod Room to check for any foes still sleeping in pods.

Back in the cage-chamber, a detect magic spell from Xenos reveals that while the cages radiate strong abjuration magic, there occupants radiate no magic at all. A few of the groups weapons and items also radiate enchantment magic, but there are no surprises there. The creature in the ceiling pod and the dwarf however, both radiate strong transmutation magic -and this has the party understandably worried. Finally, the pod itself radiates necromantic magic. Odd, considering that the pods in the next room glow with transformation energies.  Thera also opens up her senses, extending her ability to detect evil as far out into the caverns as possible. It's no surprise to her given the party's suspicions on the matter, that the dwarf radiates evil -something that, on Edarnia- suggests the dwarf might be a demon at the very least. He also sense something else. A presence just skittering on the edge of his detection range. The Paladin reveals both pieces of crucial information to the party.

Only then do they decide to talk to the prisoners, heading towards the least threatening one first. A sixteen or seventeen year old human female, a young woman of dazzling beauty, raven-dark hair, and a lithesome figure in perfect proportions calls out for their attention. Ki Oman quickly begins to dazzle her with his charms, carrying on the true Bardic tradition of putting his claim in before anyone else. The girl introduces herself as "Merethena, daughter of Merethena, daughter of Semet. Grand-Niece to the Bull Headed King of Thyatis. may he roar his rage forever." She less dramatically introduces the other human prisoner as Bombatta, her bodyguard.

Menethena, when pressed, confirms that this Thyatis she speaks of is a city on this very Island. She adds that the city itself lies not far to the east. Putting aside their many questions about the island for the moment, Ki Oman and the other questioners focus on trying to find out as much about the caverns themselves as possible.

They learn that the two Thayatians had been imprisoned in the caverns for some time. The dwarf has been here even longer -and has not spoken or attempted to communicate with either human, save to throw excrement- since their arrival. They have marked time by the visits of the "mushroom creature", who has appeared seven times to lower the pod in the ceiling and feed whatever lies within. Hence they estimate they have been here a week. The occupant of the third cage, a second bodyguard, wounded and weak, has already been fed into the grinder. His liquified remains fed to the pod above. They had feared they were to be next.


After some experimentation, the party finds that only obsidian objects will cut the cage bars. All other substances simply bounce off. [Thoht, by chance, had made a point of acquiring some sharp pieces of obsidian during the trip to the caves in session IV and cannily discovers that cut through the bars]. However, as soon as the blade passes through, the fungal bars flex and glue themselves together once again, [rather like the magical slave chain in Star Dust, only  with considerably less pleasant visuals]. Eventually, they hit upon the idea of using obsidian plugs to prevent regrowth of the bars. While it is a  long process, working in two teams they eventually free first the girl, then Bombatta.

Upon being released from her cage, the scantily dressed girl (wearing little more leather straps, a scandalous appearance for any Mycenean woman, let alone a girl of noble or even royal birth) leaps straight into the arms of a somewhat smug Ki Oman. Hardly surprising really, given that of all her rescuers, he is not only the hunkiest - having not only decent physical stats, but dashing good looks, a rakish eyepatch, good breeding, education and a charisma that tops the Paladins- but also the one who did the most talking.

It is clear from Bombatta's, low, throaty growl that the bodyguard does not approve of this behaviour -and lays the blame firmly at the feet of Ki Oman. Upon stepping from his cage, the bodyguard nods respectfully to Boagris, but fails to conceal a superior sneer when he turns his gaze upon the other warriors present. Bombatta makes a point of  introducing himself to Ki Oman. Even taking Ki Oman's wrist in a bone-crushing warriors clasp, before wrenching the Bard painfully into an embrace and whispering, "Touch her fool, and I'll tear out your balls and feed them to the Trogs". When he releases the bard from this bear hug, he is all smiles and good cheer. But his eyes -when directed upon Ki Oman- tell a different tale.

The party intriduces themselve, and while both the former prisoners try to hide it, a brief look of alarm passes between them when Euthalia intriduces herself as a cleric of Haestia. Thera, perhaps wisely, fails to mention that she is a paladin of Meerax, due to their brief reaction.

As for the dwarf, he is left to hop around in his cage for the time being. For once, the party are all in agreement. There's something not right about that dwarf. And it could mean trouble.

[We ended the session there, with the assumption that the group returned to camp to clean themselves up and glean more intelligence about the island- and the Trog Caves themselves- in relative safety. At least two of the players -more familiar with my home-brew campaign setting than the others- have their theories about the identity of these two characters. Or, at least, their cultural background. A few have also noticed details about their appearance and behaviour that the other PC's have not. Will they be able to put 2 and 2 together? Who knows? But I for one am very much looking forward to tomorrow nights session and the party's little chat with the prisoners.]


Thus ends day 7 of the Isle of the Earthshaker Campaign.

Monday, 14 November 2011

Oriental Adventures/Masks of Nyarlathotep Update

SANDBOX:
 After some humming and hawing as to whether or not I should simply create my own pseudo-Japanese nation from scratch or else borrow one of the maps for Kazakura from the Oriental Adventures box set, I've finally settled on a third option. Frankly, I'm just going to use a map of Japan complete with original province names and the names of major cities as my starting point. Runequest Ninja (a very fine supplement by the way if you can find it) provides an excellent map of the Provinces as they stood in the (I think) Tokugawa period.

This has the added advantage of allowing me to incorporate various Japanese geographical myths into the campaign world -for example, the legend of a pit leading directly to the Buddhist Hell in Izumi province makes Izumi the perfect stand in for one of the major adventure locations in Masks of Nyarlathotep.

However, rather than simply call the country founded on these islands Niwon or Nihon and use an "alternate earth Japan", I'm going to incoporate them into my home-brew campaign world, Edarnia and call them "Hisui no Shima", the  Jade Islands. Fortunately I've already established that Edarnia has an Underworld as well as dark, utterly alien Cthuluesque Gods even older than the Primordials who created Edarnia.  On top of that, the game world also has as well as a malevolent force of non-life known as the "Corruption (amoung other names)," an excellent stand-in for the Taint from L5R. However, I like the sound of "taint" so it looks like the corruption has acquired another cultural-cetnric name. I'll be tracking (and using) taint points in the same manner as Insanity points are used in Call of Cthulu, with the added bonus that an increasing taint score also results in increasing physical mutation. Hmm, echoes of Ravenloft here as well perhaps?


RELIGION:
Rather than having the traditional view of two main Japanese religions that exist concurrently and in relative harmony, Jeido Shoto will have just the one, the Hundred Million Kami. The religion will be mostly Shinto based, but will include a great many Buddhist elements. The main reasoning for this decision is that it will reduce the number of concepts a gamer unfamiliar with Japanese culture will have to adapt to. Hopefully, given how closely Shinto and Buddhism were integrated in Japanese culture, it won't be too big a change for the Japan-buffs in the group either.

AUTHORITY:
It might seem odd (and in fact, probably is given that I chose to simplify the religious situation on Jeido Shoto) but rather than going with RuneQuest Nija's recommended triumvirate of power (Emperor-Retired Emperor-Shogun) I'll be going with the puppet Emperor, Retired Emperor, puppet Shogun, Shikken model from later Japanese history. Although this power structure shouldn't feature too much in the Mask's campaign, I'm not putting so much effort into a campaign setting just to use it one campaign. I expect to get my mileage out of Hisui no Shima.

GREATER ASIA:
I've still to come up with names for the setting's analogue of China, which will be a major trade-partner and which will provide many NPC's and at least one adventure setting during the Masks campaign. However, Mongolia is easy enough. I'm taking the name "Burning Lands" from the L5R setting, which works well enough for me, and I'm going for it.

EZO:
Ezo, the northern-most of the Japanese Islands, was not particularly settled until the 15th century. Except by wako (pirates) renegades and Ainu (the indigenous inhabitants of Japan). Ezo seems to be an ideal stand-in for the Shadowlands of L5R , the Chaos Wastes of the Old World, the Blight of the Wheel of Time and about a dozen other settings combined. So that' what I'll use it for. The interior of the island will be a blighted wasteland of volcanic cloud, ash and a gateway to the Hell of the Hundred Million Kami. The coastal areas will be habitable, and home to a few hardy samurai clans and their retainers as well as a great many bands of ronin, wako and other renegades.