This series of tables were originally going to be used with The Warrens random encounter table, as I wanted to emphasize the both the accretion of large amounts of time and the hostile/unnerving nature of the place.
Section 1 - Interaction w/Ghost(s)
1-2 Unaware
The ghost(s) involved in this haunting are unaware of the activities of the living and in fact cannot be interacted with. Generally they are re-enacting something, either a daily routine or whatever happened before their (probably untimely) demise. Go to Section 2.
3-6 Aware, Communicative
These ghosts are aware of the living, although they cannot interact physically with them. They can communicate with the living, although the method involved varies. Go to Section 3.
7-10 Aware, Interactive
This category covers ghosts who are aware of the living and can interact with them, this can mean attacking them although given how powerful ghosts can be, this is inadvisable if it can be avoided. Go to Section 3.
Section 2 - Unaware Ghosts
How Many?
1-3 Single Entity
The lone unaware entity is typically a soul that's forgotten or hasn't realized that they're dead. They are usually seen going through some sort of daily activity or routine, even if the architecture around them has changed.
4-9 Multiple Entities (2-4)
Multiple ghosts encountered at the same time, reenacting a death of one of the entities -- betrayals, assassinations of important figures and similar situations tend to create these hauntings.
10 Tableau (8-18)
This rare situation involves a multitude of ghosts, almost always reenacting a scene of incredible violence or tragedy. The tableau generally appears on the anniversary or at the time of day that the
original event occurred.
Appearance?
1-9 Translucent
The ghost(s) are some level of transparent, usually with a slight glowing effect.
10 Corporeal
The ghost(s) will appear to be fully material, although any attempts to interact with them physically will involve objects/limbs going through them. If somebody puts their limb inside a ghost, they will experience a cold numbness and a feeling of dread. If they persist, they must make a save against Spells/Will Save to avoid being possessed by the ghost in question. The ghost may not initiate contact and must allow the player to withdraw.
Section 3 - Aware Ghosts
How Many?
1. For whatever reason, I feel like these should be solitary encounters. Change if you want!
Appearance?
1-3 Invisible
These ghosts have no physical form, at least not visible. Mayhap they can be seen on the Ethereal Plane.
4-9 Translucent
10 Fully Corporeal
Appears to be a regular person until touched -- rules for possession are the same as above.
Communication?
1-3 Charades
This ghost can't communicate except for acting things out, pointing at things, etc. If you rolled Invisible above, congratulations, you got yourself a Poltergeist, who will communicate by knocking things over, throwing things at the players, writing creepy messages on walls, etc.
4-10 Speech
Ghost will give dire warnings, spout obscure forecasts, complain about lack of respect, deride fashion choices, etc.
Interactive?
Roll yr standard reaction and/or roleplay out the encounter, here's a little table to make the latter a little easier:
Ghost's Desires
1-5 Revenge
6-7 Deliver a Message (Tell Hossfoss that the family silver is underneath the fireplace)
8-9 Set Things Right (I couldn't do this, now you can do it for me)
10 Insane
Example Ghost: Aware, Interactive Ghost - Translucent, Communicates through Charades, Wants to Set Things Right -- The combination of the latter two aspects should make for an entertaining encounter, especially if the ghost wants to do something sufficiently abstract, like interfere with the succession for a minor title...
First Level Mage
Despite all my rage, I am still just a...
Thursday, May 10, 2012
Tuesday, May 8, 2012
The Heroes of Weaverham: The Second Venturing
Let it be known that on this most recent Foolsday, a group of honorable and brave adventurers did sign on with Drask of the Trade Syndicate in an effort to ensure that a caravan of leather goods and other sundries reached the trading post in Larm after a spate of recent bandit attacks upon that route South of Weaverham. Let their names be recorded here for posterity:
Forest Woodtwig, of the Aspleaf Woodtwigs
Olin, of the mysterious past and mysterious lack of whatever had just been put down nearby
Brother Dudebro, helping the needy of Weaverham in chilling out and getting a little mellow through the word of Chad
and Hankella, the hairy swordsman from nowhere that anybody's been able to find out yet
- as well as her archer/private dancer, Brazz
We all greatly hope that they return to Weaverham victorious and largely unscathed.
In possibly unrelated news, Gazzik the Woodsman reported his hounds baying while travelling South of Hay Bale and leading him to a grisly scene just south of the New Bridge, where a cloud of ravens dispersed, revealing ten naked bodies scattered around the road, each with their throat cut, head smashed in or heart pierced. Such evidence highly suggests the work of rogue wizards or possibly wandering demons loosed upon the wilderness by those who have taken leave of their sanity. Citizens are urged to stay indoors during the night and keep their tithes regular.
Forest Woodtwig, of the Aspleaf Woodtwigs
Olin, of the mysterious past and mysterious lack of whatever had just been put down nearby
Brother Dudebro, helping the needy of Weaverham in chilling out and getting a little mellow through the word of Chad
and Hankella, the hairy swordsman from nowhere that anybody's been able to find out yet
- as well as her archer/private dancer, Brazz
We all greatly hope that they return to Weaverham victorious and largely unscathed.
In possibly unrelated news, Gazzik the Woodsman reported his hounds baying while travelling South of Hay Bale and leading him to a grisly scene just south of the New Bridge, where a cloud of ravens dispersed, revealing ten naked bodies scattered around the road, each with their throat cut, head smashed in or heart pierced. Such evidence highly suggests the work of rogue wizards or possibly wandering demons loosed upon the wilderness by those who have taken leave of their sanity. Citizens are urged to stay indoors during the night and keep their tithes regular.
Monday, April 30, 2012
The Heroes of Weaverham: Being the Recounting of Their First Adventure
The morning rose clear and already a bit too hot on the day that the Heroes of Weaverham sauntered forth with the intention of ridding Gullifurd's Path of the brute that had been disrupting traders and causing no small amount of missing livestock in the neighboring farms.
Counted in their number:
Beefsteak Piledriver, doughty dwarf
Mulch Woodtwig, of the Aspleaf Woodtwigs
Father Guinness, leader of the Braumeister's faithful
the mysterious wizard known only as "Brains", as well as his hired followers:
- Werner, of strong back and tired feet
- Nyx, who was sired by a pig
- and Ursula, a typical Stavrovian in that she is sharp-tongued and skilled with the bow
Our heroes, after traveling some hours and nearing the area that the beast was reported to frequent, decided to deploy Nyx as a "scout", a role that was described to him as consisting of walking 50 feet of everybody else and singing loudly, a role he proved to be born for. Eventually the remains of a destroyed caravan was found and here Mulch took over, his keen elven eyes picking up the tracks of a mighty humanoid, as well as many furrows indicating that some large bulky objects had been dragged along the ground.
Said tracks eventually terminated in a small valley in the foothills, featuring a rock wall and a large opening therein, from which uttered a most effluvious scent, as if of a charnel-house. After some short discussion, it was decided that Nyx should again sing. At this, the brute emerged from the cave, a 10-foot tall yellow hulk of what might described as a man in the most fevered imaginations of a poppy-smoking, lotus-eating wreck, clothed only in a greasy shift of cloth and carrying a great club, banded with iron.
Battle was joined as Nyx and the ogre rushed forth at each other, the remaining Heroes letting loose with arrows or exchanging bets on the ensuing physical combat. Curses were uttered as a single blow of the mighty club crushed Nyx's skull and the beast lurched forward at the group, with Beefsteak now rushing to meet him. Things finally started going well for our Heroes when the giant lost his grip on the club, flinging it deep into the valley and forcing him to rely on his fists. However, the threat was still dire and Father Guinness was forced to reinforce Beefsteak in the wild melee, with the archers still able to pick out their foe above the others due to his great height. A fortuitous laying of hands and ale by Father Guinness saved Beefsteak from being bludgeoned to death and as things appeared to be heading toward an early grave for at least one more of the Heroes, a wild swing of Guinness's mace and a well-aimed shaft from Ursula downed the beast.
Werner, who had wisely taken cover in a neighboring copse during combat, was tasked to dig Nyx's grave while the rest of the group took it upon themselves to investigate the cave. Finding a great pile of bones and rotted flesh, as well as a large cloud of insects, the party was able to further discover several great sacks of coin as well as the fact that no-one had remembered to purchase flint and steel, meaning that further exploration of the cave as it extended further would have to be left for another time.
Instead, the Heroes contented themselves with saying a few words (and pouring some special brew) on Nyx's final resting place before heading back to town bearing their trophy, the still-dripping head of the Bane of Gullifurd's Path. Huzzah!
Counted in their number:
Beefsteak Piledriver, doughty dwarf
Mulch Woodtwig, of the Aspleaf Woodtwigs
Father Guinness, leader of the Braumeister's faithful
the mysterious wizard known only as "Brains", as well as his hired followers:
- Werner, of strong back and tired feet
- Nyx, who was sired by a pig
- and Ursula, a typical Stavrovian in that she is sharp-tongued and skilled with the bow
Our heroes, after traveling some hours and nearing the area that the beast was reported to frequent, decided to deploy Nyx as a "scout", a role that was described to him as consisting of walking 50 feet of everybody else and singing loudly, a role he proved to be born for. Eventually the remains of a destroyed caravan was found and here Mulch took over, his keen elven eyes picking up the tracks of a mighty humanoid, as well as many furrows indicating that some large bulky objects had been dragged along the ground.
Said tracks eventually terminated in a small valley in the foothills, featuring a rock wall and a large opening therein, from which uttered a most effluvious scent, as if of a charnel-house. After some short discussion, it was decided that Nyx should again sing. At this, the brute emerged from the cave, a 10-foot tall yellow hulk of what might described as a man in the most fevered imaginations of a poppy-smoking, lotus-eating wreck, clothed only in a greasy shift of cloth and carrying a great club, banded with iron.
Battle was joined as Nyx and the ogre rushed forth at each other, the remaining Heroes letting loose with arrows or exchanging bets on the ensuing physical combat. Curses were uttered as a single blow of the mighty club crushed Nyx's skull and the beast lurched forward at the group, with Beefsteak now rushing to meet him. Things finally started going well for our Heroes when the giant lost his grip on the club, flinging it deep into the valley and forcing him to rely on his fists. However, the threat was still dire and Father Guinness was forced to reinforce Beefsteak in the wild melee, with the archers still able to pick out their foe above the others due to his great height. A fortuitous laying of hands and ale by Father Guinness saved Beefsteak from being bludgeoned to death and as things appeared to be heading toward an early grave for at least one more of the Heroes, a wild swing of Guinness's mace and a well-aimed shaft from Ursula downed the beast.
Werner, who had wisely taken cover in a neighboring copse during combat, was tasked to dig Nyx's grave while the rest of the group took it upon themselves to investigate the cave. Finding a great pile of bones and rotted flesh, as well as a large cloud of insects, the party was able to further discover several great sacks of coin as well as the fact that no-one had remembered to purchase flint and steel, meaning that further exploration of the cave as it extended further would have to be left for another time.
Instead, the Heroes contented themselves with saying a few words (and pouring some special brew) on Nyx's final resting place before heading back to town bearing their trophy, the still-dripping head of the Bane of Gullifurd's Path. Huzzah!
Monday, April 23, 2012
Getting the Gang Back Together
One of the former members of our gaming group moved to Japan a couple years back, which acted as a breakpoint between various RPG campaigns. While he's generally enjoying himself over across the Pacific, there is a lack of polyhedral dice in his life, so when he noted that he'd be in town for a few days next month, I brought up the idea of playing a game and he, naturally, was receptive to the idea.
Since he doesn't have a character in either of the main campaigns we have (the Fenrecz campaign, in which everybody is still stuck in a ghost-dream-time-loop and a Type 3.5 campaign in which I believe we are in some underground caverns having just caused a major cave-in with the hopeful end result of a giant underground flood wave flushing out a yuan-ti hideout), I decided the best thing to be done was to set up the framework for a troupe-based Labyrinth Lord game.
In preparation for this, I had the other available members of the group sit down and create three characters each, using the following criteria: 3D6 in order; after which, the player can decide, if the player meets the requirements, whether they want to play as a demihuman. Should they either not meet any requirements or the player decides to play a human, then the stats can be rearranged. The theory was that this would 1. make humans more desirable and 2. make demihumans rarer.
The final total, was, for 12 characters: 2 fighters, 1 dwarf, 1 magic-user, 2 elves, 2 thieves, 2 halflings, 2 clerics. So, 7 humans and 5 demi-humans, with a number of the humans qualifying for demihuman status and the player deciding that it would fit better with their character idea to move some of the stats around. The clear biases of the group of players came through in the lack of pure magic-users, who are always poorly represented (in Fenrecz, the only "wizard"-y type is the player who's the DM for the Type 3.5 game, where the player who is the sociopathic halfling thief in Fenrecz is a sociopathic necromancer with an unfortunate habit of having missile weapons hit the donkey carrying his mobile laboratory*). Highest stat was 17 (Int for one of the Elves) and the lowest was 5 (Charisma for one of the Clerics, who also has a 6 Intelligence and whose "high" stats are 12 and 10. His name thus far is Father Lump of the Three-Legged Horse).
I wanted multiple characters per person because I'd like to have a campaign where we have a lot of flexibility in terms of who can show up from week to week. If we have only two people, they can run two of their characters. If people are off investigating the Dungeons of the Red Queen and we have to break off at the end of the session and next week we have a different group of players, they can grab some other characters and go somewhere else. And of course with the general durability of 1st level LL characters (I did make the allowance of maximum HP for level 1), it's always nice to have backups.
* - My character in that campaign, Al-Wedjat of the All-Seeing Eye, was intended to be a soothseer-type with the intention of being a Divination specialist. After reading through the PHB and various Type Three splatbooks, it became apparent that if you want to do divining, you're really better off going with a cleric, which makes no sense to me; however, that's pretty much true of all the specialist wizards in Type Three, which is too bad, because it always seems like a good row to hoe.
Since he doesn't have a character in either of the main campaigns we have (the Fenrecz campaign, in which everybody is still stuck in a ghost-dream-time-loop and a Type 3.5 campaign in which I believe we are in some underground caverns having just caused a major cave-in with the hopeful end result of a giant underground flood wave flushing out a yuan-ti hideout), I decided the best thing to be done was to set up the framework for a troupe-based Labyrinth Lord game.
In preparation for this, I had the other available members of the group sit down and create three characters each, using the following criteria: 3D6 in order; after which, the player can decide, if the player meets the requirements, whether they want to play as a demihuman. Should they either not meet any requirements or the player decides to play a human, then the stats can be rearranged. The theory was that this would 1. make humans more desirable and 2. make demihumans rarer.
The final total, was, for 12 characters: 2 fighters, 1 dwarf, 1 magic-user, 2 elves, 2 thieves, 2 halflings, 2 clerics. So, 7 humans and 5 demi-humans, with a number of the humans qualifying for demihuman status and the player deciding that it would fit better with their character idea to move some of the stats around. The clear biases of the group of players came through in the lack of pure magic-users, who are always poorly represented (in Fenrecz, the only "wizard"-y type is the player who's the DM for the Type 3.5 game, where the player who is the sociopathic halfling thief in Fenrecz is a sociopathic necromancer with an unfortunate habit of having missile weapons hit the donkey carrying his mobile laboratory*). Highest stat was 17 (Int for one of the Elves) and the lowest was 5 (Charisma for one of the Clerics, who also has a 6 Intelligence and whose "high" stats are 12 and 10. His name thus far is Father Lump of the Three-Legged Horse).
I wanted multiple characters per person because I'd like to have a campaign where we have a lot of flexibility in terms of who can show up from week to week. If we have only two people, they can run two of their characters. If people are off investigating the Dungeons of the Red Queen and we have to break off at the end of the session and next week we have a different group of players, they can grab some other characters and go somewhere else. And of course with the general durability of 1st level LL characters (I did make the allowance of maximum HP for level 1), it's always nice to have backups.
* - My character in that campaign, Al-Wedjat of the All-Seeing Eye, was intended to be a soothseer-type with the intention of being a Divination specialist. After reading through the PHB and various Type Three splatbooks, it became apparent that if you want to do divining, you're really better off going with a cleric, which makes no sense to me; however, that's pretty much true of all the specialist wizards in Type Three, which is too bad, because it always seems like a good row to hoe.
Friday, April 20, 2012
Rumor Table for Weaverham
Weaverham is a small town nestled in the foothills of the Smoky Spine mountain range. Sitting on the junction of two major trade routes, the North-South Spinal Trail and the East-West Gullifurd's Path, it has a small number of outlying farms and a decent amount of businesses and residences clustered around the crossroads. Any basic goods and services should be expected to be available. Those cooling their heels in any of the bars of Weaverham (The Old Mill (mostly laborers), The Red Queen (landowners, other elites), Weaverham Arms (well-to-do travelers), Grange Hall (travelers who can pay)) will be talking about, aside from other things, certain subjects that might be interesting to potential adventurers in the area.
2. The owner of the Weaverham Arms, Stanley Dimsdale, has a series of cells built underneath his Inn where he keeps a stable of youths who fell into his nefarious clutches while travelling alone. FALSE
3. The animals of the surrounding wood have gone mad, led by an insane druid, they desire to destroy the town of Weaverham and consume all the salted fish in the land. They meet to plot underneath the New Bridge north of the town and can be infiltrated with a clever enough disguise. FALSE
4. A group of bandits has been hitting caravans and other unlucky travelers along a stretch of the Spine Trail south of town. TRUE
5. The Red Queen is named after an ancient monarch who earned her name through the various bloodthirsty religious rites inflicted on her unfortunate prisoners before the peasantry arose and burned her keep. The remains of the castle donjon still stand in the forest northwest of the town and supposedly the lower areas have never been explored due to the unnerving feeling that affects all who come near. TRUE
6. A stone idol with a great sacrificial bowl stained with dried blood lies in a small gully southwest of the town. Cultists gather here to sacrifice unfortunates to Demons. FALSE (There is an altar in this area; however, it's been unused for years and the bowl is full of stagnant rain water, which hosts a couple gnarly worm-pupae things)
7. Gullifurd's Path is named after the famed explorer, Gullifurd the Gold, famed for his obsession with finding new sources of the precious metal. Although Gullifurd was the first man to find a route across the Smoky Spine, he returned to the mountains again and again. The last time Gullifurd was ever seen was heading West from Weaverham on the road that bears his name, meaning that his remains and his possessions are most probably somewhere in the mountains. TRUE
8. Father Nireni has a magical mirror in the basement of Old Weaver Kirk that allows you to travel great distances by stepping into it, including inter-dimensionally. His price for using it involves various unnatural acts. He will deny knowledge of this artifact unless you give the secret passphrase. FALSE
9. The inhabitants of neighboring Hay Bale have been acting extremely strangely lately -- visitors to the town recount hearing a horn blast as they approached, followed by all of the buildings being shut and shuttered with the occupants silently staring from within. Domestic animals have also been found wandering free in the woods, clearly disturbed. TRUE
10. Cows have been disappearing from the farms west of town -- one of the farmer's sons reported seeing a giant figure moving through the fields at night. A caravan guard also told a tale of being ambushed by a giant rock-dwelling humanoid not far out of town, headed west on Gullifurd's Path. Sounds like we got an ogre on our hands mmm hmm, mmm hmm. 'M sure the mayor could be convinced to cough up some coin if that problem were to be dealt with, hrmrmm. TRUE
Thursday, March 29, 2012
Beginnings
The Fenrecz Campaign came to be after reading Vornheim and being inspired to try my hand at large-city adventuring, ably assisted by the charts in that marvelous book. Things worked out reasonably well, with the geography (both actual and metaphysical) developing over the course of play sessions, taking my sketched out frameworks and providing some muscle and sinew to fill in the gaps. Some things fell by the wayside that I'd like to work back in at some point (for one, The Warrens as an especially haunted area -- I have the beginnings of a relatively complex Ghost Encounters table that I'd like to get done sometime soon); however, the experience that I've gained from these adventures have made we wonder about starting NPCs in a large city right off the bat.
I say this because one aspect of playing in Fenrecz was that it was really difficult to get the players out of the city -- in fact, I never managed it all, despite numerous hooks that led outside of the city walls. Now, it should be mentioned that this isn't necessarily bad in that if a party really wants to stay entirely within a city the entire time, they should be allowed to in the sense that a true sandbox game goes where player decisions take it and no further. On the other hand, it does lead to one major difficulty, which was that the players were stuck between the city being familiar and alien.
Since the campaign had only ever taken place inside this giant city, it felt unnatural for the players to be newcomers to it, even if that were most of their character backgrounds. This was exacerbated by one of the players asking for a background that would have placed him in the city previously -- so we had a theoretical knowledge imbalance and a practical lack of imbalance that felt like it shouldn't be even as it made logical sense.
Now, I'm sure that a more experienced or more skilled DM could have dealt with this in an elegant fashion. With our group, it wound up making sessions awkward as the players weren't sure to what degree they should be familiar with the city -- the solution, it seems to me, is to start a campaign off in a hamlet or such, a smaller settlement outside of the core cities of the surrounding area. This way, the players can still have a game that centers around a big city -- they just have to make the decision to travel there first. And, in theory, a party would be just as likely to go for dungeon- or wilderness-based adventures, without the draw of a city with conceivably everything they could desire contained within (and, probably just as importantly, full of inns and other "safe" places that are always within easy reach).
Labels:
Fenrecz campaign
Tuesday, March 20, 2012
Campaign World Thought Experiment
Per noism's post over at his place, I rolled up five random monsters from the Labyrinth Lord game and then envisioned a campaign world where those monsters are the dominant intelligent races.
My building blocks:
Bats, Giant
Goblins
Gnomes
Hobgoblins
Wolves
The game world is a medium-to-small continent running from east to west -- imagine South America from Argentina to Tierra del Fuego rotated 90 degrees clockwise. The vast majority of the land is grasslands/steppes, roamed by the Hobgoblins and their Khans. Nomadic horse-riders with few fixed cities, they drive great herds of lifestock from grazing to grazing land while setting up extensive tent-encampments. When they're not engaging in various wars of succession, they raid...
...the walled and many-domed cities of the gnomes. Naturally magically proficient, the gnomes have used their abilities to create complex stone cities lorded over by the gnomish aristocracy. These small and dense fort-cities, filled with constantly-backstabbing guilds, are mostly located near the coasts of this land, all of the construction being done by golems and other magically-created constructs as well as partially by...
...a slave race of goblins, who also serve as the main agricultural workers for the gnomish cities, with golems as their overseers, and who populate the slum tenements in the cities themselves. There are a small amount of free goblins, both those who live in the cities as adventurers and in scattered wilderness communities, most of which are in remote and inaccessible locations, hidden away from their mounted cousins, although their proximity to the great northern mountain range leads to conflicts with...
...the clans of the wolf-men, whose jarls chafe under the leadership of their King, grown old and infirm. The refocusing on internal politics means that the gnomish cities and hobgoblin tent encampments have been largely free of the raiding parties that swirl down from the craggy peaks like vicious snowstorms. Most wolf-men are hunters. Those wondering what machinations are taking place in the wolf longhouses and hill-forts would be best advised to seek the knowledge of...
...the bat-men, whose great underground settlements are not easily found and whose wizards surpass even the greatest gnomes in knowledge of the secrets of this world, many which lie in the lightless caverns the bat-men frequent. Aside from groups living in the great caves of the northern mountains, there are rockier sections of the grasslands where the bat-men are said to spill forth like a great geyser at twilight from their cave entrances, their scouts scouring the land for anything foolish enough to be seen moving.
So. Hobgoblins = steppe hordes; Gnomes = magic-based nobility; Goblins = slaves/underclass; Wolf-men = Viking/Germanic clans that leave woods full of skeletons hung from the trees; Bat-men = mysterious underground race, nocturnal scourge of large areas, know the most secrets/forbidden knowledge.
I think all of the races should be playable in a red-box race-as-class system, with Gnomes and Bat-men being natural magic-users, Wolf-men and Hobgoblins as fighting men and Goblins fitting into the rogue niche. I'm not entirely happy with Goblins, as they don't fit into either the crazed maniac goblins of the Warhammer universe or the fey/stealin' babies fairy-tale creatures that I generally like to have them as; however, they do work best as the Short, Nasty and Brutish creatures of this world -- also worth noting that there's no "pleasant race" here, the Gnomes are probably the closest; I envision them more as the entitled gentry, interested more in embarrassing their rival at the next society do and creating various golem-like creatures to dominate their slaves -- any playable Gnome would probably be a trader's son or somebody on the lowest possible rung of Gnome society.
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