Mysterious fane on the banks of the Sea of Ohkotsk

Mysterious fane on the banks of the Sea of Ohkotsk

Saturday, 9 May 2015

Prydain Project - map update


Not much change this time - just cleaned up the edges a bit and added colour for contrast.  Eventually, I hope to have time to zoom in and smooth the rivers, which are currently just fractalized lines. But that will be a long, tedious job, and depending on how my enthusiasm waxes and wanes may never happen.

Next up: some political boundaries.  I have been searching, but the best digitized map of cantrefi I could find is the one available at Wikipedia.  What I'll do is use this as a guide ("The Land of Prydain is not Wales...not entirely." Lloyd Alexander) to trace the borders of the cantrefi, and then bring them together into larger kingdoms - the North East mainland for example is where Pryderi's kingdom is supposed to have been, and this will roughly equate to the historical Kingdom of Gwynedd (minus Mona).  Similarly, Caer Cadarn will be the seat of the Kingdom of Glywyssing in the south.  Most of the kingdoms will be "shrunk" to reflect the largely unclaimed nature of Prydain as depicted in the novels.

Wednesday, 6 May 2015

Prydain Project - Bard (Version 2 - a kit-based approach)

This is version 2 of the Bard class for the Prydain Project - I started off with a stand-alone class approach to the Bard that was based on the old OD&D class published in Strategic Review back in '76.  

I'm still not completely sure which one I will ultimately use in the campaign.  On the one hand, I like the clean B/X simplicity of the stand-alone, on the other hand this version allows some variety in Bard backgrounds as well as making them more powerful later on (better spell advancement).  Speaking of which, I would probably use the spell list here for both.
Bard
Spells /level
LevelTitle      XP123
Charm    Lore
4/5Harpern/a---
10%10%
5/6Minstrel16,0001--
20%20%
6/7Annalist32,0002--
30%30%
7/8Lore Keeper64,00021-
40%40%
8/9Counselor120,00022-
50%50%
9/10Lore Master240,000221
60%60%
10/11*Bard360,000222
70%70%
11/12*Master Bard 11th480,000322
80%80%
12/13*Master Bard 12th600,000333
90%90%
13/14*Master Bard 13th720,000333
100%100%
14/15*Master Bard 14th840,000333
110%110%










* Constitution adjustments no longer apply.
Hit Dice: 1d6 per level, 6d6 maximum (in addition to any HD gained in the original class); +1 hp per level thereafter.

Saving Throws: Save as Fighter of same level.  
To Hit: Fights as Cleric of same level.

Bards that began play as Thieves retain Thieves' Skills and they continue to improve as the character advances in level. The level after the slash is the equivalent Thief level for such a character.

Bards may not use plate mail or shields, and may not use 2-handed melee weapons.

Bards must return to the Master College to study and practice in order to advance a level.

On obtaining the minimum experience points to achieve 4th level a Fighter may choose to become a 4th level Bard instead.  (Note: at the DM's option, Thieves might also be allowed to become Bards - in this case, the character must have enough experience to become 5th level in order to qualify) The character must travel to a Master College such as the one at Caer Dathyl to study and take a series of tests to qualify for entry into the rolls of the College (i.e. to become a Harper).  

With these credentials in hand, a Bard is free to travel and can legally claim hospitality at the hall of any Lawful or Neutral lord - even Chaotic lords are often willing to allow a Bard to play for supper, but the Bard would be wise to be wary of ulterior motives or treachery (cf The Book of Three, and Fflewddur Fflam's imprisonment in Spiral Castle).  Bards can also often barter for food and shelter with more humble folk, but such folk are under no obligation to oblige and word of a Bard who abuses the hospitality of commoners is likely to spread.

As their knowledge of lore and the hidden Bardic mysteries advances, Bards gain some limited magical ability in the form of special songs and chants that have unusual effects (see Bard Spells below).  These songs are never written down and are passed from Bard to Bard within the confines of the College (thus the need to return in order to advance a level).  Each morning, the Bard must consult an inner muse to review and rehearse the songs that will be used that day to press them into memory.

Bards may use magic items available to their original class (Fighter or Thief).

The Bards of Prydain are respected keepers of lore and law in addition to their function as entertainers.  As such, although a true Druid might be preferred high level Bards are sometimes called upon to arbitrate minor disputes or settle matters of law.

On reaching 11th Level a Master Bard may establish a new College where a library and collection of instruments may be accumulated, attracting scribes, craftsmen and Bardic apprentices from across Prydain.  The College may be located in a stronghold built by the Master Bard, or in space set aside by a lord willing to sponsor the project.

Charm: Once per level each day, a Bard may attempt to charm an audience of creatures within hearing (60' radius) with eloquent speech or skillful musical performance. This ability will have no effect if the Bard cannot be heard, and creatures normally immune to charm effects are not affected.  Roll once against the Bard's chance to charm.  A result equal to or less than the chance indicates that affected creatures are mesmerized and do nothing but listen to the Bard for so long as the Bard continues speaking/performing, or until the effect is disrupted by a loud noise or attack.  For each creature, adjust the chance by -10% for each HD above the first (thus the chance to charm a 3rd level Fighter is -20%).  Magical instruments might increase the chance.  Roll a new reaction roll when the Bard stops speaking/performing and the charm ends - if the charm effect was disrupted by an attack from the Bard's allies, the result is automatically hostile.  Charisma bonus: The chance to charm is increased by +5% for each +1 bonus from high Charisma.

Lore: Bards are students of history, legend, and lore, and as such have a chance of being able to recall pertinent information about notable people, places or items (including both magic items and those of merely historical significance).  Examples of information that might be revealed include: the relationship between notable NPCs, rumours about a notable NPC, rumours or legends about a location or famous item/artifact, the means of activating a magic item, the meaning of heraldic devices or symbols, the history of noble families.  Each successful use of the Lore ability will yield 1 fact (true or legendary) or rumour about the item, place or person being considered.  Each level, the Bard may try a number of times equal to level, however any failure indicates that no more may be learned until the Bard has gained a new level.  Lore cannot be used to identify magic items other than in very general terms (and cannot be used to detect their magical properties at all) but at the DM's discretion might allow the Bard to make limited use (half power or less) of a magic item normally restricted to another class.  The Lore ability may also be used to interpret ancient writings or those written in obscure languages.  Wisdom bonus: The chance of knowing lore is increased by +5% for each +1 bonus from high Wisdom.

Bard Spells

Level 1
1. Read Languages (B)
2. Entangle (see below)
3. Ventriloquism (B)
4. Charm Person (B)
5. Remove Fear (B)

Level 2
1. Read Magic (B)
2. Locate (C)
3. Predict Weather (C)
4. Speak with Animal (X)
5. Snake Charm (X)

Level 3
1. Confusion (X)
2. Clairvoyance (X)
3. Speak with Plants (C)
4. Obscure (C)
5. Locate Object (B)

(Spells are marked to indicate the set in which they are described: B=Basic, X=Expert, C=Companion)

Entangle
Range: 90'
Duration: 1 turn
Effect: Grasses, weeds vines, bushes and even supple trees in an area 30' diameter wrap, twist and entwine around creatures passing through them, slowing them to half movement. Small creatures must save vs wands or be trapped when passing through the area of effect. 



Tuesday, 5 May 2015

Prydain Project - Bard (Version 1 - standalone class)

This is version 1 of the Bard class for the Prydain Project - I will follow up with a "kit" or "prestige class" approach later, and will choose one to use in the Prydain Project.  In the meantime, for your use I present: The Bard.

I've taken the liberty of adapting the OD&D Bard class originally published in The Strategic Review (Vol.2, No.1 - Feb 1976).  As written, I think the original is over the top.  I've toned it down and raised the XP required for advancement.  The Bard becomes a Fighter with access to a limited range of spells and the special abilities of Charm and Lore in return for reduced access to weapons and armor and reduced hit points.

Bard
Spells /level
Level Title       XP 1 2 3
Charm     Lore
1 Rhymer 0 - - -
10% 10%
2 Lyrist 2,000 1 - -
20% 20%
3 Harper 4,000 1 - -
30% 30%
4 Chanter 8,000 2 - -
40% 40%
5 Lore Keeper 16,000 2 - -
50% 50%
6 Minstrel 32,000 2 1 -
60% 60%
7 Annalist 64,000 2 1 -
70% 70%
8 Poet 120,000 2 2 -
80% 80%
9 Counselor 240,000 2 2 -
90% 90%
10* Lore Master 360,000 2 2 1
100% 100%
11* Bard 480,000 2 2 1
110% 110%
12* Master Bard 600,000 2 2 2
120% 120%
13* Master Bard 13 720,000 2 2 2
130% 130%
14* Master Bard 14 840,000 3 2 2
140% 140%

* Constitution adjustments no longer apply.
Hit Dice: 1d6 per level, 9d6 maximum; +1 hp per level thereafter.
Saving Throws: Save as Fighter of same level
If playing to levels above 14, spells per level will reach a maximum of 3 spells per level.

Bards may not use plate mail or shields, and may not use 2-handed melee weapons.

Bards must return to the Master College to study and practice in order to advance a level.

After initial apprenticeship with a high level Bard, a youth will travel to a Master College such as the one at Caer Dathyl to study and take a series of tests to qualify for entry into the rolls of the College (i.e. to become a Rhymer).  

With these credentials in hand, a Bard is free to travel and can legally claim hospitality at the hall of any Lawful or Neutral lord - even Chaotic lords are often willing to allow a Bard to play for supper, but the Bard would be wise to be wary of ulterior motives or treachery (cf The Book of Three, and Fflewddur Fflam's imprisonment in Spiral Castle).  Bards can also often barter for food and shelter with more humble folk, but such folk are under no obligation to oblige and word of a Bard who abuses the hospitality of commoners is likely to spread.

As their knowledge of lore and the hidden Bardic mysteries advances, Bards gain some limited magical ability in the form of special songs and chants that have unusual effects (see Bard Spells below).  These songs are never written down and are passed from Bard to Bard within the confines of the College (thus the need to return in order to advance a level).  Each morning, the Bard must consult an inner muse to review and rehearse the songs that will be used that day to press them into memory.

The Bards of Prydain are respected keepers of lore and law in addition to their function as entertainers.  As such, although a true Druid might be preferred high level Bards are sometimes called upon to arbitrate minor disputes or settle matters of law.

On reaching 12th Level a Master Bard may establish a new College where a library and collection of instruments may be accumulated, attracting scribes, craftsmen and Bardic apprentices from across Prydain.  The College may be located in a stronghold built by the Master Bard, or in space set aside by a lord willing to sponsor the project.

Charm: Once per level each day, a Bard may attempt to charm an audience of creatures within hearing (60' radius) with eloquent speech or skillful musical performance. This ability will have no effect if the Bard cannot be heard, and creatures normally immune to charm effects are not affected.  Roll once against the Bard's chance to charm.  A result equal to or less than the chance indicates that affected creatures are mesmerized and do nothing but listen to the Bard for so long as the Bard continues speaking/performing, or until the effect is disrupted by a loud noise or attack.  For each creature, adjust the chance by -10% for each HD above the first (thus the chance to charm a 3rd level Fighter is -20%).  Magical instruments might increase the chance.  Roll a new reaction roll when the Bard stops speaking/performing and the charm ends - if the charm effect was disrupted by an attack from the Bard's allies, the result is automatically hostile.

Lore: Bards are students of history, legend, and lore, and as such have a chance of being able to recall pertinent information about notable people, places or items (including both magic items and those of merely historical significance).  Examples of information that might be revealed include: the relationship between notable NPCs, rumours about a notable NPC, rumours or legends about a location or famous item/artifact, the means of activating a magic item, the meaning of heraldic devices or symbols, the history of noble families.  Lore cannot be used to identify magic items other than in very general terms (and cannot be used to detect their magical properties at all) but at the DM's discretion might allow the Bard to make limited use (half power or less) of a magic item normally restricted to another class.  The Lore ability may also be used to interpret ancient writings or those written in obscure languages.

Bard Spells

Level 1
1. Read Languages
2. Read Magic
3. Ventriloquism
4. Charm Person
5. Remove Fear

Level 2
1. Web
2. Locate (C)
3. Clairvoyance
4. Speak with Animal
5. Snake Charm

Level 3
1. Confusion
2. Predict Weather (C)
3. Speak with Plants (C)
4. Obscure (C)
5. Locate Object

(Spells marked C are actually listed in the BECMI Companion set)


Prydain Project - Monster - Cauldron Born

Gwydion rose in turn.  His face was grave. "Who has not heard of the Cauldron Born, the mute and deathless warriors who serve the Lord of Annuvin?  These are the stolen bodies of the slain, steeped in Arawn's cauldron to give them life again.  They emerge implacable as death itself, their humanity forgotten.  Indeed, they are no longer men, but weapons of murder, in thrall to Arawn forever."

Taran shuddered. Gwydion's words chilled him like a sudden cold wind.  Too well he remembered the lifeless eyes and livid faces of the Cauldron Born, their ghastly silence and ruthless swords." 
-- The Black Cauldron, Lloyd Alexander
Cauldron Born
AC: 5
HD: 2*/4*/6*
Move: 120' (40')
Attacks: 1
Damage: 1-8 or by weapon
No. Appearing: 2-8 (6-60)
Save as: Fighter 2/4/6
Morale: 12
Treasure type: nil
Alignment: Chaotic
XP value: 50/75/100

The Cauldron Born are the bodies of slain warriors who have been revived by Arawn in a dark rite using the Black Cauldron. The magic that animates them steals their voices and chains them to the will of the one who controls the Black Cauldron.  The eerie silence and relentless tenacity with which they fight, along with the aura of Annuvin that clings to them, are terrifying to mortal warriors. A save vs spells must be made when entering combat with a group of Cauldron Born to avoid fleeing in fear for 2 turns (1-5) or being frozen in fear for 1-4 rounds (6).

Since Cauldron Born can't talk, they rely on force of numbers and implacable attack, however they retain the skill and instincts of their days as living warriors and will disengage if it is clear their objective can't be attained or if they are so seriously outnumbered that it's obvious they will be destroyed.

For every 10 Cauldron Born encountered there will be a leader with 4 HD, and for every 50 there will be a captain with 6 HD.  Leaders and captains may be mounted on horses specially trained in Annuvin, however ordinary Cauldron Born will always travel and fight on foot.

Cauldron Born require neither food nor sleep, and so can cover enormous distances by marching constantly.  As they are no longer alive, they cannot be killed but will cease fighting when their body has received too much damage to continue.  Their unlife also means that their bodies do not heal, however they can return to full strength by returning to the Black Cauldron to be re-infused with the dark power of Annuvin.  They are immune to sleep, charm and hold spells.

The one weakness of Cauldron Born is that they grow weak if forced to stay away from the Black Cauldron for any length of time.  Cauldron Born lose 1hp per day for every day they spend more than 1 day's travel from the Black Cauldron.  Their strength returns at the same rate so long as they are within this range of the Cauldron, and can be refreshed immediately by returning to the Black Cauldron, just as with physical damage.




Sunday, 3 May 2015

Out of Alignment

Poking around on the internet for other things, lately I have (completely by chance) come across a number of discussions on the value of alignment (or lack thereof).

Now, personally I have no problem with the idea of alignment, but there seem to be a lot of people out there who think it's a seriously flawed concept, and most of them seem to be particularly incensed by the AD&D system.  I'll grant that even I find that the binomial alignment system of AD&D sometimes results in some fairly arbitrary alliances and antipathies, and the idea of alignment restrictions for classes and races is a little puzzling in some cases - but that's because I cut my teeth on the old Law-Chaos dichotomy in B/X way back in the day.

Make no mistake: for alignment as written in the rules to make sense, you have to buy into the cosmology of the given setting - you have to accept the idea that there are eternal and absolute forces that are woven into the fabric of the world.

In the case of Law-Chaos, you might imagine a constant tension between the creator forces of Law, the gods who gave form to the world and imbued its peoples with civilization, and the forces of Chaos, who are forever trying to dissolve it all back into the primordial murk. This is also the world of Jack Vance's Dying Earth, where the whole of reality is unraveling into strange and inhuman shapes, and things from outside order are constantly pressing at the fabric of the world, trying to get in and impose their own realities on ours.  Even if they're not directly taking part in this struggle, characters are imbued with a driving spark that determines their allegiance, and how their small part in the struggle will count toward the final score.

In the case of AD&D's binomial system reality is far more complex, with mortal reality being essentially the point of contact between other universes that personify certain essential archetypes.  This reality seems more like our own real world, but with supernatural actors occasionally stepping through the veil and working directly on the course of events. In this type of universe, alignment is more of a measure of personality and inclination than of eternal essence or driving spark, but alignment still plays a powerful part in determining allegiances.

Games in these kinds of settings play out in a world of grand, cosmic struggle between opposing forces, and they lend themselves to moral absolutes.  But what about games that don't invoke his kind of mythos?

The argument over alignment usually comes out when people have experience with particular game settings or campaigns in which these kinds of cosmic struggle images don't seem to make sense - games that revolve around court intrigue, or the struggle between factions in a thieves' guild, or just a gritty "real dark ages" kind of game where the goal is more about simulating what the world would have been like if mythological creatures were real than about living out the myths themselves.

The argument stops entirely when you move away from the traditional fantasy RPGs and into other things like SF games, spy games, even superheroes.  In games like these, moral relativity is almost the point: the struggles are obviously more nuanced and complex than "eternal struggle between Law and Chaos" can possibly reflect.

But is alignment really pointless - even a problem - in these kinds of games?

As it happens, I think not.

It seems to me that the alignments - Law or Chaos, good or evil - are themselves arbitrary, as is the decision to define them in terms of diametric oppositions.  There's nothing that says alignments must work this way.  Alignments are about allegiances in an ongoing struggle: the alignment you choose for your character is the crystal from which all other decisions grow. If moral absolutes like good and evil don't make sense in this role for your game world, choose other rallying points.

The key is to select an "alignment" that:

a) can be distilled into a very small number of key words or phrases that convey its essence
b) can serve as a shorthand to be a starting point for a character's personality, attitude and motivations

Once 2 or more alignments have been detailed, the relationships between them will need to be determined as well.  At the simplest level, you could simply sort them in opposed pairs, as was done in the classic AD&D alignment chart.  But why stop there?  Is it necessary for every alignment to have an antipathetic nemesis?  No!  Why not specify relationships like "friendship" "antipathy" and "neutral"?  And consider this: just because A and B are friends, doesn't mean that they share common antipathy toward C.

Take this example:

Imagine a setting arranged like the warring states era of Japanese history - a small number of powerful clans and a larger number of other clans are constantly at war to secure the imperial throne for themselves.  Characters select one clan as their "alignment" to represent which side they're on, and as shorthand to tell them their relationship to the others.  By choosing this clan, the character's basic reasons for action and personality are known, and the rest of the character's personality can be grown from there.  Some of the other clans will be antipathetic, others will be neutral, some will be friendly.

You could perhaps specify that there are 7 clans to choose from, and arrange them at the points of a 7 pointed star - clans at the opposite points are antipathetic, those adjascent are friendly, all others are neutral.

With the stroke of a pen, a fairly complex political and social reality is created that guides characters' actions and interactions without needing to resort to cosmology.

(note: a set-up very similar to this is used in the game Legend of the Five Rings - they use the conceit of assigning animal totems to each of the clans, and the "essence" of that animal provides guidance as to the common theme among members of the clan, and the clan's relationship with the other clans)

A second example:

Court intrigue in a fantastic Britain at the time of Elizabeth I - the Faerie Queen. Those loyal to the Queen defend the realm from a variety of intrigues set on deposing her for various reasons and installing a sympathetic regime of their own.

In this case, "The Realm" is one alignment, and there are several others in antipathy to it - perhaps "the Commons", "the Spanish", "the Church" and "the Usurper" - but what are the relatonships among them? Some will be neutral, able to work together to undermine the Realm, yet probably also scheming to make sure their favourite is the one to sit on the throne.  In other cases, they will have antipathy among themselves as well as toward the Realm, and will spend as much time trying to destroy each other as anything else.

I would probably use this approach if trying to put together an alignment system for use with a SF game, something like Dune.

A final example, and one that is easy to implement in any fantasy game:

Quite simply - use the elements as alignments.

Replace the whole good/evil style of cosmology with a more essentialist one.  Each character is "allied" to one of the elements, and as such has resonance with them.

The options are multitudinous - one you start thinking about them, you will probably find essential motivating forces that are perfect for your game.

The Prydain Project

Sadly, my plans to begin a B/X campaign set in the land of Prydain were torpedoed by a combination of schedule conflicts, but perhaps I will be able to resurrect it in the not too distant future. In the mean time, a copy of my (work in progress) map of Prydain, as cobbled together from several sources and with a bit of personal preference:


Saturday, 2 May 2015

Monster - Were-wasp

While The Prydain Project is on hold, I'm prepping a one-off I'm planning to use at an upcoming game day, which will feature the mysterious case of the were-wasps (or maybe wasp-weres, but the stats will be basically the same)
From Darwin Online 

Were-wasp

AC: 4 (9 in human form)
HD: 2*
Move: 90' (30')
     Flying: 150' (50')
Attacks: 1 bite + sting (or 1 in human form)
Damage: 1-8 + poison (or by weapon)
No.Appearing: 1-4 (2-16)
Save as: Fighter 2
Morale: 10
Treasure type: C
Alignment: Chaotic
XP: 50


Human form
When in human form, were-wasps appear slim and muscular with angular features and unusually smooth, hairless skin.  They tend to be hot tempered, territorial, and tenacious when aroused.  They are particularly easy to provoke when their homes or lairs are threatened.

Animal form
When fully in animal form, were-wasps take the form of 3' long giant wasps.  Their hard exoskeletons and speed provide excellent protection from attacks.  When they attack, they will attempt to grab the victim with their legs while biting for 1d8 hp damage.  Once the victim has been hit, in the next round the wasp will try to hit again on each successive round - this time with its sting.  A hit does no damage, but the victim must make a saving throw vs poison or be paralyzed for 2-8 turns.  (if any attacks hit the wasp while it is trying to sting its victim, it will disengage and have to try to grapple again).  The wasp will carry off human sized or smaller paralyzed victims, taking them to its lair.  There, victims will be encased in a sticky combination of paper and wax and an egg laid in the victim's body. This egg will hatch in 2-8 days, and the grub that emerges will do 1-6 hp damage to its host each hour until the host is dead, at which point it will emerge as a fully formed larva.  If still in the wasp lair where the other wasps can protect and feed it, this larva will mature in another 15-20 days into an adult were-wasp that will have the victim's features when in human form.

Like other lycanthropes, were-wasps can only be hit by silver or magical weapons when in animal form.

Were-wasps often hide their lairs in abandoned buildings or in caves or tunnels with easy access to the outdoors for foraging.