| Loudwater and Environs as Ed never imaged. |
Wednesday, July 31, 2013
Choosing a Backdrop
Tuesday, July 30, 2013
Establishing Boundaries in the Realms
Monday, July 29, 2013
Back to Faerûn
Thursday, April 26, 2012
Submitted for Consideration for Your Next Campaign
Graymoor either lies to the southwest of the Egg of Coot or exists in a parallel plane of existence. In either case, it is a land where sword & sorcery meets film noir. A land of shadows and mist, conspiracies, paranoia, trench-coated adventurers, and sultry femme-fatales. Sounds like the perfect cure for the high fantasy blues!
Or, it's a lonely county along the Atlantic coast (on either side of the pond), where the waves crash against the jagged rocks, crumbling manors cling precariously to the edge of cliffs, and the nights are broken by the sound of screams or howls that may not be animal in origin.
Monday, February 13, 2012
White Box to the Rescue!
Tuesday, January 24, 2012
Kingmaker
Ever since Paizo released the Kingmaker Adventure Path back in 2010, I’ve had a lingering itch to play it. When a friend lent me the first module in the series, I read it halfway through before putting it down. Not because I was disgusted with it, but because I really hoped that one day someone would run it and I’d have the opportunity to visit the Stolen Lands for myself. After a year and a half of holding onto that hope, it finally became apparent that nobody was going to run it for me and I’d have to take on that burden for myself. And thus, my latest campaign was born.
Monday, June 6, 2011
Dungeon Crawl Classics RPG Beta: 6/8/11
Thursday, April 28, 2011
S&W WB Acquired
That vein of thought has managed to merge itself with a discussion I had with someone a few weekends ago, and I'm now thinking of coupling it with Swords & Wizardry White Box.
I'm aware that the WB rules remain available, but part of my idea involves taking a seed and nurturing it to its ultimate end--for weal or for woe. Thus, BHP White Box is almost ideal for my purposes.
Having just missed an eBay auction for one, I thought I'd cast my net upon the waters of my readers and see if someone has a gently used set they'll never find a use for. If so, before you put it up on eBay or offer it up to Noble Knight, drop me a line and we'll see if we can come to terms in either cash or swag.
Thursday, February 10, 2011
The Acererak Caper
As I was out walking yesterday, The Tomb of Horrors burbled up to the surface of my thoughts for some reason. As my readers undoubtedly know, that module is largely considered to be the most challenging dungeon ever written. In fact, the Tomb of Horrors is so notorious that I’ve had younger gamers, ones who’ve never even seen the module in the figurative flesh, tell me with complete and utter sincerity that it is unbeatable and that everyone who enters the Tomb dies. They don’t believe me when I tell them otherwise.
Personally, I’m of the school of thought that there are no truly unbeatable dungeons or deathtraps—provided one has a fair referee and enough time and money to spend. I maintain that the Tomb can be navigated with greatly reduced risk if a) the referee is neutral, and b) you’re willing to take a financial and magical loss on the venture. Again, when I mention this, these younger gamers assume I’m talking about buying every last sheep in town and driving them ahead of the party to serve as mine detectors when they explore the tomb. Not so, my friends.
The key to defeating the tomb is patience, money, and research, not livestock. One of the great things about the Tomb is that, when inserted into a campaign setting rather than used as a one-shot, there is no time limit present when confronting the lich’s crypt. This gives the smart and cautious player all the time in the world to plan his foray before he gets within sight of that skull motif hill.
In a world where sages can be paid vast sums to dedicate all their time to researching the past and unearth forgotten scraps of information, why not do so? When priests quite literally have access to the knowledge of the gods, who wouldn’t consult them to inquire what lays beyond the entrance to the Tomb? Genius mages can cast spells that access other planes of existence or delve into legend to retrieve scraps of knowledge, so it would be foolish to not hire their services. And in a milieu where magic items exist that can detect traps, contain spells of augury or divination, see through illusions, detect poison, magic, and evil, reveal secret passages, and otherwise access the unknown and unseen, why wouldn’t you take as long as was necessary to buy, beg, borrow, and steal those items to take with you?
It then occurred to me that all this prep work was the fantasy equivalent to putting a crew together in a heist film. Why not make the entire campaign one big heist job with the Tomb of Horrors as the once-in-a-lifetime score?
The set-up would be simple enough. First, figure out what treasure makes the players drool and stash it in the Tomb. Staff of the Magi? It’s in there. Hammer of Thunderbolts? Acererak stole it. A diamond the size of a baby’s head? The lich has six of them.
Then start the players off at first level and let them know exactly what’s in the Tomb. Give them a scrap of information to get them started and then let them figure out how to get it. They’ve got 10-14 levels to plan their heist.
The result would be a sandbox-style campaign with a definite end game. The players would have to determine what information, equipment, magic items, favors, assistants, etc. they would need to breach the tomb and then figure out how to get access to that material. This would lead them to tracking down the possible resting places of a gem of true seeing or a wand of secret door and trap location. They might have to do a few favors for the Great Oracle in order to gain her favor so she will contact the gods to see within the tomb. A council of mages might need pacification before they’d agree to use their crystal balls and legend lore spells to peer beyond the veil. And, of course, the Thieves Guild is going to want in on a heist like this…
To make it true to the heist genre, you could even start the campaign with a single PC and have him decide who to recruit. As he puts his list of needed accomplices together, the other players come in as possible candidates, leaving it up to the first PC and his player to best determine how to go about recruiting them to participate in the caper. Now would also be the time to slip in a mole or secret rival too.
Like any sandbox, this would require a lot of prep work for the referee, but with a predetermined campaign goal to consider, he could concentrate his efforts on people, places, and things related to the ultimate heist. No need to design a ten-level megadungeon, just lots of little dungeons that hold secrets and heist-related magical items, for example. You could even use James Raggi’s The Grinding Gear as a low-level dry run to give the PCs an idea of what sort of challenges lie ahead.
One thing that would be required of the referee is complete 100% fairness. The Tomb’s a tough nut, and with it as the focus of the campaign, he might even want to make it 25%-50% more deadly ahead of time. Although, once that’s done, he can’t toughen it up again later on down the line if the PCs become better prepared than anticipated. If the players are smart and take steps to learn and overcome the Tomb’s dangers, they should be rewarded for doing so and not have to face a Tomb “adjusted for their challenge level.” On the other hand, if they fail to make the correct preparations, there’s nothing wrong with the campaign ending with the death of everyone.
Ladies and Gentlemen, I think I have the concept for the next Labyrinth Lord campaign I run.
Tuesday, January 11, 2011
“Roont Urt”
Assuming I continue with the Gamma World plan, I intend to run it as a wide-open sandbox. My re-acquaintance with the rules has shown me not only how suitable Gamma World is for this type of campaign, but it actually seems to be the default setting for the game—something that escaped me in my youth. With more wisdom and greater experience in this type of campaign, I foresee a heck of a lot of fun in exploring a post-apocalyptic sandbox.
I’ve started doing the initial planning for a Gamma World sandbox by following Rob Conley’s incredibly useful step-by-step process. Although certain other projects got in the way of progress, I have completed the first step: the initial conceptualization of the larger world in which my sandbox will be located. Although a simple one-page sketch map is suggested, I’m more of a poster paper/colored pencils man. After all, why settle for sketching when you can create art!
I didn’t worry too much about pinning down scale at this point and size. This map is more in preparation for the day the characters find a bubble car and start zooming around the lower atmosphere (intentionally or not) and set down in some unknown region of the world, henceforth known as “Roont Urt” rather than the more prosaic “Gamma Terra.” If things look a little askew, that’s completely intentional…and part of the fun of exploring the campaign world. The initial sandbox would likely be set in the orange region in the lower left-hand portion of the map, right around where that mountain chain ends in a “Y”.
Next step: Naming regions.
Monday, January 3, 2011
Anyone Need a Motto for 2011?
There is a saying amongst wine aficionados that goes, “Life is too short to drink cheap wine,” and one must admit that there is a certain wisdom in those words regardless of whether you imbibe or not. Our time here is limited and we already spend much of it doing things we’d rather not have to. So why on Earth would we settle for anything less than the best when it comes to the things we do enjoy? It is with this mindset that I present to you a motto for 2011:
“Life is Too Short to Play Bad Games”
I’ve spoken briefly on this subject previously, but I think it bears repeating, especially with a brand new year ahead of us. You should all be out there playing the game you want with the group you want and should never settle for anything but the best in your gaming entertainment. You can be playing the title you want with the players you prefer—provided you’re willing to put the effort into making it happen. Some games might be easier to find groups for than others, and you might get lucky with the first gaming group you build, but it’s much more likely that you’ll eventually find who and what you want to be playing with if you keep up the effort.
Need proof? Look no further than fetish websites and forums (and by “look” I mean that figuratively if you’re at work right now). There are a whole bunch of people in this world whose freak flags flutter in some pretty bizarre winds, yet they’re finding people to play their various games with. By that measure, your desire to play that wonky home-brewed Castle Falkenstein campaign you made up that time you dropped acid isn’t quite so unlikely now, is it? You might have to make a few attempts to get the perfect mix, but nothing comes easy in the world and you’ll find the effort is far outweighed by the reward.
I’ll mention that when I say “bad games” I’m not making any value judgments on what title you enjoy. What gets me going might not do the same for you and vice versa, but all that means is we probably shouldn’t be playing in one another’s groups and be out finding our comrades in dice (or chips or cards or whatever). In any case, I wish you luck and may you find your perfect group of gamers and most excellent campaign in 2011.
Saturday, December 11, 2010
Background for Tomorrow's "Out of the Box" Game
Here's the one-page background sheet. Everything above the "***" is me; the rest is minutely changed Gary.
Eons ago, the world was a place of wonder, a dreamland unimaginable to those who now toil beneath the uncaring skies. It was said that Man knew magics then that rivaled the gods, and that hunger, suffering, and war were unknown.
Then came the Dragons.
Screaming from out of the void beyond the stars, they came to the world without warning, burning all they encountered and poisoning the land with their caustic breath. Cities were incinerated, the seas became choked with ashes, and the skies blackened with smoke. Mankind took up their arms—weapons of unimaginable power—and struck back at these unworldly foes, bringing their awesome might to bear against a near-indestructible enemy. The legends call this time The Burning, an era which almost brought about an end to all life.
The destruction was catastrophic. Both the dragons’ breath and Man’s weaponry shattered the world in a desperate attempt to destroy one another. Mankind fled back to the caves that birthed them as the dragons reveled in the ruins they had created. The world plunged into an endless winter and small bands of desperate survivors huddled around fires as ice reclaimed the world.
The dragons, with nothing left to burn and little to devour, turned on one another, wreaking further destruction as they battled. Finally, when only the strongest of wyrms remained, they laid clutches of eggs in the ashes and returned to the void from whence they came.
That was three millennia ago. Man and his cousins—the elves, dwarves, and halflings—struggle to reclaim their shattered world. Much has been lost and many wonders will never again be seen, but civilization is again rising from the ruins. Through hard work, constant struggle, and endless vigilance, Man has again left the caves behind to reclaim the world it once owned. And although the Great Dragons have fled, there are other threats to Man’s future.
When Man emerged from the safety of the mountains, he found that a new enemy awaited, one spawned from the primal forces of Chaos that roiled across the destroyed paradise he once called home. In the lands to the East arose the Cruels, beings of dark and malicious power who wish to keep the world embroiled in turmoil and strife. Locked in constant struggle with the forces of Law, it is now these Chaotic Lords that threaten the Realm of Men.
***
The Realm of mankind is narrow and constricted. Always the forces of Chaos press upon its borders, seeking to enslave its populace, rape its riches, and steal its treasures. If it were not for a stout few, many in the Realm would indeed fall prey to the evil which surrounds them. Yet, there are always certain exceptional and brave members of humanity, as well as similar individuals among its allies - dwarves, elves, and halflings - who rise above the common level and join battle to stave off the darkness which would otherwise overwhelm the land. Bold adventurers from the Realm set off for the Borderlands to seek their fortune. It is these adventurers who, provided they survive the challenge, carry the battle to the enemy. Such adventurers meet the forces of Chaos in a testing ground where only the fittest will return to relate the tale. Here, these individuals will become skilled in their profession, be it fighter or magic-user, cleric or thief. They will be tried in the fire of combat, those who return, hardened and more fit. True, some few who do survive the process will turn from Law and good and serve the masters of Chaos, but most will remain faithful and ready to fight chaos wherever it threatens to infect the Realm.
You are indeed members of that exceptional class, adventurers who have journeyed to BLUESTONE KEEP in search of fame and fortune. Of course you are inexperienced, but you have your skills and a heart that cries out for adventure. You have it in you to become great, but you must gain experience and knowledge and greater skill. There is much to learn, and you are willing and eager to be about it! Each of you has come with everything which could possibly be given you to help. Now you must fend for yourselves; your fate is in your hands, for better or worse.
Ahead, up the winding road, atop a sheer-wailed mount of stone, looms the great KEEP. Here, at one of civilization’s strongholds between good lands and bad, you will base yourselves and equip for forays against the wicked monsters who lurk in the wilds. Somewhere nearby, amidst the dark forests and tangled fens, are the Caves of Chaos, the Shunned Stronghold, and the Haunted Keep where fell creatures lie in wait. All this you know, but before you dare adventure into such regions you must become acquainted with the other members of your group, for each life will depend upon the ability of the others to cooperate against the common foe. Now, before you enter the grim fortress, is the time for introductions and an exchange of information, for fate seems to have decreed that you are to become an adventurous band who must pass through many harrowing experiences together on the path which leads towards greatness.
Friday, October 8, 2010
Engaging the Weird Gear
Stop on by if this sort of thing sounds like your cup of ichor.
Tuesday, September 14, 2010
Countdown to Armageddon
Tuesday, March 16, 2010
Stocking the Hexmap
In lieu of such tools, I’ve been experimenting with various types of dice to see what the results spread would be if I decide to randomly stock the map. I divided the map, which is 17 x 25 hexes, into five sections comprised of 85 hexes each (five columns of 17 hexes). I then when through the sections rolling a different type of die for each hex found within. On a roll of 1, I made a note that a ruin or something similar is found in that hex; on a result of a 2, a lair would be encountered. What follows are the results for each:
Method I (d6): 25 events (30% of the total hexes)
Method II (d8): 23 events (27% of the total hexes)
Method III (d10): 17 events (20% of the total hexes)
Method IV (d12): 15 events (18% of the total hexes)
Method V (d20): 12 events (14% of the total hexes)
Leaving out castle and citadels for the moment, I’m thinking that Methods III & IV give me the nicest percentage for a pulp sword & sorcery campaign. I don’t want the PCs tripping over something every few hexes, but don’t want to make overland travel uninteresting. Does 18%-20% of the map sound about right to you folks? Anyone know the Wilderlands breakdown off hand?
The random method has also produced a few groupings of results, where two or more lairs/ruins lie next to each other. I’m thinking about turning those results into a single, large ruin or lair rather than numerous smaller ones. Right now, however, I’m still experimenting with the results.
For those of you who have stocked hexmaps of your own, how did you go about it? Did you use a random method, perhaps one suggested in some rulebook that I’ve overlooked, or did you just place sites and encounters as you saw fit? Or maybe some combination of the two? I’d be very interested in exploring other options so please comment away.
Thursday, March 11, 2010
A Post By Lord Byron
DarknessOne of the benefits of having an English Lit degree is being well-versed in poetry. I was searching out "Ozymandias" when I rediscovered the above poem by Lord Byron. I'm certain old George Gordon didn't know it at the time, but he graciously gave me the name of the new campaign in this piece--to paraphrase line 10, the campaign will be known as "Watchfires and Thrones," both of which appear in abundance in the sword & sorcery literature that I'm drawing inspiration from.
I had a dream, which was not all a dream.
The bright sun was extinguish'd, and the stars
Did wander darkling in the eternal space,
Rayless, and pathless, and the icy earth
Swung blind and blackening in the moonless air;
Morn came and went--and came, and brought no day,
And men forgot their passions in the dread
Of this their desolation; and all hearts
Were chill'd into a selfish prayer for light:
And they did live by watchfires--and the thrones,
The palaces of crowned kings--the huts,
The habitations of all things which dwell,
Were burnt for beacons; cities were consumed,
And men were gathered round their blazing homes
To look once more into each other's face;
Happy were those who dwelt within the eye
Of the volcanos, and their mountain-torch:
A fearful hope was all the world contain'd;
Forests were set on fire--but hour by hour
They fell and faded--and the crackling trunks
Extinguish'd with a crash--and all was black.
The brows of men by the despairing light
Wore an unearthly aspect, as by fits
The flashes fell upon them; some lay down
And hid their eyes and wept; and some did rest
Their chins upon their clenched hands, and smiled;
And others hurried to and fro, and fed
Their funeral piles with fuel, and looked up
With mad disquietude on the dull sky,
The pall of a past world; and then again
With curses cast them down upon the dust,
And gnash'd their teeth and howl'd: the wild birds shriek'd,
And, terrified, did flutter on the ground,
And flap their useless wings; the wildest brutes
Came tame and tremulous; and vipers crawl'd
And twined themselves among the multitude,
Hissing, but stingless--they were slain for food.
And War, which for a moment was no more,
Did glut himself again;--a meal was bought
With blood, and each sate sullenly apart
Gorging himself in gloom: no love was left;
All earth was but one thought--and that was death,
Immediate and inglorious; and the pang
Of famine fed upon all entrails--men
Died, and their bones were tombless as their flesh;
The meagre by the meagre were devoured,
Even dogs assail'd their masters, all save one,
And he was faithful to a corse, and kept
The birds and beasts and famish'd men at bay,
Till hunger clung them, or the dropping dead
Lured their lank jaws; himself sought out no food,
But with a piteous and perpetual moan,
And a quick desolate cry, licking the hand
Which answered not with a caress--he died.
The crowd was famish'd by degrees; but two
Of an enormous city did survive,
And they were enemies: they met beside
The dying embers of an altar-place
Where had been heap'd a mass of holy things
For an unholy usage; they raked up,
And shivering scraped with their cold skeleton hands
The feeble ashes, and their feeble breath
Blew for a little life, and made a flame
Which was a mockery; then they lifted up
Their eyes as it grew lighter, and beheld
Each other's aspects--saw, and shriek'd, and died--
Even of their mutual hideousness they died,
Unknowing who he was upon whose brow
Famine had written Fiend. The world was void,
The populous and the powerful--was a lump,
Seasonless, herbless, treeless, manless, lifeless--
A lump of death--a chaos of hard clay.
The rivers, lakes, and ocean all stood still,
And nothing stirred within their silent depths;
Ships sailorless lay rotting on the sea,
And their masts fell down piecemeal: as they dropp'd
They slept on the abyss without a surge--
The waves were dead; the tides were in their grave,
The moon their mistress had expir'd before;
The winds were withered in the stagnant air,
And the clouds perish'd; Darkness had no need
Of aid from them--She was the Universe.
Course of Empire
The series had a sizeable impact on my decision to swap campaign worlds. Not only are they wonderful pieces of art, but they inspire me to explore that very same topic of the rise and demise of culture.
The Savage State
The Arcadian or Pastoral State
The Consummation of Empire
The Destruction of Empire
Desolation
Wednesday, March 10, 2010
Intellectual Stickup Artist
For the record, I’m hoping it’s an oscillating universe: the idea that this universe may just be one turn of many on the cosmic wheel speaks to me on a deep level. But the other reason I’m an oscillating universe fan is what it might mean for time. Although we obviously can’t know for certain, there is one theory that, as the universe contracts, the flow of time will also reverse itself, perhaps allowing that which has once been to be yet again.
It’s a fun theory, one good for cocktail parties or in between bong hits and I’ve never forgotten it (despite the cocktails and bong hits). I’ve long wanted to do something with it in a game, but since I’ve never been one for GURPS Time Travel or the Doctor Who RPG, the opportunity hasn’t appeared—at least, until now.
As T.S. Eliot wrote in a review that is forever being misquoted or paraphrased: “Immature poets imitate; mature poets steal; bad poets deface what they take, and good poets make it into something better, or at least something different.” Now, I may be mature or immature, but I’m certainly going to be stealing from all those authors who I listed as influences to build this new campaign world. The trick was trying to decide how to squeeze all the bits that interest me into a single setting without cluttering up the place. The oscillating universe theory allows me to do exactly that.
This new setting is one where the universe is contracting and the previous ages of the world now are being replayed. From the pinnacle of evolution and scientific advancement, the world has now devolved into a new ancient period; a time when civilization was still a new phenomenon and the world a much rawer place. Because of the collapse of linear time, empires that are simulacra of previous eras have risen again and the events that have occurred long, long ago are being reenacted with new roles cast in the cosmic play.
As the world resurrects its ancient empires in new guises, it’s also become a temporary sanctuary for beings from the stars that have fled their planetary homes ahead of the inward collapse of the universe. On this world, some of these races hide amongst the teeming masses, some raise themselves as gods, and others merely gorge themselves on the unwitting inhabitants.
Because of the fluid nature of time, most of the world is completely unaware that the cosmic clock is winding down. Time still seems linear, although the past has become a muddied thing. Those wise enough or mad enough to perceive that the universe is in its death throes have fled this world to other dimensions, universes, or at least worlds closer to the universal center. In their wake, they’ve left behind the gates, platforms, and portals that lead to these unexplored places. Most of these portals were one-way, but a few have allowed things from other dimensions to walk in this world unannounced. And as time continues to break down, relics from previous ages begin to take the stage again. Maybe a cluster of dinosaurs has returned to play out that epoch in some peaceful valley or dark jungle.
I think I’ve just about stolen from everyone with this setting. Dying world? Check off Vance and Smith. Ancient empires that look familiar and exist side by side? There’s my nod to Howard’s Hyboria. Aliens from the outer black terrorizing this world, hiding amongst us, or being worshipped as gods? Paging Mr. Lovecraft. I think you can squeeze Burroughs’ Martian tales in with either the dying world, the relics from other times, travel to other worlds, or—oh! Did I mention this world is hollow? I don’t quite have a suitable Moorcockian antihero vibe going, but I’ll leave that up to the PCs to explore. They’ve got a good start on “shades of grey” Leiber urban fantasy motif.
The one thing that I don’t want to do is make this too much of a sci-fi setting dressed up in magical armor. Others are already doing a much better job of that. The pulp swords & sorcery theme allows me to throw a bit of sci-fi in if I so please, but it’s not going to be a recurring event (other than the alien angle but that’s more of a “look what came here by flying through cold vacuum” thing than “Hey, a saucer just landed!”). This is why I latched onto universal collapse instead of nuclear war as the reason for a return ancient civilization levels. There’s less rayguns and hard radiation hanging around that way.
Of course, this is all just a framework for my benefit and none of it really impacts the characters. They’re just adventurers out for coin, fame, and glory. Having this sort of structure in the back of my head serves me by providing loose guidelines as to what I can include and yet still have an overall pattern to the mess. Even that is tertiary to the players’ and my own enjoyment.
It’s not the greatest campaign concept ever but I’m not looking for that. I just want to find an angle that keeps me and the players excited and coming back for more. This one seems like the perfect balm for a soul weary of a pseudo-medieval fantasy setting and I’m looking forward to building on this framework and eager to see what the players (and their PCs) do with it.
Campaign Kickoff
But, just to give you a general sense of where the campaign stood on Sunday afternoon and to introduce the PCs who may be referred to in future blog posts, here’s a brief recap of the first session:
The PCs
Bannath: Hunted cleric of Yg, Father of Serpents. The Yg sect has been all but eradicated in these lands—a development Bannath intends to correct.
Danek “Armbreaker”: Dim-witted man-at-arms. A charismatic warrior once you get past the mouth-breathing and slack-jawed stare.
Malbane the Green: A novice magic-user whose talent for climbing comes in handy in a scrap.
Mordakis the Silent: A horribly scared dwarf. As if his scars weren’t bad enough, Mordakis’ tongue was cut out, leaving him mute.
Reddannon: Red-headed cleric of Uun the Unknowable (until we flesh out his religion that is).
Syl: A fighter who pursues his vocation with quiet competence.
The Introductory Scenario
The characters had arrived several days ago in Rhuun, a trade outpost on the edge of the Desert of Demons. For different reasons, each was looking for the anonymity and opportunity that this wasteland settlement could provide. Unfortunately, a three-day-long dust storm effectively closed the town down, making sleep and finding employment almost impossible.
Just as things were about the get desperate, each of them were visited by a sending from the sorcerer, Jathal the Hexmaker, who promised them work and coin if they arrived on his doorstep before the Hour of Scorpions the following day.
The next morning saw our six PCs standing on the portico before Jathal’s house. After brief introductions and confirmation that they all received the same sending, the six were granted entrance by the sorcerer’s seemingly mute slave.
Inside, the lanky wizard offered the assembled adventurers 50 gold jitais and his good favor if they would provide him with the skull of Athkul, a sorcerer of modest repute whose tomb lay in the Hills of Scowling Bones just northwest of town. Eager for coin, the sextet departed after gathering their gear and filling their wineskins.
From a map provided by Jathal, they had no difficulty finding the lopsided pyramid that served as Athkul’s tomb. Venturing within, they found a large temple chamber which seemed empty aside from peeling frescoes, pillars inscribed with an alien alphabet, and an unearthly idol placed in a niche above an altar of volcanic rock. At least, it seemed to be an idol.
When the black-bronze and bat-winged thing launched itself from its perch to fall upon them, the PCs unleashed a hail of missiles at strange creature and striking it down before it could injure any of their band. Having proven their merit in battle, the six continued to explore the tomb, uncovering a large cell haunted by skeletons (which proved little threat with two clerics in the group), a room full of religious accoutrements (where they lifted some silver candlesticks and decided to don the midnight-blue robes they found there”just in case”), and a empty study /library that was overseen by the mosaic of a bald, bearded man. Despite a thorough search and the fact that the mosaic seemed to be focusing its attentions on a certain stone table, nothing was discovered therein.
Finding the stairs to the tomb’s lower level, the party ventured deeper into the complex. A walled-up niche was broken open to release a desiccated corpse that even the clerics’ mighty faith could not dispatch (but spears and axes could) and which held a well-made falchion of possible enchantment. A fight with a few more skeletons (quickly turned) and a giant scarab beetle (quickly squashed) left the party facing a door that leads still deeper into the complex…
Tuesday, March 9, 2010
Under the Influences
If boiled down to its essence, R’Nis drew much of its influence from Tolkien (both the books and the various animated features based on his work), the King Arthur cycle of tales, the first two Dragonlance trilogies, with a dash of Gygax’s first two Gord novels. It was a world biased towards high fantasy. My teenage years saw me using the Forgotten Realms as a campaign world, which also hews close to the high fantasy tradition so there wasn’t much happening to expand my tastes in genre.
It was only during my college years that I got the opportunity to sample from a much broader array of fantasy literature. For some unknown reason that I’m extremely grateful for, my college library had the entire Gray Mouser and Fafhrd books in its collection. Prior to this I only knew of the twain from my dog-chewed copy of Deities & Demigods (although that was more than enough to stoke my interest in learning more). Remember that this was still a time when the Internet was a strange new thing and Leiber’s work was hard to find in print, so uncovering the complete series in an academic library was something of a minor miracle. I sat down and promptly devoured the books.
The result of this bibliomantic feast was that I completely changed my attitude about what I thought D&D should be about. Being a young man at the time, I was already predisposed towards a fantasy atmosphere that was a bit darker, a bit grittier, and a lot less highfalutin than I’d been using for years—I just didn’t know how to invoke it. Leiber started me down that path and remains one of my top five influences on the game.
After Leiber came Lovecraft. Again my college had a sizeable Lovecraft collection, mostly stemming from the fact that Robert Waugh, a Lovecraftian research of some renown, was (and remains) a member of the college’s English department. I had the pleasure of taking a poetry course taught by Professor Waugh during my undergraduate career and his occasional Lovecraft aside reintroduced me to Howard Philips.
Moorcock follow Lovecraft, and a second-hand copy of Edgar Rice Burroughs’ second Martian Trilogy showed me that he could do more than Tarzan, but it would be several more years before I experienced pure, unadulterated Two-Gun Bob. I never read the Lancer/Ace editions of Howard’s and other’s Conan tales when I was younger, experiencing the barbaric tales of the Cimmerian through Marvel’s Conan comic book and later The Savage Sword of Conan. I witnessed the Schwarzenegger film once it reached cable (having to wait until everyone was asleep before viewing such verboten video), but never experienced undiluted Howard until the recent Del Ray editions. Damn near criminal of me, I know.
I never heard much about Jack Vance other than he had some influence on the D&D magic system, so when I purchased Tales from the Dying Earth omnibus in 2000, I was again both pleasantly surprised and furious with myself for missing out on Vance’s prose for so long.
But the ultimate influence still remained to be discovered and the route to it was a roundabout one. In 2001, I walked into a used bookstore in Long Beach, CA. On a dusty shelf at the dim rear of the store, I chanced upon a copy of Shadows Bend by David Barbo. The novel is pure fiction, postulating what might have occurred if the Cthulhu Mythos were real and Lovecraft and Howard teamed up to battle them. I was acquainted with Lovecraft and Howard at this point so the novel was entertaining in that aspect. As the events in the novel unfurl, the two writers find need of further wisdom and seek out the Bard of Auburn, Clark Ashton Smith, for assistance.
At the time that I purchased the book, I had just returned to L.A. after spending nine weeks in Auburn, CA. Due to my unfamiliarity with Smith, I didn’t know the significance of that town until after I read Shadows Bend. Of the three writers in the book, it is Smith that is portrayed as the most level-headed and well-adjusted of the Weird Tales Trio. With Howard’s mother issues and Lovecraft’s numerous peculiarities as a counterpoint, Smith ends up displaying all the qualities one would normally associate with the hero of the tale, even to the extent of bedding the love interest that Howard is too insecure to woo and Lovecraft too disinterested. This portrayal of Smith, which I later learned to be an accurate one, piqued my curiosity and I wanted to learn more about an author I had previously only associated with Castle Amber.
It would take until 2008 before I finally got my hands on The End of the Story, the first volume of his collected works. I was absolutely stunned by Smith’s imagination and wordsmanship. My only disappointment was that, despite living the longest of the Howard-Lovecraft-Smith trio, Smith only wrote fantastic fiction for such a brief period. I wish the well of his fantasies was a much, much deeper one to draw from. Smith is the second-biggest influence on my believes as to what a fantasy campaign could and perhaps should be, and only misses out on being number one because I’ve not yet had the chance to fully digest his tales and assimilate them into my own imagination.
Influence-wise, I’ve gone from Tolkien, White, Weis & Hickman, and Gygax to Leiber, Moorcock, Vance, Burroughs, Lovecraft, Howard, and Smith—the two groups are almost polar opposites. With this in mind, you’ll have a better understanding of why I took the dramatic step of throwing away the entire world I had previously used to game with. It just wasn’t going to support the style of play and the imaginative elements that I wanted to experience this time around.
I’ll be following this post up with an overview of the campaign world. In it, you’ll see that I’m not at all ashamed to blatantly steal from my fantasy heroes, especially since it ends up building a world that excites me so much that the energy I’m radiating hopefully becomes contagious to the players. Such are the signs of an excellent campaign and the everpresent hope of the referee.