Showing posts with label assassins. Show all posts
Showing posts with label assassins. Show all posts

Sunday, June 8, 2025

G is for Guilds

I missed the April A-Z Blog Challenge this year, so I'm doing my own...in June. This year, I will be posting one post per day discussing my AD&D campaign, for the curious. Since 2020, this is the ONLY campaign I run. Enjoy!

G is for Guilds and Guildmasters...the kind that rule over thieves and assassins.

All right this is going to be a short one, because I don't have much to say on the subject. There's a lot of information available on the "guilds" of the middle ages that a person can research...for several hundred years they were a major part of urban life and the economy of Europe, acting something like a combination of cartel and trade union, and wielding power and influence over the population...even though they were beholden to the local rulers for their official charters.

The idea of a "thieves guild" is generally attributed to Fritz Leiber's Fafhrd & Grey Mouser books, but so far as I'm aware, his stories little describe how such a guild would function. A better reference (perhaps) is the short story Rinconete y Cortadillo written by Cervantes in the early 1600s which details the indoctrination of two young n'er do wells into a thieves guild operating within Seville. Cervantes's guild is small and shabby, its thieves ridiculous in their grandiosity and professed piety, but one can see how such a thing might function in a medieval setting (i.e. during the time of European guilds). The guild is more of a "gang," the hideout something of a clubhouse, and every thief contributing what they steal to the guild with spoils being divvied out based on rank, function, and seniority. Cervantes's guild includes not just theft, but card sharping, prostitution, and revenge beatings (acting as hired thugs for civilians who don't wish to dirty their own hands). Monies collected are used to maintain their hideout and for bribes to their various "benefactors:"
"...the procurator who defends us, the constable who warns us, the executioner who has pity on us, and the man who, when one of us is fleeing down the street with a mob at our heels shouting: 'Thief! Thief! Stop him! Stop him!' stands in the middle of the street and tries to stem the flood of followers, saying: 'Leave the wretch alone for his luck is hard enough!'...the sisters of charity, who by the sweat of their brow help us as well in court as in jail, and the lawyer; for if he be in a good mood, there is no breach of the law which is rated as a crime an no crime which meets much punishment..."
This is not a "tithe 10% to the guild to operate" kind of operation; rather, if you wish to commit crime in the city, you ARE giving your earnings to the guild (all of 'em) and they will take care of you...in many ways Cervantes seems to see such an enterprise much as a monastery or religious institution (the thieves even refer to themselves as "brethren"), doing the work that God has set them to do. 

The number of thieves in Cervantes's guild number about 20 (before the new apprentices join up), with at least one mentioned outsider thief ("The Jew") who's in need of a beating due to not following orders from the guild. Seville, the capital of Andalusia, had an estimated population of 150,000 people in 1600...although this had grown dramatically from about 50,000 just 70 years prior (this population explosion being born of Seville's granted royal monopoly of trade with the Spanish Americas). Cervantes grew up in Seville, his family moving to Madrid in 1566 when the boy was 19. While he returned as an adult (1596-1600), but the Rinconete y Cortadillo novella may well have been written as early as 1590 (when Seville's population was still only 80,000)...his perception when writing the book may well, have been based on his childhood memories.

This matters to me, because I'm interested in how many organized criminals a particular community can support. In my campaign, there is no town of more than 50,000, and only three towns with more than 5,000 (Port Townsend, city of the elves, has less than 4,600). Given Cervantes's figures as rough estimates, only my three largest towns (Seattle, Tacoma, and Spokane) could support anything like a "thieves guild." Which might, by the way, explain why any thief of any degree of skill would seek a life of adventure outside of an urban environment; it would certainly explain all the elven thieves I see running around the setting.

On the other hand, it might be that there are PLENTY of thieves in even moderately sized townships...they just don't fall under the protection/province of any particular "guild" (and, thus, getting caught results in facing the full penalty of the law; another reason for thieves to leave home and adventure elsewhere). 

Suffice is to say that, despite calling themselves "guilds," any such den of thieves is nothing more than a gang operating in a particular territory or area, unsanctioned by the local rulers, and set-up pretty much the same as any hideout built by a 10th level thief (as per the rules in the PHB). All apologies to Leiber, there are no vast networks of organized Mafia types running rackets, just independent operators and their "families" operating outside the law and squabbling with rival gangs that pop up and horn in on their territory.

Now assassins are a different matter: all assassin missions are contractual by nature with set costs based on rank and ability. As such, there must be a wider organization that they operate out of...and, yet, there are far fewer assassins (trained in poison, murder and disguise) than there are thieves. A single "Grandfather" of assassins seems appropriate for a campaign setting of my size, but what about all the 14th level "guildmasters?" The PHB provides specific instructions on assassins guilds, but I'm only inclined to place them in the Big Three (human) cities...which provides good justification for why most demi- and semi-humans in my campaign are limited in the level they may obtain as an assassin. Doesn't really explain orcs, though...unless unlimited orcish advancement is tied to the racial identity of the current Grandfather/Grandmother of Assassins?

Yeah. That sounds about right.

So, rather than multiple guilds there is only ONE "assassins guild" in my campaign, although there are "masters of the guild" (i.e. the 14th level "Guildmaster Assassins") who act as a sort of "section leader" in the major population centers (including Boise, Portlandia, and Vancouver, B.C.), and it is only in these places that contracts can be handed out (and cashed in)...although emissaries from other towns may travel to achieve their services, and independent operators (i.e. the player characters) may be contracted at the standard rates by anyone. 

Unlike the thieves guild, I think that the assassins ARE officially sanctioned by the powers that be. By giving them a measure of autonomy and ability to function, the rulers are able to exert some control over their targets (i.e. preventing them from targeting the rulers themselves). They serve as both a weapon and a means of detente, as the threat of assassination stays every ruler's hand from creating national crises through reciprocal murder vendettas. 

As for the location and identity of the Ruler of All Assassins...well, that remains a mystery at this point. Even to me.

Sunday, June 1, 2025

A is for Alignment

I missed the April A-Z Blog Challenge this year, so I'm doing my own...in June. This year, I will be posting one post per day discussing my AD&D campaign, for the curious. Since 2020, this is the ONLY campaign I run. Enjoy!

A is for Alignment. A funny place to start when it comes to talking about one's campaign but, I think, a necessary precursor to understanding how my world runs.

As with most DMs, I have "modified" the AD&D game rules in a number of ways. Unlike most DMs, these modifications are few in number and generally quite small in the grand scheme of the game; most are designed (in part) to ease speed of play. 

Removing alignment, however, is no small thing.

Still, I've done it, and am quite satisfied with the result. Humans (and human-like elves, dwarves, halflings, etc.) are capable of doing good and evil, acting lawfully and chaotically and are not so simplistic to model as stock characters from a morality play. Actions have consequences; it is important for the Dungeon Master to keep this in mind because (when he/she does so) issues related to "bad behavior" tend to take care of themselves.

But the game...

Well, the D&D game created alignment originally to distinguish the two sides of the (war gaming) table. There were the forces of LAW (i.e. "good") and the forces of CHAOS (i.e. "evil") and then there were "neutrals" who might fight for either side, depending on their whim (this was long before the advent of "True Neutrals" who refused to fight for any side...). 

Over time, these assignations grew muddled in complexity, as LAW ceased to mean "good" but rather "order and organization" while CHAOS ceased to mean "evil" but rather "freedom and wildness." Having multiple factions certainly makes for more interesting gaming (and more asymmetrical war gaming) than just "Side A" versus "Side B," but it hardly models the complexity of life, where actions are determined by degrees of ambition and pride and fear and self-interest and love and joy and...well, all the things. All the stuff; "the usual" (or, just, "the ush") as they say.

But then, how does that work with the cosmology of D&D? How do paladins and assassins get along? Why do we kill orcs and goblins? How the heck are we supposed to know if clerics are being granted their spells?  And what about all those alignment-based spells and magic items?

Here's how I approach these things in my campaign:

With Regard To Monsters (and Character Classes): 

Think of "alignment" as a short-hand for the general attitude/perspective of a class/species from the point of view of a human; D&D is human-centric, after all.  Any creature with a "good" alignment is generally "pro-human" or (rather) "pro-human values;" any creature with an "evil" alignment is "anti-human."  SO, "good" dwarves and elves and halflings like and value humans and treat them in as friendly a manner as humans treat each other. Admittedly, humans have a long history of robbing, raping, and killing each other so this might translate to "not-so-friendly," but it's a good enough starting point and things being equal they're generally willing to work with humans so long as it suits their interest.

"Evil" creatures, on the other hand, have a history of conflict and antagonism with humans and their allies (i.e. creatures that get along with humans or that humans would view as "good"...like dwarves and elves). It doesn't mean they're inherently evil or bad or spawned of Satan (at least, with regard to non-planar creatures) just that...historically...they've been on opposite sides of the battlefield more often than not.

Paladins and rangers (traditionally "good" aligned classes) are characters that champion HUMANS and their allies. As fighters, they are warriors, killers, and destroyers of things that would harm or threaten humans. That is what they are trained to do; although they have different training from each other.

Assassins (traditionally "evil") place no particular value on human life...being trained as professional murderers, a human is only "valuable" insomuch as it affects the fee they charge to end it. Meanwhile, thieves' traditional "non-good" designation aptly describes their cavalier attitude towards other humans' property (being trained in the larcenous arts). 

"Lawful-ness," then, is simply an estimate of whether or not a particular species operates in an ordered and civilized fashion..."civilized" again being from the perspective of humanity. Do they have hierarchy? Bureaucracy? Laws? Most of the humanoid monsters found in the Monster Manual (and, thus, in my campaign world) fall into this category...they are as organized with regard to trade, agriculture, and warfare as any human society.

"Chaotic-ness" on the other hand, is not just the absence of law and order, but an abhorrence of it, and a a wanting to smash the social norms and niceties of (what humans would call) 'polite society.' Bugbears are something OUTSIDE the hierarchy of other goblinoids...a throwback species (like a neanderthal or sasquatch), insane individuals too large to kill that have been driven into exile, or perhaps some ogrish-hybrid...who knows? Ogres are just too big and un-refined to have ever developed anything like a "society;" they are at the top of the food chain and they enjoy being there. Gnolls are something like the beastman marauders found in the Warhammer world...they are as close to a demon-worshipping barbarian horde as anything you'll find in my world. And elves...well, let's just say most humans tend to stay the hell out of elven cities (there's only one), as they're something akin to Moorcock's Melniboneans; they'll get their own post in this series.

As far as classes go only the monk and paladin have a requirement for "Lawful-ness" and this simply indicates that they must follow a strict hierarchy and discipline with regard to their profession. Monks are beholden to their monastic order and must follow its dictates; paladins are the same with regard to their church. Here, the alignment restriction (again...not used in my game!) indicates character classes that are not altogether free from obligation.

And the Neutrals? Well, all the creatures and classes of my campaign are effectively "neutral" when it comes to their actions, self-determination, and self-interest. But with regard to the True Neutral druid, we simply see a sect that is neither concerned with promoting human interest, nor overtly antagonistic to it. For the neutral-leaning bard, the alignment merely describes the free spirit of these drifters.

By the way: any character class can adventure with any other character class in my game.

With Regard To Alignment-Based Magic:

There are only a handful of magic spells in the PHB, mostly clerical in nature, that require alignment to be addressed. Know alignment does not exist as a spell (un-needed). Detect evil detects the presence of unnatural or supernatural presences: the undead, creatures from other planes, and (as noted in the spell description) "evilly cursed magic items" (i.e. magically cursed items specifically designed to do harm). Similarly, dispel evil banishes enchanted and summoned creatures regardless of alignment. Protection from evil is now just circle of protection, a spell that wards out unnatural and supernatural creatures and provides the listed bonus against creatures trying to do harm to the warded character(s).

I should probably note that I long ago stopped using denotations like "protection from good" or "unholy word." To a devil-worshipping cleric, "unholiness" is "holy" and "evil" is "good." While these spells still exist, they do not merit having a reversible version (holy word is always "holy" to the person using it). 

As for magic items of an alignment nature, they generally fall into three categories: items designed to screw with a PC's alignment, items meant to restrict access (benefitting or cursing depending on alignment), and items meant to exert control over its user (like an intelligent sword). In the case of the former (a helm of opposite alignment, for example), they're simply out of the game...it was rare that I would stock such items anyway, even back when I used alignment, as all they ended up doing was giving a player an excuse to engage in unproductive shenanigans OR unfairly stripped the abilities of a PC (paladins, rangers) through no fault of their own.

For magic-swords and other such items (like the Gauntlet in module UK3), I determine what the item's motivations are, and have it exert control in order to obtain those motivations REGARDLESS of alignment. No damage is received from using such an item, unless it's made for a particular type of wielder (a dwarf or a paladin, for example) as is picked up by someone else.

As for magic items that bestow benefits based on alignment...eh, anyone can use it. You want your magic-user to read a libram of ineffable damnation? Have at it...all magic-users gain the benefit (and can likewise benefit from a libram of gainful conjuration, etc.). I want my wizards seeking out forbidden tomes of knowledge, good or evil; that's the stuff of the adventure fiction I grew up reading.

With Regard To Clerics:

Clerics in my campaign still pray for (and receive) magical spells from their deities. They have access to the same spell list, regardless of deity; this list is different from the other spell lists. My long-standing house rule is that they pray for their spells as needed, not in some morning ritual...I've explained this all before

Clerics have tenets of faith and worship that they are expected to practice. Do I bother detailing these? No.

Would it be possible for a cleric to lose their spell powers for failing to follow the dictates of their church/religion/deity? Maybe. I haven't (so far as I can recall) ever ruled as such in any D&D game I've ever run.

Are clerics expected to fight for "good" (or "evil") against their opposite number? Clerics are expected to champion and protect their own faith and that faith's worshippers against those who'd harm or threaten that faith or those worshippers. Sometimes that might mean fighting against a (previous) ally. Sometimes that might mean fighting with a (previous) enemy. Sometimes "protecting the faith" involves rooting out corruption within their own church (i.e. fighting/killing their own clergy or congregation members).

God (and gods) move in mysterious ways.

I don't use the DDG all that much these days. If I were to use it, it would be mostly as a "monster manual" for other planar entities. Yes, I have no issue with high level characters fighting (and possibly slaying) gods...good luck to 'em if they want to try it. I know from experience that it's not all that easy...in fact, I've never seen it done in an ACTUAL game of AD&D. Nope, not even Llolth (and I've run Q1). If a god were slain, I'd expect its worshippers to shift allegiance to whatever god would have them (and that suited their fancy), and would retain all their prior levels/spells/abilities.

Just about the only way I really see a cleric losing their spells would be through some crisis of faith: either a literal "crisis" (our deity has been slain!) or through some curse/geas or vow breaking crisis, of the kind that might require an atonement spell. In the latter case...well, that's the kind of thing that has to be worked out on a case-by-case basis generally through (*shudder*) role-playing. Which isn't BAD, folks, but just isn't something I can pencil down with a hard-and-fast answer. That the AD&D game provides for this potentiality of such a spell being needed speaks to the robustness of the system...you won't find atonement in 5E, just by the way.

[which maybe says something about the unforgivable blasphemy that is 5E]

ALL RIGHTY...that's enough of a foundation in the basic cosmology of my campaign. We'll get to the actual geography of the world (physical and political) in tomorrow's post.

Tuesday, May 31, 2022

Explictica Defilus

I've run N1: Against the Cult of the Reptile God a few times over the years...mostly as a B/X adventure (see these ancient posts, if interested) but at least one time as an AD&D adventure in the early 2000s (before this blog was even a "thing"). That was for my buddy, Kris, but we were both pretty drunk if I recall correctly and I'd never even read the thing...I was just trying to run it as best I could while simultaneously skimming it. A very abbreviated session that didn't go anywhere (as one might imagine).

Welp now, as previously mentioned, I'm running it for my kids, per their request. Haven't yet got around to posting my "first level problems" post (eventually, eventually) but one of the things about playing "no-hold-barred" AD&D: characters die. Sometimes all of them. And then you're left scrounging for low-level resources when what you'd ACTUALLY like to be doing is sending them up against frost giants and kuo-toa.

*sigh*

N1, as I've blathered in the past, has a lot going for it. It also has a lot of problems, especially power curve versus low level adventurers of the type for which it's intended. Some of these things it tries to fix on its own (including a 7th level "ringer" NPC wizard to accompany/aid the PCs); some of it are fixed by getting the rules correct (spirit nagas impersonating deities don't grant clerical spells, so converted clerics shouldn't have any). But still, given the scope of the adventure, I'd hardly call it a scenario for "novice" players...more an intermediate (or tougher!) module for experienced players using low-level characters.

Enter the PCs.

"Investigation" is not my kids' strong suit: problem solving, negotiation, ally building, bold action is their more usual modus operandi. N1 expects players to investigate the town and figure out what's going wrong with it. My players are just looking for adventure. It's definitely not the perfect marriage...they aren't curious about "plot" and "backstory" even when such things might provide them with clues or aid in their problem solving. Here's how things have gone down thus far in our play of N1:

Two zero x.p., first level characters...Salamander the elven assassin and Potter the half-elf fighter...enter the town of Coeur D'Alene drawn by rumors of mysterious disappearances and goings on in the community. After gaining rooms at the Slumbering Serpent Inn, inquiries got them directed to the nearby hut of local eccentric Ramne who, while friendly enough, was rather cryptic and tight-lipped in his conversation. Deciding the old hermit was a dead end they decided to explore the town and, finding the prices at the Golden Grain Inn to be more reasonable, shifted base.

At this point, running low on coins after one too many "simple suppers" the PCs were only too happy to partake of innkeeper Bertrem's free drinks, even as they hobnobbed and traded barbs with the greasiest-looking scallywag at the bar (Derek Desleigh, 4th level assassin). Beginning to feel groggy, and suspecting they'd been drugged, Potter retired to their bedroom while Sal went down to the river to soak his head and sober up. He returned to the Golden Grain Inn just before sundown but found his room empty, his traveling companion vanished into thin air!

Rather than investigate further, Sal decided to wait until midnight, when the inn was shut down for the evening...he then crept downstairs and began a search of the empty common room. Picking the lock on the kitchen door led him to a cellar stair that he descended torch in hand and sword drawn. At first, little of interest was discovered, until his elvish senses detected a secret door that led to a hidden room where he found the odious Derek standing guard over a hog-tied and hooded Potter! Combat ensued, and Derek was defeated by sheer dint of luck and tenacity. Potter was released and the assassin's body searched for goodies, but little was found besides the fiend's short sword and dagger, with which the half-elf armed himself.

The stout, barred door in the corner of the hidden room was ignored in favor of the ladder leading to an obvious trapdoor, which Salamander pushed through, sword in hand. The trapdoor gave way to a bedroom, where a sleeping figure was stirring in a large bed. Sal drove his shortsword through the man's belly before he could fully rouse and a lighted candle revealed the fat innkeeper's startled and death-stricken face, his bedsheets now pooling with blood. Searching a nearby armoire and finding nothing save clothes and a scabbarded longsword (which he took), the assassin descended through the trapdoor where he and Potter decided to "play it cool" and hope the authorities blamed the murder on the deceased Derek. They carefully closed up the secret room and made their way back to their own bedroom(!), there to slumber the remainder of the night.

Instead, they were rudely awakened some hours before dawn by scaly hands covering their mouths. Finding themselves assaulted by three troglodytes and a slim, hooded figure, Salamander decided to struggle using the dagger he kept close by. Unfortunately, his aim was poor and the trog was easily able to put the elf in a stranglehold (130# of elf is no match for a 180# reptile man in a wrestling match). The elf's bite was little more than a wasp's sting as the sleeper hold forced him into unconsciousness. Potter, meanwhile, surrendered and allowed himself to be bound and gagged once again.

After this, the captives were marched some 30 miles north and east, through hill and forest, into the swamplands surrounding Lake Pend Oreille. There they were brought to the very lair of the fiend, an island surrounded by muck and murk, the lake waters held back by a dike of mud and bramble and pinewood, a gaping hole in its center revealing wooden plank stairs descending into darkness.

Down, down, down the adventurers were led...down passages carved from wet, swollen earth and wretched mud. Through nightmarish tunnels, over subterranean lakes, past giant toads and snakes and cold-blooded maws of reptilian monsters (and worse) they were paraded till they reached yet another stairway, guarded by the same hateful troglodytes that forced them grimly on, ever deeper into the muddy labyrinth.

Past giant spiders and poisonous centipedes and walking corpses performing mindless routines, with the screams of captives echoing wetly through the muddy halls, they came at last to a huge underground cavern, yet another grotto of unknown origin, its vault held aloft by stone columns covered in a phosphorescent lichen, bathing all in a ghostly green light. A flat-bottomed barge was poled into the water, ferrying both captives and captors to the lone island where the adventurers would confront their destiny.

It was not a long wait. She slithered from the alcove almost at once, disgorging a shower of coins from the hoard of loot and spoils. Enormous in length, hideous in visage, ancient in her evil, Explictica Defilus the reptile god emerged into the ghastly illumination. 

Only an asshole
puts a spirit naga in
a 1st level adventure.
Salamander and Potter could only stand in awed silence as the spirit naga communed with their human captor, receiving a full report of the going ons in the inn, even while the troglodyte servitors emptied a chest of loot (including the characters') onto the ever-expanding pile. Finally, satisfied, the god focused her gaze on each of the adventurers in turn, swaying back and forth as she enslaved them to her will.

"You will replace my servants whom you have slain," she hissed at them in her sibilant tongue. "You shall assume the roles that they played, bringing me more slaves, more tribute, more worshippers to spread my cult. Only through your worship and servitude may you atone for this offense against my divine will. Now pick up your weapons, return to the surface, and do my bidding."  This the PCs hastened to do.

Except that Salamander had made his saving throw with a 17 and still possessed free will.

The elf only pretended to succumb to the naga's permanent charm ability. I guess I screwed up, because I only now remember and realize that both elves and half-elves have resistance to charm (in my defense, the players didn't remember/remind me either) so I'm glad that at least one of the party members made their save. Explictica, perhaps, might not have been fooled by the elf's false worship (she does, after all, have ESP as one of her spells), but a precedent had already been set earlier in the module itself with the person of Derek...the assassin pretending to be a worshipper despite NOT being charmed. So I let it stand...the PC wasn't doing anything to give it away anyway (running, attacking, etc.). 

SO...pretending to worship the naga and doing her will, the assassin slowly gathered his weapons, studying the creature even as he got within sword's reach...and decided to try assassinating the monster!

A surprise roll was made for Explictica, with a roll of "2" indicating complete surprise. Per the PHB, "if [assassins] surprise (q.v.) a victim, they may attack on the ASSASSINATION TABLE...the assassin decides which attack mode he or she will use: assassination, back stabbing, or normal melee combat." Diego (playing Salamander) elected assassination. The chance of a 1st level assassin auto-killing a 9 HD creature is 10%. Diego rolled an 02...monster dead.

Oh my.

Explictica's death ended the charm effect on Misha (the cleric) and Potter, but not the troglodytes (who were understandably upset about the death of their god) and the scene turned into a general melee. However, the party emerged victorious; though not unscathed, all three survived and the trogs were cut down. The cleric, being freed of the naga's baleful influence immediately communed with her goddess, Merikka ('Merica?), and provided needed healing...even as the two PCs set about looting the naga's den. 

We stopped there. The tumult of rejoicing in the house pretty much precluded anything else.
; )

Tuesday, May 25, 2021

Logistics

I haven't forgotten about the "god fighting" posts; they shall be continuing shortly. However, my daughter came down with a sniffle over the weekend and so both kids were home yesterday (school policy) which has delayed the next post of the series.

In the meantime, here's something else for folks to chew on:

Sunday we had the day off, and I mean a real day off. No sports, no school, no church (still closed without an appointment), no outdoor activities (it was raining). D&D was thus the order of the day, and the home game began exploring my rework of Xak Tsaroth, AKA The Sunken City of Doom. So far the party is still exploring the swamp, and have faced but a single encounter with lizard men (my world doesn't have draconians). Well, they also encountered some wolves along the road, but they drove those off. 

Not a lot of action, right? I can understand if that seems strange to some folks: running a typical B/X dungeon, I'd expect to get through six to eight combat encounters in a four hour session (depending on the level of opposition, the number of combatants involved, and the relative skill of the players); even for my young players, even running the (slightly) more complex AD&D, we'd expect three to four solid battles in a session...we were doing that easy when running UK3: The Gauntlet

But this is campaign play...advanced play. And the beginning of an adventure is always a bit slower.

We wrapped up The Forest Oracle pretty quickly...in brief, the PCs decided to leave "the Downs" (Thorp) to its fate, abandoning the quest in favor of more straightforward (and hopefully lucrative) pursuits. None of this 'go-here-do-that-get-this-other-thing-save-town' stuff. Besides, the undermountain tunnel had proven decidedly un-profitable and extremely deadly (they lost...mmm...three PCs in its depths?). More money had been found simply dealing with road bandits, and the players decided to cash in their chips at the nearest decent spot of "civilization:" the small village of Wenatchee.

[I say "village" because it has just under 500 inhabitants. However, Solace in Dragonlance has the same number and is called a "town" in module DL1]

It was in Wenatchee that the party made the acquaintance of Duke Van-Uz, an adventurer and nobleman who had learned of an ancient city, lost forever in the swamps known sarcastically as "Banks Lake." Supposedly, the place had been a thriving metropolis before the people turned away from the worship of their patron goddess in favor of other, darker gods. Legend says the goddess struck down the city in her wrath, sinking the entire place into the swamp and muck, and transforming its inhabitants into inhuman creatures. While most folks consider the stories to be nothing more than cautionary fables, the Duke discovered an old map on one of his ventures, that seems to indicate a large city did indeed exist some 300 years ago....

The Duke thinks the city existed and believes there may be ancient/lost treasures still to be recovered. After some negotiation, he's agreed to outfit the party (to the tune of 1,500 gold pieces) to launch an expedition, with the understanding that he expects a 100% return on his investment within the month. Formal contracts were drawn, along with the usual assassination clauses, and the party set about with provisioning.

[regarding assassination clauses and the D&D economy, I humbly direct your attention to the latest Grogtalk video, Money and the 1st Edition Economy. After the usual rigamarole of banter they get into the whole DMG bit about taxes, tariffs, expenses and fees...but the rather hilarious (and thoughtful) bit about the role of assassins guilds in AD&D society comes in at the 3:35 mark, and I'd recommend starting the video there...for interested folks, it's about 20 minutes of pure gold]

And that's where the time for the session got sunk. In my campaign, Xak Tsaroth is located about where Coulee City is in the real world, some 67 miles east of Wenatchee down US-2. Except there is no "US-2" and the ground is rough enough any kind of wheeled cart or wagon is going to take about a week just to get to the edge of the swamp (i.e. to about the place that wheels become useless). And that's a loooong distance to travel when you're packing in your own food supplies...there is NOTHING between Wenatchee and the site's location.

The party's original plan was to hire about eight men-at-arms, in addition to the henchmen they've already acquired, for a total party size of 13. Two carts were deemed sufficient, pulled by eight mules (four each). The cleric had also purchased a war horse which, along with his riding mare, would be making the trip. Figuring two week's travel (round trip) plus a week of exploration meant 21 days of food and feed for every human and animal in the party: a bit more than 3,500 pounds of provisions. Each cart, fully loaded, can haul 800#...less than a quarter of their required capacity for food alone. 

[we used 7.5# per day for "iron rations" based on the encumbrance figures given in Appendix O of the DMG. As of today, I'm willing to revise that to a more appropriate 3.5# food per person per day, with the difference between "iron" and "standard"simply being an issue of spoilage...but even so, you're only saving half a ton of cartage]

THIS. This is the reason why dungeons exist unexplored and unspoiled by every two-bit adventurer aspiring to the name. Because 60 miles might as well be 600 if there are no roads and no villages in between. The issue turned into an interesting dilemma of logistics for the players, as they played around with different combinations of distance, time, encumbrance, and (monetary) budget. Perhaps if they headed north, they could take a boat down the Columbia to the northern part of the swamp...except that there's no Grand Coulee Dam, and no real way to move wagons through 30 miles of bog to the (alleged) location of the lost city. Anyway, rafting through monster-infested swamps doesn't sound like the safest course of action.  

It took a good long time to reach a decision agreeable to both the party and their patron (they actually negotiated upwards from the original outlay costs). In the end, they purchased a single, four-wheeled wagon (drawn by an 8 mule team), and hired only five light footmen (four plus one sergeant); they did purchase good armor (chain) for everyone. The magic-user is driving the wagon; the cleric riding his palfrey. The party assumes that food eaten on the journey will allow space to be used for packing out...absolutely essential since they'll need to pay their sponsor 3,000 gold in treasure upon return from the venture.

SO. One encounter. Oh, and some wolves in the hills. Most of the men-at-arms were retained simply to guard the wagon and livestock while the adventurers proper push into the swamp's interior. The one lady-in-arms they took with them was slain in the first round of combat with the lizard men...not sure what they plan to do with her body, but the party is pressing on while they still have daylight. 

After all, they only have a limited number of days to explore before the food runs out.
; )

Friday, December 13, 2019

Hunter of Men

Just continuing the series started Tuesday...

Are rangers the only character class able to track in an AD&D campaign?

Clearly other intelligent humanoids...especially humans...will have some means of tracking prey. Hunting has long been a means of providing meat for the table, and the ability to find and recognize tracks is nearly as pertinent to the practice as the ability to bring down the target. People have been hunting since the stone age and it is too far-fetched (from my perspective) to restrict the skill to individuals of exceptional ability and supernatural power (i.e. rangers).

Of course, this doesn't mean folks of non-exceptional ability are as good at tracking as rangers. The class as presented in the PHB provides a 90% base chance to track in the outdoors (Unearthed Arcana adjusts this to level based, though I'm inclined to ignore most of the UA). The Expert rule book (Cook/Marsh) provides a straight 1 in 6 chance per day of successfully hunting with a far higher likelihood of the turning up a hostile predator than a tasty antelope. Foraging for nuts and berries (also a 1 in 6 chance in B/X) is a safer bet.

Still, my takeaway is that it's possible for anyone (i.e. non-rangers) to find tracks (at least obvious ones), though their ability to make any sense of sign...or successfully follow it...may be far more limited than the sturdy ranger. And while there may be professional hunters or pathfinders...something equivalent to an expert hireling...these are probably little more than an NPC with the appropriate "secondary skill" (from page 12 of the DMG): something like forester, hunter/fisher, or trapper/furrier. Any PC has about a 15% of acquiring one of these skills, should the DM decide to include these in the campaign (we always did, back in my old AD&D days).

However, it's entirely possible that a player might desire more than a random secondary skill and less than the "full ranger" experience. While the clear winner of the man-hunter category is the assassin class (duh), I know there's been a long-held interest in the bring-em-back-alive archetype, usually embodied in the bounty hunter archetype.

A typical bounty hunter.
The bounty hunter is no stranger to the D&D game: aside from the Michael Sechi version (which inspired my adaptation in The Complete B/X Adventurer), I found no less than THREE different versions of the class waaaaay back in Dragon magazine #52 (August, 1981). Later editions continued to produce their own versions, first as a "kit" in the second edition (The Complete Thief's Handbook), then as one of several similarly themed prestige classes (the "Bloodhound," etc.) in third edition. There just seems to be something appealing to the concept of what is (essentially) a paid vigilante. It goes back at least as far as the Western genre, and remains active in the imagination of the TV and movie-going public (see The Mandalorian as the most recent example).

For an "advanced" D&D campaign, I think it's a bit more interesting to add such a character type to the list of permissible classes than to tweak or alter an existing class (e.g. by lifting the alignment restrictions on rangers and/or assassins). The reason I find it more interesting is that adds specificity, an additional layer to the setting. What does it say about the world that such a character type exists? If execution of wanted criminals was the only result needed, why would anyone require more than an assassin? A specialist in tracking and trapping targets can sometimes be useful, especially if one requires more information out of the subject than can be gained through a speak with dead spell. And it almost goes without saying that there are times an employer will want to engage the services of a professional kidnapper for the capture of an individual no goody-two-shoes ranger would ever touch.

Personally, I like the idea a lot. They'd use D8s for hit dice and be open to the same races (with similar level restrictions) as the assassin class, probably with a non-lawful alignment restriction. I like the idea of a multi-class or dual class bounty hunter, and can easily see the class paired with a cleric or magic-user to give them a kind of "witch hunter" vibe (without actually needing to create a new witch hunter class). Yeah, the more I think about it (and I have been thinking about bounty hunters a lot the last two-three days) the more I think I'm going to write it up...possibly for free, but perhaps as a download for my Patreon supporters. It's about time I showed them a little tangible gratitude.

More later.

Tuesday, April 23, 2019

R is for Religion

[over the course of the month of April, I shall be posting a topic for each letter of the alphabet, sequentially, for every day of the week except Sunday. Our topic for this year's #AtoZchallengeRevamping the Grand Duchy of Karameikos in a way that doesn't disregard its B/X roots]

R is for Religion, an organized form of worship, of which Allston's GAZ1 provides us with three (two?) for Karameikos.

I got a little sidetracked this weekend, what with birthday parties, treasure hunts, baseball games, and Easter festivities. It was pretty busy all around, though fortunately everyone had a great time (the kids especially). Now...back to the grind.

B/X doesn't have any specific setting attached to it. Yes, there are some sort of gods (or goddesses); this is made clear in the B/X description of the cleric (see the quote in this earlier post); but it's left up to individual DMs to decide what the cosmology of their campaign setting looks like. Nothing is defined, faith-wise, in the Expert set's brief description of Karameikos, and the countries of the "Known World" described in X1: The Isle of Dread offers nothing extra (folks might infer from Thyatis being "similar to culture of the medieval Byzantine empire" that there is something there, but remember that no connection had yet been drawn between it and Karameikos).

None of the "B/X era" modules offer anything like a consistent cosmology...just random deities appropriate to the adventure (X1, X2, X3, and B3) or generic "lawful" chapels and "chaotic" temples (B2). The early (pre-GAZ) BECMI modules aren't much different; it's only with the advent of the "Mystara" concept that there starts to be anything like a setting cosmology (based on Immortals as pseudo-deities).

Dave Cook's B6: The Veiled Society is interesting for the picture it paints of Specularum, capital city of Karameikos. Written in 1984 (post-BECMI, pre-GAZ1) it states:

"The city has several churches, most for Lawful clerics. There are a few Neutral churches, but not many people attend. There are even Chaotic churches; these are very secret and do not advertise their existence in any way. If the characters need healing or similar help, they may obtain it if their cleric goes to his church. Of course, the player characters are required to make some type of offering (anything from flowers to magic items) and may be required to do some service for the church."

Recall that Mentzer's Basic set states that clerics are simply humans "dedicated to a great and worthy cause" and that this cause is "usually the cleric's Alignment." Furthermore, it is explicit that D&D "does not deal with [ethical and theological] beliefs, and they do not affect the game;" instead they are simply assumed "just as eating, resting, and other activities are assumed." Clerics draw their spell power from "the strength of [their] beliefs;" there are no religions or gods, no tenets of their faith, no prayers or divine rituals that need to be performed.

Cook doesn't seem to have gotten the memo...though one might have gathered as much from his 1983 module X5: Temple of Death (the whole country of Hule is steeped in religion and religious fervor). I suppose a church is an easy substitute for Alignment as a "worthy cause" of devotion (duh), but I'd hardly say this is an example of theological beliefs not being a part of or having an impact on the game...rather it is a motivator of action, even in B6 (first level characters are probably going to want healing at some point, and PC clerics receive no spells prior to 2nd level). At some point PCs will have to interact with these institutions and, presumably, whatever ethical and theological beliefs they have. Probably Cook's long association with D&D (for years prior to TSR's cutting the cross off of clerics) has something to do with his methods.

[ha! As written, there is absolutely no reason for clerics in BECMI to make use of a holy symbol, unless facing a vampire...and then the use is the same as any other player character. The description of the item is simply "A sign or symbol of a cleric's beliefs. Used in Turning undead." However, no mechanical/rules effect is provided. In B/X all clerics MUST possess a holy symbol (page X10) as it is a symbol of the deity a cleric serves. BECMI clerics can save the 25 gold]

Allston's approach in GAZ1, for the most part, is much more in keeping with the party line. As stated, Karameikos has three native faiths: The Church of Karameikos, The Church of Traladara, and The Cult of Halav. The Cult of Halav is much more a cult than a full-blown religion...it's members are true believers in Arthur-type legend of Halav, but other than waiting for his "coming again" (and believing that Archduke Stefan may be his reincarnation) they have no real laws or tenets of faith. Interestingly, Allston writes:

Despite the fact that most people consider the Halavists to be insane, it's a fact that their clerics do work magic. This means they must be receiving aid and inspiration from some Immortal.

...from which I infer that even Allston assumes gods (or whatever passes for them in BECMI D&D) are granting spells. *sigh* Makes sense, as he's the one who wrote Wrath of the Immortals.

The other two religions have codified commandments and discussions of "sin" but no mention at all of deities or how these religious doctrines interact with clerics and their magical spells. Here is Allston staying true to the definition of the BECMI cleric, even if he's not ignoring theological and ethical beliefs per Mentzer's instruction. However, between the two there is very little difference in doctrine...aside from wording and the Traladaran church's encouragement to engage in superstition and stereotype Gypsy fortunetelling, the main difference I see is that the Church of Karameikos sees couples living together outside the "sanctity of matrimony" to be a sin on par with abuse and murder, while the Church of Traladara sees the relationship between man and woman to be "a personal matter, not involving the philosophies of the church." Both otherwise break down into "be a good person," similar to the basic (Lawful) teachings of most commonly practiced (real world) religions.

Mmm. I've got Game of Thrones on the mind at the moment, and I can't help but see certain analogues between Martin's major religions of Westeros and those of Karameikos. Aside from its lack of gods, the Church of Karameikos could easily substitute for the Faith of the Seven (or vice versa), and the Old Gods of the First Men for the Church of Traladara...heck, even the militant Order of the Griffon (in GAZ1) has an analogue in the Faith Militant of the ASOIAF novels. And there's a part of me that just says, well, this side-by-side dichotomy of competing but not-so-different faiths work pretty good in Martin's fiction, why not just let it stand in Karameikos?

Fervor is no substitute for
healing magic.
But then I remember that Martin's churches don't have spell-casting clerics. Only the fire cultists of Essos (followers of the "Lord of Light")...and they're the ones viewed as crazy persons in Westeros. D&D is not about rival churches competing for souls; its cosmology is based on sword & sorcery pulp not medieval Europe. The religions of the region should reflect that, in my opinion.

Despite Allston's care and thoughtfulness, I find his work on these churches to be a "miss." I'd re-skin the Church of Traladara as an ancient (and suppressed) religion of the goddess Petra, and the Church of Karameikos as something of a mishmash between the Faith of the Seven and the old Roman cult of Mithras. The Cult of Halav would indeed be a bunch of crazy folk (no clerics, as Halav is no god...nor even a demigod)...but perhaps something with the potential to become a new militant order of knighthood, like the Order of the Griffon, but for the worshippers of Petra.

Still, that's not really enough for a "typical" B/X campaign (if there is such a thing), which is generally filthy with random deities, cults, and strange faiths both ancient and new. A better model than Game of Thrones might be 1st century Jerusalem with its combined political and religious tensions. The "Church of Karameikos" is replaced with the polytheistic Roman pantheon imported from the Thyatian Empire by "true believers" who need a land outside the scandalous, political cesspool of the home nation to cultivate a "purer" form of worship. Heck, maybe they've brought an enclave of Vestal Virgins (because Vestal Virgins are awesome).

[of course, with multiple gods and multiple priesthoods, religious infighting and jockeying for political power (and influence with the Archduke) provides all sorts of nice little adventure hooks as churches hire adventurers to raid each others' temples]

Rather than a traditional thieves guild, the Traladarans have religious Zealots and "dagger men" working to overthrow their Imperial masters in the name of their goddess. Meanwhile the "shadow man of the woods" (the chaotic deity of Traladaran forests) woos malcontents and sociopaths from both cultures to his cause: the overthrow of Law and civilization. Evil druid-types, seeking a return to the wilderness and a more primal state of humanity...yeah, that's kind of cool.

Also some sort of toad god. Of course.

Monday, April 8, 2019

G is for Gnomes

[over the course of the month of April, I shall be posting a topic for each letter of the alphabet, sequentially, for every day of the week except Sunday. Our topic for this year's #AtoZchallengeRevamping the Grand Duchy of Karameikos in a way that doesn't disregard its B/X roots]

G is for Gnomes. And dwarves, I suppose...but there aren't that many of those (comparatively) in Karameikos.

I've mentioned the gnomes before (briefly) when I was writing about the Elvenguard. Unlike the 'guard, the gnomish community of Karameikos has been established since the first light of publication, in the write-up of the duchy found in the B/X expert rulebook. Their description paints a fairly pastoral (if subterranean) picture of the demihumans:

NON-HUMANS


No solicitors, please.
Gnomes: Living in the hills, the gnomes are a quiet and solitary group. They make little effort to contact the outside world, but will deal with traders when such arrive. There are 620 gnomes living throughout this area. This number is divided between a large lair of 250 and several smaller outposts of no more than 100 each. A council of elders chosen by the gnomes, 1 from each outpost and 3 from the main lair, guides the members of the community in most decisions. This council will act as judges, handle trade, and distribute any money for the defense of the various outposts. However, any important decisions are decided by a general vote of the population. Strangers desiring to deal with the gnomes must first present their case to the elders for approval. Should this approval not be given (and the gnomes are extremely reluctant to involve themselves in the affairs of an outsider), the case will be closed. In the event that the council cannot decide, a general vote will be taken. If great differences prevent an outpost of the lair from agreeing peacefully on an issue, the dissident faction will leave and establish a new outpost in the area, In this manner, the gnomish lands are slowly growing, although disunity slows this somewhat.

[there are, by the way, no other species listed in the NON-HUMANS section of the expert set's Sample Wilderness text; they could have just headed the section "GNOMES"]

After this description is a paragraph about trade difficulties (already quoted in the aforementioned Elvenguard blog post), followed by a section marked Gnome Lair describing a sample...um, gnome lair (I love the use of the term "lair" by the way...this isn't a "home," "stronghold," or "warren," but a lair. Monsters have lairs, and in D&D lairs are meant to be explored...and perhaps plundered). The Gnome Lair section contains an un-keyed map of what might be a typical outpost or perhaps the main lair of the gnomish community (I always assumed the latter, but the text isn't explicit). It's decent enough with some evocative description, filled with pockets of trained ferrets that double as both pit traps and pens for the gnomes' hunting beasts.

The inclusion of gnomes is an interesting decision. Unlike AD&D, in B/X gnomes are not a player character race, but an NPC monster...though quite possibly a helpful one (alignment is listed as Lawful/Neutral). The monster entry for gnome in the Tom Moldvay penned Basic book is far more descriptive and outright different from any prior pass at the species; check this out:

OD&D: "Slightly smaller than Dwarves, and with longer beards, these creatures inhabit the hills and lowland burrows as opposed to the mountainous home which Dwarves choose. They are more reclusive than their cousins, but in all other respects resemble Dwarves."

Holmes: "Gnomes are similar to dwarves, whom they resemble. They are smaller, have longer noses and beards and inhabit low-land and hill burrows rather than mountains. They favor crossbows."

AD&D: Adds nothing besides notes on coloration, military formations, and AD&D mechanics (languages, magic resistance, etc.). Note their weapons are limited to short swords, clubs, spears, slings, and short bows; crossbows aren't even an option,

B/X (Tom Moldvay, B36): "Gnomes are a human-like race related to dwarves. They are smaller than dwarves, and have long noses and full beards. Gnomes have well developed infra vision (heat-sensing sight), and can "see" heat to 90' in the dark. They usually live in burrows in the lowlands. Gnomes are excellent metalsmiths and miners. They love gold and gems and have been known to make bad decisions just to obtain them. They love machinery of all kinds and like to use crossbows as missile weapons and war hammers in hand-to-hand combat. Gnomes like most dwarves, but war with goblins and kobolds who steal their precious gold. They will usually attack kobolds on sight."

[B/X also has a paragraph that details war parties, hit dice of chiefs, etc. similar to that of other humanoid species like hobgoblins and orcs. There is no mention of "leveled" leaders as gnome is not a character class in this edition]

Talk about going off the reservation! I'm not sure why they bother retaining the (earlier edition) AC of 5, when these "excellent metalsmiths" should probably be sporting at least chain and shield, if not better! The bit about their "bad decisions" based on greed speaks to their corruptibility, and their love of "machinery of all kinds" (!) can be read either as the primordial precursor to Dragonlance's "tinker gnomes" or something more sinister (like Tolkien/Lucas association of machines/technology with evil). For those who like to mix the SciFi with their fantasy, this is the perfect excuse to create a cyborg subterranean species, or a bunch of mechanical (rather than magical) automatons and "living statues."

Coupled with the politics and inter-clan relations described in the Expert set and you start to get this really interesting picture of what the gnome faction is all about...some sort of advanced egalitarian think-tank commune, an anti-Amish Amish group, something like a weaponized tribe of trapdoor spiders in humanoid shape...now just add some steampunk cybernetics to the giant ferrets and moles they routinely capture for experimentation, and you've got a vicious, powerful faction living within your borders.

I don't know why I tend to see gnomes as prone to evil...which is pretty weird considering I grew up reading (and loving) those Huygen/Poortvliet books. Maybe I've just seen too many "evil" depictions of them over the years: the insane followers of Keraptis (detailed in White Plume Mountain), the evil illusionist in Gygax's first Gord the Rogue novel...and who can forget their turn as a bat-riding, magic-wielding evil alien species in Marvel comics Star Trek (issue #16)? Certainly not me, True Believers; that story is indelibly burned into my childhood memories!

EVIL gnomes.
What it means is that I'm often writing up gnome assassins and assassin-illusionists with names like "Shoon Grinblade;" in my mind, D&D gnomes are always half-cracked/crazed and prone to psychotic episodes. Unless you're talking svirfneblin, of course; they are to my evil surface gnomes as the Drow are to their goody-good cousins.

*ahem*  ANYway, considering the potential of what can be done with B/X gnomes, the gnomes of Highforge (as GAZ1 names the community) is pretty banal. I mean, they mine silver for (and engage in trade with) the duke...and that's about it. Allston's GAZ1 increases the size of the community to 6500 (and adds a dwarf clan to the mix, perhaps to give the PCs an "in") and adds the following information:

Ruler: Dorfus Hilltopper, Gnome King of Highforge. Dorfus is a typical Gnome. He isn't too fond of humans -- though not impolite, he avoids dealing with them whenever possible; the annual Gnome Caravan is enough for him, and he doesn't even accompany it.
Population: 6500 gnomes and 1000 dwarves.
Laws: Within Highforge, the gnomes and dwarves ignore the Duke's Law and live by gnomish and dwarfish custom; they settle their own disputes, try their own criminals, and do not report law-breaking to the human officials. Additionally, they do not pay taxes to the the humans; they have their own economic system and only pay taxes when selling goods to humans. 

That's it for the gnomes; the only other notes are regarding the dwarves and their mines. No info is provided regarding the interconnectedness of the gnome silver and the the duchy's coinage. If it wasn't for the information in Mentzer's expert rulebook, one would never think the gnomes the source of the archduke's silver ore. One could even see Allston as working directly from the B/X source material...except that he sets up "King Dorfus" (a portmanteau of "Dork" and "Doofus?") in place of the egalitarian council of elders originally described.

Personally, I'd probably axe all of the BECMI/GAZ info on the gnomes...there's just not much there worth keeping. Not only does it set up potential adventures for B/X player characters (meeting and establishing relations/trade with the gnomes) but it allows the gnomes to be a powerful "wild card" faction in the region...for good or ill. However, here are some additional ideas you might want to run with:

Option #1: Gnomes as Escaped Slaves. Long time readers of the blog know I'm a big fan of adventure S2: White Plume Mountain...I even did a B/X conversion of it waaaay back in 2009. If I were to start a new campaign set in Karameikos, I'd probably set "the feathered peak" somewhere in the northwest Cruth Mountains. What if the gnomish community in Karameikos were descendants of gnomes that had revolted and escaped from the yoke of Keraptis (and their corrupt, evil brethren). They were probably evil themselves (once), having made "poor decisions" because of the gold and gems the evil wizard offered...but having repented their wicked ways, they've since sought a clean slate, far away. It remains their secret shame...one they do not want discovered as there are people who would consider them "war criminals" of the type that need to be expunged. What's more, they live in constant fear of Keraptis (or his lich or whatever) discovering their location and returning to claim them. Helps explain the reclusiveness and unwillingness to deal with outsiders.

Coming for YOU, man.
Option #2: Gnomes as Evil Racist Slavers. Racist towards humans, that is. The gnomes are the biggest customers of the Iron Ring slavers guild (or the secret powers behind the guild) requiring a constant influx of bodies to work their mines. Humans are a cheap, expendable resource, and the growth of the duchy has just meant lower prices. Plus, the gnomes have developed a taste for "long pig" (sure, make 'em cannibals, too) and used up slaves go straight into the cook pots. This becomes especially twisted if you decide to go with the BECMI idea of gnomes as the duchy's silversmiths: Does the archduke suspect how his silver is being mined? Is he complicit (or a secret participant) in the slave trade? Regardless, I'm certain the gnomes are "skimming" silver from the duke's shipments, using the extra for the purchase of gold, jewels, and (of course) more slaves. Evil, evil gnomes.

Option #3: Gnomes as Oppressed Species. Or perhaps it is the gnomes themselves that have been enslaved. Why have the gnomes become Stefan's silver miners? Because they have no choice in the matter! Having discovered rich veins of silver in the hills, and ready-made workforce on site, the Duke has used his army to put the gnomes to the task of mining the precious metal. Of course, it helps that the Callarii elves have a long history of bad blood with the gnomes...the Elvenguard was only too happy to aid in pacifying the "reluctant workforce." Let's face facts: gnomes aren't an adventuring species (like dwarves, elves, and halflings); to humans, they're a strange little species with a weird machine fixation. They're not that far removed from goblins or kobolds (probably related to both, seeing as how they speak those languages!) and there's nothing wrong with exploiting such creatures for the good of the duchy. Hell, the duke's being nice...he could have just put them to the sword (as he does with other humanoids)...they should be grateful he's giving them a chance to work his mines. Maybe if we upped their daily ration of gruel they'd actually whistle while they work.
; )

Thursday, July 20, 2017

Another Thursday, Another Cup o Coffee

Plenty of musings the last couple weeks (as well as one near-finished post about *mumble*mumble* paladins sitting on the draft board), leading me to my usual predicament: too much to say and little hope of putting together a coherent blog post.

But as I'm at the Baranof, fairly coffee'd up, and out of blogs and sports news to read (I mean, do I really care the Mariners have picked up a player for their godawful bullpen? They've only been above .500 once this season!), I might as well write something. Writing something is better than writing nothing. In fact, it's a LOT better: I almost always feel better after doing so.

Like I'm getting something accomplished or something.

Watching Ye Old Television the other day (late at night) I was struck again by the thought of how many gaming geeks must have fallen into the business of producing, scripting, and directing business.  Caught a bit of some Transformers sequel (don't ask me which. I watched the first one in the theater when it came out years ago and have since tapped out), and could not help but think THIS is what Siembieda is trying to convey with the whole S.D.C. versus M.D.C. thing. THIS is Rifts (or Robotech or whatever): giant alien un-killable monsters that snap their fingers and inflict huge amounts of property damage. Clearly the creators of this series used to play Palladium around the cafeteria table in high school, same as me and my old buddies.

Watching the new Game of Thrones season kick-off I was again struck by the thought of how much it looks like someone's old school D&D campaign, just bashed together with house rules and shoot-from-the-hip historic analogues thrown in. How does an assassin use their disguise ability? Like this: some magical latex mask that you can whip out of your pocket at the drop of a hat (I went back and reread my old PHB and DMG and could find nothing that would contradict the way a "faceless man's" ability is portrayed in the show). Who needs fake beards and padded clothes? Not these guys.

[there is quite a bit more in the books on the manufacture of poisons, but nothing that would preclude the kinds of mass assassination...with as little explanation...as what we see in GoT]

Same holds true for the undead (someone likes their wights!), or rangers, or...well, you get the point. Game of Thrones the show (I haven't read more than a couple of the novels) feels a lot like an OD&D campaign run by some curmudgeonly Old Schooler who said, "We're going to get rid of humanoids and just cannibal hill people," and "We're really going to dial back on the availability of magic in the game" while still retaining out-and-out gonzo elements.

[actually, reminds me a bit of Gus over at Dungeon of Signs]

You still have your plate-armor wearing dudes in a world without gunpowder. You still have your magic weapons ("Valerian steel"). You still have "raise dead" though on a much smaller (and darker) scale. Heck, you still have dragons...but these are much more of the Chainmail type (and used in the same way) than the latter-day McCaffery-color-based creatures.

Anyway...

What other bits of gaming geekery did I spot on the screen recently? Hmm...something, but it's escaping me at the moment. I know I see all sorts of moments in the superhero genre that seems to have been influenced by gaming...but then, as superhero games have been influenced by the comic book genre, it's possible that I'm just confusing the origin of the tropes.

One show that inspired gaming (rather than the other way around) was the old Robotech TV-series (translated and re-branded from an even older Japanese series. Well, three series, but whatever...). The kids and I finally finished watching the first season of that (the "Macross saga") on Netflix last week. It was still a lot of fun (I haven't seen it in decades), and even Minmei's music, while grating, was bearable. Of course, my children are now singing her songs all the time...

Still lurking in some bargain bins...
Of course, we had to go out and look for a copy of Palladium's old Robotech RPG so that we could play. And fortunately we were able to pick up a used copy for $10. Man, I haven't played or run that game for...well, for decades. I had a trio of gaming buddies in high school (Michael, Mike, and Ben) who LOVED anime and comics and we're huge Robotech players...they were my introduction to the game (as well as Heroes Unlimited), and I had a chance to borrow their books and play it with them on one or two occasions.

Funny enough, now owning my own copy, it's pretty much what I remember: a mess of a game which uses the Palladium system in a manner that makes it really, really difficult to capture the feel or themes of the show. Not even via the combat system (which is Palladium's emphasis). *sigh*

[I'll have to write more about my high school gaming sometime. Those guys introduced me to the extended Palladium catalogue...I'd only ever played TMNT prior...and I introduced them to Stormbringer, BattleTech, and Vampire the Masquerade. This was during the twilight years of TSR and we NEVER played "those games." At least not together...]

Diego REALLY wanted to play Robotech (of course), but just running the chargen is So Damn Boring And Slow (all those useless skills...) that we quickly gave up and decided to write our own, streamlined game. I've got a couple-three pages of notes for the thing so far, and if I can get my kid to draw some robot pictures maybe I'll publish it as an e-book or something. I'm pretty happy with what I've got so far, but I'd still like to work in various Robotech-isms to make the game something other than a map-less war-game. We'll see, we'll see...fortunately, it's a pretty lightweight project so I might be able to bang it out in a week or so (Ha! I've said that before!) if I can find some time between the playdates and summertime chores (yard sale this Saturday...).

Let's see what else have I been up to...? A lot of game-related, post-apocalyptic stuff (infer what you will). But that's a subject for another post (waaaaaay too long). Oh, I met someone who's known and worked with Mike Mearls and we had an interesting conversation about him (nothing bad). Picked up a new RPG that has perhaps the coolest presentation ever...hoping to run that one in August (when my family is out-o-town). What else, what else...

Eh. That's enough for now. I need to finish this coffee and make a run to the post-office. For those who bothered to read my ramblings, thank you! It feels good to get some of this clutter out of my noggin (perhaps my next post will meander less).

Oh, By The Way: print copies of my B/X Companion are about 60-70% sold. If you've been wanting to order a copy, I wouldn't wait too long...not sure when I'll get around to doing another print run.

Monday, November 16, 2015

Holmes Rules: The Assassin

[this is the my final subclass post in this series I started waaaay back here. I do still plan to do a half-elf post, and I'm tempted (O So Tempted) to do Holmesian versions of the bard and half-orc, too, despite them not being mentioned in the original passage that touched off this project. I do plan on doing an "index post" when all this is over, BTW]

Assassins -- thieves who possess a strength, intelligence, and dexterity of 12 or better may choose to become assassins: members of a sect skilled in stealing lives the way thieves steal valuables. Characters of good alignment may not be assassins, and assassins who change to good alignment may no longer advance (though they retain their abilities). Unlike thieves, assassins may use shields.

Real assassins don't wear white.
While assassins have the same ability to move silently and hide in shadows as thieves, their other skills differ as their training is focused on getting close to a target for purpose of murder. Assassins may disguise themselves as any humanoid of roughly equal size (height cannot vary by more than three to five inches, either way). An assassin can attempt to manufacture poisons (100gp per dose attempted) that inflict the damage listed; such poisons are applied to edged weapons and must be introduced to a victim's bloodstream to inflict damage. Digestive poisons may be created as well (for the same price) and do double damage, but are slower acting (D6 turns to take effect) and victims are allowed a saving throw to detect "something off" before consuming enough poisoned food or drink to suffer damage.

Assassins enjoy the same +4 bonus that thieves do if they can achieve surprise of a victim; however, instead of doing double damage the assassin has a percentage chance to automatically kill the victim, as shown. Assassination only works on living humanoid targets (not undead, nor constructs like living statues and gargoyles), and may not be used against monsters large than humans unless the assassin has at least as many levels as the creature has hit dice. In the case of human and demihuman adventurers, a saving throw is allowed only if the target is of equal or greater level than the assassin. Should the assassination attempt fail, the opponent still takes normal damage (and poison damage if the assassin uses poisoned weapons).


Level
Disguise
Brew Poison*
Poison Damage
Assassinate
Apprentice
20
30
D6
15
Bravo
30
35
D6
20
Thug
40
40
D6
25
Killer
50
45
D8
30
Cutthroat
60
50
D8
35
Murderer
65
55
D8
40
Slayer
70
60
D10
45
Executioner
75
65
D10
55
Assassin
80
70
D10
65
Senior Assassin
85
75
D12
75
Expert Assassin
90
80
D12
85
Master Assassin
95
85
D12
95
*There is a 20% chance on a failed roll of accidental self-poisoning.

Assassins may never have hirelings or followers. As stated, assassins belong to a sect or clan; while generally left to their own devices, they sometimes are given missions they are obligated to fulfill (a 1 in 6 chance checked by the DM at the beginning of an adventure). Failure to accomplish a mission results in harsh consequences for the character. An assassin of maximum level may aspire to become the head of the sect; usually this is achieved by assassinating the current sect leader.

[this may be my favorite version of the assassin ever]