Showing posts with label krull. Show all posts
Showing posts with label krull. Show all posts

Thursday, November 18, 2010

Campaign Ideas

Tuesdays and Wednesdays have turned into some of my loooongest “work days” for a variety of reasons…mainly that there are other commitments that I have AFTER work that keeps me busy all the way up till bedtime.

I say this simply to preface the following: I’m a bit un-prepared for tonight.

Tonight my Baranof group will be meeting for the first time since completing White Plume Mountain, and I know folks are going to be looking forward to starting SOMEthing. The idea is a decent campaign (or rather, “creating characters with the possibility of some long term serial play”). But I’ve got no idea what kind of campaign I want to run.

Fortunately, there was an “all staff” meeting for two hours at the office to discuss “combating stress” in the workplace. Since I’m a pretty stress-free guy, I was able to do a little notebook brainstorming for some possible campaign options. The only reason I’m posting ‘em now is to give my players (probably reading the blog) something to think about before we meet this evening.

None of this is set in stone. These are not listed in any particular order of preference.


Option #1: After the Goblin Wars. Already discussed in recent posts.


Option #2: Adventuring in the world of Krull. See the much earlier posts.


Option #3: Mythic Norse adventures. Harkening back to VERY early posts inspired by Elizabeth Boyer and Viking lore. Classes available to PCs include:

Fighter, Magic-User, Thief – as per B/X
Dwarves – as per B/X but able to craft magic items as a magic-user
Fighting Wizards – as per B/X elf class, withOUT the infravision/languages
No Clerics or Halflings
Skalds – as per the B/X Companion “Bard” optional class

Special Rules
“Binding Wounds:” characters can bandage themselves, healing D6 hit points, once per day. This can only be used immediately following a fight during a restful period of at least one turn.
“Broken blades:” non-magic weapons break on a roll of a “1.” Better carry a back-up axe!
“No plate mail:” sorry.
"Human or Elf:" aka "Scipling or Alfar;" they're the same thing.


Option #4: Bronze Age Heroes. Again, going back to my earlier musings on the “Bronze Age” nature of the D&D universe (monsters of ancient Greek and Roman myth, etc.). Characters will be the equivalent of a small party of Roman Legionnaire adventurers, exploring the ancient kingdoms of North Africa…desert, jungle, mountains, and pyramids. Classes available to PC include:

Cleric, Fighter, Magic-User, Thief – as per B/X
Dwarf – “throwback man” (Neanderthal-like, no weapon restrictions, but no infravision…a member of a northern culture enslaved by these mythic Romans and adopted into the army).
Halfling – “miniature savage” (like a mythic pygmy or Pictish warrior; same story as the “neanderthal” but class is EXACTLY the same as Halfling).

Special Rules
“Roman deities:” clerics worship the ancient Roman pantheon (pre-Christ) and may need to make occasional sacrifice. Mithras is a good sponsor for the excursion.
“Lorica Segmentata:” there IS plate mail. However, the slave classes (“Dwarf” and “Halfling”) are not allowed to wear it; only human fighters and clerics.
“Far from Rome:” most plunder found will be sent back to the Empire (via ox cart or whatnot) rather than hauled around; XP is gained for all treasure found, despite these donations of tribute.


Option #5: Warhammer Europe. As per WHFRP using the B/X rules. Chaos is encroaching from the north. The orks take the place of the Huns. Much of the continent has been developed by kingdoms that war with each other. Skaven lurk in the sewers. The usual…plus black powder weapons. Classes available to PCs include:

All standard B/X classes. Might modify them somewhat using my random B/X class mods.

Special Rules
“15TH Century Technology:” All gunpowder rules apply.
“Mordheim as a Mega-Dungeon:” You better believe it.
“WHFRP Critical Hits?:” Might be added to my own Random Death table.


Option #6: Run something other than B/X.

Here are some other games I’d be interested in running that I think would work with this particular group. In no particular order:

- Trail of Cthulhu: GUMSHOE is sooo much cooler than Chaosium for this kind of thing

- Boot Hill: because Boot Hill is the BEST; might also be interested in running my steampunk version, Clockwork (still un-published…could sure use some play-testing!

- Hollow Earth Expedition: I might need to modify the system A LOT, or at least boost starting characters somewhat, but hunting dinosaur with an elephant gun in the lost ruins of Atlantis is just so damn awesome…ugh, chalk up another much needed B/X adaptation to the growing list!

- Pendragon: A Chaosium game where I don’t mind the system (for whatever reason). I only own the 3rd edition, but I’d love to play this game with a group of 6-8 and see how their different characters develop over time.

The following games I would be interested in running “someday” in the far, faaaar future…though my players MIGHT be able to talk me into it now:

- Some Supers game (Superworld, Heroes Unlimited, TSR’s Marvel, or Godlike/Wild Talents). MAYBE…but only just maybe (I don’t feel like making a comic book campaign world that has any semblance of “sense” right now).

- Some Rifts-based game (specific interests: Mexico, Atlantis, Russia, or Wormwood…MAYBE, maybe Pac NW or Canada; everything else, setting-wise tends to be a lot of dog-shit). I would be more likely to adapt a Rifts setting (if the players were interested) to a B/X-based campaign. Yeah, it’s not as hard as it sounds (Palladium already heavily rips off Gygax and Arneson). Of course, anything I did in THAT arena would go un-posted on the blog…can’t have Siembieda suing me,right?

- Star Wars/Space Opera: Still working on my own game (that’s what I’ve been doing with my free time this week!) and it’s not ready to play. But I MIGHT be tempted to playtest it. MAYBE.

All right…that should give everyone plenty to think about. We’ll see what they want to get up to tonight (see y’all at 8pm!).

; )

Monday, November 23, 2009

B/X Krull: Player Characters of Krull

Not all of the standard B/X classes are available in the Krull game setting. Players are confined to the following choices of character:


Fighter

Wise One

Magic-User

Thief

Cyclops



FIGHTER – Although great fighters do not make great husbands, they’re excellent for killing slayers. The fighter class is the same as in B/X with the following additional abilities:


Dual wield: instead of using a shield or two-handed weapon, a fighter may wield a dagger or short blade in his or her off-hand. Only one attack is rolled, but damage is rolled for both weapons if a “hit” is scored. Only the higher damage roll is used (damage is not added together).


Lightly armored: a fighter wearing leather armor or no armor may double their normal dexterity bonus to Armor Class. For example, a character in leather armor with a 16 dexterity would have a total bonus of -4 (Armor Class 3). This bonus is lost if the fighter wears a shield or armor heavier than leather.



WISE ONE -- The wise one draws his power from the divine spirit and his knowledge of the natural world. A mystic of the wilderness, the wise one is similar to a cleric in most regards with the following exceptions:


Freedom of movement: the wise one may not wear armor heavier than leather and will not carry a shield. He must be unburdened to walk the wilds.


Freedom of spell use: no meditation or study period is needed to perform his spells; he chooses the spells he wishes to use based on daily ability (determined as if a cleric of the same level). The wise one may require the use of certain herbs, totems, or magic stones to perform magic, but in general the DM should assume the wise one has a full stock of such items.


Limits of wisdom: the following spells are not available to the wise one: light, silence 15’ radius, continual light, growth of animals, create water, sticks to snakes, create food, insect plague. If a spell is unavailable, neither is its reverse spell.



MAGIC-USER -- The wandering wizard is no easy role. Magic is hard come-by in Krull and training scarce indeed. The following special exceptions apply to the normal magic-user class:


Knowledge is power: a magic-user learns one new spell per level. The level of the spell learned can be from any level, though no higher level spell may be learned than the level of the magic-user himself (so a magic-user could learn a 4th level spell upon achieving 4th level, but not a 5th level spell). All spells learned are known and need not be memorized on a daily basis.


Power limits: a magic-user can only cast a total number of spell levels per day equal to his level of experience. Thus a 5th level magic-user could cast five 1st level spells, OR one 3rd level and one 2nd level spell, OR one 5th level spell.


Mishaps: a magic-user must succeed at a percentage roll to successfully cast a spell from memory. The percentage chance of success is equal to his Intelligence x5%. Failure to cast the spell correctly may result in an amusing or dangerous mishap (as determined by the DM). Mishaps do NOT count against the total number of spells a magic-user may cast per day…in other words, a magic-user could cast any number of mishaps per day!



THIEF -- These scoundrels are the exact same as thieves described in the B/X rule sets.



CYCLOPS -- The only non-human class available to PCs in the Krull game setting. Cyclops characters are large (generally over 6’) humanoids with the ability to see their own death. A character must have a minimum Constitution of 9 to play a Cyclops; Strength is their prime requisite and a high strength gives them a bonus to earned experience. Cyclops are treated as HALFLINGS in all regards with the following exceptions:


Exceptionally hearty and strong: Cyclops roll D12 for hit points instead of D6. All Cyclops weapons do 1D10 damage plus strength bonuses if any and they do not lose initiative for using a two-handed weapon. A Cyclops wishing to purchase armor must pay 3 times its normal cost to size it to their bulk (note: because of their size and the amount of metal used in their armor Cyclops in chain or plate armor may not use their stealth abilities in the wilderness). Cyclops do NOT gain a bonus to AC when fighting large monsters.

Exceptional throwers: Cyclops’ great strength allows them a +1 bonus for throwing weapons and allows them to add their strength bonus to damage.


Poor depth perception: while their strength allows them to be exceptional throwers, Cyclops are unable to use missile devices (bows, crossbows, and slings) accurately and avoid them.


Know their time: Cyclops know when it is their time to die. A the beginning of each game session roll an 8 sided die; if the roll is LESS THAN the character’s level, they know they will die at some point during the session. The DM should allow the player to choose the time and place of his death. NOTE: even though the die roll may indicate it is NOT the Cyclops time to die, the Cyclops may still be killed through normal misadventure like any other PC; in such a case the Cyclops was either blind-sided or simply refused to admit to himself that it was his time to go.


B/X Krull: Monsters of Krull

Most monsters of the B/X game are appropriate to Krull, though in general it has more wild animals and giant insect type monsters and fewer outright magical creatures. The following monsters are specific creatures from the Krull film.




SLAYER

Armor Class: 2…………No. Appearing: 2-12 (10-40)
Hit Dice: 2+1*…………Save As: Fighter 2
Movement: 60’ (20’)…………Morale: 12
Attacks: 1 …………Treasure Type: Nil
Damage: By Weapon…………Alignment: Chaotic

Slayers appear to be man-sized humanoids dressed in demonic looking plate armor. This armor is actually a bio-mechanical suit of eldritch design for the true form of the creature is a smallish squid-like creature. However, the armor is treated as an extension of the slayer and any hit on the armor causes damage to the creature. The body armor is slow and ponderous, always striking last in melee combat. For distance travel, slayers will often ride normal horses, though they always dismount to fight.

Slayers carry only one weapon of alien design: the slay-spear. The weapon can fire a blue pulse of energy at a range of 240’ doing 3D6 damage; it has a two-shot capacity. Once all shots have been fired, the weapon can be reversed to use as a two-handed spear in melee doing 1D8 damage.

Slayers hail from another part of the galaxy and are alien to the planet Krull. They are immune to any kind of sleep or mind-control magic, and cannot be magically transformed or polymorphed, though they can be affected by a disintegrate spell. Their senses are equal to human and they have no ability to see in darkness without a light source. They will not communicate and cannot be reasoned with or bribed; their loyalty is only to the Beast of the Black Fortress. If reduced to 0 hit points, the slayer gives off a keening shriek and will abandon its armor burrowing into the ground, never to be seen again.


CHANGELING

Armor Class: 9…………No. Appearing: 1 (1)
Hit Dice: 1+1*…………Save As: Fighter 2
Movement: 120’ (40’)…………Morale: 9
Attacks: 1 claw…………Treasure Type: Nil
Damage: 1D6…………Alignment: Chaotic

The Beast has many weapons and the changeling is one of his most subtle. Appearing as a normal human (often as the duplicate of a specific individual), the creature is one used for deception, infiltration, and assassination.

The changeling will choose a time to strike when its prey is alone, defenseless, and vulnerable. When attacking the creature’s eyes turn void black, with no visible pupil at its nails lengthening to claws. If possible, the monster will attack from behind (+2 to hit) and if successful will do 1D6 damage every round as it strangles its prey (no further to hit roll necessary).

Like the slayer, the changeling’s true form is an alien squid-like creature. However, its merging with the human form gives it the ability to communicate and even sometimes to feel emotions as a human does. It is thus possible, though rare, for the Changeling’s loyalty to the Beast to be compromised.


THE BEAST*

Armor Class: 2…………No. Appearing: 1 (1)
Hit Dice: 18**** (85 hit points)…………Save As: Magic-User 18
Movement: 120’ (40’)…………Morale: 12
Attacks: 2 claws + special…………Treasure Type: Hx3
Damage: 2D6…………Alignment: Chaotic

The Beast is a large (15’ tall) humanoid of demonic appearance, an alien being from a different part of the galaxy. The sole lord and master of both the Black Fortress and the slayers, the Beast has access to powers beyond the ken of normal humans.

At will, the Beast may use the following spells as an 18th level magic-user: floating disk, detect invisible, ESP, knock, mirror image, phantasmal force, clairvoyance, dispel magic, confusion, and polymorph self. The Beast has absolute control over his minions (the slayers and the changelings) knowing where they are at all times, seeing through their eyes, and having the ability to end their lives at any time. Should the Beast be killed, all existing slayers will be slain by his psychic death scream.

The Beast may only be damaged by magical weapons, is immune to mind control magic, and cannot be magically transformed except by his own will. Immortal unless slain, the Beast regenerates 1 hit point per round from all injuries except fire and acid. Though he disdains physical combat, he can strike with two wicked claws, and if successful with both will automatically bring foe to mouth and deliver a vicious bite for an additional 2D4 damage.

The Beast is evil and cruel and seeks to subjugate and corrupt all with whom he has contact. He uses illusions and fear to enslave some and temptations and false promises to ensnare others. In the end, he serves only himself and holds himself master above all other beings.


FIRE MARE

Armor Class: 7…………No. Appearing: 0 (20-80)
Hit Dice: 4…………Save As: Dwarf 3
Movement: 360’ (120’)…………Morale: 7
Attacks: 2 Hooves…………Treasure Type: Nil
Damage: 1D8/1D8…………Alignment: Neutral

The fire mare looks like an exceptionally fit and hearty draft horse, but they are only found wild, being possible to capture but incapable of domestication. They roam the plains of Krull and, while dangerous, can sometimes be useful as riding beasts.

When in full gallop, either due to stampede or the urging of a rider, the fire mare can reach great speeds, far greater than any known steed. In addition, they have the ability to travel over land, water, or air equally, their hooves never needing solid purchase once they have achieved full speed. The fire mare’s tremendous fortitude allows it to travel in this fashion for many hours and thousands of miles without tiring, the beast’s maximum range being about 3000 miles over a 16 hour period (roughly 188 miles per hour).

The fire mares’ hooves flash with fire when travelling at speed, clearly visible in the night sky and leaving a smoldering trail in their wake.

Sunday, November 22, 2009

Krull Campaign Setting

The Seahawks are down 28-3, the Vikes are driving (still) with Tavaris Jackson at the helm (Favre has been pulled after throwing four TD passes...probably want to save him for next week), and while I, as a die-hard blue-bleeding fan must watch till the bitter, bitter end I might as well have a little fun while suffering.

[announcers speaking, regarding a challenge that Minnsota just won: "So, the Vikings winning everything today." Ugh! And now another 1st down pass from the 2nd string QB]

Krull is an interesting campaign setting. After watching the movie yesterday, I was again left with the sense that there is A LOT that's left un-said. And it's this backstory that intrigues me.

I went to a used bookstore this morning looking for the Allen Dean Foster adaptation of the movie...for awhile there, Foster was the "go to" guy for adapting films into novels, and I often found his books MORE entertaining than the movies, as he presented more information than what was present in the film. As a kid I did not distinguish that film and literature are two very different mediums, and I would sometimes "judge" a film (fairly or not) for not living up to written text. This is the classic "which version of The Shining do you prefer" argument.

Now, I am content to accept both as their own seperate animals, which is why I can say enjoy and rave about both The Watchmen film as well as the comic and not be upset at the dramatic license taken in the adaptation.

But it is that "extra info" Foster throws into his novels that I want. Whether he has access to the "film bible" of the screenplay or whether he simply adds his own stuff to "fill in the blanks," I'd like to read what he has to say about Krull.

Why are folks in the film so nonchalant about the alien invaders? Or about the magic of Ergo (which they simply find amusing rather than disturbing or supernatural)? If the Beast and his minions are new to the planet, but have had prior dealings with the cyclops, then are the cyclops new to the planet as well? How did the glaive become the symbol of the human kingdom, and how was it lost so many years before? And why is it Colwyn is able to reach it and instinctively knows how to use it without training?

Was Ynyr and the Widdow of the Web potential fulfillers of the prophecy? And who imprisoned the Widow of the Web? How did Titch end up indentured to the Emerald Seer? And for goodness sake, how is Colwyn and Lissa's child going to rule the galaxy if they're living in a medieval tech-level culture?

Unfortunately, there was no Foster book at the bookstore. If I'm going to write up the Krull campaign setting, I'm going to have to either "fill in my own blanks" or else start with what I know (the Slayers, etc.) until I can find a copy of it.

Ope! And the Seahawks game has finally, mercifully ended. Time-out for breakfast!

Saturday, November 21, 2009

"Good Fighters Make Bad Husbands"

By that reasoning, I must be a terrible fighter; my wife thinks I'm a pretty darn good husband.

I was watching the vastly underrated film Krull today (ahhh...streaming Netflix!), and was pleasantly surprised at how cool a film it is. As I've said in the past, I enjoy a mix of sci-fi and fantasy, when it's done in the right amounts. In my opinion, Krull does this exceptionally well.

Interestingly, one of the working titles for Krull was (apparently) "Dungeons and Dragons." Of course, there are no dragons in the film so it's just as well that they changed the name. But in some ways the movie DOES seem like a D&D type adventure. There's a princess to be rescued (of course), a motley collection of adventurers from different walks of life, and a couple different subterranean settings (including "The Black Fortress").

Of course, Krull would not actually work as a D&D adventure...well, not one I'D want to play/run anyway. It's a piece of fiction with a plot, and playing a pastiche of the movie would necessitate a lot of linear action and railroad force. Not to mention only one guy getting to play the hero. I mean, how many people would NOT want to wield the glaive? And how many folks really like playing "the comic relief."

At least in a game like Ars Magica, campaigns (or "sagas") are supposed to be long term...which means it's just fine to play a "grog" every now and again 'cause eventually you'll get a chance to step up as a "hero." But Krull isn't really a campaign/saga...it's the equivalent of a one-off adventure (and certainly a race against time). Do you really want to spend your one session as Ergo the Magnificent? Or Titch?!

Nah, Krull is a great movie with pretty cool FX especially for 1983, and the plot, acting, and music score beats most every made-for-TV movie I've seen on the SciFi channel...um, well EVER really. And it certainly has stuff that could be "mined" (i.e. "ripped off") for use in one's D&D adventure...especially a B/X adventure.

Let's see...there are a few monsters (slayers and the beast, of course...but also fire mares and changelings). There's at least one new character class, the Cyclops, that would make up for the loss of dwarves, elves, and halflings. A different way of handling clerical magic (I'd certainly consider Ynyr the mystic to fit the bill with his healing abilities). Of course, the Glaive could be included as a magic artifact...but it would appear to only be wielded by the latently-psionic royalty class (or at the very least, only by a 4th level or so fighter).

Anyway, SOMEone should post some Krull stuff to a blog, and I suppose I'll be the one to do it, at least for B/X play. I was feeling a little passed up recently with Pat's awesome S&S series...I guess it's my turn to contribute something to the game...

By the way...let me just say that I think the Beast is one of the coolest/weird/psychadelic monster villains I've seen in a fantasy film. It's right up there with Tim Curry's portrayal of Darkness in the movie Legend.