Wednesday, June 11, 2014

Pergerron: The Vumaskans and Atakans of Ruined Gatana, and the Freeport of Kordalos


The inner city of Gatana shrouded in darkness beneath the great towers
Gatana was a vast and impressive city in ancient times, a monument to the power of the ancient civilization which worshipped the Primordials, though not part of the Empire of Sar, believed to be a frontier city along the westernmost border of an eastern empire sometimes called Striasha. As Sar is believed to have been populated by the ancient elves Striasha was said to have been the dominion of the now rare vumaskans, tall blue skinned half-giants of great strength and intellect. The vumaskans were noted for their six-fingered hands and feet as well as their exotic cobalt blue skin. Some say vumaskans were gifted with a third eye granting them mystical sight by the primordial Vos Kar, but that this gift was just as quickly stripped away by the enkanneth Suliversa. Today one in twenty vumaskans are born with the mystical third eye, which they can manifest or dispel at will; this orb manifests as an actual third eye upon their forehead.

vumaskans
The vumaskans are a sparse race, for their numbers were devastated in the old war between enkanneth and primordial; the purging magic of old bathed Striasha in eldritch fire and killed many of their kind. Today they are an unusual race of scholarly wanderers and nomads, plying their trade as merchants and explorers of the rare, unusual and occult. Wanderers….except for two locations: a vigilant tribe of vumaskans have made an unusual home out of the young Freeport of Kordalos, formed by the ataskan warriors who proudly follow their leader, Kord. Kord is an ataskan warlord and magician who claims that he is in communion with a young new god named Shuutol. Though some believe Shuutol is one of the primordial spawn, Kord claims that Shuutol is the first of a new generation of gods to rise to power, birthed centuries ago from an ataskan mother in virgin birth, he grew to full adulthood in one day and became a great prophet among his people for nearly two centuries before one day building a vast tomb for himself in the ruins of Gatana. There Shuutol entered, proclaiming that through his magic the path to true enlightenment lay at the end of the maze-like structure of the tomb complex beneath his pyramid. Those who were pure of spirit could enter, either in spirit after death or theoretically alive in the flesh and follow the true path to heavenly paradise; if, of course, you were truly enlightened. Kord is a high-priest and sorcerer dedicated to the Way of Shuutol, and his flock strives to follow the teachings of Shuutol as revealed through Kord’s spiritual communion with the demiurge.

Kord
When the atakan tribes following Kord arrived in the region twenty years ago they found that the city of Gatana, which had been occupied by atakans in Shuutol’s time, had since been overrun with serpent men, lizard men and other monsters who served another of The Ten, the demiurge Sibitsen Muukol. The atakans were strong but not numerous enough to drive out the monstrous squatters in the ruins, who had spent a great deal of energy erecting a great monument-pyramid to Sibitsen Muukol on the eastern edge of the city. They established the Freeport of Kordala, named after their leader, thirty miles south at the mouth of a tributary and formed a new community. It was only a few years later that the vumaskan nomads led by imperator Hamagas happened upon their growing community and asked for permission to settle in the region. In short order Kordala became the largest local city of primarily nonhuman citizens in the River Anansis region.

Two decades of hostilities, truces and periodic efforts at invasion have led to a constant state of conflict and tension between the river port of Kordala and the denizens of Gatana. Many human mercenaries have traveled to Kordala, driven by the prospect of easy money in service to Kord or Hamagas, and still others arrive with an eye to steal the guarded wealth of Gatana.

Where once there was a handful of atakan settlers there is now a prominent young city with great walls being constructed and farmland for miles around. Kordala today has a population of roughly twelve thousand atakans, 1,500 vumaskans and a medley of other races, including roughly four hundred elves from the Sybariti tribe which migrated into the area after the orcish raids out of Mt. Gol left them homeless, and a tribe of halflings called the Glimmerwrights, known for their staggering artisanal skills and intimate familiarity with the vast delta region of the coast. As is inevitable, perhaps five thousand human men and their families have migrated into the region, though they are required to acknowledge Kord as their proper ruler and swear fealty to no human king.

Western Gatana on a sunny day
A mere thirty miles from Kordala rests the ominous ruins of Gatana, a great and largely intact array of skyward-reaching ruins noted for their ancient, alien architecture and the immense earthenwork pyramid to the eastern edge of the city that appears to be under endless construction. The nominal rulers of Gatana are the serpent men priests of the ophidian demiurge Sibitsen Muukol. Their leader is the grotesque chaos hybrid called The Hydra of Draedas, a serpent man born of the taint of chaos, said to have been fathered by Sibitsen Muukol on the night of a blood red moon during a profane alignment of the stars. This serpent man stands taller than most and has three heads, each of which moves and speaks independently….and can cast spells independently. Rumors that his very blood is poisonous are told as well, that no one can strike him lest they succumb immediately to the vapors emitted by any wound upon his body.

Despite their dominance in the ruins, the serpent men willingly let other monstrous kin occupy the area, so long as they recognize the greatness of Sibitsen Muukol. The lizardfolk of the coast serve them as cheap labor and soldiers, while other monsters such as trolls, ogres and orcs occupy the city in some sort of tragic pantomime of reali civilization. The monsters of Gatanas seem decidedly primitive, even wild compared to their kin elsewhere; orcs can be very organized and even cultured (from a certain point of view) but the orcs of Gatanas are little better than wild men and thieves.
 
Serpent priest of Sibitsen Muukol
Gatanas holds many secrets, few of which have been plumbed. The two-century old pyramid of Shuutol is one, resting near the heart of the city alone in the center of a vast plaza. The pyramid is regarded as a dangerous place haunted by the spirits of the dead, and left alone by most monstrous denizens in the area. The immense ruins themselves, some of them creaking frameworks of ancient buildings that rose a hundred stories tall, loom large throughout the city like jungle-draped canvases of decay, suggesting that the power of the ancients was vast. The skeletal frames of these ancient buildings appears to have been made from some sort of material similar too but lighter and stronger than metal, and does not decay. Many of the monsters of Gatanas have built elaborate layered lairs using wood and other materials to stretch out between the girders of these skeletal ruins.


Artifacts always drive interest in the ruins, for both monsters, tomb robbers and the atakans of Kordala. The artifacts of the ancient people of Striasha were truly wondrous; weapons of great destruction, devices which no longer work but hint at unimaginable magic and the relics of other impressive devices clearly suggest a command of technology and magic far beyond modern understanding. Whether the ancient vumaskans were technomancers of the highest order or something else is unknown; not even the vumaskans, who while long-lived by human standards (up to 150 years old) remember much of their old ways, only that the fall from their peak of civilization was great, and when it was all said and done 99% of their people had perished, their history, lore, culture and technology all but lost.

Imperator Hamagas

Tuesday, June 10, 2014

On Dungeon Crawl Classics


I've been reading Dungeon Crawl Classics lately. I looked into it when it first came out and (at the time) found it wasn't what I needed at that moment....but time has a way of changing one's perspective, and after my recent B/X D&D binge I decided to give DCC another look-see. Glad I did; I secured a copy of the Easely cover edition with the art insert, and a couple modules (with a bunch more on the way). I also recently snagged DAMN! issue one in PDF and the first two issues of the Crawljammer fanzine in print (still not sure how to get my PDFs, need to ask), which really is a weird blast from the past.....I was "cutting edge" in the world of fanzines in the 80's and its really interesting to see the form come back into existence. Tempting me to try my hand at it again.....no! That way lies madness. I'll stick to the blog. Still.....

DCC is probably a familiar game to most bloggers and blog-perusers in this neck of the woods, but if by some miracle you are not familiar with it, here's six points worth noting about the game:

The Weird Dice: You probably know it has weird dice. It also has conversion notes for how to play without them in case that's not obvious. However, I discovered that this guy sells DCC dice sets and so there you go (I plan to order a couple sets).

The B/X Classes: DCC uses B/X styled classes, at least at the core. So elf, dwarf and halfling are races. This is something I was not keen on until the last year or so when my mind about this gradually shifted from one of intense dislike at the concept (dating back to 1981 when I hated the concept even more) to a weird sort of acceptance.

The Crazy Random Spell Effects: DCC is nothing if not determined to make every potential spell cast a deadly or weird event if you don't do it right...or luck is not with you. This is pretty much half the book; spells and their enormous, sometimes complicated, always interesting unintended side effects and escalating craziness based on how good (or bad) you roll. The first time I saw this I thought it looked like work. With my more recent reading I realize it's a stroke of evil genius.

An Effort to De-Typify Monsters: There are a fair number of standard monsters in the book, but DCC makes a special effort to randomize whenever possible, or provide suitable direction on how to make every humanoid, demon, dragon and other weirdness just a bit hard to identify, or unique in its own right. This is part of the philosophy of making the game feel "new" in the sense that it works to defeat player expectations that they can identify and type/categorize creatures.

Appendix N as the Weird Fantasy Mashup Genre: This is what D&D would have looked like if Appendix N was gospel rather than just an interesting reading list of fiction at the time. A lot is made about Appendix N from the original AD&D Dungeon Master's Guide, but one thing which is often overlooked is that back in 1978 there wasn't nearly as much constant, never-ending output in fantasy and SF as there is today. For this reason many people interpret Appendix N as some sort of holy grail as to what AD&D was defined by, and they are partially right in so far as when you look at the broad swathe of fantasy fiction in the 1960's and 1970's Appendix N isn't a niche corner of that selection: it's a good representative sampling of everything that was available. Indeed, one could argue that if Appendix N was meant to be the "special secret sauce" tp AD&D then you could learn just as much about what AD&D was not by looking for fiction from the time period that was excluded from the list. But here's the catch: it really wasn't "all that was D&D" for the time, it was an example of what Gary Gygax liked, and what inspired him; but I like to think he realized his game was bigger than just him, just Appendix N, and all that....and also that Gary in all likelihood never stopped reading fantasy fiction...right? So from a D&D historical perspective Appendix N is an interesting myth and parable of how someone can historically go back and find greater meaning in something than perhaps was relevant at the time the subject was young and new.

So what does that have to do with DCC? Well DCC is what I would call a alternate history D&D in which AD&D was built specifically to emulate Appendix N, by someone who specifically called out the most delineating features of weirdness and the exotic from the tomes on that list. It's a fascinating study in just what D&D could have looked like if it had been bult from the ground up to be a sort of 60's/70's weird fantasy genre mashup emulator specifically aimed at drawing out those tropes, and not what D&D actually was: a wargame turned into the first RPG with an effort to encapsulate fantasy fiction in a broad manner which allowed for a wide array of interpretations (for the time).

Anyway, the thing about this is that it makes DCC a very interesting modern variant on D&D. DCC is D&D viewed backwards in time through the lens of a modern viewer, who is seeing fantasy that was once the default, the norm....and realizing that in the last forty years we've moved quite a distance away from it all, such that an artifact like Appendix N now stands out as a unique benchmark of something that while unique today was at one time "no big deal" if you will (other than that between the age of 10 and 14 I used that list in the DMG to read every book I could get my hands on by every author on the list....)

The Modules are Great: I love the DCC modules I've read so far, and I also like that I think I could port them over to pretty much any variant of the game (and if I don't actually get to run DCC I will almost certainly adapt the modules to either D&D 5E or Pathfinder). I'm not a big fan of most modern modules....but DCC's style hits the right spot for me. If you never buy DCC the game, at least look at the modules.

About the only thing I don't like so far in DCC is that damned warrior in his bell-bottom striped pants. What the hell....I may have been a kid in the 70's, but I don't recall anyone actually liking bell-bottoms. Some fashion trends need to stay buried in the dungeon.....


Monday, June 9, 2014

How to make enemies of the local major wizard - a Magic World fable

My Magic World game on Saturdays was a hoot. The players had wrapped up the previous scenario and were spending some time purchasing goods in anticipation of their extended road trip plans, escorting a Vumaskan merchant to his home in Kordala, a lengthier journey than it needs to be since the vumaskan in question owes the harbormaster a princely sum and he is barred from access to the docks on pain of death....so he's going to hoof it to the freeport of Vespas to the south and then hire river transport from there. Yes, this is all in the Pergerron setting I've been sticking a lot of content about in my blogs recently.

Anyway, one of the stalwart adventurers, a city elf spellblade by trade with a keen interest in all things necromantic sought out a local scholar or mage who could help divine the secrets of her recently acquired evil-looking (and behaving) gems, the Eyes of Hox Nagor. This, as they say, ended up being a very enjoyable "plot derailment" moment in which the PCs charged off to aid her in what started as a "find the wizard and see if he can identify these" into a "help the wizard find his stolen book and missing apprentice, who may have run off with a local floozy or possibly a rival wizard." Evil bat-men, a tunnel to the underworld, the discovery of a dying apprentice who was then "parted out" by said necromantophile, a haunted cat said to be possessed by something which self-identified as a passion spirit (hint: it's much more than that) which taught them some magic in exchange for freedom of movement letting the spirit take control of the earlier aforementioned floozy....a displeased mage learning of the "parting out" of his former apprentice....a golem in the mix, sudden fire at the mage's house, stolen horses and a quick escape later and we had a full evening's entertainment. Yikes!

We left off with the adventurers following a spirit-possessed prostitute on stolen horses heading to the ancient haunted Hill of Giants, where they can find the landmark that marks the trail that leads to the ancient, evil hut of the legendary Lich Aruman.Because y'know, things happen.

It was a crazy evening.

I'm really starting to love my new setting, and Magic World is proving to be a stellar system for the unique flavor I wanted to achieve in Pergerron. I could (and would) use Runequest 6 for this world as well, and may do so in the future, limiting only theistic magic which has no place interestingly in Pergerron's weird cosmology, where all magic comes from one source. Whether the caster wants to think the power comes from the gods or not is entirely up to him...


Off the Grid


I posted the following over on rpg.net a couple days ago but expect it will be buried deep in the middle of a long thread on why we all hate the grid/mini mechanics. Started, of course, by one of the 4E fans who doesn't understand why people might have issues with the 4E methodology, or why a system which gives you an immensely elaborate combat system and then skimps on everything else might seem a bit weighted toward a certain style of play. Anyway....to preserve my response, I offer it up here:

I never, ever used minis for any game prior to D&D 3.5, and only then it was because I started a group with an emphasis on minis gaming that went back many years. It was my first experience with a group of D&Ders who saw minis as an essential component of the play experience in 2003, and it was quite a contrast from the way I had played the game for two and a half decades, in which the only time I ever gamed with or knew anyone who ever used minis for anything was an occasional old crusty DM at a convention using his ragged tape-bound 1E AD&D manuals. Still, 3.5 seemed to need it, so I worked minis in to the experience and even got into collecting the prepainted ones.

My experience from that period (2003-2005) was a mixture of fond memories of the overall game coupled with what I considered an unavoidable slowdown of the actual game experience due to the time and energy that setting up and carrying out the grid combat took. Battles were no longer a part of the story, they were a separate deal unto themselves. Still....I got used to it, even though I felt like I had migrated to a different universe where my favorite game was strangely different and a bit hostile toward the way I wanted to enjoy it.

I threw myself wholeheartedly into 4E because it made the grid combat more fun (at least for the first few levels of play) but it was a "solution" to a problem that was artificial: it "fixed" 3.5 grid based combat by getting rid of the possibility of gridless combat entirely and making every rule, ever, about the grid. I could still do gridless with 3.5 so long as my players were up for it; I couldn't do it in 4E without serious house-ruling and chucking out entire swathes of the game design.

Still, 4E worked great as a grid/minis RPG but it became apparent after a while that the game's focus on elaborate combat was at the expense of everything else; it was a game about combat, with other stuff getting lip service. It had a minimalist skill system, few rules or guidelines for how anything worked outside of battle and a ritual spell system that was onerous in its application, discouraging players from using it to resolve conflicts. It was a game about providing all sorts of solutions to 3.5 problems that were only problems in the first place because 3.5 ignored the more pragmatic older edition methodology in favor of its own codifications.

As a non grid/minis example of how 3E chucked out old design limits that were effective: the spell caster as all powerful quadritic wizard phenomenon was created because of this. One of the reasons wizards got so tough in 3E was because the game effectively stopped paying attention to preparation times and the real, actual cost of spell ingredients that had been a requisite to casting so many spells in 1st and 2nd edition. These were in-game story limits, so they didn't fit with the design theme of 3E, but they were very, very good limitations when correctly enforced.

Anyway.....I am now of a mindset where I am used to a map and minis and we play Pathfinder fairly fast and loose, using the board when it makes sense and resolving other combats when it does not. However, the prospect of a 5th edition D&D where I can run the entire game the way I used to do AD&D 1st and 2nd edition, without ever once seeing a solitary miniature except for general tracking purposes, has me utterly smitten. I can hardly wait!

Sunday, June 8, 2014

Runequest 6 free basic rules

Well this surprised me....Design Mechanism now has a free lite version of the Runequest 6 rules right here. Interesting....I sense an ongoing trend.....

Some points about this Basic free version of Runequest worth noting:

1. this is a full featured game. You get everything you need to run Runequest, for free, for a very long time.

2. This version has theism and folk magic, so other options such as sorcery are reserved in the main rules.

3. it's gorgeously illustrated. I suspect if they offered a POD version it would sell well.

4. It still uses that font that makes the damned book painful for me to read due to what I assume is some exotic mental/visual glitch in my brain (the damned curliques around the "sp," "st" and elsewhere make reading this font very annoying for some reason).

Check it out! The price is right...



Friday, June 6, 2014

Talking about D&D 5E with the FLGS

When the game wrapped Wednesday night I had a conversation with the store owners (my weekly Wednesday game always meets at the game center of the local game store). It was interesting, as they weren't clued in to many of the forthcoming D&D 5th Edition announcements or details which I talked to them about at length. Some of the interesting bits I gleaned out of the conversation were as follows:

1. 4E sales had been dead pretty much since 5th edition was announced. They stopped stocking 4E a while ago, as they couldn't move any of their product on the shelves.

2. Apparently they did not like the multi-volume Player's Handbooks and had a lot of trouble selling the game because the PHB 1, 2 and 3 served as an obstacle to buy-in for new players who felt like they had to make a huge investment to start playing in order to feel like they had the complete rules (not untrue by any stretch). The subsequent Essentials books just made things worse. They are fearful that the same will happen to 5E, although I told them Mike Mearls is on record as stating WotC doesn't plan to release more than one PHB and DMG.

3. No one locally is running any D&D Encounters stuff right now, but I suggested they get involved with the planned organized play for 5E, as it sounds like it's going to go over really well. Locally Pathfinder Society people say that they are apparently expecting to lose a lot of people to the new organized play for D&D 5E, and that the memory of the very well run RPGA events is a big driver for people to go back to D&D.

4. The FLGS owners are hopeful that 5E will focus on adventure modules for sales. They are also hopeful that some sort of OGL or convenient 3PP support will come out of all this, or they feel that 5E is doomed from the get-go without the ability to demonstrate the support of independent publishers. If WotC doesn't do that then they feel it will be dead by this time next year.

5. Apparently they hadn't received any promotional material or details on the forthcoming schedule for D&D 5E, planned events or frankly anything at all from Wizards of the Coast. Hmmmmm....

Food for thought!

Thursday, June 5, 2014

Resuming Pathfinder

My Wednesday group decided that it was time to return to Pathfinder, so 13th Age is out for now and Pathfinder is back in 100%. However we're going for low-powered gritty Pathfinder, which is being done by starting at level 1, with a 15 point attribute spread instead of rolling or doing 20 point buy. Everyone used the Background path generator from the Ultimate Campaign book; that's a nice extra feature that I have at last seen in action and I liked it, as the random generation of a background history created some interesting story potential.

The game feels different....really different, actually, since playing 13th Age for a few months has created a strong sense of contrast between what we left off on last week and what we're doing now. 13th Age is a game about Big Damn Heroes who are Really Important. Pathfinder down-dirty-and-gritty like this is about the peons that 13th Age heroes use as stepping stones to greatness. While there's something to be said for a system that cuts to the chase and starts everyone off with cool stuff and amazing connections to the icons, there's an entirely different and meaningful feel to a campaign where you know you're going to earn every damn bit of power, every conection through blood, sweat and tears: and mortality is an ever-looming terminus to your success.

Yes, you could say we're going old school on this one, or more accurately we're going back to old school. Pathfinder may be a modern edition of the game, but you can still run it hardcore classic style if everyone is on board with the notion.

Monday, June 2, 2014

Meanwhile in Pathfinder News

Since the last few weeks have been pretty much all D&D 5E all the time when it comes to the spider-web of blogs and odd chat sites that comprise the news resources for all thing tabletop RPG, I thought I'd do something no one else is doing and talk about what Pathfinder has going. I have a vested interest, as my Saturday group is returning to Pathfinder next session, and my Wednesday group has already rebelled and is returning to Pathfinder this week.

I'm cool with it. If there's one thing I've learned from 13th Age it's that I like a slower and more methodical game system, with a bit more nuance. 13th Age handles a certain style of play extremely well (gonzo heroic) but it's pace and feel, while great for an occasional romp, is not suited to my default style of play.

So....what's up with Pathfinder?

Paizo of course needs to throw some stuff out for later this year that will look equally attractive next to the onslaught of D&D tomes about to hit. They've got the usual fine Reynolds art lined up, with a great cover for the looming Advanced Class Guide scheduled for sometime in August (probably for GenCon):


You can still get the Advanced Class Guide playtest document and take the ten new classes contained within for a spin. Each class is a hybrid of two core classes. It's an interesting concept, another subversive strike from Pathfinder against the 3rd edition method of multi-classing, right behind archetypes and the idea of classes that are more fun for 20 whole levels. Given how rarely my players multi-class, I guess their war against the habit is working.

Next up is the Pathfinder Strategy Guide slated for sometime in Octoberish:


Bound to be the ruination of campaigns everywhere as players who like to make interesting and role-play focused characters read it and learn how to min-max like a pro....

After that we have the Monster Codex, also scheduled for "October" so expect it by December:
This one has me excited. It focuses on twenty popular monsters from the Bestiaries, looking in great depth on them. It sounds like a combination ecology guide/race guide/stat block heaven lineup in which the GM can lean on this book for lots of pre-statted orcs and other monsters that make for interesting encounters without having to do all the footwork; the most excruciating part of Pathfinder and 3E for many a GM, of course, is those horrendous stat blocks. If this game offers up a mess of interesting pre-made villain NPCS, consider me sold.

Most of the slim books haven't been grabbing me, but this one is an exception- the Pathfinder Technology Guide:


The descriptions suggests that this book actually has some real meat to it (sort of what I wished Distant Worlds had been), with loads of equipment and useful material for adding sci-fi fantasy tech to your campaign setting, or blending it to make your own planetary romance/gamma world knock off. Could be interesting....the Technology Guide looms large this August. Maybe next year Paizo will pull the trigger and release a full-blown hard cover high tech planetary romance manual, a "Ultimate Space Campaigns" book or something......

Caverns of Chaotic Kobolds for GURPS Dungeon Fantasy

Where to go with this one? Well, to start it's a rare module written....and statted....for GURPS Dungeon Fantasy. It has a map, somewhere, but I've lost the original, and the remake by Simon Tranter is owned by a local friend of mine who at one time was assisting me with producing The Sorcerer's Scrolls in its reboot a few years ago, and to whom I turned the operation over when I decided that blogging was more rewarding than attempting to do a print/PDF magazine.

I don't know if that final issue ever got off the ground, but if it had it would have included this module. Alas, the map is history....and the cool one which exists somewhere is not mine to share, so I leave you to interpret the layout these rooms as you see fit....

Source

The Caverns of Chaotic Kobolds
Dungeon Fantasy Edition

   Deep within the Chaos Mountains lies the vast and evil valley of the Chaotic Caverns. Here, dozens of ancient tunnels, some natural and others dug deep by monsters, riddle the length and breadth of this valley. One such set of caverns can be found, the notorious Cavern of Chaotic Kobolds, near the entrance of the valley. It is a popular locale for young adventurers to assault, and the wary kobolds have grown used to this barrage of devil-may-care adventurers seeking to steal their plunder…
   The following stat blocks provide some basic stats for the kobold denizens in the caverns. These kobolds are derived from (but not exactly the same as) the kobolds depicted in 3rd edition GURPS Fantasy Races:

Typical Kobold Statistics:
ST 8 DX 11 IQ 8 HT 10 Speed 5.25 Move 5 HP 8 FP 10 Will 7 Per 8 Damage: Th 1d-3 Sw 1d-2
Dodge 9 Parry 9 Block 9 (DB 1 with buckler) leather armor DR 2
Skills: short sword -11, Buckler Shield-11, Climb-14, Shortbow-11, Stealth-11
Advantages: cast iron stomach, dark vision, Flexibility (5)
Disadvantages: short attention span, uneducated, weak will -1
Weapon:  short sword (cut 1d-2 or impale 1d-3) or short bow (impale 1d-3 Acc 1; Range X10/X15, RoF 1)
Armor: small shield and leather armor (torso, groin, head)
Wealth: typically 1D8 animal bones, a rabbit fetish, and 2D6 copper pieces

Kobold Warrior
ST 10 DX 12 IQ 8 HT 10 Speed 5.50 Move 5 HP 10 FP 10 Will 8 Per 8 Damage: Th 1d-2 Sw 1d
Dodge 10 Parry 10 Block 10 (DB 1 with buckler) leather armor DR 2
Skills: short sword -13, Buckler Shield-13, Climb-14, Shortbow-13, Stealth-11
Advantages: cast iron stomach, dark vision, Flexibility (5), combat reflexes
Disadvantages: short attention span, uneducated
Weapon:  short sword (cut 1d or impale 1d-2) or short bow (impale 1d-2 Acc 1; Range X10/X15, RoF 1)
Armor: small shield and leather armor (torso, groin, head)
Wealth: 2D8 animal bones, a rabbit fetish, 3D6 coppers and 1D6 silver pieces.

Kobold Shaman:
ST 8 DX 11 IQ 11 HT 10 Speed 5.25 Move 5 HP 8 FP 10 Will 10 Per 11 Damage: Th 1d-3 Sw 1d-2
Dodge 8 Parry 8 Block -- cloth armor DR 1
Skills: shortstaff/sword -11, Climb-14, Shortbow-11, Stealth-11, Occultism 11
Advantages: cast iron stomach, dark vision, Flexibility (5), Magery 1
Disadvantages: short attention span, uneducated, weak will -1
Weapon:  shortstaff (crush 1d-2 Parry 0F) or short bow (impale 1d-3 Acc 1; Range X10/X15, RoF 1)
Armor: Cloth armor (torso, groin, head, legs and arms)
Magic:  Itch-12 (cost 2), Spasm-12 (cost 2), Pain-12 (Cost 2), Sense Foes-12 (cost 1+), Haste-12 (2/1+), Ignite Fire-12 (1+), Create Fire-12 (2/1), Shape Fire-12 (2/1), Fireball-12 (1d/pt up to 3; ½D 25, Max 50, Acc 1)
Wealth: 3D6 animal bones, a rabbit skull cap, 4D6 coppers, 2D6 silvers and 1D3-1 gold pieces

Description of the Kobold Lair

    The Yeargat Tribe (loosely translated into “Flaming Rabbit Tribe”) has been a denizen in this particular wing of the Chaotic Caverns for centuries now, or so it seems. In truth, the kobolds are frequently cleared out, only to be replaced by a new tribe periodically. For reasons unknown, the Speaker in the Pool likes to surround itself with kobolds, and seems to call to them telepathically.

   The current leader of the tribe is the warrior known as Warangit, and his chief shaman is the female kobold Katala-Thika.

   Unless otherwise indicated, all doors in the dungeon are locked, but all guards will have a key ring that opens most doors; only the chieftain has a door that opens area 10, however.

1. Entrance
   The main entry is partially barricaded by a rubble barrier of stones that the kobolds have heaped up over time. The barrier was partially knocked over when an ogre named Crothux came visiting a few weeks back, and the barrier remains partially toppled. Guarding from a small stone walk-way along the “ramparts” of the stone blockade are four kobold sentries.

2a., 2b. and 2c. Sleeping Chambers
   These wide den chambers contain eight primary nests each, and huddled within at any given time will be 2D6 female kobolds, 4D6 children and 1D3 off-duty kobold warriors.

3. Storage
   This is the storage room and pantry for the kobold raids, and includes the wealth of several stolen caravans as well as good pilfered from their immediate neighbors. The storage containers within include the following items of note:
2 barrels of 20 short spears each
3 sacks of cinnamon
1 heavy “powder keg” containing orcish firegrain
4 small dwarven kegs of stout
2 satchels (open) of salt
1 heavy open barrel full of ground flower
1 large mortar and pestle
1 loom (broken, needs repairs)
1 stack of approximately 20 deer skins (tanned)
1 skeleton stacked in a corner adorned in nobleman’s garb of Octzel City
1 crate full of leather sandals
4 large amphoras full of water (tepid, with mosquitos breeding from it)
1 ogre-sized chamber pot (full)
12 wineskins stacked in a corner, half are still full of wine, the rest have been drunk and discarded
   There are usually 2 kobold warriors on duty here, but there is a 50% chance they will be asleep.
20 yards of giant-spider silk cord rolled up in a corner next to 50 feet of rotted hemp rope

4. Pool of the Speaker
   Here is the mysterious sacred water in which dwells the mysterious Speaker in the Pool.  The Speaker is an ancient entity which has dwelt here for thousands of years, or so the stories go. For some reasons it is seen as a godlike being by kobolds, who claim they can hear it “speak” though no one else can; when the entity forms it exudes only hideous bubbling noises.
   The Speaker in the Pool is actually a sentient Erupting Slime, a unique creation forged either naturally or by magic eons past. It has IQ 20 and Telepathy 20 (with access to animal empathy, invisibility, mind control, mind probe mind reading, special rapport-kobolds, telesend and terror). It has one huge limitation: the Speaker’s power source is actually within the natural confines of the pool in which it rests, and should it leave (traveling more than 200 feet from the pool) it will lose its power of telepathy as well as its sentience.
   Hidden in the bottom of this thirty foot deep pool, trapped in ancient encrusted calcite is a long-lost Kadantanian Artifact from ages ago. The device looks like a small container, and bears the engraved image of a squat goat-demon with six arms lifting up a gem, which doubles as a sort of “lid.” The Gem is a pure ruby worth 500 gold pieces, and if unstoppered reveals that inside the odd vessel lies a solid crystal skull that pulses with a faint blue light. Any who touch the skull are assaulted by the ghost of the Kadantanian sorcerer Eurenesas, who will seek to possess the target (possible only by touch, however).
   Eurenasas is the source of the Erupting Slime’s sentience, although it does not know that the artifact is the source of its might. Should Eurenasas’s crystal skull be removed from the vessel, or be awakened through the possession of another target, then the slime will lose its sentience in the process.

5. Hidden Cache
   Chieftain Warangit likes to hide his really good stuff down this secret passage that leads to a collapsed region. The discovery of the passage is not too difficult (Perception -3 if actively being searched for), but it requires small hands to reach down a long hole to grasp an iron ring that opens the door. Worse, nestled within the hole is a fat black widow familiar which will bite any arm that does not reek of either the war chief or the shaman…
   The cache contains the “good stuff” of the tribe, including:
A coffer with 345 gold pieces, 53 electrum pieces, 12 iron coins from the far north, 421 silver pieces, 2003 coppers, and 3 mithril bars.
1 tall ceramic amphora in which a pickled undead troll head floats
An ornate high-quality greatsword (very fine; -2 to breakage and +2 to damage)
1 satchel of pure opium in a worked wooden coffer (5 lbs.)


6. Well
   Here the kobolds draw their water from a cistern well, which collects runoff from a slow but steady drip in the stalactite-laden ceiling. The water is the only purified source in this cavern that has not been corrupted by the seeping effect of the  Pool of the Speaker. There is usually 2-4 kobold females here filling urns that they carry on their heads.

7. Kobold Market
   Here can be found a wide deep cavern that has been turned into a warren of small shops and businesses. Approximately four dozen kobolds can be found here at any given time, bartering and bargaining with one another in an effort to make money at the expense or misfortune of others. The kobolds have several small shops here (and by small I mean only gnomes, Halflings, goblins and other short kin can safely enter standing) with salvaged gear and weapons; most gear is priced double the normal cost, and the kobolds will shrewdly haggle at the price to keep it as high as possible.
   If the adventurers have already made themselves a known nuisance, then there may be as many as a dozen guards in this area to protect the merchants. Should the adventurers decide to siege the market, about three dozen common kobolds will flee while the dozen soldiers fight. The kobold merchants, being venomously jealous, will likely depart their shop while setting a variety of deadly traps in place to protect their goods. A sample trap:
Trip-Wire Triggered Crossbow (hits on 10 or less on 3D6; 1D+3 damage if an adventurer fails to spot it (-3 penalty to Perception as it is cleverly disguised); spotting the crossbow as it triggers allows a dodge roll to avoid, but the person behind the adventurer is then targeted.)

8. Camp and Hub
  This chamber is used as a camping spot for foreign visitors and also as a hub for traveling into the deeper caverns. Roll 1D6 and check the following list to see who or what is in the chamber when the PCs stumble on it; re-roll for a new encounter once every 1D3 days:
1.            A trio of ogre traders with casks of deepwater grog; they use a half dozen severely malnourished shadow elves as their slaves.
2.            A lone troll named Thaumat prowls the area looking for stray kobolds to eat. At one of the entrances a half dozen kobold guards have holed up while they wait for pitch arrows to drive the troll away.
3.            A single Mindwarper named Xymurgis is here, guarded by two flaming skulls and a trio of well-armed orcs is visiting. He has a rather impressive animated kiosk that travels on four spidery legs, and he sells any and all potions (usually 150% of the base cost, but he’s wiling to haggle).
4.            Kobolds from the Yaunkak tribe (literally means “Stolen Baby Tribe”) are visiting and there’s the kobold equivalent of a small renaissance fair going on here.
5.            A necromancer named Callous and his three vampire vixens is passing through. He’s offering the kobolds a princely sum for the right to speak with the Speaker in the Pool, but the kobolds (all two dozen, with the lead witch-doctor, wearing garlic necklaces and wielding sacred ankh-crosses of Naril—even though they barely know who the god of goodness is!) are rather mistrustful of the necromancer and his evil maidens.
6.            Seven kobolds, including lead kobold chief investigator Yeenkark are investigating a recent death; in the center of this chamber is a dead kobold known as Yonton, the best merchant and haggler in the community, and he’s been impaled by what looks like a spear from the Yauntak (Baby Eater) tribe…Yeenkark suspects foul play and an attempt to incriminate the other tribe falsely….may be willing to employ friendly adventurers to seek out clues….

9. Warangit’s Throne Room
    The ceiling in this wide but low chamber is only four feet high; it doesn’t bother the kobolds in the least. A trio of stalagmites stretching from floor to ceiling have been turned into a throne for Warangit, leader of the kobolds. Within this chamber the chieftain and at least fifteen guards and usually five or six harem wives can be found. Warangit is open to discussion with foreigners who will pay proper obeisance to him, but he wil order the guards to attack if the adventurers have been assaulting his caverns already.

10. Sleeping Chamber
   Here, behind the throne room, is a much wider and more spacious private chamber for the chieftain, his harem, and his three dozen children (and nests for more eggs on the way). Needless to say, if the adventurers have gotten this far, they will be met by at least ten angry harem wives and three dozen angry kobold children!
   Hidden beneath the carpets of this chamber are three cisterns filled with 10,000 copper pieces (approximately, give or take), 573 silver pieces and 1,021 gold pieces in hidden loot. An adventurer walking on the carpets who makes a Perception check will notice the curious “crunch” when passing over the cisterns.
   The three treasure cisterns do contain ancient traps: at the bottom of each cistern (about three to five feet deep) is a pressure plate held down by the coins. When half the coins are remove, the plate will release, exposing a substance which explodes in contact with air, dealing 3D6 damage in a 15 foot radius around the cistern and melting the coins in the process! The way to avoid the trap is to use the key held by the lead matron on three cleverly disguised key holes each adjacent to the cisterns (Perception -2 to notice the key holes), or to pick those locks (the GM should roll that if an attempt is made, as there is no way to tell if the lockpicking is successful in “locking” the trap or not).

 Conclusion

   There are several ways out of the dungeon, that lead to other warrens within the Chaos Mountains. GMs can use this as but one of many such avenues to further adventure, of their own design!


Sunday, June 1, 2014

13th Age - Endgame!

Saturday's 13th Age campaign closed with a brutal storming of the evil temple as it were, a series of escalating battles leading to the grand finale, where everyone stopped the resurrection of an evil goddess....or possibly something much worse. Fun stuff!

After suggesting we could continue with 13th Age or go to another system, we've all decided to resume Pathfinder next session, picking up where we left off a few months ago. Interesting, yes....but not terribly unexpected. Everyone had a great time with 13th Age, but it is a very minimalist system in a number of ways, and my group is a conventional, modern sort of gang which craves elaboration and detail. This is a group which likes more skills, not less. More feats, not less. More exotic options, not less. They have enjoyed 13th Age, but they have also noticed that once you've played a class you pretty much know it. You have to work a bit to make a fighter in 13th Age look and play all that differently from any prior fighter; this lack of diversity, which they blame mostly on the lack of content for the game right now, is considered a bit of a crutch until future books (13 True Ways, for example) come out. It's probably a perception shared by gamers used to Pathfinder as their bread and butter, but may not resonate so much with gamers looking for a simpler experience.

As a player, I would love to play 13th Age....over Pathfinder. I'm still pushing for my one friend to run it; I think he'd do a good job and it would get me a chance to play. But for now....back to Pathfinder. I've had enough of a break now that I think I'll enjoy the return, for a while at least. Now I have to hope that in a couple months D&D 5E manages to hit the goldilocks band of sufficient diversity of interest for my players and ease of access for me as DM. If it can pull that off, then I'll be happy camper. If not....then Pathfinder will remain local king, I imagine.

Note that I'm not done at all with 13th Age, though. We've got an active weekly Wednesday game going on that's quite fun, although I expect when that game concludes we will probably migrate back to Pathfinder as well. Books like Deep Magic and the New Paths Compendium have my players chomping at the bit to try them out.