Showing posts with label Whitebox. Show all posts
Showing posts with label Whitebox. Show all posts
Wednesday, February 5, 2014
That 1d6 Dungeon You Always Wanted
Or rather, the one one I always wanted. I thought that for one of the sub-levels of Scadwrath Castle, I'd do something quite silly and off-the-wall. After all, the setting Moog is a very silly, gonzo place and this just struck me as something that should be there, someplace. The idea is that, maybe I want to hide something in this dungeon, or maybe the baddies have kidnapped a princess and spirited her away in one of the six sectors (there is no shortage of princesses available for kidnap/rescue cosplay in the city of Vermistadt, which lies above this massive dungeon, if that's the sort of thing your adventurers are into). So, roll a d6 and that's where the goodies/Rod of Seven Parts/Princess Buttercup (you get the idea) is/are located.
Now, I originally got this idea from Zach S's awesome city street idea in his Vornheim book. Seriously, you must have that book. Go buy it here if you don't already have it. And yes, yes I grock the whole architectural impossibility of it all, but hey, there are massive, cyclopean stones here, eldritch magic, etc. There are 5 levels here keyed up for you to do as you will with it. There's even an exit to wherever over there near areas 45 & 87. Hell, I don't even know where that goes. I color coded them so it's easier to see where one level ends and a new one begins.
Like the other maps for Scadwrath Castle, there are plenty of pools, statues, etc. so you can have fun bedeviling the poor saps who wander into the place. The checkerboard floors (constructed from marble one supposes) are of course harmless, but placing a trap on just one of them will scar your players for life. You can chuckle with maniacal glee from that point forward as they pointlessly take all sorts of time to circumnavigate a pretty, but otherwise normal floor whenever they encounter them in the future.
As for the backstory and the key, yes, I will probably provide a fully keyed version at some point and may do the entire thing (12-ish levels not counting the upper works of the castle itself) just so my kids can put it to good use some day. The maps are part of a massive, active dungeon complex that lies beneath the gonzo city of Vermistadt. It's basically a 0E or 1E WHFRP city that sprung up over a series of ruined dwarves mines and ruins. The castle, belongs to a mysterious and powerful duke who maintains his own little duchy within the city walls. Part of the complex houses his Shadow Born undead legion which he keeps in top fighting shape by throwing a never ending stream of eager and obviously, slightly deranged adventurers at them. The adventurers who fall in the initial levels just unwittingly signed up for long term service in his Grace's legion, but hey, there's an awesome dental plan. Consider it a Roach Motel for greedy adventurers, thinning the herd so that only the truly epic delvers can pass on into the higher levels of experience.
So, yeah, use it as you please, but of course I retain copyright on it (as well the other stuff on this blog) for print purposes, etc.
Link to pdf download is HERE. The original was drawn is the weird little square sketchbook I have lying around. It's roughly 8" x 8" so, you may need to adjust your printing accordingly.
Tuesday, February 4, 2014
To All the House Rules I've Loved Before
I'm sure many of you DMs out there are tinkerers like myself. I do the same thing in my professional life to be honest. I can rarely leave good enough alone and I seem to always be tinkering with classes that I've taught for 10+ years just to see if there's a better way to do things. I suppose it should come as no surprise that I've tinkered around with most ideas for house rules at one point or the other. Shields Shall be Broken, Critical Hits & Fumbles, the d30 rule, you name it, I've pretty much tried it.
Shields Shall be Broken I found this one to be very flavorful, but it's just a bit too cumbersome really. In essence, this is a get-out-of-jail free card for your fighter types. Now, I'm all for making fighter types more attractive, but our group grew tired of it very quickly. I do think it's one of the best bennies you can throw to low level fighters, but what about orcs, hobgobs, and other mooks? Shouldn't they exploit the rule also? In the end, it started to become a joke in our groups and seems no different than situational giving your melee combatants additional hit points.
The d30 Rule I still like the hilarity of this one and could probably be talked into using it again sometime. The one thing that bugs me the most though is that occasionally, it makes a mockery of your Big Dramatic Chapter Ending Battle. Surely this could be fixed by giving your Big Bad Evil Guy d30 Immunity or the like, but to me, that seems a little inelegant. I mean, your players are going to want to save the roll 'til the absolutely most critical moment of the evening. No doubt they're going to feel a bit cheated when every Boss Monster happens to be wearing his Cloak of d30 Immunity. It's a fun rule, I'm sure others have found a work-around for the issues our groups had with it, but it just made for too many anti-climactic moments in our games so we stopped using it some time ago.
Critical Hits & Fumbles OK, so I get that EGG completely hated the notion of these, but to me, they're still fun and make combat more varied and exciting. They've been around since, oh, I don't know, the early 80s I guess, and I always enjoyed using them if and when you can find the sweet spot for using them in your game (that is to say, the implementation that makes combat more exciting without overwhelming the PCs). If my Google Fu is correct, it was Dragon Magazine Issue 39 that brought us that lovely Good Hits and Bad Misses article and that was the first time I used them (much to the consternation of my dubious players at the time). I modified it though so that we only used the chart on a natural 20 or a 1 just for simplicity (and still do). Initially, after much bloodshed and hilarity, it became apparent that allowing every scrubby kobold a chance at beheading the PCs is simply too much (or maybe not depending on what you're trying to achieve with your game).
I do agree that the 3.X solution is quite elegant (certainly one of the things that 3.X got right), but it adds more dice rolling than I really want in my Old School games. Over the years, I've tried the absolutely murderous Rolemaster Charts, took a shot at adapting the hysterically gory WFRP 1E criticals, the Paizo critical & fumble cards (which I quite like for d20 sorts of games), and now have arrived full circle back to the good ol' charts from Good Hits and Bad Misses. I think the sweet spot for old school play is simply saying this rule applies to all PCs, Named NPCs and Boss Monsters. I warn my players that most encounters, but certainly not all, will contain a Boss Monster, a leader type who won't always self-identify, but will usually become apparent that he has a tub-load of HPs and seems to be better at fighting than the other scrubs. Needless to say, this make something like a Boss Ghoul with 3 shots at dropping a 20 on you an enemy that even experienced characters will respect.
Death & Dismemberment I've tried a couple different versions of these charts and finally got around to making my own. It makes for a very gritty campaign as PCs and followers will lose limbs and the like as well as having very funny (or serious I guess if your group looks at it that way) death scenes. This does give low level guys a bit better odds at survival unless of course the bad guys are the carnivorous types that immediately begin chompin' on fallen PCs, provided of course that someone in the party survives the encounter to bind their wounds. When characters are bleeding out due to this rule, I allow anyone to apply first aid simply by moving to them (in lieu of attacking or casting a spell).
The one thing that bugged me about the other charts was that a guy would hit the ground and on some rare results, would simply spring back up with renewed energy to continue the fight. On most results though, the character would fall to the ground gravely wounded, their fate uncertain until someone could get to them to check out their condition. I decided that for my campaign, I didn't like the idea of a character jumping and getting right back into the fight, so I devised a series of modifiers for the roll and developed new benefit for those lucky enough to roll an 11 or 12. It works for my Gonzo Old School Setting of Moog, so try it out if you like the idea of the Oscar Scenes for your characters and their followers.
PDF download of Death & Dismemberment for Moog is HERE.
Binding Wounds After Combat I'll confess that I have no idea where I got this one. I know that some folks use a d3, but I like the d4 and I allow any character to do the wound binding (only once per combat in which you have taken damage and immediately afterwards). It's particularly useful at low level when many clerics may have little (if any, depending on which rule set you're use) healing and helps the party keep exploring rather than the old "hey, we're out of healing, guess it's time to head back to the pub for pints lads" paradigm that occurs otherwise. This rule is essential I think when playing in large groups or with kids or newbies. It also takes care of the situation, that I find to be all too familiar if I'm being honest, where no one wants to play the Cleric.
Saving Throw as an Indicator of Class-Related or Race-Related Skills, Knowledge, etc. Another one that I'm not really sure where it came from, but I use it in every old school game I run. In my games, characters are generally "adventurers". The ranger knows the stuff that rangers know. Thieves know the best place to pawn stolen goods and the like. If players want to add a bit of background by utilizing the secondary skills chart from the 1E DMG, that's fine by me. I usually play with the conceit that Magic Users and Elves know about ancient mysteries in much the way that Gandalf or Elrond would. I will typically use the Paralysis save unless I'm playing S&W White Box which has only 1 save (which I love, love, love). It's not perfect by any means and yes, dwarves and halflings in this sort of situation tend to benefit from their superior saves, but you can limit that by deciding that their breadth of knowledge isn't quite as extensive as other races. I certainly find it adequate at representing a workable set of skills without becoming overburdened by a full blown d20 set of skills.
Shields Shall be Broken I found this one to be very flavorful, but it's just a bit too cumbersome really. In essence, this is a get-out-of-jail free card for your fighter types. Now, I'm all for making fighter types more attractive, but our group grew tired of it very quickly. I do think it's one of the best bennies you can throw to low level fighters, but what about orcs, hobgobs, and other mooks? Shouldn't they exploit the rule also? In the end, it started to become a joke in our groups and seems no different than situational giving your melee combatants additional hit points.
The d30 Rule I still like the hilarity of this one and could probably be talked into using it again sometime. The one thing that bugs me the most though is that occasionally, it makes a mockery of your Big Dramatic Chapter Ending Battle. Surely this could be fixed by giving your Big Bad Evil Guy d30 Immunity or the like, but to me, that seems a little inelegant. I mean, your players are going to want to save the roll 'til the absolutely most critical moment of the evening. No doubt they're going to feel a bit cheated when every Boss Monster happens to be wearing his Cloak of d30 Immunity. It's a fun rule, I'm sure others have found a work-around for the issues our groups had with it, but it just made for too many anti-climactic moments in our games so we stopped using it some time ago.
Critical Hits & Fumbles OK, so I get that EGG completely hated the notion of these, but to me, they're still fun and make combat more varied and exciting. They've been around since, oh, I don't know, the early 80s I guess, and I always enjoyed using them if and when you can find the sweet spot for using them in your game (that is to say, the implementation that makes combat more exciting without overwhelming the PCs). If my Google Fu is correct, it was Dragon Magazine Issue 39 that brought us that lovely Good Hits and Bad Misses article and that was the first time I used them (much to the consternation of my dubious players at the time). I modified it though so that we only used the chart on a natural 20 or a 1 just for simplicity (and still do). Initially, after much bloodshed and hilarity, it became apparent that allowing every scrubby kobold a chance at beheading the PCs is simply too much (or maybe not depending on what you're trying to achieve with your game).
I do agree that the 3.X solution is quite elegant (certainly one of the things that 3.X got right), but it adds more dice rolling than I really want in my Old School games. Over the years, I've tried the absolutely murderous Rolemaster Charts, took a shot at adapting the hysterically gory WFRP 1E criticals, the Paizo critical & fumble cards (which I quite like for d20 sorts of games), and now have arrived full circle back to the good ol' charts from Good Hits and Bad Misses. I think the sweet spot for old school play is simply saying this rule applies to all PCs, Named NPCs and Boss Monsters. I warn my players that most encounters, but certainly not all, will contain a Boss Monster, a leader type who won't always self-identify, but will usually become apparent that he has a tub-load of HPs and seems to be better at fighting than the other scrubs. Needless to say, this make something like a Boss Ghoul with 3 shots at dropping a 20 on you an enemy that even experienced characters will respect.
Death & Dismemberment I've tried a couple different versions of these charts and finally got around to making my own. It makes for a very gritty campaign as PCs and followers will lose limbs and the like as well as having very funny (or serious I guess if your group looks at it that way) death scenes. This does give low level guys a bit better odds at survival unless of course the bad guys are the carnivorous types that immediately begin chompin' on fallen PCs, provided of course that someone in the party survives the encounter to bind their wounds. When characters are bleeding out due to this rule, I allow anyone to apply first aid simply by moving to them (in lieu of attacking or casting a spell).
The one thing that bugged me about the other charts was that a guy would hit the ground and on some rare results, would simply spring back up with renewed energy to continue the fight. On most results though, the character would fall to the ground gravely wounded, their fate uncertain until someone could get to them to check out their condition. I decided that for my campaign, I didn't like the idea of a character jumping and getting right back into the fight, so I devised a series of modifiers for the roll and developed new benefit for those lucky enough to roll an 11 or 12. It works for my Gonzo Old School Setting of Moog, so try it out if you like the idea of the Oscar Scenes for your characters and their followers.
PDF download of Death & Dismemberment for Moog is HERE.
Binding Wounds After Combat I'll confess that I have no idea where I got this one. I know that some folks use a d3, but I like the d4 and I allow any character to do the wound binding (only once per combat in which you have taken damage and immediately afterwards). It's particularly useful at low level when many clerics may have little (if any, depending on which rule set you're use) healing and helps the party keep exploring rather than the old "hey, we're out of healing, guess it's time to head back to the pub for pints lads" paradigm that occurs otherwise. This rule is essential I think when playing in large groups or with kids or newbies. It also takes care of the situation, that I find to be all too familiar if I'm being honest, where no one wants to play the Cleric.
Saving Throw as an Indicator of Class-Related or Race-Related Skills, Knowledge, etc. Another one that I'm not really sure where it came from, but I use it in every old school game I run. In my games, characters are generally "adventurers". The ranger knows the stuff that rangers know. Thieves know the best place to pawn stolen goods and the like. If players want to add a bit of background by utilizing the secondary skills chart from the 1E DMG, that's fine by me. I usually play with the conceit that Magic Users and Elves know about ancient mysteries in much the way that Gandalf or Elrond would. I will typically use the Paralysis save unless I'm playing S&W White Box which has only 1 save (which I love, love, love). It's not perfect by any means and yes, dwarves and halflings in this sort of situation tend to benefit from their superior saves, but you can limit that by deciding that their breadth of knowledge isn't quite as extensive as other races. I certainly find it adequate at representing a workable set of skills without becoming overburdened by a full blown d20 set of skills.
Friday, January 31, 2014
Beware of Scadgrads Bearing Gifts
So, it’s been entirely too long since I’ve paid enough attention to this blog. I think I’m lucky enough to be that rare gamer who
suffers from too many games. Yes, that’s right folks, I could place blame on my
lack of productive blogging on things like work, fatherhood, MMO play, my
music, painting, etc. Truth is though, I simply play a lot of games and that’s
how I choose to spend my hobby time. Currently, I have a weekly Friday game, a
once-a-week online game (MapTools and Ventrillo), and a 2X month game with my kids
and their friends. I also have a few other games that I run from time-to-time.
So yeah, busy gamer, that’s me.
On the other hand, I have made all sorts of things that I
intend to share with the gaming community and plan on doing so over the next
few updates. This first piece is a rather large sub-level of my own massive, old
school dungeon (Scadwrath Castle). I wanted to have a go at drawing dungeons
without grid paper, drawing them in my sketchbook. Honestly, before I started
reading Dyson’s blog, I had never even considered doing such a thing. Not sure
how successful this one is, but man, it’s big enough that you could explore for
hours and hours. It consists of 95 rooms, 5 different levels most of which are
finished rooms and passages, but a few caverns. I’ve color-coded the hand
lettering so that you can more easily see where the level changes are located.
I’ve stocked this myself and will probably upload that at some point.
On the other hand, it would probably be more fun to see what
folks out in the OSR can do with it.
Download a PDF of the dungeon HERE. Note that the original is about 8" x 8" so you'll want to click the "fit page" radio button on your print dialogue window. I've left room at the bottom of the PDF so you can write notes if need be.
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Tuesday, February 28, 2012
Vermistadt and 20 More Questions Answered
So, I'm quite late to Jeff's original challenge, but since I'm fleshing out Vermistadt for an upcoming 1E AD&D campaign, I thought I'd go back and tackle those original questions. The setting is really meant for 0E D&D (though most of it was from a mini campaign I developed for Advanced Heroquest many, many years ago), but I see no reason that it can't host some 1E AD&D play.
What is the deal with my cleric's religion?
The Gods of the world of Moog and by extension the City State of Vermistadt, are a dark and dour lot, wholly unconcerned about the grim existence of their mortal supplicants. At best, they are distant, pitiless figures who like Howard’s Crom value courage, tenacity and persistence. Clerics are empowered with spells and use them to try and further the religion of their deity, but it is a difficult task particularly since the agents of the Dark Gods are aligned against them. Evil is ever present in the world and the Dark Gods happen to be far more active than their counterparts.
Where can we go to buy standard equipment?
There are markets in most neighborhoods within Vermistadt though certain rare items (plate mail and firearms for instance) may not be readily available and you’ll need to travel to a different neighborhood within the city.
Where can we go to get platemail custom fitted for this monster I just befriended?
That’s a tough one. There are master armor smiths in the city, but not many of them and they’ll be located in the more wealthy boroughs, where you may find travel a bit difficult. I’d recommend talking to the locals who trade in weapons and arms.
Who is the mightiest wizard in the land?
Most would answer The Green Lady, Queen of Spring, The Emerald Witch, Her Most Benevolent and Serene Majesty Caelfyrnael the Dread Queen of Vermistadt. Now, most would say that because they fear her spies and assassins, widely held to be hiding everywhere in the city. Those who dare speculate on such matters might suggest that, though the Dread Queen is indeed fearsome, that her sister the Summer Witch Maethnir is considerably more adept at the deep magics. The learned understand that the wizard Rambrecht Hofstetter whose tower lies in the Ten Markets neighborhood is virtually unsurpassed in the Arts, though his rival the wizard Faustus Niederlitz of Blighting (the Coliseum district) is equally admired for his abilities. Beyond the city gates, Dietmar Tolzen, the Archmage of Isendorf is reckoned to be a wizard of unsurpassed lore and arcane acumen.
Who is the greatest warrior in the land?
The current Champion of the Pits is Klaus Konigsman though many would argue that gladiatorial sport does not compare with the daring do of adventuring and mercenary work. The swordsman and famed adventurer Johannes Hirtzelteuber of the legendary Young Rascals mercenary group is widely esteemed for his skill with the blade. The dwarf Baragon the Bald carries a fierce reputation as being a slayer of both men and fell beasts. The master duelist Elendaine Swiftwing is also a terrible foe, known throughout the city for his skill with the rapier.
Who is the richest person in the land?
Again, we must discount the Dread Queen and her vast estate and holdings, but beyond Her Most Benevolent and Serene Majesty, this must surely be Lord Mandred Falkenheim. Lord Falkenheim is of course the patriarch of the great Falkenheim family, the first name in the gold and mineral trade so closely associated with Vermistadt.
Where can we go to get some magical healing?
There are six temples in Vermistadt and the priests there can often be found administering to the sick and needy, though a tribute of gold talons is typically a requirement. Most neighborhoods have a practicing alchemist or two that you should get to know.
Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, alignment change, death, undeath? The Sisterhood of Our Lady of Mercy that administers to the poor and others in the Temple of C’pu are known for being the most benevolent healers in the city. Supplicants are rarely turned away, though some may not willingly agree to their price, nor the tenets of the Faith of C’pu.
Is there a magic guild my MU belongs to or that I can join in order to get more spells?
There are a few in fact, and players may apply for consideration at such time as they can demonstrate the ability to cast second level spells. The Esoteric order of the Dragon is the most highly regarded and consequently the most selective. The Consorts of the Lady are firmly aligned with the Dread Queen and her court. Though they enjoy much largesse within the city due to their status, the Consorts are not entirely an independent organization and are often regarded as nothing other than talented thralls. The Ancient Order of the Laughing Mage is a pseudo religious order and secret society which adheres to the teachings of Vat Oldy M’m. A number of noteworthy magi are members of this guild, Faustus Niederlitz being the most well-known. The Silent Fellowship, another secret society with a presence throughout the Duchy seems to be actively working against the crown which is off-putting to say the least, at least within Vermistadt itself. Membership is widespread and it’s a common belief that both Rambrecht Hofstetter and Dietmar Tolzen are among the leadership.
Where can I find an alchemist, sage or other expert NPC? Vermistadt has fourteen distinct neighborhoods and most support an Alchemist. The Royal Academy and the Grand Library of Vermistadt are both excellent places to procure a Sage or do one’s own research if one is so inclined.
Where can I hire mercenaries? Mercenaries may be found throughout the city. Generally speaking, it’s best to hire criers and post notices while working the local taverns in order to attract the best candidates. Certain neighborhoods are best avoided due to the scoundrels and lowlife that reside there. On the other hand, if you’re actively seeking murderers, cutthroats, and other low-born villains well then Blackhill, the Dumfries and the Devil’s Breakfast Table might be where you should be focusing your recruiting efforts.
Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law? The Law in the city is quite harsh and armed folk of low-born status, which is almost everyone really, are considered a threat to civil society. Insurrections can begin with the single thrust of a war sword and the Dread Queen does not allow folk to travel Her streets in armor, brandishing weapons of war. Certainly the Watch are exempt from this edict and are found throughout the city. There are a few exceptional neighborhoods, where a nobleman of long, distinguished lineage maintains the peace for Her Most Benevolent and Serene Majesty. In these districts, the noble is responsible for arming his men and the local militia.
This certainly creates an opportunity where thieves might expect to profit, should they be successful in evading the Watch or the Militia. To that end, no Gentleman, not even one who is of low-birth is forced to walk the streets unarmed. Daggers, rapiers and flintlock pistols are considered fashionable and along with cudgels and quarterstaffs give no offense, nor pose little threat to Her Majesty’s peace. Similarly, leather jerks, outer garments and the like maybe worn with no more than a buckler.
Wanton sorcery is considered an affront to civil society and imposes an extra level of Circumstance when employed in the commission of any crime. Of course, those who are in a proper Wizard’s Guild are not as concerned so long as one does not burn down an Inn or the like.
Which way to the nearest tavern? Out the door, and left down Leasing Street, then take the 2nd alley on the left. Stairs up at that point lead you to the Randy Ferret and it’s a proper tavern for the locals. Since you’re clearly not from Butchertown, you may wish to keep walking on Leasing ‘til you hit Tanner’s Way, bearing right there. Just a few short steps you’ll see Handsome Molley’s a fine inn for visitors such as yourself.
What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous? The Black Wyrm of Cragnaowan is a plague upon the country folk living in the low hills northwest of Ründfell. The demise of that fell beast would certainly profit its slayer. The Beastlord of the Southern Gloamingwood is also a notorious villain, sending frequent war parties to harry villages throughout the Duchy.
Are there any wars brewing I could go fight? Not really. Things are quite peaceful here in the Duchy. The last war of significance was during your Grandfather’s time and took place in another region of the Olde Empire. It was quite a long and sordid affair concerning land disputes and the rights of succession of some Duke or Lordling. Mercenaries from Vermistadt were involved, but history suggests that the Dread Queen remained neutral.
How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes? Absolutely. The Royal Coliseum in Blighting is one of the city’s noted landmarks and many adventurers and mercenaries have gotten their start in the pits. One can also find considerable sport in the prize fighting and wrestling of Grievinghall. Most of these events take place in the large taverns of the old fishing village, now the principle port of Vermistadt. Larger events are scheduled in the Royal Gymnasium also located in Grievinghall.
Are there any secret societies with sinister agendas I could join and/or fight?Indeed there are, but they are so numerous that it would be deserving of its own post. This is a massive city so intrigue and "sinister agendas" are sort of stock and trade. The Ancient Order of the Laughing Mage and The Silent Fellowship mentioned above certainly have agendas that players may find themselves aligned against though some groups may wish to align themselves. Within the neighborhoods, there is generally an organization or two that holds power and certainly presents a challenge or opportunity for the players. Some of these groups like the Young Rascals are rightly famous and known throughout the city. Other are more secretive like the Minions of the Beggar king.
What is there to eat around here?
Vermistadt is a river town that's grown into a thriving city so fish, eel and mussels are still found in abundance. A wide variety of goat cheeses are also popular among the populace. Salted shiners, pickled and wrapped in brown bread is a local favorite.
Any legendary lost treasures I could be looking for?
Beneath the very cobblestones of Vermistadt itself, the buried city of Hollowheim awaits the bold explorer. Abandoned by the dwarves in ages past, Hollowheim has 5 known entrances, 4 of which are fiercely guarded by certain organizations. There are rumors of other means of egress, but these secret entrances are either jealously guarded or lost and forgotten.
Where is the nearest dragon or other monster with Type H treasure?
One need look no further than Hollowheim beneath the city, rumored to be crawling with dragons and other fell beasts.
What is the deal with my cleric's religion?
The Gods of the world of Moog and by extension the City State of Vermistadt, are a dark and dour lot, wholly unconcerned about the grim existence of their mortal supplicants. At best, they are distant, pitiless figures who like Howard’s Crom value courage, tenacity and persistence. Clerics are empowered with spells and use them to try and further the religion of their deity, but it is a difficult task particularly since the agents of the Dark Gods are aligned against them. Evil is ever present in the world and the Dark Gods happen to be far more active than their counterparts.
Where can we go to buy standard equipment?
There are markets in most neighborhoods within Vermistadt though certain rare items (plate mail and firearms for instance) may not be readily available and you’ll need to travel to a different neighborhood within the city.
Where can we go to get platemail custom fitted for this monster I just befriended?
That’s a tough one. There are master armor smiths in the city, but not many of them and they’ll be located in the more wealthy boroughs, where you may find travel a bit difficult. I’d recommend talking to the locals who trade in weapons and arms.
Who is the mightiest wizard in the land?
Most would answer The Green Lady, Queen of Spring, The Emerald Witch, Her Most Benevolent and Serene Majesty Caelfyrnael the Dread Queen of Vermistadt. Now, most would say that because they fear her spies and assassins, widely held to be hiding everywhere in the city. Those who dare speculate on such matters might suggest that, though the Dread Queen is indeed fearsome, that her sister the Summer Witch Maethnir is considerably more adept at the deep magics. The learned understand that the wizard Rambrecht Hofstetter whose tower lies in the Ten Markets neighborhood is virtually unsurpassed in the Arts, though his rival the wizard Faustus Niederlitz of Blighting (the Coliseum district) is equally admired for his abilities. Beyond the city gates, Dietmar Tolzen, the Archmage of Isendorf is reckoned to be a wizard of unsurpassed lore and arcane acumen.
Who is the greatest warrior in the land?
The current Champion of the Pits is Klaus Konigsman though many would argue that gladiatorial sport does not compare with the daring do of adventuring and mercenary work. The swordsman and famed adventurer Johannes Hirtzelteuber of the legendary Young Rascals mercenary group is widely esteemed for his skill with the blade. The dwarf Baragon the Bald carries a fierce reputation as being a slayer of both men and fell beasts. The master duelist Elendaine Swiftwing is also a terrible foe, known throughout the city for his skill with the rapier.
Who is the richest person in the land?
Again, we must discount the Dread Queen and her vast estate and holdings, but beyond Her Most Benevolent and Serene Majesty, this must surely be Lord Mandred Falkenheim. Lord Falkenheim is of course the patriarch of the great Falkenheim family, the first name in the gold and mineral trade so closely associated with Vermistadt.
Where can we go to get some magical healing?
There are six temples in Vermistadt and the priests there can often be found administering to the sick and needy, though a tribute of gold talons is typically a requirement. Most neighborhoods have a practicing alchemist or two that you should get to know.
Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, alignment change, death, undeath? The Sisterhood of Our Lady of Mercy that administers to the poor and others in the Temple of C’pu are known for being the most benevolent healers in the city. Supplicants are rarely turned away, though some may not willingly agree to their price, nor the tenets of the Faith of C’pu.
Is there a magic guild my MU belongs to or that I can join in order to get more spells?
There are a few in fact, and players may apply for consideration at such time as they can demonstrate the ability to cast second level spells. The Esoteric order of the Dragon is the most highly regarded and consequently the most selective. The Consorts of the Lady are firmly aligned with the Dread Queen and her court. Though they enjoy much largesse within the city due to their status, the Consorts are not entirely an independent organization and are often regarded as nothing other than talented thralls. The Ancient Order of the Laughing Mage is a pseudo religious order and secret society which adheres to the teachings of Vat Oldy M’m. A number of noteworthy magi are members of this guild, Faustus Niederlitz being the most well-known. The Silent Fellowship, another secret society with a presence throughout the Duchy seems to be actively working against the crown which is off-putting to say the least, at least within Vermistadt itself. Membership is widespread and it’s a common belief that both Rambrecht Hofstetter and Dietmar Tolzen are among the leadership.
Where can I find an alchemist, sage or other expert NPC? Vermistadt has fourteen distinct neighborhoods and most support an Alchemist. The Royal Academy and the Grand Library of Vermistadt are both excellent places to procure a Sage or do one’s own research if one is so inclined.
Where can I hire mercenaries? Mercenaries may be found throughout the city. Generally speaking, it’s best to hire criers and post notices while working the local taverns in order to attract the best candidates. Certain neighborhoods are best avoided due to the scoundrels and lowlife that reside there. On the other hand, if you’re actively seeking murderers, cutthroats, and other low-born villains well then Blackhill, the Dumfries and the Devil’s Breakfast Table might be where you should be focusing your recruiting efforts.
Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law? The Law in the city is quite harsh and armed folk of low-born status, which is almost everyone really, are considered a threat to civil society. Insurrections can begin with the single thrust of a war sword and the Dread Queen does not allow folk to travel Her streets in armor, brandishing weapons of war. Certainly the Watch are exempt from this edict and are found throughout the city. There are a few exceptional neighborhoods, where a nobleman of long, distinguished lineage maintains the peace for Her Most Benevolent and Serene Majesty. In these districts, the noble is responsible for arming his men and the local militia.
This certainly creates an opportunity where thieves might expect to profit, should they be successful in evading the Watch or the Militia. To that end, no Gentleman, not even one who is of low-birth is forced to walk the streets unarmed. Daggers, rapiers and flintlock pistols are considered fashionable and along with cudgels and quarterstaffs give no offense, nor pose little threat to Her Majesty’s peace. Similarly, leather jerks, outer garments and the like maybe worn with no more than a buckler.
Wanton sorcery is considered an affront to civil society and imposes an extra level of Circumstance when employed in the commission of any crime. Of course, those who are in a proper Wizard’s Guild are not as concerned so long as one does not burn down an Inn or the like.
Which way to the nearest tavern? Out the door, and left down Leasing Street, then take the 2nd alley on the left. Stairs up at that point lead you to the Randy Ferret and it’s a proper tavern for the locals. Since you’re clearly not from Butchertown, you may wish to keep walking on Leasing ‘til you hit Tanner’s Way, bearing right there. Just a few short steps you’ll see Handsome Molley’s a fine inn for visitors such as yourself.
What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous? The Black Wyrm of Cragnaowan is a plague upon the country folk living in the low hills northwest of Ründfell. The demise of that fell beast would certainly profit its slayer. The Beastlord of the Southern Gloamingwood is also a notorious villain, sending frequent war parties to harry villages throughout the Duchy.
Are there any wars brewing I could go fight? Not really. Things are quite peaceful here in the Duchy. The last war of significance was during your Grandfather’s time and took place in another region of the Olde Empire. It was quite a long and sordid affair concerning land disputes and the rights of succession of some Duke or Lordling. Mercenaries from Vermistadt were involved, but history suggests that the Dread Queen remained neutral.
How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes? Absolutely. The Royal Coliseum in Blighting is one of the city’s noted landmarks and many adventurers and mercenaries have gotten their start in the pits. One can also find considerable sport in the prize fighting and wrestling of Grievinghall. Most of these events take place in the large taverns of the old fishing village, now the principle port of Vermistadt. Larger events are scheduled in the Royal Gymnasium also located in Grievinghall.
Are there any secret societies with sinister agendas I could join and/or fight?Indeed there are, but they are so numerous that it would be deserving of its own post. This is a massive city so intrigue and "sinister agendas" are sort of stock and trade. The Ancient Order of the Laughing Mage and The Silent Fellowship mentioned above certainly have agendas that players may find themselves aligned against though some groups may wish to align themselves. Within the neighborhoods, there is generally an organization or two that holds power and certainly presents a challenge or opportunity for the players. Some of these groups like the Young Rascals are rightly famous and known throughout the city. Other are more secretive like the Minions of the Beggar king.
What is there to eat around here?
Vermistadt is a river town that's grown into a thriving city so fish, eel and mussels are still found in abundance. A wide variety of goat cheeses are also popular among the populace. Salted shiners, pickled and wrapped in brown bread is a local favorite.
Any legendary lost treasures I could be looking for?
Beneath the very cobblestones of Vermistadt itself, the buried city of Hollowheim awaits the bold explorer. Abandoned by the dwarves in ages past, Hollowheim has 5 known entrances, 4 of which are fiercely guarded by certain organizations. There are rumors of other means of egress, but these secret entrances are either jealously guarded or lost and forgotten.
Where is the nearest dragon or other monster with Type H treasure?
One need look no further than Hollowheim beneath the city, rumored to be crawling with dragons and other fell beasts.
Monday, February 27, 2012
20 Questions for AD&D in Vermistadt
I thought I’d take the opportunity to join in the fun, so here’s my answers to 20 Questions regarding my Vermistadt setting for 1E AD&D
Ability scores generation method?
Method 4 produces the sorts of dudes I’m interested in. For those who can’t recall, it’s 12 different sets 3d6 stats in order. This gives you a very workable PC while maintaining the feeling that Rangers, Paladins and others are a premium class and very rare. This is a gritty campaign so the 4 basic character classes will be the norm.
How are death and dying handled?
By the RAW, at 0 you go unconscious and start to bleed out, expiring at -10.
What about raising the dead?
Sure, if you’ve got the funds and there is someone in the neighborhood willing to do so. Expect to pay a premium and probably “owesky” someone or some institution a major favor.
How are replacement PCs handled?
You come in at the average experience level of the party.
Initiative: individual, group, or something else?
By the RAW of AD&D so, group initiative and all the merry segmented madness that IS AD&D initiative. If you haven’t read the ADDICT document over on Dragonsfoot, you can if you wish. Otherwise, I’ll walk you through it as we go.
Are there critical hits and fumbles? How do they work?
Yeah, I think so. We’ll use the Pathfinder cards and just wing it. I like random stuff and since it’s been a while since we played full on Crit/Fumble, what they Hell.
Do I get any benefits for wearing a helmet?
You betcha, I’ll be using the LL rule otherwise which would mean your naked skull is AC 10 adjusted by magic and DEX and intelligent foes will be swinging at it.
Can I hurt my friends if I fire into melee or do something similarly silly?
Yeap, so says the RAW.
Will we need to run from some encounters, or will we be able to kill everything?
This is AD&D so yes, evading is part of the game.
Level-draining monsters: yes or no?
Yes. They add a tremendous amount of tension to the game.
Yes. They add a tremendous amount of tension to the game.
Are there going to be cases where a failed save results in PC death?
Yes, again, this is AD&D.
How strictly are encumbrance & resources tracked?
Reasonably so; I think resource management is one of the features of the game.
What's required when my PC gains a level? Training? Do I get new spells automatically?
You may only level up when returning to the City and training expenses, taxes, living expenses, etc. will be assessed at that time. This will require some 250 gp per the new level you are attaining. Spells generally must be found, however, you do have a mentor in the campaign who will give you a random, yet suitable spell at each level until such time as you reach 5th level. You’re on your own at that point.
Can it happen in the middle of an adventure, or do I have to wait for down time?
Experience is awarded at the end of a session and if you’re in the City, well, certainly you can level up.
What do I get experience for?
Killing dudes/things and taking their stuff. Also, acquiring/using magic items and the much beloved Carousing rolls that may take place from time to time.
How are traps located? Description, dice rolling, or some combination?
Check by description, then the DM secretly rolls dice for you.
Are retainers encouraged and how does morale work?
To some extent yes and morale works exactly as per the RAW which is best interpreted via OSRIC imo.
How do I identify magic items?
With the spell Identify and its resultant cost. Bards might also be available and friendly wizard types.
Can I buy magic items? Oh, come on: how about just potions?
Generally no, though you may occasionally trade for them. Potions are available from an Alchemist, though these are primarily curatives.
Can I create magic items? When and how?
Sure, but we can worry about that once you hit Name Level.
What about splitting the party?
This happens from time-to-time and isn’t usually all that big of a deal.
Wednesday, July 20, 2011
Swords & Wizardry Whitebox with the Kids
OK, well, of course the illustration here as nothing to do with the post, but I just like to share the illos I'm doing as I get to them. These dudes are of course one of 12 demon illos I'm working on right now. I've got a fair few monsters to draw in the coming months which should be fun.
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| D is for Demon (Manes) |
So, Swords & Wizardry Whitebox, right, what about that then? Well, last week the fam and I went back to Tennessee for a visit with the folks. I actually brought along S&W W to get a "face-to-face" session in with a few friends with my old RPG group. In fact, we still game together on Sunday evenings, playing a bit of LL/AEC down in the depths of Stonehell. We use MapTools and Ventrillo for our game now and though it's not as cool as sittin' around the game table, it's still fun to game with dudes who are scattered all around the country.
I have no clue what the current version of WotC's D&D Essentials looks like, but man, 0E is the way to go for introducing new players to fantasy RPGS.
At some point during our visit, my 11-year old nephew picked up my S&W W book and began leafing through it. He's an avid video gamer and is very familiar with CRPGs so all of the sudden, he was full of questions. My two sons of course have done a bit of dungeon delving with Dad, so they were excited to play and soon we'd pulled in a couple of other cousins. Before long, we had a quick group of 3rd level heroes readying to explore the depths of Dyson's Delve, which, given the relatively small size of its levels, makes it perfect for speedy play.
I would wager that over the next two days of the visit, we probably spent six or eight hours at the game table. I have no clue what the current version of WotC's D&D Essentials looks like, but man, 0E is the way to go for introducing new players to fantasy RPGS. Like most folks who run 0E or S&W W, I tweaked the system somewhat, using the B/X version of the Elf, EGG's 15+ Ability bonus and EGG's Death at Minus Character Level, but it's a Helluva little game. I'll confess here, I came to D&D in the Moldvay era and soon "matriculated" to 1E AD&D and until last week, I had no experience with 0E. After all these years of RPGs, it's abundantly clear to me that one really needs to actually spend a few hours playing the game before you really grok the game. Sure the paucity of hit points, the D6 for all wepaons, etc. seem limiting, but man, it's still a great little game. Why the Hell WotC/Hasbro isn't still selling this old gem is beyond me. Seriously, Monopoly as a board game is far clumsier than 0E and yet it continues to sell, probably with a set of rules that pre-date the LBBs.
OK, off the soapbox. If you're like me and missed out on the LBB era and you want a nice travel edition of D&D, you should really give S&W Whitebox a try.
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