Showing posts with label rpg. Show all posts
Showing posts with label rpg. Show all posts

Thursday, January 31, 2013

Ptolus - City By The Spire Acquisition


I recently found a Mint condition copy of Ptolus , which I decided to buy, as there are almost no copies available out there that are in New/Mint condition. I already have a copy of Monte Cook 's Ptolus, but I wanted one for collecting andI'll use my original copy for gaming.

Yeah, it might sound nuts, but it came in the mail today. I opened it up to look at the condition. It is still in shrink wrap and bubble wrap - I put it back in the box and taped it up again ;) 

I rank Ptolus as one of my big three cities that I own - City State of the Invincible Overlord & Haven: The Free City being the other two.

I am well pleased!

Monday, August 20, 2012

Monolith From Beyond Space and TIme Has Arrived!

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A green devil-faced baby was left on my doorstep!!!

These just came in the mail today: The Monolith From Beyond Space and TIme adventure module and the Green Devil Face 5 Zine. A quick perusal of Monolith shows it to be of very good quality and in digest size, so it is just right to sit next to my Lamentations of the Flame Princess: Grindhouse Edition boxed set.

As I have said before, my now retired Cleric, Brother Damien Bernard, was created using LotFP. I have to find a way to stick him in this adventure module as an NPC! I have no review as such here. I am just glad my copy arrived :)

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-Jeffrey

Friday, August 3, 2012

Update on Tales From Wilderland

Good news was given as a response to my comment on the recent Cubicle 7 YouTube video about Tales From Wilderland:

And there was much rejoicing!!!

Thursday, August 2, 2012

Starships & Spacemen

Picture of the Captain of a starship having crew order pizza for lunch

I finally bit the bullet at the home stretch and contributed to Goblinoid Games reboot of Starships & Spacemen. I remember seeing it advertised in Dragon Magazine a lot back in the day, but I never had the loot to pick it up. Now I can!

The idea of playing something on the order of OST with Starships & Spacemen makes me remember playing Star Trek in the yard as a kid. I will just have to make sure that this time, there are plenty of green women and a reptilian Gorn to kill with an improvised shotgun. What is especially cool, is that it fits together with the Labyrinth Lord ruleset. Goblinoid made this statement about their fidelity of certain aspects of the game and the streamlining of certain rules:

"This second edition of the classic game is compatible with Labyrinth Lord and Mutant Future. The best elements of the first edition have been kept--the classes and subclasses, the excellent starship rules, and the space adventuring rules. Classes, races, and abilities have been made more in line with Labyrinth Lord.

This second edition has elements that let you customize the style of play whether you prefer an "original series" feel, a "next generation" feel, or something in between."

Click this link for more info
Starships & Spacemen Second Edition 



Wednesday, August 1, 2012

Tales From Wilderland Release Info


The printed copy of Tales From Wilderland, the second core book of three slated for The One Ring rpg is supposed to be released today (but I think "this month" will be more realistic... I hope I am incorrect. I have pre-ordered a copy of this on Amazon and hope to see SHIPPED appear on my order list soon ;)

Only recently, I read through my copy of The One Ring prg rules, so I am no expert on The One Ring, but I know what I like. The faithfully Tolkien flavor this game evokes is incredible. I am hoping Tales From Wilderland will sustain that atmosphere, while adding extras to one of the coolest Hobbit / Lord of the Rings derived games ever!

I will update when I actually receive my copy :)

Here is a video regarding Tales From Wilderland that was posted at Cubicle7's website this morning
With the print release of Tales from Wilderland fast approaching, Gareth Ryder-Hanrahan discusses the book and his work on The One Ring line. Part one in a series:



Original link:
http://www.cubicle7.co.uk/2012/08/tales-from-wilderland-with-gareth-ryder-hanrahan/


====
EDIT: I originally pre-ordered Tales of Wilderland last year when it was scheduled to come out in December. Then the release date was changed to August 1, 2012, so I cancelled. As of tonight, there is no sign of it being released on Amazon or on the Cubicle 7 forums. As a matter of fact, there is some hubbub about a cancellation of another pre-order The One RIng product that was supposed to come out at GenCon. Rumors of licensing issues with the Tolien estate abound, but there is nothing definitive being said by Cubicle 7 yet. I hope this doesn't point toward the potential of TOR products not ever being released again :(

Also, PDFs of The One Ring products are no longer for sale. Another suspicious development, to be sure.

For some of the gossip, official statements and confiding of fears that the TOR line may be dead , scroll back and forth amongst the pages of this forum thread:
http://cubicle7.clicdev.com/f/index.php?trk=cubicle7&showtopic=3415&st=45

Live TOR, live !!!

RuneQuest 6 Sneak Preview

Here is a video done by one of the designers of RuneQuest 6 previewing the print copy. Below this video, I will share a brief post I did on GooglePlus to my Roleplaying circle. Enjoy!


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You gotta love when "Abacus" and "Astrolabe" are standard-listed pieces of equipment that are possible for characters to purchase in an RPG ;)

The free 78pp Games Master's Pack for RuneQuest 6 is fantastic!
Free RQ6 Games Masters Pack

Wednesday, February 8, 2012

Synopsis of Session #4 of the Aeternal Realm of Sylvaeon


it is a few days overdue, but here is the skinny on the continuing misadventures of my player's party:

After helping defend the Warden outpost from the goblinoid attack, the party set forth on New Years Day in the year 10,000. They decided to head to the southwest in order to find the missing Elf Warden, Lydia.

The rapid and rocky Broken Arrow River, which is impassable from any other direction that the PCs know, had to be forded. The ranger found the least dangerous place to cross it in the immediate area. Everyone made it across, but not before the mage and his horse were nearly swept down river! Continuing on, the party had to ford yet another river, the Drakes wash, which is a tributary that joins the Broken Arrow later on downstream. Thankfully the Drakes Wash is slower and more shallow, so it was not a difficult crossing.

Heading into the edge of the prairie lands, the party decided to camp for the night. They set up their six person tent and made a fire. Attracted by the fire was a wandering soul, Beldac the Mad Trapper, who explained that he had lost his mule recently to some trolls. Beldac sold a few skunk pelts and their scent glands to the party for some silver. Parcifal offered to share a meal with the trapper, who promptly ate the entire evening's rations. Setting in near the fire, Beldac slept and snored. This and the fire attracted something: the trolls!

Hunting the trapper down, the trolls finally had a clue as to his whereabouts and they approached the camp. Beldac ran off as the party gave combat. The mage was severely injured, but the PCs eventually slew the horrid towering creatures just as the trapper returned with a stick to help them fight the now dead trolls. Everyone was quite effective against them. Hard work does not go unrewarded! Inside pouches that the trolls carried was an uncut diamond, 2 dried bullfrogs and a few silver pieces! Parcifal also found a quivering green blob in one of the pouches, which Kelvin wanted to experiment upon, but Parcifal decide to keep to determine what it was and whether it was living or not. Some of the party affectionately named it the "troll booger".

in the morning, the mad trapper departed, heading towards the village of Arrowsmouth to procure another mule. The party broke camp and headed out on the trail of Lydia once more, eventually picking up a faint trail, because it had not snowed.

Following this disappearing then reappearing trail, the party reached the place where Lydia abruptly ended her journey to see Mellion the Druid - a sinkhole! Oban the ranger almost fell into it, too, as he came upon it. Leaving Parcifal and Oban to watch the horses, the rest of the party tied off a few ropes and defended into the sinkhole. It initially bottomed out at 60 feet, but had a slightly downward sloping part that continued from the floor of it. The carcass of the horse of the missing Warden was found at the bottom of the sinkhole.

As Airyka the sword sister, Kelvin the mage and Smyrynel the Paladin delved deeper into the darkness, a voice cried out. It demanded to know who and what the characters were, told them that nobody was here and to go away. Kelvin cried out a challenge in return and the voice from the shadows ceased.

Eventually the party came upon a creature dressed in patchwork rags, that one decried as a "dirty Gnome". In reality, unbeknownst to the party, this is a Brownie. The creature was seen in the light of the sword sister's lantern to be emptying a pouch into its hand. Not knowing what the diminutive being was doing, the party was fearful and attacked. What the thing was pouring out was Kelvin's pouch, which it had deftly stolen without being seen. I guess the Brownie was not impressed with Kelvin's unprovoked challenge ;)

There were some slapstick events:
 The mage grabbed it upon realizing just what it had in its hands. The Brownie placed the paladin in a stasis after she tried to continue past down the tunnel. It then blew sparks out of its mouth at Kelvin's eyes, so that the mage let go of the mischievous little thing. Running down the passage back into the darkness, the Brownie made a deal with the two mobile PCs in the sinkhole for the release of Smyrynel from its spell. Kelvin the Curious curiously decided to trade it one of his flash bombs for the release of the paladin! The being told them to back up and came and retrieved the bomb which was now in the darkness. The being emerged after a bit with the bomb in one hand and its dagger in the other! Keeping his word, the Brownie released Smyrynel from the enchantment, but she then launched upon the attack once more! Airyka also drew her sword, but hit the sinkhole wall, dropping her sword. The Brownie tossed the bomb at the mage, giving him a taste of his own medicine. The mage, recovering, tossed a net at the Brownie, but in the narrow passageway only managed to ensnare the sword sister. The Brownie, after doing a dance near the enraged Smyrynel, dodging her blows, finally ran off down the passage, which split into three other channels…

Friday, January 13, 2012

Wardens of Sylvaeon



  In the past the entire Realm of Sylvaeon was a place of peace and balance… everything and everyone had a place in it. There was no blight, only natural cycles and the ways of the Fey. The Corrupter introduced foul creatures and dark designs upon the land.  Since the Great Wars, corruption had been driven back to far reaches of the Realm. However, the armies of the past are no more and corruption has reached its tendrils back into places where it has not existed for some time. Recently, (ie. -within a few generations of men) the introduction of new "interlopers" into the Realm has destabilized the Balance even more. The need for a way to deal with these problems has become clear to the White Lady and those who swear at least passing allegiance to her. Out of this need was born the practice of the Wardens.


The Wardens of Sylvaeon are sometimes all that stands between the forces of Darkness and the good Folk of the Realm. The Wardens are recruited from the local populations and sent on missions to root out evil, to help those in trouble or to patrol an area on the lookout for the machinations of the Corrupter.

While the Wardens do not have power over the local magistrates, if they exist in their area, they are generally respected and there advice and assistance is desired - if not outright needed. Local rulers and ruling bodies that exist will generally work closely with the Wardens, giving them what material assistance they can, as well as the recruits they need willingly. Wardens are not "the cops" in settled areas, but they are the vanguard of the wilderlands, acting as agents of the local populace, and if they are true to the Balance, as the hand of the Lady herself. Recruits are given latitude as to their actions in service, so long as they adhere to the general orders of the Master Wardens.

Recruits pledge themselves to at least one year of service to the Wardens. After the year is up, recruits may freely leave or they may choose to be inducted as full Wardens. Service in the Wardens is considered a great honor and those who do so well have good reputations among the locals and are accorded with respect. A Warden that acts corruptly or through cowardice allows harm to come to their compatriots or the local populace is severely disciplined.

Many former recruits have come back with tales of strange magics, wealth, hideous monsters and of the encroaching evil that is spreading across the Realm; just as many have been killed in service or never seen again.



It is hoped that these groups of allied defenders of the Realm will help unite Sylvaeon once again through their valorous deeds. Even if a recruit does not have such lofty aspirations, seeking only adventure, fame or wealth, they still can vicariously help the cause of the White Lady and the Balance. If anything, they will have some stories to tell their children or unbelieved tales to brag about in the pub when they grow old.  ;)

Wednesday, January 11, 2012

The Hex Crawl Adventure


As I try to finish the prep for my first session of my new Sylvaeon campaign, I am excited to be getting back into the DMs chair again. I haven't game mastered in about two years, because my old group broke up, but I have been playing a few face-to-face games. Also, the goodness that is Google+, ConstantCon & FLAILSNAILS games via Googleplus Hangouts has been a joy to engage in. I mentioned some of the games I have played in previously and I have tried a few more since. I have to say that the gamers on G+ are a great lot and I am thankful that they are so passionate about RPGs. This Sunday I will be running Sylvaeon. I hope the rust is shaken off of my DM'ing skills quickly ;)



I will eventually be running pick-up sessions for FLAILSNAILS characters, once I get into the groove of things. This first iteration of the game will be a modified version of OSRIC. I chose OSRIC because I think it does a good job with the numerics of an AD&D-like experience - I feel it is slightly more balanced in that respect.

However, I am going to be using a Hit Point system in this first campaign that is similar to the Arduin Revised HP System. I will use standard OSRIC hit points for the FLAILSNAILS sessions, but since I have played Arduin in the distant past and am enamored with its particular approach to this, I have decided to give it a shot in the 21st century!

Over the past couple of days, I have been working on an area of my world map for a wilderness hex crawl. I have found some article that have encouraged me; a few I will post links to below. When it comes to hex crawls, I feel they can be somewhat challenging, but I wish to make it as easy on myself and the players as possible.


I enjoy hex maps - they are a bit Old School and they make mapping fun to me. There are different methods of dealing with overland travel, but the hex map works for me. I believe it is essential when creating wilderness maps for a sandbox to not reinvent the wheel. Using such things as : Hexographer, paper and colored pencil or hexGIMP, I can make maps quickly and populate them as I see fit.

Taking advantage of what is already out there to make something that works for you is a great way to cut to the chase in hex crawls. I do not see anything wrong with doing it all by hand or from scratch with some sort of mapping software, but not all of us are cartographers. Just as in coding, in the game world, there are "libraries" to use to find things you need, without having to recreate what has already been done.

From the growing re-interest in the gaming blogosphere, I think 2012 may be the year of the Hex Crawl. I am happy to give it a shot again after so long.

I appreciated these articles for sandbox/hex crawls. There were more that I may post later, but these are an excellent start:

Robert Chandler  @ http://rwchandler.blogspot.com/2012/01/hexcrawling-and-its-fundamental-use-in.html

http://batintheattic.blogspot.com/2009/08/how-to-make-fantasy-sandbox.html

http://inkwellideas.com/worldbuilding/worldbuilding-local-area-design-example-part-1/

http://trollsmyth.blogspot.com/search/label/Maps

Monday, January 9, 2012

City State of the Invincible Overlord & Castle Supplement

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I feel that the Mayfair version of the City State of the Invincible Overlord is often overlooked and under-rated. Published in 1987, the Mayfair remake of the City State had an introduction by Gary Gygax. This version was considered completely compatible and given the imprimatur for use with AD&D by The Man himself.

Some people may not like the name Briarwood being given to the City State, but the whole point of the original Judges Guild versions of the it was to name it whatever you wanted to - and of course, even with the Mayfair version, you still could and can do that. All of the zany adventures one had "back in the day" are waiting to be once again! If you have never visited the domain of the Overlord, this boxed set is an excellent way to

I own the original red cover original printing of the JG City State of the Invincible Overlord, as well as the Necromancer hardcover for 3.5e. One reason I recommend the Mayfair boxed set is because they are far cheaper than either of these and they contain basically the same information. A typical Judges Guild copy runs about 75 dollars and about the same for the Necromancer version. The Mayfair version typically goes for 40 dollars on eBay.

All three versions have great maps, so that is not an issue in choice. There is something great about all of them. Yet, the Mayfair set gets completely overlooked so often, when it really contains what an Old School GM needs!

I got my box for about 30 bucks online. The box itself is bad shape, but the contents are in excellent condition! There are players guides for the various classes included, some "new races" to use as PCs, 2 fairly hefty DM & Background books, as well as an intro adventure. The layout is organized well and the print is easier to read than the original JG City State, which is a plus.


Recently, I was also able to purchase the Mayfair Briarwood Castle supplement in mint, shrink-wrapped condition for 16 dollars w/ shipping. This supplement contains the plans of the place that every one of my characters that I have ever run have wanted to enter: the Invincible Overlord's palatial castle complex ...and the dungeons that lie beneath it!

There is information on the the occupants of the castle, including stats and such for the Invincible Overlord and his consort, a typical guard, the Black Lotus, new magic and a host of adventure hooks. This supplement is really packed, containing 64 pages of printed material and 2 fold out maps.


the Guidebook


I really do not know why the Mayfair iteration of the City State of the Invincible Overlord is so maligned, because it is a OSR treasure! Check it out, the cost is low compared to many out-of-print Old School products that are in demand these days.

 maze portion of the dungeons underneath the castle of the Invincible Overlord

EDIT: I purchased the Mayfair Games set as a replacement for my first one that was destroyed in a tornado that ripped the roof off of my house back in the 90s. I have taken several years recently to rebuild the things I treasured most in my collection... very little of which escaped the wrath of nature  ;)

Friday, January 6, 2012

Pixie Lore

Pixie Lore | Shimmerlings:


"Pixies dwell in the twilight, between day and night, between the heavens and the earth, between the conscious and the unconscious... where all things are possible, where our past and future meet, where we meet ourselves coming back. When we dance with the pixies, we dance with the reflections of our true selves and the true nature of the world."

=======

Some Sylvaeon Pixie Folklore:

Pixies are universally known to be mischievous and to have the power of invisibility.
Their jokes may seem cruel at times, but as with all Fey creatures, Pixies have an agenda and ethic that is inscrutable to the humans and others that they perpetrate pranks upon. Their power to turn invisible serves Pixies well in pulling off such stunts. Leading travelers astray or stealing/misplacing small objects from villagers is a favorite pastime of these wee folk. However, Pixies sometimes have a soft spot for the larger folk and may go from pranking them to helping them, to make up for their jesting.

Pixies are said to be anywhere from a few inches in height to up to two feet in height. This may be due to magical adaptations to different environments and lifestyles of the Pixies or for mistaking other fairy-beings for Pixies. Whatever the case, Pixies are small by human standards.

Pixies in Sylvaeon generally live in mounds or among flora that can conceal their existence. A Pixie is usually seen only when it wants to be! When they are seen, it has been reported that most Pixies dress in bright colors, often mimicking the general style of clothing of the nearest non-Pixie population to them.

[EDIT:


Pixies can live in communities, but some are solitary. When encountered, they can also be solitary or perhaps up to half a dozen (unless something VERY strange is going on, when there could be more!)
Pixie communities are sequestered away and protected by Pixie magic.]

Travel Tips if a Pixie is Encountered in Sylvaeon:
  • Do not taunt back or grow angry with a Pixie that pranks you - it only encourages them.
  • Sometimes Pixies can be bribed to desist in their tricks with food, shiny objects or other valuables.
  • If a Pixie is amiable to a traveler, they generally enjoy tales or conversation and will possibly exchange such pleasantries for a bit of information about the surrounding area.
  • If a Pixie is harmed in anyway, it will hold a grudge against the one that harmed it for the rest of its days (which may be centuries!)

    Wednesday, January 4, 2012

    Wolf Moon


    Amid the cold and deep snows of midwinter, the wolf packs howled hungrily outside villages. Thus, the name for this month's full Moon.

    The full Wolf Moon is a time of fear for the many of the human inhabitants of Sylvaeon. But for the wolves, it is a time of magic, conflict and mystery. The Silver Moon is associated with the White Lady amongst the Folkish people of the realm and they see this full moon as a significant one for the animals of the land - especially the wolves.

    The hunger of rogue wolves, as well as the packs that have no established hunting territory makes them restless. While there is usually no harm done to the humans themselves, if the Winter is particularly cruel, livestock may be predated by a pack that is experiencing particular hardship.

    During the Wolf Moon, the wolves engage in behavior that will determine which packs retain their territories. This sometimes erupts into vicious combat between packs, but more often it is a test of wills.

    Some rogue wolves are also formally adopted into packs at this time. Being a rogue wolf is a hard life. Whether the old pack was devastated by humans or the wolf was driven out of the pack by the Alpha matters not. The fate of a rogue wolf without a pack is a lonely and potentially deadly one. During the Wolf Moon, if a rogue has been shown favor by the pack, the ritual of formal acceptance, known only by the wolves themselves, is performed, thus bonding the rouge and the pack together.

    Particularly knowledgeable individuals have reported witnessing another ritual amongst the wolves and prey herds of Sylvaeon. Established packs have been seen receiving the self-sacrifice of an elk or other animal on behalf of its herd during the Wolf Moon. If this sacrifice is accepted, the wolf pack will not predate the herd that has freely given to it for the rest of the Winter. The Rangers and Foresters that have seen this blood ritual say that the spirit of a wolf and its prey enact the same formalized hunt scene as in the sky above exactly as it happens.

     Sylvaeon Wilderness Traveler Tip
    Wolves generally howl for these reasons:

        •    A rally cry for the pack to meet up
        •    A signal to let the pack know of a wolf's location
        •    A warning for outside wolves and others to stay out of a pack's territory


    Saturday, December 31, 2011

    Reflections at the Cusp of a New Year


    Well, it has been an interesting year for me personally and in the gaming community.

    I switched out my old blog, which had a decent amount of traffic for this one... less traffic here and this blog has a different tone, yet overall I am pleased with that decision. Focusing on Sylvaeon is bringing it to life in 2012, so it was worth it. I should do some posts similar to my old Retro RPG blog at times, though... some were plain fun to do, so there will be more non-Sylvaeon/Fey material here this coming year, too. Also, I need to review a bunch of products I have gotten last year or at least give them a nod and my two cents worth of note.

    On the personal front, this time of year is one I both love and loathe: Winter !!!
    So far the weather has not been much to speak of. It was the first Christmas without full ground cover of snow that I can ever remember. I shouldn't complain about that, because doing so will probably bring a blizzard down upon my head! In Sylvaeon, that is just the sort of thing that might happen to a traveler that doesn't appreciate the weather they currently have.


    This time of year, I feel much like the Vikings, who dreaded the Wyrd of the Wild Hunt; hunkering down and laying low so that no inauspicious "doom" would beset them. The lesser daylight saps me of energy, because I have SAD (Seasonal Affective Disorder) along with my other myriad insanities that make me who I am. Thus, I apologize to those awaiting my campaign - rest assured it will launch shortly. I hope a few sessions will get the kinks out and set a good tone :)

    This past year has been a great one for Google+ Hangout gaming, as many know so well! I have played in many excellent games such as:
    • Evan Elkin's spooky and strange Nightwick Abbey
    • Chris Kutalik's kickass Conan/ZEFRS
    • Kyrinn S. Eis' Tunnels & Trolls homebrew exotic weirdness
    • Steven Goodman's trip back in time to The City State of the Invincible Overlord
    • Greg Backus' OD&D-like homebrew with an underground civilization 
    • Rob Cortigino's hilarious and deadly OD&D dungeon crawl
    • Brian Meredith's Mouse Guard campaign
    All of these were great fun! I appreciate the efforts of all of the players and the GMs that ran them.

    Yep, 2011 has been a good year of gaming, with so many cool products appearing, Hangout games, good blogs to read and a friendly community that seems to love the game ... may the fellowship always stand together!

    May 2012 be wondrous for you all  :)

    Thursday, December 1, 2011

    Wilderness Encounter: The Wendigo


    Deep in the forest of Kynmerly, the huntsman has wandered for many days... lost amidst the blizzard and without any more rations to sustain him, he is slowly starving to death. Finding shelter underneath a small rock ledge within the woods. Being too weak to carry on, the huntsman eats some snow and waits for death to come upon him. HAs he begins to doze off, he smells something strange, like rotting flesh. Opening his bleary eyes, he sees a shadowy shape with yellowed eyes rising over him. In fear, he tries to scream, but the sounds do not come. Then, there is darkness...


    Upon regaining consciousness, the huntsman arises. The snow has finally stopped and he finds that he is miraculously still alive, but severely famished. Looking around he sees one of the rescue party that his community sent out to find him. The fellow villager waves to the huntsman and approaches. "You're lucky to be alive!", the man says as he draws near. "Here, let me halkp you." But those are the last words of kindness the villager ever says, for the huntman lunges and stabs the would-be rescuer in the heart with his knife. The huntsman eases the body down and removes the knife, licking some of the blood off of it. Now the huntsman is beginning to feel better and now he knows that he will survive.

    =====


    The Wendigo is a creature embodies the Native myth of what will happen to a solo hunter should they ever transgress the taboo of eating humanoid flesh. If a person is afflicted longterm starvation or is even alone in the wilderness for extended periods of time, etc. they may be visited by the "spirit" of the wendigo. In game terms, this can be a mental disorder and/or a spirit possession. Failing either of two saving throws vs disease, they will turn into the legendary cannibal night monster, the windigo.


    A typical description of the wendigo:
    The Weendigo was gaunt to the point of emaciation, its desiccated skin pulled tautly over its bones. With its bones pushing out against its skin, its complexion the ash gray of death, and its eyes pushed back deep into their sockets, the Weendigo looked like a gaunt skeleton recently disinterred from the grave. What lips it had were tattered and bloody ... Unclean and suffering from suppurations of the flesh, the Weendigo gave off a strange and eerie odor of decay and decomposition, of death and corruption.”

    Over the years, the Wendigo has been given numerous and varied attributes, including the ability to change shape, a body and/or heart of stone or ice, and formidable strength and speed. In some accounts, the creature was said to be in excess of ten to fifteen feet tall, with sallow, yellowish skin, glowing eyes, long yellowing fangs and an abnormally long tongue. Still other accounts suggested a creature so thin that it couldn’t even be seen from the side.

    These possibilities may or may not be the actual appearance of a being suffering from wendigo madness - it is up to the GM. However, to others that encounter such a cannibalistic, anti-social creature that has been isolated (except for feeding killings) they may seem to fit such a description!

    If this is just a psychological disorder, then Wendigo psychosis is a condition in which sufferers developed an insatiable desire to eat humanoid flesh, usually of their own kind, even when other food sources are readily available

     It is said that the spirit of the wendigo will attempt to possess any person, especially during a fever, prolonged starvation or an attack of madness. Often it invades the heart as a lump of ice. Once possessed by the spirit of the Wendigo, the person is forever altered, unless they are cured of the psychosis by a shaman or similar healer. Healing a Wendigo possession takes a ritual that simultaneously cures the disease/casts out the possession and sets the mindet back to rights - this is so they may join the community again as a "normal" member.

    A Wendigo on the loose in a dark forest may be glimpsed vomiting ice. The victim’s face may turn black with frostbite. He may be able to fly through winter nights in search of new prey, his own species. Any man who goes on a solo hunt and never returns may have fallen victim to a wendigo. Eating human flesh, even in an emergency, may be a sign that a starving hunter as “turned wendigo.” Such a wretch will be shunned by all members of his group, and probably driven from the camp. For once the wendigo has tasted human flesh, he will yearn to feed again.

    Northern lore suggests that one can become a Wendigo:

    • being bitten by one
    • tasting humanoid flesh
    • extreme hunger
    • being bewitched by a shaman
    • or even by simply dreaming of a Wendigo


    I discovered in researching this, that D&D 4e has a sort of Wendigo "Sub-race" of whatever the character's real race is. The D&D Wiki's tag-line for the wendigo is: Savage, bestial versions of their former selves, Wendigos escaped a cold, lonely death. Now they are marked by the desperate measures they resorted to.

    Reading about the Wendigo from the Wiki and various mythological sources, I would suggest for game play, that anyone suffering as a wendigo have these effects:

    *their Strength raised by +2/10%
    *get two checks for survival on any hardship/toughness saving roll
    * -2/-10% to their Charisma/Willpower
    *feel the hunger for humanoid flesh... if they do not feed on it within the week, they must save vs Charm/Willpower or attempt to murder and consume the next possible victim they cross.
    *Alignment (if any) become more Chaotic/Evil

    Rangers, Wood Elves, Hunters and similar classes all are at increased risk of being touched by the Wendigo. There are rumors of talismans, rituals of appeasement, rare herbs and other means of keeping the spirit of the wendigo at bay. These may be superstions or actually be effective at the GM's call. It is rare for a Druid to become a Wendigo, but if that were to happen, it would be a dreadful thing!

    Remember, Wendigo's tend to be loners and are generally savage and tend towards paranoia. Only by being cured can they ever hope to be anything like a regular member of communal society... barring a cure, they will forever be touched by the madness of the spirit of the Wendigo.

    Tuesday, November 29, 2011

    Do Bards Really “Suck”?



    I know that bards in Roleplaying games take a huge hit to the balls by many. There have been several posts over the past year in the OSR blogosphere that have amused me as they poked fun at the bard class. Let's admit it, sometimes bards are ridiculous, especially as they are portrayed. I think it is OK to not like the bard class or those that resemble them. Who wants an annoying singing minstrel bothering them? Certainly Sir Robin didn't in Monty Python's Holy Grail movie!


    The only cool “Bard” that most people know about was not a singing fool, but Bard the guard in Tolkien's The Hobbit. However, in some cases and in some circumstances, do bards really suck?

    I say: “NAY!”

    In the Middle English epic poem Sir Orfeo (based loosely on the tale of Orpheus), a king is so taken by the music of minstrels that he decided to take on their craft. The poem is written as a tale that could be told, set to music, by those in the real world that were the basis of the bard class in AD&D. I will post the very beginning of the poem to set the tone:
       
            We often find it written,
            And scholars know of this well,
            Verses that are set to music
            The content of which are marvelous things:
            Some concern war and some concern woe
            Some concern joy and mirth also,
            And some concern treachery and guile
            Of old adventures once upon a time,
            Some concern jokes and ribaldry
            And many are set in the lands of fairies.
            Of all things that men relate,
            Most of them, in truth, concern love.
            In Brittany were these songs first wrought,
            Set to music and then forth brought.
            They concern adventures set in the olden days
            Whereof ancient Bretons made their lays.
            Kings, at times, might hear a tale
            Concerning marvelous things,
            Then take up the harp and minstrelsy
            And write a lay and give it a name.
            Of these adventures that have taken place, 
            I can tell you some but not all.
            Now listen, lords and ladies true,
            I shall tell you the tale of `Sir Orfeo.'
    
            More than anything in this world
            Orfeo loved the joy of music.
            Such was it that every good mistral
            Paid much homage to Sir Orfeo.
            Orfeo set his keen, sharp wits
            Upon teaching himself to play the harp.
            He taught himself so well that no one could find
            A better mistral than Sir Orfeo.
    
    
    Here we find a King, the one that Bards desire to come and play before, becoming a minstrel himself!
    Not only does the Bard-King play well, he is described thusly:

            Orfeo was a king
            Of England and help high honor;
            He was a man both brave and strong
            And also elegant and generous.
    
    
    Obviously, Orfeo is a brave and chivalrous warrior, a refined gentleman and of noble character – everything a Bard might wish to be! This is no Medieval Hippie strumming silly tunes... Orfeo is someone to be reckoned with.

    In the tale, Sir Orfeo uses skills and wit that would be considered common fair for Bards to single-handedly rescue his wife from another Lord who kidnaps her. After questing in search of his wife, Sir Orfeo comes as a minstrel to the offending lord's castle, which he has finally discovered. Because Orfeo impresses him with his entertainment, he is granted a anything he wishes. Orfeo asks for his kidnapped wife and even though the lord protests, he must keep his word. Orfeo could have battled the Faerie lord - he was certainly capable of doing so, but his wit won out! The Bard-King returns home "and there was much rejoicing” ;)

    Peter the Hermit exhorting the faithful to take up the cause of the First Crusade

    Monks who were also Poets, which might be considered Bards, were instrumental in creating works so magnificent that they were added to the abbey's liturgy. They wrote in praise of the nobility, who gave to the monastery generously in return. They made social commentary (some of which might even be considered subversive) through their prosody. Orations from ascetic, traveling monks like Peter the Hermit did much in stirring the people's faith to join in the First Crusade. The influence of those skilled in poetry, song and oration in the Middle Ages is nothing to be sneezed at – they had tangible effects in the world.... I haven't even mentioned the Viking Skald (saving for a later post!)

    As I said earlier, it is OK if you think D&D bards suck... but perhaps you think they suck because many do not play them as they were in the actual Middle Ages. In my own Sylvaeon campaign, they function much more like the bards of history.

                    After that harpers in Brittany
    Heard how this marvelous tale
            And made a lay of great delight
            And named it after the king.
            That lay is called `Orfeo';
            And it is a good song, sweet in its notes.
            Thus was Orfeo delivered from his cares:
            May God grant us all so well to fare! Amen!

    Monday, November 21, 2011

    Nightwick Abbey Session #3 Character Play Report


    There are many dead in the world. Some lie quietly in the grave. Some are the living-dead lost souls that walk among us... lost and in need of the Church... and some have come back prematurely from the grave and Hell; the undead.”
    Brother Damian Bernard in his homily: The Dead Are Among Us


    On the feast day of St. Crispin, I joined the efforts to rid the ruins Nightwick Abbey of the foul pestilence that has infected that once holy and sacred place. The company was made up of another cleric of the order (Brother Kolvun), myself and some companions that made me question the wisdom of the superiors that sent me to this task.There was a strange person named Blixa, who was an unseemly yet resourceful sort, who showed great ingenuity in laying traps for our foes. They had a canine compatriot that spoke! I know the Lord has used an ass to speak to his wayward servants, but I have never seen such a thing before... nor a talking, intelligent pig, who also accompanied us.

    Upon reaching the almost totally destroyed walls of the abbey, we saw that the two north and south towers also lay in near ruin. To the west were the crypts and graveyard surrounding the abbey enclosure. We decided to descend the stairs to the catacombs that lay beneath the north tower.

    It was not long before we ran across the bodies of those my companions called “berserkers” - no doubt some of the godless heathen barbarians that have plagued civilized lands for some time now. The bodies wore armor and face masks made of human skin. I would have felt revulsion if I was not so shocked at their cruel barbarity! Going yet deeper into the catacombs, we found passages that led to the what had been the shrines and tombs of the sainted dead. The funerary art work customarily placed on the walls of these has been worn from time. Many were also desecrated by blood and vulgarities painted over them in human gore and blood. I rinsed away the filth from as many as I could with holy water, but as I had little with me, I could not rectify all of what the cultists of the devil had done.

    The third encounter with the undead in my short service to the church occurred upon the stairway leading down into the catacombs. The party was assailed by zombies. All of the party fought valiantly, but we had much distress in defeating these corruptions. My fellow brother was badly hurt, but I was able to assist him and he returned with us to finally destroy the undead creatures. The intelligent animals were very effective and even if I am unsure of their nature, I still thank the Holy One for their aid in this  pursuit.

    We were able to liberate offering boxes of silver that were in one of the shrines. I have received no orders regarding recovered property of the Church, but if I survive, the share that I have from our explorations I will return to the abbot of my own monastic order. We plan on temporarily exiting the catacombs and returning with better provisions to continue this most righteous labor. God-willing, I will be able to soon report in person to both my Father Confessor and the Abbot of all that transpires at the ruins of Nightwick Abbey.

    I shall end this report for now and I pray that I am granted valor and success in the name of all that is holy.
    -|-

    (This play report was written for Evan Elkins' Nightwick Abbey G+ session #3
    for more info on Nightwick Abbey please see: http://inplacesdeep.blogspot.com/search/label/Nightwick%20Abbey )

    Tuesday, November 15, 2011

    School girl recovering after 'goblins' attack


    A reported case of a modern goblin attack!

    I find this article (linked below) very interesting because it involves:
    • Goblins
    • Witches
    • a Prophet

    According to the article, the unnamed school girl was calling out the names of the witches. This act somehow provoked the goblins to attack her, She claims they come after her and demand for her "flesh and blood".

    If this were a weird fantasy adventure, I would imagine that the witches disliked their names being called out by the unwitting girl for no purpose and that they sent the goblins to wreak retribution. Is there now a curse upon the girl and perhaps her village? Will the prophet be able to help? Would the PCs need to destroy the goblins and ultimately the witches?

    This is surely a case where "real life" is stranger than fiction! 

    Check out the news story here:


    I definitely see an adventure in this story!

    Wednesday, November 9, 2011

    Cosmology of Sylvaeon (#2)





    Silent, the mist forms slowly. Coalescing over aeons, shifting unhurriedly in the deep quiet of sleep, the mist dreams of all things magical and beautiful. In slumber undisturbed by time, when time was not, the Presence slowly gathers her wispy, wraith-like form and sleeps on... weaving dreams within dreams.

    Eventually, after uncounted eras, the Presence stirs amidst her luxuriant nocturnal fantasy and a great isle rises from the vapors. Her mirthful mind begins to enter the reverse twilight of sleeping to waking and stirs again; some of the vapor becomes a sea that washes back and forth upon the rocky island, an aqueous heart set in motion. More quiescent gestures and the psyche of the Presence is almost awake, now. A soft, pinkish light emanates dimly from the Eastern horizon as a young star begins ascending over the mighty ocean of preternatural consciousness. Casting off sopor, the sentience opens her blinking eye upon a new world. A cool morning breeze touches her cheek softly. Hovering high over the clifftop of the green-covered isle, a seagull cries out as it glides, like an infant coming from its mother's womb, seeing the world for the first time. Sunbeams lightly illuminate the foam of waves lapping at the white sands below, while the canopy above is steadily bluing.

    A knowing smile of contentment spreads across the face of this newly formed realm. “Yes, awaken now likewise, my beloved children.” Sylvaeon is born...

    (note: this is a rough draft version of the Sylvaeon intro)

    Tuesday, November 8, 2011

    Troll Lord Games Kickstarter Project

    I decided to back this project.
    Troll Lord Games' Castles & Crusades is a nifty rule set... and I figure this classic monster collection (and some new ones, too!) would not take much, if any, conversion to use in other systems.

    I own some of the C&C books... I should give it a try! I have an upcoming campaign that I am currently working on a mega-dungeon for. It might be a suitable system for it :)

    -Jeff

    http://www.kickstarter.com/projects/676918054/castles-and-crusades-classic-monster-a-monster-man

    (special thanks to Dungeoneering Dad for making me aware of this project)



    Monday, November 7, 2011

    Two Gonzo d30 Random Tables



    30 Odd Random Inns, Taverns and Sundry Establishments
    (roll a d30 for the name of an establishment. May be used for urban settings, towns or wayside stops, etc. as the Gamemaster wishes.)

    01 – Center of the Multiverse
    02 – Drunken Paladin
    03 – Last Place to Be Inn
    04 – Laughing Lich
    05 – Inn of the Bastard Princes
    06 - Basilisk’s Gaze
    07 – Gallant Goblin
    08 – Axes & Ale
    09 – Sunken Ship
    10 – The Gregarious Hermit
    11 – Sword Sisters
    12 – Three-Legged Unicorn
    13 – Last One Standing
    14 – Delver’s Repose
    15 – Golden Skull Inn
    16 – Fey Spirits
    17 – Angry Toad Tavern
    18 – Prismatic Tankard
    19 – Iron Gut Grog & Grub
    20 – Legion of the Unlucky
    21 – Cutthroat Gentleman’s Club
    22 – The Silent Banshee
    23 – Minstrels Not Allowed Inn
    24 – The Tavern Time Forgot
    25 – Dwarven Comedy Club
    26 – The Underground
    27 – Two Sheets to the Wind
    28 – Troll’s Trove Tavern
    29 – Inn of the Moon Beast
    30 – Dead Sages’ Society

    =================


    30 Odd Random City Encounters
    (roll d30 for random encounter)
    01 – An unsavory-looking person approaches a PC to return a pouch/item that they have dropped. If offered a reward, they decline.

    02 – A man hands the PCs a broadsheet whose headline reads: “Good News! Evil Declining in the Realm”

    03 – While passing by a seedy part of town, the PCs see people nailing planks to buildings or painting them. Nearby is a sign that says: “Urban Renewal Project”.

    04 – There is a disturbance in the streets and people are milling about loudly.  If the PCs ask what the problem is, someone happily tells them that they just got word that the local lord has announced a cut in taxes.

    05 – The PCs see an old man sitting at the side of the street mumbling to himself. He has a tin cup with a few copper pieces in it and a sign that reads: Take One If You Need One”.

    06 – A man hands the PCs a broadsheet whose headline reads: “Good News! Peace Treaty and Trade Agreement With Neighboring Kingdom Signed”

    07 – While walking through town a group of filthy urchins surround the PCs, tugging at them. They ask if the PCs could retrieve a ball which has gotten stuck on the roof of a small shop across the way.

    08 – An very large Orc is pushing a cart with several small dogs in it while shouting “Free puppies!”.

    09 – A group of 3d6 bald, orange-robed cultists, chanting and dancing, come near. They hand each party member a flower and continue on.

    10 – The party sees a tavern called “The Pink Dragon”.

    11 – A black-cloaked figure approaches the party, introducing themselves as “The Dark Assassin”.
    They ask the PCs where the magistrate is so they can turn themselves in.

    12 – A Dwarven vendor pushes around a cart with a large barrel and small wooden bowls in it, ringing a bell while yelling “Iced Cream! One Copper!”

    13 – A man hands the PCs a broadsheet whose headline reads: “Good News! Local Monster Retires to Warmer Clime”

    14 – A group of people are picking up liter from the streets. One carries a sign that says “Druids For A Clean City”.

    15 – In a square, a very large tent is being set up. Nearby is a sign that reads “Battle of the Minstrels Tonight!”

    16 – A shabbily-dressed man quickly approaches the party, seemingly from nowhere. They speedily wash the armor/scabbard or shield of a party member and put out their hand as if expecting payment.

    17 – A man hands the PCs a broadsheet whose headline reads: “Good News! Dragon Disaster Averted”

    18 – The party see a sign which reads: “Meeting of the Secret Order of Necromancers Midnight Tonight”.

    19 – A Hobbit stands at the side of the road with a vending cart full of multi-colored candies on a stick selling for 1 copper each. A sign on the cart reads: “All proceeds go to support the Lollipop Guild”.

    20 – The PCs see a Goblin dressed as a clown, juggling and entertaining a group of young children.

    21 – A man hands the PCs a broadsheet whose headline reads: “Good News! Local Pirates Turn to Fishing Instead”

    22 – The party sees a tavern with a wooden sign that has a cattle head with a halo. The sign reads: ” Holy Cow”. (If the PCs investigate, they find out it serves only vegetarian meals)

    23 – 3d6 meowing kittens begin following the PCs

    24 – A group of 3d6 peasants approach one of the PCs and start yelling “Hail to the King (or Queen) and begin to bow to and faun upon the PC.

    25 – Some interesting type of music that the PCs have never heard before is coming from inside of a cafe. If the PCs investigate they find that it sells bottled flavored water, flavored coffee, small snacks and pastries. The sign above the cafe reads: “The Jazz Gnome”.

    26 – An Elf slips a fish into one of the party members pockets/robe.

    27 – There is a taxidermy shop called “The Rainbow Rat” that specializes in stuffed rats dyed all colors.

    28 – 2d6 local guards come by with a cart full of weapons with a sign on it that reads: “Swords for Cash Program”.

    29 – A Troll is vending “Horse-on-a-Stick” snacks from a booth.

    30 – Party sees a magic shop named “Crystal Balls”.

    ==============

    All hail the Order of the d30!!!

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