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Hulks & Horrors

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I've been busy as heck lately moving to a new town (good-bye Champaign-Urbana, hellow Bloomington-Normal!), packing and unpacking and getting ready for grad school (I've got a teaching gig this semester!  yay!).  Things may start to return to normal around here soon.

In the meantime, I would be remiss if I didn't share a link to theHulks & Horrors fundraiser, as today is the last day to get in on this bad boy.  H&H is a game of sci-fi dungeoneering that's radically compatible with older versions of everyone's favorite game of smelly underground locales and angry fire-belching lizards.  I've seen a very thorough playtest draft that looks hella sweet.

Even if you don't want to pitch in some dough, click through that link just to check out the cool illo of the hoversquid wielding two rayguns.

The Short Life & Stupid Death of Chester of the Pointy Hat

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Back in high school I managed to play, as opposed to DMing, a lot more than I do nowadays.  Quite a bit of this play was in the one Killer DM game I've ever really encountered.  This is the DM that started one fighter of mine pre-raped and who colluded with the players to pull all sorts of shenanigans on each other.  We put up with a lot from that guy (though sometimes we pushed back, too) but he also was an adult running games for schookids, so he probably put up with a lot from us as well.

Anyway, although it wasn't a conscious design process I'm pretty sure that the concept for Chester of the Pointy Hat came from two sources.  First, H.P. Lovecraft's works and Call of Cthulhu were new and exciting to us back then.  I was (and still am) in love with the concept that reading musty old spellbooks drives you mad.  Second, I'm pretty sure that around the time Chester was rolled up and played that I saw on something like 20/20 or 60 Minutes a report on the effects of the defunding of the mental health care system under the Reagan administration.  [Please no politics in the comments.]  As is typical of this sort of reporting, the tone was "Holy crap!  Homeless schizophrenics wander our streets!  They are going to break into your house and molest your blender!"

So thus was born Chester's personality.  He was driven mad by his arcane researches, but not in the cool, Gothic, brooding, cackling sense you'd expect, but rather as a smelly, pathetic, muttering bum.  I refused to sleep in inns, opting to hunker down in rain barrels.  (The DM obligingly rolled to see if I caught pneumonia.)  I ended up getting kicked out of and barred from most taverns the party frequented, for being noticeably more unhinged than a standard PC.  Johnny Law got involved when in revenge I lit one tavern on fire.  Not with burning hands or fireball, mind you.  I just stone cold walked up to the exterior wall of the joint and assembled some kindling and got out my tinderbox, right in front of everyone on a main street in broad daylight  All in all, I thought it was an interesting character to play.

Of course he died.  Like I said, it was a campaign with a Killer DM.  And playing my MU as mentally ill wasn't exactly going to do the poor sap any favors.  Still, this death is one of those incidents that, in retrospect, makes me question whether Jim was a Killer DM at all.  Maybe he was just playing fair and we were all idiots.  He was our first DM outside of my original game group.  The lot of us were self-trained; we started with my Basic Set and had no clue what we were doing.  Maybe it was just a School of Hard Knocks campaign.

Anyway, we were going after a dragon.  This was super exciting for us.  There had been a few dragons in our previous games, but this was our first time that A) we knew that a dragon was in the dungeon and B) we had made a conscious decision to go after that lizard and take his loot.  We started out doing everything right.  I think we had just acquired a Dragon back issue with an article on successful tournament play and we were making a bit of an effort to use the guidelines therein to be more professional in our dungeon pillaging.  So as stealthily as possible we scouted out the whole dungeon level in advance and ended up with a graph paper masterpiece with a big blank spot behind a pair of big double doors.  That had to be the dragon's lair.  Even better, we located it with the minimal possible resources expended and no casualties.

This is when our new professionalism all went to crap.  We started arguing, loudly, in the middle of the freakin' dungeon, about the best plan to kill that dragon.  I'm pretty sure that after a few minutes of name-calling the DM started casually flipping through his copy of the Monster Manual, but we were too dumb to realize that meant he probably was looking up a wandering monster attracted by all our shouting.

In fact, he was double checking the range of a dragon's senses, which I'm pretty sure in the original MM is duly noted in inches.  So when my crazy hobo MU5 declared angrily "FINE!  I don't care what you assholes do!  I'm going to open those damn doors, throw my fireball and you can clean up whatever is left!!!" what I didn't know was that the dragon heard the whole thing.  Out of 'kindness' the DM didn't make me roll to open the doors.  I flung them open and promptly melted under a torrent of acid.  Black dragon.

As I recall, the rest of the party ran like hell.  And like so many sessions before and after that one, I started a new character.

At this remote point I can't recall much else of Chester's career save for a random encounter in a forest.  The DM rolled up gnolls on his wandering monster matrix and looked up the number appearing in the MM, which is something like 30-300.  The dude literally rolls every d10 on the table and declares "You round a corner and approximately 200 gnolls attack.  Roll for initiative."  We took the bastards in the longest single fight of that campaign.  We used every attack spell, sleeping and fireballing and Melf's acid arrowing as many as possible, but they still kept on coming.  The archers in the party shot until they were all out of arrows.  They still kept on coming.  My puny dagger-wielding magic-user spent more rounds in melee combat with those bastards than some MUs will melee over their entire career.  It was incredibly stupid ("We come round a corner, in a forest?"  "I set 35 of them on fire with magic and the rest just keep coming?") but also one of the damnedest damn fights I've ever played out.

The PC casualties in that campaign were ridiculously high.  Just getting from the beginning to the end of the session with the same PC was an exhilarating victory.  That's why I'm all for save-or-die, level drain, zero level funnels and balanced-dungeons-my-ass.  Not because I'm enjoy forcing players to suffer the same way I did, but because I want them to experience the high of just escaping the session with your life.

Yo!

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Howdy, folks!  I'm not dead and neither is this blog.  My first semester as a fulltime grad student has been kicking my ass.  I haven't even had a chance to play any D&D since friggin' August.  But I did get a draft of my Lamentations of the Flame Princess module to Jim Raggi, though I still need to redraw the maps and maybe take one more quick pass on the text.  But it's written.

Anyway, I'm going to try to get back in the saddle with regular updates here.  Either later today or tomorrow I'm going to try to work up something on the canonical monster list in B/X D&D.  Past that, I'm not sure what I'm going to write about next.  Feel free to offer suggestions in the comments.

fine tuning your monsters

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Most DMs I know like more monsters better than fewer monsters.  Monsters are lots of fun.  Writing new monsters can be a easy way to pretend you're working on your campaign.  Buying books jampacked with new monsters helps keep the hacks in the game industry fed.  It's all good.

But today I want to talk about how to turn the monster list you have into something peppier.  You don't need to write up some new monsters. or buy a new book or even drag an extra monster book to the game.  I'll walk you through three things you can do to make your players' lives hell in a fresh new way, using only the '81 Basic D&D rules as my example.

Step 1 - Throw Stuff Out
Take a look at your monster list and try to get a sense of it as a whole.  What parts of it can be easuly cut?  More monsters isn't better when trying to make a coherent campaign setting.  (Though if you are making an incoherent campaign setting maybe you should skip this step.)  For example, depending on how you slice it, there's maybe 100 monsters in the Basic rulebook.  That's not a lot compared to campaigns with Monster Manuals in play.  But even in this list there's fat to be cut.  Does my campaign world need both Giant Ferrets and Giant Shrews?  Hell, does it need either?

Then there are the broad categories with lots of individual monsters.  How many types of dragon do you need for this campaign?  In my Wessex campaign using not just one type of dragon but one single, individual dragon worked a hell of a lot better for me than any game I've run with lots of dragons.  And if I wanted to do something more Sword & Planet style, maybe I would cut the dragons altogether and prominently use the Draco Lizard (under Lizard, Giant, page B38) or the pterydactyls in the Expert set.

Similarly, not every campaign needs every kind of monster.  Does your campaign need kobolds, goblins, orcs, hobgoblins, gnolls AND bugbears?  Do you need skeletons, zombies, ghouls, wights AND wraiths?  One or two humanoid races and one or two undead may be enough to get the job done.  Or look at the entry for Cat, Great (page B32).  Most campaigns probably can survive without Mountain Lions and regular type Lions and Tigers and Panthers and Sabre-Tooth Tigers.  Just pick the one that suits you and stick the rest on a shelf.

Special warning: Be careful about cutting both orcs and dragons.  Orcs carry a bunch of Tolkienian and Warhammery baggage, but that baggage is something players can easily tune in on.  Or to put it another way, who doesn't like beating the snot out of orcs?  Similarly, dragons occupy an import conceptual space in Dungeons & friggin' Dragons.  Cutting them could alienate a lot of players.  Dropping both orcs and dragons may make some people wonder what the hell kind of artsy fartsy crap you are trying to pull on them.

Step 2 - Reprioritize
Now look at what you have left on your monster list.  What critters have you relied on in past campaigns?  What monsters have you not used yet at all?  As you situate your monsters into your campaign, consider a light touch with monsters you've already used and emphasize the stuff you have yet to take full advantage of.  Looking through the Basic rules I've never or only rarely used Sprites, Weretiger and Rock Living Statues.  Surely there's some great material waiting to be written about those creatures.  Sprites are "very curious".  What sort of trouble could they get into?  Maybe you could write a fairly standard Things Man Was Not Meant to Know adventure, only the trouble is the mad scientist type is actually a gang of magical tinkerbells. Weretigers are neutral lycanthropes.  That says to me you could write an adventure around needing to bring a band of those guys over to your side.  Or maybe you could do something with a Were- version of a white tiger being mistaken by locals as a ghost tiger.  And Rock Living Statues shoot lava from their fingers.  How come I don't use them all the time?

(Seriously, if either weretiger scenario or the sprite idea does anything for you, please steal it.  Every once in a while I get emails from folks "Hey, you mind if I use so-and-so in my game?  I think a lot of gaming bloggers would agree with me that we want you to use this stuff, otherwise we wouldn't share it.)

If you reprioritize your monsters, make sure you think through how this affects other mechanical elements in the game.  If you don't use dragons and focus on Rock Living Statues, maybe you should replace that sword +1, +3 vs dragons with something that beats up lava jerks.  Similarly, making undead less ubiquitous means you need to think about how that pimps over clerics.  Maybe you should allow them to turn something else or *gasp* grant them spells at first level.  Who charm person affects is another issue.


Step 3 - Repurpose
This is where you take the monsters as written and screw with them in some way to make them unique to your campaign.  Not every monster should be an exercise in "Oh, in Jeff's extremely hip campaign orcs are actually corssdressing timetravellers..."  Too much of that robs D&D of the lingu franca status that allows things like FLAILSNAILS to really work.  But a little such monkey business can really give you some neat material to work with.  You can start with little cosmetic things, like making Giant Tiger Beetles literally half beetle, half tiger (or half Beatle, half tiger).  Or making lizard men into full on Sleestaks.  I like giving Giant Crab Spiders big pinchy claws.

You can also think in terms of what ISN'T included in the monster descriptions.  The BX rules don't tell you that Skeletons are unintelligent undead robots or that Owlbears are no smatter than the average bear.  Maybe the skeletons in your campaign can be reasoned with, if you can get them to shut up about how much they miss being alive.  Whiny bastards.  And maybe owlbears actually have mythical owl wisdom and the PCs accidentally murder the Helpful Forest Oracle they were looking for.

And don't hesitate to just flat out steal stat blocks.  Maybe you campaign world doesn't need ogres as such, but if you want to quickly stat up some sort of big angry gronk, there's four hit dice of grumpy waiting to be used.

Wear it on your sleeve

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In my welcome back post I asked folks for suggestions for future posts.  I'm going to start today with Ark's question "howsabout sharing something you've learned as a grad student and how it related to gaming?"

My first thought on that point was that people should really wholesale rip off Charles Dickens for locations, characters and plots to fill out their steampunk games.  But that's probably not a new idea.

But here's something I've been thinking about for a while.  When your an undergrad on the first day of class the professor probably asks you to stand and say your name and what your major is.  As far as I can tell this serves no purpose other than to make the Undecideds feel bad, because it hardly ever comes up again.

In my grad classes though, we're all studying some form of English something or other so we dig deeper.  I introduce myself as being interested in English lit with a focus on literary hoaxes.  Sam tells us he's into how trauma theory can interrogate postcolonial literature.  Other Jeff says he's a creative writing dude really into hybrid texts.  Etc., etc.  Note that I'm also Other Jeff.  That's hilarious in a world where everyone reads Edward Said and/or Jacques Lacan, trust me.

What I dig about this is that we all get a good foothold up front about where we are coming from.  So like the other day in class I called out Sam on his insistence that pre-colonial texts are "authentic" cultural artifacts.  He knows I wasn't trying to harsh his groove, but that I'm the vaguely postmodern dude who insists that Fake Literature Is Real Literature.  We were able to have what I thought was a fruitful conversation and part of it was due to the fact that we both knew the other guy's priorities.

So you can probably see where I am going with this.  One thing I think good ol' Ron Edwards got right back in the day was the simple recognition that different gamers want different stuff and we should clearly articulate these differences.  I don't fully follow his next step, that we need to craft games to exaggerate certain priorities and minimize others.  Rather I think we can mostly all participate in the same sort of game and see what happens when these priorities push and pull each other during play.

Obviously this requires a little self-reflection on our parts.  When we give a table full of new people a line or two describing our interests, what should we say?  For example, "Hi, my name is Jeff and I'm here to get my PC into trouble" may really help the other players when my dude starts acting stupid.

is my blog dead or what?

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Hey, gang.  Spring break approaches and as a grad student I've got a crapload to do, but I thought I might try to hop on the wagon and start blogging again.  I've got some notes for a new campaign that I could flesh out a bit and at least one really stupid D&D rules idea we can talk about.

The thing is, I've been considering switching venues, possibly to tumblr.  Would that be a big inconvenience for people?  I know that would make commenting a bigger hassle, but honestly I'm not sure if I can resume writing a blog and responding to comments.  And something about the interface just sooths me, whereas blogger has always been a mild pain in the ass.  I dunno.  Please share your opinion.

Five Things You Need to Know About Sarpedon

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Howdy!  Back in April of last year I wrote a weird thing about a science fantasy D&D world I called Sarpedon.  I've decided to try fleshing it out a bit.

Five You Need to Know About Sarpedon

1. Sarpedon is a gas giant system. A huge ringed planet looms in the sky. Technically the world that the adventures happen on is Sarpedon E, the gas giant being Sarpedon Prime. However, in daily conversations its clear to most people whether you are talking about the Sarpedon in the sky or the Sarpedon under your feet, so most folks don’t specify.
 


2. Jack Kirby’s Celestials are the gods of the setting. These armored space giants are just as silent and enigmatic as in Kirby’s original vision, so that the various beliefs of the sects and temples on Sarpedon are based upon what people think about the Celestials. The gods are real. The divine power of clerics seems to be based upon them somehow. But they don’t hand out cosmic truths or give commands.
 
 

3. It gets pretty hot on Sarpedon. People dress more like Frazetta’s Barsoom than most Middle Earthy fantasy worlds.  I'm still working on a good simple rule for overheating while wearing heavy armor that uses one's Con score but isn't a complete kick in the pants.
 
 

4. There are two strains of humanity on Sarpedon, with their own histories and cultures. The Cyrannians (see below) are descended from Earth people, while the Gandaharians have their own range of skintones (blues being most common, but reds, yellows, greens, greys and stark whites have been seen). The Gandaharians have a genetic predisposition towards total baldness and some have pointed ears, but otherwise they are physically identical to Earth-type humans. Beyond appearance, there are major cultural differences between Cyrannians and Gandaharians. The Gandaharians live in small matriarchal groups. Their technology tends to be more organic.



5. The Cyrannians are descendants from a minor colony so far in the space boonies that the Cylons didn’t know they existed. They never got the evacuation order. New Cyrannus on Sarpedon E is a colony of the original Cyrannians, though contact with the mother world has been lost for centuries.  Their culture is more classic D&D faux-medieval pseudo-feudal than the matriarchal tech-organic hippy-ness common to the Gandaharians.

Celestial Sects of Sarpedon, part 1

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Eventually this will be a big ol' chart (maybe d20) that newly minted clerics roll on.

Celestial Sects

1.
SECT NAME:
The Crimson Arbitrators
GOD:
Arishem the Judge, He Who Judges
SYMBOL:
see below
GARB:
red robes, white belt/girdle/sash, ridiculous cylindrical hat
SPECIAL RULES:
no holy symbol required, instead each 1st level cleric receives a small runic tattoo with special white ink on their right thumb which serves as their holy symbol.  Upon advancing a level the cleric must get the new tatoo expanded.  By third level the thumb and part of the palm are covered, by ninth the hand and forearm.
OTHER STUFF:
Often called upon to settle disputes.

2.
SECT NAME:
Order of the Seventh Eye
GOD:
Eson the Search, Lord of the Seventh Eye
SYMBOL:
hand with eye in palm
GARB:
robes of green and one other color, typical dark red, brown or purple; clerics of this order paint their faces with 2 additional sets of eyes, kinda like this:
SPECIAL RULES:
can use tridents (d6 stabbing 1 handed, d8 2 handed, throw range as hand axe), use 2 MU spells Water Breathing (as Cleric spell level 3) and Wizard Eye (as Cleric spell level 4)
OTHER STUFF:
temples tend to be by or under water


3.
SECT NAME:
Servants of the Gatherer
GOD:
Gammenon the Gatherer, the Golden Cyclops
SYMBOL:
winged eye
GARB:
varies from temple to temple, but lots of golden jewelry whenever possible
SPECIAL RULES:
can cast Web as a second level cleric spell, webs are shimmering red
OTHER STUFF:
clerics of this god tend to use knobby maces painted red, additionally they have access to some high tech weaponry (pistols, rifles, grenades, etc.) they totally swiped from some time-travelling Nazis

4.
SECT NAME:
The Measurers
GOD:
Hargen the Measurer, Lord of the Mountains
SYMBOL:
eye in a triangle or eye on a mountain
GARB:
green and orange robes, split cape
SPECIAL RULES:
none
OTHER STUFF:
temples on or at the foot of mountains

5.
SECT NAME:
The Rune Lords of Jemiah
GOD:
Jemiah the Analyzer
SYMBOL:
a series of special runes worn on a headband/tiara/crown, sometimes a blue heart
GARB:
greens, greys and blues, covered with nonsense runes
SPECIAL RULES:
gains Read Magic as a 1st level Cleric spell, usable for unlocking MU scrolls
OTHER STUFF:
because the Rune Lords can use but not transpose MU scrolls they are widely reviled by magic-users for their ongoing depletion of ancient magics

6.
SECT NAME:
Children of the Smiling Shadow
GOD:
Nezzar the Calculator, the Smiling Shadow
SYMBOL:
a handheld cube, pyramid, octahedron or dodecahedron of transparent glass, crystal, etc.
GARB:
black and blue robes, hooded cloaks
SPECIAL RULES:
may use Phantasmal Forces as cleric level 2 spell, +2 saves versus cold (becomes +4 at level 5)
OTHER STUFF:
According to rumor, the greatest temples of this sect are at Sarpedon’s poles

Come fly with me

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Page X20 of the 1981 D&D Expert rules includes a section titled "Traveling by Air", which includes this neat section rating who can ride what by hit dice.  For example, human-sized characters can ride (or be carried off by) all the canonical BX dragons because all those winged lizards have at least 6 hit dice, the minimum required to lift a human.  My favorite part is that flying creatures rated from 3 to 5 hit dice can carry halfling-sized riders.  (Pegasi and hippogriffs fall in this hit die range, but are specifically granted an exception allowing them to carry bigger folk.)

So I thought I'd look through the BX monster sections to see what sort of flying monsters a band of pint-sized aerial adventurers could ride.  Here's what I found:

gargoyle - a mount immune to normal weapons will probably get you into more trouble than you want
harpy - might require ear plugs or larynx removal
lizard, draco - goblins on dragon lizards sounds pretty cool
cockatrice - illogical, unfeasible but imagine a halfling sheriff enforcing law from the back of one of these
hawk, giant - sounds cool
pteranodon - maybe you'd think a dinosaur with a 50' wingspan could carry a fullsized human, but with only 5 hit dice that isn't the case, still I'm imagining cave halfings on these babies and that sounds cool
wraith - If you see a halfling wearing a necro-harness and riding the back of a wraith, run.  Just run.

The Erol Otus illo at the top of the post is from the page with the Travelling by Air rules.  I've often wondered about that hippogriff-rider.  Is that a cyclops with a ponytail wearing a crown?  And the woman on the flying carpet looks like she has horns on her head, which contributed to my theory that maybe elves or some elves or elf-women or at least some elf women had horns.  See also this Bill Willingham piece from the inside cover:

Triple badass threat.


Celestial Sects of Sarpedon, part 2

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7.
SECT NAME:
The Alphomegans
GOD:
Oneg the Prober, Lord of Mutation
SYMBOL:
ridiculous mustache (handlebar, Franz Joseph, Hulihee, etc); clerics unable to grow a mustache wear an artificial one in order to turn or cast
GARB:
purples and/or pink robes with long sleeves and concealing hoods plus a shoulder strap satchel or a fanny pack
SPECIAL RULES:
at every even numbered level (2, 4, 6, etc) the cleric gains a random mutation/defect
at 5th level their satchel functions as a bag of holding
OTHER STUFF:
worship sites including standing stone circles, huge Uluru (Ayers Rock) style outcroppings of natural stone, and the location of unexploded nuclear missiles
some of the Malformed dwarves of Sarpedon are Alphomegans
Priests of the Eternal Regeneration (see below) are welcomed as brothers and sisters of the same strange birthright.

8.
SECT NAME:
Bringers of the Light
GOD:
Tefral the Surveyor, the Great Lantern-Bearer
SYMBOL:
lit lantern, clerics of this sect cannot cast spells/turn unless holding a lit lantern (continual light and electric illumination count, so long as they are lanterny shaped)
GARB:
either pinks and reds or purples and greens (see below)
SPECIAL RULES:
turned undead do not flee, they explode in big balls of white light
OTHER STUFF:
Among all the Celestial Sects of Sarpedon there is a minority position that holds that the Celestial Gods should never be named outside the holiest of ritual observances.  E.g. 1 in 6 Crimson Arbitrators will refer to their god as the Judge or He Who Judges, never calling him Arishem.  This heterodoxy is most common among the Bringers of Light.  Fully half of their temples consider naming Tefral to be blasphemous.  These priests wear robes of purple and green.  The more mainstream Tefralist temples wear pinks and reds.  The rivalry between the two schools of the Bringers of Light is intense and sometimes violent.

9.
SECT NAME:
The Eternal Regeneration
GOD:
Ziran the Tester, the Great Beneformer
SYMBOL:
skull displaying various nonhuman attributes or additions such as batwings or tentacles, a third eyesocket in the forehead, fangs, etc.
GARB:
hat or helmet with red wings (bat or bird), blue robes with red trim
SPECIAL RULES:
1st level clerics of Ziran begin play with one random mutation/defect and gain an additional one every odd level thereafter (3, 5, 7, etc).
OTHER STUFF:
Some of the Malformed dwarves of Sarpedon are members of this sect.
Alphomegan clerics are considered allies, joint heirs of the grand blessing of genetic instability.

10.
SECT NAME:
Sisterhood of Infinite Patience
GOD:
Yasmana the Abider, She Who Watches the Skies
SYMBOL:
The Divine Phuthan (Foothand), which looks kinda like this:
GARB:
Purple robes decorated with circles of red and/or blue, masks with third eyes painted on forehead
SPECIAL RULES:
Laser eyebeams: number of attacks per day equal to level, for d6 damage per level to a range of 10’ level (e.g. 5th level cleric gets 5 attacks per day for 5d6 each to a range of 50’)  No to-hit roll required, but creatures immune to normal weapons save for half
OTHER STUFF:
The Sisterhood was once an exclusively female sect that now admits male members.  Male clerics of this sect are refered to as Man-Sisters until they reach third level where Man-Mother becomes the correct title (even higher ranked are the Man-Matriarchs).
This sect is more centrally organized than most, with the Mother Temple of the Holy City of Yasmana dictating policy for most other temples.

11.
SECT NAME:
The Holy Hunters
GOD:
Thoryon the Smiter, Hunter of Evil
SYMBOL:
double headed axe or hammer
GARB:
red robes with white and gold trim, elaborate helms
SPECIAL RULES:
may use hand axes and battle axes
OTHER STUFF:
the clerics of this sect are more self-righteously interventionist than a lot of these organizations, they seem pretty confident they can fix the world by smashing in the right skulls

12.
SECT NAME:
Students of the Silence
GOD:
Amalagar the Proclaimer, Utterer of the Final Word
SYMBOL:
The Negatron, a metal tuning fork-like instrument sometimes with a cube, sphere or pyramid at the bottom
GARB:
black robes with white or light blue trim or white robes with black trim, often involving lots of zigzags
SPECIAL RULES:
can use Lightning Bolt as a third level spell, Transmute Rock to Mud as a fourth level cleric spell (but not its reverse), and Disintegrate as a fifth level cleric spell
OTHER STUFF:
lots of members of this sect take vows of silence, a randomly recruited NPC of this sect has a 2 in 6 chance of never speaking save to cast spells

Bonus Classes of Sarpedon

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For my next campaign I wanted something like AD&D style subclasses with less of the hassle.  So I'm calling the result Bonus Classes.  A Bonus Class is a very simple layer over an existing class, with an additional stat prerequisite.  So unlike AD&D subclasses, you don't hassle with their own rules anywhere else.  No custom spell lists or experience point charts, for example.  So here's a first draft at a Bonus Class for each of the canonical seven BX classes.  Note: no attempt has been made to balance this stuff.

Blaster Knight (Fighter Bonus Class), Prerequisite: Cha 13+, you get a random blaster gun (chart forthcoming) and all the social perks of being a knight

Psi Lord (MU Bonus Class), Prerequisite: Wis 13+, you may use the psionic rules from pages 19-21 of the LotFP version of Geoffrey McKinney's Carcosa.  Also, you have a big bald head.

Ninja (Thief Bonus Class), Prerequisite: Str 13+, you get access to the list of cool ninja gear (forthcoming) and whenever attacking from surprise you get d4 additional attack rolls

Adept (Cleric Bonus Class), Prerequisite: Int 13+, each level starting at first you get one random MU spell added to your cleric spell list, this means you actually get a spell at first level

Malformed (Dwarf Bonus Class), Prerequisite: Cha 9-, you may roll d4 mutations/defects

Gray Elf (Elf Bonus Class), Prerequisite: Con 18+, each level you gain a random MU or Cleric spell (you choose which list to roll on) as a daily power

Psycho (Halfling Bonus Class), Prerequisite: Int 9- and Wis 9-, may flip out like a maniac in combat for d6 rounds, during which Psycho gets 2 attacks/round at +2 to hit (melee only), but must fight for the entire period rolled even if that means attacking allies

not to be confused with the Karkus, which is from Dr. Who

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So this semester I'm in this trippy class called Literature and the Related Arts: Sfumato, Synesthesia and Spirit, which I took mainly because the prof is the right kind of crazy.  (Also, "William Blake: WTF?" is an ongoing literary interest of mine, so any class about literature and the visual arts is Right Up My Alley.)  We had a guest lecturer this week, a local landscape painter whose work has gone from fairly straight representational oil-based cornfields to psychedelic watercolor cornfields.  Apropos of nothing, this dude recommends listening to Emerson, Lake & Palmer's second album Tarkus, which I am doing as I type this.  Some kindly miscreant uploaded the whole thing to YouTube.  Thanks, kindly miscreant!

While poking about the internets for this album, I stumbled across this image, from inside the album:


click to embiggen

I just thought all you all needed to see that, especially my Encounter Critical homies.

random dwarf names

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This is a quick and ridiculous extrapolation from the names of those wacky dwarves in The Hobbit.

GET YOUR DWARF NAME HERE (roll 2d12)

First Part
1-3. B-
4. D-
5. Dw-
6. F-
7. G-
8. Gl-
9. K-
10. N-
11. O-
12. Th- or T-

Second Part
1. -alin
2. -ifur
3. -ili
4. -in
5. -ofur
6. -oin or -loin
7. -ombur
8. -om_ur
9. -ori
10. -orin or -horin
11. -ri
12. -walin

Notes
  1. When you get double letters (e.g. Dwwalin) you can drop one or keep them both and try to figure out what it means.  Maybe you could even insert an apostrophe, like so many bad fantasy and sci-fi names. "Dw'walin."
  2. If you get "-om_ur" you have two options. A) Simply insert the first part you rolled again, such as Tomtur or Glomglur.  B) Roll a second "first" part, for names like Tomglur or Dwanur.
  3. Option B) above can also work with the middle f of -ifur and -ofur if you want.
  4. You're on your own with pronounciations of some of these results.

Shimmering Swords of Shallamaballa

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The Glittering Knights of Shallamaballa are a nearly forgotten memory.  Shallamaballa was one of the many tiny worlds accessible only via a Rainbow Bridge, of which Asgard is the most famous and most butch.  The Glittering Knights were the protectors of the Fabulous Realm until it was destroyed by the Slayers, the strange servitors of the Beast of the Black Fortress.  Now all that remains of that heroic order are a handful of its legendary magic swords.

A Shimmering Sword typically takes the form of a rapier or other light one-handed blade, usually with a basket guard.  Curvy scimitars and gigantic daiklaive style two-handed versions are sometimes encountered as well.  When drawn a Shimmering Sword produces a small burst of colorful sparks, typically baby blue, hot pink or deep purple in hue.  The same colorful sparks trace bright arcs through the air as the wielder swings the blade in battle.

Mechanically, the following rules apply to any Shimmering Sword
  • Magic Blade: +2 to-hit and damage
  • Friend to Magic Horsies: +2 reactions from unicorns, pegasi, and etc.
  • Too Damn Shiny: unable to surprise foes with eyes while blade is drawn
  • Argh! My Eyes!:once per day on a missed swing the wielder may attempt to temporarily blind his foe with a light display, save versus paralysis to avoid d6 rounds of blindness, -1 to save for each extra eye above two, if foe uses ultravision a failed save indicates they are knocked out for d6 turns instead
I have no idea what this screenshot is from.

Vanthian Prior Career Charts

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WARRIOR
01-05 God City Starmerc
06-10 member of a Blackhawk Free Company (50% license revoked)
11-15 survivor of General Zo's Thunder Legion (34% suspected of treachery)
16-20 member of disbanded Steel Warlords Bastard Band (choose instrument)
21-25 Knight in service to the Lord of Crane
26-30 Knight in service to the Lord of Noth
31-35 Knight in service to the Hoarfrost King
36-40 Knight in service to the Zombie Princess
41-44 soldier in the Invincible Hosts of the Hobling Emperor
45-48 Viraxian Stormtrooper
49-52 God City Militia (half starting money)
53-56 Waepetian Palisade Guard
57-60 Sulduku Dervish (5% hunted by Holy Assassins)
61-63 Shunned Towns Axe Murderer (25% license revoked)
64-67 Phasic Swampwretch
68-70 Bleak Mountains Maniac
71-73 God City Sewer Psycho
74-77 Forbidden Wastes Road Warrior (12% bike)
78-80 Dino Islands Ape Cultist
81-87 Parathaxian Horde survivor (7% scarred)
88-93 Northern Mountain Hillbilly
94-00 Funfair Nomad

WARLOCK
01-03 Shunned Towns Unholy Roller (3% unicycle)
04-07 Phasic Swampwitch
08-11 Bleak Mountains Hermit
12-14 God City Voice Hearer (11% others can hear)
15-18 Dino Islands Kongpope
19-22 Forbidden Wastes Omega Zealot
23-25 Parathaxian Schismatic
26-29 Northern Mountain Wendigo Whisperer
30-33 Funfair Tent Revivalist
34-40 studied under an Ape Vizier
41-46 washed out of Waepetian College of Sorcery
47-53 Associates Degree for the Mystic Arts, Blackhawk Community College (8% fake)
54-60 Viraxian Illuminati (77% renegade)
61-67 studied at the Nothian Tower of Ensorcelment (54% outcast)
68-75 God City Computomage
76-83 Suldukan Glyph Master
84-91 Dreamer at the Angel Barrows
92-00 Funfair Tattoomancer

CRIMINAL
01-09 Minor scion of a Slaver King (6% legitimate)
10-17 Funfair Freak Wrangler
18-25 Limbjacker (7% d3 spare limbs)
26-33 Ice Pimp
34-39 Suldukan Hashisheen (d6 doses)
40-47 God City Made Man
48-55 Blackhawk Thieves Guildman
56-63 Viraxian Killsquadder
64-68 West Road Toll Collector
69-73 Blacksteel Buccaneer
74-78 Spineywood Merryman
79-84 Unknown Highwayman
85-88 Bloodhaven Sausage Maker
89-92 God City Punker
93-96 Funfair Roustabout
97-00 Faerie Smuggler

DOXY
01-05 God City Socialator
06-10 Icy Lake Houri
11-15 Blackhawk Streetwalker
16-20 Surprise Limb Lady (d3 random limbs)
21-25 Bloodhaven Wench
26-30 Iron Kingdom Beardlass (free false beard if needed)
31-36 Viraxian Harem Girl
37-42 Waepetian Nymphomancer
43-50 Suldukan Nun (2% flying)
51-55 Priss Class Replicant (cyaborg if not robodroid)
56-61 Galaxinoid Astrobabe (cyaborg if not robodroid)
62-67 Rogue Fembot (cyaborg if not robodroid)
68-75 Recalled Massage Droid (cyaborg if not robodroid)
76-80 Suldukan Blessed Ballerina (57% tutu)
81-85 Dino Islands Hula Girl
86-90 Funfair Tattoo Lady
91-95 God City Valley Girl
96-00 Junktech Gypsy Hootchie Mama

PIONEER
01-07 Fissure Guide
08-13 Cave Unhider
14-20 Iron Poacher
21-27 Grounded Spacehopper
28-33 Astro-Scout
34-40 God City Upstation Techno
41-47 Mountaineer, Northern
48-53 Mountaineer, Bleak
54-60 Deadly Mountaineer, Southern
61-65 Salty Bay Seadog
66-70 Dino Islands Paddleboater
71-75 Icy Lake Kayaker
76-80 Sailor on the Sea of Great Peril
81-87 Junktech Gypsy
88-93 Galactic Hitchhiker (50% towel)
94-00 Mysterious Strider (34% hooded cloak)

PSI WITCH
01-15 True Psi Witch
16-29 Esper Corps Cadet
30-43 Vulkinian Academy washout
44-60 Psychic Wars veteran (12% wanted for mindcrimes)
61-75 Hedge Psychic
76-92 squire to a Galactic Psiknight (3% phasic prismatic sword)
93-00 Hypermind Fragment

Wessex returns... ?

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So this morning Anthony, Mike and C Huth played a little adventure that I borrowed from Simon of and the sky full of dust and hacked up a bit.  I don't have my notes with me, but the party consisted of a nameless fighter, a ranger whose name I couldn't pronounce and then promptly forgot, and Farley the Dwarf, a Wessex veteran.  Too bad Farley was way over the level range for the adventure and showed up to the crawl with two diseases and two curses, as per the rules of Article 4 of the original FLAILSNAILS Conventions.  I'm trying to imagine how one ends up like that, and all I can come up with is a rather distrurbing scenario involving unspeakable acts with a witch's favorite goat.  Probably the best part was the one curse that shrunk him to just one foot in height.

The party followed a rumor that a certain set of centuries-old tombs, long pillaged, contained a secret area below a slab of stone.  This secret second set of tombs reputedly contained three magical weapons: a black sword, a trident, and a warhammer.  Okay, they weren't really after Blackrazor, Whelm and Wave, but three magic weapons is three magic weapons.  Our hardy hereos braved perfectly ordinary spiders, tacky religious iconography, and several annoyingly unkillable skeletal undeaders.  The ranger and the fighter escaped with one of the three magic weapons, the Holy Axe of the Knight-Marshal, and some miscellaneous loot.  Poor tiny Farley was punched right in the heart by the Three-Armed Skeleton Knight of Wessex-119 and died instantly, Arduin critical style.  Too bad he was carrying the Legendary Magical Beard of Wessex.  (Actually, being tiny, he was wearing it as a cloak.)  Pour a forty on the curb for a character that Mike has been playing since December of 2011.  He got to sixth level in the FLAILSNAILS multiverse and that ain't shabby, my friends.

Running a FLAILSNAILS game again was a hoot.  I really ought to get back into it regular-like.  Unfortunately, my family and I have moved since the last time and our new place doesn't work as well as the old one for running in the wee hours.  I woke my wife up early, which is something I don't want to repeat.  But I've got an office here in the English department now, so maybe I could run some games later in the day.  That ought to amuse the folks in my hallway.

How many commandments have you broken?

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I stumbled across this blast from the past the other day and thought I'd share.  Bolding for emphasis is mine.

Article: 86906 of rec.games.frp.dnd
Path: news.tuwien.ac.at!newsfeed.ACO.net!swidir.switch.ch!univ-lyon1.fr!jussieu.fr!math.ohio-state.edu!howland.reston.ans.net!news-e1a.megaweb.com!newstf01.news.aol.com!newsbf02.news.aol.com!not-for-mail
From: tsrjim@aol.com (TSRJIM)
Newsgroups: rec.games.frp.dnd
Subject: TSR Authorized Sites
Date: 14 Jul 1995 12:12:53 -0400
Organization: America Online, Inc. (1-800-827-6364)
Lines: 248
Sender: root@newsbf02.news.aol.com
Message-ID: 3u6525$ncc@newsbf02.news.aol.com [Edited to remove brackets, as it was setting off bloggers 'open tag' error. - J]
Reply-To: tsrjim@aol.com (TSRJIM)
NNTP-Posting-Host: newsbf02.mail.aol.com

There has been a great deal of discussion as of late regarding TSR's policies and their perceived constriction of the flow of information. This should clear up some of the confusion that has been generated.

First and foremost, TSR wants the players of the ADVANCED DUNGEONS & DRAGONS (R) game to exercise all of their creative energies in making the game more enjoyable. Sharing your ideas with fellow gamers is something we encourage. A few methods for distributing your written works appear below.

FOR PAYMENT
If you've written the next great combat system or other work for AD&D (R), you can try to get it published. There's nothing quite like seeing your name in print. Below are a few options for you.

DRAGON (R) Magazine publishes virtually everything imagined for the AD&D game except for adventure modules. A copy of their guidelines are available on the internet in the newsgroups as well as on America Online. You can leave messages for the DRAGON staff at tsrmags@aol.com or
tsr.mags@genie.geis.com.

DUNGEON (R) Adventures publishes adventure modules for various TSR game systems. A copy of their guidelines are also available on both the internet and America Online. DUNGEON staff can also be reached at tsrmags@aol.com or tsr.mags@genie.geis.com.

POLYHEDRON (R) Newszine is the official publication of the RPGA (R) network. This magazine publishes both stories and adventures for a variety of different game systems. You can contact the network staff at RPGAHQ@aol.com or tsr.rpga@genie.geis.com.

FOR DISTRIBUTION
Sometimes, you just want to get something you've written distributed to everyone else. You can do this by uploading the file to an authorized TSR site. These sites are:

MPG-Net (mpgn.com): This is the free access that most users on the internet know about.

America Online (AOL): TSR's forum on this service draws tens of thousands of gamers every month.

GEnie: The TSR Roundtable also draws thousands of users each month.

OTHER SITES
There are currently no other authorized sites to carry TSR-related materials as they relate to the AD&D game. TSR is currently considering other sites (both on the internet and pay services) to provide files to the gaming public. TSR setting up its own web page is also a possibility.

WHO OWNS WHAT?
A disclaimer is attached to all files uploaded to any of the TSR sites. This disclaimer provides protection to both TSR and the author of the work by assuring that neither TSR or the author will distribute the work without the other's permission.

IS THERE ANYTHING THAT CAN'T BE DISTRIBUTED?
Yes. Anything that violates TSR's Code of Ethics cannot be stored at any site. The Code appears below.

TSR CODE OF ETHICS

TSR, Inc., as a publisher of books, games, and game related products, recognizes the social responsibilities that a company such as TSR must assume. TSR has developed this CODE OF ETHICS for use in maintaining good taste, while providing beneficial products within all of its publishing and licensing endeavors.

In developing each of its products, TSR strives to achieve peak entertainment value by providing consumers with a tool for developing social interaction skills and problem-solving capabilities by fostering group cooperation and the desire to learn. Every TSR product is designed to be enjoyed and is not intended to present a style of living for the players of TSR games.

To this end, the company has pledged itself to conscientiously adhere to the following principles:

1: GOOD VERSUS EVIL
Evil shall never be portrayed in an attractive light and shall be used only as a foe to illustrate a moral issue. All product shall focus on the struggle of good versus injustice and evil, casting the protagonist as an agent of right. Archetypes (heroes, villains, etc.) shall be used only to illustrate a moral issue. Satanic symbology, rituals, and phrases shall not appear in TSR products.

2: NOT FOR DUPLICATION
TSR products are intended to be fictional entertainment, and shall not present explicit details and methods of crime, weapon construction, drug use, magic, science, or technologies that could be reasonably duplicated and misused in real life situations. These categories are only to be
described for story drama and effect/results in the game or story.

3: AGENTS OF LAW ENFORCEMENT

Agents of law enforcement (constables, policemen, judges, government officials, and respected institutions) should not be depicted in such a way as to create disrespect for current established authorities/social values. When such an agent is depicted as corrupt, the example must be expressed as an exception and the culprit should ultimately be brought to justice.

4: CRIME AND CRIMINALS

Crimes shall not be presented in such ways as to promote distrust of law enforcement agents/agencies or to inspire others with the desire to imitate criminals. Crime should be depicted as a sordid and unpleasant activity. Criminals should not be presented in glamorous circumstances. Player character thieves are constantly encouraged to act towards the common good.
5: MONSTERS
Monsters in TSR's game systems can have good or evil goals.  As foes of the protagonists, evil monsters should be able to be clearly defeated in some fashion.  TSR recognizes the ability of an evil creature to change its ways and become beneficial, and does not exclude this possibility in the writing of this code.

6: PROFANITY

Profanity, obscenity, smut, and vulgarity will not be used.

7: DRAMA AND HORROR
The use of drama or horror is acceptable in product development. However, the detailing of sordid vices or excessive gore shall be avoided. Horror, defined as the presence of uncertainty and fear in the tale, shall be permitted and should be implied, rather than graphically detailed.

8: VIOLENCE AND GORE
All lurid scenes of excessive bloodshed, gory or gruesome crimes, depravity, lust, filth, sadism, or masochism, presented in text or graphically, are unacceptable. Scenes of unnecessary violence, extreme brutality, physical agony, and gore, including but not limited to extreme graphic or descriptive scenes presenting cannibalism, decapitation, evisceration, amputation, or other gory injuries, should be avoided.
9: SEXUAL THEMES    

Sexual themes of all types should be avoided.  Rape and graphic lust should never be portrayed or discussed. Explicit sexual activity should not be portrayed.
The concept of love or affection for another is not considered part of this definition.

10: NUDITY
Nudity is only acceptable, graphically, when done in a manner that complies with good taste and social standards. Degrading or salacious depiction is unacceptable. Graphic display of reproductive organs, or any facsimiles will not be permitted.

11: AFFLICTION

Disparaging graphic or textual references to physical afflictions, handicaps and deformities are unacceptable. Reference to actual afflictions or handicaps is acceptable only when portrayed or depicted in a manner that favorably educates the consumer on the affliction and in no way promotes disrespect.

12: MATTERS OF RACE

Human and other non-monster character races and nationalities should not be depicted as inferior to other races. All races and nationalities shall be fairly portrayed.

13: SLAVERY

Slavery is not to be depicted in a favorable light; it should only be represented as a cruel and inhuman institution to be abolished.

14: RELIGION AND MYTHOLOGY
The use of religion in TSR products is to assist in clarifying the struggle between good and evil. Actual current religions are not to be depicted, ridiculed, or attacked in any way that promotes disrespect. Ancient or mythological religions, such as those prevalent in ancient Grecian, Roman and Norse societies, may be portrayed in their historic roles (in compliance with this Code of Ethics.) Any depiction of any fantasy religion is not intended as a presentation of an alternative form
of worship.

15: MAGIC, SCIENCE, AND TECHNOLOGY
Fantasy literature is distinguished by the presence of magic, super-science or artificial technology that exceeds natural law. The devices are to be portrayed as fictional and used for dramatic effect.
They should not appear to be drawn from reality. Actual rituals (spells, incantations, sacrifices, etc.), weapon designs, illegal devices, and other activities of criminal or distasteful nature shall not be presented or provided as reference.

16: NARCOTICS AND ALCOHOL

Narcotic and alcohol abuse shall not be presented, except as dangerous habits. Such abuse should be dealt with by focusing on the harmful aspects.

17: THE CONCEPT OF SELF IN ROLE PLAYING GAMES

The distinction between players and player characters shall be strictly observed.

It is standard TSR policy to not use 'you' in its advertising or role playing games to suggest that the users of the game systems are actually taking part in the adventure.  It should always be clear that the player's imaginary character is taking part in whatever imaginary action happens during game play.  For example, 'you' don't attack the orcs--'your character' Hrothgar attacks the orcs.

18: LIVE ACTION ROLE-PLAYING

It is TSR policy to not support any live action role-playing game system, no matter how nonviolent the style of gaming is said to be.  TSR recognizes the physical dangers of live action role-playing that promotes its participants to do more than simply imagine in their minds what their characters are doing, and does not wish any game to be harmful.

19: HISTORICAL PRESENTATIONS

While TSR may depict certain historical situations, institutions, or attitudes in a game product, it should not be construed that TSR condones these practices.

PLAGIARISM
It has come to our attention that some freelance writers are committing plagiarism (literary theft), which is a punishable crime.  Your contract now reflects this (see page 3, no. 3; page 4, no. 5; and page 6, no. 12).  However, TSR feels it is necessary to underscore these sections of the contract in an effort to clarify this important issue.

Please understand that this reminder is not addressed to any one individual.  It is included in your contract in an effort to heighten your awareness of the severity of plagiarism.

If you have any questions regarding your contract, please do not hesitate to contact TSR, Inc.  Your cooperation and understanding in this matter is appreciated.

AD&D, ADVANCED DUNGEONS & DRAGONS, DRAGON, DUNGEON, POLYHEDRON, and RPGA are registered trademarks of TSR, Inc. c 1995. All Rights Reserved.

This document may be freely distributed in its original, unaltered form.

Jim Butler
TSR, Inc.

Anybody want a cloth map for their campaign world?

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I ask because zazzle.com will let you put your graphic on a towel and that ought to get the job done.  I've wanted a cloth map of a campaign world of mine going back to when I opened my shiny new copy of Ultima IV.  I was blown away by the cloth map that came with that game (still my favorite computer rpg).  Over the past couple of days I've tried to figure out why, besides the tactile experience of the clothness of the map, I find that map so aesthetically pleasing.  Here are my findings so far (click to embiggen):

 

Overall, I'd say it compares quite favorably to the original map for the TSR boardgame Divine Right, which I'd peg as the best hexmap I've seen for tabletop fantasy adventures.  Pity the hexes aren't numbered.

Twenty Questions: Sosaria

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The first couple of Ultima computer RPGs included a hodgepodge of sci-fi elements mixed into the fantasy stuff that later became the norm.   I thought that mashy-upedness would make the setting of the earlier games ideal for some Encounter Critical nonsense, particularly the Lands of the Feudal Lords in Sosaria during the time period between the death of the Mondain (big bad of Ultima I) and the rise of  the Ultima II villain, his apprentice/girlfriend (a pretty creeped up combo if you ask me), Minax the Enchantress.  My old twenty quick questions article was designed for D&D games, but I thought I'd see how well it fit in this case.

What is the deal with my cleric's religion?


You won't be playing a local cleric, since there's no such class in Encounter Critical.  The divine and the magical aren't split and religion isn't a major factor in most folks' day to day lives.  Only warlocks and other weirdos get involved in religion, by joining cults (more on that below).


Where can we go to buy standard equipment?


Any town and most villages will have traders happy to sell you all sorts of stuff.  What counts as 'standard' equipment in Encounter Critical is a matter of debate.


Where can we go to get platemail custom fitted for this monster I just befriended?


Any town ought to have a smith capable of the job, but waltzing about with a big scary pet monster might get you noticed by the burly and surly guards.


Who is the mightiest wizard in the land?


Everybody used to agree to on this answer, but Mondain has been dead for five years.  No doubt powerful wizards dwell in the City of Magic in the Frozen North, beyond the area depicted in the map above.


Who is the greatest warrior in the land?


The Black Knight, once a chivalrous hero that Mondain turned to the dark side, he now wanders the land committing acts of banditry and mayhem.





Who is the richest person in the land?


Probably one of the Feudal Lords, the Monarchs of Rondorlin and Barataria, but rumor has it that certain clans of mountain dwarves possess gold beyond the dreams of avarice.


Where can we go to get some magical healing?


Most towns and many villages have local healers who use either herblore or minor psychic abilities to heal minor injuries, for a modest fee of course.


Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, alignment change, death, undeath?


More serious injuries and conditions should probably be referred to a member of the Cult of Truth, a group of warlocks specializing in white magic.


Is there a magic guild my Magic User belongs to or that I can join in order to get more spells?


There are lots of cults, sects and secret societies, many possessing magical lore unknown to others.  Newly created warlocks may begin play with a bonus spell by rolling on a random cult list, which includes mainstream groups like the Cult of Truth and the Cult of Runes to more obscure groups to outlaw orders like the Disciples of Mondain.


Where can I find an alchemist, sage or other expert NPC?


Castle Rondorlin and Castle Barataria sound like good places to look.


Where can I hire mercenaries?


Experience sellswords are pretty common at all the towns, unless the monarchs are at war again.  And it isn't difficult to find young farmers who can be lured into henchwork with tales of adventure.


Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?


Civilized society recognizes the utility of magic and the practicality of arming oneself, but some of the more backward villages might have strange local ordinances.


Which way to the nearest tavern?


Taverns are the lifeblood of Sosaria.  A village is only a collection of adjacent peasant hovels without a public house to make it into a community.


What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?


Many villages and towns are plagued by local menaces, the defeat of which will no doubt make you the hero of the burg.  The Frozen North is home to the Great White Dragon, a major menace.


Are there any wars brewing I could go fight?


Now that Mondain is no longer threatening to take over the world Rondorlin and Barataria have resumed their age old rivalry for control of the realm.  They fight little skirmishy wars practically every year.  Raiders of the viking and/or goblin persuasion sometimes attack the northern coasts, while amazon warbands occasionally pillage the south.


How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?


No, but on the off years when the two kingdoms aren't at war at least one of them holds a tournament.


Are there any secret societies with sinister agendas I could join and/or fight?


The Disciples of Mondain mentioned above, the Guild of Thieves, and perhaps others.


What is there to eat around here?


The steak is excellent.  Baratarian beef is known throughout Sosaria.


Any legendary lost treasures I could be looking for?


Mondain allied himself with the mysterious Starwalkers, who possessed arcane technologies beyond the kin of Sosaria's pseudo-medieval civilization.  Those guys left all sorts of cool crap laying around the joint.


Where is the nearest dragon or other monster with Type H treasure?


Head north and seek out the castle of the Great White Dragon or plunge the depths of the dungeons in hopes of finding the treasure troves of balrogs and liches.

Non-boring Thieves Guilds

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So there's this old Japanese computer system called the FM Towns, which was named after Nobel prize winning physicist Charles Hard Townes even though the spelling is different.  The other day I discovered that several early Ultima games were ported over to it, with some interesting new graphics.  Here's my favorite one:


That's what you see in the FM Towns port of Ultima I when you're about to encounter a Thief in a dungeon.  I love his skull T-shirt.  His pants and boots look like they're from a pro wrestler, which fits the dude's beefy physique pretty well.  And what the crap is he carrying?  Is that a baton, or maybe a length of pipe?

Remember that because of the limitations of the software, every thief in this game looks just like the guy above.  Someone is issuing skull t-shirts to these dudes.  At first I thought maybe that when you sign up to join the Thieves Guild they hand you a free t-shirt with the guild logo on it.  But then it struck me.  Just last week I re-watched a certain cinematic classic:


So here's the concept.  Thieves aren't a secret brotherhood family sneaky burglars in black cloaks.  Nor is the Thieves Guild some sort of the fantasy mafia.  Rather, it's a loosely connected confederation of petty criminal gangs, each with their own colorful outfits and traditions. Each of these component gangs was founded by some name level thief and the 2d6 random punks that showed up when he built his hideout.  Some high-Charisma Cyrus figure with a lot of heavy muscle keeps the Guild together as best as he can, but petty breeches of the Truce are common.  

This scheme works particularly well for the Encounter Critical version of Sosaria that I've been working up, as the Criminal class in EC encompasses a lot more varieties of illegal activity besides sneak thievery.  I also like how this idea flips the normal expectations about the Thief in D&D play: Instead of the cowardly figure in the dark cloak, a thief is now a flamboyant, colorful character who struts around like he owns the place.

To really make this version of the Thief work the DM needs to be prepared to make some rival gangs for thief PCs to squabble with.  Statting up the rest of the PCs gang also sounds like a good idea.

Now can you dig it?
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