Saturday, December 26, 2015

Monster Archaeology - Large Humanoids

OGRES, TROLLS & GIANTS

I actually like the 5E Ogre Art
Under utilized in my own games, large humanoids have been a staple of Dungeons & Dragons from the beginning.  The three modules that later made up "Against the Giants" were first written and published in 1978, around the same time as my 6th edition of the "white box" and only shortly after the first edition of Basic D&D, but before the AD&D Player handbook.  The 'Giants Series', still represents one of the better examples of Gygax's incremental approach to monster design and open world world adventure design. It's unclear exactly what place large humanoids have in D&D though it seems that they fit well at the top of the 'humanoid ladder." G1 recommends a 9th level party (name level for a fighter), and is not an easy adventure, though 9th level seems high given that Hill Giants are 8HD creatures.  In Monsters and Treasure Ogres, Trolls and Giants range from 4-12 Hit Dice, making them in the top tier of monsters with 'Hydras', 'Dragons' and 'Purple Worms', though large humanoids are encountered in larger groups then these other top tier menaces.

It is also notable that ogres at least have always been a monster to throw at beginning parties - wandering ogres are a particularly tough and rare random encounter on the 1st dungeon level based on the tables in "The Underworld & Wilderness Adventures" in of the 'White Box', but trolls and giants however are reserved for the deeper levels.  The inclusion of a single ogre in "B2 - Keep on the Borderlands" as well as the idea that the chiefs and bodyguards of hobgoblins and gnolls fight as ogres and trolls also suggests that large humanoids aren't just a late game enemy.

Monsters & Treasure suggests little else about large humanoids.

OGRES: These large and fearsome monsters range from 7 to 10 feet in height, and due to their size will score 1 die +2 (3-8) points of damage when they hit.  When encountered outside their lair they will carry from 100 to 600 Gold Pieces each.

So we really get little description about ogres, and mostly focus on their ability to do greater than normal damage and the way they carry around wealth (relatively rare).  Ogres are dangerous melee combatants, and that seems to be the entirety of their existence. The statistic box for Ogres, and the mention of them elsewhere in the monster list provides a few more clues.

Yet, there's nothing that suggests the 5E ogre should be definitive
Ogres wander quite a bit, outside of their lairs 70% of the time and are always carrying at least 100 GP when they are.  Within their lair they have a guaranteed 1,000 GP and a good chance at additional treasure, making them acquisitive in an almost human manner.  Likewise Ogres can be found with other humanoids, working with Orcs some of the time, especially in Orc villages.  It's unclear if these "Orc Ogres" are huge Orcs, similar to the giant Hobgoblins (who fight as Ogres) that make up a Hobgoblin court, or are Ogres who work with Orcs for pay or because they have been compelled to somehow.  What's interesting about all this is that Ogres are obviously social, interested in money and willing to work with other monsters (or presumably humans) to benefit themselves.


Saturday, December 12, 2015

The Miserycrawl, Negadungeons and Killer GMing.


THE COMPLAINT

I've occasionally seen some table top gamers and bloggers denigrate "miserycrawls" as an OSR aesthetic, usually this is largely the typical litany of boring and traditional complaints and stereotypes about the OSR as a pack of neckbearded haters of innovation who relish in the unfair slaughter the player characters and the gruesome aesthetics of heavy metal album art.  As dull as this critque is, it did get me thinking about setting feel, adventure design and why I like both low fantasy settings and high lethality games.

I advocate for a low fantasy settings when using a Dungeons & Dragons based system, especially the early editions, where simple, quick combat that tends to leave even strong characters dead sometimes because these settings work with these mechanics.  When one is using the lethal saving throws, low hit point totals and the high probabilities to hit that one finds in white box style D&D (negative AC is an artifact of later editions and it can ruin mid-level play) letting players know that they are not invincible, or even the toughest people in the local area, tends to be important - hence the low fantasy, or grim fantasy setting.  The feedback between mechanics and setting are important for letting players understand how to 'play' in the world and help build player comprehension of both ruleset and setting expectation. Low fantasy settings (though whimsical 'gonzo' settings also work very well as failure becomes part of a narrative of slapstick black-comedy) become especially important now, as they reinforce the rules and set player expectations that character death is more likely then in more modern systems, or games with player facing narrative.




Retreat from Moscow - the Scenario (Painting by Adolphe Yvon - 1856)

Friday, December 11, 2015

Maps maps maps.

So I haven't stopped making stuff for Table top games, I'm working on a few projects these days, and thought I'd share some of the map art I've made for them, and for other purposes of late.

First, A map I drew of the local region the "Master's of Carcosa" game I play in occasionally takes place in.  Run by my friend over at Save Vs. Total Party Kill, it's a pretty fun game.  A very open sandbox, that is becoming the most pro-social and optimistic game I've seen in a while.  Despite, or perhaps because, the GM has given the players a great deal of leeway, and  the setting is so amoral - filled with casual genocide, violence, theft and cartoonish depravity, the characters (a troupe of actors/con artists) have a become heroic civilizing force for peace.  Currently we are operating out of Invak, a Boneman lizard herding village that grudgingly accepts non-Bonemen refugees.  Jahar to the South, a Brownman trading city is on the verge of making an alliance with Invak due to player actions.  Much of the Southern map remains to be explored.

The Second Map here is an unlabelled map of a Fallen Empire river town.  The town (Mire? Rivertown? Tradefork? - Fallen Empire names are descriptive, not fantastical) is built up on sunken Imperial barge hulls, and pilings.  It's all recent wooden construction, wealthy and well protected thanks to the swamp and the grounded hulk of an old monitor which still has some working arcane weapons aboard.  I think this place may be the "point of light" in an adventure I've had brewing in the back of my head for some time. 

A very detailed map - in need of some shading
Also sort of incomplete - needs shading and actual maps.

The last item here is a map illustration/elevation/isometric projection/blah blah/whatever for a location map.  The location being the 'ruins' of a late Imperial era hunting lodge deep within a corrupted wood.  The lodge should be 3-4 levels and present an interesting set of challenges. I still need to draw out the interior maps and key most locations, but the project is going fairly quickly, though I am unsure if I'll PDF it or maybe even publish it somewhere.




Saturday, December 5, 2015

Lost Mines of Phandelver - Review

THE WORST THING ABOUT D&D

Forgotten Realms was the worst thing to happen to D&D, a terrible setting that reeks of bathos and takes itself far too seriously.  It plunders everything cliched and overused from Tolkien but abandons all the strange sadness and the mythological references. It fills the land with huge civilized bastions of good/order like Waterdeep and exhaustively defines their systems of governance, but allows these nations to be plagued by trifling enemies like goblin tribes. Forgotten Realms embraces a pedantic faux-medievalism, but then uses a contemporary positivist understanding to explain magic that allows for cutesy magical technology to gloss over the inconvenient aspects of the pre-modern.  Most offensively, most objectionably, Forgotten Realms is a dense, full, world - so steeped in cliched lore and laid out so extensively in dull gazetteers that there is no room for a GM's creativity without excising some of the existing setting and map.

I'm not here to talk about Forgotten Realms, except as a symptom, it will always be terrible.  I'm here because I've been reading the 5th edition's introductory module Lost Mines of Phandelver.  I start with my objections to Forgotten Realms, because I think they are the root of the module's considerable problems.  That and a player coddling, computer role-playing game derived game design ethos that limits player choice and insults player intelligence in the name of providing a consistent play experience. Many people love this module, I do not.  It's not the worst thing I've ever read, it's not even close to as bad as Dragons of Flame, but its positive design and structure elements are mired in a pablum of fantasy cliche so bland that it makes for one wish for even Dragonlance's feeble gestures towards the weird and the wonderful.  Fifth Edition has a certain promise to players of older editions with a step back from grid based complex combat as the center of the game, towards exploration and roleplay, and Lost Mines could be intended to be an introduction to this style of play.  However, as a 'teaching' module Lost Mines is confused wreck, giving good advice about avoiding railroads one moment and then on the next page making every effort to railroad the characters. As a tool for Dungeons & Dragons pedagogy its never more then half decent and for every time it says the right words it demonstrates the concepts very badly.

LOST MINES OF PHANDELVER

Hey look a Dragon
A glossy and sometimes lovely book with maps and art that are both inoffensive and excellently drafted.  The art is relatively sparse and frequently seems designed for reuse, not showing actual events or NPC from the adventure, but rather generic fantasy monsters and vanilla fantasy adventuring archetypes engaging in non-specific adventuring tasks. In fact not a single art piece within depicts an actual event from the adventure - it's as if everything was designed to be recycled in later publications.  Even the cover is a generic adventurers and dragon sort of image, yet the art and layout are inviting,simple and certainly professional looking - more digital watercolor, bland but with a bit less of the shiny over sized shoulder armor or 'dungeon punk' aesthetic of some other editions.  Something a bit more characterful would be nice, but everything in its soft pastels, greys and browns is readable, clean and offers no challenges for the reader.

The adventure itself is fairly long, broken into four episodes, some with multiple small keyed locations.  These sections begin to feel rushed and more poorly designed as the adventure progresses, but none are unusable.  First there is a section of general advice and plot overview, followed by a goblin ambush and lair, then a town with bandit trouble.  Finally some other small locations, one with a dragon, a castle of goblins, and ultimately a cave complex with the regional evil mastermind hard at work exploring within.

PLAY ADVICE AND INTRODUCTION

In a way this short section of advice and suggestions for playing Lost Mine and D&D more generally is one of the most interesting parts of the adventure.  The advice in introductory modules is always a window into the game designer's mind and the system's preferred play style.  In general I have enjoyed the 5th Edition of D&D's expressions of support for less structured, non-adversarial play, with more GM control and a focus on rulings and creative solutions to in game problems.  The advice in Lost Mine follows this pattern with explicit and early cautions against adversarial play and encouragement towards fairness and adjudication rather then rules mastery.

There is little specific advice in this section, and while it's friendlier then the introduction to something like Keep on the Borderlands (a pure expression of that Gygaxian impartial actuary of death play style) it also has less advice on running the game, running monsters and thinking about the world - in many more pages.  What advice Phandelver offers however is refreshingly positive and encourages the sort of creative group story telling that only table top role playing games can deliver.  It just fails to give many practical examples of this, or worse, when it does the actual adventure provided tramples all over its ideals in favor of a squishy railroad, moral judgment of player goals and forced novelistic pacing.

The hooks and background of Lost Mine uninteresting - ancient mine, pact between gnomes and dwarves, and a magical forge that produced wondrous enchanted items. Of course orcs smashed it up at some point and it was forgotten. People keep trying to find the rumored treasure mine, but no one has in hundreds of years, until now - all despite its convenient location. This whole hook makes my skin itch, but worse is the disheartening level of vanilla fantasy, rulebook obsessing detail it's described with.  The invading evil army is of course orcs, and of course Lost Mines has to add that 'evil mercenary wizards' were also involved.  Dwarves and Gnomes are of course the original owners of the cave, and somehow lost all their maps when the mine was overrun. Why do only dwarves and gnomes ever have mines, why do ancient NPC orcs need human wizards, and why must it always be orcs destroying things. First rewrite.

"The ancient rock spirits of the Wave Echo Cave produced marvelous magical gems, occasionally trading them to the primitive tribal peoples of the Coast, but as civilization grew the spirits retreated into their wondrous mine and traded less and less.  The folly of civilization is to believe it can overpower the world, and enraged by the end of trade, armies from the growing city states banded together to seize the spirits' mine and enslave it's diminutive fey workers. A great battle was fought and both mines and armies destroyed, the land around them called cursed. The surviving kings and leaders destroyed the knowledge of their defeat and the mines' sealed entrances soon became a legend. A local sage claims to have rediscovered an entrance to the caves."

This is really the first example of the core problem with Lost Mine, every situation, encounter or description that could be drained of weirdness, mystery and wonder has been and most have instead been remade with the dullest versions of standard fantasy tropes the designers could find.  This problem becomes worse as the quality of the encounters and dungeons decrease in the adventure's later half. Another example of this lethal blandness is the way Lost Mines uses names.  They are terrible fantasy names for the most part.  The initial player hook comes from a Dwarf named "Gundrun Rockseeker" - seriously?  Sure this is a fantasy cliche, but worse it's incredibly unmemorable and everyone else in here has similar terrible fantasy names - the villains "Irno 'Glassstaff' Alberk" and "Nezznar the Black Spider" as well as heroes like "Silldar Hallwinter".  Gad, these are just hard to remember and overflowing with gratuitous fake Tolkien flavor.

NPC names are important, but they should be memorable, as players will need to remember a lot of them to keep the story straight - especially if the adventure doesn't provide them with any memorable features (The dwarf merchant with the eye-patch is a lot easier to distinguish from other dwarves of business then "Gundrun Rockseeker").  The names provided aren't without some virtue - they tend to have good, simple, memorable elements sandwiched between nonsense fantasy sounds.  "The Black Spider" is a fine name for a villain as is "Glasstaff" - no need to add names that are impossible to remember and obey grammatical rules for fictional languages not involved in the adventure. Tolkien, as a linguist and obsessive world builder could get away with strange fantasy names because they were: A) In a novel, and not important to the reader's immediate understanding or the way the story evolved. B) Part of an entire structure of fantasy languages, so they made sense in a way with an internal fantasy logic. The worst offenders, Tolkien's elven names, were mitigated through the use of a large amount of elven poetry and loan words throughout the text.  Lost Mines does not create an entire fictional language, and as such it should keep its names fairly close to real world names or as rough translations. The cultural importance of names (what naming conventions say about different cultures) can be preserved without resort to piles of funny consonants, for example if you want your dwarves to be business obsessed and orderly each dwarven name is structured [inherited profession] [Employer] [Serial Number] followed by a nickname, like "Rockseeker, Blue Mine, 1251, but everyone calls me One Eye." A dwarf adventurer might be named "Axegrinder, Solo, 000" and nicknamed "Cutter" or whatever.  Simple names used in a way that imply a strange world are better then strange names that imply a cliched world.

On a more positive note, the mechanical design of Lost Mine is generally decent.  For example the background of the adventure is relatively concise and doesn't go into a great deal of detail (about that of the paragraph above) about unnecessary ancient events that have no impact on the adventure itself.  There's about a page and a half detailing the regional present, and the situation that the players will get themselves into, but not ancient history and pointless storytelling.I note this because it is rare in WotC's never products which tend to be like Dicken's novels, giving the feeling of having been packed with pointless superfluous data to reach a specific page count.

Thursday, September 3, 2015

HMS Apollyon - Player Introduction from Player Guide



The gates of the Bleeding Gaol opened, and the stiffness from your cramped confinement, the chaffing from the fetters and the psychic scars of darkness and uncertainty has finally left you over the last day or two.  Now there is only the Rustgates and the near certainty of a bad death.

You were born and raised among the stews and fleshpots of the Cannery, Pickbone Square, The Pool or even the Sun Rookery, but that hardly matters now.  Likewise, the pleasures and pains of the life you lived there are all just memories - that you were the shift leader on the can line, or the fastest scrivener in the factor house is as immaterial as if you were the worst copyist in the Queen’s Scriptorium or a lay-about Vory thug who never managed to savvy The Code.  Whatever you were is stripped away by the brand of ‘flotsam’ on your right wrist, and whatever you did to get here matters little.  Even guilt and innocence are unimportant, as only social status offers survival in Sterntown: access to food, protection from arbitrary violence, the freedom to move about town, availability of shelter, and the right to purchase proper supplies and equipment all depend on who you know and who finds you useful.  Even if you once were, you sentence means that you must again prove your value to self-interested and capricious judges.  You are an exile, a criminal, and outcast so  it’s your lot to live the rest of your days in the festering favelas and dense scaffold slums of the Rustgate, where you can either die or  find a thin accommodation with survival by pulling treasures from the haunted hull.




THE RUSTGATES

The Rustgates - almost accurate map of street level
The Rustgates are a small, even more densely populated area of the already cramped Stern.  Like all “decks” of the Apollyon they consist of a series of 100’ tall vaults of green-black orichalcum – unworkable “ship metal” formed by the long lost technology of the builders before the great marooning.  Unlike some other areas of the vessel, the Rustgate (and most of Sterntown) contain few orderly sublevels and whatever cabins, gangways and working spaces they once held have been ripped out, their stone, steel and wood repurposed to build a sprawl of scaffolding, balconies, poorly ventilated tenements, storefront shrines, bars, burlesque houses, gambling dens, fighting pits, noodle shops and flop houses. 

While at the deck level there is some semblance of a street, only on the “Golden Way” running in front of the great Gilded Exile Burlesque House do these streets reach from the metal of the lowest deck to the buttresses of the ceiling.  The majority of the space within the vault that makes up the Rustgates is tangle of buildings, shacks and scaffolding piled atop each other, forming a crazy web of shanties and hovels above the more prosaic buildings below.  
The principal industries of the Rustgates are vice and scavenging from the hull, and the powers of Sterntown profit from it anarchy and hidden order as the Rustgates provide an influx of treasure and raw materials from the rest of the hull that Sterntown’s industry and luxury both depend on, while also offering a productive way to dispose of citizens who defy, disrupt, question or inconvenience them.

The population of the Rustgates is truly made up of the vessel’s lowest and unluckiest.  Factorial workers maimed by machinery and cast out of the grim, tidy tenements of neighborhoods like Pickbone Square, and every other variety of madman, cripple and urchin.  Gangs of feral urchins (widely believed to be cannibal) nest high above the streets in the blower ducts and descend to rob, kill and run confidence games on the slightly less impoverished  denizens of the Rustgate’s lower levels.  Scavenging, trading in scavenged goods, and sybaritic entertainment are the only jobs within the Gates, and except for those too far gone to injury, madness or addicition the community’s leaders expect everyone in the Gates to work or starve.  The Gates principle factions control all life, and a longtime resident who offends the gangster “block captain”, the Steward thug,  or even the street preacher of Lyriss, may suddenly find themselves going hungry as even the stand where they’ve bought kelp and dried fish for ten years turns them away.  Only the three public fountains, great stone pools surrounded by chipped, hull-plundered statuary, whose faces have been re-carved many times to honor entire lineages of Uptown philanthropists are open to all and provide clean water and a sort of watering hole sanctuary to all. 

The incredible density of life in the Rustgates allows about eight thousand residents to be crammed into a space that is about two city blocks square, but built up in an overlapping mass of stories and half stories as high as a ten story building.  Like almost all of Sterntown it is lit only by artificial light, mostly by dim bluish gas lamps fueled by decaying waste piped from processing centers on the level above.  Private light sources are common as well, from the stub of tallow candles used by the beggars and addicts to light their pleading faces to the strings and bouquets of gay multi-colored glow kelp bulbs that advertise even the dingiest dive bar or knocking shop.

The Golden Way, the short ‘U’ shaped street that runs from the Rust Gate fortifications past the Gilded Exile Burlesque House and to the gates of the Bleeding Gaol is the most brightly lit, busiest and safest spot in the Rust Gates. Uniformed and relatively polite Steward gendarmes patrol the Golden Way’s starboard arm, while clusters of nattily, even foppishly, dressed syndicators openly bearing advanced weaponry such as block magazine rifles and drum feed, self-cocking arbalests.  The street is lined on all sides by theaters, gin palaces and fancy brothels and designed to appeal to both the most successful of scavengers and the wealthy Passengers who flock to its ‘seedy delights’.

Sunday, August 30, 2015

Cult of the Leviathan - Clerical Spell List



LEVIATHAN SPELLS
 
The Leviathan is a great spirit of the deep seas, and its worshipers are mostly drawn from those aboard the Apollyon who work in or with the seas.  Dedicants of the Leviathan are welcome amongst the crews of Sterntown’s fishing fleet, as their powers can control and compel sea life, brings home full nets and chasing off predators or other dangers. 

The Religion itself is less popular amongst crew in other walks of life, part of this is its alien history, as the religion is based on the superstitions of the most primitive of the Frogling bands who joined with Boss Wug to protect Sterntown, but greater distrust stems from the secrecy of the cult.  The Leviathan’s robed Dedicants, in gauzy purple, blood stained red and stiff rimed white, are the cults’ only public presence, as its worshipers conceal both their membership and rank within the circles of the cult from outsiders and even each other.  Once a season the cult shows its growing numbers, with a parade and free feast, featuring enormous quantities of sea food distributed to all from colorful floats by large gangs of masked and silent cultists amidst the banging of huge gongs and trumpeting horns.

The Cult of the Leviathan is a mystery religion, its worshipers paying, primarily in gold, for entry into deeper and more powerful mysteries of the submerged god and meeting in small anonymous covens, each served by a rotating group of Dedicants. Even Dedicants do not break the secrecy of the cult, and while worshipers of the Leviathan know their fellows by hidden signs, concealed tattoos and veiled references, it is unclear if these markers of membership are universal, or themselves limited by circle and the unknown designs of the cult’s hierophant.
    
Penetrating the Mysteries and Gaining Power

The Disciples of the Leviathan practice a form of Esoteric divine magic, superficially and mechanically identical to the houngans of the Ship Spirits, but where Ship Spirit clerics curry favor and trade promises with a wide variety of kindred local spirits, the Dedicants appeal to various avatars of the Leviathan’s singular presence.  


Thursday, August 27, 2015

Revoca Canton Map

Of late I've been playing in a Hill Canton's game run by Kris of the blog and Hydra Collective fame.  It's a fun setting, quite solidly fantasy, but with a similar level of gonzo as ASE, though obviously without the science fantasy.  As a long established setting there's a lot of accumulated fluff, which is both good and bad, but, thankfully my character, an Eld exile named Tizzird (yes that's a terrible joke) isn't expected to understand things like human religions and political factions.  By the time Tizzird dies from his companion's dislike, his door obsession (all but one of my spell came up door related: hold portal, knock and wizard lock), the hard bigotry against murderous space elves, or his own dangerously violent philosophy (the True Eldish Hedonics (or T.E.H. - he needs to start offering TEH talks)

Hill Cantons has been providing these perfectly functional hex maps of the Revoca Canton, where the current game is being played.  I kind of hate hex maps as player aides, though they are quite useful in there way.  Anyway starting last game and finishing yesterday I drew up this map as a better looking player map for the Revoca Canton.


Revoca Map
As my maps go, it's a simple one and it hasn't had the various post scanning treatments that I usually add, because I think it's rather incomplete (I only have the information provided to the players for this "superdense" sandbox).  I've left a lot of open space and easy to erase lines so I can modify the map in the future.

Thursday, July 30, 2015

Monster Archaeology - Small Humanoids


SMALL HUMANOIDS
Let's give this 'lil fellow a rest

Monsters and Treasure, volume 2 of three booklets, the 1970's box set version of Dungeon & Dragon's "Monster Manual" moves on from men directly into humanoids.  There are five normal sized humanoids, and most get only a line or two of text. They are also statistically uninteresting, lacking even the armor and weapon variety of human enemies and having no real flavor beyond a progression through four classes of enemy with incrementally improving AC, HP and Attack.  As much as battling orcs and goblins is a mainstay of tabletop gaming, and the mainstream of the heroic fantasy, these creatures are totally uninteresting as presented in Monsters and Treasure.  Perhaps they are a blank template to project one's own monstrous expectations upon, but here the difference between a kobold and a goblin is a single point of AC and a hit point or two.  

Orcs, which have a very long entry and which I've discussed previously, are an exception, but otherwise these humanoid descriptions are quite devoid of interesting information.  Kobolds have only a name and some mechanical details, while the entire goblin entry is:

GOBLINS: These small monsters are described in CHAINMAIL. They see well in darkness or dim light, but when they are subjected to full daylight they subtract -1 from their attack and morale dice.  They attack dwarves on sight. Their Hit Dice must always equal at least one pip.

Composition of Force: When in their lair the "goblin king" will be found. He will fight as a Hobgoblin in all respects. He will be surrounded by a body of from 5-30 (roll five six-sided dice) guards as Hobgoblins also.

They're small monsters that don't like the light, that's about it.

Sunday, July 26, 2015

HMS Apollyon Recent Play Reports

Below are smaller play reports from the last several sessions of the HMS Apollyon game, mostly concerned with the party's efforts to explore and loot an ancient industrial node on the Port side of the vessel.  It's always nice to open up a new area, and this one is basically just a dungeon crawl with minimal relation to any overarching setting concerns.



THE GREAT SIMIAN MASSACRE

Starring:
Flashy – (passenger)
Rabut the Frogling – (battlemage)
Price – (academic sorcerer)
Lady Pillar – (officer)
Vonlumpwig – (necromancer)

A huge hatch blocks the way Port from the vault beyond the Rust Gate, the vault where far too many lives were recently lost in both infighting between Sterntown’s factions and the battle against the War Dead Minions of the still unaccounted for “Brown Surgeon”.  The area presents a great deal of resources for whatever faction controls in, and currently the undisciplined bands of the Scavenger’s Union lounge about, still ebullient from the the success of their double cross and mass murder of Thief Taker and Bevard Family forces.  Only time will tell if the Union can hold the vault (also known as “The Buried Vault”, “The New Lands” and “The Mushroom Farm”) or the hamlet in the vault beyond.  Currently the area bustles with scavenger activity as riotous drunken bands strip the former undead stronghold in the hamlet down to its deck plating, carting out huge loads of useful items and a wealth in decorative stone.

The hatch leading Port is an unknown, opening and closing on some strange schedule known only to the ship itself, it is a giant wheel of 4’ thick orichalcum, designed to stop flooding and locking into place with massive hydraulic driven bars.  The hatch has remained unlatched for several month however and was opened briefly a year or more before by a band of scavengers who reported the area beyond was some sort of storehouse or forge.  Deeming the chance of the hatch sealing again to be small, the band of scavengers once called “The Black Cloaks” seeks to explore the area beyond, expecting it to be full of plunder and rich in industrial supplies. 

With a laudable caution the scavenger gang moves beyond the great hatch and discovers only a small bare room, a few smashed crates, shredded bit of thin metal, scattered about and a large peeling mural of some sort of wrench carrying and hardhat wearing rodent painted on the Port wall.  Close examination and light dusting reveals that the mural welcomes the scavengers to “Port 5S Supply and Fabrication”.  Sternward from the entrance room is a great multi level chamber that stinks of coal and smoke.  A massive forge stands at its center, and a cautious, candle aided exploration reveals hulking industrial machines, lathes, cannon molds and workbenches fill the space.  The forge at the center still glows, but the room is simply too big and too strange to investigate thoroughly and the scavengers decide to retreat and open the door leading fore from the entrance. 

As the door creaks open to reveal a narrow hallway the party is startled to meet a band of four spear and crossbow armed flying monkeys.  The magically transformed simians are clad in red rags instead of uniforms and wear poorly enameled brass buttons and copper electrical wire as decoration.  Almost immediately the monkeys start to demand money and threaten the scavengers and combat quickly commences.  Soon only once monkey survives and he is captured, but the fight has drawn additional flying monkey reinforcements and a true battle begins to rage, with the monkey flank attack blocked by a prophetic use of hold portal and several waves of crossbow and spear armed simians knocked unconscious by magic.  The monkeys pepper the scavengers with bolts and bombard them with firebombs until a new threat emerges – a hulking monkey in a welding mask carrying a flame thrower. The scavengers, out of sleep spells, target this new danger with a variety of weapons, but it is Price’s use a fire magic that saves the day, causing the monkey’s flame weapon to explode.  The detonation kills most of the monkey front line and scorches the scavengers as well, but in the rain of flaming debris and seared fur the battle ends with the surrender of several monkeys.  A truce is worked out between scavenger and monkey allowing the party to explore any area not marked with a red flame symbol and exchanging peace for information about the dangerous “clawed ones” to the Fore, God of Fire aft, and Haunted Offices Port.
 

Tuesday, July 7, 2015

Random Appearence and Clothing for HMS Apollyon Characters and NPCs

Below is a table of random clothing and affectations that players wishing to add a little mystery, back-story or description to their new HMS Apollyon characters might roll on.  It's pretty much only for humans of the scavenger class.  Passengers are always in battered suits, Flying Monkeys in uniforms or livery, Froglings often in the traditional harnesses and leggings of their moiety.  The less said about Merrowman fashion the better.

Anyhow hopefully this will provide some of my players amusement.



3D6
Attire
Eccentricities
3
Feral tribal’s loincloth or untanned hull beast skins.
Impressive facial scarring, either intentional and harmonious or the sign of battle and accident.
4
The diaphanous fripperies of a burlesque hall performer.
1D8 front teeth replaced with prosthetics of gold or other metal and possibly decorated.
5
Apocalypse rags and bindings.  Stinking and dyed the same color by grime or intent
Necklaces of teeth, ears or similar savage trophies and corresponding swagger.
6
Threadbare robe with detachable cowl and several hidden pockets
Bald head, may be shaved, genetic or the product of chemic exposure.
7
Bright loose shirt and tight dungarees in the style of a Vory tough.
Fastidious in dress and grooming.  Clothing and equipment immaculate whenever possible.
8
Casual worker’s canvas pantaloons and white undershirt, accented by leather braces.
The cold dead eyes of a heartless murdering ruffian, may conceal kindly soul.
9
Horizontal Striped sweater and dungarees with too many buttons.
Collection of medals and awards worn on person, may or may not be earned.
10
Cannery toilers dull jumpsuit and heavy tarred boots.
Face and hands permanently marked by industrial grit that has worked itself under the skin.  
11
Wool or felt uniform jacket encrusted with rotting braid.
General aura of decrepitude, clothing often disheveled, eyes drooping or red, hair unkempt.
12
Patched, stained, torn and bedraggled fop’s/pirate’s finery.
Elaborately dyed and coifed hair, fierce mustachio or similar affectation of high style.
13
Worn velvet livery of vest, knickers, jacket and absurd lacey cravat.
Wears gaudy trinkets and costume jewelry in nauseating profusion.
14
Fisher’s sea leathers, walrus and shark with bone toggles and Frogling hexagrams
Always wears gloves:  heavy leather, gutta-percha skin or soft velvet pick one.
15
Brightly patterned sarong and string and shell vest.
Unexpectedly heavy-set.  Perhaps not obese, but large and bulky for race.
16
Thin leather catsuit, accented with too many buckles and black pigeon feather cloak.
Several novelty tattoos.  Bright colors and lack of faction symbolism mark them as a mere affect.
17
A good quality clerk’s tweed suit and bowler, cuffs stained with ink.
Monocle clamped firmly in eye. Sneer of cold command on lips.
18
Black suit/dres of fine dog wool, opera cape, mask and tall stylish hat.
One eye replaced by a magically enhanced shell or stone.  Normal vision, may glow.