Showing posts with label OSR. Show all posts
Showing posts with label OSR. Show all posts

Tuesday, January 4, 2011

Worldgame Submission

ckutalik over at Hill Cantons has sent out invitations to a domain-style worldgame.  The post has the particulars, and I've always loved domain gaming - we used to do it a lot when I was a kid.  So without further ado, my submission for the game:

The Khalik Vahr:

"The only way that is certain is the road that runs from birth to death.  All other paths are shifting stone and flowing water."

The Khalik are a nomadic, tribal dwarven society that move between surface and underground sites in great armored caravans.  There are several major tribes of Khalik, and each tribe is composed of a number of semi-autonomous "Ways" or caravan-clan units that are tied together by treaties and kinship.  There are also a fair number of "Lesser Ways" that are not tied directly to the major tribes, but operate as intermediaries, allies or rivals of the larger tribes.

The Wayfinders are small, detached groups, associated with the Ways, but travelling separately from them.  They act as scouts, skirmishers, foragers and warbands for the Ways.  Usually, Wayfinders are led and made up mainly by dwarven members of the Way they are associated with, but the dangerous, stealthy nature of the Wayfinder life means that outcasts and renegades from other races are often accepted into Wayfinder groups.  Some Wayfinders also work as mercenaries, selling their services to powerful Ways.  These groups are usually more highly-skilled and specialized than "regular" Wayfinders, and contain a high percentage of adventurers.

The Vahr are a Lesser Way associated with the more powerful Uhr tribe as a confederate and trading partner.  The Uhr have recently suffered a catastrophic defeat at the hands of Duergar warbands, leaving the Vahr without their traditional ally and "big brother".  With Duergar incursions into their traditional territories and the Uhr in disarray, the Vahr are being squeezed into less productive territories, or spending more time above-ground, which has it's own dangers.

The existence of certain caverns which lead to "Other Ways" has long been known to the Khalik, but the dangers of passing through them have always meant that they are rarely travelled.  However, straightened circumstances lead to different thinking, and the Khalik Vahr are desperate enough to risk supporting an expedition into other dimensions.


Terrik Vahr, Wayfinder Captain of the Khalik Vahr.

Dwarf
Lv 7
Alignment: Neutral

HP: 54

ST: 13
DX: 12
CN: 16
IN: 7
WI: 12
CH: 15

Equipment:
Chitin-Plate Armor (stats as plate mail)
Chitin Helmet
Heavy Pick

Terrik is one of the youngest Wayfinder Captains of the Khalik Vahr.  He wears the traditional armor of the Khalik - heavy plates of giant insect carapace, painted stone-grey for camouflage, complete with a featureless grey helmet. 

His skill in battle, matchless endurance and ability to recruit, motivate and delegate responsibility to his team brought Terrik to the position of Wayfinder Captain.  What Terrik lacks in imagination and ability to think laterally, he makes up for with his crafty advisors and his rock-solid tenacity in pursuing a course through to the end.  His Wayfinders are a motley crew, made up of members of several different races, but they work as an effective team, and have years of experience in the most brutal and pitiless environment imaginable.

The Elders of the Khalik Vahr saw Terrik as an excellent choice to lead the first expedition through the gate.  Once an initial outpost has been set up, they expect to send additional groups through, as opportunities present themselves.  Although the Khalik Vahr are not a large country, per-say, they make up for their relatively few numbers by being highly experienced travellers, self-sufficient, tough, and accustomed to living off of the land - both above and below the surface.  They will support Terrik's expedition with resources and dwarfpower as long as they see a return on their investment - they are a practical folk, after all.

Friday, November 26, 2010

OD&D, Session 4

With Castle Caldwell behind us, the merry band of adventurers now proceeds back to Guido's fort to receive our comparatively meager 100 gp each.  Regrettably, I forgot to charge the 100 gp fee for Zhanna, our lost cleric.  Have to remember that in the future.

Zhanna has since been replaced by another elf, we've brought on Earnest's mage, and the thief has returned from  wherever he disappeared to last session.  We've also picked up Ceeay, who has "heard about another really cool god, called Alphaks the Roarer" that she's going to worship since we told her Orcus was "kind of a dick".  This is going to be an ongoing thing, I feel.

We also still have Fritz driving/guarding the cart.  Which is handy because it contains many thousands of pieces of silver and a not-inconsiderable amount of gems and jewelry.  Pretty good start to our careers, actually.

After paying us off, Clifton tells us that he's had a message from a friend of his, who is himself possessed of an ancestral castle.  It has apparently been "lost" for a while, although how one loses a castle I have no idea.  Now that it's found (perhaps it was between the couch cushions, that happens to me with my castles a lot), he'd like somebody to clear it out.  Since we now have "credentials" on the castle-clearing front, we're offered the job.

And he's willing to pay 500 gp each, with half up front.  We get the money, and the thief immediately asks, "so what should we go do instead?" Which isn't a bad questions, since we just got a bag with 1000 gp in it.  After some discussion, we come to the conclusion that we "don't have fuck-all else to do, and look how well the last castle job turned out."  Well, except for Zhanna...  But whatever.

Of course, the downside is that the new-old castle is way over on the other side of Karameikos, close the to inventively-named "Black Eagle Barony".  Karameikos isn't really that big - it's about 200 miles across and maybe 100 miles north-south, and we're pretty much smack in the middle, so we only have about 150 miles or so to travel - first south to good 'ole Speculum-City, then across to Luln.

In planning the trip, we discovered some interesting things about overland travel in the Rules Cyclopedia world.

1) Horses are stupid-fast.  Apparently a riding horse on a standard trail can go 72 miles in a day.  That seems... excessive to me.  Some basic internet research shows that 100 miles in a day is about the most possible, and can generally only highly trained or exceptional riders can maintain that - the equivalent of modern marathoners.  I'd say 50 would be more reasonable, but I might be wrong, so I'll just deal with it.

2) You get a lot of encounters. Even in clear/settled terrain.  Standard is d6 during the day, and d12 at night, with encounters occurring on 1's (or more in rougher areas).  Also, in almost every environment, 1 chance in 8 is a "Dragon" type encounter.  That basically means that on average, every 48 days of travel, one encounters a Dragon.  Which explains why the roads seem so quiet.  How the fuck does Specularum feed itself?  I guess maybe farmers travel at night, very cautiously, and dragons don't eat turnips?

Anywhoo, we had several encounters on our trip south.  We ran into some orcs.  They attacked us so we cast Sleep on them (why have an AK-47 and not use it?). Luckily, they all went to sleep, so we killed them, and discovered that they had $5000 gp in a sack by the road.  Aren't random treasure tables wonderful?  I'm starting to see the attraction of treasure parcels.  But I'm also not complaining!

Then we encountered a couple of bodies with some trained war-wolves standing over them protectively.  Through some inspired animal-training, the thief of the party now has 2 loyal trained war-wolves. Which should come in handy!

Once we reached Specularum, we had some work done on the cart - added sidewalls for better defense, and hired 2 light footmen to assist in guarding it - Frizt's son and his wife - so it's a family affair now.  Plus, light footmen cost 2 gp/month, so we have enough just from the orcs to pay them for... 104 1/8 years.  Good job security, I say!

Further down the road we ran into some giant ants.  They gave us a nasty turn when 1 sleep spell only put 2 of them to sleep!  Luckily, we have 3 casters, and the second spell did the trick.  Ant-shell helmets for everyone!  And then I had to go to bed, so we called it a night.

I'm not sure I'm loving this game, but playing it as written is sure informative.  I see reasons why many changes were made to it over the years...

Monday, November 8, 2010

Rules Cyclopedia: Session 2

I've played Castle Caldwell for 3 hours, and I want to punch Ron Charulsky in the nut-sack.

Seriously.  This is not how you do things.  I have argued with Trollsmyth before about the steaming "theoretical framework" pile of D&D is always right.  I warn you - this does not display me at my best.  I'm irritated about this, and remain that way.  I cannot think of a better refutation of "D&D is always right", than Castle Caldwell.  I'll get into that in another post, though.

So far, we have encountered the following monsters:
3 goblins
1 spitting cobra (more on the cobra later)
2 fire beetles
1 giant shrew (apparently both ferocious and terrifying)
3 bandits.

We have also encountered one magically locked door and a poison gas trap.  We've found something like 10000 sp, and hundreds of gold worth of gems and jewelry.  Oh, and the cleric died - see spitting cobra.

After the last session, we had slept in the dubious comfort of Guido's fort, bought a 4-wheeled cart and 4 mules to pull it, and hired a drover named Fritz to drive said cart and feed/watch said mules.

Fritz was available for 5 sp/week.  Which means that we have found enough silver (mostly in bags under beds or piled on the floor) to pay Fritz for 40 years.  Not bad for 2 days work... and a cleric.

Returning to the keep, we used the age-old dungeoneering technique - always turn left.  We found a tower room (not really - this is a 1-level bungalow castle) with a tree growing through the window.  The tree was cut down and shaped into a 10' pole.

Then we found a room that used to be a kitchen.  It contained a leather (?) chest, which we opened by tying a rope to the lid and pulling open - which proved to be a good decision, as the chest was apparently used for poison gas storage.  Nothing else in it though.  What kind of asshole traps an empty chest and leaves it in the kitchen?  Someone with a psychotic hatred for scullions, that's who.

The next room contained a "pile of sacks and garbage" and a dead goblin with a swollen arm.  The voices of experience screamed "Rot Grubs", so we doused the goblin in lamp oil and lit him on fire - then retreated out of the room for a while.  I mistakenly assumed that the sacks and garbage would be in contact with the goblin, and that the flames would also drive out anything nasty lurking in them - I was in fact mistaken.

We re-entered the room, poked around a bit, and "disturbed" the spitting cobra who lived under the sacks and garbage.  It proceeded to spit at us vigorously, and Zhanna, the cleric, took a load in the face (I know, I'm a child sometimes).  The 4 damage was not too bad, the save vs poison was... worse.  She did not in fact save, and died instantly as a result.  Bugger.

Zhanna was a great character too.  She had excellent stats (so good that I asked the DM if he had watched them being rolled - the player is his sister...), the best armor possible, and was generally being played in a competent manner.  And now she is dead.  And that is why I hate save-or-die.  Oh, and the snake was worth 31 xp (or 8 apiece).

Jenny didn't have another character ready, so we grabbed Fritz from cart-duty, gave him a spear, shield and Zhanna's plate mail, and dubbed him "Sir New Character".  He did pretty well, actually.

There was, predictably, no treasure in the room.  Nor in the next room, although we found some nifty romance novels (no value, notwithstanding that books were very costly before the printing press), some fire beetle glands - which we detached from the beetles using swords (wtf do people do with those?).

In another room we found a bag full of thousands of silver pieces... Rational.  We also encountered a magically held door, and a room with 3 bandits and a mule in it.  I was fed up after the spitting cobra debacle, so I dropped the tactical nuke (or Fat Boy, if you will) of the OD&D world - sleep.  And then we hit them over the head and took their stuff.  I mean, I'm Lawful, but bandits are, well, bandits.

They were pretty good at banditing, though.  They had thousands more silver, as well as a box of gems.  Oh, and 2 of the bandits had "pearl necklaces".  But not the leader.  I think we can all figure out how that happened. Rank hath it's privileges, after all.

Tuesday, October 12, 2010

Not Sure What All the Fuss is About

Well, looks like I'm going to be getting back into some regular gaming now that the summer is over.  My buddy Perry, who I have been playing DnD with since basically forever, is running a once a week, 1-hour Old-School Sandbox game.  We're playing with Rules Compendium R.A.W.  I rolled up an Elf.

Now, I'm normally a Dwarf guy myself - and I could have played a Dwarf no problem, I got a decent enough set of stats.  But I liked the idea of the elf.  Access to any weapons/armor and spellcasting?  You betcha.  So was born Fingolfin the Elf.

It's been a really long time since I read these rules, and I have to say, there is some seriously senseless shit in here.  I've gotten a little punchy in the past with Ole Trollsmythe about the preposterous "D&D is Always Right" garbage that some people spread about, and I see nothing in these rules that changes my mind.

First off - some spells are ridiculously overpowered.  Sleep, just for example.  I like the no saving throw aspect of that.  Light is handy - I'm particularly fond of how blinded people can't attack or move.  Saving throws are very difficult to make, so good luck on that.  Other spells are just absolutely fucking useless, and other stuff is just... so arbitrary.

Like... encumbrance.  This is a flat amount for all characters.  Over 800 cn, and you're at 3/4 move.  Over 1200 and you're at half.  Functionally, this means that my 130 lb elf can haul 119.9 lbs of gear around at 60' per whatever.  In real life, I weigh 230.  120 lbs of gear is fucking brutal.  Roman legionnaires didn't carry that much, and Caesar called them "human mules".

Plus, a 90 lb halfling with str 5 can carry THE SAME AMOUNT OF GEAR.  And my spellbook weighs 200 cn!  WTF?  Even my university collected works of John Milton textbook didn't weigh 20 lbs.  Also - I love the spell selection.  Everyone gets 2 spells, but one of them pretty much has to be "Read Magic", or you won't ever have more than 2 spells.  So why not just give everyone 1 spell and Read Magic?  We'll never, ever know.

I could really go on for hours here - but truth be told, I'm actually really stoked to play this game.  I know this style well - and the rules of the slog are pretty straightforward:
Thou shalt not open doors when you don't know what is behind them.
Thou shalt map like a motherfucker.
Thou shalt NOT get in any stand-up fights if you can help it.
Thou shalt talk first, then fight.
Thou shalt have the thief check EVERYTHING. (even though the rules give a lv 1 thief about a 1/8 chance of actually finding anything - how do they ever get to be high-level thieves?)

Also, we found the most amazing example of gamer OCD - the Vaults of Pandius.  http://www.pandius.com/index.html  If you ever want to run a Known World/Mystara sandbox - head over here - there is a generation of material available.