Tuesday, 31 January 2012

Spelljammer!

I never played this back in the day, or even looked at the books, but I always thought it sounded kinda cool. I think it sounds even cooler now, so I had a look on ebay. Luck was on my side, and I now have a very cheap copy of the books winging their way to me (albeit without the box -- which I'm not particularly bothered about).

I'm even thinking about running a Spelljammer game at the local con here in Berlin this year. Would be fun to crack out the proper AD&D 2e books again :)

Anyone got any experience / memories of Spelljammer they'd like to share? It's not something I hear mentioned very often...

Monday, 30 January 2012

April A to Z... an idea

After the fun I had with last year's April A to Z, and the nice collection of spells which resulted from it, I've been thinking recently about 1: if I'll do it again this year, and 2: if so, what will be the theme?

Early on I ruled out doing another A to Z of spells, and had the idea that I wanted to use the alphabetic inspiration to put a bit more flesh into my Labyrinth Lord campaign somehow. A gazetteer of some kind? Descriptions of some inns and  taverns in S'raka, the great city where the adventurers are based?

Yesterday an interesting idea came to me. I've had this concept that clerical spells aren't easy to come by. That you can't just walk into any old temple and request a raise dead or remove curse or whatever. The idea is that each spell can only be provided (and then usually as a long-winded ritual) by a temple or shrine whose patron is in some way connected to the effects of the spell. The only practical example of this in the campaign so far was when the PCs got one of their number extracted from his incarceration inside a magical book by visiting the temple of Hgriselde, lady of pacts and bindings, and getting a dispel magic cast.

So, I thought about maybe making an alphabetical list of all clerical spells, and for each one making up a few details about one or more temples in S'raka where the spell might be available. I reckon this would result in a very nice campaign resource, which would bleed over into adding a lot of detail to the various city districts, and to greatly fleshing out the multitudinous cosmic powers which are worshipped in the place.

I had a look, and there are no clerical spells (in Labyrinth Lord) beginning with the following letters: J, M, O, U, V, X, Y, Z. I'm not sure what I'd do about those yet. Perhaps also make up 8 new spells to fill the gaps... (I could probably also find suitably named cleric spells in AD&D 2nd edition.)

Saturday, 28 January 2012

AD&D 2e kits as character inspiration

Just reading Daddy Rolled a 1's post about AD&D 2nd edition, where he mentions how one thing he really liked about that edition was the "kits". I played a lot of AD&D 2e, but never used kits at all. But it got me thinking about them again, and I looked a few up.

My feeling about them now is that while mechanically I don't like them (they depend on the proficiencies system, and seem to add a lot of complicated abilities and mechanical bonuses to things, which I find too fiddly), I do like the flavour of them. I've often thought it'd be nice to give players a list of inspirational ideas for character concepts per class, especially in an old-school game where there are only a very limited number of classes, with no "options" at all.

So here are the kits for fighters, thieves, clerics and magic-users (the latter two aren't particularly imaginative to be honest). There's actually a complete list of them all in wikipedia, for further reference!

Fighters:
Amazon
Barbarian
Beat-rider
Berserker
Cavalier
Gladiator
Myrmidon
Noble Warrior
Peasant Hero
Pirate / Outlaw
Samurai
Savage
Swashbuckler
Wilderness Warrior

Thieves:
Acrobat
Adventurer
Assassin
Bandit
Beggar
Bounty Hunter
Buccaneer
Burglar
Cutpurse
Fence
Investigator
Scout
Smuggler
Spy
Swashbuckler
Swindler
Thug
Troubleshooter

Magic-Users:
Academician
Amazon Sorceress
Anagakok
Militant Wizard
Mystic
Patrician
Peasant Wizard
Savage Wizard
Witch
Wu Jen

Clerics:
Amazon Priestess
Barbarian/Berserker Priest
Fighting-Monk
Nobleman Priest
Outlaw Priest
Pacifist Priest
Peasant Priest
Prophet Priest
Savage Priest
Scholar Priest

Sunday, 22 January 2012

The Sentient Races of Old Aalia

Here's a little summary of the main sentient races that have featured in my LL campaign so far, mainly for the benefit of the players.

Humans (any alignment)
The usual deal.

The natives of Old Aalia are olive-skinned, like the people of the Mediterranean. Pale, blond-haired northerners, and dark-skinned southerners are also seen from time to time.

Mongrel-folk (any alignment)
The strange radiations which permeate the vaults of the great city S'raka have caused the accelerated and haphazard evolution of those down-trodden people who inhabit the region. Mutations, ranging from the completely debilitating to the potently novel, are rife among this folk.

Rat-folk (any alignment)
Rat-folk, sometimes called "halflings", are another race which has evolved in the warping influence of S'raka's vaults. They are half the size of humans, and appear to be a 50/50 cross-breed between humanoid and rat. Most rat-folk spend their lives in the vaults of S'raka, where they live as scavengers. A few of the more gifted members of this race sometimes venture to the surface, and may find a way to make a living as adventurers or business-owners. They are generally regarded as vermin, in the same social class as beggars or mongrel-men.

Dwarrow (typically LN, N, NE)
The dwarrow are a race similar to the standard D&D duergar. They live underground in labyrinthine cavern complexes which they constantly expand and mine for minerals. Dwarrow have jet black eyes, and skin that is gnarled like old tree roots and coloured in hues of earth or stone. Although they are important trade partners, the dwarrow are seldom trusted by humans -- they are exceptionally avaricious and scheming, regarding all forms of precious metal and gems as the sole property of their race.

Dwarrow are known for their contempt towards other races, and are fond of slavery. Kobolds are commonly kept as mining slaves by Dwarrow -- the fortress city of Minitol, in particular, maintains a very large population of the creatures. The Dwarrow of the Glaarm mountains in the far north of Old Aalia harbour a hatred and resentment of the race of Kobolds, with whom they have been at war since a slaves' revolt succeeded.

Swine-folk (typically CE)
Sworn enemies of human-kind, the swine-folk of Old Aalia are a detested race of carnivorous beast-men created centuries ago by a demented god. Wherever the swine-folk go they leave destruction in their wake.

Kobolds (typically L)
A diminutive race of snivelling wiry-haired dog-men, kobolds are equally at home underground and on the surface. They dwell primarily in the forests in the east of Old Aalia, though some kobold settlements are known to exist in the deeper vaults of S'raka. They are also often found in the company of dwarrow, who keep them as slaves. When left to their own devices, kobolds tend to roam around in large packs, and generally show little respect for other races, though among themselves they have a rigidly structured social hierarchy.

Forest Gnomes
A meek and homely race who live in burrows and caves among the roots of forest trees. They are friends with burrowing animals such as moles and badgers, and primarily enjoy the pleasures of a quiet life in a cosy home.

Svirfneblin (typically L or N)
Subterranean relatives of the forest gnomes, svirfneblin are a pale and almost hairless race who make their homes deep underground wherever gem deposits can be found. The race is so rarely seen (except by dwarrow, who encounter their communities in the course of their own delving) that rumours abound about their nature and their existence. A common conception among humans is that the svirfneblin cosmically manifest around mineral deposits.

Elves (typically N or C)
Tall, thin and ephemeral, elves are a fey race native to a magical dimension which exists in parallel to the world of men. They are of diverse appearance, being basically similar looking to humans, but always have one or more unusual features that mark them as obviously non-human, such as: pointed ears, silver or violet hair, cat-like eyes, sharp pointed teeth, extra fingers, etc.

Often Neutral in alignment, elves are fickle, mysterious and mischievous. They enjoy music and song, as well as fine food and drink -- but all their pleasures have a strange otherworldly quality, which other races can find both intoxicating and eerie. They have a talent for magic, and many individuals have some degree of innate magical potency.

Although they seldom co-habit, elves and goblins have a mutual respect for each other. Their kings perhaps have some kind of alliance.

Goblins (typically N, NE or CN)
A mischievous fey race, goblins are of diverse appearance. Typically they are half human size, hideously or comically ugly (by human standards), and have black or dark green skin. Though they seldom have any regular or organised contact with other races (apart from elves), they have a habit of appearing out of nowhere, causing trouble, and then returning to their own dimension via whatever subtle path they arrived by.

Album + Book + Artist = D&D Campaign

Jon Anderson's Olias of Sunhillow


+ Ursula K. Le Guin's A Wizard of Earthsea


+ Patrick Woodroffe

Tuesday, 17 January 2012

Character Generation on Carcosa PDF

I just finished compiling my Carcosa / Mutant Future character generation rules into a PDF.

Check it out it!

Note that these rules assume the use of the Mutants & Mazes section at the end of the MF rulebook. So we're talking D&D style characters (with 1HD at 1st level, not CON HD), possibly with mutations from MF.

Also note that in the end I decided to make the ability to learn and perform sorcerous rituals a special skill -- that is, not available to all characters. It kind of seemed to make more sense that way.

Monday, 16 January 2012

Carcosa -- Mini campaign map

So now I've got all the chargen rules for my Carcosa game sorted, I've started having a bit of a think about an initial adventure, and whereabouts on the large campaign map it'd be set. The obvious place (I thought) is in the vicinity of hex 2005, as that has already been described in greater detail in the Fungoid Gardens of the Bone Sorcerer adventure. So I chose hex 1905, one hex to the north-west of 2005, as the starting point.



To get things going, and to kind of orient myself in the setting I've created a basic map of hex 1905 and the six surrounding hexes. For now it just shows the points of interest which are described in the Carcosa book, with some names I've made up and a road drawn in between a few of the settlements. Seems like a good start... I'll add more details as I go.

(The hex PDF was courtesy of mojobob, by the way.)