Showing posts with label Arihmere. Show all posts
Showing posts with label Arihmere. Show all posts

Monday, January 17, 2022

Getting in to Adventure

The scenario is the bridge between the characters and the world. But how do your characters find themselves gathered at the Many Ways Inn?

Roll a die:
  1. Runaway: whether from a cruel or dull situation, you had to escape.
  2. Landless: through conflict or other chances, you have lost all your prospects and must, perforce, begin again.
  3. Summoned: whether by a letter from a patron or some other call, you are brought here to answer.
  4. Commanded: a patron or lord has ordered you to join some mission or venture.
  5. Happenstance: pure chance or a series of unfortunate events brings you to this juncture.
  6. Choice: Perhaps worst of all, you have chosen a life of danger and uncertainty.
What the character will do and encounter (the scenario) comes before mechanics (the game system). And although every scenario needs a setting, consider not just the “where” of the adventure but the “when…”. A scenario is not just a place, it’s a challenge, a dynamic, with constraints and possibilities, that the characters approach organically.

Here’s a simple starter.

Mutton and Marauders


Two ettins, Nygel and Treffor, have crept down from the Garshaws barrens to remedy their hunger, rounding up a small flock of sheep and a shepherd for good measure. Unknown to anyone, grimlock rustlers on a similar mission have picked up the ettins’ trail, and so rescuers, trolls, and grimlocks are set to intersect near a site* at the base of the Garshaws.

Nygel, Ettin [3] - Armed with tree-root club
Towering, massively strong, dull-witted, slow

Treffor, Ettin [3] - Armed with nocked axe, heavy hides act as crude armor
Lean, strong, sly, greedy

Grimlocks [1] a troop of 13 - Armed with spears, daggers, oddments of armor
Ragged, half-starved, nasty; dangerous when cornered, or when able to surrounded and sneak-attack an opponent

* Note that the adventure site is left open, with an eye to continuing the adventure. Is it a cave, leading into greater depths; or a stone circle near a partly exposed barrow-tomb; or a ruined hill-fort, a remnant of better times for the kingdom?

Resolution

The key to play-the-world or FKR resolution (the game system or rules) is not that every action is determined by referee fiat, but that the players concentrate on their characters and the situation, and the referee is ready, through judgement and experience, to resolve their efforts with tools that are both fair and simple to use.

It’s not that there are no mechanics, but that the mechanics are compact and easy enough to generate the chance element that means that the play is not simply dictated but develops in unexpected and dramatic ways as it runs.

Of course, the right tools that are also fair and simple require some judgement or a sense of what works at the table. This might well come from one’s experience of another game, but for anyone new to this style of play, it means that some guidelines, however slight, are useful.

So, here’s a brief rundown of the Tinkerage’s current resolution toolkit.

Roll and Read

Roll and read for characters assumes that characters have a fair, but by no means certain, chance of success, based on the conditions and their own aptitudes.
  • Roll 2d6 and read the outcomes, adjusting to circumstances: 2–3 (fail); 4–5 (mishap); 6–8 (standard - the expected outcome); 9–10 (good); 11–12 (great).
  • Can roll opposed and read for active opponents. Resilience rank breaks ties in opposed situations.
  • Modifiers of +1/-1 are very rare, for exceptional circumstances (magical gear, terrible conditions).
  • For a specific aim or outcome, like shooting a bow at a distant target, also read to meet a threshold number within the basic ranges: 6-8 is within standard range of difficulty; 9+ hard, and so on.
Combat is a kind of challenge where characters attempt to inflict strikes on their opponents while maintaining their own guard. A hit of sufficient force inflicts a strike, and when strikes are greater than a character’s resilience they are struck down. A character struck down may be stunned, injured, disarmed, or even killed or in a critical condition.

Screening rolls

For the referee, a single die is often the best tool. A screening roll is a quick roll of a die to clarify a situation or filter out a range of possibilities. 
  • Roll for quality or conditions: 1 is worst, 6 is best.
  • Roll for questions of probability: 2+ is very likely, 6+ is very unlikely.

Play the Adventure, not the Rules

Look back and think about Mutton and Marauders. The ettins are tough — unless the characters find a way to weaken them first, they should be harder to hit even for the strongest warrior in the group. Maybe roll and read and look for 9+ to hit? What if a character is hit by Nygel’s tree-root club? Make a screening roll to see how bad that strike is. The grimlocks aren’t strong individually, but what if they get the drop on the characters during the hunt, are they then defending at -1 or worse? What is the weather like when the characters set out to track the ettins — there’s another screening roll, perhaps.

And finally, if you don’t care for 2d6, then grab a d10 or put a classic d20 on the table. Think in terms of percentages? Then roll a d100. Know the rough chances of success and failure, give the characters a decent chance when they make a decent choice, and you have the core of freeform play at hand. Sooner or later the dice will surprise you and your players, and that’s when the adventure begins.

Sunday, January 9, 2022

Geting in to Character

 Those who meet at the Many Ways Inn are a curious group, driven by many strange paths to seek adventure, after their fashion.

Every game, free-form or otherwise, rests on the interaction of characters and world. And although the referee is the arbiter of the given world, players and their characters represent the active inhabitants and movers of that world. Player characters are there to question and explore. These questions can reveal even to the referee opportunities and realities that were never before apparent.

Characters briefs: in the world, not the numbers

The peoples of Arihmere, townsman and peasant alike, have long settled within stout walls and hedges.
In a free-form system, characters are not defined primarily by mechanics but the terms of the world itself. 

So, we begin with the character’s descriptive brief: a short summary of abilities, background, and calling.

It’s sometimes useful to throw the dice for inspiration to shape your character's background, but there's always choice and room any character concept that appeals.

Roll or select an attribute, a feature of your character that is distinctive and characteristic.
  1. Strong
  2. Agile
  3. Tough
  4. Clever
  5. Learned
  6. Bold
In the largely feudal realms of Arihmere and about, determine a social station: roll 1d6 low to high, or work out a background with your referee.
  1. Outlaw, outcast, or an outlander
  2. Serf
  3. Peasant
  4. Freeholder
  5. Wealthy
  6. Gentry (petty nobility, knight)

Most individuals come from a manor or village attached to a stronghold, but on a roll of 6 they may originate in a larger city or town.

Weave together station and background with a calling. All along the Wolves Lane, we find those who fight, those who work, and those who study.

1-3: called to toil and trade
4-5: called to arms
6: called to faith and learning

For example, a high station and martial calling would suggest a knight errant. A lower standing a soldier or levy. A peasant, called to toil and trade, may be a sort of crafter, or perhaps a forester. An urban freeholder may well be a merchant or artisan.

Character record

Now we're ready to introduce your character with a few notes and mechanics.

Assign three notable abilities related to to their:
  • attributes (characteristics or physical and mental features)
  • skills and training related to calling and background
  • Player characters have one distinction (a special ability, characteristic, or knack that makes the character unique).


Resilience

For the purposes of play, characters have an initial Resilience rank of [2].

Resilience is used to assess how many major impacts or injuries the character can withstand, and also their general level of ability and expertise.

0: Unranked—weak or untrained

1: lowly — commoners, levies, harriers

2: adventurers (start here) — trained militia, soldiers

3: skilled —veterans, captains, tough creatures

4: experts — strong, deadly

5: masters — champions, exceptional, monsters

6 or more: legendary — heroes, dragons



Friday, September 20, 2019

The Cracked Kingdom

All was well in the reign of Curefin the Good, but that reign is over.

Martyn now sits on a contested throne, makes wars, grinds the poor, stirs rebellion.

They Fey Courts have grown dark and unfriendly, and meddle in mortal affairs.

Hedge-wizards and sorcerers bicker, and some finger the dusty covers of books of forbidden lore with a new interest.

And as old treaties fray, familiar enemies press at the borders of the cracked kingdom.
How often could a campaign, a game, get underway on the back of a few scribbled notes like these, found on a scrap of paper at the back of the desk?

Perhaps all you need to do with these is get ready to play the world:
  • Characters have 7 points for attributes and skills (max. +2); 6 Hits
  • In danger, roll 7+ to succeed: higher (9+) is better, lower (5-) is worse (negotiate modifiers)
  • In combat, everyone rolls and the higher roll succeeds: 1 light damage; 2 solid; 3 heavy (armour provides additional protection, scene by scene, on the same scale)

Friday, October 26, 2018

Bertuhng's Tomb - a bullet scenario

Before the good part, a scenario using bullet-style annotation, a quick note about the planned demise of Google+.

The Tinkerage has shared posts to G+ in the past. Some of the broader community posts on G+ have been infested, particularly of late, with spam and and toxic political activity, but the Community groups have been ideal for integration with Blogger and supported a substantial amount of interesting content for RPGs. The Tinkerage will continue to publish to Blogger, right here, but has made no commitment to any of the alternative online communities currently being promoted.

Bertuhng's Tomb

:: Village of Devensford, on the edge of the Miring Marsh.

: Once, many ages ago, the marsh was a pleasant lowland, part of a prosperous kingdom. Then, the plains fell or the river changed course, and the pastures and groves became a sticky, disorienting collection of marshlands and bogs. Old tombs and ruins are still to be found in the trackless wastes.

> Wherever the characters stop for the night in the village, all the talk is of wandering ghosts, and in particular, the spirit of King Bertuhng, ancient steward and hero of the land. That very night, Bertuhng passes through the village in an aura of *Terror, and flourishes a massive, flickering sword before dawn breaks and banishes all restless spirits.
> The tavern talk is that the lost tomb of the old king has been disturbed, a possibility the travelling scholar Nearfis scoffs at (Scholar [2] +Learned, +Well-travelled, *Sharp). But it's certain that none shall sleep easily in the village until the matter is settled, and there's no doubt treasure or somesuch, including the long gone king's enchanted sword, to be found in the marshes. The only person who knows anything for sure about the marsh and the old kingdom is Parson Treeth.

:: The parsonage, Devensford
: A rambling house, somewhat distant from the main part of the village.
: Treeth ([2] !Local Lore, -Infirm) has, in truth, heard rumours of the old tomb, and believes it lies north in the swamp, on the east side of a lake there, but he warns that no one can find their way within the marshes.
>A scouting party of gor-rats are skulking about the parsonage, and eavesdropping if they can.
>Gor-rats will attack the parsonage with fire if they feel the occupants aren't alert.

Gor-rats, Slinking Rat-men [1]
*Sneaks
*Filthy blades
-Cowards

:: The Miring Marsh
: Vast, sodden marshlands
> Characters will meander and make little progress in the marshes. There can be suitable opportunities to become trapped, lost, exhausted, or drown. The marshes are supernaturally ! disorienting: watercourses change, the sun and stars are often shrouded, every horizon looks the same.
>Eventually, the characters will encounter the will-o-the-wisp lights of Trilits, who attempt to lure travellers into their boggy :: Trilit Hole with delicate floating lights that the Trilits fashion from a particular species of decaying reed.

Trilits, Gnarled, diminutive, bush-whacking marsh-dwellers [1]
+Silent
-Small
+Ambusher
* Bite, scratch, throttle

:: Trilit Hole. A muddy trap where Trilits mass on and hope to kill their exhausted victims. In this particular hole there is the submerged skeleton of a previous adventurer with a fabled |norther-ring on its finger.

| Norther-ring: a tin ring, that has no great value, except that it imparts on the wearer a clear sense of the direction north.

:: Berthung's Tomb
: An ancient tomb mound, partly submerged in the Miring Marsh.
: Nearfis, a scholar of somewhat darker arts than are apparent at first (+Sorcerer), is camped here with a party of gor-rats and three hobolds.
: The hobolds, capable if crude miners, have opened a simple tunnel into the side of the mound, bypassing the corridor and cursed burial chambers, and the blocked door to the east of the mound.

Hobolds [2]
! Mineworks
+ Strong
* Pick-axe

: A careful search around the side of the mound will reveal a narrow crack that provides access to one of the lesser tombs. The whole tomb is now knee deep in fetid water.

:: Outer tombs
: Four lesser tombs, arranged along the central corridor. Vengeful +Curses, and cold, incorporeal Wraiths guard this area.

Wraiths [1]
+Icy touch
- Hatred of light and flame

:: Inner tomb
: The waterlogged inner tomb is the king's last resting place, now haunted by his troubled ghost. If Bertuhng senses the characters oppose Nearfis and his vermin, he may side with them, deploying his stronger aura of +Terror.
: The king's fabled sword lies at the foot of his bier, under water. If raised to drive off the profane, it will blaze with a purging +Blue Flame, but once the battle is concluded, the badly rusted sword will crumble into fragments.
: Driving Nearfis and his minions away from the tomb, even at the cost of the destruction of the sword, will calm the spirit of Bertuhng.
: Apart from the sword, there are minor treasures recoverable from the barrow: some gold, silver, precious stones, and the like.
: If the characters defeat or capture Nearfis, he will have some (stolen) trinkets of minor value at hand.

Friday, February 24, 2017

Tomb of Swords - mini-scenario

The tomb is ancient, the grave, according to local legend, of a prince of the Ellfolk who was a master of the iron sword. Some folk tales say the sword was the prince's wife, one of the shape-shifting fey. If he was wounded, the sword danced above him to protect him, but she could not parry the death that found him, when he drowned crossing a river in a raid.

The place is called Tomb of Swords, and untold adventurers have gone down into the dark, seeking that enchanted blade, and few have returned. Now, the lord's youngest son has gone missing in the same place.

A pair of quarrelsome gargs are camped in the passageway under the standing stones, but they are mere vagrants, newly arrived, and have no interest in the deeps of the tomb.

Beyond them are the outer chambers. Patient adventurers, searching carefully, will find exquisite mosaics, scenes from the prince's life: the hero fighting the enemies of his clan; the hero drinking from the cup of peace when the battle is over; the hero and his sword-wife; the grieving fey laying him in the tomb with sword, helm, and shield, and a golden cup.

The horror lurks in the inner tomb. Every sword, every hero that ever perished in the tomb, takes the form of a roiling, black mass of dust and bone, grasping a hundred corroded swords. Mad, red eyes sometimes wink in the cloud. The sword-ghost cannot be harmed and will never relent. It is possible to parry the rain of blows with sword and shield, and the ghost will not pursue those who flee beyond sight to the standing stone.

The sword-ghost will not attack any mortal with empty hands.

Only one of the Druit gods could defeat this thing in battle or dismiss it by magic. But if a mortal could find the cup of peace and offer a draught from it, then perhaps the many tortured spirits trapped here could be freed.


Friday, December 2, 2016

Magic in Arihmere

Inspiration for a loose magic system that avoids the spell-lists and spell-points approach, and is best suited to rules-light, skill-based, or free-form gaming.

On Magic

No one learns magic to become kindly and wise, or to save the kingdom. As nobles rely on land, treasures, retainers, and swords for their power, wizards rely on spells and secret knowledge, which they guard just as fiercely. Hence, there are no colleges of magic or schools for sorcery. Wizards hoard their knowledge, and choose their apprentices carefully, never revealing the whole of their learning.

Magic can do terrible and strange things, certainly, but it cannot alone rule the peasants, reap the harvest, or lead men into battle. For this reason, magic does not claim kingdoms or domains, although the aristocracy often seek out the wise for counsel and aid.

Although there are almost as many traditions of magic as magicians, certain principles are constant:

  • Nothing will come of nothing. A wizard cannot create something from nothing, or effect change without consequences. Hence, a wizard cannot conjure flames out of thin air, although magic can persuade a smoldering ember to spark and leap and burn.
  • Sympathy generates effects; follow the nature of things. Acquiring a personal item makes it easier to follow or charm someone. Dropping a grain of sand into a lock makes it impossible to open, touching a flint to a blade can make it razor sharp.
  • Magic is not orderly. Magic disturbs nature, and hence a spell cannot be recited by rote and expected to work in the same way every time. The effects of a spell cannot be calculated exactly, and all spells must be part invention and circumstance. By the same token, all charms are mutable, and no magic cannot be undone, although the right way may be obscure and surpassingly difficult.
  • Terrible powers have terrible consequences. The more powerful the magic, the sharper the peril. A spell of bear-form may lead the caster to becomes solitary and bearish. A spell for viewing from afar may make the caster obsessed with spying. The Fell Lords know well the price of the hunger for power.
  • There is always another way: wizard's deceive nature, and even where one spell fails, another trick may suffice.
  • No spell is perfect or entire.

Using Magic in Your Game

First, a character must have the second-sight (which means they can always see ghosts and the fey, by the way, and are not easily fooled by appearances) and they must have some schooling in practical magic. It helps to have been an apprentice, or belong to a tradition (witchcraft, sorcery, and so on).

Second, each magician should have at least one study: an area of magic that they have devoted care and attention to. Studies are individual, like skills. Smoke and fire could be one area of study, or luck and chance. A witch might study curses, or the ways of the deep woods (the language of beasts and plants included).

There are, of course, far too many spells to enumerate or list, but when the time comes to cast a spell, an appropriate study always makes bringing a spell to mind more likely.

In terms of working magic, spells fall within at least four categories: tinkering, tampering, bending, breaking. All of these categories show how hard a magic is to accomplish:

  • Tinkering: anything that could seem like exceptional skill or luck: the knot that won't slip, the herb that heals and just happens to be at hand, the object that disappears as though by sleight.
  • Tampering: spells that manipulate probability or temporarily subvert the natural order. The lock that springs open, or the buckle that slips in combat. Easier if the magician can leverage natural conditions (the icy ground becomes deadly slippery, a horse shies, the door jams), luck (the dagger that is not found in a search), or unusual facility (throwing the voice to trick pursuers).
  • Bending: Distorting or temporarily suspending the laws of nature. Drawing a flame out of dry wood, assuming the looks and manner of another individual, lulling a target to sleep or friendship, raising a breeze or a mist, soliciting the opinion of a tree.
  • Breaking: Magic that sets aside nature; things impossible by all other means. Speaking to the dead, causing an object to take flight, stepping into another mind or dream, changing form.

In play, magic should be like any other character action: the player should specify the magic and the effect the character wants to achieve. The GM should decide on the difficulty (from tinkering, which will be of medium difficulty, to breaking, the most difficult) and rule if the spell is possible, based on the character's intentions and study. Bending or breaking spells usually require some study.

When the spell is cast, it takes effect, and the results are described. There are no magic points to consider, but there are always the consequences of magic. In Fighting Fantasy, for example, a failed spell might require a Test for Luck to avoid some dangerous fallout.

Thursday, April 14, 2016

The old, old world

It has been remarked that Arihmere, like the rest of the Harrowmarch, has a patchy and chaotic history, subject to the rise and fall of empires, and the whims of kings, raiders, and would-be conquerers. Sometimes, glimpses of an even older history can be caught, necessarily partial and sometimes contradictory, a patchwork of legends and surmise.

Elemental Age

Elementals, the titanic primal forces, carve the world out of the First Matter. Many of the more elaborate pantheons mark out their myths of origin at this time.

Serpent Age

The Eldest Serpents rule and squabble over a primitive world. Notable creatures of this era are massive and reptilian: wyrms, drakes, serpents, and so on.

Ourgarth Hunts

Honed to ferocity in the shadow of the greater wyrms, the Ourgarths (giants and trolls), worshippers of darkness and strength, march out to rule the world. They herd massive aurochs, stalked by dire wolves and long-toothed lions.

Fae Domains

The otherworldly and magical creatures collectively known as the fae overcome the ancient rule of the giants and carve out their own domains. The fae claim to have learned magic, amidst their endless quarreling, from the dreams of dragons, which merely shows how little they may be trusted on any matter.

Others say that spirits, severed from the Earth during the Elemental Age, creep back across the borders of the world with the help of the Fae.

Fae Wars

The normally feuding fae raise their war-banners against the Ourgarth, betraying an uneasy peace and beginning a long series of wars.

Circle Builders

Ancient human clans (now remembered only for their enigmatic stone circles) join the battle ranks of the fae in confronting the Ourgarth. Human claim to have learned magic from the fae, in return for the mastery of iron, but the fae assert that their arts were stolen.

Rise of Marass Grim

A Dark Lord of the fae betrays his lineage and joins with the giants. The simmering war turns into an epic confrontation.

Arak Amay

Loosely interpreted by all sides as "The Battle Lost by Winning". The Fae-Garth War ends in disaster. The fae shelter within their  fortified mounds and the deep forests, while the giants and trolls sulk in the Unterdaerk.

Elder Folk

The human survivors of all the above found kingdoms around the seas, river plains, and northern forests. They are later known as the Ellfolk.

What follows is loosely called history, from the austere and wolvish empires of Earduath and Kees, to the campaigns against the Reaver Thegns, to the various struggles of the Sundering Wars. Occasionally, a beast or monster out of one of the elder ages slithers into view, but only the dragons know the whole truth of what went before, and they are not inclined to share.

Wednesday, January 13, 2016

The Darkness in the North

The Withered Lands in the north-east are where Arihmere takes a dark turn, a region of wilderness and ruins held by the deadly and enigmatic Fell Lords, servants of a usurper who many believe was slain decades ago and revived by his scheming wife. These lands are the perfect setting for a gritty, or gothic, adventure, oriented towards exploration, treasure-hunting, and avoiding (or stumbling upon) old evils. The terrain would fit the open-ended possibilities of a "West Marches" style campaign or sequence of joined adventures. One could even imagine a campaign to reclaim a ruined manor and surrounding lands, in the style of "Darkest Dungeon".

Begin with an outpost:
  • A mere cross-roads, with a broken and enigmatic sign-post
  • A ruined manor-house, haboring grim secrets, and with a view of the cursed fens
  • An embattled city, the last to be recaptured may be the first to fall to the Fell Lords
  • An outpost around a ramshackle keep

Then there is the terrain. Start building and detailing the campaign map, situating both perils and rare treasures among the moors, fens, overgrown pathways, and tangled woods:
  • Tottering watchtowers, where sly grimelocks and lumbering grolls lurk. These monsters raid the borderlands and return to hide behind a multitude of crude traps.
  • Deep ravines (ideal for hiding treasure), infested by wyrms and naggs.
  • Spider-haunted woods, the perfect retreat for a half-mad witch.
  • Battlefields, haunted by sorrowful wraiths, where every unbroken blade has a name and a story.
  • And the decaying piles that once belonged to any one of the Fell Lords...

As the characters uncover and meet more, you might introduce one of the Fell Lords as an antagonist or hovering threat. These are powerful characters, corrupted by their service to an undead tyrant, living an unnaturally extended life and warped by their service. Their ultimate number and identities are a matter of speculation, as are their plans and true powers, but the unique nature of each of the Fell Lords subtly informs his or her domain:

  • The Necromancer: a sorcerer on the threshold of life and death, served by wraiths and shadows
  • The Sword: a fearsome warrior, and the tyrant's most hated enforcer, served by faceless armored warriors
  • The Intriguer: a spy and informer, served by crows and traitors
  • The Rider: the swiftest of the Fell Lords, served by spectral horses and their swift riders
  • The Artificer: the smith and craftsman, served by strange mechanisms and guarded by subtle traps
  • The Poisoner: a master of assassination and poisons, in his service are vipers and spiders of all kinds
  • The Hunter: a stalking terror, relentless in pursuit, served by wolves and other predators, mistress of the wild places
  • The Equivocator: the Fell Lords' spiritual advisor and preacher, master of guile and deception (you will never guess who your real enemy is)
  • The Prowler: a withered dwarf, the Fell Lords' tax-collector, greedy and clever, offering bribes with one hand and stealing with the other, and served by treasure hunters and ghouls

Ready to explore? Then grab some rules of your own or try the nameless d20 adventure game, and set to it.

Sunday, June 21, 2015

Adventures in Garedaron Vale

Scenario seeds for adventures in Garedaron Vale

Roll a die, or simple select an interesting scenario element for motivating a journey into the valley of tombs.

A character:

1 - A houseless, and near penniless, nobleman, seeking to restore an old property.
2 - A seemingly pious cleric with a taste for forbidden magics.
3 - An (apparently) scatter-brained antiquarian with a garbled collection of notes and maps.
4 - A pompous merchant with designs on a derelict noble title.
5-6 Any combination of the above characters and motives.

Seeking:

1- A vile heirloom, such as a blood-stained blade.
2 - A piece of massive jewellery – only a occult scholar can decode the inlaid map.
3 - A key, to another tomb: always the return to the dark.
4 - A casket of mouldering scrolls.
5 - A neglected and inaccessible shrine – did we not mention the sacrifice?
6 - Discourse with one of the dead – try to keep it civil.

Complication:

1 - Respectable tomb-robbers, whose guild rules do not permit interlopers.
2- An archaic order of guardians to a select set of tombs.
3 - Adventurers, like yourselves, led by a character, as above.
4 - Treachery: your patron has no intention of fulfilling the bargain.
5 - Terrors: you couldn't very well not expect to alert some ancient evil, could you?
6 - Vagrants, with no interest in the tombs but lurking nearby to hide or pick up easy loot: brigands, outlaws, or vermin such a gallyjaws.

Monday, June 8, 2015

Garedaron Vale - mini-scenario

No one knows which reign or empire it was began carving tombs out of the Garedaron Vale. The mouth of the vale faces West, and the setting sun strikes the end of the valley once a year, on the eve of High Winter. There's a road, also, faced with black stone, in which the weeds never grow. The hillsides are full of cracks and holes, where the cold rivers flow out from unknown paths in the dark.

Some say the first true tomb conceals a path into the mountains which leads to the realm of the dead, but what of that? Tomb-robbers have journeyed to the vale for many years. Some bring out treasures, and some come back shaken and with a dark tale; some don't come out at all, and some speak of rare finds slipping from their hands at the end of a dark hole.

Off course, there are taemsprits and parson-hawkes lurking in the scattered tombs and barrows, but the worst of it (the old thieves say) is what the vile curses of the sorcerer-priests do to living things that shelter all unknowing in an enchanted crypt. What of a spider and toad and rat all blended together, hungry and foul and half-dead?

Barrows, tombs, monuments, caverns and ossuaries, they're all there to see by daylight, but after dark, what looks down on you from the valley walls?

Wednesday, July 16, 2014

Perilous creatures

Arihmere, as has been mentioned, is known for its haphazard and unlikely collection of perilous beasts. Here are a few, presented for use with Sword/Play.

Grimelocks

Could be mistaken for men in the distance, for they go on two legs. But their backs are broad and shaggy and their arms are longer, and they have only four digits on each hand. Their faces are like those of goats or sheep, though they have no horns. Grimelocks are silent; no one knows if they speak, or make their thoughts known only by grunts and howls. They are not needlessly cruel or given to mischief, but rather heedless and touchy, and they will slay any being they find within their territories. They weep during battles.
They have no true smith-craft, but arm themselves with spears and axes beaten out of stolen blades.

SKILLS: Tireless, Silent, Hunter
STAMINA: 10

Naggs

Naggs fly out of darkness, from caves or deep clefts in the ground. They have leathery wings, stretching as far as the arm-span of a man, but their beaks are long and blade-sharp. They attack by diving and are very swift, but cannot fly if wounded. They hunt for blood and sport, like wolves, and are most dangerous in packs where they will harass and slash before stooping to the kill.

SKILLS: Fly, Slash
STAMINA: 5

Trillits

Diminutive vermin, little taller than a man's knee. They scamper about in wastelands, preferring fens and marshes, where they hunt and scavenge. Oftentimes, they will attach the glowing seed pods of a knafer tree to a branch, creating a tiny, greenish light that they parade to lure the curious and unwary into sinkholes and other crude traps. They are cowardly, quick, dangerous only to those they trap when they mob their prey in large numbers, armed with sticks and sharpened stones. A trillit hole can often contain unregarded treasures as well as the leavings of their victims.

SKILLS: Sneak, Hide, Quick
STAMINA: 3

Taemsprits

Ancient, vile predatory spirits, that lurk in old tombs and bury-grounds. Having no bodies of their own, they dress themselves in grave-shirts, dust and bone, creating a vague mockery of the forms of the dead with cold blue eyes. Blades cannot wound them, unless spell-bound or forged of deep-steel. Their touch burns like ice. They cannot travel in daylight, and the wind and sun will destroy them.

SKILLS: Lurk, Terrify, Freeze
STAMINA: 20

Ourgarths

Ungainly, at least half again as tall as any man, with bulbous heads and features, and bones that are often uneven or ill-shaped. Ungainly and awkward in movement, they are easy to strike, but their thick hides and dense bones make them difficult to wound, and their great strength and terrible two-handed swords are to be feared. Surly and solitary by nature, they are unusually deft metal-smiths. They forge treasures and weapons of great worth, which they guard ferociously.

SKILLS: Smith, Greatsword, Massive strength
STAMINA: 18

Thursday, July 10, 2014

Beyond Arihmere

Although the old realm of Arihmere is unfortunate enough to contain more than its share of dangers, there are many notable realms beyond its borders.

South: The Sundering Wars

Cordaigne, once known as the Captured Kingdom, was held entire by the Theran Empire, but the empire is now divided, and both successor states, east and south,  claim a patchwork of provinces and cities within its borders. As though the separation were not chaotic enough, the brawling Andaran Princess and the nominal King of Arihmere intervene in the simmering conflict, siding with one side and the other, warring and aligning, claiming and ceding territory, every year.

North: The Fell Lords

A hundred years ago, or more (for historians argue the dates as much as they doubt the events) it is said that Haladrin the Good was the only king ever to unite Arihmere under the one banner. Naturally, he was murdered by an ambition noble, Streigil, the Lord of Vosse and Cabel. Streigil did not rule alone, for he had nine (or eleven, or twenty three) dark lords at his side to impose his terror, and a witch-wife besides. Naturally, there was a revolt, and Streigil was struck down in battle (some say, slain). But his lords would not accept defeat, and turned to sorcery and infernal pacts, and three years later the Lord of Vosse and Cabel (or his revenant) returned to the throne with his wife as Queen and First Minister.

Whatever the truth of it, the Lady Streigil was finally undone by blade and magic, and her Fell Lords retreated far into the north. Most likely they perished among the fens and mountains, but in the north they say that the Fell Lords still rule among the black forests and dead lands where the pastures wither, planning their return, when they will recover the master and his lady from the deep, secret barrow where they were interred.

The Copper Road

The Wolve's Lane is but the end of a long road, winding from the far, forgotten south-east, from mountains, steppes, deserts and rivers and boundless forest, from sprawling kingdoms, empires, satrapies, protectorates, khanates and republics. Through all of this runs The Copper Road, named for the earliest coins that travelled between its markets, before even steel was forged.

The Arrant Sea

The Arrant Sea is wild, cold and clear. Most ships follow the shore, but there are uncounted islands and strange landings out there. For three hundred years, the Reaver Thegns have come from over the horizon, raiding or seeking kingdoms to steal, and every once in a while, the great armoured backs of the Heviathands, bristling with walls and turrets, heave into view from the shore.


Wednesday, July 9, 2014

On the realm of Arihmere

Arihmere is a varied country, and its terrain includes wild coastlines, valleys and moors, and rugged mountains. There are many manors and villages, watch-towers and castles, and a handful of villainous cities and deep ports.

The peoples of Arihmere, townsman and peasant alike, have long settled within stout walls and hedges. Under the manorial system, most commoners are protected by the arms of a nobleman and his knights. But the realm is divided, tugged in many directions. In the south, the impetuous King Martyn spends the campaign season mired on the Sundering Wars, draining his treasury while he clings to the ancient title of king in the city of Warrensworth. At odds with him, but scattered along the north marches, the great houses bicker over precedence and territory, in the shadow of the Withered Lands.

In truth, Arihmere, like most of the Harrowmarch, has never been under a single law, but a subject of incomplete rule, from the ramshackle empires of the Erduath and Kees, to the clannish realms of the Ellfolk, to the Reaver Thegns and the witch-realms of the Leaden Lords before their fall. Much of what is known or said of the history of Arihmere is mere guesswork, were it not for the old pits and works of these lost domains.

The only certainty is that the realm is known for its haphazard and unlikely collection of perilous beasts and strange folks, for its grimelocks and trillits, ourgarths and teamsprits, monstrous wyrms and shy fae, and countless other oddities.

Tuesday, May 27, 2014

The Soul-bell and the Silent Village - mini-scenario

You reach the village after a long day of adventuring or travel, in high spirits. But the street is dark and cold. You think at first you see a dog rummaging through a pile of kitchen scraps; then you realise that it's a wolf, the first of many.

When you break into a house, you find everyone asleep, in a slumber that cannot be broken. Anyone with witch-sight can see the larvae, the spirit-wyrms, coiled about the bodies of the sleepers. But no common sorcery can dismiss a wyrm without destroying the mind of the sleeper.

Eventually, you might find the broken crypt in the kirk-yard and the body of the poor, damned fool (an adventurer like you) who opened it. Soul-burn is a hideous death.

There are clues scattered about the tomb and notes in the priest-house that might lead you to the legend of the soul-bell. But an interfering priest of the Narrow Faith cast that relic into the ravine a hundred years or more ago, and the ravine is haunted by grimelocks, naggs, and worse.

But it might be worth finding the bell, and letting it ring from the spire before dawn. Before the spirit-worms pupate and hatch...

Monday, April 14, 2014

FF redux - SKILL and WITS


Having one score (SKILL) in Fighting Fantasy for all tests can lead to pretty similar characters with similar abilities across the board, especially if you run your FF with a fixed SKILL, as I suggested in another post.

This is a simple variant for character creation that introduces a new ability, WITS, and a new test for WITS. With a balance of SKILL and WITS, it's possible to create more varied characters that emphasise different abilities, from battle to stealth and cunning.

New Abilities

SKILL: represents general fighting ability, strength and coordination. SKILL is used in fights, and in tests of SKILL which requires force or agility.

WITS: represents resourcefulness, cunning, nerve and dexterity. WITS are useful for tests of stealth, cunning and awareness, and tasks that requires a light touch, such as picking pockets or tampering with locks and traps.

STAMINA and LUCK are unchanged.

Initial SKILL and WITS

SKILL and WITS begin at 6. Then distribute a further three points between them.

GM's Notes

In Arihmere, adding WITS means characters can divide their efforts between combat and stealth. One can master one or the other, or find a near balance, but not both. An armoured knight might choose a SKILL of 9 and WITS of 6, showing contempt for 'dishonourable' tactics, whereas a lightly armed rogue (SKILL 7, WITS 8) may prefer subtlety and stealth in many a dark spot.

You may supplement battle with tricks and traps, but WITS should never be a substitute for clever play. That is, don't prompt a player to test WITS to find a hidden trap unless they are already directing their attentions in a particular direction by announcing a search.



Wednesday, April 2, 2014

Simple damage rolls for Fighting Fantasy

The fixed two points of damage for any normal hit against any character in any armour with any weapon in Fighting Fantasy is something of an over-simplification, and damage is usually the first feature of the combat rules to be house-ruled or adapted for advanced games.

But in the spirit of Fighting Fantasy, if you are going to roll another die for damage, why not make the rule as simple as possible?

Rolled Damage for Fighting Fantasy

When a hit is achieved, roll one die. This is the number of STAMINA points the wounded character will lose.

Weapons

Heavy weapons (two-handed swords, troll clubs) add 1 point to the total STAMINA loss.
Light weapons (goblin swords, short-staffs) deduct 1 point from the STAMINA loss.

Armour

Light armour deducts 1 points from the STAMINA loss.
Heavy armour (like plate or a full mail hauberk) deducts 2 points.
A shield deducts one more point from the STAMINA loss if the character carrying the shield makes a successful test for skill.
(The GM may apply the protective value of armour (1 or 2 points) as a penalty to any test for skill involving agility or speed.)

LUCK

A successful test for luck will cause a 1 point hit, if wounded, or a 6 point hit, if attacking. There is no penalty for failing the test for luck: a hit is bad enough.

Wednesday, March 19, 2014

Tomb of the Bear God [mini-scenario]

Everyone knows that Beyreg the Sneak is a coward, a footpad, a lurker, a petty thief. So when two of the sheriff's men went out to find him in the woods and were found dead, with their skulls broken and their chests ripped up, what could have gotten the better of them?

There's an old tomb that once belonged to the Bear God deep down among the oldest, most tangled trees. Hunters saw Beyreg prowling out there. The reaching roots and storms have finally broken into the side of the barrow. And what could Beyreg the Sneak have found inside the tomb of a lost god?

Winding forest paths, tracks of a monstrous bear; the old, dim tomb and chambers full of bone; strange etchings on the walls, and a violated altar, the great bearskin of shape-shifting priests.


Monday, December 2, 2013

Tinkering with SKILL (Fighting Fantasy)

In a previous post, I put up some house-rules for running the venerable Fighting Fantasy system in Arihmere. I suggested a fixed SKILL score of 9 for all basic characters, but although this is near the average for any character created with the original rules (6+1d6), a SKILL of 9 would mean that most Tests of SKILL would succeed (about 83%, or 5 in 6).

This means that characters will mostly succeed at standard (unmodified) tests and have rough combat parity with many powerful FF monsters. The GM, of course, is expected to devise modifiers for situations to make play more interesting and dramatic. Characters with a high SKILL also gain less from a rare +1 magic or enhanced weapon or tool.

But if you want to make Arihmere a more dangerous place, make the standard SKILL 8 for an adventurer, and 7 for an untrained traveller at the start of adventure.

An initial SKILL of 8 means that the character is equal to a strong monster like a troll, but not a deadly or rare creature. It also means that finding a +1 item is more meaningful, as is any gain in SKILL through experience or magic. Characters with lower initial SKILL must fight harder together, and use their wits and strategy (and LUCK) to overcome tough opponents.

Monday, November 4, 2013

Crilmede [Mini-scenario]

There are three old tombs at the back of the little cove at the upper end of the steep-sided mountain lake of Crilmede. The only way in is by boat, or the narrow, crumbling track that starts a mile back along the shore.

Two of the tombs belong to princes of the Ellfolk, but the last one, the deepest and darkest, belongs to one of the old druit arch-priests, a powerful and cruel magician. They say fifty warriors with spear and shield were sacrificed and their bodies tipped into the dark depths of the cove – but sacrifices or not, they still answer the call of the arch-priest.

Problem is, no one remember which tomb is which. What are the chances that foolhardy grave-robbers would pass the wrong door at the end of the lake?

Tuesday, October 22, 2013

Vensford [Mini-scenario]

The old man drinking at the inn in Addistown tries to pay with a gold imperial, a three-hundred year old coin worth more than the ramshackle inn and everything in it.

Where did this remnant of the Tharkish Dominions come from? If pressed, the old man claims he found it in the riverbank, near the shallows at Vensford, with a broken lance-point and a rusted helmet.

Perhaps the ford is the lost site of one of the desperate battles of the Tenth Tharkish War, where a legion at least was trapped and drowned in the crossing.

Would a few adventurers brave the wrath of ghosts and the river to loot the forgotten battlefield?

No one remembers that the slinking water-garg Nardog lurks in the ford. A powerful swimmer, Nardog prefers to pull his victims into the water and drown them in the deep pools. He is less sure on land, but still deadly when cornered.

Nardog: water-garg (slimy trollish hunter)
Skills, Abilities: Grasping strength, Powerful swimmer, Silent lurker, Watchful cunning
4 strikes