Sunday, June 13, 2010

On Languages and Herbalism





Extending Languages

As with the rules for Retainers, I feel that the rules for languages have an untapped potential and can be extended to make the game richer and more interesting as well as more specifically evocative of the intended atmosphere. I recall paying very little attention to languages when I played D&D, and as a result of that, completely discounting the Intelligence attribute as anything but a guideline for role-playing. I think languages can be a means of introducing a kind of skill system-lite without adding a whole other mechanic.

All characters speak the Low Tongue (i.e. Common) and their alignment tongue, additional languages are granted to characters with high intelligence. Knowing a particular language not only allows a PC to communicate with other speakers of that language and thus have the opportunity to hire them as retainers, it also allows them to access and use particular equipment not available to speakers of other languages. Use of magical or sacred items of equipment requires special cultural knowledge that is unavailable to those that do not speak the appropriate language.

In effect, this allows the imposition of a skill mechanic by welding it onto an already existing and underused mechanic. Languages can provide options beyond those of race and class. I am interested in using languages as a means of utilising resources – treasure – as well as adding an aesthetic component, allowing characters to engage with different aspects of the setting in different ways.

Assuming that languages are generally fairly much ignored except as a means of providing important information to specific players, Intelligence becomes a dump stat, in much the same way as Charisma is a dump stat if retainers and reaction rolls are underutilised.


The Low Tongue: A bastardised version of the imperial tongue mixed with the ancestral languages of the peoples of the northern parts of the Empire. It is the language spoken by the most of the people of the Northern Marches.

Retainers: Peasants, Pilgrims, Poachers etc.

Special Items: Legendary Weapons and Armour, Amulets, Magic rings, caps and cloaks, Potions

The Sacred Imperial Tongue: The language of the Empire of the South and the divine language of the Imperial Church.

Retainers: Imperial Guardsmen, Agents and Priests

Special Items: The Sacred Canon, Clerical scrolls, Ensorcelled weapons of the Empire, Holy Relics

The Old Tongue: The language of barbarian outlanders and of witches and wizards.

Retainers: Heathens, Hermits, Druids, Shamans

Special Items: Magical spellbooks, Talismans, Idols, Druidic Tools, Magical Scrolls

The Language of Wild Beasts:

Retainers: Birds and beasts, Spirits of the Wild

Special Items: Wild Talismans

The Language of Trees:

Retainers: Entities of the Wild Wood

Special Items: Staves, Wands, Herbs

The Language of the Dead:

Retainers: Grave Diggers, Body Snatchers, Death Cultists, The Unquiet Dead

Special Items: Cursed Weapons and Armour of the Dead, Unholy Relics


The Language of Faerie

Retainers: Elves, Dwarfs, Halflings, Faeries

Special Items: Faerie Weapons and Armour, Fey Talismans

Tinkers’ Cant

Retainers: Vagabonds, Troubadours, Bandits, Tinkers

Special Items: Poisons, Thieves’ tools, Charlatans’ Tricks


Other Languages Might Include: The Trade-Tongue, The Celestial Speech, The Infernal Speech, The Language of the Kingdom-Beyond-the-Sea, The Secret Language of Gnomes, Alchemists’ Cant etc.


Herbs

I’ve loved the idea of herbalism in rpgs since I played Maelstrom when I was young. It fits especially well with the psychedelic Dung Age vibe I’m trying to achieve and also allows for the introduction of minor magical effects to the toolkit of the Average Joe. The real Middle Ages was full of cultural practices that were attributed with miraculous power (little has changed, really). I want for there to be a spectrum between mundane items and magical items that encompasses herbs, idols, shrines, holy relics and scriptures, alchemical formulae and various other oddments. I do not want to overcomplicate things with extra mechanics for PCs but to open up options available under existing mechanics by introducing campaign-specific items that require knowledge of specific languages to utilise.

Herbs may be found at random, or sought out at the cost of a number of Wandering Monster/Unpleasant Event checks. Uncommon herbs are found 10% of the time after two checks, Rare herbs are found 10% of the time after 4 checks. The DM may adjust frequency of discovery according to discretion.

Bladdervine: +1 Strength, -1 Dexterity for 1d6 turns. Uncommon

Bog Moss: Heals 1d4 hp but stains mouth, teeth and hands, -2 Cha for 1 day. Uncommon

Lanthorn Poppy: Smoker falls into a deep slumber for 2 hours, after which one first-level spell may be recalled. Rare

Sweet Grimblewort: +1 Charisma due to delightful fragrance. Uncommon

Glimmerweed: Infravision to 60’ for 1d4 turn, Character is at -1 to hit in bright light. Rare

Salamander Rush: +1d4 temporary hit points for 1d6 turn, -3 to Wisdom. Uncommon

Fireflower: +2 to dmg for 1 turn but causes 1 dmg. Rare

Yeoman’s Blessing: +1 to missile attacks. Uncommon

Harrow Grass: Detect Invisible for 1d4 turns, PC goes blind for 1d6 turns, 10% chance of being permanent. Rare

Scathe Nettle: Grants a +2 to saving throw vs. poison for 6 turns but causes 1 turn of violent purging during which character is incapacitated. Uncommon

Saturday, June 12, 2010

The Fells



Long time no post, here are a couple of things I've been working on in a reasonably presentable form. I'm not sure if this is the direstion I should be going in at the moment. I feel like taking things in a transhuman primordial biotech science fantasy direction but I'm sure the urge will pass.

THE FELLS

The Fells are the haunted uplands that lie beyond the border of the northern marches in the outlands, the Land-Beyond-The-Empire. The Fells embodied the Wildness of the Wilderness, fear, loneliness, strangeness and danger. The Horrors of the Middenmurk lie beyond.

Events that might befall travellers

1. Stinking Mires: 1d4 retainers start to sink, Successful Strength check by a PC within 3 rounds to rescue from drowning

2. Knuckerholes: Foul pit opens in ground, Random retainer falls in on 1-2 on 1d6 for 1d6 dmg

3. Dreary Fog: Saps meaning from the world, Save vs. Spells or -1 to Wisdom

4. Desolation: Great vistas of bleak emptiness. Morale check for Retainers

5. Darkling Woods: Forest of shadows, tangled roots and branches like scratching fingers in perpetual darkness, -1 to attack, missile fire impossible.

6. Creeping Chill: A bitter cold that seeps into the bones and saps the will. Con Check or -1 to Strength.

7. Witch-lights: Ghostly candles in the distance, Hirelings must make morale check or wander off into darkness.

8. Miasma

9. Cairn: Monument of piled stones, 10% chance of finding offering. Leave offering to receive bonus for 1 day. roll d3 1. +1 Strength, 2. +1 Constitution, 3. +1 Charisma.

10. Shrine: Pray for one turn and receive; 1d3 1. 2 hp 2. +1 Saving Throw for 1 day, 3. Pilgrim retainer that will accompany character for a week.



Creatures

The dreadful influence of the Middenmurk has made the Fells a place of nightmares. Creatures lurk there that are embodiments of the wild elements of the accursed landscape.


Things Rumoured to Exist in the Fells.

Dead Lord Crethering, Hrulf the Unbegotten, Aelfrick the Weirman, Netherus Cramp, Pentecost the Harbourmaster, The Stork-Woman, Old Braithie, Flendel and Briggs, Webba of Auld Skerrick, Trammel, Gristlebairns, The Alabaster Sow, The Ragged King, The Lang Man of Osterwick, The Hound of Kelmsley, Candlewrack, Uncle Nigh-to-Earth, Father Bracken, Broadbasket Shamwell, Minser Corbie, Eponymous Brock, Irongrin Skoathe, Flinties, The Feculent Dowager, Mill-wights, Privy-wights, The Lost Seneschal, The Seven Sisters of Fyldewocky, Murdoch Hillstrider, The Thicketty Man, The Maid in the Millpond, Mother Mansrot, Auld Rinkrank, Sir Umberton Nunsputter the Thrice-cursed, The Dawn Bear, Rufus Bombastus – Lord of the Eastern Wastes, The Miracle Swine, The Oracle Thrush, Knuckerbrides, Hoary Clooters, Bleakenswick Hares, Drusus the Vain, Asphodel the Blighted One, Maddock and Caddock, Anvilkine, Epiphany Fowl, Gossamer Cockerels, Avatars of Lassitude, Splinterfoxes, Whiskery Concubines, Nefarious Conflagrati, The Beast of Crippswich Hollow, Aunt Ailith, Eadgyth Coppertongue, Wickerboys, Treacle the Catamite, Tarn Shucks.

Roll d8s for Passion, Element and Form

Passions:

1. Cursed: drains 1 level on successful hit
2. Raging: Causes double damage
3. Tricksy: Charm person 3/day
4. Ravenous: Swallows whole on a 20, d6 dmg per round until the monster dies
5. Idiotic: +1 HD -2AC (penalty)
6. Pestilent: Cause Disease on successful hit.
7. Insidious: Surprises on 1-4
8. Tyrannical: Cause Fear 3/day

Elements

1. Barrow: regenerates 1 hp per round while in its lair
2. Weed: entangles on a successful attack and hits automatically every round thereafter, Strength check to break free
3. Cave: +2 AC
4. Mist: Protection from normal missiles
5. Toad: Extra tongue attack, if successful the next attack automatically succeeds.
6. Horse: Double speed.
7. Dog: Savage Bite, +2 dmg, -1 Morale
8. Fen: Drags opponent into a bog on a successful attack if a Strength check is failed, victim must succeed in a Strength check within 3 rounds or drown

Forms

I. Ogre: A brutal giant, save vs. paralysation on successful hit or be knocked out for 1d4 turns (treat as hold person)
AC: 7 HD: 3 Dmg: d8 ML: 9


II. Hag: A sorcerous crone,

Special
1. Fly 150’ (50’) on a broom or pitchfork, or in a cauldron
2. Rides a giant angry billygoat familiar MV 150’ (50’) AC 7 HD 3 Dmg d8
3. Curse 3/day, save vs. spells or suffer effects; Weakling! – half strength, Idiot! – half intelligence, Fool! – half wisdom
4. Murder of Crows: 2d4 dmg to anyone in light armour or less, range 200’, 3/day
5. Iron claws: 1d8 dmg
6. Devoted Slaves: 1d6 Degenerate Heathens AC 7 HD 1-1 dmg d6 ML:7


AC: 8 MV: 60’(20’) HD: 2 Dmg: d6 ML: 8

III. Bogey: A terrifying hunter; Sleep (faint dead away) 1/day, Ventriloquism 1/day
AC: 7 MV: 120’(40’) HD: 1 Dmg: 1d4 ML: 6

IV. Grim: An ill-omened guardian of forbidden things, presence causes blight
AC: 4 MV: 120’(40’) HD: 1 Dmg: 1d6 ML: 4


V. Beastie: A terrible shaggy thing,
AC: 6 MV: 180’(60’) HD: 5 Dmg: 1d12 ML: 9


VI. Shade: A nightmare from beyond, drains 1 point from an ability score per successful attack; roll 1d6 to determine which ability score a shade will drain 1. Strength , 2. Intelligence , 3. Wisdom, 4 Dexterity , 5. Constitution, 5. Charisma
AC: 7 MV: 120’(40’) HD: 3 Dmg: 1d6 ML: 9


VII. Wose: A wild creature of the woods, Hide 33%, Sneak 25%, 10% chance of possessing a Talisman

Wose Talismans, roll d6
1. Toadstone – Invisibility 1/day
2. Shrunken Head – +2 to attack rolls
3. Mad-Cap Mushroom – +2 dmg for 6 rds
4. Ancient Torc – +1 HD
5. Ram’s Horn – Summons a beastie of the same element 1/day
6. Hideous Idol – seeing the idol requires a save vs. spells or blinded for 6 turns
AC: 7 MV: 120’(40’) HD: 1 Dmg: 1d4 (cudgel) ML: 8


VIII. Gargoyle: A stony idol animated by foul magic, Invulnerable to normal weapons

General Appearance

1. Squamous
2. Serpentine
3. Simian
4. Bird-like


AC: 6 MV: 90’(30’) Fly 150’ (50’) HD: 2 Dmg: 1d8 ML: 12