Sunday, August 13, 2017

Azag Mozu Megadungeon: An introduction



It's been a couple years since I worked on Azag Mozu, but with hectic summer schedules it can be tough to get a whole group together consistently, and it's good to have a side-campaign in your back pocket for those game days when not everyone can make it but you still want to roll some dice. So here's the introduction to the Megadungeon (it fits on two side of a single sheet of paper) to hopefully give a lot of info in a short period of time. In contrast to the somewhat baroque dark fantasy of my Forgotten Halls mega, Azag Mozu is more a mix of Mesopotamian / Assyrian / Hyperborean / Cthulu influences.

Introduction

A thousand years ago, the gods of Atheon began dying, one by one. Once twenty-one in number, only eight remained by the time the rest figured out what was happening. One of their number, Mozu, the Lord of Shadows, had been murdering the rest and assuming their power.

The remaining Seven gods moved swiftly against Mozu, but the renegade god had already consolidated his power. From his great city of Abydo, he ruled supreme over the teeming masses of those who worshipped him. Mozu offered his followers something none of the other gods would: Immortality.  The war between Mozu and the remaining Seven would not be easily won.

The war raged for a century and more. During this period of savagery, two great heroes arose: Skallos, a warrior with unmatched swordsmanship, and Rehgedis, a wizard of incredible power and subtlety. Rehgedis drew upon the power of the Seven, freely given, to craft the Sword of Heaven. With it, Skallos challenged Ghorzirex the Iron Drake, chief of Mozu’s servants, at the gates of the Palace of Shadows. The defeat of Ghorzirex galvanized the forces of the Seven, and they sacked Abydo, razing the city to the ground, and pursuing the forces of Mozu deep into his subterranean palace.

Somewhere in the depths of the earth, the Seven at last faced Mozu, and vanquished him, chaining him for all time within a sorcerous Obsidian Prison. The left him behind, sealing the Palace behind them, and bade their followers dispel all memory of the location of Abydo and its dark palace.

Time passed…


The Tale of Sulla

In the massive trade city of Xathay, no Merchant Prince was so wealthy or powerful as Sulla Haithet. Sulla had built a massive network of shipping and caravans that trailed from the barbarian stronghold of Tresteign in the impenetrable forests of the north, to the mysterious city of Lashtuun-Ix in the steaming jungles of the unknowable south. Sulla easily secured a seat upon Xathay’s ruling Council of Thirteen, and there he sat.

For eighty years.

His rivals were growing impatient. Not only did Sulla refuse to wither and die as all men must, he looked and acted as hale and energetic as he was, at age fifty, when he first took his seat. Many whispered of witchcrafts, of bargains made with demons, and of dark rituals performed in the blood of innocents. Before long, the Inquisitors of Sinma, Lord of the Sun, slapped Sulla in chains and dragged him off to the holy city of Uthar to confess his crimes.

But no matter how painful his trials beneath the ministrations of the Inquisitors, Sulla never wavered that he had not consorted with witches or devils or any such thing. But he did have a secret. Sulla soon spilled out a tale of how he had acquired, early in his career, a map purporting to lead to long-forgotten Abydo. He gathered an expedition consisting of the most renowned mercenaries and sorcerers he could find, and plumbed the depths of the Azag Mozu, the Palace of Shadows.

According to Sulla, they fought great horrors in the depths of that dark place, but also found great treasures that he would use to found his trading empire. And he also spoke of the Black Gates: to pass beyond them was to receive the Gift of Mozu, Immortality. Of course, the Inquistors scoffed at his tale, and Sulla was dragged from his prison at sunrise one morning, and burned to death upon a pyre.


A Legend Persists

Sulla’s wild claims soon made their way, as all rumors of treasure must, into the whispers of taverns, and thieves’ guilds, and treasure hunters of all stripe. And what aging man, wealthy and covetous of extending the short life given him by the gods, did not dream of attaining immortality?

Expeditions to the Azar Mountains in search of the ruins of Abydo began apace, and soon tales of ruin and success alike began to work their way back to the cities of Atheon.


An Invitation

Now you, yourself, have been extended an invitation to set out with a number of your peers on an expedition financed by Naracen Gyle, a famed merchant of rare antiquities. Your compatriots assure you Gyle’s sources are good, that he does in fact know the way to lost Abydo. He even purports to have firsthand reports of what lies within Azag Mozu, the great iron skeleton of Ghorzirex, the Weeping Shrine of the Goddess Yllala, and the vast Lake Below. It is said that the Palace is not entirely of this world, but a place where the Underworld overlaps and bleed into our own world, and to sleep within the Halls of Azag Mozu is to invite Madness. But treasure is still plentiful and ripe for the taking for any adventurer clever enough and strong enough to defeat the guardians that still lurk within the maze of chambers and caverns.


Atheon

Atheon is a land of deserts interspersed with fertile river valleys. Many great cities dot the flood plains, and feature massive step pyramids, gleaming palaces, and mazelike bazaars. It is a Theocracy, ruled by the seven high priests of the Seven Gods of Atheon. Atheon follows a rigid caste system where nobles and priests are at the top, craftsmen, merchants, landowners, scholars, and soldiers are in the middle, and slaves, foreigners, mercenaries, sorcerers, and menials make up the bottommost tier.

To the north is Sea of Megea and further still a land of dark forests, black mountains, and barbarians. To the south is an unbroken chain of active volcanoes, and beyond that a land of savage jungles and exotic cities.

There are no true seasons in Atheon. It is hot during the day and freezing cold at night. Calendars in Atheon are based on their lifeblood: the flood and fall of the rivers.

Tuesday, April 18, 2017

Gnolls (per B/X)

"Gnolls are rumored to be the result of a magical combination of a gnome and a troll by an evil magic user."
- Tom Moldvay, Basic Rulebook


How did I forget about this?


Was the concept so horrible to envision that my mind erased it as a defensive measure?

Sunday, August 9, 2015

Lazy Blog Post - Classic B&W D&D Art
























Many modern RPG releases are big and glossy, full of color, with top-notch professional art. And yet, some still leave me cold nonetheless. When I need to warm up again, I go in search of the whimsey, panache, and unforgettable, unique quality of classic black & white D&D art.

Monday, July 13, 2015

Lord WAKAMAN brings the magic!



Sometimes the weirdest things turn up on this blog. And I don't even mean my own fever-induced rantings. Imagine my surprise when, doing a little BtBG housekeeping, I discovered that this old post on Ritual Spellcasting (game, not real, which is an important distinction here apparently) has become a popular place for lunatics to advertise their lunacy.

September 2013:

" I want to say A BIG THANK YOU to Lord WAKAMAN, indeed you are the WORLD GREATEST...I am a new creature now with the help of his powerful spell....search no further for spammers who act as real spell casters, the REALEST AND MOST TRUE SPELL CASTER is LORD WAKAMAN THE WORLD GREATEST."

January, 2015:

"this great spiritualist Doctor called Dr.Agbazara who has the greatest powers on earth i have seen, he help me cast a spell that brought back my husband who left me for good four years. He is really a great man that is making happy today."

July 2015:

"DR Zadson of EDUDUZADSONTEMPLE@xxxxxxxxx is a man sent by God to help the lonely,oppressed,deserted and broken hearted."

Maybe I should do a post on SUMMONING THE GREAT OLD ONES and see what turns up?

In the meanwhile, if you're looking for love spells and someone who is making happy today, why not give Lord WAKAMAN a call?


Friday, July 10, 2015

Is it wrong to try to pick up girls in a Dungeon?

Oh, you guys, you think of everything.

Monday, July 6, 2015

The Big Screen Barsoom that might have been.




Before the doomed Disney adaption of "A Princess of Mars", an earlier version was in the works by the maker of the pulp-steampunk cult film Sky Captain and the World of Tomorrow. While we can never know if Conran's version would have been truer to the source material than Stanton's (it appears the decision to neuter the film's title had already been in place by this point), I can say I do prefer the look of the Barsoomian cities with their majestic canals and other-worldly splendor to the butte-sized outposts of the Disney film, and the concept art for the Atmosphere factory is just awesome (around 2:30 or so).

Ultimately though, Hollywood's biggest hurdle with John Carter has nothing to do with visual effects or casting, but with it's inability to present us with an unabashedly heroic character. John Carter came from a time before popular culture and political correctness had imposed an informal ban on heroes who are pure of heart, strong of character, and unimpaired by guilt or angst. Carter's popularity endured for more than a hundred years (!) with no need to make him a drunk, or a slacker, or in need of a "strong woman" to lead him around by the nose in spite of his lazy and irresponsible nature. Once a film-maker is brave enough to let Carter be a hero again, an ageless icon of action and honor in the face of all obstacles, the franchise will resonate with audiences the way its supposed to.

Sunday, May 31, 2015

Expanding the Fighting Man again - more options for your Old-School Edition Fighter.



Waaaaay back in 2009 I posted the original five Fighting Man subclasses. Here are three more options for your players to take their vanilla 1E, B/X, or OD&D fighters in a more focused direction.



The Merchant

Merchants are a lynch pin of an active, thriving world, moving goods from place to place at a time when many folks lived all their lives without ever seeing what lay beyond the milestone at the edge of their villages. Merchants are experts of negotiation, collectors of maps and lore, and always have an eye out for the next big opportunity. They also tend to be jacks-of-all-trades, picking up many skills and languages along the way.
Prerequisite Ability: Cha 13+
Languages: Merchants begin play with one bonus language and add another at each odd-numbered level thereafter (3rd, 5th, etc).
Uncanny Trader: Merchants have a knack for getting the most out of a deal. They know how to get more coin when selling, and spend less coin when buying. This bonus is equal to 5% of the price (for sale or purchase) per level of the Merchant. For example, the 4th level Merchant makes 20% more when selling goods, and spends 20% less when buying them.
Traveler's Lore: Merchants have a 20%, plus 5% chance per level, to read languages, decode cyphers, and interpret obscure maps.
Magic Dabbler: A 5th level merchant can use magic as a 1st level Magic User, and gains a spellbook accordingly. 9th level Merchants cast spells as 2nd level Magic Users, and 13th level Merchant Princes cast as 3rd level Magic Users.
Shun Armor: Putting in long hours on horseback or at sea, Merchants do not often favor the use of heavy armor unless absolutely necessary, and customers tend to balk at the sight of it. Merchants cannot use their Uncanny Trader or Magic Dabbler abilities when clad in anything heavier than leather armor.



The Eldritch Knight

Eldritch Knights are warriors who employ the arcane arts to enhance their fighting abilities. Legends claim elves were the first to do so, but today warriors of all races may practice the art, provided they have mental mettle as well as physical.
Prerequisite Ability: Int 13+
Spellcasting: Eldritch Knights begin to add spells to their arsenal at 1st level, and progress every 2 levels after. So, a 3rd level Eldritch Knight casts at 2rd level, 5th at 3rd, 7th as 4th, 9th as 5th, 11th as 6th, and so on. They gain a spellbook as a Magic User does, and must use components as they do.
Limited Arms: Learning to cast while armored takes years of training and focus. 1st level Eldritch Knights can cast in Leather, 5th level in Chain or lighter, and not until 9th level and higher can they finally cast in plate mail. Also, one of the Eldritch Knight's hands must be free to cast spells, so shields and 2-handed weapons seldom see use by them.
Lightning Reactions: Once per day, an Eldritch Knight may use his weapon and a spell in the same round. This ability increases to twice a day at 5th level, and three times a day at 9th level.
Touch of Steel: Eldritch Knights can deliver spells that normally require a touch (such as shocking grasp) with their weapons, in addition to normal damage.



The Dervish

Dervishes are skilled warriors, usually from exotic places, who focus on speed and agility to enhance their fighting skills, rather than brute strength and steel armor. Dervishes are highly sought after as bodyguards and prize fighters. Their distinctive fighting style of whirling and leaping allows them to engage in combat unarmored, and strike multiple times with their flashing blades.
Prerequisite Ability: Dex 13+
Unarmored Defense: Dervishes can never wear armor (though they may use shields), instead, they wear loose-fitting, flowing clothes made of linen and cotton that confuse an enemies blade as they twirl and leap. Armored dervishes lose all their special abilities. At 1st level, an unencumbered, unarmored Dervish has an Armor Class equivalent to leather armor. At 5th, she has an armor class equivalent to chain mail, and at 9th, an armor class equivalent to plate mail.
Whirling Blades: A dervish armed with a light weapon, such as a scimitar, hand axe, or spear, can make more attacks than their slower counterparts. A 1st level a Dervish attacks thrice every two rounds, twice a round at 5th level, and thrice per round at 9th level.
Unwavering Focus: A Dervish reduced to 0 or fewer hit points during combat will go into a sort of trance state, allowing her to continue fighting for 1d3 rounds after.

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