Wednesday, April 29, 2009

the Sacred Shrine of Ylalla


The sacred shrine lies upon a heavily wooded hillside about 3 miles outside of town. It consists of three 60' wide conical structures made of red cedar, descending steplike down the hillside. The hillside has been carved into gardened terraces over the centuries, and gravel trails lead along them. Behind the wooden buildings is an ancient stone circle consisting of nine twelve-foot tall megaliths surrounding a central divining pool of raised stone. The pool is spring fed, and spills over into a stream that tumbles down the rear of the hill into a deep, stony ravine. Several dark openings are visible in the walls of the ravine, tombs of priestesses dead and returned to Ylalla's womb.

Ylalla is a local goddess of Fertility, Rejuvenation, and Vengefulness. She is depicted as youthful woman projecting overt sexuality and her visage may range from caring to lustful to fierce. She is typically garbed in a simple crimson toga and holds a sheaf of barley in one hand and a barbed spear in the other.

The clergy of Ylalla is exclusively female. Upon reaching 2nd level, priestesses cease to age visibly, retaining their youthful appearance and fertility until the final 9 days of their natural lifespan, during which they age suddenly. They are typically garbed in crimson togas, but will don chain shirts and bear both shield and spear when necessary. Holy rites are observed twice monthly as the moon the waxes and wanes, and both summer and winter solstices are the most important holy days, attended by all local worshipers.

Currently residing at the Shrine are:
Arja, High Priestess (C7)
Carola, Captainess of the Shrine's Guard (F4), Arja's constant companion.
Essi, Asst. High Priestess (C5)
Hanna, Ida, Jaana, Shrine Adepts (C2)
Ilsa, Kaari, Laila, Maarit, Shrine Guards (F1)
Annika, Elisa, Helvi, Ilta, Janna, Katri, Mira, Nea, Oona, Riia, Shrine Acolytes (C1)
Paavo, Dwarf "handyman" (D3), the only male residing at the shrine.

Sunday, April 26, 2009

WotRP Preview 2 - Weird Science!


In additional to the new martial classes, Warriors of the Red Planet provides GMs with two alternatives to the tradional Cleric and Wizard for their Mars/Venus/Center-of-the-Earth/etc campaigns: the mind-bending Mentalist, featured in last week's preview, and the Scientist, master of inventions and gadgets of wonder and terror. This week you get a sneak peek at just a few of the Scientist's wide array of potential accoutrements. See if you can guess which Sorceries these Sciences replace!

Nightray Lenses
Science, 3rd Level
Range: 40 ft
Duration: 24 hours
Charge: 1/day
When activated by manipulating a small dial behind the left eyepiece, these midnight-blue, wire-frame lenses allow the wearer to see in total darkness for 24 hours.

Death Ray
Science, 6th Level
Range: 240 ft
Duration: Instananeous
Charge: 1/day
This outlandish looking contraption looks like a multi-barreled Irradium Pistol covered in tubes and wires. When activated, the 60’ cone of sickly-green energy waves can kill up to 2d8 creatures of 6HD or less.

Lightning Thrower
Science, 3rd Level
Range: up to 240 ft
Duration: Instantaneous
Charge: 1/day
This rod-mounted, wire-and-crystal sphere emits a bolt of lighting almost ten feet wide, up to 240’. Anyone in its path suffers 1d6 points of damage per level of the Scientist (half with a successful saving throw). The bolt always extends a minimum of 60 ft, even if this means that it ricochets backward from something that blocks its path.

Raygun
Science, 1st Level
Range: 150 ft
Duration: Immediate
Charge: 5/day
The standard sidearm of the well-equipped scientist, this pistol-like item emits a purplish ray of energy that unerringly strikes its target for 1d6+1 points of damage. At 5th level, the ray causes 2d6+2 points of damage, and at 9th it causes 3d6+3.

Invisibility Generator, Personal
Science, 2th Level
Range: Personal
Duration: Until wearer is hit or attacks someone else.
Charge: 2/day
This mountable gadget-box, covered in small brass dials, causes light to bend around a person or a thing, rendering it invisible. If the Referee is using the invisibility rules unchanged, the result is that an invisible creature cannot be attacked unless its approximate location is known, and all attacks are made at -4 to hit. If the invisible creature makes an attack, the effect is ended. Otherwise, it lasts until the gadget is turned off by the Scientist.

Disease Antimogrifier
Science, 3rd Level
Range: Touch
Duration: Immediate
Charge: 3/day
This small box of tubes and glass bulbs comes with a hose-attached syringe. If used to withdraw a sample of a diseased individual’s blood, it generates a colored capsule. Taking the capsule cures the diseased individual of their ailment.

Thursday, April 23, 2009

Retroclones and the Old School Renaissance

Why the “Old School Renaissance”? And why now? The resurgence in interest in old-school gaming is more than the vague, ephemeral suspicion it was a year or two ago: “is it me or am I seeing more message board postings on the old editions?”, “where did all these old-school blogs come from?”, “I started playing D&D with 2E back in ’91 or so and recently started looking into older editions…”. I’m sure you’ve seen these quotes in various forms across the internet for months now, like I have, with increasing frequency. Its kind of satisfying to be able to say, without second-guessing whether I’m being precipitous, that yes, there really is an Old School Renaissance, and yes, a lot more people are playing and talking about older edition D&D than there were even a year ago.

But why now? Those old editions have been right there all along, easily accessible from EBay, game stores with used book sections, and (until recently) in .pdf form for 4 or 5 bucks a book online. Why, seemingly all of a sudden, are so many picking up these old games and rediscovering how much fun they were, and talking about it so much? Sure, plenty of folks have stuck with them all along, and been espousing their advantages to any who cared to drop by Dragonsfoot, or K&K, or even ENWorld, but there’s no denying there’s a huge number of folks just getting into again (or in a lot of cases for the first time, which is especially cool imho).


Is it possible to put together a “chain of events” leading to the OSR? I hear a fairly common tale of gamers leaving the hobby in the early 90’s, suffering from a combination of apathy with an uninspired and increasingly complex 2E, and a need to focus more on finishing degrees, starting careers and families, etc. And then these “ex-gamers” remembering there’s something they missed when all the hoopla of a 3rd edition being announced arrives, and deciding to pick up the dice once more.


To find something…not quite what it used to be. Fortunately, 3rd party companies arrive that recognize that something special that’s missing, like Necromancer Games and Goodman Games, and they publish adventures designed with the old school gamer in mind. This doesn’t make the games truly old-school of course, but old-school enough that ex-gamers do infact become gamers again. They make room in their lives for the hobby once more, and a thriving 3rd party cottage industry gives many of them, myself included, the chance to do what they never so easily could do back in the militant TSR days: get their own stuff published!

But 3E, while an enjoyable pastime, was apparently still missing something. Why didn’t gamers flock back the old editions after a couple of years of this? Was the DIY ethic inherent in the hobby strong enough to keep them working at it, striving toward customizing the new edition into something more closely resembling the glorious old stuff? Well, yes, some folks out there did indeed do this. A couple of “halfway” games popped up, almost concurrently. TLG released “Castles & Crusades”, an unmistakably d20 game that lovingly crafted a thick coat of AD&D icing over the SRD while still staying strictly faithful to the terms of the OGL. BFRPG would also appear around this time, and take things yet a bit further. This nice little game, as opposed to C&C, was B/X with a thick coat of SRD on top of it, testing the OGL waters for just what was possible to get away with. This would be my first experience with what came to be called the “Retroclone”. Old-school-simple M20 appeared as well, completely based on d20, but with the old-school ethic of “less is more” better represented than in any variant so far.

Oh, and OSRIC popped up too! As the name states (Old School Reference..) this wasn’t even intended to be a game that you played, it was intended as a way for folks to release 1E AD&D-compatible adventures and supplements under the OGL. Nonetheless, people were downloading it and playing it. And printing it, and having it printed. And playing it. What exactly was going on here? I mean, people were talking about how much fun they were having playing “OSRIC”. There were folks bugging the admins at Dragonsfoot to open an OSRIC forum. But that’s the same thing as 1E AD&D, the mods responded, and the forum for that is still right here. But shouldn’t we have an OSRIC forum!?, the demands continued (and there is, now, a “Simulacrum Games” forum, btw). No, really, what exactly was going on?

Were 3E players actually leaving their game to move to OSRIC, a not-intended-for-actual-game-play clone of an out-of-print edition that was still easily available to anyone who bothered trying to get it?

Something was going on. Something was happening to 3E sales, though I can’t imagine the old-school movement had much to do with it. At any rate, WotC would trot out 4E D&D a couple of years earlier than anyone, including the developers, expected. Not what 3E fans wanted to hear at all. Or 3rd party publishers for that matter. But enough folks were interested in trying out 4E to push initial sales higher than those of 3E, by all reports. Some folks ran with the new edition. Some blanched at it, citing sacred cows and MMORPGs and anime and all that. Irreconcilable differences. Some, however, and these were the ones that caught my eye, were posting about how 4E reminded them of those old games, remember them, 1E and especially B/X? So much so, that hey, we should try and hunt down a copy of them. Or, we could just download one of these new retro-clones…

Last month I brought a LuLu-printed copy of Swords & Wizardry with me to a friend’s house, an ex-gamer who hadn’t played in decades. He looked at it, admiring Mullen’s cover art. “Wow,” he said, “this makes me feel…” he stopped, at a loss for words. “Like gaming again,” I offered? “Yeah, like I wanted to way back when”

Did Retro-clones just happen to come along at the right time, an unlikely conjunction of opportunity and availability? Is the OSR just a fad, destined to fade away as fast as it appeared? Or has it been slowly building in the background all along. Do Retro-clones offer just the right amount of “New and Shiny” along with the necessary amount of nostalgia? Did some failure in the design and marketing of the newer edtions of D&D contribute? Lots to ponder. And lots of good gaming to be had as we watch this whole renaissance thing continue to develop around us.

Wednesday, April 22, 2009

Spirits of the City State

Nightwatchmen
Armor Class:
6 [13]
Hit Dice:
1+1
Attacks:
Shadowy Weaponry (1d8)
Saving Throw:
18
Special:
Dread
Move:
12
Challenge Level/XP:
1/15

In the days before the Overlord's violent rise to power, the Nightwatchmen served the purpose the City Guard serve (or are supposed to serve) today. Yet by the time of the Overlord's ascension, they had grown into a corrupt, Temple-sponsored boysclub that did as they pleased while the weaker classes were preyed upon unchecked by the organized criminals of the Citystate. No one is sure who placed the curse upon them that causes their spirits to patrol the streets now on starless nights, but when they do they are implacable and incorrupt, taking a bloody toll of any they find in contempt of the law, which includes adventurers out after "curfew". The Nightwatchmen appear as whispy, shadowy, guardsmen. They inspire terror in those they attack, requiring a saving throw to face them bravely without suffering a -2 penalty to hit.


The Hellboar of Bywater
Armor Class: 4 [15]
Hit Dice:
10
Attacks:
Gore (3d8)
Saving Throw:
5
Special:
Spell Immunity, Breath Weapon
Move:
12
Challenge Level/XP:
11/1,700

This immense, rotting, black swine has fiercely glowing eyes, and drips with maggots and filth. Once every few years it rises up out the Mermist Marshes to rampage into the city on an unknown errand. The last time it attacked, about 3 years ago, it killed nearly thirty citizens before the arrival of elite warriors from the Cryptic Citadel were able to drive it off. Once per turn, the Hellboar can exhale a black cloud of unholy cold, doing 3d6 pts of damage to all within a 60' cone. It is immune to spells of less than 3rd level. More than one party of adventurers has been lost in the Marshes hunting the fell thing, for its heart is rumored to be a cursed ruby of immense size.

Deadman's Dirk
The thieves of the City State live and die by their blades, and some thieves' spirits never leave their favorite sidearm. A Deadman's Dirk is a haunted +2 dagger that carries a malicious poltergeist around with it. The spirit will generally taunt and harrass its weilder in its ragged, whispery voice, angrily throw things around (strength of an unseen servant), and will whisper nightmares in its owner's ear as he sleeps.

Tuesday, April 21, 2009

Animated Dungeon Delve?

This is bizarre. I guess it could make an *interesting* one-page dungeon contest entry... Enjoy!

Monday, April 20, 2009

Happiness is a....


...Big honkin' compilation of Savage Sword of Conan!

almost 600 pages of old school sword & sorcery goodness, and this is part one of six or more volumes.

It warmed my cockles (can I say "cockles" here?) to see this stuff again, I have a modest, but woefully incomplete, collection of the real thing. It was one of my favorite mags, and came into my life at effectively the same time as D&D and Star Wars and all the other nerdphoria that consumed my adolescence.

The series featured some of the best artists at the time, and stayed truer to the source material than most later comics or movies would. And its fun to read...

Saturday, April 18, 2009

Quoth the Raven


And the Raven, never flitting, still is sitting, still is sitting
On the pallid bust of Pallas just above my chamber door;
And his eyes have all the seeming of a demon's that is dreaming,
And the lamplight o'er him streaming throws his shadow on the floor;
And my soul from out that shadow that lies floating on the floor
Shall be lifted�nevermore!

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