Wednesday, 7 December 2011

Legendary Locations: Cave of Crystals, Mexico

Nature has this unnerving way of making humanities greatest achievements sometimes seem seem really insignificant...

Crystal Caverns, Mexico - National Geographic
You can learn more about the expedition to the Cave of Crystals over at National Geographic.

Tuesday, 6 December 2011

Minions: my OSR take on the one hit wonder.

One of the 4e concepts that intrigued me most was the idea of minions, I thought it was very cinematic and was itching to see what it was like from a player perspective.  Earlier this year when I got a chance to play in a demo game I was quite dissapointed, there was no sense of fear or uncertainty about the whole combat and It left me quite unsatisfied.

despicable me minions
Geek Ken has some useful advice on how 4e DMs should use minions, particularly in the use of attack waves and Glimm's Workshop introduces the Resolve concept to make minions a little tougher but clearly something is not quite right with the rules for minions as they stand.

In OSR (or retroclones) a monster is generally ranked by its Hit Dice (HD) which in most cases equates to 1d8 of HP.  The DM can simply turn any monster into a 1 hit wonder by reducing the number of HP it has to a value below the minimum damage dealt by the majority of the party.  Even at 1st level this is usually around the 4HP mark and will increase slowly as the party's levels and damage bonuses increase. 

HOW I HOUSERULE MINIONS OLD SCHOOL STYLE

How the DM assigns this HP reduction is up to them, for me this depends on what type of monster I am stocking the encounter with.  If it's a creature with animal intelligence or lower with no social structure then I'll either randomly roll or just assign every creature the same value say 4HP per HD.  However, if it's a creature with higher than animal intelligence or an animal which has a clear social aspect then I like to use the following system:
  • ALPHA - (8HP per HD) - This is the pack leader or alpha, the toughest member of the encountered group and will be the one giving the orders.  There can never be more than one Alpha in a group regardless of its size.
     
  • BETA - (6HP per HD) - These are the Alpha's bullies, they do what the Alpha tells them to and will bully the norms into doing what the Alpha demands.  Their number depends largely on the size of the group but I like to use the ratio of 1 Beta to every 5 Norms.

  • NORM - (4 HP per HD ) - The rank and file version of the creature who will be goaded into action by the BETA or ALPHA.  In some cases I'll keep the actual value of Norm HP fluid just in case the PCs have excessively bad rolls, after all there's no point in them falling at the first hurdle and getting slaughtered by minions.
TAKING DOWN THE ALPHA

If players have the opportunity to observe a group before engaging they should be able to identify each ALPHA and BETA.  This may have a bearing on their plan of attack, particularly if they have ranged specialists which can target the ALPHA and BETA types and take them out provoking a morale check which may result in the norms fleeing or surrendering and giving the PCs the victory but morale for minions is another thing all together and maybe a subject for a future article.

Sunday, 4 December 2011

The Ruined Tower of The Archmage

Ruined Tower Prize
David over at the Tower of the Archmage is running a competition to win one of his scenic models, a ruined tower.  Unfortunately for me I'm based in the UK and am therefore ineligible (the postage to the UK would be ruinous) but I liked the model enough to knock up a quick map and the basics for an encounter.

The Ruined Tower of the Archmage

The ruins of this solitary tower sit atop an exposed moorland hill which is constantly blasted by the elements.  Anyone crossing the moor on a particularly stormy day or night will be glad to shelter inside the towers walls even just for 5 minutes.



1.  Ground Floor - Even in its ruined state, the ground floor of this 20ft wide tower offers a welcome respite from the storm.  If the PCs search the tower or try to light a fire they disturb 3 Wolves who have made a den under the spiral staircase.  They fight to the death.

2.  Spiral Stairs - The spiral stairs stop after 1 half revolution, anyone making a leap of faith whilst on the outer part of the staircase will pass through a dimensional portal onto another set of stairs which lead to the 1st floor.  The portal is invisible and can only be detected by magical means.

3.  The Library - This room is dedicated to learning and storing knowledge as evidenced by the many bookshelves which line the walls.  A staircase sweeps up to another floor above,

4.  The Storeroom - A small 10ft by 5ft room containing shelves stacked with a myriad assortment of magical and mundane ingredients.

5.  The Laboratory - An octagonal room whose walls are chalked with all manner of magical symbols and signs.  The floor is dominated by a pentacle and a cloud of oily black smoke writhe within in the shape of a column.  Sprawled face down on the floor just outside the pentacle is a white haired old man dressed in long robes clutching a book.

Enjoy....

Thursday, 1 December 2011

Fields of Battle: What's in the box?

During several recent trips to my FLGS (Orcs Nest in central London) I have found myself being drawn to Fields of Battle: Miniature Battle Rules for Castles and Crusades.  Unfortunately I like to know what's in the box (or book) before I buy it and scouring the internet for photos drew a blank.  Well here is a box content photo for those of you who may be thinking of making this purchase.

Fields of Battle Box Contents
Fields of Battle - Box Contents
As you can see the bulk of the content is made up from cardstock counters, wilderness battlemat sheets and the beautiful papercraft siege engines from Fat Dragon Games. The rules are contained in a slim 48 page book. Potential buyers may be turned off by this plethora of cardstock, particularly if they are intending to use this as a wargame with their own miniatures, but this would be an injustice.

I'll admit that this is probably a niche product, but I see it coming in veru handy as an adjunct to a regular RPG campaign session. I know that in my own games I have written storylines where PCs are involved in mass battle events, either as a group of fighters in a particular unit or in defending a castle from a siege assault.  RPG combat systems don't cope well with this scale of combat yet it is a quintessential part of almost every work in the genre which we use as our inspiration for our games.

The usual cludge is to focus purely on one or two encounters within the battle and your players will have no appreciation of the scale and in many cases will not have any impact on the battle as a whole.  Fields of battle attempts to bridge that gap by introducing a variant of the Siege Engine system which allows your Castles and Crusades PCs to get directly involved in the battle and their players can see the whole battle rather than just the tiny vignette you may have otherwise created for them.

In essence I just can't see myself carting around hundreds of heavy miniatures in order to stage a battle as part of my regular games session, whereas slipping this box into my backpack opens up a whole new scale of combat for my players.

Tuesday, 29 November 2011

Guilds of Dual - Basic Guild Concepts for Fantasy Roleplaying Games

Worshipful Company of
Feltmakers of London
I recently read a couple of interesting articles on Trollish Delver and Grognardling discussing the use of Guilds which inspired me to go revisit the guilds for my own FRPG campaign world, The Lands of Dual.

My first challenge (and one all GMs encounter) was to bring as diverse a party from the four corners of the globe together in as believeable a fashion as I could.  I decided to use the scenario Challenge of Champions by Jonathon M Richards (featured in Dungeon #58) which called for the use of a Guild to host the annual competition.  Thus was born the Adventurers Guild of Ayfal.

THE ADVENTURER'S GUILD

The seaport of Ayfal, and specifically their lodgings in the guildhouse, became the party's defacto base of operations for quite a while (15 sessions in fact).  The guild offers a number of useful services for its members in exchange for an annual membership and I came up with the following template:


AYFAL ADVENTURER'S GUILD
Motto:"In Darkness Find Rich Reward"
Membership:500+
Annual Membership Fee:200 GP
Guild Leader:Guildmaster Fenwick
Notable Members:Guild Secretary Ignatius, Guild Quartermaster Renfrew, Guild Loremaster Ehnid (Deceased)
Background:
Catering to the needs of the discerning traveller, the membership of the Ayfal Adventurer's Guild is an eclectic mix of Warriors, Wizards, Priests, Bards, Rogues and other occupations.  Guildmaster Fenwick - A middle-aged Priest has led the Guild for the last 5 years and his greatest achievement has been to expand the welfare services that the Guild offers.  The Guild is well received among the townsfolk of Ayfal and they enthusiatically support the annual Challenge of Champions contest and the increased trade it brings to the town.
Services Offered:
Banking - Money (or valuable items) can be left with the guild in it's secure vault and withdrawn at a modest 5% fee.  Depositors are required to give instructions on what to do with their funds in the event of their death.  Guild Secretary Ignatius handles all banking transactions.  International transactions are also possible through the use of "letters of credit" which are accepted between affiliated guildhouses.

Boarding House - Limited lodgings are available on a first come first served basis and the guild has arranged members discounts at several hostelries within the town.

Employment Services - The Guild acts as an employment agency for many of the other guilds and organisations such as the Town Council where tasks of a questing nature are concerned.  However, the Guild has a strict policy of not accepting tasks which involve the intimidation or assassination of town or guild officials.  At breakfast each morning Guild Secretary Ignatius reads out the list of quest opportunities.

Hospital - The Guild has several staff priests well versed in the medical arts and it's multi-faith membership ensures that last rites can be performed correctly irrespective of race or denomination.

Procurement of Supplies - Superior quality adventuring supplies can be purchased through the Guild's Quartermaster at a reasonable rate (+10% cost above normal) and the Guild has arranged a generous membership discount scheme with local suppliers such as smiths, jewellers, tailors, corsers, and cartwrights.

Training - The guild employs a team of veteran members in order to pass on their knowledge and skills to younger members. 

Library - The Guild has a well stocked library run by Guild Loremaster Ehnid who employs several scribes, clerics and cartographers to undertake research into ancient myths and legends and his pet project the cataloguing of creatures and monsters into the Guild's own Bestiary.


    OTHER GUILDS

    The Ayfal Adventurer's Guild is unusual in that it is multi-class in nature, accepting members from all the major character classes.  Each career class should have a "guild" of its own dedicated to the furtherance of their own particular talents although in some cases these may not be structured in the same way as in the example above.

    Rogues Guilds - Thieves and Assassins ply their criminal trades in the shadows and likewise their guilds operate in the murky underworld of organised crime.  The chief concern of these guilds is to:
    • Organise Crime - function as an industry regulator, ensuring that the overall level of crime does not escalate to a point at which the local law enforcement would attempt to increase their arrest rate and to ensure that unregulated thieves do not practice within the city limits thereby protecting their members incomes.

    • Legal Services - including the provision of bail funds, legal counsel, patsies and corpses when members are inevitably caught, tried and possibly even executed.
       
    • Benevolence and Welfare - thieves guild members may use part of their share of any loot to fund a welfare scheme to provide for their children and wives if they are incarcerated or killed.

    • Fencing - ensuring that stolen goods are quickly converted into cash through a network of related tradesmen and merchants.

    • Racketeering - some scams or rackets can only be successfully operated with access to a large network of skilled individuals.

    • Support Services - some jobs require access to equipment such as forged documentation or disguises.  Others require detailed plans of municipal buildings which can only be acquired from certain city planners.     

    Bardic Guilds - Bards, Actors, Jugglers and Circus Performers all have unique talents which to be supported different ways.  In large cities a Bardic Guild may restrict itself to certain types of performers but the most successfull will have an ecclectic mix of membership covering all the entertainment needs of its surrounding population.  Their activities would mainly revolve around:
    • Employment - ensuring that members have steady work and incomes commensurate with their skills or disciplines.  Usually this takes the form of "promoting" members appearances in the taverns, theatres and other performance venues which exist in large towns and cities but also by forming travelling companies which travel from village to village in the lands between them.

    • Library - each guild will have access to thousands of pages of prose, verse, lyrics and music which any member can access in order to expand their repetoire or to assist in the creation of entirely new works.  Members are encouraged to transcribe their creations and are rewarded with performance rights or credits when other members perform their work.

    • Training - members are regularly assessed to ensure that their performance skills are maintained at as high a standard as possible and tutors are available where performers need instruction and assistance when learning new techniques, instruments, disciplines or material.

    • Licensing and Protectionism - unscrupulous inn keepers and venue owners are kept in check by the guilds licensers, ensuring that venues pay performers the appropriate fees.  Performers can also avail themselves of bodyguards or escorts when playing venues in some of the less salubrious parts of a town or city.  These bodyguards are often called to perform enforcement services when venues fail to pay their acts.
       
    • Instrument Makers - Luthiers and other instrument makers are generally not populous enough to warrant their own guilds and the functions of quality and cost assurance and regulation therefore falls to the bardic guilds.  Members will be able to commission appropriate craftsmen to fashion and repair instruments at fair and reasonable prices whilst the craftsmen enjoy the benefits of a steady steam of customers and the odd celebrity performer endorsement. 

    Spellcasters Guilds - The organization and function of these guilds largely depends on how your game deals with the concept of magic and more specifically its abundance (or scarcity) or legality.  In societies where magic is rare or outlawed these guilds may be non-existant or operate in a similar way to that of a thieves or assassins guild.  In societies where magical practice is commonplace or legal then they will function much like other class or occupational guilds.  If the magic system you have adopted has different schools or types of magic it is also possible that some schools will operate within the law and others outside it.  Either way these guilds will largely be concerned with:
    • Power Control - ensuring that access to knowledge of spells and their components is controlled to restrict the development of uncontrolled and destructive power.  This may take the form of a hierarchical self regulatiing organisation such as a wizards college or in more extreme cases by the state or government using a system of registration and examination.  These organisations may also be responsible for the licensing of magic shops or vendors of mundane items which may be used in the practice of the magical arts.

    • Procurement - many spells require components which may be difficult or costly to procure.  A guild may control the supply of these components or may even fund expeditions to source and recover or harvest them.  The existence of proscribed spells may result in certain components appearing on "banned lists" and either the guild is responsible for controlling their supply or actively engaged in acquiring these items on behalf of its members.

    • Library - new spells and magical techniques will need to be recorded for the benefit of other scholars or practitioners.  Members may be actively encouraged to register new spells with the guild or if a competitive scholarly structure exists to publish their findings for peer review and adulation or advancement within the ranks of their organisation.

    • Training and Apprenticeship - the magical arts take years to master and there really isn't any alternative to the apprenticeship system.  Schools and colleges may operate systems to locate, and test candidates for basic magical aptitude and then provide training until they reach the level when they can be apprenticed to a master magician.
    Warrior Guilds - These may exist in many forms from the gladiator schools such as the Ludus Magnus of ancient Rome or dojo specialising in specific weapon forms or unarmed fighting techniques.  The specific membership recruitment techniques of the guild can also vary from the lowliest slave fighter, to the wealthy merchants and gentlemen members of fencing clubs.

    • Tournaments - the guild's primary means of income generation outside of any membership system will be to regularly hold contests or tournaments which demonstrate their members prowess.  These may range from gladiatorial contests (much like the roman colliseum) to organised boxing matches or illegal pit fighting against men or monsters or even a simple archery competition.  Admission revenues may be supplemented (or more likely eclipsed) by gambling revenues, although this largely depends on the type of event, patronage and the local view on the legality of gambling.
    • Employment and Recruitment - wealthy merchants (and in some cases the state) will always need bodyguards to protect their persons and establishments and who better to supply them than the guild.  Some governments may even use the guild as a front for recruiting fresh soldiers to fill out the rank and file of their army.
    • Training - the type of training on offer will largely depend on the theme of the school.  It could be as simple as churning out capable swordsmen or wrestlers for entertainment at public venues or it could be dedicated to teaching the swordcraft of a single weapon.
    • Medical Benefits - fighting in any form will likely leave you with wounds at some stage and the medics of the guild will be specialised in patching up their members ready for the next bout.  They may employ underhand or illegal means to do this such as magicians or alchemists and it is unlikely that they will be able to cure chronic illnesses, disease or poisoning.
    NON-CLASS GUILDS

    Some classes do not lend themselves to guilds in the traditional sense, but may instead be constructed around fraternal or religious lines.

    Clerics, Monks and Paladins - their faith is their guild and their temples or shrines their guildhalls, although Monks may be aligned to a particular fighting school and it is through the application of their fighting technique that they achieve a zen like state, enlightenment or may commune with their Gods.

    Knights - swear fealty to their King or Baron and do not seek out the brotherhood of other knights unless they are compelled by their code to seek out a common cause.  Less scrupulous knights may engage in tournaments for sport or financial gain but are unlikely to join or form organisations unless it satisfies their chivalric duty.

    Racial and Ethnic Guilds - Demi-human or humanoids such as Dwarves or Elves may form fraternal guilds out of a common need to support their "own kind" or to preserve or practice aspects of their culture.  Humans from other nations may also band together under a common nationality in order to further their own cultural goals or to present a united front when engaging with a nation state where they may be a cultural or ethnic minority.

      Occupational and Mercantile Guilds - The vast majority of guilds will be either occupational guilds designed to support the needs of a particular set of workers (skilled or unskilled) in the form of a labour union or mercantile guilds which control, regulate and promote their members business interests.  More information on the history and structure of medieval guilds can be found on the website of the Economic History Association.