The Alexandrian

Archive for the ‘Roleplaying Games’ category

The Hall of the Mountain King

WORST. PLAN. EVAH.

Dwarves: Oh no! All the gold in our mountain has been cursed!

Dwarven God: That sounds sucky. Here’s a magical artifact to remove the curse.

Dwarf 1: Think we should use it?

Dwarf 2: Nope. Let’s lock all the dwarves afflicted by the curse into the lower vaults.

Dwarf 1: And then use it?

Dwarf 2: Nope. Let’s evacuate the mountain.

Dwarf 1: And then we’ll use it?

Dwarf 2: Nope. We’ll hide the magical artifact in the depths of the mountain.

Dwarf 1: And… then use it?

Dwarf 2: Nope. We’ll create clockwork bodies for ourselves and inscribe the secret of how to find the artifact on the gears and cogs.

Dwarf 1: And… wait, what?

Dwarf 2: Then we’ll go senile. And centuries from now the grandchildren of our disciples will “con” a small group of adventurers into retrieving and using the magical artifact.

Dwarf 1: What the hell are you talking about?

I guess this is what happens when you write adventure modules by committee. (I really wish I was exaggerating this, but I’m not. Although they technically didn’t plan to go senile, this is, in fact, the background used in the module.)

THE SIMPLE FIX

The artifact wasn’t ready-to-use out of the box. The Secret Masters of the dwarves collected the tears of the Hundred Widows who had lost their husbands to the corruption of the curse. The fist-sized teardrop of gold they forged from the cursed gold needed to bathe for a hundred years in the widows’ tears before it could cleanse the mountain itself.

Unfortunately, long before the teardrop was ready, the dwarves had been forced to abandon the fortress. Or perhaps the Secret Masters arranged for the evacuation, planning to return a century later. Whatever the case may be, things didn’t go according to plan: A hundred years passed and, deep in the bowels of the mountain, the Golden Teardrop was completed. But the dwarves were never able to return to the Golden Citadel, and so the teardrop lay forgotten…

A couple months ago I mentioned that I had created counter-intelligence guidelines for the Gather Information skill. Confanity had mentioned that he was intrigued by them, and I promised to get them posted sooner rather than later. For certain definitions of “sooner” and “later”, I suppose that this has now been accomplished.

Counter-Intelligence: A character can attempt to detect other characters gathering information about a particular subject in the area by making a Gather Information check. The DC of the counter-intelligence check is opposed by the original Gather Information check made in the attempt to gather the information.

Avoiding Suspicion: If a character is attempting to avoid suspicion, it becomes more difficult to detect them. Although the character suffers a -10 penalty on their Gather Information check for the purposes of collecting the information they seek, they gain a +10 bonus to their Gather Information check for the purposes of opposing the counter-intelligence check.

In addition, cautious characters can voluntarily increase the penalty on their original Gather Information check, granting an equal bonus for the purposes of opposing the counter-intelligence check. (For example a character could decide to be extra cautious and apply a -15 penalty to their Gather Information check. Their unmodified check result is 30, which is modified to 15 (30 – 15) for the purposes of determining what information they actually glean. But if another character attempts to detect their presence, they would have to make a DC 45 (30 + 15) counter-intelligence check to do so.)

Modifiers: Apply a -2 penalty to counter-intelligence checks for every week that has passed since the original Gather Information check.

James Bond - Counter-Intelligence

USING THE GUIDELINES

For PCs, these guidelines aren’t only useful to find out if someone is asking questions about them. In fact, they’re generally more useful for identifying competing interests. Who else in town is trying to find out information about the Vault of the Dwarven Kings? Or investigating the Baker’s Street Gang?

Resolving these types of checks requires the GM to know two things:

(1) Who else is looking for that information?

(2) What should the DC of the check be?

The answer to the former question, of course, is situational. For the latter you could either set simple, static DCs as you would for any other Gather Information check, or you could actually resolve the opposed check.

FACTION

I generally find it useful to know what kind of information-gathering capacity factions have in my campaigns. For smaller factions (like an opposing group of adventurers or a small gang of bad guys), this is as simple as looking at the highest (or most appropriate) Gather Information skill modifier in the group.

For larger factions, I simply assign a Gather Information modifier to the group. (This number is essentially arbitrary, although I base it on the size, nature, and resources of the group in question.)

When trying to figure out how suspicious a particular group is (i.e., whether they’re performing counter-intelligence to make sure anyone is asking questions about them) or how pervasive their surveillance is (i.e., how often they’re making counter-intelligence checks), I’ve generally just relied on common sense to make a ruling whenever the question needs to be answered. But if you’re running a campaign where intelligence and counter-intelligence is likely to be fairly common (for example, a modern espionage campaign), then codifying those factors might be useful.

(For example, a Paranoid group might check 1/day; a Suspicious group every 1d6 days; a Cautious group once every 3d10 days; a Naive group might never check. In other words, if the PCs investigate a Suspicious group then there would be a counter-intelligence check made 1d6 days later.)

One Page Dungeon Codex

Last year my one-page dungeon The Halls of the Mad Mage, inspired by the twisted landscapes of M.C. Escher, won Best Geometry in the One Page Dungeon Contest. The deluxe version of the One Page Dungeon Codex 2009, which collects all of the winners, has now been released as a FREE e-book from Tabletop Adventures.

I believe the 2010 contest has also concluded (I didn’t enter this year).

THE HALLS OF THE MAD MAGE

Halls of the Mad Mage

If you like The Halls of the Mad Mage, while you’re at RPGNow for the Codex, you might also want to check out some of my other adventure supplements:

Mini-Adventure 1: Complex of Zombies Mini-Adventure 2: The Black Mist

Go to Part 1

Orkworld - John WickThe Bashfanal is one of the lesser cycles of orkish mythology. The story told above forms its core, and is known variously as “Fanal and His Brothers”, “The Fall of the House of Thrush”, or “The Second Birth of Fanal” (among others). The form and content of the cycle varies widely depending upon which orkish tribes are telling the story (based largely on where the stories began, whether they’ve survived, and how they’ve changed over time).

The telling of a tale from the Bashfanal may provide no more than a little local color to a GM’s campaign, but it is also possible to weave the tale of Fanal into the fabric of the campaign itself. The adventure seeds below assume that there is a fundamental truth to the story of Fanal as told above. As a result they will most likely work best in an epic Orkworld campaign, but are also easily adaptable to a realistic or cliché game.

Several of these seeds are incompatible with one another, but many of them can easily work in combination – leading to the possible use of Fanal’s story as a continuing theme and element of the campaign.

GMs are also encouraged to remember that, like the Orkworld game itself, the tale of Fanal – and its off-shoots – can easily be adapted to a variety of other fantasy settings.

THE SWORD OF FANAL

One version of the Bashfanal tells of Fanal’s last journey, which took him deep into the cold lands of the north. There he faced Galathvarl – a foul abomination spawned in the sorcerous joining of elven and orkish spirits.

Abandoned at birth by his elven creator, Galathvarl taught himself the ways of his sorcerous forefathers. Wishing to end the torment of his divided soul, Galathvarl had conceived a plan to summon forth Keethdowmga, the Great Mother of the Orks, and slay her — believing that in the moment of her death his own orkish spirit would be vanquished.

Whether his plan would have succeeded shall never be known, for Fanal was able to prevent the ritual’s completion – but only at the cost of his own life.

Galathvarl, for his own part, survived the mighty explosion which rocked the northern mountains – but only due to the perseverance of his elvish spirit. Through the many years which have passed, he has slowly nursed himself back to health from his nearly destroyed state. Now he is ready to repeat the ritual… but this time with the aid of Bashayla.

(GMs looking for a particularly simple way of incorporating the story of Fanal into their campaigns as a bit of local color could simply strip this idea down to its essential core: The PCs find Bashayla. Imbue it with whatever magical powers you feel appropriate to your campaign and characters.)

THE GRAY SPEAR

Upon the battlefield the Gray Spear was sundered in twain. Legend has it that while the orks retained one half of the spear the other half was stolen away by the elves. Fanal summoned a young ork by the name of Ghurdal to carry his half of the Gray Spear to a place of safety. When the Battle of the Triad came to an end, a search was called to find the other half of the legendary spear – but it had disappeared into the blackened lands of the elves.

Ghurdal carried his half of the Gray Spear to a secret complex of caves, far up in the mountains. He lives there to this day – his life sustained by the life preserving magics of the cave complex – guarding the Gray Spear against all trespassers.

Unfortunately, over the years between then and now, the magical energies unleashed by the sundering of the Gray Spear have slowly been building up in its broken halves. Recently these energies have reached a critical mass, and the mystical connection between the two halves is warping all of reality between the two.

The PCs must track down the two hidden halves of the Spear – one protected still by Ghurdal; the other hidden away inside an elven citadel – and reunite them, or the world of Ghurtha itself may be torn apart.

(A possible complication for risk-taking GMs: Galathvarl could, again, rear his abominable head in this scenario – seeking the two halves of the Gray Spear in order to power his foul experiments.)

THE TRIAD’S REVENGE

Not all of the orks who fought in the Battle of the Triad perished on the battlefield. Those who survived, however, carried with them a lasting curse – and this curse was carried down from one generation to the next… right to one of the PCs. It is said that the only way to rid an ork plagued by the curse is to wash in the blood of Fanal.

THE SPIRIT OF ATHVALSAI

Death has never been an effective barrier when there’s a good story to be told – thus it has been, thus it shall always be. When Athvalsai’s body fell during the Third Battle of the Triad, his spirit was not similarly broken. To this day it haunts the field on which it fell. Recently, however, the spirit seems to have disappeared. Although orks have cautiously moved back into the area, their actions may be more than premature – in truth, Athvalsai is gathering strength (or has gathered strength) in order to possess another host body.

THE RETURN OF FANAL: A TIME OF TROUBLE

When his adventuring days were done it is said that Fanal did not die, but instead crossed bodily into the world of the Otherside. One version of the tale tells how Fanal, with the help of Pugg, tricked Gorlam into letting him pass into the Otherside. Another claims that Fanal had to sacrifice the blade of Bashayla to Gorlam in order to pass (and that the sword resides until this day within the Great Toad’s belly).

Whatever the case, there he waits: Living among the gods and the spirits of the dead, awaiting the day of his Return – when he will save his people from a dire crisis which will threaten all their lives.

(Using this scenario, the return of Fanal should almost certainly be treated as the culmination of a grand campaign: The orkish people are threatened with destruction, and only by securing the return of Fanal will the PCs be able to save their race. It should almost go without saying that such a story could easily include the defeat of Gorlam himself. )

THE RETURN OF FANAL: A SPIRIT TRAPPED IN CRYSTAL

Not all versions of the Bashfanal claim that Fanal passed to the Otherside. Some say that Fanal fell in an act of sacrifice (the stories vary as to whether this was to great purpose or merely a small, but characteristic, act of selflessness). Of these stories, some fraction also claim that Fanal’s spirit was unwilling – or unable – to journey to the Otherside, and instead remained here on the Wakingside.

In this scenario, the PCs discover the dark truth of these latter tales: At the moment of Fanal’s death, his spirit was trapped in a blood red crystal through the foul sorceries of an evil elf. For centuries the orkish hero was forced to serve this dark master, until finally the elven lord was killed during a political machination. The crystal containing Fanal’s spirit was lost, but now it has been recovered by the PCs. In order to free Fanal from his prison, however, the PCs discover that they must secure an artifact created by the dead elven sorceror – and the only way to accomplish that is to venture into the Elven Desert and locate his forgotten citadel.

THE RETURN OF FANAL: A HAUNTED SPIRIT

Recently, forced onto ever-worsening land by the encroachment of man, a lesser household has set up their Winter Home in poor, barren territory which has never been inhabited by any humanoid race in memory. Unfortunately, this new Winter Home seems to be plagued by various forms of poltergeist and spirit activity. Upon some investigation the PCs discover that the troubles are being caused, as a way of attracting attention, by the wandering spirit of Fanal.

It turns out that Fanal was killed in battle before he could return the sword Bashayla to the cave from whence it came – as a result, his spirit has been forced to wander the world. This, of course, is where the PCs enter the picture: They must obtain the sword and return it to its rightful place.

THE BATTLE OF THE TRIAD

In a radically different vein, you might consider of the possibility of setting the campaign in the same time period as the stories of Fanal. In this scenario, the PCs are contemporaries of the Swordbearer and are present during the Battle of the Triad. A number of possible adventure structures suggest themselves within this broad outline:

1.     One of the PCs might take Fanal’s place in “history”, living out the events described above and triggering an entire campaign based upon the structure of the Bashfanal.

2.     Perhaps the PCs accompany Fanal during the Sword Quest to find Bashayla – going down in history as Fanal’s loyal companions and closest friends. This, too, could be used as a triggering event which allows them to accompany Fanal throughout the rest of his adventures.

3.     Another option is to simply use the Battle of the Triad as a backdrop to some other story: The PCs become involved with the battle through events totally unconnected to Fanal (although the deeper events surrounding the battle may have an impact at some later point in the campaign – for example if they encounter Fanal during his wanderings (see below)).

FANAL THE WANDERER

Another possibility in a campaign set contemporary to Fanal’s life is to have the PCs encounter the hero during the later part of his career – when he was a wandering hero among the orkish people. This encounter can be handled in a number of ways.

Go to Part 1

Orkworld - John WickFanal the Swordbearer
Son of Bama, of the Tribe of the Thrush in the Household of Tildahn

Trouble: 6
Zhoosha: 8
Wounds: 12

Courage: Legendary 2
Darkness: 2
Battle Sense (Navigating Battlefield): 3

Cunning: 4
Make Fire: 1
True Sight (See Invisible/Illusion): 3
Sense of Direction: 3

Endurance: 4
Stay Awake:

Prowess: Legendary 6
Sword: 5
Spear & Shield: 3
Dodge: 4

Strength: Legendary 2
Carry: 2
Endurance (Resist Damage): 4

Continued tomorrow…

Archives

Recent Posts

Recent Comments

Copyright © The Alexandrian. All rights reserved.