Monday, October 9, 2017

Soul-Catcher Canyon

The idea of a plane traveling campaign has never really interested me. I always like it when I am gaining enough fluency with a setting that I can began to add lib on my own as a player. Jumping from gonzo plane to gonzo plane while playing a rat butcher from 1890s London sounds fun, but at a certain point the comedy of juxtaposition wears thin.

The idea of Purgatory similarly disinterests me. You die. Then you wait around a sanitary, not good, not evil place until all the little bad things you did in life are purified and you can go to Heaven. There is no tension in Purgatory, you aren't on probation where you can mess up and get sent to Hell.

So lets try and fix both of those with this plane/adventure(/dungeon?) concept.

Soul Catcher Canyon

There is said to be a place between this world and the next.

This place is said to be a network of canyons forming a circle around a faint and cold Sun. This cool celestial giant rises and sets, but in the center of the maze it oscillates on a vertical axis (not ringing the world as a faithful dance partner like in our good home). At night it sinks to kiss the center of the maze for a moment, and then it rises again to begin a new day.

The souls that find there way to this place call themselves Travelers, for they know that if they can reach the center of maze when the dim Sun kisses the earth and they touch the Sun the will be permitted to ask for one True Desire and will be allowed to move on to the next world. The Travelers hail from many different worlds, but they have all found their way to the Canyon.

Not many Travelers reach the center of the Canyon. Many loose faith, turning to cynicism and despair where they tarry on the Road. These cynics have built cities, claiming that this is the next life, that they should make the best of their time here by wasting away their time in hedonism and avarice. They take advantage of the hopeful Travelers, charging tolls for safe passage through their lands. But they wither and die in the Canyon, just like everyone else. No children can be born here, no planted seeds grow to trees, only rot blooms.

The cynics call the place the Meat Grinder, or the Labyrinth of Dust, or the Alleys of Despair.

The Travelers call the place Soul Catcher Canyon.

It kinda looks like that, but only kinda.
Source

Mapping Soul-Catcher Canyon

Structurally Soul Catcher Canyon resembles a large disk with canyons inscribed on it winding their way to the center. These winding canyons intersect regularly at nodes. These nodes are centers of meeting and conflict. Many toll takers have setup their booths to get their due from the striving Travelers working their way to the Center.

The canyons in-between the nodes are still inhabited but operate much closer to a wilderness than a dungeon/cityscape, and even then I recommend using them as flux space.

From Etsy

So using the basic geometry of the dream-catcher above we can make a point crawl map:
Key:
Big C: Center of the Canyon
Rectangles: Node [Ring #, Node #]
Green Line: Outer Rim of Canyon
Blue Line: Canyons Between Nodes

Structurally we can see that there are seven "rings" of nodes relatively equidistant from the sun, and there are seven nodes to a ring. Souls enter the Canyon in the Outer Rim and work their way to the center to leave the plane. There is a minimum of seven nodes that they must visit on their way, passing through eight canyon floors.

The scale of the Canyon is very large, with most canyon floors being a mile across and the canyon walls are all around a mile high. The circumference of the outer ring is on the order of 300 miles

There are many paths to take, none of them is correct.

Light, Water, Clones, and Soil Formation: Ecology of the Canyon

So the big thing we get to play with in the Canyon is "aspect", the angle that the sun hits a surface. In our case the surface that we care about is the Canyon floor and walls. More light, for longer, and at a more perpendicular angle leads to a higher energy input into a system. The below two diagrams shows the the relationship between distance from the sun and amount of light a given canyon will get:

Light at noon

Light at dusk

So with that we can derive the energy, and therefore the heat characteristics of our concentric rings of nodes. The farthest out ring will be the very coldest, with its sunward wall getting some direct light and its floor only reflected heat from the wall, and the outer-facing wall remaining very icy and dark.

Because this is intended to all be a viable adventuring location I will assume the outermost ring is as cold as the coldest earth ecosystem, a tundra. Each ring closer to the sun will be warmer and warmer until we arrive at the desert at the center that gets continuous light. Using our handy rainfall/average temperature ecosystem graph we can create an easy way to assign ecosystem characteristics to an area:
The ring number remains static and determines the average temperature at the bottom of the Canyon. For rain fall/water content simply roll d8 and use that value as how much water is present in that system. If there is no ecosystem mapping to that rainfall value round down to the wettest possible ecosystem for that temperature and add a river, lake or sea to account for the extra water. For example in ring 5 I rolled a d8 and got 8, meaning I got a temperate rain forest with many large lakes.

There is no sexual reproduction possible in Soul Catcher Canyon, and because of this clones rule the Canyon. You see, asexual reproduction is totally fine. This means that the ecosystems are dominated by lifeforms capable of clonal reproduction, and these lifeforms experience a glacial genetic drift relative to the rapid diversification of sexual recombination. To make things worse any plants or animals that make it to the Canyon must first survive the tundra in the Outer Rim and make their way to warmer climes where the can establish their hegemony.

Because of the low probability for a diverse and adaptive ecosystem the the entire Canyon food chain is based on corpses, not unlike the Lut Desert in our plane of existence. Most everything that enters the Canyon dies there, and they act like migrating birds caught in unworldly heat swell dropping them from the sky to be fed on by scavengers.

There is no vulcanism in this plane, but the canyon walls do shear off occasionally leading to the formation of sedimentary rock. Even down to the geology there can be no birth here, only death, for what is a volcano but an explosively pure act of creation in the blink of a geologic eye? No, the Canyon only decays, and on the dust of the bodies of the fallen are the brief lives of the Travelers lived.

Example Encounters and Locations in the Canyon:


Source
The Sky Gate: Usually just a stately carved archway set into the Outer Rim's leeward (?)(opposite of sunward) wall like all the other Gates that emit Travelers, it occasionally spews forth great vapors and mists into the Canyon. Those Travelers that have seen it rarely survive the super-cold fog or the shapes that scream in the twilight. When the fog dissipates and the killing cold passes they have found the bodies of creatures that have violently dedicated in the heat of the Outer Rim, the creatures seem to come from a much colder plane of existence.


Source
The Demons Passage: If you ask around in the Slush District of Hailifax some frost drunk fool is bound to tell you to go check out the Demons Passage. If you can make it all the way through you'll be in a warmer better place, close to the Center! If you can make it through...


Source
The Divine Cabal of Liches: Many forms of artificial life extension are available in the Canyon, one of the most expensive but sure ways is Lichdom. But first you must sumbit yourself for approval at the Divine Cabal, and if you are judged worthy they will not hinder your quest for immortality. They long ago gave up on leaving the Canyon, preferring to drink deep from the well of ego and squabbling amongst themselves, so woe unto the Traveler who would stand in their way.

Source

Source
Warbeast Strike Team vs Megapradator: When new Travelers come to the Canyon they often literally come in waves. Clonally reproducing megapredators lie dormant near an entrance portal waiting for the feast to come, while brave and kind souls riding a mishmash of cancerous vat cloned warbeasts rush to save them.


Demon Starfish, from Kamen Rider V3

Source unknown
Empire of the Starfish People: The largest nation in Canyon is the Starfish Commonwealth, dominating the seas and rivers of the inner rings with their dead eyes and blithe smiles. They reproduce easily in this strange land, a melee will do to hack off some limbs to grow new starfish people. The Commonwealth's goal is to perpetuate the cycle of death and decay, for it suits their strange lifestyle.

Sunday, September 3, 2017

Ánemos Anthology

***This a formalized post that is to be used as a continuously updated resource for all of my writing on my current setting of fascination, Ánemos. The goal here is to have one page that links to all of the resources I have made and adding a little context to the links.

Its also a rewrite of this post that is meant to reorient, refocus and reaffirm my goals with the setting (a la this post by +Jack Shear) and to provide an evocative hook (a la this post by +Jeff Rients ) for fresh players.***

Setting Hook:

It is the end of an Age of Peace and Hope, across the Scattered Sea change is on the wind.

The Minoan Republic's grand democratic experiment is floundering in a sea of war and political strife quietly fanned by the  subversive poet-priests, the Vardini. Arsuf revolutionaries are working to shatter an Age old system of oppression with blood magic and ritual, while rumors of the rise of a new War-Leader spread. Monsters out of half remembered myth emerge from the sea foam in Chalcis to challenge the Council of Magi's dominion. Ramsay Stellar's company of hired killers, the Stellar Jays, have risen to prominence quickly and have proven to be an unstoppable tool in the hands of the highest bidder. The Obsidian Bank remain in the shadows brokering deals and lending captial, though they have begun to collect ancient debts and consolidating their power.

Dead things thought to be banished beyond the mortal veil have been seen on foggy moonlit nights proffering power in return for mysterious favors. The outcast Tribes of Arsuf wander the Sea with their patron Daemons lovingly feeding off of their binder's misery and causing a reign of horror on the high seas. The Spirits have sensed a change coming, and have redoubled their efforts to consume Civilization in feral fury. The slow machinations of the Hecatoncheires are coming to fruition, and the first sighting of one of the titans in generations is causing panic across the Windswept Isles.

The hunt for the Amphora of Dákrya is being called in Iolcus, whosoever returns with the Amphora will be granted any boon from the Lady of Iolcus. The siege of Gythium has finally been broken, the Orichalcum Citadel has been shattered, and the forces that were united under King Agathokles' Banner of Vengeance are scattered to the winds on their way home. The tombs of Sea Kings long buried are being rediscovered, and the brave and foolish are disturbing them in search of ancient relics. The Flowing Forest is descending on Oropus, and the Storm King Mountain Battalion has been hired to not only fend off the danger, but once and for all destroy the verdant scourge. The long-thought-lost Magi Trophonious the Fool has risen out of the depths on the back of a Kētos and is looking for a crew to sail with him to the bottom of the Abyss.

In the midst of all of this astronomers locked in their lonely towers are gleaning whispers from the stars about an Age of Blood and Thunder on the horizon...

Ánemos in Five Lines:

A Sea of Adventure: Your ship is your life blood, with it you have freedom to decide your own destiny. In the Season of the Sun you must travel across the seas to exotic lands where glory will be won, riches made, and ancient secrets uncovered.

For Home and Hearth: As a player you come from a small settlement in the vast Scattered Sea and your goal is to see your home grow and prosper in this time of upheaval and change. Every Season of Storms you return home to help mange the growing settlement and to bring back riches from across the sea. You must carve a place for your people in myth, or at least help them weather the coming storm.

Monsters of Myth: The people of Ánemos are plagued with beasts and monsters unleashed by spiteful Gods and Spirits. These mythic foes demand mythic heroes to rise to their challenge.

Of Gods and Spirits: In Ánemos metaphysical forces clash, the spiritual landscape is as important as the physical. Gods demand worship and the march of Civilization while Spirits necessitate placation to prevent Extinction. The immortals are petty and short sighted though, and each can be dealt with in their own time and manner.

War of Thoughts: There is a war of ideas being waged: Gods are the products of their follower's beliefs, Spirits are cast into opposition to the march of civilization, Daemons embody our darkest tenancies, the very geography of the Islands is mutable through belief. Who ever wins the war of thoughts may determine the fate of Ánemos.

Links:

Character Options and Information:

Monsters and Creatures:

Adventuring Content:

Races and Factions:


Gods and Spirits:

Thursday, August 17, 2017

The Disremembered Tribes and their Patron Daemons

(Just a fluff post continuing to flesh out my home setting Ánemos)

(I'm eventually going to re-write my Intro to Ánemos post, compiling all of the fluff and islands and monsters and ships and cultural ideas and generators and tables I have written for the setting so that someone can just open one page and play in the setting. Eventually.)

The Tribal Government of the Arsuf Islands:

The Tribes of Arsuf are more than just an ethnic group, they all participate in a regional government known as the Comitia Tributa (this form of governance is loosely based on the Roman "Tribal Assembly", the Comitia Curiata, that are defined by the 30 curiae that are in turned based of off three ancient tribal lineages in Rome (the early Republic was super interesting. There is a very very good RTS based in this time period)).

The Comitia solves inter-Tribal disputes of a very specific scope:
  • Economic; no selling goods dishonestly or monopolies, especially no price fixing or collusion with other Tribes for profit. The goods must flow.
  • Philosophic; no propaganda campaigns against other Tribes, the ruling Tribe of an island get full thought control. Minds must be kept compliant.
  • And most importantly, Militant; there is to be no use of resource destroying methods for the Sea is a barren enough place and the fertility of the few islands must be preserved. Conquest is encouraged, for the strong deserve to rule, but foolish squandering will be punished.
These disputes are heard and judged in an open court where every Tribe has equal voice, housed atop one of the great monoliths in the sacred island-city of Ierá Aktés. This mountainous Court is also the temple of the lion headed goddess of Law and Vengeance, the Judge Léaina. No Tribe lays claim to the holy shores of Ierá Aktés, but each of them builds and maintains a sovereign fortress within the city where their laws stand (these are especially useful after the Comitia has made a decision, more on that in a second). Léaina presides over the Comitia and drinks the blood of equivocators so that no lies are uttered in the Court.

Many of the decisions made at the Court are reflective of the crime. Economic slights are met economic sanctions for a year and a day. Philosophic attacks will be met with firm refutation of thought and reinforcement of preferred ideals. Military crimes are met with military actions, where identical violences against a Tribe are allowed to be repeated in order to teach the Law breaker.

Ierá Aktés (source)

Judge Léaina's Court (source)

The Disremembered Tribes

A Tribe that does not agree with the ruling of the Court has the option to go rouge, to spit on the conventions and traditions of the Comitia Tributa and stand defiant or flee Arsuf. There are legends of Tribes standing up to the fury of the collective Tribes, that stood firm in the face of opposition, and that eventually laid bare some conspiracy against them to show that their cause was righteous. And the righteous always win in the end...but these are legends.

In the modern Age a Tribe who has been condemned by the Court has a better chance of survival by taking to their Clancraft and leaving Arsuf. There they can decry their ill luck and damn their enemies. There they can lick their wounds and pray to Gods that they abandoned who will never hear their prayers. There, on the tumultuous Sea, they make pacts with Daemons.

Lost Tribe Daemon Binder (source)


Their Patron Daemons

You are a child born on a Big, Old, Boat. All of your siblings were born on this Boat. Your parents were born on this Boat. But your grandparents talk about when they lived on the land, when they ruled a whole island, when they were a real tribe. But the Boat is the only world you have ever known. You have been on land a few times, but there aren't enough enough fish there, it's too hot, and everyone looks at you funny. You like the Boat, the Boat is where your Daemon lives. The Daemon is scary, but it keeps everyone on the whole Boat safe. It's a small price to pay for safety...

You get the idea. To stay safe when the world has agreed that you and yours are dangerous scum means making allies where others wouldn't even look.

Daemons want offerings for their service. The Tribe's Binder will have formed some agreement with the entity, "You keep us safe, we'll give you the blood of our young every new moon and I will not share your truname with other Binders". Since Daemons are the manifestation of some dark part of a group's psyche the offerings they demand nurture that dark emotion.

In return for their favorite horrible emotion the Daemon will manifest however the Binder wishes and will fight their battles (you can treat this as some ambiguous large-huge monster with 4-10 HD and flavor specific abilities). The larger and more emotional the Tribe the more terrific their Daemon.

When a Tribe has a dispute with another Disrememebered Tribe tradition dictates that they will both summon their Daemons and have them engage in a clash of words, a debate. The winner of the debate consumes the form of the loser and that Tribe is victorious. Its a common trope in the Legends of the Isles to have the wandering hero come across two Clancraft tied together on the high seas while titanic Daemons bicker at and debate each other across the decks about the state of politics in Minoa, the price of mutton on Sheep's Head, or what it means to live a good life.

When Tribes clash with outsiders they do not lend them the courtesy of their words, instead the invoke their Daemon to empower them. If they are in high favor the Daemon may even manifest to join the combat themselves.

1d10 Patron Daemons:
  1. Asag the Dark Drinker: Asag hungers for the words that are whispered in the dark out of anxiety. She lurks in that darkness and groans with pleasure as the words are uttered. Asag's favored can cloak themselves in darkness and she will debate their foes with dark logic and nihilistic tendencies.
  2. Abyzou that Drinks Our Tears: Abyzou craves the tears of terror, not tears of grief or sorrow or happiness but pure terror. As often as not it is Abyzou themselves who strike this terror in the dead of night or the flames of battle. Those that appease Abyzou will find that they can resist their worst fears when needed and he will berate his debating opponents with an encyclopedic knowledge of human nature's shortcomings.
  3. Ronwe the Wizened: Ronwe thrives on the little complaints an aging body makes. When the back aches and the eyes darken the curses of the Elders strengthen his power. But when they need to Ronwe's supplicants can shrug off the yoke of age and fight as in their prime, all the while he explains in the patient tones that come with the wisdom of age why he is correct.
  4. Barbatos the Swollen: Stomache aches from rotten food are Barbatos's favorite misery. The Tribe who patronizes him feasts on fetid meats the night before conflict to empower their fearsome protector. Come the engagement the feasters can use battle emesis while he paints straw men out of his opponent's arguments to watch them crumble.
  5. Beleth the Smoldering: They lay out on deck all day, nurturing their puss filled burns and moaning at the pain of it. Their discomfort is the anguish that Beleth draws her form from. When the flames of combat are high her Tribe will not feel the lick of the flames while they burn their enemies and she will use her fiery rhetoric to argue for her side.
  6. Eligos the Cutting Gale: With dark clouds on the horizon fear of the storm wells in even the heartiest of sailors chests, and Eligos drinks up the terror of the strong like water. Come their time of need though the sailors in the Tribe stand firm to ride the gale into battle, while Eligos's keening voices and verbose arguments overwhelm her challengers.
  7. Agares who Sees: When ennui bogs down the heart and mind, when utter world weariness overwhelms, or when sheer dread of the unknown and unknowable seeps in Agares is there to soak it up and in so doing stoke it. In conflict his Tribe is unshakable in their belief while Agares's opponents are met with his razor insights and worldliness.
  8. Buer the Shifting: They stare into the mirror and see a torso too think or too thick, sagging flesh hangs off of bones, wrinkles appear and are loathed; the imperfections of their body and the frustration that breeds is Buer's favorite dish. But when needed they cast aside their doubt and turn it to their foes who waver with their advance, while Buer attacks the moral fiber of his opponents with cruel mockery.
  9. Paimon who Hungers: They are happy they claim. Their partner is the one they want, their soulmate. They settled down with them, had children with them. But still, they wonder, what if I had chosen another? Don't I still think of them sometimes? It is this doubt and insecurity that nourishes Paimon. When called upon he will cast visions of lost loves to distract enemies while he uses traditional logic that all recognize as truth.
  10. Aka Manah the Laughing: It is a rare thing on the Open Sea, the sight of a strangers misery. They know their shipmates intimately, and strangers are kept at shouting distance for the most part. But Aka Manah must be kept happy. So they lay traps in the rock shallows, false lighthouses are built. And when misfortune finds the faceless men in the dark of night the Tribe laughs and blesses their own luck that they do not share their fate. And Aka Manah is glad and will lend some of the misfortune gathered by the Tribe back to enemies, and in debate she will stand tall and relate heart wrenching tales to sway others to her side.
You could also pull things from this list from Swords and Stitchery.

(Much of the idea for these Daemons comes from David Edding's concept of demons from his sprawling fantasy series The Belgariad and The Malloreon, magicians bind demons to a form of their choosing and make them fight. Its like Pokemon kinda)

Paimon who Hungers (source)

Eligos the Cutting Gale (source)

Vanth who would Posses (source)

Asag the Dark Drinker (source)

How to Use the Disremembered Tribes and the Comitia Tributa

One of the main themes of my Ánemos setting is a war of thoughts. Philosophers and wise men litter the Isles bickering amongst themselves, Magi and Priests quarrel about the meanings hidden in the stars, and senators and the chiefs of tribes debate policy. So what better way to ingrain your PCs in this oratory culture than a courthouse drama type encounter. This can occur in an expected place (the high court of a ruling body) or an unexpected place (between titanic daemons perched on massive ships on the open sea).

This is a superb example of how you might run a courthouse drama type encounter, by the illustrious Patrick Stewart from False Machine.

Sunday, August 13, 2017

Treants

Treants are trees that should have died a horrible death. Calamity has struck their grove and some animus has seen fit to not only let them survive but become something other than a tree. This is a rare occurrence, even the elves can't reliably awaken treants (though they will claim that thats because the tree wasn't ready yet).

When you stumble across a young treant they often are simply sitting and marveling at their articulating twig joints and the way the other side of that rock looks. It's not until they have weathered a few winters and the novelty has worn off that they begin to seek even more novel horizons. Old treants are prodigious walkers, often covering 30 miles in a day simply for the joy they find in the rhythmic creaking of their wood and the exotic crunches and tastes of distant soils beneath their root pads.

As treants age their forms grow more and more complex (think the incredibly complex and brushy crowns of old growth redwoods) through years of wear and variable climates. An ancient treant hardly looks like the tree it once was, with foreign moistures flowing through it's xylem and distant suns vivifying it's leaves. But they can never truly shrug off their origin, their morphology is plastic but their innermost rings will still tell of their ancient bondage in the place that they first grew.

Don't confuse them with dryads, they hate that. Dryads are the free flowing avatar of the id of a tree and forever tied to their groves. Treants are a wholly tree realized as a walking, talking, growing entity. Fuck dryads, those whimsy fucks.

If you want to generate a random treant use the table below:


(Gosh writing tables like this is fun) (It's also really hard for me to pick proto-typic/ universally recognizable trees. I was going to write about the habits of each of the 10 above, but then I thought that no one would give a hoot. So I didn't. Let me know if you give a hoot.)
This might be helpful for understanding their original biome.

How to use the above generator:

  • The tree type tells you some personality details of the treant (pines are hardy and drought tolerant, so a pine treant might be stubborn and resourceful).
  • The biome they grew up in is like the circumstances of their childhood, was it a hard lonely life (like the alpine) or an easy social life (like the rainforest)?
  • The events that lead to their awakening should be the dominant aesthetic descriptor after the tree type (a fire scarred treant bears those scars as cat faces).
  • And obviously what the treant wants should indicate their motives when encountered.


Thats for life

So is that (example of what bug kill can look like) (I took this picture!)

Treants and Wands

It is well established that the wood of a treant makes an exceptional wand. Perhaps some of their life force furthers the magic infused when created or maybe wizards just fetishize exotic materials when crafting their items of power. Regardless, the wands made from treant wood often share some personality traits with their parent. If the treant awakened in a fire the wand will be especially well suited to fire magics for example (but it also might be temperamental and brittle).

One of the greatest gifts a treant can give you is a length of their body to use as you see fit, thought they are notoriously hard to befriend.

Some wizards claim that once a wand is all used up you can soak it in water and then plant it in rich soil. If you are lucky and very nurturing it may root and leaf out again and a wyrwood tree will grow. Wyrwood is very useful, especially in the crafting of magical ships.

Saturday, July 29, 2017

(Video) Game Review: Crawl


So my gaming group all hang out together and one of us had this new video game, Crawl from Powerhoof  We got so distracted we didn't even play out scheduled game that night. Its a blast, so I thought I would give it a review since it stole table top gaming time.

Premise:


Above is the launch trailer, basically laying out the way it works.

You were an adventuring party delving into some horrible dungeon, but you and your buddies got cursed and are now doomed to fight each other for humanity as you descend deeper into the dungeon. You get to play as monsters/traps when you are not the only human. When you kill the human you get to be human again. You level up, buy magic weapons, loot chests, and when you are strong enough you can challenge the boss. If you kill the boss you win your freedom from the cycle!

Game Play:

User Experiance

All of the gameplay takes place on the same screen, no split screen silliness.

Nice and simple controls, just direction and two buttons. It handles pretty well. I use an Xbox controller, but the keyboard controls are totally functional as well.

The graphics are a nostalgic pixel style with an acceptable amount of detail for each monster/boss/weapon/room. The lighting effects are well done. It looks great.

The soundtrack if fun, but a little repetitive after a few rounds of play.

The AI is well written, the three levels (easy, medium, hard) are well balanced.

Mechanics:

When starting the game you choose an Immortal that you worship, this gives you some mechanical advantage (25% more damage done with traps, monsters have more health, etc) and lays out which monsters you can manifest as.

There is a face off in the first room where as humans you all fight, the last one standing starts out as the human. This is pretty fun.

When playing as the human you run around the dungeon level looking for treasure, the item shop to upgrade abilities/weapons/artifacts, and the way down to the next level. Once you hit level 10 you can challenge the boss.



When not playing as a human you fly around as a ghost and can: interact with atmospheric things (torches, chains on the wall, blood fountains, etc), traps (buzzsaws, spikes, flame throwers, throwing crates, etc) and most importantly become a monster when you fly into a pentagram on the floor (more on this in a bit).

There tends to be a lot of changing of who is the human. When playing with all four players its a very fast paced game, and it can be hard to keep track of were your character is in the chaos.

Probably my favorite part of the game is the monster mechanics. Every time a human gains a level the non-humans all get "wrath" points that they can spend to evolve the monsters. For example you start with three wimpy little guys: a dire rat, a skeleton, and a gnome. You fight the human a bit and they gain a level, giving you some wrath to spend on upgrading your monsters to scarier things like a skeleton archer or skeleton duelist. This is a lot of fun, especially when you start playing as some D&D classic monsters like beholders, dragons, mind flayers, giants, and pit fiends.


And the big trick is that you don't have every aspect of the game unlocked initially. By beating the bosses you unlock more features, ie a new weapon type, a new trap, or new monster evolution paths. Its super addicting, you finish the game and just want to play again to try out the new stuff!

Summary:

Pros:

  • Addicting, fun to play with friends or alone.
  • Well designed graphics/ambiance.
  • Fun leveling system for humans and monsters a like.
  • Feels like arcade games you could play against your friends as a kid and get really emotionally invested and fight about. Good shit.

Cons:

  • Can be very hard, especially when there are all four players in play and can get frustrating if you don't get your time as the human. The soundtrack and dungeon level diversity is shamefully limited (each dungeon level has a cool name that implies an atmosphere but they all look the same!).
  • Some monsters are blatantly better than others and you don't get any information about them other than their picture until you try them out.
  • Games can take a long time when on higher difficulties, like more than an hour.

What You Should Steal:

This could be a cool way to run PvP. You throw player controlled monsters at them until they die then the killer becomes a character again and runs around some more. It would require a super streamlined system to allow leveling and monster advancement to happen quickly.

The boss fights are pretty inspired, they generally each have a gimmick and escalate significantly in difficulty through the fight. I could probably write a whole post on that, but +Arnold K. basically did that here, so I wont.

Rating: ****/*****, worth the $15 if you have controllers for everyone.

Monday, July 24, 2017

Magic Tattoos

So this topic has been beaten to death with a stick, starting at 3.5E (feat and equipment, I guess?), creeping into D&D's wayward child Pathfinder (archetype and feat, I guess?), and of course finding a modern home in the homebrewing sphere of 5E.

I don't have any interest in writing more rules for if you get infected when you get tattooed, there are too many of those already. I already wrote about the tattoos barbarians and monks have, so lets use that as a jumping off point.

Acquiring a Magic Tattoo Design:

Magic tattoos are uncommon and unsightly things. You must inscribe in your flesh the arcane geometry in the appropriate materials to warp reality around the nexus of ley lines living on your skin. Finding a way to do this is a pretty rare occurrence, few Magi spend their valuable time researching ways for warriors to get stronger so they can kill more warriors (they are too busy staring at the stars). So when a new magic tattoo is designed it is often by accident or by madness.

Pirate captains and warlords have these special tattoos, not emperors and generals. These are relict knowledge of a savage Age and polite society tends to close their gates and turn their noses the tattooed heathens from beyond the waves who come to their white cities.

Rumor has it you can find magic tattoo designs here (1d6):
  1. On the corpse of a long dead Sea King, you have to go dig them up and cut off their skin and take it to a tattooist to be deciphered and transcribed. They are interned on the Ivory Island of course.
  2. In an ancient text deep in the archives of one of the Minoan Universities. You'll have to either enroll as a student or break in to gain access, But beware! Those musty old men are steeped in bureaucracy and have deep institutional power behind them, get caught stealing and you'll like never be allowed in the Republic again.
  3. Scratched into the dungeon walls of one of the Towers of the Moon by insane prisoners of the Nekros Archanis in their insights of eternal near death. If you ever find yourself in these dungeons it may be worth while to copy the scrawling, but good luck discerning arcane diagrams from the scrawls of a fevered and broken mind...
  4. The ruling line of the Wayward Clans of Arsuf often has a clan magic tattoo inscribed once they reach adulthood. Their detractors say that each clan's patron Daemon taught them their tattoo and that its actually a way for the Daemons to manipulate them. Maybe you can go hunting for one of them and kill one of the ruling line? Or perhaps you can bind a Daemon and ask for a magic tattoo yourself...
  5. That company officer tattoo of the Steller's Jays, the mercenary company led by the enigmatic Ramsay Steller, is supposed to actually be a magic tattoo. They just rarely have the appropriately skilled tattooist do the ink job, so not many of them actually work. Join up and maybe you can get a copy of the designs if you get promoted, or perhaps you can kill a few and take their hides to be studied.
  6. The guild of grandmaster tattooists known as the Seven Sages, are said to know a few powerful magic tattoo designs but they will only tattoo those they find worthy by passing their Seven Trials. (Think of them as like a mix between philosophers and master martial artists, they could probably also teach monks a thing or two about fighting)

Finding a Tattooist and Getting Inked:

This guy will tattoo you, if you're cool enough.

At least an expert tattooist must be employed to inscribe a magic tattoo, and depending on the complexity of the tattoo more talented tattooists must be found (it may be in the party's interest to try and convince a tattooist to move to their settlement and work under their protection, but they'll have to build them a studio).

Once an sufficiently skilled tattooist is found they will have to be given time to study the magic tattoo design and to gather the appropriate materials, this will take around a month and they will require half of the payment up front to acquire the components necessary.

The tattooing itself will take 1-4 months (same as getting tattooed for defense by the different levels of tattooist) of dedicated time every day to be done. This means you will be lying down for 8 hours every day in a quiet studio with a lot of incense and sandal wood burning, a good activity for the Season of Storms when travel is dangerous.


Example Magic Tattoos:

Mechanically magic tattoos are magic items that you can never un-attune from, until you have them removed by some painful or very expensive manner (in 5e, system agnostic they are just magic items). As with mundane tattoos they must be uncovered in order to work. Each tattoo has a minimum "level" of mundane tattoo for the tattoo to work properly.

Remember, every tattoo has to have a really cool story to go with it.

Here are 12 ideas based on the above sources:
  1. Aeropos's Pride: Master level tattoo, +5,000 , you can a +2 bonus to your Cha score and the ability to cast Viscous Mockery as a cantrip, using your character level as your caster level.
  2. Cassander's Secret: Expert level tattoo, +3,000,  you apply double your proficiency bonus when making a deception check and once per day you can detect whether a statement is a lie or not.
  3. Lysimachos's Swiftness: Expert level tattoo, +4,000, your base land speed increases by 10ft and you gain one of the following movement speeds: climb (half max), swim (half max), or burrow (quarter max). This choice is made at the time of tattooing.
  4. Demetrios's Hubris: Grandmaster level tattoo, +10,000
  5. Stain of Filth: Expert level tattoo, +2,500, you can cast Detect Undeath (as Detect Magic, but it only works on Necromancy magics) at will and you get advantage when parlaying with undead but disadvantage when parlaying with the living.
  6. Blemish of the Starless Night: Master level tattoo, +5,000, you bind your soul to your mortal coil and become undead (usually a ghoul). You no longer have to eat, drink, sleep or breath. You also gain a empathetic bond with the Nekros Archanis, driving you to do their bidding in the land of the Sun.
  7. Steller's Jays' Insignia: Expert level tattoo, +2,000, you can communicate silently with anyone else with the Insignia within a mile radius. This communication cannot pass through 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood.
  8. Mark of the Cresting Wave: Expert level tattoo, +2,500, you gain the limited ability to command water. This lets you create a current out of still water, slowly (10 min/gallon) boil or freeze water and mostly-water-substances, lets you ask water to not drown you quite as fast (double the duration you can hold your breath), and allows you to cast Cresting Wave (as Thunderwave but you must be on or near a body of water) once per day.
  9. Mark of the Barbed Harpoon: Master level tattoo, +4,000, you gain proficiency with the harpoon (as trident, but range 30/120), or if you already have proficiency you gain double your proficiency bonus with the harpoon. In addition on critical hits with harpoons opponents are considered restrained until they take a full round to rip out the harpoon which deals damage as normal when removed.
  10. Mark of the Lonely Albatross: Expert level tattoo, +2,500, once per day you can extend your arms into long white wings and float to the ground, as the effect of Feather Fall. In addition you can now speak with sea birds.
  11. Mark of the Starry Sail: Expert level tattoo, +1,500, you apply double your proficiency bonus to sailing checks and you can never become lost when under a starry sky.
  12. Wisdom of the Seven Sages: If you pass their trails the Sages will agree to tattoo you for free as long as you have up to a Master Level tattoo. The tattoo will be of Grandmaster Level has the following properties based on how the trails where overcome:
    1. You overcame the trials through shear strength, your Strength score is now 25, unless it was already higher in which case this effect of the tattoo has no effect. In addition once per day you can hurl things (objects, people, yourself) twice as far as you normally could.
    2. You overcame the trials through skillful agility, your Dexterity score is now 25, unless it was already higher in which case this effect of the tattoo has no effect. In addition once per day you can get extra slippery and automatically succeed some feat of acrobatics that would other wise be impossible (scale a glass wall, balance on the edge of a knife, the Iron Lotus)
    3. You overcame the trials through  steady resilience, your Constitution score is now 25, unless it was already higher in which case this effect of the tattoo has no effect. In addition once per day you can choose to ignore one round of damage, this must be declared before any attacks or damages are rolled.
    4. You overcame the trials through cleverness and insight, your Intelligence score is now 25, unless it was already higher in which case this effect of the tattoo has no effect. In addition once per day you can learn one weakness or strength of a living thing from 10 minutes of observation.
    5. You overcame the trials through intuition and temperance, your Wisdom score is now 25, unless it was already higher in which case this effect of the tattoo has no effect. In addition once per day you can intuit the honesty of one statement after meditating on it for 10 minutes.
    6. You overcame the trials through force of personality, your Charisma score is now 25, unless it was already higher in which case this effect of the tattoo has no effect. In addition once per day you can generate a basic level of communication out of something that generally has no language (golems, eels, trees, clouds, termites, etc). This takes 10 minutes of intense observation and evocative dance.
    7. You overcame the trials through dumb luck, you now gain the Lucky trait as a Halfling (When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll). If you already have the trait you reroll on 1s and 2s. In addition once per day you can roll with advantage on any attack roll, ability check, or saving throw even if you have disadvantage.
Mark of the Barbed Harpoon
Mark of the Lonely Albatross

Stain of Filth

Monday, July 10, 2017

Re-skinning for Ánemos: Monstrous Humanoids

I don't want orcs or goblins or kobolds or giants (get your gently Germanic folkstory hands off of my game!) in my Weird Greek Mythic Fantasy setting, Ánemos, but I want their functionality of intelligent, society having, trap laying humanoid enemies. So let's give the classic D&D monstrous humanoids a facelift, like I did for the playable races. This should be pretty easy because many D&D creatures are already in/based off of Greek monsters, but the Greek versions are usually a lot weirder. (And yes I know that some of these monsters aren't explicitly "mythic", but they come from the weird travel literature written in the Classical period).


Centaurs (They had those in Ancient Greek myth, no real change)
Bacchanalian and feral man beasts, their hedonism and virility are legendary. At the merest whiff of wine they fly into a revelrous rage and can drink a town dry in a night, eating cured meats and the flesh of men with identical abandon. The centaurs claim it is the corrupting influence of the house-people on their innocent natural state that drives them into their rampages. They beg, "Please! Do not bring me more! My distended stomach aches! My liver throbs with wine! My knees grow weak!", but not many speak their strange language....

Any creature, human or otherwise, unlucky enough to lay with a centaur will always bear a centaur child that will gallop out of their womb and straight into the wilds to join the Herd.

It is rumored that if you can keep them out of their cups they are actually a wise culture with deep knowledge of philosophy and astrology. They accept payment in the form of wine or silver, but it is up to the supplicant to make sure that the centaur sage doesn't start drinking until they have answered their questions and they have put some miles between them and the Herd.

Not distantly related to centaurs are satyrs, though they especially love to revel in music and pleasures of the flesh.


Cyclopes (Ogres and Ettins)
Cruel and petty creatures known for keep herds of sheep and men alike to satisfy their hunger for fresh raw flesh. They live solitary lives in caves, but near enough to others of their kind so they can share gossip and gang up on unsuspecting travelers coming to their islands.

They have been known to leave their islands on wanderings, venturing to far off lands on crudely made rafts or stolen vessels to eat exotic meats and sleep under strange rocks. Scholars argue about the purpose of these travels, some propose that this is for mating reasons or migratory instincts while their opponents argue that it is a mechanism of population control to send out small bands of cyclopes to hostile lands to be killed or to conquer.

If you ask the cyclopes they will simply say they are going on an adventure, and you may have to deal with them carefully to avoid ruin. When treated well, ie with lots of hot bloody meat, its possible to steer cyclopes in more productive directions like: adventuring somewhere else, smashing all of this stupid wheat, or building large stone laying projects (cyclopes are surprisingly talented masons). But don't mistake them for eager laborers, they are notorious for cutting corners or eating those that gave them work.

A two eye cyclopes is not unheard of, though these beings have two mind occupying their single body and they bicker incessantly with themselves and everyone they meet.

Hecatoncheires (Giants)
Standing taller than most ship masts the Hundred Handed Ones, the Hecatoncheires, are many armed and many headed giants. Only a few dozen are known to exist, some believe that they were once a race of beings not unlike humans. The story goes that they fought amongst themselves they discovered that the victors could claim the heads and arms of slain opponents until all of those that survived were fearsome hundred armed giants. Others some claim that anyone can become a Hecatoncheires, one must simply rip the head and arms off of an oponent in combat. These limbs are rumored to be attached in a long and painful ritual, with new limbs growing every few years.

Fearsome to behold but more fearsome to quarrel with, the Hundred Handed Ones are smiths of mythic skill. They jealously guard their wondrous creations from any they distrust, which is nearly everyone. Far flung across the many islands of Ánemos they toil away in their volcanic workshops under their isolated fortress isles acting as master, father and god to those that also toil on their behalf. One thing is for certain, they hate and fear each other, always plotting to destroy their brethren. It is a long, quiet, and deadly game of chess.
 

Spartoi (Orcs)
First made when the Mágos-King of Histria was but a young scholar; he captured, studied, and eventually wed the Drakon of  the Ephyraen Narrows. He learned from his beloved about the many wonderful properties of the teeth of drakes, that among other things they could be planted like seeds in the earth and tireless and loyal servants would rise up after a year and a day. In secret the king studied the teeth that his beloved had gifted him until he discovered a way to grow the teeth in a fraction of the time. He slayed his wife for her rows of razor sharp teeth (and he also bathed in her blood), and with the teeth he grew an army overnight, claiming island after island for his until he grew to the dread figure we are familiar with today.

The Mágos-King is long  entombed, but his great invention the Spartoi still click-clack through the night in Ánemos to do their current masters' bidding. Slay one and the Drakon tooth may remain intact and ready to grow you a new Spartoi that is strong in body if rigid in mind.

Tooth of Drakon: Bury any tooth of a true Drakon in a few inches of soil and water well while chanting the battle song of Histria. In 10 minutes a Spartoi will climb out of the earth to serve you (stats as a 4HD orc). After being slain their is a 1-in-6 chance that it is destroyed, decreasing by 1 for each subsequent use (ie 2-in-6 the second time, 3-in-6 the third, etc). Roll a d6 to randomly determine how many uses a found tooth has.

Cynocephalus (Kobolds)
Once nearly driven to extinction by the taller races of the Spangled Sea the hated Cynocephalus live in far flung den-caverns on quite islands far from Empire. With the swollen heads of dogs and the lumpy bodies of midgets, Cynocephalus are a clever and wicked people with their own barking language and perverse goals. They can hunt like stubby legged dogs and are fiercely devious when devising traps.

Some powerful Cynocephalus witches are said to be able to shape-shift; their preferred forms are that of the hooded seal, griffon vulture, and giant sea slug. All of their forms still have the horrible twisted faces of dogs. These witches' heads are highly valued by Magi working on transmutations.

Some Cynocephalus have been known to tour with menageries or are kept as oddities by collectors (with against their wishes). In the great metropolises of the world there are even small communities of Cynocephalus that live in warrens beneath the slums. Many blame them for spreading the plague and causing birth defects, though that is actually due to the fleas that live in their filthy fur.

Acephali (Goblins, Hobgoblins, Bugbears)
A race bizarre near-humans that have no heads but wear faces are upon their chests. You can tell how old one is by the length of their limbs, a very young one has an adult human sized torso but stubby little arms and legs and a fully grown adult will have freakishly long limbs and will tower over humans. They reproduce asexually by budding a new torso where a humans head would be, and when the new Acephali's torso reaches full size it tumbles off of their parents shoulders and begin to scrabble around on their new hands and feet.

They seem a silly people, prone to extended ludicrous games and extravagant pranks. But be careful! Behind their nasally laughter the Acephali are cruel beings without the capacity or desire to empathize with anyone not of their kind. It is reported that liberated texts from Acephali philosophers describe their belief that they are the only true thinking and feeling beings in Ánemos and that everyone else simple simulates emotion and thought like the beasts of the field.