Wednesday, March 26, 2014

The Peoples of Ende


Almost ready to publish NOD 23 - just finishing up the monster stats in the Ende article, and putting some finishing touches on the conclusion of the Dungeon of the Apes adventure that started in NOD 22. Today, I figured I might get some extra use out of some of that Ende writing and blog about some of the peoples who dwell in Ende ...

AASURA (AASIMAR)

Ende has long been a crossroads of the different planes of existance due to its being, for reasons unknown to all, a frequent battleground between the forces of Law and Chaos. As even a midling scholar of Nod could tell you, when an outsider is manifested into the Material Plane, it becomes a living, breathing creature with free will, even if it often takes a while for them to realize they are no longer bound to the wishes of their master. Many of these outsiders break away from their appointed tasks and mingle with the locals, so aasimar and tieflings are not uncommon in the region of Ende.

In Ende, the aasimars are called aasuras, and they usually belong to the higher castes of wise people and warriors. Of course, many, despite their blood, have fallen from their once high positions, and must make their way as mercenaries and adventurers, for they are ever too proud to work as artisans, laborers, and beggars (and the artisans, laborers and beggars would claim the haughty fools wouldn’t have the skill to do their jobs properly anyways).
While aasuras aspire to (and often pretend to uphold) the old ways of their ancestors, honesty, gravity, open-mindedness, far-sightedness and martial honor, the sad truth is that generations of life at the top of the social foodchain has left them decadent, over-bearing and aloof. While they are often respected, for even in their fallen state they are often driven to succeed at whatever calling they have chosen (callings which often involve killing or calling down fire from the sky), they are rarely well-liked.

In keeping with their castes, aasuras dress well, and decorate themselves with jewelry. They are usually perfumed or scented with fragrant oils, and even the poorest aasura will make every effort to keep a servant or slave. Aasura warriors prefer to wear aristocratic armor, usually banded or splint, rarely platemail imported from the north, and they carry shields and various sorts of swords and lances. Most work as horsemen or charioteers.

Most aasura take the lordly Indra as their patron, though those aasura who still hold to the old ways prefer Vishnu. Aasura characters usually have classes in paladin, monk, cleric, psychic, duelist or fighter.

DAITYAS (STONE GIANTS)
The stone giants of Ende are called daityas. They once served as mercenaries in the divine armies that fought here, usually for Chaos, and now dwell in the mountains as barbarians. The daityas are wild men and women, heavy with crude jewelry, their faces scarred and painted with images made up of swollen dots, the men cultivating fabulous mustaches that are a sign of power and fertility in their culture. Daityas wear no armor, only baggy pants and cloaks, and their wield giant scimitars and shields. They have skin the color of rust that is often marred with patches of white.

GANDHARVA (ELVES)

The gandharva are the elves of Ende. Once the masters of the plains of Gondar, their small, fortified villages eventually fell to humans and humanoids, leaving them to wander like gypsies. Most gandharva now are herdsmen and herdswomen (known especially for their ability to raise horses), entertainers, traders and, sometimes, ne’er-do-wells.

Like most elves, they are graceful and beautiful, with eyes that gleam like gemstones, deep olive skin and black hair. They dress in light, loose garments, or robes to hide their armor. Female elves are referred to as apsara, and they are known for their dancing.

Gandharva are cosmopolitan and easy going, with ready wits and a tendency to tell people what they want to hear. Charm is the hallmark of the gandharva, and they use it liberally to get what they want. Despite being graceful and alluring, the elves of Ende are skilled warriors, especially with staves and bows. Many elves train in the martial arts, combining dance with fighting.

Gandharva prefer deities of music and dance, and thus gravitate towards Saraswati, goddess of art and music, and Shiva, famous for his cosmic dance.

HUMANS
Humans make up the middle castes in Ende society, the artisans, laborers and farmers. They range from poor to rich, with the wealthiest humans usually being merchant princes. Most middle class humans are artisans, merchants or officers in the regions armies. Humans, here as everywhere, are cunning and clever and hold every opinion under the sun. Humans in Ende are often resentful towards the aasura because of their insistence on taking on airs despite their obviously lacking characters, and they fear and hate the tievas for their demonic powers and their close contact with death in all its fearful forms.

Humans are usually barred from the higher orders of society, though some are elevated into the upper castes due to their impressive abilities (i.e. high ability scores and capacity for bribing the aasuras and stroking their mighty egos). Humans with magical abilities are usually magic-users. Magic-users are not regarded as highly as psychics and clerics because of their dependence on material components, many of which are of an unsavory form. These magic-users do a good business in Ende, serving the middle and lower castes in the manner of doctors and advisors. Human warriors usually make up the bulk of Ende’s armies, and usually fight on foot or as light cavalry. Ende’s officer corps is mostly made up of humans, who serve as lietenants and captains. Higher ranks are held by the aasura nobility.

While they are barred from becoming clerics (again, there are exceptions), they are not barred from the druidic orders, and in fact dominate those orders. For this reason, the humans of Ende most often give their keenest devotion to the nature gods and goddesses, such as Agni, god of fire, Varuna, god of water, and Surya, the sun god, as well as Gunputty, the overcomer of obstacles (humans hate obstacles).

TIEVAS (TIEFLINGS)

As the aasuras are descended from outsiders of Law, the tievas, who occupy the lower rungs of the social ladder, are descended from outsiders of Chaos. Swarthy of skin, bright of eye and quick of wit, they have gravitated towards the lower professions of thief, assassin, beggar, and charlatan. The best of them live a straight (well, mostly straight) life of honest labor in such occupations as tanner, butcher, or hunter.

Tievas deal in death in one way or another, which makes them suspect and low in the eyes of the aasura and most humans. They see themselves as the necessary evils that make the more comfortable lives of the upper castes possible. While tievas care little for virtue, they do have a strong sense of self, and when crossed or insulted they rarely let the act go unavenged. A tieva might strike immediately themselves if they think they can get away with it, but more likely they will attack in the dark, from behind, with many friends.

Tievas dress as commoners. They live in the shabby quarters of town, and congregate in taverns and other places of rowdy amusement to let off steam. Tievas are rarely found in the organized armies of Ende, even armies of Chaos, for they are generally thought to be untrustworthy and cowardly. They are, however, hired as spies by all the lords of the region, including lords of Lawful alignment.

Tievas usually worship Ratri, the goddess of night, Lord Shiva, the god of death, and the black earth mother Kali.

YAKSHA (DWARVES)

The yaksha are dwarves that separated from the dwarves of the west a very long time ago. As such, they are quite different from their kin in Antilia and the Motherlands.

While most dwarves are gruff in demeanor and generally unhandsome (from a human point of view), the yaksha are remarkably sensuous. The females are curvaceous and viviceous, the men dashing and ferocious when roused. They live in heated casverns, and prefer to show off plenty of skin – they’ve got it, so why not flaunt it.

The strongholds are highly ornamented, with many gemstones and carvings. They are well lit, and kept very plush, for the yaksha are the keepers of the wealth under the earth, and while they may appear to be softer than other dwarves, they are in fact skilled warriors who guard their monopoly on mining precious metals and stones viciously.

The yaksha are worshipers of Lord Shiva, who is not only a god of death, but also of the valuables hidden within the earth.

Saturday, March 22, 2014

Much Ado About Alignment

Just some stream of consciousness stuff here - me thinking about the over-thinking of alignment.

Alignment is the wrong tool for the job of "defining" a personality, but that doesn't mean it's not a useful tool for the game (you know - THE GAME). Let's review ...

Alignment seems to have originated as a way to do fantasy army factions, not unlike English vs. French at Crecy, or Warhammer's Empire vs. Dwarves (or whatever).

These factions were more than just simple nationality or "race", though - they did have some basis in values - good guys vs. bad guys, with neutrals joining either side. What were the factions really fighting about? I guess the good guys want a good universe, where there's some measure of freedom and happiness and justice - good luck defining exactly what that means to a multitude of people, but you sort of get it in your heart. Finn and Jake are Lawful, but that doesn't mean they spend much time thinking about it or hewing to a master plan of goodliness.

Chaos is the bad guys - they like to dominate and bully and kill because it's fun (but don't adventurers have fun killing people and taking their gold? Well, yeah, sort of ... but it's for the greater good, and they only kill bad guys!) So, it doesn't matter that the Chaotic warlord thinks he's bringing the blessing of his rule to people who can't rule themselves - he's a dick. You know it, I know it, the people he tortures know it.

Okay - so we have two factions, vaguely warring over control of the universe.

Alignment has another dimension though - game balance. Chaotics can use poison and flaming oil and do whatever they want WOOOOO!, but Lawfuls would never stoop to such lowly tactics, right? And neutrals are not low enough to poison people, but flaming oil is badass and super fun, and they don't mind getting down and dirty like that. That means Chaos should pretty much always win, right? What's the balancing factor?

Well, go back far enough and you find that you had two brands of clerics - the Lawful clerics and the Chaotic anti-clerics. Anti-clerics cast the reverse of lots of cleric spells, presumably healing spells included. So, it's just possible that the old intention was that chaotics get to play with poison, but they don't necessarily get healing.

A lawful cleric (remember, no neutral clerics - they would eventually show up as druids) doesn't necessarily have to heal anyone if she doesn't want to - she's a crusading, fighting-priest - like the armored bishops of old who smashed in the heads of blasphemers and railed against Chaos in sermons and probably withheld their divine favors from folks who didn't toe the line (or who didn't come across with a sizable donation for the cause!)

Side note - clerics should be the most awesome class in the game to play, bar none. I think it's a sorry lack of imagination, grit and gusto that has made them into "walking healing wands". Cleric players out there - get into some old time religion and make those clerics awesome again.

So imagine the balance - chaotic characters can coat their weapons with poison (save or die!) and stab people in the back and steal from their friends and such, but they may not receive healing, which means they have to be sneaky as hell (pun intended) and might have to put up with tons of shit from the lawful cleric in the party, including giving up a hefty portion of gold in exchange for saving their sorry butts. Neutrals aren't as bad as that, but they have a bit more freedom to play dirty, and probably have to tithe to the party cleric in exchange for the good stuff. The lawfuls are restricted in their tactics, but enjoy full support from the Lawful church as their reward for playing by the rules.

So, alignment, if reduced to a matter of vague faction and game balance, are probably game enhancers. There's going to be some guidance in terms of personality, but let's not worry over that too much. Law and Chaos are extremes, so embrace them. If you want to be complicated, be neutral and pony up some gold when you contract mummy rot - such is the way of the world.

Wednesday, March 19, 2014

The Incarnator [New Class]

It's been way too long since the last post, so hopefully this one will make it up. This is admittedly not an "old school" sort of class, but rather more of a "high fantasy" concept.

THE INCARNATOR

The incarnator is a mystic character class that can make the power of the stars incarnate on and within his person. These stellar incarnations appear in many shapes, but are always composed of light of a different color, based upon the star sign being invoked.

Incarnators train in much the same way as monks, psychics, and soulknives. They operate in training houses as tight-knit brotherhoods under the tutelage of a master.

In your campaign, incarnators might be the equivalent of magicians or psychics who specialize in star magic, or they might even have the blood of star gods and goddesses (the Pleiades) running through their veins.

REQUIREMENTS: Wisdom and Charisma 13+

ARMOR ALLOWED: Padded, leather, studded leather, and ring mail

WEAPONS ALLOWED: Club, dagger, dart, light crossbow, light mace, quarterstaff, short sword

SKILLS: Communicate, Decipher Codes, Navigation

CLASS ABILITIES

1. Incarnators call upon the mystic power of the stars, in the form of the twelve signs of the zodiac. Obviously, different fantasy worlds might have different star signs, but the rules here use the traditional zodiac - adjustments may need to be made for other worlds.

Because an incarnator calls upon the zodiac, they must first have their own star sign rolled randomly, with a 12-sided dice, of course.


2. Incarnators are skilled at drawing astrological charts. The action takes one hour, and not only reveals a person's star sign, but also acts as an augury spell for the person in question.

3. To manifest an incarnation they must make a task check (a Will save) modified by their Wisdom score. Manifesting from one’s own birth sign is at a +2 bonus, from one’s own element at no penalty, from other elements at a -2 penalty, and from an opposing element at a -4 penalty. It is impossible for an incarnator to manifest from his opposing sign.

There are three types of incarnations an incarnator can manifest:

Artifacts are objects of solidified starlight. Manifesting an artifact requires a Will saving throw made with no additional penalty (see above).

Summonings are creatures composed entirely of solidified starlight. A summoning requires a Will saving throw with a penalty equal to the monster's Hit Dice.

Aspects are internal or external modifications of the body. Aspects require a Will saving throw with a -10 penalty.

An incarnator can attempt a set number of manifestations per day (see table below). These numbers represent attempts, not successes. It's possible for an incarnator to fail on all their attempted manifestations during a day. An incarnator can attempt the same manifestation multiple times per day if they choose.

Fire signs produce red light, earth green, air white and water blue.

If an incarnator is manifesting three incarnations from the same element, he gains resistance to that element’s related energy (fire, acid, electricity, cold) so long as his incarnations are manifested.

The artifacts, summonings and aspects associated with the signs are as follows:


Weapons: All incarnator weapons, including natural weapons, appear as solidified light of the appropriate color. The weapon acts in all ways as a +1 magic weapon of its type. A 6th level incarnator's weapons also deal +1d6 points of energy damage based upon its element (i.e. Aries is a fire sign, so a warhammer of Aries deals +1d6 fire damage). A 12th level incarnator's weapon acts as a +1 brilliant light weapon of its type. Weapons last for one turn (10 minutes). Manifested natural weapons permit an attack by the incarnator in addition to a held weapon.

Armor: Incarnator armor acts as +1 magic armor of its type. A 6th level incarnator's armor also provides resistance against the appropriate energy (fire for fire signs, acid for earth signs, electricity for air signs and cold for water signs). Armor lasts for one hour.

Potion Bottle: The potion bottle of Aquarius contains a potion that duplicates a single spell of a level equal to the incarnator's level divided by four, rounding down. Thus, a 1st level incarnator can manifest a potion that duplicates a 0-level spell, a 2nd to 5th level incarnator a first level spell, a 6th to 9th level incarnator a second level spell, and so on. The potion bottle and the liquid starlight is contains last for one turn, though the effects of the spell within have the normal duration.

Scales: The scales of Libra can take a measure of creatures, determining their alignment leanings (chaos vs. law, good vs. evil) and also the wisdom of an action (per the augury spell). The scales manifest for 1 turn.

Monsters: Monsters are energy constructs that fight as their normal type, but enjoy resistance to the energy associated with their sign. They last for 6 rounds.

Split: When a character splits, they become two incarnators of half their normal level and half their current hit points. If one is killed while split, the incarnator absorbs his former half, but suffers one level of energy damage (not drain). A split lasts for one round + one round per level of the incarnator.

Mighty Roar: The mighty roar works as the special ability of the dragonne. While manifesting the mighty roar, the incarnator's eyes glow red, and a mane of reddish light filaments sprouts from his or her head. The mighty roar ability lasts for one round + one round per level of the incarnator.

Magic Circle: Per the magic circle spell, affecting either good or evil. The magic circle actually appears as a glowing green aura around the incarnator's body, and lasts for one round + one round per level of the incarnator.

Blinding Beauty: Per the nymph ability, this ability causes the incarnator's body to glow with luminous, white light. Blinding beauty lasts for one round + one round per level of the incarnator.

Horse Body: The incarnator manifests a centaur like horse body of red light. He gains the movement rate and natural hoof attacks of a centaur.

Steam Body: Per the gaseous form spell, but the incarnator can choose to expand into the equivalent of the fog cloud spell. Lasts for one round + one round per level.

Scales and Gills: The incarnator gains a swim speed of 60 and water breathing (per the spell). Lasts for one round + one round per incarnator level.


Wednesday, March 5, 2014

IQ - A Different Way to Allocate Skills and Abilities


Caveat #1 - This isn't necessarily a post about D&D-style games. I say necessarily, because it could probably be adapted, but it isn't intended to be a new rule for the old game. It's actually not intended to be a new rule for any game - just a thought experiment.

Caveat #2 - Since I'm a D&D guy from way back, the language used will probably be cognate with D&D language - old habits die hard.

Caveat #3 - IQ, or "intelligent quotient", is the term I'm using because one tends to speak about "IQ points", and this scheme uses points. In truth, I'm using IQ in a way that has little to do with the real thing.

On to the idea ...

Characters have ability scores to measure their raw physical (including mental) abilities in a variety of general endeavors. Strength, dexterity and the like. Among these is intelligence.

Raw intelligence might be considered to be one's ability to figure things out on the fly, and could influence dice rolls concerning that endeavor. It would also, though, form the basis of learning - i.e. skills.

Skill also impacts one's endeavors, on an individual basis. So, while raw dexterity generally impacts one's ability to dextrous things (thus a bonus or penalty on a dice roll), skills would apply only to individual endeavors that might be influenced by dexterity, such as moving silently or picking pockets.

How skilled can a person be? Here's where a points system comes in, and we'll call these points IQ points. IQ points are allotted over time to any number of endeavors that a character trains in. How many IQ points does a character have? That would be based on raw intelligence. Perhaps, if we used a scheme like D&D, IQ would equal intelligence x 10.

Each possible endeavor a person can become skilled in - from picking locks to fighting with a broadsword to shooting an arrow to programming a computer or casting a magic spell - would be given a level equal to the number of IQ points devoted to it. This level would be cross referenced with a difficulty level when attempting an endeavor to find the chances (on a dice roll) of success. I think the old "turn undead" table would be a pretty good starting place for this, though one would have to play with it a bit to get it quite right.

How does one devote IQ points to endeavors? Practice, practice, practice!

Characters must devote a certain number of hours per day to an endeavor to devote IQ points to that endeavor. Here's where the system would need quite a bit of thought and fine-tuning applied to it, and honestly more than I shall do here. Remember, this is at this point a notion and a thought experiment, not a fully-formed system.

We might suggest something like this - each hour of practice per day gives a person a 1 in 6 chance of achieving a higher level in that something, up to a maximum of a 5 in 6 chance, at the end of the week. Beyond level 5, this becomes a chance in 8. Beyond level 10, a chance in 10. Beyond level 15, a chance in 20. If a person manages to achieve a higher level, they allot a point of IQ to that endeavor and record their higher level on their character sheet.

Example: Sir Boris devotes five hours of practice per day to fighting with longsword and shield. He has 50 IQ points total. At the end of the week, he has a 5 in 6 chance of achieving "level 1" in fighting with longsword and shield. If he succeeds on his roll (which is likely), he achieves level 1, and allots 1 IQ point to "longsword and shield", leaving him 49 IQ points to devote to other endeavors or to improving at "longsword and shield".

Of course, experience is the best teacher. Anytime a character attempting an endeavor during an adventure - i.e. fighting with longsword and shield against a hobgoblin rather than just training against another pupil or his teacher - he has a chance to increase his level. After the fight (or attempt or whatever), if the character was successful, he or she has a 1 in 10 chance of increasing their level right there on the spot. If they were not successful (but are still alive), they have a 1 in 100 chance of increasing their level. One might also rule that the task being attempted must be equal in or greater in difficulty than the character's present level of skill in order to have a chance to increase their skill - thus master's at fighting cannot easily improve their skill at fighting by picking fights with those who are less skilled - no challenge, no improvement!

By devoting hours of study, one can spend their IQ on a given endeavor and achieve a certain level (with a maximum level as well) that must then be maintained by devoting a lesser amount of time per day or week to maintenance. If we divide the levels of mastery into broad bands, say something like the following ...

1-5 levels = Novice

6-10 levels = Veteran

11-15 levels = Expert

16-20 levels = Master

... we can thus assign different training requirements to maintain one's level of skill. We could say to maintain novice level, one must devote at least one hour per week to training. To maintain veteran level, one must devote at least three hours per week to training. To maintain expert level, one must devote at least one hour per day to training. To maintain master level, one must devote at least two hours per day to training. "Devoting hours" means studying, training, practicing, etc. Since one's time is limited, the ability to maintain numerous skills at a high level is also limited.

Example: Sir Boris above has one level in "longsword and shield". To maintain that level, he must devote one hour per week to training with longsword and shield. He can devote addition training time to attempt to increase his level with longsword and shield, but one hour of training will always be devoted to nothing beyond maintaining his current level.

When one does not practice as they should, they lose one level in that endeavor, and thus free up an IQ point. They might re-train themselves in that same endeavor and regain the lost level, or they might decide to devote their training to something else. A wizard who used to think illusions were the way to go might let his practice with illusions lapse, and instead devote his time and training to conjuration.

And thus the system. One gets better at things by training and actual experience "under fire", but is limited by their overall intelligence (i.e. ability to learn) and the amount of time they have to maintain their skills. One would have to work out the details to make sure the system functions properly, but it could provide a very "organic" way of building living, breathing characters that change over time. Introduce training costs (which might vary from one endeavor to another), and characters have a reason to go out into the world in search of gold.

Tuesday, March 4, 2014

Adventurers Face Death, Yes, But Also Taxes

Image found HERE - Click through for more info on medieval taxes
We all know the formula. Start in town, buy equipment, journey into the unknown, hopefully find lots of money, come back to town, buy more and better equipment (and maybe healing), rinse and repeat.

I have found that in practice, there are three ways this can go. The first, of course, is perfectly. More often, adventurers either come back without enough to support themselves in the hyper-inflationary economy they're all creating in town, or they come back with more dough than they can spend (assuming they're like mine and stubbornly refuse to hire men-at-arms).

It seems like the latter might have been more of a problem than the former in the old days. In AD&D, Gygax introduced "training costs" to, as I understand, siphon money away from successful mid- to high-level adventurers.

Another option is the bane of man's existence from the earliest days of civilization ... The Taxman!

Folks who regularly read the blog will know I was recently delving into the pages of Adam Smith's Wealth of Nations. He does a long chapter on taxes, and as I was reading about the myriad forms of taxation that existed in the 18th century, it occurred to me that a random taxation table could be fun, with adventurers never sure just how the local prince was going to steal their money.

The idea here, of course, is not to make life needlessly difficult for adventurers. If they're relatively poor, the taxes will be relatively light, and an inability to pay them will result in being impressed into doing work for the sovereign, which can be used as a way to introduce new adventures and even entire campaigns (Robin Hood, anyone?). Adventurers tend to be outsiders and ne'er-do-wells anyways (why else are they delving in dungeons instead of holding down respectable jobs?), so another reason to bristle at authority should help to keep them on the adventuring path.

To get this rolling, we need to determine how heavy the taxation is in the locality, who is collecting it, and what the actual taxes are.

HOW HEAVY ARE THE TAXES?

Different kingdoms/city-states/whatever have different expenses, and folks who spend tax money tend to overspend rather than underspend.

Each community will impose 1d4+1 taxes (see below) on adventurers.

THE TAXMAN

The tax collector is usually a normal human, but might also be a captain (5 HD) or an aristocrat (3 HD). In rare cases (1%) he is a fighter or thief of 4th to 7th level.

The tax collector is not a popular fellow, so he is always accompanied by 1d6+4 men-at-arms (light infantry usually).

Not all tax collectors are created equally, of course, so we will differ them by their alignments. Roll as follows:

LAW vs. CHAOS (D6)

1-2. Lawful = Cannot be bribed or frightened easily from his appointed duties

3-4. Neutral = Can be bribed (Charisma check, -2 penalty) with an amount of money equal to half the taxes owed; can be frightened, but will return with triple the number of men-at-arms

5-6. Chaotic = Can be bribed (Charisma check) as above, but there is a 1 in 6 chance he will return later and pretend no taxes were ever collected; can be frightened, but will hire 1d6 assassins or thieves to get revenge.

GOOD vs. EVIL (D6)

Note, if you use the three-fold alignment system, consider Good to be implicit in Law above and Evil to be implicit in Chaos above.

1-2. Good = Is willing to fudge the tax bill down a bit (maybe 10%) if people look hard on their luck.

3-4. Neutral =No special behavior.

5-6. Evil = Will overestimate taxes by at least 10% if one is not very careful.

Where's the Taxman?

The taxman is usually stationed at the front gate of a stronghold, village, town or city, but may be encountered as a random encounter outside of town, but rarely in the wilderness.


THE TAXES

1. Tax on coins: A tax of 1d4 x 5% on all coinage carried is assessed.

2. Tax on cargo: A tax of 1d6 cp is assessed for every 20 pounds of goods, above and beyond one's own clothing, they carry into the settlement. If the goods are "valuable", this is increased to 1d6 cp per pound.

3. Tax on arrows and bolts (and quarrels): The arrow tax is 1d6 cp per arrow, bolt or quarrel. There is a 1 in 6 chance they will also assess a 1d6 cp tax per foot length of bows and crossbows. This protects the local bowyers and fletchers.

4. Tax on iron and steel: A surtax of 1d6 cp is assessed for every pound of objects composed mostly of iron or steel. This protects the local iron industry.

5. Tax on copper: A surtax of 1d4 cp per pound of copper (including coins), bronze and brass carried into the settlement.

6. Tax on silver: A surtax of 1d4 sp per pound of silver (including coins) and electrum carried into the settlement.

7. Tax on gold: A surtax of 1d4 gp per pound of gold (including coins) and platinum carried into the settlement.

8. Tax on gemstones: A tax of 1d4 x 5% of the value of gemstones carried into the town; those who cannot pay have their stones confiscated until they can pay, but must pay an additional 10% fee for failure to pay and for storage.

9. Tax on magic items: Obviously, this requires the presence of a person in the tax collector's retinue who can cast detect magic, or obviously magical items. A premium of 10 gp per item is collected, and items of a demonic or diabolic nature will be confiscated by local church authorities, with 10% of the item's value (determined by the church authorities) to be paid to the original owners, unless they are determined to be Chaotic (Evil), in which case they are clapped in irons and sent straight to the dungeon.

10. Tax on magic-users: Those who appear to be magic-users (the spellbook is a dead giveaway) must spend 1d6 nights patrolling with the night watch, or else must buy out of this duty at a rate of 1d10 sp per night.

11. Tax on holy symbols: Foreign holy symbols are assessed a blasphemy tax of 10 sp (wooden or stone or common metal holy symbols) or 10 gp (precious metal holy symbols). Each healing spell cast in court on behalf of the king/mayor/prince/etc. is the equivalent of 5 sp of the assessed tax.

12. Tax on strength: Settlements always have hard work that needs doing on civic projects. Characters who look sturdy (i.e. Strength of 10 or higher) are impressed into a work gang for 1d6 days, or else must buy out of this duty at a rate of 1d10 cp per day for able-bodied folk, 1d10 sp per day for muscular folk (i.e. Strength of 13-15), and 1d10 gp per day for the truly mighty (i.e. Strength of 16+). If a creature does not look as strong as he or she is, use your best judgment as  TK as to whether this applies to them.

13. Tax on beauty: The local ruler has an eye for beauty; those with Charisma scores of 13 or higher are tasked with attending court in their finery (or finery will be provided) for 1d6 days while in the settlement to impress visitors, or else must buy out of this duty at a rate of 1d10 sp per day.

14. Tax on feet: A tax of 1 cp per unshod foot/hoof, 1 sp per sandaled or shoed foot or shoed hoof or 1 gp per booted foot is assessed. If your game includes centipede men, they're going to hate this!

15. Tax on wheels: A tax of 1d6 sp per wheel is assessed.

16. Tax on beards: The locals have had trouble with dwarves, and so they assess a tax of 1 gp per inch of beard length on all (not just dwarves) who enter town. If you don't know how long a character's beard is, guess or roll randomly. If the dwarf's player has ever mentioned looking like "the dudes from ZZ Top", he's going to regret it.

17. Tax on warriors: The locals need strong warriors to deal with the humanoids and monsters of the wilderness. Anyone who looks the part of a warrior (leather armor or more) is impressed into patrol duty for 1d6 days, or else must buy out of this duty at a rate of 1d10 sp per day.

18. Tax on finery: Jewelry, silks, mithral, adamantine, cloth-of-gold and the like are assessed a tax equal to 1d4 x 5% of their value.

19. Tax on hides and pelts: Hides and pelts are assessed a tax of 1d10 sp for animal skins, 1d10 gp for magical beast skins (and similar) and 1d10 pp for dragon skins. If the tax cannot be paid, the hides are confiscated into the treasury of the settlement or king.

20. Tax on retinues: In order to support the local labor market, a tax of 1 sp per hireling or man-at-arms is assessed.

You'll note that there is no tax on thieves' tools - that's because they'll probably just arrest a person who has them or toss them out of town.

If taxes cannot be paid, the offenders are either barred entry to the settlement and its environs (i.e. sent back into the wilderness under armed guard) and threatened with being declared outlaws if they again return without their assessed taxes, or is taken into custody until they can work their bill off (i.e. a great adventure hook!).

Thursday, February 27, 2014

I Love Paleontology [New Monster]

I've said it before, and I'll say it again - I love the internet, with the emphasis on "net". It's fabulous having so much information so easily accessible, but what's even better is that you find so many wonderful things you weren't looking for, and in fact that you never knew existed. For example ...

Illustration by Pavel.Riha.CB at the English language Wikipedia, used via Creative Commons Attribution-Share Alike 3.0 Unported license

The Odobenocetops, or Walrus-Faced Whale, or Walrus-Whale for short. Who knew? I'm just waiting for some lucky paleontologist to pull the first owlbear skeleton out of the ground.

So, in honor of this new addition to my brain matter, I present some quick monster stats. Please bear in mind, though, that I'm not going to stat up an inoffensive ancient whale that dined on mollusks. No sir - this is D&D, and that means we need an aquatic bad-ass!

ODOBENOCETOPS (WALRUS-WHALE)
Large animal, Neutral (N), animal intelligence; Pod (1d8)

HD: 8
AC: 18
ATK: Slam (1d6) and tusk (1d10)
MV: 0 (Swim 60)
SV: F8 R8 W14
XP: 800 (CL 9)

The walrus-whale is a sea mammal of the Pliocene era. The walrus-whale has a single long tooth that jutted back from its mouth and can be used as a tool and a weapon.

In combat, a walrus-whale attacks by slamming into opponents and by slashing and spearing with its tooth. Creatures hit by the monster's tooth attack with a natural roll of '20' are punctured if they fail an Armor Saving Throw (i.e. roll 1d20 below one's armor bonus, including any natural or magical armor bonuses, but excluding dexterity bonuses to AC). A punctured creature suffers 1d4 points of Constitution damage as organs are punctured, and thereafter suffers 1 hit point of bleed damage each round until healed.

Special Qualities: Resistance to cold

Saturday, February 22, 2014

What the Heck Elementals

Elementals are weird, and they're weird because they're old.
Found with Google, used without permission

In particular, I'm referring to one's ability to damage a fire elemental with a normal sword when the monster is apparently made out of fire. Or is it?

Elementals were there in the beginning, you see. In Chainmail, an elemental had the following statistics:

Elementals, et. al.
MV: Special
Special Ability: Special
Charge: Special
Fly: Special
Missile Range: Special
Attack: Special
Defend: Special

Really paints a picture, huh? We also know that fire drives air and water elementals back 1 move, and lightning drives earth and fire elementals back 1 move.

The rules go into more detail concerning their movement (different for each elemental - earth and water are the slowest), how they attack (as four light horse, medium horse or heavy horse) and some other details, such as their being neutral. What we never learn is what they look like. Note also that no monster in the game can only be harmed with magical weapons, though balrogs cannot be killed by missile fire, and true trolls can only be killed by fire, fantastic combat with hero types, or magical weapons.

So, elementals are really little more than a name and a set of stats. Unlike balrogs, which are well described in Tolkien, I'm not sure anybody at the time could guess exactly what an elemental looked like.

Let's step forward to OD&D.

In OD&D, we get stats more familiar to D&D players, but still no concrete description. Air elementals can turn into whirlwinds, and fire elementals are called up from flame of considerable heat (i.e. large fires, lava pools, etc.), and water elementals are generally confined to bodies of water, though they can fight out of water. Now, I don't own the original books, so there might be an illustration I'm unaware of in them, but I think at this point elementals are still pretty vague.

In AD&D's Monster Manual, we get illustrations of elementals. Maybe they were always meant to look as they do in that book, or maybe that was just the artist taking a guess. I don't know, but it does present a problem. When you're fighting fire, air and water elementals, they don't appear to have a solid form, according to the art, yet the old stats have been carried forward, and you can harm them with the same mundane weapons you can use against orcs and hobgoblins [Edit - as the first commenter John L noted, by this time, they had decided that elementals do require magic weapons to harm - so my blog post becomes at least 50% pointless!]. This seems weird. I'm sure it's an artifact of the rules, and I'm always happy to just say "it is what it is" and move on, but it makes me wonder if elementals weren't originally conceived of as being the solid creatures of Paracelsus rather than animated bits of air, earth, fire and water.

Paracelsus wrote about elementals in the 16th century. They were alchemical beings, and came in four varieties, each associated with one of the four classical elements - Sylphs (Air), Undines (Water), Gnomes (Earth) and Salamanders (Fire).

The classical elementals were creatures formed of the four classical elements but apparently appearing as being composed of flesh and blood. It makes more sense that fire elementals can be harmed with normal weapons when you imagine them as salamanders as Pliny described them: "an animal like a lizard in shape and with a body starred all over; it never comes out except during heavy showers and disappears the moment the weather becomes clear." Pliny's salamanders like the rain, though, and apparently can extinguish flames with the frigidity of their bodies - definitely not the fire elementals we are used to, though very much like the frost salamanders of BD&D.

Leonardo da Vinci described them thus:  "This has no digestive organs, and gets no food but from the fire, in which it constantly renews its scaly skin. The salamander, which renews its scaly skin in the fire,—for virtue."

Now, da Vinci invented tanks, so I'm willing to take his word for it on just about anything, especially fire elementals

Paracelsus obviously associated them with the latter description, and so we have fire elementals that are not animated flames, but rather reptilians who like things hot. A description like this jibes a bit better with the monster's stats in D&D than their appearance as living flames (or water or air) does.

So we have three options in handling the non-earth elementals:

1 - Just take them as they are, whether it makes sense or not. Probably the best route.

2 - Depict them as solid beings rather than animated fire, air and water. You don't have to use the classical depictions  - earth elementals as little dwarves, undines and sylphs as beautiful women and salamanders as reptiles. Instead, you could make them all look like humanoids (maybe demons), or even as some sort of dragon.

3 - Make elementals a bit more powerful by making them immune to non-magical weapons, which is apparently what they did in BD&D and AD&D.

Edited for the fact that I'm a dork that forgot they changed the elementals between OD&D and BD&D and AD&D and made them only hit by magic weapons - I'm old and forgetful, so have pity on me.

Monday, February 17, 2014

Astral Anglers [New Monster]

Saw a picture of ice fishing, and this idea popped into my head.

ASTRAL ANGLER

Large Outsider, Chaotic (NE), Average Intelligence; Solitary

Astral anglers look something like crystaline gulper fish, with massive mouths and long, thick bodies. Their bodies are largely transparent, but the creatures organs are a pulsating pink, and thus can be seen through the monster’s flesh.

HD: 8
AC: 18
ATK: Bite (2d6 + swallow whole)
MV: 40
SV: F8 R9 W9
XP: 800 (CL 9)

Astral anglers appear to exist for the express purpose of eating and swimming. They never speak, and their eyes show not a glimmer of intelligence. In fact, they explorers, slowly mapping the myriad psychic eddies and flows of the Astral Plane, imprinting their knowledge on their gemstone brains.

Mapping an infinite plane is hungry work, of course, which leads to the astral angler’s strategy for hunting. The monster extends a lure into the Material Plane, and when something grabs it, the monster yanks them into the Astral Plane to be swallowed.

SPECIAL ABILITIES
An astral angler opens portals into the Material Plane by opening its mouth and expelling a weird humming sound. This weakens the barrier between planes, creating an invisible portal that can be noticed by some creatures as a ripple in space.

Through this portal, the beast extends something like a tongue. This tongue is long and pink in reality, but it is charged with psionic particles, such that in the Material Plane it appears as something the monster’s prey envisions as their fondest desire. The particles pick up needs and wants that a group has in common, so the tongue appears as the same to thing to all. This is an illusion effect, and can be overcome in the normal way.

When a creature touches the tongue, they stick fast to it unless they pass a Will saving throw. A person stuck to the tongue is suddenly jerked through the invisible portal and into the Astral Plane. The portal remains open for 10 minutes, and others can move through it without difficulty.

The original victim that is jerked in is immediately attacked by the astral angler using its bite attack.

Friday, February 14, 2014

Preview Time

Wow - it's been almost a week since last I posted. What have I been up to? Well, aside from work, a little economics-oriented freelance stuff, and doing the family thang, I've been working on NOD 22 and the Tome of Monsters. So - time for a preview post!

[Oh - and the physical version of NOD 22 is now up for sale at Lulu!]

NOD 23 - The Ende Hexcrawl

Foreigners have called the plateau of Ende the land of monsters, and rightly so. In ancient days past, the elves dominated the west and the dragons the lands of Mu-Pan, but the rest of the planet was given over to monsters, especially the colossal mountains called the Great Yamas.

In the primordial days, the Kabir did battle on this plateau where the ancient river Ende runs down from the mountain glaciers. They clashed with the demons and other outsiders who sought to colonize Nod, leaving behind small pockets of these monsters and their servants, and a great fortress-temple called Aornus, wherein was hidden a mighty artifact of the kind they had used to defeat the demons and push them into the underworld beneath the Great Yamas.

Before the receding of the waters of Mother Ocean and the South Seas, Ende was a hilly peninsula jutting from the Yamas and dominated by two tribes, the Rakshasa and the Naga. The Rakshasa dominated the goblins and ogres, while the Naga dominated tribes of lizard-men and ophidians. Between them, the Rakshasa and Naga constructed the fortresses that would become the four great city-states of the plateau.

Eventually, the waters did recede and revealed the vast lowlands that would become the plains of Gondar and the tangled jungles of Djangala. These virgin territories attracted human, demi-human and humanoid tribes, who came under the sway of the monstrous tribes of the plateau for a time, before asserting their independence.

Due to the presence of the fortress Aornus and the mythical engine of destruction concealed within, the plateau has been visited by many armies over the centuries, including diving armies of demons and angels. As a result, the plateau is home to many more aasimar (called aasura in Ende) and tieflings (called teivas in Ende) than can be found throughout most of Nod.

Ende today is much as it has been for centuries, a land of adventure, danger and potential wealth. After many millennia of settlement, the land is rife with ruins hiding treasures beyond belief. The cities of the plateau, constructed over a thousand years ago, sit atop ancient iterations of them-selves, one city atop another, forming vast dungeons clogged with treasure and the non-human tribes that originated the cities before humans settled on the plateau.

TOME OF MONSTERS

This is shaping up pretty nicely. Art is being commissioned and is flowing in - below is a sample page as the layout now stands. Looks like this one will feature 145 new entries (some with multiple monsters per entry).

 Okay folks - back to work!

Saturday, February 8, 2014

The Greyhawk Tomb of Horrors Company - A Campaign Notion


I'm still reading Adam Smith's Wealth of Nations (it's not a small book), and I'm now reading about the various merchant companies that held monopolies to trade with various colonies of the U.K. This got me thinking about using a similar concept in fantasy rpg's.

In this case, you would have countries or city-states establish control over a mega-dungeon and the immediate region around it. This actually makes some sense, when you consider the incredible wealth (monetary and magical) held in a mega-dungeon. For a fun campaign, you would probably want to establish multiple mega-dungeons in a campaign world, with different countries controlling them.

Each of these mega-dungeons has a different adventurer company that holds a monopoly on its exploration and exploitation, with a percentage of all proceeds going to the government that gave it the charter. The adventurer company might be a joint stock company, in which different NPC's (wealthy merchants, sinister types, aristocrats, and the adventurers themselves) hold stock, with an annual dividend based on how well the adventurers have done in their explorations. The adventurer company could have multiple adventurers in it, of varying levels - so players could have multiple adventurers, bringing new ones in at times as old adventurers die off or rise to higher levels and need apprentices and squires.

Moreover, as the adventurers hit the name levels, the strongholds they establish could be in the region of the mega-dungeon, as a means for the company to control the area. Of course, rival nations would want to wrest control of the dungeon away from the company and its country, so now wargaming can enter into the campaign. The adventurers might also get involved in conquering other mega-dungeons, and even establishing their own companies to exploit them.

As adventurers become more wealthy, they can attempt to buy more shares in the company, maybe rising the level of directors and having to engage in all the intrigue that surrounds big money and royal courts.

I imagine this could make for a fun framework for running a campaign.
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