Showing posts with label swords and wizardry. Show all posts
Showing posts with label swords and wizardry. Show all posts

Wednesday, May 16, 2012

The Vomorhin Experiment

A full-time job and an impending move to a new apartment haven't really left much time for idle pursuits, including Dungeons and Dragons. But all work and no play has often left Jack a dull boy, so I've been thinking about getting back in the saddle for a few weeks now. In my current situation, tabletop gaming has been a great way to both stay in touch with distant friends and make new ones in the greater Philadelphia area. In preparation for this eventual calming, I've been working on a little experiment.

The City of Vomorhin is a project that I've been planning since I put my ideas together for the Cheap Minis Project: a city setting that utilized many of the strange, common or otherwise minor parts of the Dungeons & Dragons experience in order to craft a campaign setting. There's a place in the Vomorhin universe for kenku, grimlocks, troglodytes, krenshar, chaos creatures and constructs of all shapes and sizes. Taking all of these disparate elements and making a coherent world out of them has been a blast.

As of now, I have two potential gaming groups lined up and only a limited amount of time each week to plan for a campaign. So my plan is to run two different campaigns, two different rules systems, one central setting.

My online group consists of close friends from college spread out across both coasts of the country. For rules, we're going to be using a modified Swords & Wizardry, incorporating ideas from Akrasia and the most recent D&D Gamma World into the basic S&W framework. My in-person group potentially consists of new players and a pair of local friends. That game will be run with 4th Edition rules.

I have never GMed either of these systems, so I'm looking forward to seeing how the implicit rules of each work in a big fantasy city setting. The S&W campaign is more likely to be in the 'Heist D&D' millieu, with caper planning and specialist hirelings needed to pull off huge scores, while the 4th Edition campaign will be more like hard-boiled fantasy fiction where the players unravel conspiracies, butt heads with prominent factions and change the face of the city.

The vast majority of my campaign preparation will be system-agnostic and, through Fistful of Coppers, available to readers for free. When I do stat up monsters, NPCs, magic items and the like, I will try to do so in both S&W and 4E terms. In terms of fleshing out the city, I'm starting with the overarching story of the city detailed in my most recent post and trying to fill in details as I go.

The next dispatch from Vomorhin will take a look at each of the scions of Creeshus and their place in the city. Stay tuned!

Monday, September 26, 2011

Heist Plan #5 - The Curtain Call

The Job: The Curtain Call

The Set-Up: The City of Masks takes its opera very seriously. The only thing more elaborate than the sets and costumes are the riches on display in the audience. Every year, the largest opera production is the Black Ship of Vesperia at the Coronet opera house, a dramatic aria about the romance between a pirate captain and a princess imprisoned by a wizard. The box office alone takes in over 20,000 gold pieces, without factoring in donations or the sales of wine, not to mention how much money you could make kidnapping a lead player before their big number.

Why It's Impossible: The Coronet runs a very tight security shift. Unauthorized personnel are forcibly escorted from the wings of the theater by large men and women, but they're not the only ones. Cloaked guardians, floating inches above the ground patrol the halls of the theater, including the backstage, the cat walks and the dome ceiling that opens up onto the sky. No one knows where they came from, but every employee of the Coronet knows to stay clear of them. There's also the chance that you'll come across a doting aristocratic fan or scheming talent agent that might not take too kindly to outside observers.

The Cracks
  • There are tons of stagehands, costumers and chorus members all around the theater, ample opportunities to disguise one's self.
  • The catacombs under the opera house can be accessed through many different secret passages in the City, from the houses of Parliament to the brothels of the Red Quarter. Just watch out for cloaks
  • Bianca Corrovaddo, the alto playing the role of Lucretio, the milkmaid disguised as a male pirate, is getting sick of playing second fiddle in Coronet productions. If you come across her, she's willing to parlay: if you kidnap her and hold her for ransom, she'll cooperate completely in exchange for half the ransom. She's also willing to help your group kidnap another member of the cast for a finder's fee. If she's kidnapped against her will, she will be an awful prisoner.
The Twist: The cast of the Black Ship of Vesperia isn't completely human. Some of the more unearthly choruses are provided by a pair of harpies, who have exchanged their predatory lives for more comfortable existences.

Notable NPCs

Cloaked Creatures
HD 3; AC 3 [16]; Atk 1 claw (1d6); Move 12; Save 14; CL/XP 5/240; Special: Paralyzing cry, cannot be hit by nonmagical weapons.


Glulinda and Parsimony, Harpy Chorus HD 4; AC 7 [12]; Atk 2 talons (1d3); Move 6 (Fly 18); Save 13; CL/XP 4/120; Special: Flight, Siren-song

Friday, September 2, 2011

Heist Plan #1 - Mutiny on the Dowry

The Job: Mutiny on the Dowry

The Score: The heir apparent of your city's nobility, Prince Heinrich, has just celebrated his wedding nuptials with the Lady Mernau, the fair and somewhat older daughter of the Duke of Okkuz. Their honeymoon journey will consist of a carriage caravan transporting the happy couple and their respective entourages between Okkuz and your fair city. Though most of the gentry assume that this is just an overly public and traffic-causing ceremony, you've learned that the real purpose of this cross-kingdom convoy is to transport all of the new princess's worldly possessions to her new home.

Why It's Impossible: There is never a point where the caravan is unguarded. Soldiers from both Okkuz and your home city have been assigned to protect the newlyweds, not to mention the constant swarm of servants, drivers and other support personnel. If even one carriage goes missing, the entire procession will lock down and the militaries of both cities will be tasked to bring you in at any cost.

The Cracks
  • The aforementioned swarm means that disguised folks can easily 'join up' with the caravan, provided that they have a good enough story.
  • At night, the caravan runs on a skeleton crew of paid professionals. If they can be distracted or misdirected, the rest of the caravan will be relatively unprotected.
  • Lady Mernau's entourage only contains a single wizard, Flidwick Pontos, who tends to enjoy a good drink. From what you can gather with your magical senses, only the prince and princess's carriages are protected by spells.
The Twist: The gems, gold and other finery in the caravan are protected by another guard entirely. Flidwick Pontos's real talent is not in sorcery, but magical tinkering. Concealed within the majority of wealth-bearing carriages are mechanical sentries disguised as brooches, lamps, candlesticks and other potentially stealable items.

Stats
  • Brooch Bug HD 1d4; AC 4 [15]; Atk 1 bite (1d2 + paralysis); Move 9; Save 18; CL/XP 1/15; Special: Immune to Sleep, Charm, Hold Person; Paralytic Bite (Save or Paralyzed for 2d4 turns)
  • Lantern Sentry HD 1; AC 6 [13]; Atk 1 flame spout (1d6 fire damage); Move 9; Save 17; CL/XP 1/15; Special: Immune to Sleep, Charm, Hold Person

Sunday, January 16, 2011

Lost Empires: A step in the right direction

Thanks to James from the Underdark Gazette for pointing this game out to me!



This month's OSR kerfuffle de jour basically had to do with innovation in old school products, whether or not retro-clones were doomed to restat the same orc and the same six attributes forever and anon. Well, the new Beta rules of Rogue Comet Games's Lost Empires is an interesting step in the right direction for retro-clones, even if its rules are a bit of a mess at times.

Lost Empires definitely appears to be inspired by games like True20 and Microlite20, point-based refinements of d20 games down to a core essence. Characters are created by spending points towards your Combat Bonuses, Skills, Hit and Mana Points. The three quasi-classes in Lost Empires are definitely inspired by the Warrior/Adept/Expert divide in those games and I wish that these distinctions were more apparent in the rules text. They tout the ability to customize thieves that can cast spells or warriors that can pick locks, but the actual class roles are located at the bottom of page 13.

The game uses a very interesting magic user mechanic which gives starting mages a fighting chance of doing something other than casting Sleep and falling back on their daggers. Each spell has a dice 'level' of their own that determines how many Mana Points that you spend on it. If that number exceeds your existing MP, the difference is taken as Feedback damage against your Hit Points.

Overall, I really like the idea behind this clone, which is honestly more of a game inspired by S&W rather than a clone of an existing rules set or a house-ruled document. The author has said that it's a game designed to appeal to young people who've never gamed before, which is a super admirable mission and one that, alongside a lot of other stuff that's been circling around me, is definitely inspiring my creativity. Expect further announcements.