Showing posts with label ose. Show all posts
Showing posts with label ose. Show all posts

Thursday, January 30, 2025

Thoughts on Dolmenwood

Recently, a couple of readers took note of the fact that, under the header "What I'm Refereeing" on the lefthand column of this blog, I've included Dolmenwood, published by Necrotic Gnome. However, unlike my House of Worms Empire of the Petal Throne and Barrett's Raiders Twilight: 2000 campaigns, I've never posted about this. This is absolutely true, though the omission was not intentional – far from it, in fact, as I have nothing but praise to offer about Dolmenwood, both as a fantasy setting and as a game. Indeed, I'm really enjoying Dolmenwood and consider it one of the best "new" fantasy roleplaying games I've played in some time.

I put "new" in quotation marks, because, rules-wise, Dolmenwood's not really new. It's a very close descendant of Old School Essentials, which is itself a very close restatement of the 1981 Moldvay/Cook version of Dungeons & Dragons (or B/X, as many people call it). How does it differ from B/X, I'm sure some of you will ask? Most obviously, it has its own classes and races, some of them unique to the setting. Likewise, it uses the dreaded ascending armor class and has its own saving throw categories. There are few other small differences, mostly in terms of presentation, but, for the most part, the rules of Dolmenwood are so close to B/X (or OSE) that I don't think anyone already familiar with those – or, for that matter, almost any version of old school D&D – will have much trouble picking it up.

Where Dolmenwood shines, though, is its setting, the titular Dolmenwood, a large, tangled forest at the edge of civilization that's filled with intrigued, secrets, magic, and lots of fungi. If I were to sum up the setting in a simple phrase, it would be "fairytale fantasy," even if that doesn't quite do Dolmenwood justice. It's like a weird cross between Jack Vance's Lyonesse, Machen's The White People, and Dunsany's The King of Elfland's Daughter, with touches from Twin Peaks and The Wicker Man, among many other influences. As a place, Dolmenwood is weird and eccentric, filled equally with whimsy and terror.

A big part of what makes Dolmenwood such a dichotomous place is the lurking presence of Fairy, which is to say, the otherworldly realm of the elves and other supernatural beings, the most powerful of which were long ago cut off from the mortal world by a coalition consisting of the Duchy of Brackenwold (who rules the wood), the Pluritine Church (who serves the One True God), and the secretive people known as the Drune (who have their own agenda). Elves and fairies are no longer as common as they were in the past, but their machinations can still be felt. In particular, the Cold Prince, the lord of winter eternal, seeks ways to regain his dominion over Dolmenwood.

Of course, there are lots of contending factions within Dolmenwood – the Duchy, the Church, the fairies and their nobles, witches, the Drune, and the wicked Nag-Lord, a trickster figure who serves as a literal agent of Chaos, corrupting the land and its peoples. These factions all play roles, large and small, in ensuring that Dolmenwood is never a dull place. One of the things I've found in refereeing this campaign is that I'm never at a loss for adventure ideas, because there's so much going on in the setting. Once the characters started doing what characters do, they soon found themselves enmeshed in all sorts of plots and schemes, gaining allies and enemies in equal measure. 

Speaking of characters, there are presently four in the campaign:

  • Squire (soon to be Sir) Clement of Middleditch: The big-hearted but small-brained of a minor noble sent out into the world to make something of himself (or die trying). He's presently attempting to be knighted by a fairy princess, an idea that appeals to his romantic soul, even if doing so brings with it more than a little risk.
  • Alvie Sapping: A teenaged thief with a quick mind and quicker tongue. He's attached himself to Clement's retinue as a way to travel and, he hopes, make money. Alvie has an intense dislike of bards and other musicians, on account of his no-good father's having been one, which has occasionally been a source of trouble for him (and amusement for everyone else).
  • Waldra Dogoode: A hunter and woodswoman, who's more comfortable in the wild spaces of Dolmenwood than in its more settled ones. She's an expert tracker and an amateur student of the many mushrooms and other fungi in the region. Her ambition is to one day produce a complete and accurate map of the entire Wood.
  • Falin Cronkshaw: A breggle (goat-man) cleric, who was exiled to a small parish because of her insistence that there were in fact breggle saints whom the Church has suppressed. She now travels with her companions hoping to find evidence vindicating her theories. 
The characters are an interesting bunch and their interactions with one another and the people they meet have been among the highlights of the campaign. Thus far, they've helped a ghost reunite with his love, explored a weird series of caverns, traveled to a remote village overrun with fungus, helped an exiled elf reclaim his home, and journeyed into Fairy as part of Clement's quest for a liege. Along the way, they've seen strange sights and met many unusual people, some of whom would later become important to the unfolding events of the campaign.

Unfortunately, Dolmenwood is not yet available for sale, though it should be soon. Having supported Necrotic Gnome's crowdfunding of the game, I have access to advance copies of its three rulebooks (Player's Book, Campaign Book, and Monster Book) and several adventures. They're all very well done, beautifully laid out and illustrated, filled with ideas to spark your imagination. The Campaign Book is especially nice. In addition to discussing at length the various factions I've already mentioned, it also includes a hex-by-hex gazetteer of Dolmenwood. This makes refereeing the game quite easy, as all you need to do is find the hex where the characters currently reside (or through which they're traveling) and read the entry, which usually contains multiple places of interest, major NPCs, and adventure seeds. Truly, this book alone has made refereeing the campaign quite easy. It's a model for what a campaign book should be in my opinion.

There you have it: my brief thoughts on Dolmenwood the RPG and Dolmenwood the setting. If you have any more specific questions, ask me in the comments and I'll do my best to answer them. 

Monday, April 15, 2024

REVIEW: A Folklore Bestiary (Volume 1)

An aspect of Dungeons & Dragons – and, by extension, all fantasy roleplaying games – that I find equally fascinating and frustrating is the way that it adopts and adapts the mythology and folklore of the real world in order to provide fodder for new spells, magic items, and (especially) monsters. I find it fascinating, because of how wide a net Dave Arneson, Gary Gygax, and those followed in their footsteps cast in establishing the canon of D&D. For example, how many of us reading this had ever heard of the tarrasque before seeing it in the pages of the Monster Manual II? On the other hand, I find it frustrating, because of how far D&D often deviates from its legendary source material. Again, consider the tarrasque, which bears very little resemblance to its Provençal inspiration.

It's for this reason that I was very excited by the release of A Folklore Bestiary by the Merry Mushmen, perhaps best known for their "adventure gaming bric-a-brac," Knock! "Inspired by folk tales and superstitions," according to its front cover, the Bestiary is a collection of almost forty creatures drawn primarily, but not exclusively, from European legends for use with Old School Essentials and other similar RPGs. With its focus on offering less well-known folkloric monsters as adversaries, allies, and enigmas for fantasy gaming, the Bestiary is a monster book seemingly written with my own peculiar tastes in mind.

With ten different authors credited, no two entries are exactly the same in terms of presentation. In general, though, each entry begins with the creature's name (including a phonetic pronunciation) and place of origin, followed by a short piece of in-setting fiction, like an excerpt from a journal or a transcript of an interrogation. The fiction is largely flavor text, setting the scene for what ordinary people might know or believe about a given creature. After that, there's an Old School Essentials write-up for the monster, sometimes accompanied by random tables useful to the referee, like rumors, motivations, and similar details. All entries also include a collection of adventure hooks involving the creature. Some include full scenarios, featuring a keyed map. Rounding out the entries is a full-page, full-color illustration (and some smaller sketches) by Letty Wilson, whose slightly whimsical artwork some of you might already know from Dolmenwood

A Folklore Bestiary is a 160-page A5 hardcover that is cleanly and attractively laid out. Compared to, say, Knock!, whose layout some have found cluttered to the point of illegibility at times, the Bestiary is much more conservative, though still distinctive. It's the kind of book that's equally useful as a reference and as reading material that one can flip through for inspiration. This could be off-putting to the more curmudgeonly among old school fans, since there's a lot more in each entry than the monster's game statistics and a basic description of its habitat and behavior. This is a book filled with creatures that live in a larger world and have connections to that world, potentially leading to much more compelling and even meaningful encounters.

Of course, this is also potentially a drawback. Because nearly all of these monsters are drawn from real world mythologies (a standout exception being Lord Dunsany's gnoles), they might not fit into a generic fantasy world as easily. For example, the dybbuk has strong associations with Jewish legends, while Jack-in-Irons is similarly associated with medieval Yorkshire. These associations are a big part of the appeal of the monsters described herein, grounding them in "reality" in a way that is often missing from standard fantasy monsters like goblins, zombies, and even dragons. Yet, they also make it mean that, unless a game is set in the real world, they might need to be stripped of some of their specificity, which could, in turn, genericize them, which would be a shame. Thinking about this now, I can't help but wonder if Gygax and company faced a similar conundrum in creating D&D's well-known menagerie.

Despite that minor point of concern, A Folklore Bestiary is a delightful product, filled with excellent and, above all, unusual new monsters to include in your fantasy roleplaying game campaign. It's also a good reminder that, even a half-century later, there's still plenty of myths and legends that have yet to be tapped for RPGs. Judging by the fact that this book is called "Volume 1," I can only assume that the Merry Mushmen have plans to produce more. If so, I very much look forward to seeing what strange new creatures they'll include.

Thursday, December 29, 2022

Grognard's Grimoire: Omejaldalu (Unmaker)

An Unmaker initiate by Zhu Bajie
The Omejaldalu, or Unmakers, are a loose collection of cults whose leaders see the Makers as having been detached, corrupt, and, above all, stifling to the development of sha-Arthan and its inhabitants. The Unmakers, therefore, seek to free the world from the shackles imposed by the Makers by using both sorcery and science to tear down and destroy every established norm, pattern, or system, including those of reality itself. In so doing, the Unmakers hope to inaugurate an era of unparalleled liberty – or another Epoch of Strife.

(More information about the Unmakers can be found here)


Initiate

Wholly devoted to the Unmaker cult to which he belongs, an initiate hopes his loyalty will one day be rewarded with greater responsibilities – and the power that comes with it.

DR 12, HD 2* (9hp), Att 1 × weapon (1d6 or by weapon), AB +0, MV Near, SV F11 D12 M13 E16 S15 (A2), ML 9 (11 with prophet), XP 25, NA 1d8 (2d12), TT U

    • Unmaker’s Blessing: Each initiate has 10% chance to have received an alchemical boon that increases his DR (1–2), HD (3–4), AB (5–6), or damage (7–8) by +2 (roll 1d8).
    • Zealous: +2 to saves against spells or effects intended to negatively affect an initiate’s loyalty to his cult.

An Unmaker prophet by Zhu Bajie

Prophet

The leader of a cult, a prophet is a living embodiment of the Unmaker philosophy – nihilism and material transcendence made manifest. Each prophet is unique in his particular approach to the Unmakers’ doctrines, as well as in his appearance and powers. 

DR 16, HD 9*** (40hp), Att 1 × weapon (1d4 or by weapon) or 1 × spell, AB +7, MV Near, SV F8 D9 M10 E10 S12 (A2), ML 10, XP 3000, NA 1 (1), TT F

    • Magic Resistance: Unaffected by mind-affecting or mind-reading spells.

    • Spells: Each prophet casts spells as if he were a 9th-level sorcerer.

    • Material Transcendence: A prophet has 1d3 modifications to his body, determined randomly (1d8), re-roll duplicates. Referee is encouraged to create additional modifications.

    1. Displacement: Appears in different place from actual location; attacker suffers –2 to hit.

    2. Energy Immunity: Unharmed by cold or electrical attacks.

    3. Hardened Flesh: All attacks do –1 damage per die.

    4. Heightened Awareness: Never surprised.

    5. Heightened Reflexes: +2 initiative.

    6. Heightened Strength: +2 melee damage.

    7. Regeneration: Regain 2hp per round until slain.

    8. Telepathy: As the adept discipline of the same name. Treated prophet as adept of same level as HD.

Monday, November 21, 2022

What Does It All Mean?

Over the course of the last year, I've been sharing a number of creatures from the science fantasy setting I'm developing, sha-Arthan. If you look carefully, you'll notice there have been small but significant changes to the creatures' game statistics. The stats of the earliest entries are nearly identical to those found in Old School Essentials, which is itself nearly identical to the TSR era Basic and Expert Dungeons & Dragons rules. As I've developed sha-Arthan more and done some preliminary playtesting of it, I've also deviated from OSE and those changes are reflected in the game statistics of the creatures I post here. Since a number of readers have asked me to explain those changes, I thought I'd do so briefly in this post. 

I'll use the stats of the kelthaga as an illustration:

DR 14, HD 3** (13hp), Att 1 × touch (1d6 + Vigor drain), AB +2, MV 18p (6p), SV F12 D13 M14 E15 S16, ML 12, XP 65, NA 1d4 (1d6), TT None (see below)

DR stands for "Defense Rating" and is more or less the equivalent of the creature's ascending armor class score. 

HD is, of course, "Hit Dice" and is the number of d8 rolled to determine the creature's hit points. The asterisks indicate the number of special abilities the creature has for the purposes of calculating experience points, while the number in parentheses indicates its average hit points.

Att indicates the number and type of a creature's attacks, along with the damage caused by each one.

AB is "Attack Bonus" and represents the bonus added to a creature's d20 attack roll, which is compared against an opponent's Defense Rating.

MV is the speed at which the creature moves, given in paces, a unit equivalent to 5-foot (or 1.5-meter) increments. The first number is the creature's base movement rate, while the second one in parentheses is its encounter movement rate.

SV represents the creature's saving throws, with the letters being the following:

  • F = "Fortitude"
  • D = "Devices"
  • M = "Mental attacks"
  • E = "Evasion"
  • S = "Spell"
ML is the morale rating.

XP is the experience point value of defeating the creature.

NA is "Number Appearing," with the first number being the number encountered wandering through the Vaults beneath sha-Arthan, while the second indicates the number encountered in a lair. 

TT is "Treasure Type" and is used in conjunction with a table to determine the amount of treasure, if any, a creature has on its person or in its lair.

As you can see, most of the game statistics are like those found in most forms of Dungeons & Dragons, with a few changes here and there to better reflect the setting of sha-Arthan and my personal preferences as a referee. Like all such things, I continue to tinker with these details; they will probably not reach their final form until I've had the chance to playtest them more fully (which I hope to begin in the new year, but I make no promises).

Grognard's Grimoire: Kelthaga

Kelthaga (Hateful Dead)

A kelthaga by Zhu Bajie
A kelthaga is a mindless undead being fueled by hatred of the living. There are two known means by which a kelthaga comes to be. The first is death through obliteration (see Magic); the second is through a recondite version of necromancy known to certain sects (see Alignment). The only difference between the two types is the singular focus of the first compared to the more general malice of the second. Once a kelthaga of either type comes within 6p of living beings, it will relentlessly pursue them until it is physically unable to do so. 

DR 14, HD 3** (13hp), Att 1 × touch (1d6 + Vigor drain), AB +2, MV 18p (6p), SV F12 D13 M14 E15 S16, ML 12, XP 65, NA 1d4 (1d6), TT None (see below)

        • Undead: Makes no noise, until it attacks. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading disciplines and spells.
          • Mundane weapon immunity: Only harmed by spells or magic weapons.
            • Regeneration:  A damaged kelthaga regains 1hp at the start of each round, as long as it is above 0hp. Severed limbs reattach.
              • Return from death: If killed (0hp), will regenerate and fight again in 2d6 rounds.
                • Fire: Cannot regenerate damage from fire. The only way to kill a kelthaga permanently.
                  • Vigor drain: Victims lose 1 VIG per hit. Recovers after 8 turns. If reduced to 0 VIG, the victim becomes a kelthaga.
                    • Necromantic plaque: Kelthaga created by necromancy wear a plaque worth 500dm for its materials alone, possibly more to a connoisseur of the arcane.

                Thursday, November 17, 2022

                Grognard's Grimoire: Gorodaka

                Gorodaka (Haughty Dead)

                A gorodaka by Zhu Bajie
                Death knows no distinctions of power or status. This abiding truth has not stopped sorcerers throughout time from seeking a means of sidestepping it. One such means is laid out in the Kadil Sho'i ("The Breaking of the Cycle"), which provides a complex alchemical formula for extending one's life indefinitely. The successful execution of the formula arrests the process of physical decay, transforming the sorcerer into something simultaneously greater and less than human – a  gorodaka.

                Initially, a gorodaka looks no different than it did in life, except that it no longer breathes, eats, or sleeps. Over time, putrescence sets in, leading many gorodaka to hide their rot behind masks, as well as ornate suits of armor or other similar finery. Despite their unnatural origins, not all gorodaka are wicked, though nearly all see themselves as superior to the living.

                DR 19, HD 9+5**** (45hp), Att 1 × touch (1d10 + paralysis), AB +8, MV 60’ (20’), SV F8 D9 M8 E11 S4 (Sorcerer 14), ML 10, XP 3700, NA 1 (1), TT A

                • Undead: Makes no noise, until it attacks. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells.
                • Energy immunity: Unharmed by cold or electricity.
                • Mundane damage immunity: Can only be harmed by spells or magic weapons.
                • Paralysis: For 2d4 turns (fortitude save). 
                • Spell immunity: Immune to magic causing death or polymorph.
                • Sorcerer: Casts spells as a 14th-level sorcerer.

                Tuesday, November 1, 2022

                Secrets of sha-Arthan: Adept

                An adept by Zhu Bajie
                Hit Dice:
                1d6
                Maximum Level: 14
                Armor: Light or medium armor, no shields
                Weapons: Any
                Languages: Janeksa

                An adept practices mental self-control to channel powers of the mind known as disciplines. The origin of this practice is shrouded in mystery, but it may be as ancient as the Makers themselves. Regardless of the truth, it is now widespread across sha-Arthan, particularly in those lands that were once part of the Empire of the Light of Kulvu.


                Combat

                An adept can use light or medium armor but does not have the training required to use heavy armor or shields. She can use any weapons.


                Disciplines

                An adept uses her inherent psychic ability to activate a number of disciplines individually or in combination, according to the Adept Level Progression table below. Disciplines are chosen by the player from among the following:

                • Clairvoyance: An adept can see through or into opaque or solid material within 30’ for up to 1 turn per level.
                • Control Self: An adept exerts psychic control of her own body for 1 turn per level, during which time she can suspend normal bodily functions (stop or slow heartbeat, respiration, etc.) without a detriment to normal physical or mental performance; gain total recall of memory; or perform minor feats of strength, agility, and/or mental prowess. The referee has final say on the effects of these feats.
                • ESP: By concentrating for 1 round, an adept can perceive and understand the thoughts of living creatures within 60’ for 1 turn per level. A target detects the adept’s use of this discipline with a successful WIL check. An unwilling target may make a mental attack save to resist. While reading thoughts, the adept may move but cannot attack.
                • Fear: An adept can cause a target within 120’ to flee for 1 turn per level, unless it successfully makes a mental attack save.
                • Healing Trance: By meditating intensely for 1 turn, during which time she is insensate and unable even to defend herself, the adept can heal herself 1d6+1 hit points per use. At 6th level, the trance heals 2d6+2 hit points per use. Alternately, the trance may be used to grant a +4 fortitude save bonus against one poison or disease per use.
                • Illusion: An adept can create a visual illusion of her choosing so long as she concentrates. Within a range of 120’, an adept can animate an illusion within a 6’ cube +1’ per level. Targets who succeed at a mental attack save recognize the illusion for what it is. Illusory enemies have DR 10 and vanish if successfully struck. Damage dealt by such enemies is not real. A character who appears to die actually falls unconscious, a character petrified is paralyzed, and so on. Such effects last 1d4 turns.
                • Mind Shield: An adept can shield her mind for 1 turn per level, granting her a +4 bonus to any saving throws against mental attacks of any kind for its duration. This discipline requires little concentration, so the adept is free to attack or use other disciplines while it is in effect.
                • Mind Blast: An adept directs a blast of psychic energy at a target within 60’, dealing damage equal to 2d6 + 1 per level of the adept. A successful mental attack save halves the damage.
                • Psychometry: The adept sees into the past of whatever single object she touches, understanding its function purpose, origins, and who has touched it in the last 10 years per level.
                • Suggestion: An adept’s words take on a supernatural potency. Up to one HD of persons per level of the adept must make a successful mental attack save or follow her suggestion for 1 round per level of the adept. (If the suggestion would endanger a subject, that subject automatically saves). This discipline is language-dependent and may be used in conjunction with telepathy. The subject is unaware of the manipulation, but, after its duration, he realizes he has been psychically influenced. Suggestion may only be used once per turn against the same subject.
                • Telekinesis: An adept can move solid objects with a remote psychic “hand.” The remote hand can be projected to a range of 20’ + 5’ per level and lasts for 3 rounds per level. The amount of weight manipulated is equal to 3 +1 per level VIG (see Encumbrance). Movement speed is 10’ per round per level.
                • Telepathy: An adept can establish bidirectional mental communication with one other living intelligent creature within 90’ for 1 turn per level. Every four levels, the adept can add another such creature to her mental communication. The creature need not share a language with the adept. Communication is limited to conscious thoughts but can include visual, auditory, tactile, and olfactory components.

                Frequency of Use

                Twice per day per level, an adept may use any combination of the disciplines she has developed. For example, a 2nd-level adept has developed three disciplines and may use any combination of them four times per day in total. For example, the adept could use ESP and suggestion once each and telepathy twice or ESP twice and suggestion and telepathy each once, or in any other combination.

                Using Disciplines

                An adept must spend a round concentrating in order to activate a discipline. This precludes moving, attacking, or taking any other actions.

                In combat: Like spell casting, using a discipline can be disrupted in combat (see Spell Casting). The use of mental disciplines must be declared before initiative is rolled.

                Thursday, October 27, 2022

                Grognard's Grimoire: Kijai

                Kijai (Slimy Scavenger)

                A kijai is a loathsome, sickly yellow mass of semi-translucent slime found throughout the middle and lower reaches of the Vaults. Sages debate whether it is a form of animal or plant life, though none dare deny its dangers. 

                DR 11, HD 5* (22hp), Att 1 × touch (2d6), AB +4, MV 30' (10'), SV F12 D13 M14 E15 S16 (3), ML 12, XP 300, NA 1 (0), TT None

                • Immunity: Unharmed by all attacks except cold and fire.
                • Division: Fulmination or attacks with weapons cause the kijai to divide into 1d4+1 2HD hijai that do half damage.
                • Acid: After a successful attack, sticks to victim and exudes acid. The acid inflicts 2d6 damage per round to flesh and destroys cloth, leather, or wood in one round (stone and metal are unaffected).
                • Seep: Can squeeze through small holes and cracks.

                A hijai by Zhu Bajie

                Thursday, August 4, 2022

                Grognard's Grimoire: Ven Mor

                Ven Mor (Beast Man)

                A ven mor by Zhu Bajie
                In the Thirty-Second Year of the Sixth Cycle, a strange affliction appeared in Rayaldama. Dubbed the Curse of the Makers, it is magical in nature. Its first victims were adventurers who had entered Rayaldama's Vaults, contrary to the Everlasting Edicts of Akamra. The Curse's first symptom is high fever, followed by violent madness, and finally unconsciousness, during which time the victim's body rapidly transforms into that of a bestial humanoid. Those so transformed retain little of their former identities. Instead, they are consumed by a desire to kill and spread the pestilence that afflicts them to others, thereby propagating their kind.

                The physical manifestation of the Curse varies from victim to victim; there is no single "standard" appearance of a ven mor. Some sages suggest a connection between the last meal of animal matter consumed by the afflicted and his bestial transformation, while others scoff at this as superstition. True or not, the peasantry of Inba Iro and surrounding lands long ago adopted a vegetarian diet as a precaution against the Curse. An outbreak of the Curse in civilized lands is thus a serious threat and no effort is spared to contain it by starving it of potential hosts.

                AC 5 [14], HD 2* (9hp), Att 1 × weapon (1d6 or by weapon), THAC0 18 [+1], MV 120’ (40’), SV D12 V13 P14 B15 S16 (2), ML 10, XP 25 (narahan: 50), NA 2d4 (1d6 × 10), TT D

                • Weapons: Prefer clubs and other blunt weapons. 
                • Curse of the Makers: At the beginning and end of any melee combat with one or more ven mor, save versus poison with a +2 bonus. Those who fail both rolls transform into a beast man after an illness of 1d4 days. There is no known cure, though rumors persist that the priests of Ukol possess a spell to counteract it.
                • Narahan: Groups of 20+ are led by a more powerful ven mor (called a narahan) with 3HD (16hp).
                Another ven mor

                Monday, July 18, 2022

                Grognard's Grimoire: Rashthul

                Rashthul (Hive Walker)

                A deadly pest of the deserts of sha-Arthan is the rashjalum, a flying, carnivorous insect that dwells in enormous hives. Each hive has a complex society under a single "high queen," protected by several dozen "war queens" that command swarms of insects that search for threats and food. A war queen typically parasitizes a desert-dwelling animal, such as the barkoa land-crab, hijacking its nervous system and mutating its body to serve as a mobile sub-hive from which to attack foes and defend her high queen.

                When a war queen parasitizes a Man, the result is a rashthul. Its bones unpredictably mutated into a chitinous exoskeleton and its brain consumed, a rashthul has no will of its own. It exists only as a vehicle for these terrible insects, roaming the deserts of the True World with no purpose other than to destroy whatever its controlling war queen commands.

                AC 4 [14], HD 4+1** (19hp), Att 2, 3, or 4 × weapon (1d6 or by weapon), THAC0 15 [+4], MV 90’ (30’), SV D10 V11 P12 B13 S14 (4), ML 10, XP 275, NA 1d6 (2d6), TT Nectar

                • Immunities: Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells. 
                • Half-damage: Suffer only half-damage from sharp and/or edged weapons. 
                • Weapons: 4×1-handed, 2×1-handed and 1×2-handed, or 2×2-handed.
                • Attack multiple opponents: Up to 3 per round.
                • Rashjalum swarm: Automatically damages opponents within a 10' × 10' area surrounding the rashthul: 2hp per round if wearing armor, 4hp without.
                • Warding off: A brandished torch or other source of flame and/or smoke causes the swarm to retreat into the body of the rashthul.
                •  Nectar: 1d4 tamu of medicinal nectar may be found within each rashthul's body. Properly remedied, each tamu heals 1d6 hit points if consumed in its entirety. The presence of this nectar gives the rashthul an oddly sweet smell, detectable within 60'.
                A rashthul by Zhu Bajie

                Tuesday, March 29, 2022

                Units of Measurement

                Development of The Secrets of sha-Arthan continues and, as it slowly evolves away from its origins in Dungeons & Dragons (and Old School Essentials), I've started pondering certain questions I would never before have considered. One of these is the matter of units of measurement.

                With the notable exception of RuneQuest, most fantasy roleplaying games have employed US customary or Imperial units (or some mix of the two). On the other hand, science fiction roleplaying games are (almost) unanimous in using the metric system. Now, sha-Arthan is a "secret sci-fi" setting, which is to say, it's presented as if it were a traditional fantasy setting, albeit a somewhat exotic one, but its foundations are science fictional. Thus, there are scientific – or at least pseudo-scientific – explanations for sorcery, monsters, magic items, and so on. Since it occupies a middle ground between fantasy and science fiction, what sort of units of measurement should it use?

                This has been a topic of conversation among my patrons, where a vocal (and persuasive) minority suggested that I ought to consider creating unique units of measurement for the setting, both for flavor purposes and to aid in the running of the game. I must admit that I was immediately torn by this suggestion. It's certainly true that unique terms can help to better immerse one in an imaginary setting. However, they can also be alienating, especially when there are already lots of unique terms and names in use. 

                One possible way to bridge the gap between these two perspectives is to come up with terms that are both easily convertible to real world units and useful in play. For example, the six-mile hex is very popular among old school gamers and, while there are indeed some practical reasons for its popularity, it's still a somewhat arbitrary choice. But what if it weren't? What if, in sha-Arthan, there was a unit of measurement that corresponded to six miles (let's call it a meshal for argument's sake)? If that were the case, I could simply say that each hex on a map corresponds to one meshal and then explain how many meshals per day a group of adventurers can typically travel. In a similar fashion, if I adopt five-foot squares on interior maps, perhaps each of those squares is another type of unit (a dashur or "pace"). As I ponder this further, I realize that I could come up with other units to simplify the handling of encumbrance or whatever other "fiddly" details of fantasy gaming that are often cast aside because of the tedium of keeping track of them.

                Of course, I might well be mistaken in this and that any theoretical gains made through the use of game-derived units is offset by the additional step of remembering just what a meshal or dashur represents. It's also possible that it's just this kind of world building that gets in the way of accessibility and one of my goals with sha-Arthan is to present an exotic science fantasy setting that isn't going to frighten people away by luxuriating in its own oddities.  

                I shall keep pondering.

                Saturday, March 26, 2022

                Grognard's Grimoire: Lometlak

                Lometlak (Implacable Guardian)

                The Makers left behind innumerable automatons to defend and maintain their edifices, among the weakest being the single-minded lometlak. Broad and squat (5’), lometlak patrol both the Vaults and ancient sites on the surface of sha-Arthan. They relentlessly attack anyone unable to produce evidence of sanction to enter the areas they guard, employing both physical attacks and a powerful energy weapon (range 180’).

                DR 17, HD 4** (18hp), Att 2 × blow (1d8) or energy blast (2d6), AB +3, MV 90' (30'), SV F10 D11 M12 E13 S14 (4), ML 12, XP 175, NA 1d4 (1d4), TT None 

                • Detect invisible creatures: Within 60’. 
                • Spell immunity: Immune to mind-affecting or mind-reading disciplines and spells.
                A lometlak by Zhu Bajiee

                Saturday, February 5, 2022

                Grognard's Grimoire: Ashalakat

                Ashalakat (Blood Creeper)

                The ashalakat is a 4'-long monstrosity possessing a flat, translucent body and eight strong tentacles. The beast is an aggressive predator that subsists entirely on blood. Its preferred habitat is dark and moist, such as the middle reaches of the Vaults beneath Nalu Hesh.

                AC 7 [12], HD 5+1** (23hp), Att 8 × tentacles (1d3), 1 × bite (1d3 + blood drain) THAC0 16 [+3], MV 120’ (40’), SV D12 V13 P14 B15 S16 (2), ML 9, XP 575, NA 1d4 (1d4), TT B

                • Blood drain: Attaches to victim on a successful hit, doing 1d4 automatic damage per round.
                • Detaching: Must be killed.
                • If victim dies: Detaches and finds a dark place to digest.
                • Constriction: Tentacles grab and constrict after a hit. 1d3 automatic damage per round. 
                • Severing tentacles: Requires a hit that inflicts 3 or more damage.
                • Cling: Can move along walls and ceilings.
                An ashalakat by Zhu Bajiee

                Thursday, January 20, 2022

                Grognard's Grimoire: Tharantal

                Tharantal (Silent Deceiver)

                The Heritor Lords of the Epoch of Wonders applied their sciences to beget many strange creatures, like the shapeshifting tharantal, whom they employed as spies and assassins. Standing 7' tall, the tharantal's natural form is that of a spindly, pale-skinned humanoid with a single eye. In the present cycle, sorcerers and potentates sometimes enlist them and independent bands of them dwell in secluded locales, including, it is said, the Vaults.

                AC 5 [14], HD 4*** (18hp), Att 2 × fist (2d4), THAC0 16 [+3], MV 90’ (30’), SV D6 V7 P8 B8 S10 (10), ML 10, XP 225, NA 1d6 (1d6), TT E

                • Change Form: May take on the appearance of any person or creature observed three times per day. Takes 1 round.
                • Healing: Regains 4d4 hit points upon changing to a new form.
                • Surprise: On a 1–4, due to stealth.
                • Tracking: Without error.
                • Reversion: If killed, reverts to its original form.
                • Spell Immunity: Immune to mind-affecting or mind-reading spells.
                A tharantal by Zhu Bajiee

                Friday, January 14, 2022

                Grognard's Grimoire: Dritlor

                Dritlor (Doomed Dead)

                The people of Inba Iro burn their dead, believing the soul can only return to the eternal gods if so liberated from the prison of the flesh. For this reason, the priests of Jilho the Protector deny condemned lawbreakers cremation. Through sorcery, they instead compel them to serve after execution as guardians of the upper levels of the Vaults. Only fire can permanently end a dritlor's earthly bondage or else it reanimates not long after its apparent destruction. 

                AC 7 [12], HD 2* (9hp), Att 1 × weapon (1d8 or by weapon), THAC0 18 [+1], MV 60’ (20’), SV D12 V13 P14 B15 S16 (1), ML 12, XP 25, NA 2d4 (4d6), TT None

                • Guardians: Always attacks on sight
                • Undead: Makes no noise, until it attacks. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells.
                • Reanimation: If destroyed (0hp), stitches itself back together and fights again in 2d6 rounds.
                • Fire: Cannot reanimate if burned after destruction.
                A dritlor by Zhu Bajiee

                Tuesday, October 5, 2021

                Grognard's Grimoire: Yeretshak

                Yeretshak (Golden Bloodsucker)

                Yeretshaks are 3’-long scuttling creatures common to subterranean locales, though they sometimes venture above ground in search of prey. These beasts use their sharp mandibles to bite and attach themselves to their quarry to suck blood. The carapace of the yeretshak is tough and possesses a sparkly sheen that makes it much prized as a material for armor and shields, particularly by the Ga’andrin.

                AC 3 [12], HD 2* (9hp), Att 1 × bite (1d4 + blood sucking), THAC0 18 [+1], MV 120’ (40’), SV D12 V13 P14 B15 S16 (1), ML 8, XP 25, NA 1d8 (2d6), TT Carapace

                • Blood sucking: Upon a successful attack, attaches and drains target’s blood: 1d4 automatic damage per round.
                • Carapace: Worth 1d4 × 10dm to armorers and weaponsmiths (double this amount if sold in Ga’andrin lands).
                • Disease: Bite has 1-in-20 chance of infecting the target (save versus poison). The disease has a 1-in-4 chance of being deadly (die in 2d4 days). Otherwise, the target is sick and bedridden for one month.
                • Detach: If yeretshak drains blood equal to its own hit points or if it or its target dies.

                Monday, September 20, 2021

                Grognard's Grimoire: Thedlani

                Thedlani (Horned Lumberer)

                Thedlani are large horned animals that stand 12–14 feet tall at the shoulder and support their 5–7 ton weight on four thick legs. Originating in the subtropical forests of Chametkani, domesticated thedlani can now be found across sha-Arthan, where they are used as both mounts and pack animals. Generally docile, these creatures will fight fiercely if attacked.

                AC 5 [14], HD 9 (40hp), Att 1 × bite (2d4) or 1 × trample (4d8), THAC0 12 [+7], MV 120’ (40’), SV D10 V11 P12 B13 S14 (5), ML 8, XP 900, NA 0 (1d20), TT Horns

                • Trample: 3-in-4 chance of trampling each round. +4 to hit human-sized or smaller creatures.
                • Maronma: The horns of the thedlani are made of a bone-like substance called maronma much valued in many lands. Each horn is worth 1d6 × 100dm.

                Thursday, September 2, 2021

                Grognard's Grimoire: Teteku

                (Much of my writing time these days is devoted to The Vaults of sha-Arthan, the science fantasy setting of my next campaign. While my focus has been on a draft of certain sections to give to prospective players, I've also been working on detailing the starting locales of the setting itself, including the native wildlife. Here's one such animal.) 

                Teteku (Scaled Strider)

                Standing between 6 and 8 feet tall at the shoulder, teteku are reptilian creatures with long, slender necks and gracile heads. These creatures walk on two muscular hind limbs, forelimbs being mostly useless outside of mating displays. Wild teteku roam in herds across all five continents of sha-Arthan, while domesticated breeds have played important roles in most societies, both human and non-human, since at least the First Cycle, if not longer.

                Riding Teteku

                Bred for swiftness, these teteku can survive on a purely vegetarian diet, such as krutha-grass or ulevanma-weeds.

                AC 6 [13], HD 2 (9hp), Att 1 × bite (1d6), THAC0 18 [+1], MV 240’ (80’), SV D12 V13 P14 B15 S16 (1), ML 7, XP 20, NA 0 (0), TT None

                • Beast of burden: Carry up to 40 STR worth of items unencumbered; up to 70 STR at half speed.
                • Domesticated: Not encountered in the wild.

                War Teteku

                Bred for strength and ferocity in battle, these teteku are adapted for short bursts of speed rather than long-distance riding. Some breeds of war teteku, such as the Ga’andrin yanenka, are carnivorous, but most retain herbivorous ways.

                AC 6 [13], HD 3 (13hp), Att 1 × bite (1d8), THAC0 17 [+2], MV 120’ (40’), SV D12 V13 P14 B15 S16 (2), ML 9, XP 35, NA 0 (0), TT None

                • Beast of burden: Carry up to 35 STR worth of items unencumbered; up to 70 STR at half speed.
                • Charge: When not in melee. Requires a clear run of at least 20 yards. Rider’s lance inflicts double damage. Teteku cannot attack when charging.
                • Domesticated: Not encountered in the wild.
                • Melee: When in melee, both rider and teteku can attack.

                Wild Teteku

                Adapted to run at high speed, these teteku still exist in large numbers on the continents of Alakun-Tenu and Beyash (and in smaller numbers elsewhere).

                AC 6 [13], HD 2 (9hp), Att 1 × bite (1d4), THAC0 18 [+1], MV 240’ (80’), SV D12 V13 P14 B15 S16 (1), ML 7, XP 20, NA 0 (1d10 × 10), TT None

                • Stampede: Herds of 20 or more can trample those in their path. 3-in-4 chance each round. +4 to human-sized or smaller creatures. 1D20 damage.
                • Taming: Wild teteku can be trained as mounts (riding teteku).

                Monday, August 2, 2021

                The Vaults of sha-Arthan: Character Classes

                I spent a good portion of the past weekend working on the character classes of my The Vaults of sha-Arthan science fantasy setting. I'm happy to say I'm nearly finished this document, though the real work will come once I start refereeing the campaign. I'd originally hoped to be doing that this month, but it'll likely have to wait till September, owing to various real life distractions. As I probably mentioned before, the current plan is to run two concurrent campaigns, one through Discord and another through a play-by-post site. My hope is that this will put development of the setting into overdrive as well as put the rules through their paces. It's been my experience that nothing energizes my creativity more than weekly play with a consistent group of people. To that end, I expect posts about sha-Arthan will increase once the campaigns begin, though I am sure there will be some others throughout this month, as my preparations ramp up after their recent pause.

                Thursday, July 29, 2021

                The Vaults of sha-Arthan: The Chenot

                Work continues to proceed on The Vaults of sha-Arthan, though a little more slowly than I'd hoped. Even so, nearly all the basic character classes are complete, including three nonhuman classes. I present one of them – the Chenot, a race of sentient plants – in this entry as a taste of what I've been sharing over at Advanced Grognardia. Between now and when I start up the campaign, I may make a few tweaks to the class, but, for the moment, I am content with it. Constructive comments and suggestions are welcome, as are questions about the Chenot and the sha-Arthan setting (though I reserve the right to keep some matters secret for the time being).

                Edit: This is an updated version of the class, after reflecting on the comments below, particularly those of James Mishler. Thanks to everyone for their feedback; it is much appreciated.

                Chenot

                A Chenot by Zhu Bajiee

                Prime requisite:
                DEX
                Hit Dice: 1d6
                Maximum Level: 8
                Armor: Special (see below)
                Weapons: Any appropriate to size

                Chenot are a species of small, plantlike beings renowned for their agility and cleverness. They weigh about 50 pounds and stand just below 3’ tall. Chenot typically live in communities of their own, but sometimes dwell among humans, particularly in rural areas. Chenot are fascinated by relics of the Makers, whom they regard as gods. Many Chenot become adventurers precisely so that they can seek out sites associated with their deities.


                Combat

                The central trunk of all adult Chenot is encased within a shell of utechra-metal, giving them protection equivalent to plate armor (AC 3 [16]). Because of this, they can wear no other form of armor, though they can carry a shield, but it must be tailored to their small size. Chenot can use any weapons appropriate to their stature (as determined by the referee). They cannot use longbows or two-handed swords.

                Communication

                The Chenot can hear and speak, but can only speak their own language, which sounds to human ears like rustling, scraping leaves and branches in the wind. However, they can learn to understand other languages. Further, Chenot emit pheromones that enable any living, sentient being who has been within 60’ of them for at least one turn to understand their language, though not speak it (as most species lack the phsyical apparatus to do so). This effect lasts one day. After a week of regular, daily exposure, it lasts a year, and after a month of exposure it is permanent. 


                Defensive Bonus

                Due to their small size, Chenot gain a +2 bonus to Armor Class when attacked by large opponents (greater than human-sized). 


                Tendrils

                With their sensitive and flexible tendrils, Chenot can perform certain unusual feats, starting at a 1-in-6 chance of success in each. At 1st level, a Chenot can distribute 2 points among these skills, increasing the chance of success by one per point spent. At every level after first, the Chenot gains an additional point to distribute (to a maximum of 5-in-6 in any skill).

                • Climb sheer surfaces: A roll is required for each 100’ to be climbed. If the roll fails, the Chenot falls at the halfway point, suffering falling damage.  
                • Find or remove traps: A roll is required to find a trap and then another to remove it. This may be attempted only once per trap. 
                • Pick pockets: The Chenot’s roll is penalized by 1-in-6 for every three levels or hit dice of the intended target. The referee should determine the reaction of the target of a failed attempt (possibly using the reaction table). 
                • Search: When actively searching, a Chenot locate hidden compartments and secret doors.

                Wilting

                Chenot require sunlight, water, and elemental nutrients for nourishment. They must spend at least 8 hours each day in their presence or suffer 1 point of damage per day they go without it. This damage cannot be healed by any means until sufficient nourishment is procured, at which point they regain 1 hit point per level every 8 hours until fully healed. While undernourished, Chenot move at half normal speed.