Thursday, 15 August 2019

THE LOST CITY PART 5

Actual play adapted from module B4: The Lost City. Will contain spoilers.
Lost in the desert, four foreigners (Luke, Kostas, Romulus and Xavi) found refuge in the mysterious city of Cynidicea, joined the Brotherhood of Gorm and secured an alliance with the Sisterhood of Madarua. After successfully mapping the uppermost tiers of the pyramid, the party ran into a group of gnomes who agreed to assist them in a spot of tomb robbing. Sadly, one of the gnomes was slain by a mysterious shadow and the party are currently hiding in a secret storeroom on the fourth tier.... read part four here. 

Respite from the Undead
Luke convinced the gnomes not to retrieve the body of their fallen comrade until the coast was clear. Confused as to their location, which was the gnomes showed them the secret door in the wall by which they had initially entered, and led the party into a large, sparsely furnished chamber which now served as a bedroom. A white robe was draped over a single chair in front of desk, bereft of all but a wooden holy symbol of Usamigaras. 

The party conducted a thorough search, and uncovered a secret door in the same wall as the one by which they'd entered, on the far left. It opened into an identically sized chamber, but  contained a large tapestry of a desert scene and a treasure chest., which the gnomes immediately began to inspect for traps. One of the gnomes grew distracted...

"Is that tapestry.. moving?"

Wednesday, 14 August 2019

Tactical Solo RPGs (Three Concepts)

Space Hulk I'm sorry, come back to me!
The box itself was fucking enormous.
So someone made this post in the RPG design subreddit today, which I have copy and pasted below:
Let's come up with some ideas for how to craft a tactically-focused RPG that an individual may play solo.
How do you get a player to feel like they have meaningful planning and execution options while still creating interesting and surprising resolutions? Tactical RPGs tend to require multiple brains working in cooperation and contest to make things interesting... Solo games tend to be theater [sic] of the mind / choose-your-own-adventure... How do we flip both those things on their head? How do you provide a tactical experience without overloading a solo-player that doesn't have a GM to bounce off of?
Rules: You don't have to design an entire system, just spitball some ideas for the concept. No real rules other than that.
...and immediately I thought of Space Hulk (pictured! above!) and how sad it makes me to think I no longer own that great big box and all the miniatures and interlocking corridors... because I spent many, MANY hours playing that game, by myself (admittedly with the rules for solo play provided in the Deathwing expansion boxed set) and I made this reply:

Sunday, 11 August 2019

Sorcerer of Thrane

This is a playable sorcerer class I have had running around my head for a little bit. If you would like to skip the fluff and bite down into the crunch (although I'm not sure that's how you eat cake), you can find a dedicated, B/X compatible page here: 


If you like the some of the fluff but play a more modern system (5e, Pathfinder etc.), consider using your preferred sorcerer class but with the bard spell list.

Special note: the hit dice as spell dice mechanic was in part inspired by the GLOG, and you can read the original notes on spellcasters here


SORCERY IS BLASPHEMY

Throughout the territories within the iron grip of the crusading New Temple, the practice of all magic is criminalised as witchcraft: it is devilish, blasphemous, and punishable by burning at the stake. However, many of the Thranian families of Nahemot continue to practice sorcery in secret, whilst outwardly professing obedience to the tenets of their Kyran overlords' faith. Like their Kyran cousins, the Thranes have a strong oral tradition and their arcane traditions have withstood the New Temple's purge of literature and literacy.

Tuesday, 6 August 2019

The City of Nahemot

Pixelart on reddit by u/IRudim ...
(Kyrans aren't ersatz arabs, but until I draw a cityscape myself, this evokes the right kind of atmosphere)
A glistening white sliver on the narrow horizon - hugging the lip of the deep, still waters of the Ezran Oasis - comes into view. As the boat draws closer, the air is thick with the scent of shelfish and roses. An uncommon mix, but one that is redolent of Nahemot, the most Holy City of the Kyrans. These tall, dark-skinned men and women wrap themselves in robes of brilliant white, the bleaching of which keeps a whole quarter of the city gainfully employed. The rich and proud among them adorn their bodies with gold jewellery, while the poorer - whether man or woman - ornament themselves with fresh flowers.

Occasionally, the black-robed followers  of Belphegor, lord of the dead, might be witnessed among the crowded concourses at the harbour, pushing dung carts or collecting rotting fish. Perhaps more rarely, a bold young Thrane might eschew the fashion conventions for the colourful robes of their ancestors. The Thranes number as many as the Kyrans, but for the most part they have adopted the sartorial habits of their cousins.

So, here is Nahemot: where the flower sellers, herbalists, fruiterers and perfumiers of the local region congregate to sell their wares, and merchants from the west come to stock up before returning to their more affluent cities. But amongst the hustle and bustle of brisk commerce is a steady flow of pilgrims, travelling to what is also the most holy of cities.