Showing posts with label actual games. Show all posts
Showing posts with label actual games. Show all posts

Thursday, 21 November 2013

Sorcerer heads and Specie-spells – for Richard G's Counter-colonial Heistcrawl

It's well-known that the captains who steer their great fortresses over the ocean are sorcerers. At will these men can detach their heads from their bodies and send them drifting out over the waves, over the sand, over the forest. They spy on our counsel by day and they use our words against us. By night they observe the comings and goings of our dreams - or else waylay our dreams and prevent our dreams from speaking to us.



Jan Coen, Courtesy of Richard G

These heads are fearful to behold. They're wide as a barrel and made of stone, only the eyes betray a flicker of life. They drift silent on the air like monstrous pollen beads, their face-sides hidden so as not to be readily observed. (Their stone faces like their flesh faces are swollen and bristled like a boar's.) Sometimes they'll float by a cliff face, or hang behind a waterfall or about the roofbeams of a temple or trader-house like evil statuary. Then, when the time is right, when some unsuspecting prey passes beneath them, they drop like thunderbolts and strike men dead with their great weight. Then they ponderously rise up into the air again.

If you see a floating stone, beware. Don't let it get above you, don't let it overhear you, and don't sleep within proximity of it. Like as not, it is a Dutchman.


ADDENDUM: ON THE COIN

From this observation about sorcerer heads we may surmise that a similar principle governs the manufacture of the strangers' coinage. Why would a monarch affix his head to a small metal disc? To spy on his subjects, naturally! And when the disk in question is a precious metal, endowed with that metal's charms, its medicinal properties, etc. the disk may on these accounts readily find its way into the hands of the innocent. (We must grudgingly acknowledge the awful cleverness of these tactics.)

Thus one cannot be too careful around coins – and indeed a little coin may be hiding anywhere. Fortunately coins possess no great strength when isolated, and with a sharp knife, with a milling stone, or with the aid of a firing kiln, any monarch may from a coin be excised. This noble act not only renders the metal fit for appropriate use, but also, we can hope, may do some small harm to the royal person of the sorcerer in question. 


Emanation of the Sorcerer-King Carlos III

Thursday, 14 November 2013

Session Two Spoils


In the freehold of Aski–

Things taken:
  • A carven tusk with the image of a king (probably worth about one gold ring?);
  • Various silver coinage taken surreptitiously from the shrine and the dead reavers, can't recall how much;
  • 1 gold ring, ex-beard ornament.*


Things bought**:
  • Two crossbows and quivers of bolts;
  • A suit of chainmail at an exceptionally reasonable price;
  • Two(?) eel-bombs.

Potential hirelings:
  • Tuskilla, a hard-bitten Janissary from Castle Godless whose services will not come cheap (but presenting Tuskilla with the chainmail did much to soften the mercenary's demeanor);
  • A young seer, native of Aski;
  • A jovial, adventurous apiarist, also of Aski.

Rumours and possible employ for the ventursome:
  • Local apiarists plan to leave within the moon on a trade mission to distant Castle Brakken. They offer a honey-share and a gold ring bonus on arrival for any who'll act as porters and strongarms. The journey could be about 20 days if the weather stays good.
  • Bui the priest has heard that there is another iron wolfhound in a nearby sea cave frequented by fishermen. He'd very much like to know more about it, for the profusion of such statuary is indeed a great mystery.
  • Jarl Aski is thrilled about a meteorite that just fell to the south. He offers the famous sword “tooth-breaker” to whoever first finds and returns with information – more for whoever brings back the meteorite. He has hopes for starmetal or the rare crystal that's commonly used in fire-arms.
  • A mushroom picker says that just west, upland, in a rich mushroom patch, a pair of armoured men have been fighting for two days straight without rest. 
*This was later exchanged for armour and the rest?

**There are no shops as such in the freeholds but the jarl's weapon's master was happy to arm friendly travellers and allies in exchange for silver. The armour was a very good deal – evidently someone had died recently and no one wanted the dead man's suit.

Sunday, 3 November 2013

A Dangerous Time, Part Two

Blacktooth's test – Strange rites and portable wealth – They plan a betrayal – An alliance and a sacrifice – Battle is joined – Shopping

There's one truth a reaver knows above all, especially a lord of reavers, and that is to trust no man outside a shield-length, and even then only when bound by the ties of spilled blood or broken promises. And so Rooki Blacktooth made it known that the new-enlisted adventurers would needs prove their loyalty to him. He plotted to raid the south shore, a freehold called Aski where, in a sea-front shrine, it's said was sepulchred the enchanted Narhorn and other treasures besides. All this Rooki Blacktooth wanted. The adventurers would bring him gold and magic, or perish.

Under cloak of fog then, the longship paused to loose the adventurers down-coast of the sea-shrine. Prodded on by a compliment of Rooki's bearded, sea-born fighters, they crept up under the cliffs to the holy place, a cave cut into the black stone. A flickering glow radiated from its mouth. The reavers held back and snickered and pushed the adventurers onwards with the butts of their waraxes.

So alone the ursar and the therapist entered and soon, with all stealth, they gathered that strange rites were there afoot: within in the lamplight an armoured warrioress lay bleeding on a stone slab while a priest in cassock muttered over her. Creeping past this scene to adjoining chambers they found provisions, heaps of tiny model ships, a gleaming head-high statue of a wolfhound and a fine sword inscribed “Tooth-breaker” among other sundries, waterpots and salt fish. All was displayed without care, perhaps old offerings. The pair wasted no time in bagging some of the portable wealth while they determined to doublecross the reavers. They were less sure about the occupants of the shrine, however: should they kill them or seek their help? While they deliberated, the priest and the bleeding subject of his attentions rose and then shakily descended a hole leading deeper into the earth. The adventurers followed at a distance, keeping out of sight.

Deep in a chamber washed with the sea, they found the priest and warrior by the side of a fishhead altar. The armoured maiden knelt while the priest bared a dagger. “Oh, Great Nakki,” said he, “accept this sacrifice and grant us your protection!” At this the interlopers stood. To the startled worshippers they hastened to beg succour and explain their situation: a longship full of reavers was pursuing them and meant to pillage the shrine and the freehold of Aski as well, they said; their best interests lay in alliance. The priest quailed at this news but the warrior was undaunted: she demanded they conclude the rite, appease the Great Nakki and, with the god's help, repel the invaders. The adventurers gave their assent, and the priest quickly drew his knife across the warrior's throat and she fell over the altar.

If the adventurers were disturbed they did not show it. With Bui, the holy man, they climbed from the chamber back to the shrine above and prepared their ambush, dousing the whale oil lamps and pouring the combustible fuel on the floor inside the threshold. Then they called out of the cave to the reavers.

The wave-born killers were no fools and they came in armed – but they fell for the trap all the same. Lit with a thrown torch the whale-oil burst to flame and two of the reavers fell shrieking and writhing. Then the clash of weapons rang out. Pilsner took a reaver's charge and a great axe-slash across the face but as his assailant scrambled over him and hefted his weapon for the killing blow, a thick, purplish tentacle quested from pit. It wrapped itself around the man's ankle, whipped him off balance and into the dark hole. At this the ursar's foe turned to flee but not fast enough. Tooth-breaker found its mark between the reaver's shoulder-blades and the man fell dead. The fight was over, and the only urgent sound was the grunting of the priest on all fours, licking the trail of slime the Great Nakki's tentacle had left behind on the worn stone.

Recovering themselves and stripping the bodies of valuables (they found a lustrous gold ring woven into one of the reaver's beards) the adventurers hastened up the narrow cliff-path to warn the freeholders of Rooki Blacktooth’s dark intentions. On Bui's advice they carried Tooth-breaker as sign of their good faith. They laid the sword before the Jarl of Aski who heard their counsel warily, but called for his warriors to arm themselves. These preparations proved needless, however, for as the fog lifted the dim sun brought the sight of the reavers' longship scudding towards the horizon in retreat.

It was time to relax, to shop for crossbows and the tanned eelskins that the men of Aski filled with whale-oil and employed as dangerous incendiaries. The ursar found an absurdly good price for a chainmail suit and paid it. Meanwhile, a delegation of Aski's apiarists announced they meant to leave within the week to trade their pale honey for the blue wood and silver of the people of Castle Brakken to the west. Swords would be welcome on the trip. There would be plenty of danger on the way.  

Tuesday, 17 September 2013

A Dangerous Time

Herein, an account of the accidental landing at Queen Magna's Tomb-island:


Their cog, bound for the Kingdom of the Westlings, was struck by a terrible storm. On the fourth night the boat's master was washed overboard, the mast snapped raw and the freeboard torn away. Grey morning, however, brought sight of an island to the north. They rowed as best they could.




The island had a hard stone beach with a table of chalky cliff above and, higher still, a sharp, stone spire. The party circumnavigated the island and found fresh water. Climbing to the tableland they met thick orange lichen dotted with small reflecting pools. On closer view, these pools were found to be the dwelling-holes of strange, translucent amoeboids that lunged for unclothed flesh but shrank from steel.

A howling flock of winged wolfhounds descended upon the shipwrecks here. One of the sailors was rent apart before the animals were driven off with the aid of the apiarist's smokebomb.

At the base of the spire was a hut of stone. No one was there. Under a threadbare blanket was a shaft and ladder down. Torches were prepared by hacking into the lichen and affixing tufts of it to wooden clubs. In the dark cellar were found barrel upon barrel of delectable grain spirit. The night was spent.

Next day, heading east, the party sighted below their cliff a pair of beached reaver ships and a camp of the fierce pirates in a little harbour. A few reavers were spotted climbing the cliff, but these fled upon sight of the party.

Another battle with the voracious wolfwings killed one more sailor, but did not end before the ursar pinned one of the beasts and trussed it, whimpering, to the end of his catchpole.

South of this battlesite was the entrance to what appeared to be a tomb. Here beneath a rockfall perished Malté, the party's apiarist. His goggles and bellows were quickly taken by his companions.

Underground, a forking path led the party first to the bare tomb of what appeared to be nothing more than a long braid of hair; though cold to the touch it was woven through with cloth of gold and so they paused to disentangle the treasure before sealing the hair back in its stone casket. Back along frescoed halls they found a smaller casket (where Pilsner, the therapist, stuffed his meditation cushion into the mouth of a trapped stone head to arrest the flight of a dart) and though the casket held a doll with a jewelled eye, the party abandoned this oddity when the head of a large serpent appeared from within a natural chimney in the stone. They lit fires in the tunnels and fled.

Upon returning to the stone hut, they found it inhabited. Oolo called himself an old knight of Queen Magna, who was buried on the island; he and his companions guarded her resting place to ensure silent, eternal punishment for her great sins. The knight was impossibly old and accoutred in sackcloth with a full chainmail suit and a mighty, double-handed rune-axe. He happily shared his whiskey  some of which had already been stolen by the party  and he seemed quite deranged. He entreated the party to kill or drive off the reavers who, he said, were intent on making a Tortuga of the island – this despite the fact that the reavers dared not tread upon the lichen, thinking the cliffs haunted. He told them that he was scheduled for relief when his whiskey ran out. He taught them a whistle that would keep the wolfwings at bay.

Next day's attempted reconnaissance showed that the reavers had found what was left of the cog and were stripping it for goods. At the spring the party clashed with a small band of them. Pilsner was struck but survived the axe-blow, then one of the reavers was pitched to his doom off of the cliff, another was slain, and the remainder fled. A shield was recovered but it was a pyrrhic victory.

Counsel was held, and though the thought of attacking the pirates with flaming whiskey barrels was considered, in the end it was parley – and possible escape from the island – that the party decided upon.

At sun's height they approached the reavers' camp and called at the picket for a meeting with their chief. One of the reavers threw down his weapons and put up his fists in answer. The ursar quickly did the same and quicker still his opponent was downed, coughing bloody foam. (He would survive, but barely.)

Nonplussed, the other reavers left to fetch their leader, Rooki Blacktooth, who appeared dressed in checked jacket and smiling checker-stained teeth. He carried a strange bronze wand and a thin sword. The party bowed and then regaled him with an exaggerated story of their shipwreck and their wanderings on the ghost-haunted lichen-lands. (They made mention neither of Oolo nor what they had found in the tomb.) Rooki was impressed with their tale, and he accepted their offer to join with the reavers – although he insisted that they were not free men until they had paid him the blood-price of one gold ring for each of his men killed. Until such time they were in his bond...



Saturday, 7 September 2013

A Character Background and Swag Generator for the Weird Dark Ages


NOTE: Magically, you can make a Dangerous Time Adventurer here, courtesy of Save Vs. Total Party Kill.

ALSO NOTE: The Adventurer Generator doubles as a NPC, Hireling or mysterious unlooted Corpse generator. 

Roll on the background table. (2D6 will do the trick, one for the tens and one for the ones.)  

D66 You were a: You've got:
11 Poulticer Mortar and pestle, dagger, mystery potion (you know what it doesn't do), oil flask, chalk
12 Slaughterer cleaver, half-chain apron, a string of fine sausage, twine
13 Fungus-picker Two different kinds of mushrooms, club, sling, rabbuck-hide gloves, lamp, oil flask
14 Pickler A cumbersome pickle cask with delicious pickles, spice-bag, trident, wading boots
15 Sweeper Iron-banded broom, knife, sooty rags, mastic, crampons
16 Purloiner Hammer and spike, off-hand daggers, 50' rope, clothes with hidden pockets, a golden ring (stolen)
21 Hunter Crossbow OR shortbow, quiver, skinning-knife, leather jack, axe, brace of smoked frog
22 Noble Sword and shield and full chain OR pistolet and powderhorn and chain shirt, off-hand dagger, map to “inheritance”, a fine cape and mantle, laudanum OR signet ring
23 Mendicant Begging bowl, smart pet, reed flute, staff OR club
24 Scribe Mace, robes, runestones, oil-lamp, lard-pot, vellum, brush and ink
25 Porter Fists, club, auroch-hide armour, a porter's basket
26 Timberfeller Great-axe, knife, cloudberry wine, sling, 50' rope
31 Plumber Gluepot, throwing hammer, weather-proof overalls
32 Hayseed Axe OR pitchfork OR threshing flail, dirk, harmonium OR great-kazoo, chewing weed, three torches
33 Guard-at-Arms Shield, spear, misericorde, half-chain, club, 50' rope
34 Fisher Fishing pole and hook, gutting knife, 2 throwing spears, eel-hide armour, 3 torches, a smoked eel
35 Barber Bonesaw, steggar, clamps, bloody rags, leechjar OR pendulum
36 Scroll-runner Running shoes, jerky, 50' rope, emberhorn, dagger, news-scroll, signalling glass
41 Paramour Woodblock erotica OR book of poems, sword, perfume (as lamp-oil), locket OR prophylactics, bow and quiver
42 Guild-partisan Great-weapon OR mancatcher, dagger, hauberk with matching party armband, guild news-scroll, a set of trade tools (dyer, tanner, weaver, napier, builder, etc.)
43 Bondsman Waraxe OR crossbow and quiver and club, mail shirt, shield, saexe, gift-ring
44 Apiarist Chainmail, goggles, club, bellows, smokebomb, honeycomb
45 Sailor Axe OR cat, off-hand marlinspike, scrimshaw, shield OR leather armour, lodestone
46 Bellman Hookspear, chainmail shirt, shield, handbell, truncheon, 3 torches
51 Smith Hammer, chainmail OR leather armour and shield, anvil, crucible
52 Janissary Harquebus, powderhorn, chainmail shirt, sword, shield, contract
53 Seer Silver dagger, cage of finches, brazier
54 Ursar or Handler Man-(or Beast)catcher, 20' chain, club, hide armour, hand drum
55 Merchant Fine clothes, guilder's chain, mace, a servant with a bale of trade goods
56 Wolfs-head Waraxe, caltrops, leather armour, crossbow, quiver, writ of blood price
61 Therapist Flail, shield, pendulum, meditation cushion, oil-lamp, oil-pot
62 Skald Harp OR scroll of epic poetry, off-hand dagger, sword OR bow and quiver, collection plate
63 Drover Studded leather, whip, club, brand, firehorn, heavy gloves, throwing axe
64 Judicial Functionary Great-weapon, leather jack, hooded cloak, hanging rope OR tongs, manacles and keys
65 Wildling Fists, moss and furs, “lucky” stone, shillelagh
66 Mercenary Great-weapon OR waraxe and shield, dirk, ringed leathers, bow and quiver, totem

To this you may choose, or roll if you like on the following table. 

D6
You've also got a set of clothes, an adventurer's bag and:
1 Fists, a half-empty bottle, a turnip, D6 silver
2 Nullwater, a white conch, 3D6 silver
3 3 flasks of oil, a hammer, iron spikes
4 Quill and ink, incense, D6x10 silver
5 A hex scroll and a pine sprig
6 Sword and scabbard OR waraxe OR warhammer