Gaming

Beasts of the Bone Coast

BEasts of the bone coast
After the wreck of the ship carrying them into slavery, a small band of survivors face the dangers of the hostile land where they have washed up. Gigantic insects, abandoned temples to alien gods, impenetrable jungles – and worst of all a city of hate-filled ape-men marching against an isolated human township that is our heroes’ only hope of escape from this hellish new world

My latest adventure BEASTS OF THE BONE COAST is now available for free download HERE.

This is a short survival based adventure in the sword & sorcery genre with game suggestions and statistics for both Barbarians of Lemuria and Index Card RPG.   Starting from nothing can your heroes survive a hostile land and save a helpless town from a horde of crazed beast-men?

Comes complete with rules for a Mammoth-back chase and hero-focussed mass combat.

Gaming

Bride of the Rat King–an adventure for Barbarians of Lemuria

Bride of the rat kingMy new adventure for Barbarians of Lemuria – Mythic Edition is now available free. 

Your bold heroes are engaged to investigate the disappearance of a young noblewoman in the shadowy underworld of the city of the Lich King.   Dangers, death, intrigue and some foul magic will surely await – as you would expect.

The folder includes the pdf of the adventure itself plus some .png files ready made and scaled for use as Roll20 battlemaps (the file name gives the size of Roll20 screen to create for an exact fit)

I’ve included some conversion notes for Index Card Role Playing Game the philosophy and mechanics of which have been inspiring me for a while now.

I hope you enjoy the adventure – please let me know what you think and how things go if you bring it to your table.

DOWNLOAD LINK

Gaming

The Star Flung Hammer

A new Sword & Sorcery adventure for Index Card RPG involving a daring expedition into hostile territory and the confrontation of an unexpected cosmic horror.

Something strange fell from the sky into the land of the Jötnarand those brave souls who went in search of it never came back.  Now doom is prophesied and new heroes must arise to follow the path to danger and glory – but worse things than Jötnar dwell in the mountains, and the secret of the Star-Flung Hammer is nothing that those heroes could have imagined.

Download here

Gaming

The Jötnar

The Jötnar, (singular Jötun, make the plural “Jotuns” if you want – they’re unlikely to call the Plurality Police) are an adversarial race suitable for a dark ages, particularly Viking inspired setting.   

The name is often mistranslated into English as “giant” (via a Norman/French word relating to a Hellenic Greek concept misapplied to a term in Hebrew if you’re interested) but the Norse folk did not see them as particularly being of great size.    The name is more accurately translated as “devourer” or “wrecker” and the Jötnar are seen as forces opposed to good order and human society.   Some may appear larger than normal folk, others smaller, others may have appealing features, others again may be monstrous in many ways.

They dwell outside the edges of the human controlled lands (a famous Jötun dwelled in Utgard, the name literally meaning “beyond the bounds”) and typically provide a force of external menace and opposition.

While they are not some sort of monstrous race like Orcs or Goblins, the GM may decide to give even the less unusual Jötnar some consistent identifiable trait to make them instantly recognisable for what they are.   Skin the grey of the northern seas, eyes of jet black with red irises or a wild and primitive aspect that instantly marks them out.   With the exception of powerful Jötnar they cannot pass as human.  Interestingly enough they are near enough to both human and god (the Norse kind) to interbreed with them – Odin was half Jötun, Thor was three-quarters Jötun!

A Typical Jötun:
+2 to any rolls relating to physical prowess – combat, climbing, digging, leaping etc
A single Heart of hit points
Melee attack with their brutal weapons for Weapon Effort +1
Primal Ferocity – On the turn after they’re wounded a Jötun can make a single attack roll at all targets in close range, doing Weapon Effort +2 to any that are hit

A Lordly Jötun

Each band of Jötnar will have a leader, an individual with greater wits and power.   
They tend to be sly as well as courageous and enjoy outwitting their enemies as well as just pulverising them.

+3 to any rolls for physical prowess – combat, climbing, digging, posing about the place
+2 to any rolls relating to cunning action or resisting manipulation or deception
Two Hearts of hit points
Melee attack with a brutal weapon for Weapon Damage+1

Primal Ferocity – On the turn after they’re wounded a Jötun can make a single attack roll at all targets in close range, doing Weapon Effort +2 to any that are hit 

Each Lordly Jötun should also have at least one unique power – roll 1d8 on the table below or come up with something else that fits – you can tailor the Jötun’s power to make it anything from a slightly more powerful opponent to a campaign’s major bad-guy.

  1. Wind Born – the Jötun can assume the form of a bird in order to flee or spy on enemies
  2. Mountain Born – it grows to double normal size once per day only, heals all damage already taken and gains an extra Heart of hit points.   Weapon damage now rolled on d8 (+adds)
  3. Eart Shaker- A powerful stomp shakes the earth around them – all human sized or smaller foes within Near range must make a Dex check or fall.   Cannot be used again for another 1d6 turns.
  4. Stone Skinned – Reduce any damage taken by 3 points
  5. Baleful Eye – By fixing a distended eye on a foe and challenging them specifically the Jötun makes all its attacks against that Foe as though Easy.  The Jötun will not attack any other foe however until that one is dealt with.
  6. Cunning Guise- the Jötun can assume a pleasing human form in order to pass among humans – though they always have one inhuman feature (and will generally try to conceal it)
  7. Flyting Tongue – The Jötun speaks insults against a specific target so foul and unbearably shameful that the target must make a CHARISMA roll or either flee the scene in disgrace or charge directly and without heed of other danger to attack the Jötun
  8. Swift Stepper – As its only action that round the Jötun can vanish and then reappear anywhere within its original line of sight regardless of obstacles.


Farmathr the Pedlar – an example Lordly Jötun

Farmathr is a cunning and treacherous creature.  In his natural form he is a brutish looking man of notable size, with skin the texture and colour of rough sandstone and eyes like holes worn in the rock.   He can magically disguise himself as a human though and habitually moves among the settlements of mankind posing as a merchant, riding a cart pulled by a sturdy goat.  He does this to learn the strengths and weaknesses of mankind, and where it would be profitable to strike.

+3 to any rolls for physical prowess – combat, climbing, digging, posing about the place
+2 to any rolls relating to cunning action or resisting manipulation or deception
Two Hearts of hit points
Melee attack with a brutal weapon for Weapon Damage+1

Gambler & Oathmaker
He will cheat and swindle anyone he meets, often suggesting a wager that he will then rig in his favour.  If anyone tries to default on their payment (regardless of how unfair the contest proved to be) they must make a HARD Charisma roll or Farmathr’s curse falls upon them and they gain a Bad Name – all Charisma checks from then on are automatically HARD.   The curse will lift only with Farmathr’s death or if he can be tricked into wagering the lifting of the curse… and then loses the wager.

Cunning Guise
Farmathr can change into a human form, his favourite is a weather beaten traveler, at will.  The only thing he can never disguise is that he has a snarling mouth in his belly that he keeps concealed under his shirt.  He can only ingest food and drink through his belly mouth, and though he can pretend to eat and drink normally he has to vomit up food taken in through his face-hole.    The mouth in his belly tends to mutter and curse darkly when hungry or when Farmathr is angry, and anyone within CLOSE distance may be given a hard  perception roll to hear the mumbled obscenities.  Farmathr will try to pass them off as indigestion.

Six Rotten Eggs
Among the goods in his cart, Farmathr carries a wooden box filled with straw and containing six large eggs.  He never displays or tries to sell these, as these eggs are his six brothers transformed by Farmathr’s magic.   When he needs to go to battle he will break the eggs and each will become a fully armed and equipped Jötun.  Use the normal attributes as above, though one of the six will have the ability to use the Mountain Born power once only – being cooped up inside the eggshell has given him a desire to stretch!    If anyone cooks and eats all six eggs they need to make a HARD Constition roll to keep the foul mess down but they will gain +1 Strength permanently and make a fierce enemy of Farmathr.

Gaming

Index Card RPG – Runehammer Games

I don’t often review games – I’m usually too busy playing and find it hard to come up with things to say that aren’t just lists of rules that I like or dislike, but I’m going to make an exception now and make a suggestion:


You should buy Index Card RPG.

Not so much a suggestion as an unsubtle instruction I guess.   But let me explain why.
Some time ago, no idea how, my YouTube meanderings brought me across a channel about Dungeons and Dragons – The title was as unsubtle as my suggestion – “Drunkens and Dragons – How to play D&D like a big old bad ass.”    My interest piqued by the approach I watched, despite not believing anyone could tell me anything new about D&D.
Ah the folly of approaching senility.
The channel was run by one Hankerin Ferinale the nom-de-jeux of one Brandish Gilhelm whose real name is as player-character worthy as his assumed name.   Hankerin (for so I always think of him) presented a series of episodes about room design, rpg theory, rules essentials… all stuff I’ve been doing for decades.   But he still hooked me, fired me up and got me thinking.   Hankerin presented his ideas with an infectious enthusiasm that could not help but be inspiring.   His focus was on making the gaming experience more direct and more fun at the table and stripping away everything that got in the way of that.   And then he released an RPG that embodied all these principles.   I bought it right away.
Now here’s a confession, and an awkward one.   I’ve never run ICRPG.   I may never run ICRPG.   But was it worth the money?  Hell yes.   Let me tell you why:
If you do decide to run ICRPG you will get a system that allows you to quickly make up distinctive characters in a variety of settings – from the evocative fantasy world of Alfheim to the futuristic space opera of Warp Shell.  Or mix and match them.   Later iterations of the ruleset include a Weird West campaign background and rules for dealing with horror and suspense stories.   All using the same system, all without losing any of the flavour and efficiency of the system.
The rules are as simple as they come but they aren’t vague in the way some rules-lite systems are.  It’s a d20 Roll Over system but with a few tweaks.  Characteristics are reduced to the modifiers to that roll.  Character type adds more options and bonuses.    Loot gathered during the course of play gives bonuses with conditions based on what it is.     This same rulebase covers combat and non-combat skills alike.    In a move I haven’t seen anywhere else before every roll can be handled like combat with a result (success/failure) and an effect:  In combat as we’re all used to the effect is damage.  In other skill use you still make an effect roll based on who you are and what you’re using and complex tasks can be accomplished in stages… just like taking down a goblin would be in a fight.   Want to pick a lock, a complex lock?  Well make a roll to succeed each turn and each time you do another dice roll moves you closer to the lock popping open.     Since ICRPG keeps the focus within measured turns and there is always a timer ticking down this adds real suspense to any task.
Timers did you say, Finn?  Yes I said Timers.    

I Love Timers

Did I mention I haven’t run ICRPG yet and can’t see myself doing so for the foreseeable future?  I have about four or five campaigns on the go at the moment using a mix of homebrew and official systems.  I don’t want to start something new.    But what I am doing is stealing elements from ICRPG to make things more exciting and Timers is one such element.
What Hankerin does is give every scene one or more time pressures – making them known to the players and overt.   Usually a roll of a dice sets the starting number which ticks down each turn that the player characters act.  When it reaches zero something bad happens – reinforcements, collapsing ceiling, transformation of the floor into angry stoats, something.   It always escalates things.  And that simple little technique adds so much tension you have to try it to believe it.   
I used it recently during a game of Masks.   My group of teen supers were raiding a stealth-battleship to rescue some abducted kids and a climactic battle took place in a room where one of the kids was about to be experimented on (Seraphim’s kid brother Tomas, master of extortion and seeing things he shouldn’t).   An early move by one of the player characters badly damaged the big lit-up gizmo in the heart of the room and I decided there and then to employ a Timer.
“You can tell it’s going to blow in… three rounds.”
Now rounds in Masks are pretty vague but everyone kind of knew what that meant.   Suddenly they had to deal not only with the bad guy, the henchman and rescue Tomas from a surgical table where he was strapped but they had to do it all in a handful of actions.
In my favourite moment of the session on the very last round before the Timer ticked to zero, Two-Blade delayed their own escape from the room to slam the bad guy onto the table and lock their arm to one of the restraints.  One mad dash later and Two-Blade got out and slammed the door… the bad guy wasn’t so lucky (but you know the old rule – if you don’t see the villain’s body he’s halfway to Acapulco).
Without the Timer the urgency would not have been there.
Without the Timer that cool moment would have seemed like arbitrary fluff.
And Timers are just one of the things that make ICRPG so cool.

What’s the best bit?

The very best thing of all though is Hankerin’s ‘voice’ which comes through in every part of the game.   He clearly loves what he does and he communicates that with every bit of advice, every example of play, every suggestion for how the game can be used.    If you feel a bit jaded as a GM I challenge you to read this book and not be hungry to get to the table and revolutionise your games either by using ICRPG as is or, as I’m doing, stealing parts from it and frankensteining them into my own games.
He’s rebranded his YouTube channel as Runehammer now which you can find HERE and which I recommend to anyone who plays any roleplaying game.  His key mechanics playlist is one of my go to watches when I’m at a loose end and need to get myself thinking about gaming.
ICRPG is about to be released in its second edition, incorporating changes and refinements added since first edition was released, honing it still further.  I’ll be buying second edition too and reading it cover to cover.    Runehammer’s page on DriveThruRPG is HERE.
Hankerin’s very tuned into Thor, which is cool.  I’m more of an asshole Odin guy myself as this over-wordy post probably proves, but let me tell you about Thor.   The Norse saw him as a god who brought fertility and plenty, and of course the god of storms and lightning.    Stick close to Hankerin and you’ll give birth to ideas and wonderful stories, and if there is anything worth kindling in you his lightning will cause it to blaze.