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.

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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

Aru-Kamis: CIty of the Lich King #BarbariansOfLemuria

In response to some positive feedback I’ve put together a short document detailing a setting I’ve been using for Barbarians of Lemuria (Mythic Edition, not that it matters).    This is one particular city in one particular country and it’s a useful jumping off point for several different types of adventure.

It can become the home base for your heroes, or a final destination on a quest to discover dark horrors, or it can be the setting for adventure itself with plot hooks inherent in the setting for everything from palace intrigue, to cosmic horror, to street level skullduggery.

Use what you can, change, adapt, bend fold spindle etc and I hope it proves of interest.

If it does, I’d love to hear what works.

Edited to remove outdated link:  Now available free (or pay what you want HERE)

Gaming

Long Night at Blackthorn – a Barbarians of Lemuria Adventure

I’ve just finished work on a new Barbarians of Lemuria adventure – this one using the Mythic Edition rules which I treated myself to recently – Long Night at Blackthorn.  A stopover at a remote inn proves to be filled with trouble as other patrons and their agendas all clash on a night when dark forces are let loose.

The adventure itself is adapted from one I’ve previously run for Fate Core and which I think fits with the darker side of the Sword and Sorcery Genre

While light of mass combat and mayhem this scenario works best as a single night adventure perhaps as a break in an already ongoing journey though, as usual, I’ve left a few exit points in the storyline that could lead to further adventures.

I’d be glad to know what you think of it, and if you’ve managed to get any use from it.

Edited to remove outdated link:  Now available free (or pay what you want HERE)

Gaming

Five Lights – An Adventure for Barbarians of Lemuria

I’ve recently become enchanted by the simplicity and clarity of Barbarians of Lemuria – a role playing game in the Sword & Sorcery genre.

To that end I present “Five Lights” an adventure in which our heroes are called upon to rescue a fair maiden, probably against her will, from a new religious movement.   All things are, as you would expect, not what they seem.

Image (c) Finn Cullen 2016

Edited to remove outdated link:  Now available free (or pay what you want HERE)

Gaming

Earworms of Y’Golonac

This is an adventure outline I worked up for a Trail of Cthulhu one-shot that I had planned, set in modern day Leeds.

Y’golonac – by Finn

It’s not fully polished and lacks game related statistics etc, and is a brief framework for an adventure that I think would suit the Purist rather than Pulp mode of play.    Keepers can of course change the location and details to suit their campaign, and with a little bit of finagling can make it suitable for multiple investigators rather than the single character I had created it for (one of my regular sessions is me and a single player).

It’s quite open ended after the first set-up scene which exists basically to show the investigator someone who had gone a long way down a particularly dark path… and then to set their own feet on that same path.    There are hints in there of investigative avenues that Keepers can flesh out as they wish and a variety of sketched out NPCs that can become allies, adversaries or some combination of the two as things go on.

While suggestions are given for potential end points and solutions nothing is set in stone.   My own style would be to run this and see what paths the player’s choices led them down and adapt accordingly.

I hope it is of interest and whether it is of use in its current format or not I hope it may perhaps spark an idea or two that you can use.

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