Showing posts with label Barbarians of Lemuria. Show all posts
Showing posts with label Barbarians of Lemuria. Show all posts

Wednesday, December 25, 2024

Merry (Lemurian) Christmas!

A slayer-iffic Santa by Conor Burke
A lot has happened since my last post (29 June 2021), much of it involving eldercare and heavy-duty adulting, but the impending release of Ludospherik's Barbarians of Lemuria Mythic+ Edition has got me thinking about sword and sorcery blogging again. So here I am with holidays wishes—and BoL stats for the Lemurian version of a certain jolly old elf!

KRINGAL OF VALGARD

Attributes
Strength 2
Agility 1
Mind 0
Appeal 1

Combat
Initiative 1
Melee 2
Ranged 0
Defense 1

Careers
Barbarian 1
Beastmaster 1
Mercenary 1
Thief 1

Resources
Lifeblood 10
Hero Points 5

Gear
Valgardian axe (d6, can be thrown 10')
Red gambeson (light armor, d6-3/1)
Large sack

Boons
Detect Deception
Stealthy
Trademark Weapon (Valgardian axe)

Flaws
Distinctive Appearance
Feels the Heat

Kringal grew up in frozen Valgard, helping his family herd the giant deer of the north. Lured south by mercenary company recruiters promising easy riches, Kringal soon grew tired of military life. He now dwells in Satarla, where he has acquired a reputation as a skilled second-story man, able to get in and out of houses without waking any of his targets ("he sees you when you're sleeping, he knows when you're awake"). He has an uncanny ability to distinguish truth from falsehood ("he knows if you've been bad or good") and can be readily recognized by his obsession with wearing red garments. He plans to return home once he has acquired a sizable hoard—enough to challenge for leadership of his clan.

Monday, October 3, 2016

2016: What a Year (and It's Still Not Over)



It's been a long time since I last updated this blog—nearly a year in fact! The Spring 2016 semester turned out to be just as labor-intensive as the Fall 2015 semester, and then my mother broke her right hip at the end of Finals Week. Summer 2016 was thus devoted to figuring out where my parents were going to be living (end result: in my house for 75% of the year) and then getting their stuff sold and/or packed for the move. I've only just been able to get back into the office, well over a month into what was supposed to be a research leave.

But ... my parents are settling in, my wife and kids and I are adjusting to the 50% increase in the size of our household, I'm starting to get work done, and I'm still gaming:

Barbarians of Lemuria

My Thursday night group is playing BoL whenever we don't have a sufficient quorum for Supers! Revised. The character I'm playing is a Mythic Edition update of Quaris the Fallen, the Legendary Edition character who was the subject of the very first post on this blog. It's a nice change to be playing a BoL hero instead of their opposition for once.

Supers! Revised

Our Supers! Revised GM (also the BoL GM) wasn't feeling the vibe with our Earthside campaign, so he retired it (along with Brute Squad, my duplicating brick hero, and a newer character, the arrogant Sasquatch geneticist Big Thought). The new campaign is set in outer space, and my new hero is a tribute to Hal Clement's Mission of Gravity Mesklinites:


"Legs," as his teammates call him, is a sentient millipede the size of a mastiff. His already substantial strength and toughness (he's a heavy-worlder) have been amplified by an ancient ritual, so all of his many limbs pack a powerful punch.

Uncharted Worlds

I've been doing a great deal of science fiction reading for the last several months, and my thoughts turned to SF gaming as a result (aided and abetted by the Supers! campaign). A little research into available, rules-lite SF TTRPGs turned up Sean Gomes's Uncharted Worlds, a Powered by the Apocalypse system that occupies (for me) a happy medium between traditional RPGs and the more thematic, story-driven games that epitomize the PbtA ludosphere. I was actually able to play in a G+ Hangouts game while I was closing up my parents' house at the end of August, a one-shot that ended with my shady astrophysicist activating an experimental hyperdrive and (with the aid of a roll of snake-eyes) killing the entire party in the process. Huzzah! I'm now thinking of how to go about running an UW campaign of my own ... I hope to post more along these lines soon!


Monday, July 20, 2015

Escape from Satarla! [Barbarians of Lemuria, Actual Play]


As close as I'm ever going to get to an image of three Satarlan
sky-boats battling it out (detail from Gino D'Achille's cover
to  ERB's Swords of Mars).

The heroes barely had time to take in the sight of their rescuer when one of her underlings reported a pair of approaching sky-boats. She called out to Gallius: "Now it's time for you to show me why I went to the trouble of breaking Satarlan law to rescue you—get this boat out of the city!" Gallius didn't hesitate, rushing to the helm and setting the boat in motion. Ralak found the boat's arbalest and aimed it at the pursuers. Koth slumped onto the deck; the wound he had received from the jemadar in the Great Arena was not as serious as it had initially seemed, but he was still losing blood. The mysterious woman called out to one of her companions as she moved to assist Gallius in operating the ship: "Zedrek, tend to the big one's injuries!" Clad in the humble garments of a street priest, Zedrek began to clean and dress Koth's injury.

Zedrek of Lysor, Servant of the Twenty

Attributes: Strength 1, Agility 2, Mind 2, Appeal 0
Combat: Initiative 1, Melee 2, Ranged 0, Defense 1
Careers: Farmer 0, Priest 2, Physician 2, Beggar 0
Boons: Detect Deception, Healing Touch, Savant
Flaws: Cloistered (a variation on City-Dweller), Landlubber

"That's a nasty cut, friend," the priest said in Koth's native Festrelian, "but I think I can keep the scarring to a minimum."

Meanwhile, Gallius was weaving his way around Satarla's numerous towers, trying to put more distance between the heroes' boat and those of the pursuing Satarlan Sky-Navy. Suddenly one particularly high minaret appeared in the boat's path. Cursing, Gallius had to turn back toward their enemies to avoid crashing into the building. At the same time, the arbalest's string broke, knocking Ralak to the deck. (The heroes' players had just rolled two Calamitous Failures in a row.) Enemy bolts struck the boat, killing one of their rescuer's party instantly and damaging a flight vane. The ship began to lose speed—until a now bandaged Koth put his back to the task and singlehandedly bent the vane back into place.

Gallius swiftly regained his equilibrium and threaded the sky-boat through a particularly twisty maze of streets. The pursuers fell behind, eventually losing track of the stolen craft. Gallius was then able to fly the ship out of the city and into the Jungles of Qush. They anchored the vessel in the canopy; while Koth and Ralak covered the fuselage with camouflage netting, the mysterious benefactress revealed some magical talents, casting a ritual of concealment to help hide the ship.

When she was finished, she turned to the heroes and identified herself as Sharangara of Oomis, a collector of rare antiquities. "There's an ancient artifact of the First Age that I want, and I need a sky-boat to get it. Which means I need a sky-pilot, and that's where you come in, Gallius." "Where are you going," the suspicious pilot asked, "and what exactly is it that you're after? Don't tell me it's some hideous weapon that will melt our flesh and send our souls screaming to hell!"

"It's nothing that dramatic, my friend," Sharangara answered. "It's a small cauldron in the shape of a bird. The ancient records call it the Kartal, which my friend Zedrek here tells me is Yggdari for 'eagle.' It may have mystical powers, but it may also just be a beautiful relic of a better age. Whatever it is, I want it for my collection, and I'm willing to reward you all handsomely for assisting me."

"What sort of reward?" asked Ralak. "To begin with, once we have the Kartal, I'm more than willing to turn this vessel over to Gallius. He can sell it to one of Satarla's rival cities, or travel around in it himself, whatever he desires. The rest of you will get more than enough gold. What do you say?" Gallius answered: "I'm intrigued, but you still haven't said where we're going to find this Kartal."

"In the Flying City of the Winged Men, somewhere over the Axos Mountains. You're my pilot, and Zedrek is my translator—he's one of the few Lemurians who speaks Windsong, the language of the Winged Men. Before we can bargain with them ..." "You mean rob them," Ralak observed with a smirk. "... bargain with them," continued Sharangara, "we have to find them. And I think that the wizard Jesharek Jool may be able to help us with that."

"Jesharek's tower is somewhere in the heart of the Qush!" exclaimed Ralak, "We'll be lucky to find it, and even luckier to leave it in one piece. Can't we take a safer path to the mountains? Say, Shamballah?" Sharangara shook her head: "If you want to risk getting scooped up by a Satarlan patrol or shot down by Tyrusian guards, sure. Flying straight north through the Qush will have its dangers, but it's a faster path, and I have some ideas about how to bargain for information with Jesharek."

The heroes agreed with the plan, and everyone settled down to sleep. It would be an early start for the flight north through some of Lemuria's most deadly jungle, and they needed to be sharp for the journey.

Thursday, July 9, 2015

Gallius the Gladiator [Barbarians of Lemuria, Actual Play]


I know this isn't Lemuria, but it's still an arena, a six-legged beast,
and a guy doing the Harryhausen with a spear. A.k.a., "win."

My 13th Age campaign at the FLGS fell through once again—seems like Pathfinder and 5E have cornered the market on D20 fantasy in Urbana. But I was prepared for the flop, pulling out Barbarians of Lemuria's new Mythic Edition after I only picked up a third player this past Thursday. I was interested in seeing how the Mythic Edition rules changes shook out in play, and I also wanted to stick with a low-prep game.

The three players were more than willing to switch systems and launched themselves into character creation. Here are the heroes they generated:

Gallius of Satarla

Attributes: Strength 0, Agility 2, Mind 1, Appeal 1
Combat: Initiative 1, Melee 0, Ranged 1, Defense 2
Careers: Thief 0, Sailor 1, Soldier 1, Sky Pilot 2
Boons: Alert, Friends in High Places, Keen Eyesight
Flaws: Braggart, Greed

Koth the Festrelian

Attributes: Strength 3, Agility 1, Mind 0, Appeal 0
Combat: Initiative 1, Melee 2, Ranged 0, Defense 1
Careers: Hunter 1, Mercenary 1, Slave 2, Gladiator 0
Boons: Born Athlete, Sneaky, Strength Feat
Flaws: Fear (Whips), Illiterate

Ralak of Malakut

Attributes: Strength 0, Agility 2, Mind 2, Appeal 1
Combat: Initiative 1, Melee 1, Ranged 1, Defense 1
Careers: Thief 2, Spy 1, Noble 0, Herbalist 1
Boons: Deft Hands, Savant, Silver Tongue
Flaws: Hunted (Tyrusian Nobility), Obsession (Sorcerer-Kings' Formulae)

The heroes began play in a cell under the Great Satarlan Arena (sound familiar, BoL veterans?). Gallius was there because his superior officer caught him dallying with said officer's daughter. Ralak had been arrested for kissing a noble woman whilst trying to hide his face from the agents of the Tyrusian nobility. And poor Koth, he had been sold to the Arena management to cover his recently deceased master's debts.

As heroes, our protagonists were not going to become fodder for the games. They staged a breakout, relying on the mighty strength of Koth (and the insanely good rolling of Koth's player). First Koth lifted the metal grate locking them in their cell. Then Koth used his bare hands to rip the locked door to the prison chamber off its hinges. Ralak had freed the other prisoners in the prison chamber in the hopes of generating maximum confusion. Gallius broke legs off a chair to serve as clubs for Ralak and himself; Koth opted instead to use the chamber door as a weapon.

In the ensuing melee with the Arena guards, Koth took out nearly all of the opposition with a boxcars-driven Legendary Success: he simply bulldozed them into the walls with the door. Ralak and Gallius had much more trouble with the single foes they ended up dispatching. Rather than fight more onrushing guards, the heroes fled to the right ... and thus into the open floor of the Arena.

The guards chuckled, sealing the Arena gates and opening the passage to the beast pens. As the crowd roared for blood, a hideous jemadar launched itself at the heroes. Koth tried to ward it off with his trusty door, but the beast raked him with its claws (10 of Koth's 13 Lifeblood were lost in a single blow). But Ralak and Gallius made amends for their mediocrity in the battle against the guards. Seizing spears from the sands of the Arena, they threw themselves at the jemadar. Rallak scored a Legendary Success, hamstringing the beast and forcing it to a standstill. Then Gallius threw his spear at the jemadar's skull, striking it right between the eyes for a Mighty Success that brought it down.

Celebration was brief: the Arena guards began to approach the heroes en masse. In the open space of the Arena floor, they would be able to form Hordes and overwhelm the rebellious trio. But just then the shadow of a sky boat fell across the heroes, and a rope ladder was tossed from above. The heroes seized this unforeseen opportunity and scrambled up the ladder to the deck of the now rising sky boat. There they encountered a woman clad in the robes of an Oomisian merchant. "Now that I've freed you," she said, "we can discuss how you'll be showing me your gratitude."

BoL plays just as smoothly in its Mythic incarnation as it did when I ran this scenario using the Legendary rules. The new Initiative rules (which look very much like the Initiative house rules I developed back in 2010 but with the advantage of not requiring NPCs to roll) worked without any hitches, and I was particularly pleased with the new Damage rules for weapons: the impromptu clubs were easy to peg as 1d6L weapons, and Koth's door was a 1d6 weapon (it had the heft of a heavy 1d6H weapon, but lost the H due to its unwieldy nature). The players also appreciated the ability to buy a third Boon by way of picking a second Flaw; they felt this made for more varied heroes. All in all, I'm pleased with how the game is handling in this latest version.

In a week's time, the heroes will find out just who the mysterious benefactor is ... and what he wants from them ...

Monday, March 16, 2015

[Barbarians of Lemuria] Terry Pratchett's Moist von Lipwig



The news of Terry Pratchett's death last Thursday hit me harder than I expected, probably since I had only recently finished teaching Going Postal for the first time (and consequently binging on other  Discworld books—Feet of Clay and Raising Steam—as well). I wasn't a fan of Pratchett's at first: the Rincewind novels didn't appeal to me when I first encountered them as a teen in the 1980s. It wasn't until a friend convinced me to try Small Gods in the mid-1990s that I got the point and became a lifelong fan. The Tiffany Aching books are my particular favorites, but I have also assiduously followed the Death, Guards, and Industrial Revolution sub-series as well.

So as a tribute to Pterry I'd like to revisit my first Vargold post on his work by writing up a Barbarians of Lemuria Mythic Edition version of Moist von Lipwig to stand alongside my 2011 Barbarians of Lemuria Legendary Edition write-up for Captain Carrot Ironfounderson. I haven't had a chance to really read the Mythic Edition rules yet (despite backing the Kickstarter), so this should be fun.

Moist von Lipwig

Attributes
Strength 0
Agility 0
Mind 3
Appeal 1 

Combat
Initiative 2
Melee 0
Ranged 0
Defense 2

Careers
Beastmaster 0
Merchant 0
Scribe 1
Scoundrel 3

Resources
Lifeblood 10
Hero Points 5

Gear
Nothing noteworthy

Boons
Detect Deception
Master of Disguise
Silver Tongue

Flaws
City Dweller
Greed

These game stats represent Moist as he is in the novel just after he gets his first visit from an angel named Vetinari—so no golden suit yet, no avatar-y goings on, only the vaguest inklings of a change of heart. Attributes: Moist is almost Vetinari-clever, so he gets the maximum possible starting Mind score; his Appeal is only at 1 because his looks are rather average. Combat: Moist is not really much of a fighter (a plot point in Raising Steam), so I've put his points here into getting the jump on threats (so that Moist can run away) via Initiative and avoiding getting hit through Defense. Careers: His grandfather raised Lipzwigers, so there's some Beastmaster-potential in Moist; Merchant also gets a 0 to reflect Moist's ability to know just enough about the economy to scam people; Scribe has an actual level since Moist is an active forger; and Scoundrel, a variant of Thief, is obviously maxed out at 3 for our favorite conman. Boons and Flaws are all straightforward, obvious choices.

"Goodnight, sweet Hogfather, and flights of anthropomorphic
personifications sing thee to thy rest!"

Friday, February 10, 2012

Honor + Intrigue: Barbie, Daughter of D'Artagnan?!?


Stop laughing, I'm serious! In 2009, Artisan Home Entertainment released the animated adventure Barbie and the Three Musketeers on DVD. As the nerd father of a young girl, I thought the movie would be a good Trojan Horse where cultivating a taste for action-adventure and swashbucklers was concerned. The movie is better than it has any right to be—which is lucky, considering the dozens of times I've had to watch it in the last three years.

In the film, Barbie plays Corinne, daughter of D'Artagnan (who is apparently dead). She leaves her mother and her Gascon home to head north to Paris; she plans to present Monsieur Treville with a letter with a letter from her mother encouraging Treville to make Corinne a Musketeer. Hijinks ensue as Corinne and her three serving maid friends struggle to defeat would-be usurper Philippe (played by Tim Curry) and the marshaled forces of oppressive patriarchy.

Needless to say, Corinne's Honor + Intrigue stats follow below.

Corinne, Daughter of D'Artagnan

Motivation
Ambition (to become a Musketeer like her father)

Qualities
Might 0
Daring 2
Savvy 1
Flair 1

Combat
Brawl 0
Melee 2
Ranged 0
Defense 2

Careers
Farmgirl 1
Acrobat 2
Duelist 1
Servant 0

Resources
Lifeblood 10
Fortune 4

Boons
Attractive (Bonus die in situations where looks matter—this is Barbie, after all)
Beast-Friend (Bonus die when dealing with animals; has animal companions—see below)
Born Athlete (Bonus die when performing athletic activities other than fighting)

Flaws
Country Bumpkin (Penalty die in situations where street smarts matter)
Hot-Headed (Penalty die when attempting to suppress anger)

Equipment
Epee (1d6 damage, +1 Parry)
Miette (Corinne's kitten . . . who apparently duels as well—don't ask!)
Alexander (Corinne's elderly horse, inherited from her father)

Wednesday, February 8, 2012

Honor + Intrigue: Robin Hood Redux


Honor + Intrigue is now available in PDF form (with print copies to follow). After a quick read-through, I'm incredibly impressed with what Chris Rutkowski has achieved here. My favorite rule so far is the maneuver "Return Weapon": if your hero uses his minor action to return his disarmed opponent's weapon (as is so often the case in swashbuckler duels), he receives a reward of 1 Advantage over his foe as well as 1 point of Fortune.

Now that I have the rules I can update my character sheet for Errol Flynn's Robin of Locksley as follows:

Attributes

Might 0
Daring 2
Savvy 1
Flair 1

[No changes here.]

Combat
Brawl 1
Melee 1
Ranged 2
Defense 0

[No changes here.]

Careers

Noble 1
Warrior 1
Woodsman 2
Highwayman 0

[Again, no changes needed.]

Resources
Lifeblood 10
Fortune 6
Composure 3
Advancement 0

[Scores calculated now that I have the formulae for doing so.]

Equipment
Longbow (1d6+2 damage, range increments of 110')
Sparkly Lincoln green tunic and tights
Sword (1d6 damage, +1 Parry)

[The weapons listed in Honor + Intrigue are seventeenth-century weapons, so I've had to improvise here. Robin's sword in the film is closest to the game's epee, and I've therefore given his blade the epee's stats.]

Boons
Crack Shot: Longbow (Bonus die on all damage rolls w/bows, range increments increased by 10', more Fortune points required to reduce effect of Robin's successful shots)
Favored by Fortune (permanent +2 increase to Fortune)
Laugh in the Face of Danger (Bonus die to Daring rolls to resist fear/intimidation, Social Combat/Repartee rolls against Daring have a Penalty die)

[A big change here: I dropped "Knighted" since the description of the Boon describes it as more of a reward for services rendered, and Robin is a baron and knight by birth in the film. Hard choices followed, though. The other boons that were the most logical choices for Robin—Attractive, Daredevil, and Favored by Fortune—are all Beginning Boons and can only be purchased during character creation. I decided that an early Fortune boost made the most sense for Robin at this stage of his career: he's often luckier than he should be, and that gets him out of jams. 

Flaws
Hot-Headed (Penalty die when trying to suppress anger; whenever anger gets Robin into trouble, he gains 1 Fortune point)
Hunted (whenever Robin faces off with the followers of Prince John, Guy of Gisborne, or the Sheriff of Nottingham, he gains 1 Fortune point)

[Another change here: "Obligation" is more of a specific debt or responsibility than a generic devotion to Saxon welfare. (Robin is also free of anti-Norman bigotry even as he opposes Norman tyranny: his battle for justice reflects a devotion to the virtue in general rather than to a specific ethnicity.) I therefore decided that Robin's in-play story begins after he escapes from Nottingham Castle and flees to Sherwood Forest; this gives him "Hunted."]

Monday, February 6, 2012

Honor + Intrigue: Robin of Locksley



Basic Action Games is getting close to a release date for its swashbuckling RPG Honor + Intrigue. While the game will have rules for those who wish to mix some magic in with their derring-do, it's largely a historical RPG. Nonetheless, it has a place on this blog if only for its clever use of Simon Washbourne's Barbarians of Lemuria ruleset (one of my favorites and a mainstay of Vargold posts).

Basic Action Games owner and designer Chris Rutkowski has put copies of both a character sheet and a quick reference sheet on the company's Facebook page and challenged fans to start creating characters for the game. (The reference sheet includes a list of all Honor + Intrigue careers, boons, and flaws.) I obliged him by putting together this version of Errol Flynn's Robin Hood (from the 1938 Adventures of Robin Hood). Once I get my copy of the actual rules, I may have to emend some of my choices (and finish stats I don't yet know how to calculate), but I think these stats do a good job of representing Robin of Locksley as he appears in his first scene in the film.

Attributes
Might 0
Daring 2
Savvy 1
Flair 1

Combat
Brawl 1
Melee 1
Ranged 2
Defense 0

Careers

Noble 1
Warrior 1
Woodsman 2
Highwayman 0

Resources
Lifeblood
Fortune
Composure
Advancement

Equipment
Longbow
Longsword
Dagger
Sparkly Lincoln green tunic and tights

Boons
Crack Shot, Knighted, Laugh in the Face of Danger

Flaws
Hot-Headed
Obligation (to protect all Saxons, high or low)

Tuesday, October 4, 2011

Terry Pratchett's Carrot Ironfoundersson


It's been some time since my last Barbarians of Lemuria character conversion.  Since I'm currently rereading my way back through the Watch sequence of Terry Pratchett's Discworld novels, I thought I'd take a shot at converting Constable Carrot Ironfoundersson, honorary dwarf and king-in-waiting of Ankh-Morpork (not that he wants anything to do with the crown).  As I've done throughout this series, I've opted to convert Carrot as he is at the moment of his first appearance in Guards! Guards!—beginning Barbarians of Lemuria characters are generally quite robust, effectively emulating most sword-and-sorcery protagonists.  (After all, like Conan, Fafhrd, and the Mouser, Carrot has gone from zero to hero long before he makes his initial entrance into the narrative.)

Carrot is not just too big for a dwarf; he's also bigger than your average human.  I've therefore given him Strength 2 to reflect his size.  I could have added a point of Agility by dropping Carrot's Mind to -1, but—as those who oppose him soon realize—simple doesn't mean stupid in Carrot's case.  Appeal is set at 2; Carrot's just that likable.  Combat scores are all set at 1, reflecting Carrot's rational, measured approach to policing.  As for careers, an initial career of Noble represents Carrot's birthright as the last heir to the throne of Ankh-Morpork—but is set at 0 to reflect Carrot's initial ignorance of his heritage (and probably stays there even as he comes to learn of his ancestors).  Miner 1 is a variant of Laborer; it has a score because Carrot does know quite a lot about mining and dwarven battle bread.  (It might even be possible to convince me to rename the career "Dwarf.")  Scholar 1 is there for Carrot's memorization of the Morporkian legal code and his pleasure reading of tax codes, while Guard 2 is a non-brainer.

In addition to his sword, Carrot carries the crossbow and truncheon assigned to every Watchman.  Even though Watchmen are provided with helmets, chain mail, and breastplates, I've only given Carrot light armor: Barbarians of Lemuria punishes heavier types of armor with Agility penalties, and that's not something I see affecting Carrot.  In fact, Carrot's armor is more of a character device (i.e., the extent to which he keeps it polished reflecting his worrisome devotion to duty) than an actual means of protection.

The Boon "King in (Voluntary) Hiding" is a Discworld variant of "Marked by the Gods," giving Carrot an extra Hero Point.  I thought briefly about giving Carrot a variant of "Valgardian Blade" since he does carry the sword of the ancient kings of Ankh-Morpork, but then I decided against this: Carrot's sword is one of the most resolutely ordinary objects in all of Discworld.  I'd prefer to let the character use Hero Points to achieve some of the special effects he achieves with the blade in the novels.  The Flaw "Country Bumpkin" is, well, definitional: Carrot is one of the bumpkiniest bumpkins in all of fantasy literature, believing that "seamstresses" really are just women who sew.  So the Flaw is exactly right for him at this point in his career.  (Later on, I suspect he buys it off with AP even as he continues to pretend that he's a clueless hick.)

Attributes
Strength 2
Agility 0
Mind 0
Appeal 2 

Combat
Brawl 2
Melee 1
Ranged 0
Defense 1

Careers
Noble 0
Dwarf 1
Scholar 1
Guard 2

Resources
Lifeblood 14
Hero Points 6

Gear
Light armor (protection d6-2)
Crossbow (d6+1, 2 rounds to load, range 80')
Sword (damage d6)
Truncheon (damage d6-1, range 10')

Boons
King in (Voluntary) Hiding
Hard-to-Kill

Flaws
Country Bumpkin

Monday, June 21, 2010

Building an S&S Setting: Prolegomenon

This post is the first in a series of posts dedicated to the creation of a new sword and sorcery setting for use with Barbarians of Lemuria.  I'm going ahead with this project because I'm not particularly satisfied with Lemuria itself: I haven't read the Lin Carter novels that serve as the basis for that setting, and my sensibilities are more in tune with Howard's Hyborian Age than with Carter's cod-Burroughs approach to Lemuria.

There are two principles governing this process as it goes forward:

1.  Do not invalidate the players' choices for their characters.

I don't want to make my players create new characters to fit the new setting.  This means first and foremost that the plot established in the first session of the BoL campaign remains the same: the heroes are still looking for an ancient library in a fabled lost city, and they are still going to begin the next session on a ship in the midst of a raging storm.  It also means that the new setting has to respect the players' character creation choices.  In Lemuria, Irryn was a prostitute-turned-assassin from the Port of the Sea Lords.  In the new setting, she won't be from that particular location—but she will hail from a pirate-themed city.  The same for Daneel's gladiatorial background: the new setting will have to have a location that sponsors games.

2.  Keep it simple.


In my three-decade career as a gamer, my customary approach to setting creation has been to start working from the top-down (i.e., cosmologies instead of counties, epics instead of short stories). The usual result has been a game that either stalls out after character creation or never even gets started—I always find myself tinkering with the big picture "just one more time" before play begins.  So the ground rule for this session will be "one paragraph per location before play resumes."

In addition, rather than agonize about how many locations to create, I will simply use the categories included by Russell Bailey in his Pulp Civilization Random Encounter Chart as the basis for the setting.  That gives me six basic locations—enough for a start.  New locations can enter play as a result of player action or active scenario creation.

Third, I will try to recycle as many old RPG setting ideas as I can when making these six locations.  There's no reason why I can't put old ideas to new use here.

With all that in mind, here's my initial set-up:

1.  Warring Tribes: Undetermined

2.  Grimy City-States: The Seven Cities of Magic

This setting element is a new one for me: each of the fabled Seven Cities of Magic is governed by a powerful sorcerer (or cabal of wizards or arcane spirit being or . . . you get the idea).  The Seven Cities spend most of their time squabbling with each other or engaging in low-level mischief within the boundaries of the Vital Empire.

3.  Vital Empire: Undetermined

4.  Decadent Empire: The Empire of the Azure Throne

The inspiration here is Azure Orb, an old Everway Realm of my making.  I originally described it as follows: "Azure Orb is dominated by the element of Air. Its inhabitants debate one another in lamaseries clinging to the sides of mountains. The gates leading to Azure Orb from Glister and Rubyflame are marked with sapphires."  I'm going to combine this idea of a fantastic Tibetan realm with Simon Washbourne's Ceruleans from Lemuria: the giant blue people are the specially bred shock troops with which the Azure Emperor once conquered the lowlands.  Now the people of the plateau have retreated into decadent pleasures and abstruse philosophies, leaving it to the Ceruleans to maintain contact with the rest of the setting, this time as merchants instead of warriors.

5.  Monstrous Survivors: Undetermined

6.  Haunted Ruins: The Storm Lands

For this location, I'll be riffing on a recurring element from my various abortive D&D worlds: a land shattered by a mystical apocalypse, dotted with ruined cities, fell spirits, sentient storms, and bold human tribes eking out an existence.

So that's where things stand at the moment.  I need to come up with locations for Warring Tribes, Vital Empire, and Monstrous Survivors.  I suspect that the Warring Tribes will be a cross between the Caribbean pirates of history and the Iron Islands of George Martin's Game of Thrones setting: competing pirate empires with the potential to become something greater.  The other two elements are still hazy as yet; I need to come up with something alien for the Monstrous Survivors that isn't just the usual serpent-men or ape-men trope.

Thursday, March 25, 2010

Monsters Barbarized: The Decapus

[This post was inspired by the "Weekly Monster Challenge" on the Lords of Lemuria forum.]

I don't remember many details from Jean Wells's Palace of the Silver Princess (BD&D Module B3), but I've never forgotten the image to the left: Erol Otus's amazing depiction of the hideous decapus.  This foul beast may have begun its existence in the Principalities of Glantri, but it seems perfectly suited to life in the Jungles of Qo and Qush.  In those trackless wastes, the wild decapus swings through the trees, using its uncanny powers of illusion and ventriloquism to trick its prey.  To see through the decapus's deceptions, a hero has to pass a Mind test with a difficulty modifier of "hard" (-2).  At the GM's discretion, heroes may add relevant careers to this roll.  (Appropriate boons may allow the hero to roll a bonus die on the test as well.)  If the decapus's illusion remains unbroken, it has the advantage of surprise and gains a "free" round of attacks.

Wednesday, March 24, 2010

Keeping Score

Tim (Irryn's player in the Friday night BoL game) has asked me to maintain a public kill counter for the campaign.  As a generous GM, I have obliged him.  Look for it over in the righthand column of the blog.

Of course, it turns out that Irryn is the kill leader . . .

Sunday, March 21, 2010

Using the Mythic GM Emulator

Although I'm running the Friday night campaign with the BoL rules, I'm also using the Mythic GM Emulator (published by Word Mill Games).  Designed to facilitate GM-less or low-prep play, this product is essentially a Magic 8-Ball for RPG campaigns: at its core is a Fate Chart that adds a random element to yes/no questions about the campaign setting.  There are also rules for random events, and a subsequent supplement (Mythic Variations) allows for genre and theme-specific modifications to the frequency of those events.  All of these systems work like an overlay on whatever set of RPG rules you happen to be using at the time.

I decided to use the Mythic GM Emulator because I hate game prep.  I get "analysis paralysis," and campaigns die shortly after beginning.  The GM Emulator's guidelines for random scene generation (used in conjunction with the logical premises derived from the campaign setup and the players' choices of characters) thus seemed like a way around this problem for me.  I would create the first scene of the campaign myself and then let the GM Emulator guide me the rest of the way.

This plan worked out beautifully in prep and play.  After the heroes had accepted Radam Tyl's pitch, they were almost certainly going to go down to the docks of Zalut to hire a ship.  Rolling on the Event Focus Table for this scene, I got a result of "Introduce a new NPC."  Nothing particularly surprising: I assumed at first that this would be the ship captain.  Then I rolled for the event's meaning and received results of "release" and "rumor."  Those didn't sound like a ship's captain; instead, the two terms suggested that the heroes were approached by a competitor of Radam Tyl's, an alchemist who had also learned about the new clues to M'lor's location.  Thus Sorsha was born.  I was even able to generate one of the best images of the session randomly: I rolled on the "Event Meaning" tables to determine the nature of Sorsha's alchemical speciality and got "inquire" and "pain" as results.  Interpreting these as indicators of her interest in torture, I invented her poor slaves (and their sewn-shut eyes) on the spot.

The next scene of the session was also randomly determined.  This time the Event Focus table generated a result of "PC Negative"—something bad happens to one of the heroes.  Event Meaning results of "communication" and "disruption" suggested that, once again, the search for a ship's captain would be interrupted.  This time a hero's backstory would be the vehicle of the deferral, and a d4 roll made Daneel my victim.  Clearly the sorcerous cheaters he was tracking down had decided it was time to remove the pesky investigator . . . permanently.  I turned to the page of the BoL rulebook providing stats for tough thugs and told the players to roll for initiative.  I was particularly pleased by the GM Emulator in this scene: I came to the table knowing nothing of Brian's plans for Daneel, but the framework for random inspiration provided by the Emulator allowed me to foreground those plans on the spot.

The third and final scene was "NPC Positive."  As a group, we decided that the heroes would finally locate a suitable ship and that said ship's captain would be more than eager to provide the heroes with passage to Parsool.  After all, they had more than enough gold from Radam Tyl to convince even the most reluctant captain to let them on board.  When I rolled for Event Meaning, I was temporarily stumped by my results of "advice" and "postpone"—I wasn't sure how to interpret these to fit the scene.  Irryn's player Tim came to my rescue here, suggesting that Captain Tinray knew a storm was coming but didn't think he needed to mention it to the heroes.  With Tim's help, I was able to set up the cliffhanger for the session: the sudden darkening of the sky and an ominous wave rearing up over the deck of the Screaming Manta.

Consider this post a positive review for the Mythic GM Emulator, then.  I didn't use the Fate Chart all that much or play around with Chaos Factors (an aspect of the system that alters the frequency of yes/no responses), but the Event Focus and Event Meaning tables were pure gold where scene setting was concerned.

Friday Night Campaign, Session One

On Friday night (the 19th), I ran the first session of my BoL campaign.  The set-up was the one I mentioned a few posts ago: having discovered new clues to the whereabouts of the lost city of M'lor, the alchemist Radam Tyl recruits a band of intrepid heroes to travel to the Jungles of Qo, locate M'lor, and return with whatever First Age knowledge survives in the city archives.  (The BoL rulebook identifies M'lor as a Second Age city, but that doesn't seem to jibe with its "lost" status—so I moved it back in time.)

Radam Tyl's recruits (and the players' heroes):
  1. Dakar, a Valgardian swordsman whose brief career in piracy ended with him being booted off the ship and left to fend for himself in the port district of Zalut.  Played by Dave.
  2. Daneel, a Shamballan gladiator who parlayed his success in Satarla's arena into a noble's title.  He has come to Zalut to investigate rumors of sorcerous interference in the Sartalan games.  Played by Brian.
  3. Irryn, a dancer turned assassin who left her home in the Port of the Sea Lords to execute a contract on the magician Samaldran.  Played by Tim.
  4. Segdral Darkstar, a Halakti assassin who has also been hired to kill Samaldran (albeit by a different client).  He and Irryn met while casing their shared target and agreed to work together.  Played by David.
The adventure began with the heroes' arrival at Radam Tyl's luxurious townhouse.  Each of them was met at the door by Tyl's most notorious creations: his uplifted dinosaur servants.  While these small dinosaurs did not prove capable of human speech (forcing the players to endure my dinosaur squeaks and hisses), they were able to mix drinks, serve canapes, and light dreamsmoke pipes.  Tyl eventually arrived and made his pitch to the heroes, sweetening the deal with several chests of gold and jewels.  (The heroes were also allowed to take whatever loot they wanted from M'lor, provided that they saved the scrolls they found for Tyl.)

With surprising alacrity (and almost no hard questions), the heroes agreed to the alchemist's plans and set out making preparations for their journey west.  They decided to first purchase passage to Parsool on a deep-water vessel, then travel via coast-hugger and river-barge to Malakut.  There, in the City of the Thieves, they would be able to hire the local guides they would need to survive in the Qo.

Their search for a ship headed to Parsool was twice interrupted, though.  They were first approached by one of Radam Tyl's rivals, the alchemist Sorsha.  (Tyl is a specialist in animal uplight; Sorsha's palanquin-bearers, slaves with their eyes sewn shut, pointed to her own interests in information acquisition and the pain centers of the human body.)  Tyl was apparently not the only alchemist to learn of the ancient document offering hints to M'lor's location, and Sorsha was eager to hire the heroes to serve her interests instead.  Irryn was the only hero willing to listen to all of Sorsha's offer, receiving a jewel-encrusted necklace for her "open-mindedness."

The second interruption was far less polite.  Daneel's investigations into sorcerous cheating had apparently earned him the enmity of the magicians involved, and they sent a team of thugs armed with enchanted daggers to kill him.  The thugs, confident in their numbers, attacked Daneel—and were promptly butchered by the gladiator and his newfound friends.  Irryn demonstrated her prowess as a kill-stealer, finishing off thugs Daneel and Segdral had worked hard to defeat.  Dakar's massive Valgardian greatsword needed no assistance in parting the thugs' heads and limbs from their bodies.

Cleaning their weapons, the heroes were soon able to find the ship they were looking for: Captain Tinray's Screaming Manta.  Tinray had made some bad trades in Zalut and was more than happy to take the heroes' gold with no questions asked.  Unfortunately, he also thought that the Manta was fast enough to outrun the storm that bore down on the ship several hours out from Zalut . . .

Friday, March 19, 2010

Gaga-ga-choo

Inspired by the RPG.net thread "[Tuesday Challenge] Gaga for Gaga," I have gone ahead and statted up Lady Gaga as a BoL hero--see below the fold for details.  Her high "Brawl" score represents a unique martial art melding combat and dance moves.  Her "Merchant" career is based on her father's background as an Internet entrepreneur; her "Noble" career, on the entry to elite circles gained for her by her performing abilities.  The rationale for the "Unsettling" Fault should be obvious. :)


Saturday, February 27, 2010

J. R. R. Tolkien's Thorongil (a.k.a. Aragorn II)


 I'm currently teaching Tolkien's Lord of the Rings as part of an advanced writing course entitled "Legends of Modern Fantasy," so I thought I'd pull a Reese's Peanut Butter Cup and get some Tolkien chocolate in my BoL peanut butter.  I've therefore generated a character sheet for Aragorn II.  In TA 2957, the twenty-six year old Dunadan left Rivendell and traveled the length and breadth of Middle-earth for twenty-three years.  Using the alias "Thorongil" (Sindarin for "Eagle of the Star"), Aragorn served in the armies of Thengel of Rohan and Ecthelion of Gondor.  It's at this moment in his life that he most approximates the power level of a starting hero in BoL.

As a Dunadan, Aragorn is superior in all ways to the lesser varieties of Men.  I've therefore given him scores of 1 in all four of his attributes; the broad spread reflects his abilities not only as a mighty warrior but also as a leader of men (and future king).  Combat scores are more concentrated: I see little evidence in Lord of the Rings for giving Aragorn scores in Brawl and Ranged, especially at this point in his career.  As a result, I've split his four combat points between Melee and Defense.  The four-career requirement perfectly suits Aragorn: "Noble" stems from his upbringing in Imladris; "Physician," his birthright as Isildur's Heir; "Hunter," his destiny as "the greatest traveller and huntsman of this age of the world"; and "Soldier," his brief experience so far as a mercenary in Thengel's army.  (Thorongil's prominence in Gondor's campaigns against the Corsairs of Umbar suggests that Aragorn will soon be spending some advancement points on adding "Mariner" to his list of careers.)

Note that I have not equipped Aragorn with the Shards of Narsil—in this instance, I prefer the movie Aragorn's decision to carry a normal sword beyond the confines of Rivendell.  The Boon "Isildur's Heir" is a Middle-earth variant of "Marked by the Gods"; "Master Tracker" follows the lead of the BoL version of Legends of Steel in collapsing all of the terrain-specific tracking boons into a single boon.  "Hunted by the Enemy" is lifted right from the character sheet of Pellem Pharn in the main BoL rulebook.

Thursday, February 25, 2010

Character Sheet Blues

The extant English-language character sheets for BoL are serviceable, but then I look at what the French players of the game get to use, and I weep for the Anglophone world.  (That link takes you to French blogger Kobayashi's site.)  Alas, I lack all design skills to produce anything in that ballpark . . .

Sunday, February 21, 2010

Sokka of the Southern Water Tribe

The idea to stat up Sokka as a BoL hero came to me tonight when my daughter and I were watching Season 2 of Avatar.  I've represented him as he is at the end of Season 3 (just before the series finale—where he appears to lose both boomerang and "Space Sword").  At that point in his career, he is (or is about to turn) sixteen, a perfect age for a hero about to begin the adult phase of his adventurous career.

Attributes were no problem: Sokka's quirky intellect and ability to see what others fail to notice made it easy to justify a Mind of 3, and I put the other point in Agility.  Combat abilities were also fairly straightforward: Sokka's fighting skills seem to consist of an emergent talent with the sword (Melee 1), the luck not to get hit by better fighters (Defense 1), and a high level of skill with his boomerang and other thrown weapons (Ranged 2).

Careers represented the biggest challenge, but the three seasons of Avatar gave me some ideas.  As a member of the Southern Water Tribe, Sokka has an initial career of Barbarian 1, reflecting his ability to survive in the harsh conditions of the southern polar regions.  His career of Poet is largely based on the haiku contest in "Tales of Ba-Sing-Se" and on the advice he gives to his Fire Nation double in "Ember Island Players."  I've left the career rank at 0, though, since Sokka's performance abilities are more innate than trained.  Artificer 1 (coupled with his high Mind score of 3) simulates Sokka's inventive side, while Soldier 2 represents both his natural aptitude as a leader of men and his experience fighting the Fire Nation over the course of the series.