Thursday, July 7, 2016

Dragonewts: Mystery of the Tail

Looking through the Classic Reprint, as I'm working on a generator for RQ2, I'm struck by the unaddressed changes of the Dragonewt Hit Locations.

Dragonewts (and Newtlings) don't have individual Hit Location entries and being upright bipeds would seem to fall under the standard Humanoid Hit Location template.

Right Leg      01-04
Left Leg        05-08
Abdom          09-11
Chest                12
Right Arm     13-15
Left Arm       16-18
Head              19-20

Yet, Newtlings are stated to have a (delicious) tail and "are very like a crested dragonewt in stature and can be mistaken for one at a distance."  From which I infer that crested dragonewts also have tails.

This is the dragonewt illustration from the book.  It's holding a spear and a Klanth, (which is too heavy for most Crested Dragonewts to wield) so I believe that this is meant to be a Beaked Dragonewt.  Again it has a substantial tail.

The next stage is the Tailed Priest, by definition it would appear to have a tail.

There's no physical description of the Full Priest, but in the final stage the dragonewt is "revealed as the Inhuman King, gaining wings and, again, a tail."  Indicating that the Full Priest is the only tailless stage of Dragonewt development.

Given these deductions I will be adding two Hit Location templates to my RQ2 work.  Crested, Beaked and Tailed Priests, along with Newtlings, will use the first template, Full Priests will continue to use the Humanoid template and the Inhuman King fittingly gets its own template.

Dragonewt & Newtling                     Inhuman King
Right Leg      01-04                             Right Leg      01-04
Left Leg        05-08                             Left Leg        05-08
Tail                   09                               Tail                   09
Abdom          10-11                             Abdom          10-11
Chest                12                               Chest                12
Right Arm     13-15                            Right Arm     13-14
Left Arm       16-18                            Right Wing       15
Head              19-20                            Left Arm       16-17
                                                            Left Wing         18
                                                            Head              19-20

Monday, January 11, 2016

Late Christmas - RuneQuest Classic PDF Rewards Start Arriving

Just filled out my BackerKit questionnaire and downloaded the first PDFs - Player Handouts, GM Screen and the RuneQuest Classic rules book.  It's a true delight, a spot check against the errata in my old RQ2 dead tree version shows that the errata has been inserted in the proper places, it includes changes such as moving Sapienza Mk 4A character sheet from the back of the book t right after the Mk4 and a new feature of rule discussions from Wyrms Footnotes and Rambling Rune Questions providing background and rule variants.  The Luise Perrin frontspiece is now in gorgeous full color instead of my old red line.  Looking forward to the hardcopy leatherette book as well as a treasure trove of PDFs including TrollPak and the soloquests!

Hmm, think the packing slip will have a note from Treasure Trove Hurbi?

Thanks +Rick Meints  

Sunday, January 10, 2016

Floor Plan 1

I found a book of digital floor plans, bought one into GIMP, then played with it adding the Cellar and Attic along with a 5x5 grid.  Based on the fact that no bath is shown, I'd place the plans before 1900.  Perfect for Gaslight adventures or with a quick renovation for 1900-1930 noir/Cthulhu  RPGs.   Really, I'll probably end up using it somewhere I need a random house.

Leave a comment if you have interest in getting the original image or a downloadable format.

Two to four bedrooms on the second floor and two rooms for servants in the attic.  The dashed line in the attic indicates where the ceiling height lowers to a 6' due to the slope of the roof.  The cellar features a modern coal fired boiler and a small secret room.

Friday, November 27, 2015

RuneQuest Kickstarter Launched Today

My slightly foxed copy
of RuneQuest 2.
The folks over at Chaosium/Moon Design launched a Kickstarter to re-print RuneQuest 2 this morning and it's already 4/5ths 90% fully funded in less than 5 hours.  This may be one of the safest Kickstarters ever, as they've already got the book ready for publishing and the goal is only $30K with stretch goals in the form of classic RQ2 supplements kicking in at $40K (Apple Lane), $50K (Snakepipe Hollow) and so on up to $300K (Questworld).  After the first two, the stretch goals become unlocked in the form of add on PDFs for a nominal sum.  Many of these are currently available in PDF form under their Gloranthan Classics line .  I'm personally hoping they get to $250K, so they re-print  Sandy Petersen's Trollpak.  Hard copies of RuneQuest 2 reprint start at the $30 "Initiate" level.

Sunday, October 18, 2015

Free digital topographic maps

From the US Geologic Survey, digitized maps for downloading.  For you Call of Cthulhu buffs, how about an 1894 Newburyport map?
Wish I had time to pull some of these into GIMP to play with.

Tuesday, October 6, 2015

Random Ocean and Island Terrain Tables

Earlier today there was a request on G+ for ocean and water terrain tables.  I don't know of any and the lack of them dates back to the 1e DMG, which stated that the DM must draw them in by hand.  Chivalry & Sorcery has a similar statement.  

I think the biggest reason no one published them is that you can't reliably randomly generate a meaningful coast line, there's no guarantee in these tables that your coast won't encircle your map or have a strange gap in it.  I've tried to control for that by assuming that you map the coast while you sail along it, but your result WILL vary.

If you have any suggestion for improvement leave a note, drop me a line or put a message in a bottle and heave it overboard.  Of course, I'm up near the falls of the Mississippi, so the last probably won't reach me.

Ocean Terrain Generator

RollDeep WaterShallow WaterIslandBig IslandCoast Trends
1Deep WaterShallow WaterReef5 HexContinues in same direction
2Deep WaterDeep Water1 Hex5 Hex1 hex face left
3Deep WaterShallow Water1 Hex5 Hex1 hex face left
4Deep WaterShallow Water1 Hex6 Hex2 hex faces left
5Shallow WaterDeep Water2 Hex5 HexContinues in same direction
6Deep WaterShallow Water1 Hex5 Hex1 hex face right
7Deep WaterShallow Water1 Hex5 Hex1 hex face right
8Deep WaterShallow Water1 Hex5 Hex2 hex faces right
9Deep WaterReef2 Hex6 HexContinues in same direction
10Shallow WaterShallow Water1 Hex6 Hex Continues in same direction
11Deep WaterShallow Water1 Hex6 Hex1 hex face left
12Deep WaterReef1 Hex7 Hex1 hex face left
13Deep WaterShallow Water2 Hex8 Hex2 hex faces left
14Deep WaterShallow Water1 Hex7 HexContinues in same direction
15ReefIsland1 Hex8 Hex1 hex face right
16Deep WaterShallow Water3 Hex9 Hex1 hex face right
17Deep WaterShallow Water1 Hex10 Hex2 hex faces left
18Deep WaterShallow Water3 Hex11 HexInlet or fjord, coast line comes back out
the same face it entered.
Roll 1d6-2 (min 1) to determine
depth of fjord in hexes.
19Deep WaterIsland4 Hex12 HexContinues in same direction
20IslandShallow WaterBig IslandCoastContinues in same direction
Deep Water vs Shallow Water - There's no set depth dividing the two, shallow water effects (shortening wavelength as determined by the distance between the wave crests and heightening of the crests) occurs when the depth of the water < 1/2 the the wavelength .
For practical purposes, deep water can be considered anywhere where you can't sound the bottom due to the depth.  Sounding the bottom is done with a 150 foot lead line, marked off in 6 foot fathoms.

Reef - a rock or formation lying below mean low water, but protruding up from the surrounding sea floor.

Island - approximate size in hexes or squares if that's what you're mapping on.

Coast - The first time you encounter a coast it will be perpendicular to the direction you are sailing.  Use this column when as you sail along it to determine how the direction of the coast changes in reference to the direction of travel.

Saturday, October 3, 2015

Module Review: AX1: The Sinister Stone of Sakkara

     The Sinister Stone of Sakkara is Autarch's first adventure module.  It's set in their default Auran Empire campaign and integrates with all of their existing products - Adventurer Conquer King and Domains at War.
     The module itself comes in at 82 pages, including some Old School-esque cartography (the large scale maps reminded me of a sort of cross between Hommlet and Panzer Blitz), gridded layouts of every building in the fort as well as the dungeon and a couple of stunning full color illustrations.  Overall the art work is top notch.
    The module starts with the background of the area, a thumbnail sketch for the more distant past and a detailed reasoning for why the fort is currently under strength and hiring adventurers.  Each room and building in the fort, as well as the local inn, are meticulously detailed and drawn on a grid.  Even the latrines are detailed.  The overall fort and it's environs rates a large scale (55ft) hex grid.  This section includes stat blocks for minor NPCs inline with the text.  This section ends with the table of regional trade modifiers and a stat block of the domain as a whole.
    The next short section details ten important NPCs who may function as patrons, allies or opponents as the characters move through the module.  That takes us about half way through the booklet, but it as intended, it provides enough detail for a party to use the fort as a base of operations, and possibly even take it over as their own domain through course of play.
     The adventure itself starts with a short hexcrawl.  While the dungeon location isn't known to the plyers or NPCs,  liberal tracking rules and a short list of potential random encounters will allow most parties to find the dungeon in the first couple of days of exploration.
    The dungeon itself is very old school, as in 'Let's take a sheet of graph paper and seen how many rooms we can get on one level'.  With the large number of rooms the designers were able to fit in a number of factions competing with each other for the boss' favor.  The writeups for each faction gives their relationships to each other and what the cost of a non-combat encounter will be for the party.  The first level is very well put together, providing as many opportunities for role playing as for combat.
     The second level has fewer rooms, more dangerous monsters and more of a creepy feeling with the presence of slimes, jellies and flesh altering mutations.  This is the home of the boss as well as the fount of evil blighting the area.
    The module ends with some notes about other places in the sandbox for aspiring adventurers to play and with a set of pre-gen characters.
     The adventure is geared for starting characters, and if you're coming from the more recent editions of D&D, you'll be shocked at how under powered the NPCs seem to be.  But that's part of the charm of ACKS for me, not everyone is a superhero.  I can see a the players experiencing a TPK within the dungeon; I can also see them fast taking their way into a romp behind some of the NPCs - of course they wouldn't get much experience from that.
     The off putting:  Some of the side bars showing how it integrates with Domains at War break up the flow of the adventure.  I don't need calculations showing how the stable holds enough hay for 60 horses at so much gold and oh, by the way that's exactly the maintenance cost for sixty cavalry in Domains at War.  It's good to point out that it meshes seamlessly with Domains at War, but one note to that effect would have been enough.  A page of tables so you can randomly generate every dish at a decadent  banquet - why?  The "1980's Sex, Drugs and Metal Memorial Rule" under the somewhat NSFW illustration, I just don't see the connection (with the 80's that is.  The rule and the illustration go together).  Some campaign setting information is referenced without any explanation - like "The dwarves of Azen Radohk".  Where is Azen Radohk, how does it relate to the sandbox?
Encyclopedia Orc
    The good - A solid adventure with a well constructed dungeon, with a great starting base for a campaign is worth the investment.  The module can be moved to another Late Classical though Medieval setting without much effort, it's not tied too heavily to the Auran Empire campaign.The inclusion of the Character Motivation table to give the players a hook for role playing their characters is something I don't remember encountering before.  It's definitely an idea worth stealing.  And did I mention the illustrations, breath taking, evocative and always useful.

     Will I run the module?  Maybe, that would involve getting the band back together, they might not want to invest in a rule book for a one shot  and I don't have time or energy currently to run a campaign.