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Tuesday, December 24, 2019

Mordacis - a Chivalry & Sorcery 1e Magic User

I decided to roll up a C&S 1e character and work 
out how long it took to learn a spell.


Human Male  Age: 13
5’1””  100 Dr


Characteristics


DEX
21
ST
9
CON
3
PA
12
BV
11
IQ
21
WIS
20
CHA
17
ALIGN
13




Combat


Body
12
Fatigue
4
Carry Cap
70Dr
Military Ability
19
Command Level
10
PCF
5.0

Blows
Damage
%Hit
%Parry

Light Weapons
-
3*WDF
+5%
-5%

Heavy Weapons
_
3*WDF
_
_

% Shield Parry
N/A
Dodge
-5%




Social
Born William, son of Edmund, a journeyman dyer in the Clothiers Guild.  He is a well 
aspected Pisces. He lost his family at age 13 when his father’s experiments with a new
 mordant released a poisonous gas and left William with a weak chest (CON 3). 
 William took the 130 silver his father had saved and apprenticed himself to a local 
magick user. He has since adopted the nom de magick of Mordacis, as an homage 
to his father’s profession.


Social Status
4
Basic Influence Factor
13.5
  Magick
While many of the Magical Modes would have benefited from his high Dexterity 
(Alchemist, Artificer), Intelligence (Cabala/Symbolist) or Wisdom (Diviner, 
Necromancer), the Fates have declared that he practice as a Power Word Magician 
despite having only an average Bardic Voice.


Concentration Level
4.2
Personal Magick Factorr
21.3


Magick Level
1
Spell Level
1


Direct Injurious Effect
Volume Multiplier (Missiles)
Volume Multiplier (Material)
Time Factor
Spell Range
3*EDF
3*
8*
4*MKL
15’ *MKL


With this background, he begins to learn his first spell - his master assigns him to learn 
the Illusion spell “Dispel Fatigue” at Spell Level 2, Basic Magick Resistance 2, he appears 
to be testing his new apprentice.


Learning a new spell is hard, they must be learned until they are at BMR 0 with a 100% 
chance of casting.  In this case, he’s starting out with BMR 2 at 20% chance of casting 
it successfully. Fortunately, he has the ability to Enhance his chance of casting, by 

meditating for up to 21 days and by fasting for up to 21 days (although this only kicks 
in after the third day of fasting.)  Now fasting is usually considered not eating, and 
starving yourself for three weeks at a time isn’t healthy. However, a quick study of 
medieval fasting, shows that it was really an ascetic eating schedule, a small meal in 
the morning and a large supper, often abstaining from specific foods or food groups. 
 Still, it’s not reasonable that one continuously fasts and meditates, so I home ruled 
that it’s a monthly cycle three weeks of meditation and fasting followed by attempting
 to cast the spell. Then a week of ‘normal’ eating and other activities.


Of course failure to cast the spell increases the BMR, and can result in the spell 
becoming unlearnable.  In this example, he failed on his first attempt, but persevered
 and in the end learned it - earning 3408 experience over 289 days.  Which meant that 
he actually achieved 2nd Level while studying the spell.


Caster Level
1

Spell BMR
2





Base Chance
20

Success Bonus
5





Wisdom Bonus
10

Astrological Bonus
5
Religious Rites
5



Start Day
0

Previous XP
0













































Current BMR
Current Base
Chance to Cast
Bonus needed to
Ensure Success
Meditation
Bonus
Fasting Bonus
% Chance
to Cast
Elapsed
Days
XP
Total
Casting
Roll
Casting
Result
2
20
60
21
18
79
28
172
92
Failure
3
20
60
21
18
79
56
372
8
Success
2
25
55
21
18
84
84
600
79
Success
1
30
50
21
18
89
112
856
17
Success
0
35
45
21
18
94
140
1140
74
Success
0
40
40
21
18
99
168
1452
9
Success
0
45
35
19
16
100
194
1786
19
Success
0
50
30
17
14
101
217
2139
90
Success
0
55
25
14
11
100
236
2505
5
Success
0
65
15
9
6
100
267
2644
63
Success
0
75
5
4
1
100
274
2795
64
Success
0
85
0
0
0
105
281
2943
40
Success
0
95
0
0
0
115
288
3093
42
Success
0
105
0
0
0
120
289
3250
81
Success































Thursday, August 8, 2019

You are in a maze of twisty passages all alike

Review - The Nightmare Maze of Jigrésh by Michael E Mayeau
Judges Guild 1981 for Empire of the Petal Throne

     As part of my recent splurge buying old books and adventures, I saw this for sale for a reasonable price and snapped it up from williams_books on the Amazon Marketplace.


Frankly, I had never heard of it before, nor was I aware that JG had published any  for EPT.  I knew that they were a big D and D shop, who had a few offerings for RuneQuest too. Overall and over the years, I've found the Judges Guild RuneQuest products quite good, while the D and D products have been uneven in quality - City State of the Invincible Overlord being groundbreaking, while the Purple Worm under the bed in Tegel Manor is an object of wonder and/or ridicule.  This product is firmly at the low end of the spectrum as far as being an adventure I would consider running - but I am VERY happy I picked it up.

The Good , the Bad and the Ugly
And the Turning of the Volume to 11
And why I'm excited to own it

The Ugly
The author explains that he was inspired by a maze being copied and passed around the office, which he took and modified to create the dungeon (left).  Not a labyrinth, a maze, one of the ones you look at and try to draw a line from the start to the finish.  The whole point of it is that you can see the whole maze, and still have trouble figuring out how to get from Point A to Point B.  Now take that and try to do it using Theater of the Mind, there is a reason why Zork had the tagline I used as a title.

Oh, and the scale is problematic too, the DM's map is ¼ inch = 10 feet - measuring the passages, the vast majority are 2½ feet wide with 3 inch walls.  One character at a time can fight in a passage, maybe a spellcaster in the second rank could get a shot off, of course if the first rank goes down, the spellcaster is toast.  A extremely strong character or one with a pick could break right through them - assuming they're stone.

The author appears to have had some appreciation of the issues the map would pose, as he offers a real time based movement system, rather than forcing the hapless DM to measure tiny curves to estimate distance traveled - which is how EPT tracks elapsed time in the dungeon.

Fixing it:  Draw a new labyrinth, great use for geomorph tiles I think, create a few standard patterns and use them more than once in your labyrinth layout.  Make sure that you put traps on monsters where they will be found if the characters try the 'follow the left/right wall' trick to navigate the labyrinth.  Why?  Read about the Bad and find out.

The Bad
Really a sort of nice idea horribly executed.  The author provides a blank copy of the maze (partially shown above) and gracious permission to photocopy the page, as a Player's map.  Ok, if they get it, you could time them as they did the maze, I suppose.  But they can't get the map until after they have reached the end of the maze and found the McGuffin, in other words it becomes an available resource at the point where it has little to no value to the adventure.

Fixing it:  Give them a chance to get a partial map upfront, no need to make it to easy and it doesn't have to show the shortest safest path either.  Remember those repeating geomorphs?  Use them to keep the players can mislead themselves into thinking they are on the right path when they've wandered onto a completely different trail.

The Good
The McGuffin - "The Claw of Srükráum" a neat little artifact that creates undead, different kinds depending on the freshness of the body you stab in the heart.  Pulling it off in combat creates a very powerful monster to fight for you.

The Turning of the Volume to 11
Monsters, what a variety of monsters.  A 16 page dungeon, of which only 5 pages contain monsters and area descriptions, yet the author packs Twenty Two different kinds of monsters into those pages.  Twenty directly from EPT and two brand new ones.  The Jájgi - a powerful undead which became a staple of Tekumel, appearing in Professor Barker's books and the Tekumel Beastiary of 1992.  And the forgotten Hwo'ár, which get a quarter page write up and a handful of encounters - then flies off into Tsuru'úm - the Underworlds of Tekumel, never to be heard from again as far as I have found.

What's Exciting (to me anyways)
Two pages of fluff.  But it's fluff copied from The Book of Ebon Bindings, a very rare volume in the real world retailing as a second hand paperback for about $140 a copy on the day I posted this.  The fluff describes Srükráum - Lord of the Legions of the Despairing Dead and Tkél - The Guardian of the Gates of Flame, Supreme One of Doors, Warder of the Walls and the Pylons and the Portals, He Who Seals with Fire.  Two extremely powerful demons serving the Lords of Change.  Finding extracts of a book I have heard of but never seen - and can't pull myself to spend that kind of money on - is incredibly exciting to me.  Mostly because I know that this is exactly the way manuscripts got passed down from the Classical World, as copied fragments rather than as complete documents more often than not.

Grognardia did a review of this adventure years ago.

Oh, the big green warthog and guy on the cover? No relation to  the adventure.

Friday, July 26, 2019

WomGRR!


WomGRR!   

ADD 1eACKS
FrequencyCommonDungeon EncGang(1d6)/Warband(1d3 Gangs)
No. Appearing2-20Wilderness EncWarband(1d3 Gangs)
/Village(1d10 Warbands)
Armor Class54
Movement9" / Burrow 1"90 (30')/Burrow 5'
Hit Dice4+14+1
% In Lair20%20%
Treasure TypeIndividuals M (*10), Q, B, S in lairL per Warband + special
No. Of Attacks2 or 1Claw/Claw or 1 Large Club or Weapon
Damage2-5/2-5 or 1d10 or by weapon1d4+1/1d4+1 or 1d10 or Weapon +3
Special Attacksnilnil
Special DefenseProtected backProtected back
Magic ResistanceStandardN/A
Save N/AF4
IntelligenceSemi- to Low Semi- to Low
AlignmentNeutral or Chaotic EvilNeutral or Chaotic
SizeLarge (9+ feet tall)Large
Psionic AbilitynilN/A
Morale N/A+2
XP130+5/hp140

Womgrrs are a semi-successful crossbreed between wombats and ogres.  They inhabit plains and unforested hills, digging communal burrows for lairs.  While Womgrrs physically breed true, their mental capacities vary. 25% of the population are Chaotic Evil and Viscous with Low intelligence, resembling their Ogre ancestry, these fight with weapons and armor preferably.  50% of the population are Neutral with Low intelligence, they fight with their claws and rarely are given any armor.  This group makes up the bulk of the gangs and Warbands which will always be led by one of Chaotic Womgrrs.  The last 25% are Semi-intelligent vegetarians, which will only fight if cornered in their burrows.  A particularly cunning Chaotic Womgrr may use these as arrow fodder, pushing them ahead of the Warband to absorb damage and get magic users to self-identify.  These will retreat, underground if possible, in response to any damage. A DM should not award much XP for killing them unless they are used as above.

* the WomGRRs special ability is improved defense against attacks from the rear.  The thick cartilaginous back end provides improved protection, attackers do not receive any bonus for attacking from the rear.

See also: Surreptitious or Burrowing Tiger

Wednesday, July 10, 2019

Review Chivalry & Sorcery Supplement - Swords & Sorcerers: Physical Layout

A recent pick up from Once Read Books out of Long Beach C, it's a supplement to my first ever RPG purchase.

Physical Condition as advertised: "Paperback. GOOD. White and green illustrated wraps, approx. 8.5"x11", 94pp., bagged for protection, small creases to spine end, spine hinges, and corners, 3 holes punched into spine hinges, closed tear across middle  hole on back cover, price sticker remains to middle back cover, rub-wear to covers, most pages detached from spine, many loose pages, no missing pages."

Physical Condition as received.  Bagged as advertised, I'd describe the color as mustard yellow rather than green.  The exterior flaws as noted, plus an additional small tear on the top of the back cover.  Only the residue of the price sticker glue remains on the back, so no idea what the original selling price was.  I want to say the original source book was in the $20 range, but I paid cash many miles and a few decades ago - and don't save my receipts.   I'm not concerned about the holes punched in the book, as I did the same to my core rule book, some time around 1982, the Fantasy Games Unlimited bindings weren't of the highest quality.

Opening the package - the book is really feels like it's in remarkably good shape.  Inside the front cover is inscribed "Paul Rado", in much neater handwriting than I ever had.  Anyone know him?

Started paging through it to check for missing pages, the pages really are falling out as soon as I get past the preface, so I'll put it in a three ring binder right away.  All the pages are there, the page count in the advertisement did not include the pages in the dedication, table of contents or introduction, so there are an additional seven pages, every one complete and legible at first pass.

Wow, look at the dedication page.  I just read about Ed Simbalist visiting Chaosium, now I see the connection to Arneson.

All the pages are there and in very good condition.

Layout - the font seems easier on the eyes that in the Sourcebook, but I suspect when I look at them side by side they will be the same.  Nope, I was wrong - this book is laid out in 9 point font, single column; the C&S Sourcebook is 6 point font, two columns per page.  Thank you, unknown  layout artist at Fantasy Games in 1978 - much easier on the eyes!  It's divided into three sections, Nordic, Steppe Nomads and "Gaels and Picts" as a single section.  Just leafing through it, I see that I'll want to do a post looking at each section, checking for new material versus repeating sections from the Sourcebook (reusing content from previous products was a bad habit Judges Guild had in their the Wilderlands campaign setting; first chance to see if FGU did it too.). 

I'm very pleased with this purchase and will look to do business with Once Read Books again in the future.  Maybe chase my old college roommate over there to look for bargains.

Tuesday, July 9, 2019

Christmas in July (2019 Edition)

Had this waiting for me when I got home Sunday
 
and yesterday the final piece (I think) of the RuneQuest Classic Kickstarter became available.

Wednesday, July 3, 2019

Surreptitious or Burrowing Tiger

"You should ask Caldwell, he was Old Master Spratt's gardener."

      "He meant well, he really did," that worthy prefaced.  
      "Master Spratt always said that no matter how much I rolled the lawn, the mole tunnels still made the croquet balls miss the hoops.  So he says to me, 'I'll get you a helper, I will'."
      "So he took Top, a wombat he'd picked up in his travels to further parts.  And he took Lily, a tiger cub he'd been given and sort o' made new creatures out o' them."
      "Well, the critters dug through the ground like butter and took care of all of the moles.  But their tunnels were even bigger!  The master gave up on croquet and put in a shuffleboard court instead."

     "But the chicken coops?"

     "O' course, when they finished w' the moles, the beasties started going after the chickens.  That's why all the chicken coops in this area in these parts are built of stone, jus' like little castles." 

Surreptitious or Burrowing Tiger (ACKS Stats)

CommonGiant
% In Lair30%10%
Dungeon EncIdiocy (1d3)/Mob(1d6)      Singular(1)/Den(1d3)
Wilderness EncIdiocy (1d3)/Mob(1d6)      Singular(1)/Den(1d3)
AlignmentNeutralNeutral
Movement60' (20') / Burrow 5'90 (30')/Burrow 5'
Armor Class33
Hit Dice2*5*
Attacks3 (Claw/Claw/Bite)3 (Claw/Claw/Bite) or 1 (Rake)
Damage1d4/1d4/2d41d6/1d6/2d6  or 2d8
SaveF1F3
Morale+1+1
Treasure TypeNone10% Chance of F
XP29350

My lack of artistic talent
on full display
The Burrowing Tiger (Vombatis tigris vulgaris) is a small marsupial predator, whose prey consists of rats, rabbit, mole, earthworms, snakes and other small creatures living on or just under the surface.  In settled regions they are considered a nuisance due to damage cause by their large (6 - 8 inch) tunnels, which damage fences, small buildings and can cause injury to man and beast if they collapse under foot.  They also tend to preying on small domesticated fowl and animals, such as chickens, ducks and rabbits.  It is vitally important in these areas that such farm stock are kept in stone floored enclosures at night.  *The rear of the burrowing tiger is a mass of tough, cartilaginous tissue providing no advantage to attacks from the rear.

The Giant Burrowing Tiger is merely a rumor from antipodal rain forests.

Excerpt from the Society Report on the fate of the Saynsbury Expedition: Sir Oswalt Saynsbury chartered the brig Skua.  The said purpose of the trip was to investigate reports of a species of surreptitious tiger (Vombatis tigris maximus) said to hunt its prey by digging pits beneath the surface of the trail for it to fall into.  Captain Grimbalde of the Skua deposes that at the South Sea Company factory near the mouth of the Bomberra river, Sir Oswalt engaged a native guide with some rough understanding of our tongue, who promised to arrange bearers for the expedition from local Dorrikimbo villages a few miles up the river in exchange for some trade junk.  His mate Wardeby, deposed that Sir Oswalt debarked with his servant, Beale, at village approximately 5 miles from the mouth of the river called Wahrwahr or Tahrway.  Sir Oswalt instructed the rest of his party to return in two days with the trade junk he had brought.  Doctor Annelsey, of the Expedition, deposed that when Wardeby returned them to the village on the stated date, neither Sir Oswalt, nor Beale nor the guide they called Johnny were present.  The chieftain or high priest of the village (the Doctor was unable to determine the man's role with any precision)  presented them with Sir Oswalt's sword and shield while making a pantomime, the Doctor thought perhaps was of someone being attacked.  Based on the lack of any positive information and the multiple reports of the Dorrikimbo people being cannibal savages - we conclude that Sir Oswalt met his death in a cooking pot.
  The Society is open to backing any member or friend of Sir Oswalt who wishes to organize another trip to the Dorrikimbo lands for revenge or discovery.

Note:  These are wombat tiger crossbreeds, loosely based on the rules for combining creatures in ACKS.  Darren Wheeler on MeWe ACKS group suggested the crossbreed.