Showing posts with label : Adventurer Conqueror King rpg system. Show all posts
Showing posts with label : Adventurer Conqueror King rpg system. Show all posts

Tuesday, August 8, 2023

Bards - Songs of Power In The Dragon issue number #56 of December '81 & ACK's Rpg's Heroic Fantasy Handbook

  Adventurer,Conqeuror, King rpg is often one of my favorite rpg's to turn to after dealing with players who are looking for that extra bit of romance for their PC's. Bards have been a source of bane & boon within our campaigns for years. Going way back to issue number #56 of December of '81 the 'Songs Instead of  Spells'  an article by Bill Howell  has been of particular interest & this article  covers;" A list of Songs of Power to replace spells for Bardic magic." 



But the article gets to the heart of my own issues with the bard;"The greatest failing of the present system governing bards is an overemphasis of the actual historic relationship between bards and druids. True, in the Celtic world, bards were essentially a subclass of druids; but the bard as described in the AD&D rules is not the historic bard. Since the game does not mandate that the druid character class wield the same near-total control over the society of a campaign world which it historically wielded in the ancient world, there is no justification for locking the bard class into such close association with it. This is especially true when one considers that the AD&D bard is based almost as much upon the Norse skald and European troubador as upon the Celtic bard. The Norse skald was generally an older fighter whose duty it was to inspire his companions by recounting the heroic sagas of great warriors such as Sigurd, Starkad, Hrolf Kraki, and others. Nevertheless, the skald was primarily a fighter. The European troubador was essentially a thief and an illusionist. These troubadors travelled from castle to manor house throughout Europe during the Middle Ages. " And there's some really solid ideas in this article as well;"First, the bardic colleges should be sponsored by the bards themselves in a 10 guild-like arrangement, rather than belonging to the druids. In addition, there is no justification for bards possessing uniquely druidic abilities such as shapechanging, +2 saving throw vs. fire and lightning, immunity to woodland charm, and all the rest. It is also inappropriate for bards to exercise their spell-like powers by casting druidic spells; down through history and legend, from Orpheus and his lyre, through the Irish legends, to such modern fictional bards as Wymarc in Andre Norton’s Quag Keep, it is by means of certain mystic songs that bards tap the powers of other planes to do their will on the Prime Material. Bards do not cast spells; instead, they sing their “Songs of Power” while playing their chosen stringed instrument. By tapping the magical power of other planes through the proper sounds, these Songs of Power have essentially the same effect as certain of the magic-user, illusionist, and druidic spells. Bards do not carry spell books, nor do they pray to a deity to receive their Songs; rather, they memorize all their Songs during their studies at the various colleges, a new level at each of the five lower colleges. Afterwards, they simply choose each day which Songs of Power they will implant in their minds that day, just as other spell-casters do. " 
And this is what I really want the bards in my games to do?! And so after a bit of research & really concentrating on the ACK's rpg system my eyes were cast to the ACK's Heroic Fantasy  Handbook especially this bit; "A new way of casting spells, spellsinging, that allows characters to spontaneously weave together new spells on the fly. Use spellsinging to represent the fluid arts of the elves, the psionic powers of a dying race, or the weaving of words of power by island wizards." 



The Spell Singing system feels more like a comprimise to us & that's fine for the player's perspective; "The following rules explain how spellsinging works. The Elven Spellsinger class in these rules is built on these mechanics, but the Judge may convert other classes to spellsingers if desired. The Heroic Secrets chapter (p. 200) has further details on building and converting classes. SPELL POINTS Spellsingers perform magic by spending spell points (SP) rather than by expending daily spell castings. The spellsingers’ use of spell points gives them the flexibility to choose to cast a large number of low level spells, a small number of high level spells, or any combination in between. The number of spell points that a spellsinger has is determined by his casting progression and level of experience, as shown on the Spell Points Per Day table. Spellsingers recover their spell points in the same way spellcasters recover their daily spell castings, by spending eight hours resting without interruption and one hour concentrating on prayer or study. Spell points can only be recovered by resting once every 24 hours. However, in some circumstances spellsingers can recover spell points more quickly by tapping ambient magic (see p. 104). SPELLSINGING REPERTOIRE Like other eldritch casters, a spellsinger’s spell selection is limited to the spells in his repertoire. A spellsinger’s repertoire can include a number of spells up to the number and level of spells listed for his level, increased by his Intelligence bonus, and functions exactly like an arcane/eldritch caster’s repertoire in all respects. Spellsingers can cast sp'ells that are not in their repertoire, however, by extemporaneously singing spells (see below)."
 Now of course we're going to have to wait until after the Christmas holiday & then take PC affairs from there. For the moment the Elven Spell Singer PC class is on the table. 


Recently the player's PC was killed in our last ACK's game session & so there's been a bit of an atmosphere when it comes to what needs to be done in order to come up with a brand new bardic like concept. The Spell Singer PC came across the table but the bard with songs of power is also on the table top more as this develops. 

Friday, June 30, 2023

Events Align - OSR Commentary - Mark Taormino's Maximum Mayhem Dungeons #0 Village of the Borderlands Kickstarter & The Hyperborea rpg 'Borderlands' Campaign

 

"… you speak of Venarium familiarly. Perhaps you were there?"
"I was," grunted [Conan]. "I was one of the horde that swarmed over the hills. I hadn't yet seen fifteen snows, but already my name was repeated about the council fires."

"Beyond the Black River" (1935) Robert E. Howard 


So for our 'Borderlands' campaign 
 Mark Taormino's Maximum Mayhem Dungeons #0 Village of the Borderlands works very well. And I'll tell ya why. The village is the perfect target for raiders. And let's pick up right where we left off here on the blog. So the valley is completely artificial and everything about the valley in MMD#0 points to the fact that it's a perfect target for raiders. The fact that the royals of the area have dropped the ball on protecting it and a dark influence of Chaos has moved into the area makes me think of B2 Keep on the Borderlands?


That old time religion of Chaos actually. The Caves of Chaos stirring up all of the local humanoids and if combined with MMD#0 Village of the Borderlands  then we've got a real issue. 
And that issue is the fact that the raiders are already within the Borderlands! The Caves of Chaos gives us this fact in spades. 
Now given this fact and the villain within #0 Village of the Borderlands then we have the complete motivation for this. The destablization of the Borderlands and it's environs. 
So not only do we have the motive for the forces of Chaos within B2 & MMD#0 but we've got means. 
Whose behind the whole sale grind of these events?! 

"Barbarism is the natural state of mankind. Civilization is unnatural. It is a whim of circumstance. And barbarism must always ultimately triumph." 

"Beyond the Black River" (1935) Robert E. Howard 
For the Hyperborea rpg? There really doesn't have to be a huge big bad persay. If we include events from let's say Adventurer, Conqueror, King's 
The Sinister Stone of Sakkara. Then things become much more dangerous. How? Because the fall of the royals within such a campaign goes from being merely a coincidence to a full on conspiracy. Here the humanoids are the hand of Chaos & Chaos influence is deadly. 




































Such a campaign as this one will carry PC's from level one right on up through to say at least 5th level or beyond. But we are only getting started. 

Wednesday, June 7, 2023

OSR Commentary The Castles & Crusades Kickstarter, the Borderlands , B2 The Keep on The Borderlands & The Spectre of War

 This morning's blog entry is going to pick right up from here on the blog
So I've been quietly following the latest Castles & Crusades rpg kickstarter and the Monsterous Armory is one of the latest books that has me intrigued. The book haa some possible interesting uses to it but what the Monsterous Armory about? Well according to the Troll Lords Kickstarter page; "In Monstrous Armory C&C unleashes those weapons and armor used by monsters, humanoids, fey, giants, magical beasts, and even aberrations. Chosen and preferred weapons for kobolds, gnolls, bugbears, hobgoblins, orcs and more mark the book’s beginning, but it doesn’t stop there. From the salamander’s blades to the giant's scythe we give the CK a whole new range of tools to bring mayhem to the table like never before. The Monstrous Armory marks a whole new chapter in monster development, giving them tools for war that fit their physical make up and cultural outlook. "


Really loving this Gnoll warrior with the human skull war club and it gets into something that I've been noticing with Castles & Crusades lately. That is them leaning heavily into thier monsterous forces & turning up the Chaos & evil factor with them. As we discussed in yesterday's Maximum Mayhem Dungeon commentary this is something that goes hand in hand with the classic adventures such as B2 Keep on the Borderlands. 


And I do think that this is a solid direction to take the Castles & Crusades line especially given the amount of Kickstarter money that thier pouring into the next three books on the Troll Lords docket. Why?! Because these book are settled around the adventurers & the monsters of Castles & Crusades. These are the heart and soul of the game system for me as both player and DM. 



For Castles & Crusades especially if a dungeon master (sorry, I'm never ever going to refer to myself as a referee or Castle Keeper. Gary Gygax & Dave Arneson were dungeon masters and so I'm I) are running adventures set in the Borderlands. Given that Maximum Mayhem Dungeons has seen to it with #0: Village on the Borderland. Then it makes perfect sense that C&C's Kickstarter for it's three books couldn't come at a better time.

If we take say #0: Village on the Borderlands & B2 Keep on the Borderlands at face value then the whole area is going to embroiled into a campaign spanning war. And it makes sense that adventuring parties are going to be needed to defend the human and humanoid land from the evil muraders that are threatening the whole area. Now given the fact that we've got three new reference books for C&C it comes to mind that these are going to be perfect for adventurers going up in levels. 
When it comes to classic Castles & Cruades this is a game that adapts very readily to both classic adventures of the world's most popular fantasy game and current trends in the OSR.  And one of those trends that I've come to use over the last couple of years is Adventurer, Conqueror, King's Borderlands series & the 
Capital of the Borderlands (revised edition) supplement. This book has for our own campaigns has been instrumental in helping to fill in some of the adventuring plots and twists. 
Because of the nature of the state of war that threatens to engulf the Borderlands the C&C Warmounts book is one that I'm especially interested in for our own upcoming games.




















B2 The Keep On The Borderlands outlines the keep as a neglected trade point within the Borderlands. Once the threat that the Caves of Chaos represents all bets are really off. And it's this sense of urgency that seems to take over the module that makes it prime of the set up of  Maximum Mayhem Dungeons #0: Village on the Borderlands.

Tuesday, June 6, 2023

OSR Commentary On Maximum Mayhem Dungeons #0: Village on the Borderlands Kickstarter For Your Old School Campaigns

 
Alright so Mark Taormino has another "Maximum Mayhem Dungeons" kickstarter up and this one looks like it ties directly into as a homage of B2 Keep on the Borderlands. His Maximum Mayhem Dungeons #0: Village on the Borderlands would be an exceptional companion piece for that classic adventure. Why?! Because of the fact that Maximum Mayhem Dungeons #0: Village on the Borderlands could be used to fill in the gaps for the rest of the humanoid army within B2. Look at the set up that the author has created within his maps & the locations of MMDO. These locations line right up with B2's in a side ways fashion as a very well done tribute to the original module. 


 Maximum Mayhem Dungeons #0: Village on the Borderlands is well done & even though it's for a lower level party of adenturers it hits the high notes within the module's background. And it's this adapability that allows a DM to move the Hamlet of Taldren into thier own version of the Borderlands. 
Now knowing the author as I do I can tell you that he's been busy filling in the NPC's within Maximum Mayhem Dungeons #0: Village on the Borderlands.


The fact is that there is a very well thought out background & adventure plot within Maximum Mayhem Dungeons #0: Village on the Borderlands. Why is this important? Because it allows the DM to slot the whole village and adventure into thier own Adventurer, Conqeuror, King campaign or because there's a fifth edition version into Castles & Crusades. 
For ACK's  Village on the Borderlands would work well as a side quest where the PC's have to save the Hamlet of Taldren from the forces of Chaos before embarking deep into the adventure plot of 

Capital of the Borderlands.  And Village of the Borderlands's plot highlights the dangers of the forces of Chaos that threaten the entire campaign even this small corner of it. 






































For Castles & Crusades Village on the Borderlands is going to be much more involved affair as it pits the characters into the role of cannon erm heroes. Yes heroes who must rise up and deal with the forces of Chaos that threaten the entire campaign. And this could well result in an entire party's death and wipe out! Mark does not make it easy on the party within his campaigns. 




Do I think that supporting Dark Wizard Games Kickstarter is a great idea?! Without a doubt in my mind,Mark Taormino has proven himself time and again within his Kickstarters bringing more to the table top time and again. This will be Mark's fourteenth Kickstarter projects and one that I will be supporting without a doubt. 


Friday, April 14, 2023

OSR Review & Commentary On "Wretched Verses Issue 3: Blood in the Arena" By the Red Room For The Wretchedverse rpg system & Other OSR Game Systems

" BLOOD IN THEARENA IS A WRETCHED SCENARIO INSPIRED BY THE TV SHOW SPARTACUS, WHERE THE PLAYERS TAKE ON THE ROLES OF GLADIATORS IN THERUTILUS LUDUS, A TRAINING SCHOOL FOR GLADIATORS IN THE VITUALYAN CITY OFNERVEA. AS SLAVES, THEY HAVE NO CHOICE BUT TO FIGHT AND ENTERTAIN FOR THE PLEASURE OF THEIR WEALTHY ROMAN MASTERS. AS TENSIONS BETWEEN THE SLAVES AND THEIR LANISTA, GAIUS RUTILUS, SIMMER AND EVENTUALLY BOIL OVER, THE PLAYERS WILL FIND THEMSELVES CAUGHT IN THE MIDDLE OF A REBELLION THAT COULD CHANGE THE COURSE OF HISTORY. THEY WILL NEED TO NAVIGATE A WORLD OF POLITICAL INTRIGUE, BACKSTABBING, AND CUTTHROAT COMBAT IN ORDER TO SURVIVE AND ACHIEVE THEIR FREEDOM! "
From the back of Wretched Verses Issue#3 By the Red Room.

Wretched Verses Issue 3: Blood in the Arena - Released. This issue includes a Wretched scenario where the players take on the roles of gladiators in the Rutilus Ludus, a training school in the Vitualyan city of Nervea. moordereht.com/product/wretch
Wretched Verses Issue 3: Blood in the Arena By The Red Room is a forty eight page gladiatorial mini campaign.  And Wretched Verses Issue 3: Blood in the Arena is a very well done campaign and works very well as both as an adventure encounter beginning & as a center piece module for Wretched Bastards rpg.  And Blood in The Arena takes full advantage of this fact and it states this right in the introduction;'In this scenario the players are expected to take the roles of gladiators or house slaves in the Rutilus ludus (though it is also possible to assign them Vitulyan characters). Tensions are high as the lanistas and guards are known for their cruelty and mistreatment of the slaves.The player characters are introduced to each other and to their respective backgrounds, motivations, and aspirations. As the days go by, they will experience first-hand the brutality and inhumanity of their captors, witness the harsh punishment and execution of fellow slaves and gladiators, and feel the hopelessness of their situation." 

The situation within Blood in the Arena is far from hopeless but it is very devicesive and dangerous. The PC's are going to have to make some very hard choices as the action knotches up each & everytime the circumstances notches up.  And it keeps going event after event comes down the pike towards the PC's. 

And reading through "Wretched Verses Issue 3: Blood in the Arena" is going to be perfect for starting a Wretched Bastards Second edition rpg campaign. Why?! Because as the Red Room describes WB second edition coming out; "With the release of the revised Wretched Role-Playing Game core book, we were able to move forward with our plan to create setting books instead of full games for our second editions. We wanted to provide fleshed-out settings for our players, and thus the world of Antillia grew. While we understand that many gamers enjoy creating their own settings, we believe having a developed world will be useful for game masters looking for a quick and easy setting for Wretched Bastards. In this second edition, you’ll find an expanded Antillia with a whole world to explore, even if it’s not yet thoroughly described."


"We’ve also included The Seven Bastards campaign setting in the main book, so players can dive right in. Finally, we’ve added some new mechanics suited for fantasy games to round out the Wretched system and provide even more options."

And we can easily see the 'Seven Bastards' deeply involved in the back end of the Blood in the Arena. And where could one use Blood in the Arena within OSR games?! I think that there's two games besides Wretched Bastards. The first is the obvious one in Troll Lord Games Castles & Crusades Codex Classicum where Blood in the Arena could work as a brutal introductory adventure. 

And this is because 'Blood in the Arena' really homes in on the ancient fantasy Greek & Roman vibe. And this continues through the entire adventure even as events ramp up within the adventure. 
And it's the cast of NPC's, situations, and more that make Blood in the Arena a winner in my book. 
And it's this same ramping up of events that allows the DM to run this same adventure with Adventurers,Conqueror, King rpg quite easily. And while I've seen the local mobs crying out about other Red Room titles. 'Blood in the Arena' works on muliple levels with ACK's especially on the Captial of the Borderlands campaign. 'Blood in the Arena could easily be inserted into the back door of the campaign setting quite easily. 



















There are several reasons why Wretched Verses Issue 3: Blood in the Arena works on a multitude of levels. First is the fact that many of the NPC's are not easily identified by campaign region, town, etc. this enables the DM to make the adventure thier own especially for ACK's. Two Blood in the Arena is lethal and players should have a few PC's in the wings. Three given the in game politics of Blood in the Arena there's plenty of ways of connecting the events into the world of ACK's.

Wednesday, March 8, 2023

Ascendant Rpg System & Campaign Commentary

 So Autarch LLC & I go back a long way now. And most of the time myself & my players have been dealing with the Adventurer, Conqueror, King rpg. And it's been enjoyable run. With that being said there's been a nagging on me to run the Ascendant rpg. And over the last week and a half there's a new Kickstarter going for Ascendant: Platinum Edition.The truth is that I've gotta wait till pay day and that's fine with me which means over the weekend or the early part of next week. 












So when it comes to Ascendant one can't be afraid of crunch because this supers game has crunch for miles & miles. This is fine with me because I'm a systems & crunch monster. Besides this Ascendant is a step up from both the TSR Marvel Superheroes & DC Heroes rpg because Ascendant's system has aspects of both. The rpg balance however is completely different. And so is the Ascendant universe. 

The real heart of Ascendant is the mathmatics behind the system. And they cover a huge range of material within this monster of a rulebook. Powers, PC creation, etc are all based around these mathmatics & systems. This isn't a bad thing but the game requires a bit of a learning curve.

According to D.M. review on Drivethrurpg:"Just gave this a spin with my group for our final session of 2021, and we REALLY liked it.

It looked complicated at first, but actually it's not a hard game to learn. The core mechanic is simple enough: AV + Hero Points vs DV + Hero Points = RV. Check that RV on the CHART, and roll a d100 to see what color result you get. Once we had that down it was very fast to use in play--by the end of the night a round of combat was going as fast as D&D, and we've spent years using d20 systems.

We thought the SPs lining up with real-world numbers was cool. I like to run more simulationist-style campaigns in general, and my players like the idea of being able to see what the heroes they made would actually be capable of rather than just me riffing the results. The section on non-combat challenges looks like a very usable and thorough reference for me as the GM, though I haven't used it much yet (the first session was mostly combat to get the hang of the system)." 
So Why I'm I quoting this review here?! Because said review covers the hang up for a group of dedicated Marvel Super Heroes rpg players. Moving them into another system that emulates and yet is very different from both TSR Marvel Superheroes & DC Heroes rpg. Ascendant is a totally cool and yet very different beast from either of the former rpg's. 

So it doesn't take a genius to see that an ACK's campaign could theoritically be ported over to the 2023 world of Ascendant. And this is something that we're currently investigating right now within our group. 
And no I don't want to come onto a Discord to say how awesome Ascendant is. My group knows this but currently what we're trying too figure out is work  scheduling with players. 


Then there's the metric ton of Marvel and DC Heroes sourcebooks that I've got that are going to get a work out. We're looking to have our four or five DM's that I'm a part of doing a workshop to get our world ironed out. That's coming up. 

Saturday, February 4, 2023

Continuing OSR blogging & The Post Apocalpytic Mars Campaign

 First of all, fuck Echohawk & his thieving blog. I'm going to be moving forward with this blog for the moment until I can find another blog page  too support Swords & Stitchery blog. For the moment, the Echohawk situation is put to rest. And over the day I got together with various friends & cohorts. We spoke at length about the situation. The general consesus was to keep blogging. 
However the take away was the fact that some of my blog's deep commentary was on my Mars campaign. The Mars campaign was post apocalyptic game that used Night Owl Workshop Warriors of the Red Planet.  & Astonishing Swordsmen & Sorcerers rpg. And reading through the old blog posts the question came up in my mind.


Could Warriors of the Red Planet.  & the new Hyperborea rpg support a new post apocalpytic Mar campaign?! Short answer is that I believe so. Our Mars wasn't the Mars of our solar system instead it was a dying alien world around Alpha Centuri. The planet was originally colonized by a race of Lovecraftian serpent men. We crossed our campaign over with Adventurer,Conqueror, King 's Barbarian Conquerors of Kanahu™ (BCK) & this was the step up for the PC's to confront the Terrans from BCK. The Terrans were actually running from the Bugs from Colonial Troopers rpg. 

And the bugs kept getting really dangerous to the player's PC's interests. And eventually we brought in Colonial Troopers Knight Hawks.  Our players eventually encountered some of the more dangerous bugs & the alien insectoid masters who were behind the scenes. These masters were directly from the ACK's product line. Eventually we brought our group over into Cha'alt & things progressed fairly quickly. But there are several threads within this campaign that were left unresolved. Such as did the Terrans know about the on coming interstellar bug swarm?
Did the Terrans fleeing before the Swarm drop bread crumbs to the PC's to get the alien & human race deeply involved in the interstellar war?! 
The players never trusted the Terrans & thought there might be time & planar travel plots involved. 
This campaign eventually led me into the Cepheus Engine rpg along with a  rediscovery of both the 2d6 system & the Swords & Wizardry system. 

                                                                                  

Thursday, February 2, 2023

White Box Gothic, Adventurer, Conqueror, King & White Star Rpg In The Making of An Interstellar Campaign Setting

 Somehow lately it feels like part of me has lost it's way with the OSR & perhaps its the near constant drum of diversity in games & rpg sales. Everyone seems to be trying to make a buck as fast as they can before the next hammer comes down from Cowards of the Coast. Once again I went back to Swords & Wizardry. Specifically the James M. Spahn's White Box Gothic set which comes in at about fifty pages of OSR Gothic goodness. 

Why?! You've covered White Box Gothic before. So what gives?! I'm looking to use White Box Gothic For the White Star Galaxy edition rpg. There are lot of good stuff between these pages for White Star specially if your leaning towards the void knights side of the spectrum. Between magic items that reek corruption. Several classes that would fit right into a dedicated crew of champions of light or interstellar mercs. There's a nice array of monsters that could serve as void monster stand ins. 
And this get's into an idea that's been floating in the back of my mind for a long while now. This is using ACK's 
Kanahu as a back water world of the Washington Sector. And how does this relate to White Star?! Simply put Kanahu is a lawless back water Sword & Sorcery world where corruption & Pulpy Eldritch evil has run amok! The Star Knights haven't gotten around to taming this world because of the fact that it was an ancient Grey protectorate world. And the reason for this conversion is simple & that's DYS Games Between Star & Void which has conversions for Adventurer,Conqeuror, King. Making it easy to have your star knights go up against the evils of the warlords of Kanahu.


Monday, January 30, 2023

OSR Commentary - The Adventurer, Conqueror, King, Rpg, Wretched Space, &.... Cha'alt The Fosaken Sinkhole Of Evil



 So last night late the cover of Adventurer,Conqueror, King's rule book was staring at me & over the last day or so as has Wretched Space.  And because we've been running the Cha'altverse lately. There occurs to me the idea from the ACK's rule book in the appearance  of 'sinkholes of evil'. These have to do with dungeon locations & places of pure evil according to the ACK's rule book page 253; "Some campaigns feature places that are corrupted by the energies of the Nether Darkness. In ACKS these are known as sinkholes of evil. Profane powers and undead creatures are stronger there, while the divine and the living are weakened. Sinkholes of evil can develop anywhere that death and decay predominate. Sinkholes of evil can be shadowed, blighted, or forsaken. The table below summarizes the effects of the various types of sinkholes of evil." 

With the appearance of the Beyond within  Wretched Space these are perfect areas for sinkholes of evil from ACK's  rule book page 253;"SINKHOLES OF EVIL Some campaigns feature places that are corrupted by the energies of the Nether Darkness. In ACKS these are known as sinkholes of evil. Profane powers and undead creatures are stronger there, while the divine and the living are weakened. Sinkholes of evil can develop anywhere that death and decay predominate. Sinkholes of evil can be shadowed, blighted, or forsaken. The table below summarizes the effects of the various types of sinkholes of evil. Shadowed Sinkholes Shadowed sinkholes develop from two sources of corruption: Chaotic altars (such as those in evil shrines, temples, or churches) and places of death (such as cemeteries, catacombs, and battlegrounds). Chaotic altars create shadowed sinkholes as soon as they are erected. The size of the shadowed sinkhole around the altar will be 100 square feet per 100gp spent on the altar. For instance, a 10,000gp altar would create a 100' x 100' shadowed sinkhole around the altar. At the Judge’s discretion, meeting the gp value of the altar might require special components or blood sacrifices (as described in Chapter 7 under Magic Research) instead of standard treasure. Places of death create shadowed sinkholes naturally over time. The annual percentage chance of such an area becoming shadowed is equal to number of dead interred in the area divided by the area’s size in square feet, rounded up. For instance, a small 50' x 50' cemetery with 25 graves has a 1% chance of becoming shadowed each year. An enormous cemetery such as the realworld Wadi Al Salam (5 million dead across 64 million square feet) has an 8% chance of becoming shadowed each year. Once the shadowed sinkhole develops, the size of the shadowed sinkhole will be 100 square feet per 20 dead interred in the place. However, a sinkhole of evil will not develop if the dead are cremated by a Lawful divine spellcaster, or if one or more shrine(s) to Lawful powers are erected on the site. The Lawful shrine(s) must have a gp value of at least 5gp per dead interred in order to prevent the area from becoming shadowed." 
These 'sink holes of evil' are literally scattered across the universe within  Wretched Space as ancient alien sorcerers & dark wizards have taken advantage of the carnage of ancient  interstellar wars and conflicts. 


All of these add into the fact that humans are still the 'johnny come latelies' to the interstellar scene within Wretched Space. Or at least our version of it.
And that version contains Cha'alt & that's where things get interesting. Because Cha'alt is literally a 'Forsaken Sinkhole ala page 254; "Forsaken Sinkholes A blighted area might, through some awful juxtaposition of the planes or terrible ritual magic, become forsaken. Forsaken sinkholes are pits of darkness where the vilest creatures and foulest magic are found. Such places are very rare (Judge’s discretion). Corpses in forsaken areas have an 80% chance to return as undead in 1d4 rounds unless their bodies are burned. Chaotic spellcasters who cast reversed (evil) divine spells or necromantic spells in a forsaken sinkhole calculate the spell effects as if the casters were two class levels higher than their actual level of experience. Lawful divine spellcasters cast spells as if they were two class levels lower for purposes of spell effects, and may not turn undead. Any undead in forsaken areas gain a +2 bonus to attack throws, saving throws, damage rolls, and AC. Characters performing necromancy (described in Chapter 7) in a blighted sinkhole gain a +3 bonus to their magic research throws. Any undead created in forsaken areas gain a permanent +2 hit point per Hit Die, and animate dead spells cast in forsaken sinkholes create twice the normal number of Hit Dice of undead. A forsaken sinkhole can be used for blood sacrifice." 
And on our version of Cha'alt this is exactly what the alters are used for! 

Our version of Cha'alt is literally a forsaken sinkhole with it's shadow looming in the beyond like a beacon of Eldritch evil. This is why so many sorcerers & dark wizards come from Cha'alt in our campaigns. 





















By the time we've gotten to the era of  Wretched Space Cha'alt cast's its shadow into our reality causing the dark magical forces to roil against the walls of interstellar space. 

Friday, January 13, 2023

'The Oubliette' - Adventurer, Conqueror, King, Rpg Session Report One & By This Axe: The Cyclopedia of Dwarven Civilization

 " Nancy looked slowly around here within the mist were the familar & deadly shapes of the Chaos races. The eyes glowed against her dark vision but barely illuminated the terrifying shapes in the mist. She could barely make out the out line of the ogres, the trolls, & the goblins. The magick gathered its way into her palm crawling along the lin
es of the rivulets & veins as the alien words jumped into mind unbidden. Even as the shapes moved closer.Ever closer & Nancy swore she could hear the claws scrapping along the forrest floor' That's when she awoke in sweat & tears the bed cloths damp against her skin. She had instinctively reached towards her kru dagger which was almost a short sword. And that's when the knock came on the wooden door to her room. 


Nancy our Elven Spellsword from our Friday night ACK's game inspired by artwork from Grzegorz Rutkowski. Artwork used without permission. Check out this guy's artwork he's fantastic!
The party has just made it too the village of Tur'ara a small village that looks like it was transported from the Cotswalds in the United Kingdom. Specifically, Tur'ara looks exactly like the village of Bisley. Tur'ara is made up of the lost, the misplaced, & the damned from across the multiverse. The basis for the village however is a colony of Dwarves & the village is ruled however by the Red Knight. The Red Knight is mysterious alien entity who rules the area in the name of the 'owners' who own & rule 'The Oubliette'. The player's other PC's met with Nancy in village market & she had no idea how she got there. DM Steve's fighter Paul the Justice hooked up with Nancy in the market. This was followed by Paul taking on Rusuman the hand of Omi (cleric) who rushed to Nancy's aid. Paul almost but not quite had his pocket picked by Lyniotus & Drafon two thieves from a world with gun powder (Dark Albion). Paulla & Jeremy's characters are these two thieves.We were joined tonight by Anna & her husband John who are taking on Tar a Dwarven Machinest & Casza The Doomed a Dwarven Vault Guard. Everyone rallied around Nancy. The party then began to try to figure out how they had gotten too the village of Tur'ara. And immediately the party figured out that they had been taken from thier respective planes & homes. They were refugees & prisoners on this new world. And the party decided to visit the Dwarven money changer to get some coin & money. Any cash or coinage they had was changed over & the party decided to get a drink at the local tavern the 'Stormhaven'. A newer inn at only five hundred years old & the party immediately asked about rooms. And the second thing was food. With a meal cleared out of the way the party wanted to explore & inquire about work. The money they had wasn't going to last long. And it wasn't long before the party learned of the local Dwarven mine & the trouble they were having with what they referred to as Schira'rua (mine spawn) creatures. Monsters left over from before the world was formed. The party was immediately taken to meet Master Thomas ( the wizard). Master Thomas had been working at the mine for a month or so. He was very glad to make the party's aquaintence & was certain that there would be jobs at the Dwarven mine. Here we ended for tonight's session.
Alright so we've had a great ACK's beginning session & this is because I grabbed a copy of By This Axe: The Cyclopedia of Dwarven Civilization. And already I put together this on the side campaign after the OGL Cowards of the Coast business. This controversy cost me a ton of time & energy with various friends. By This Axe: The Cyclopedia of Dwarven Civilization is well worth your time & energy. Is an excellent resource on the Dwarven civilization. 


Thursday, December 1, 2022

'Hates of Old' Viking & Germanic Dragons from Dragon Magazine issues 182 & 183 For Your ACK's Campaigns

 So last night  I met up with a friend of mine for a beer after dealing with a very busy day at work. I'm supposed to put all of this & more on social media. Frankly, I'd rather spend the time with some of my Dragon magazines instead. Which brings me to Dragon magazine issue #182, incase you don't know 'Dragon issue 18216th Anniversary Issue: Dragons: born of imagination, was released in June of 1992. ' according to it's Forgotten Realms's Wiki entry here. 

































This is one of my all time favorite Dragon magazine articles because it contains the "Viking's Dragons"   By Jean Rabe, illustrated by Jim Holloway. p. 17-23

An overview of the Norse lands' great serpents, part 1. [citation template]

And the Dragon's Bestry By By Gregory W. Detwiler. p. 25–27, 32 which has the Lindworm & Swamp Wyrm again perfectly suited for a particular style of Sword & Sorcery camapaign. These horrors are quite dangerous to any group of adventurers who get in their way Viking or otherwise.  If we look at the Wiki entry on Germanic  Dragons (cough,cough for a bit of historical  background) then we get this little gem; "In early depictions, as with dragons in other cultures, the distinction between Germanic dragons and regular snakes is blurred, with both being referred to as Old Norse ormr or Old English wyrm from Proto-Germanic *wurmiz. Wyrm has since been borrowed back into Modern English to mean "dragon", while the descendent term worm remains used in Modern English to refer to dragons, especially those lacking wings.[1][2]

In Fáfnismál, the dragon Fáfnir is described as flightless and snake-like, and is referred to as an ormr.[3][4] In the later Völsunga saga, however, he has shoulders, suggesting legs, wings or both, and is referred to as both a dreki and an ormr.[5] Similarly, the dragon in Beowulf is referred to as both a wyrm and a draca, although in some sources such as Ketils saga hœngs and the 14th century romance saga Konráðs saga keisarasonarormar and drekar are portrayed as distinct beings, with winged dragons sometimes specified as flogdreka (flying dragons).[6] Old Norse dreki and Old English draca mean "dragon, sea serpent or sea monster" and are in turn derived from Proto-Germanic *drakō, an early borrowing from Latin draco "huge serpent or dragon".[7][8][9]

The evolution of wingless and legless worms and lindworms to flying, four-legged romanesque dragons in Germanic folklore and literature is most likely due to influence from continental Europe that was facilitated by Christianisation and the increased availability of translated romances. It has thus been proposed that the description in Völuspá of Níðhöggr with feathers and flying after Ragnarök is a late addition and potentially a result of the integration of pagan and Christian imagery."


 So basically we have the full picture of where these wyrms may have originated. But are they still active!?! 
In my own campaigns?! Oh yes absolutely they are. These things are demigod killers especially within a game such as Adventurer, Conqueror, King rpg.  These dragons are also perfectly suited to ACK's Heroic Fantasy Handbook where the dragons are almost but not quite god destroyer problems. And this goes right back to the original Germanic Dragons of mythology; "
The evolution of wingless and legless worms and lindworms to flying, four-legged romanesque dragons in Germanic folklore and literature is most likely due to influence from continental Europe that was facilitated by Christianisation and the increased availability of translated romances. It has thus been proposed that the description in Völuspá of Níðhöggr with feathers and flying after Ragnarök is a late addition and potentially a result of the integration of pagan and Christian imagery" 

The Viking Wryms are continued in Dragon issue #183 in The Viking Dragons By Jean Rabe, illustrated by Jim Holloway. p. 65-70





























The continuation of the Viking Dragons has some really dangerous & nasty examples of the species & we get the following according to the Forgotten Realms Wiki entry here: 

An overview of the Norse lands' great serpents, part 2. 

  • Flame linnorm
  • Gray linnorm
  • Rain linnorm
  • Corpse tearer
  • Midgard linnorm
These species of linnorm are essentially left overs from the Ages of Mythology. Literally, 'hates of old' that are now out to plague adventurers & kingdoms. Making them perfect for ACK's Heroic Fantasy Handbook as wytms & horrors to plague the land.