Tuesday, December 18, 2012

Secret Santicore: Dwarf Clan Feuds

Edward Wilson requests his Secret Santicore deliver: "a d10 list of the legends behind epic dwarven inter-clan feuds." Thomas Molyes give us that and more:

1. When the Doomcairn clan fought the Blackwood Goblins at the battle of Ash Ford, they did so expecting the Veinfinder clan to show up as well. The Veinfinders never did, and while they claim that the call to battle never came, both clans have bad blood over it to this day.

2. Both clans claim to have been the first to discover a particularly rich vein of gold. After some minor skirmishes, the area has been blocked off and all entrances guarded by one clan or the other. Clues as to which clan was first can be found within the tunnels, should a third party convince both clan chiefs that they should be allowed to enter.

3. King Bolli of the Honorlode clan repeatedly met with representatives of the Bronze Hill clan with his beard unbraided. After a series of these affronts, they could not bear it any longer and attacked him in his own throne room.

4. When Vahari and Gim strode forth to defeat the Bog Hag, only Vahari came back. Gim’s clan accused Vahari of cowardice which caused Gim’s death. Gim’s body has never been recovered.

5. The Anvilbreakers and the Bronzegauntlet clans both come from the same geographic area and have been involved in a feud for as long as anybody can remember. What is unknown to all but four dwarves in the world, the leader of each clan and their chief adviser, is that both clans came from a schism in the Greatforge clan. A series of deaths (deemed either unfortunate or assassinations, depending on who you talked to) created a succession crisis, with the resulting civil war leading to two separate clans, unwilling to acknowledge their shared history. Within a few generations, the truth is now only whispered in conclave rooms after the death of a previous leader/adviser.

6. To pass the long nights in the cavern halls, many dwarven clans developed a game involving the younger dwarves and a decapitated goblin head. As the sport grew in popularity, teams began to form and the betting and drinking increased. At some point, the fans of the teams known as the Reds and the Whites became such great rivals that their violence led to the creation of separate clans, now opposed to each other in all ways, not just on the stone playing field.

7. One fine day, Knorri and Giliden were boasting to each other of their drinking abilities. Each made stronger and stronger claims until the only possible result was a drinking contest. Midway through the contest, Knorri accused Giliden of watering down his ale. Giliden, in his wrath, slew Knorri.

8. When splitting the treasure from a joint expedition, dwarves from Clan Dragonbellows hid an artifact of great value and power from the other dwarves involved. All clans believe that the artifact rightfully belongs to them and are constantly scheming either to get it back or to keep its location hidden.

9. The Halls of Light were a sacred dwarven site. When they were destroyed in a fiery eruption, blame was mainly placed on the Shalehall clan, who were the guardians of the shrine. There have also been some fingers pointed at the Goodpick clan, who are rumored to have been engaging in a secret ceremony at the time of the eruption.

10. Various dwarven clans have had important items stolen by a single mysterious dwarf. Each clan suspects one of the other clans of harbouring the thief and thus the items. The person in question is actually a female human magic-user who is very good at passing as a charismatic dwarf.

Random Clan Feud Generator
If the above feuds are too specific/unsuitable for your needs/dangit you need a lot more dwarven clan feuds, use this simple generator to get a random Dwarf feud. Roll a d10 for each table -- so a result of 8, 6, 1 would get you a Vicious Feud based on Forbidden Love where one clan has been infiltrated by doppelgangers. The Flavor entries should be struck-through and replaced with something else each time they’re rolled in order to avoid repetition.

Level of Animosity
1 Amicable Disagreement - Both clans are aware that the feud is mainly for pride, although most reasonable dwarves will put up a front of being angry or upset; eventually they can be persuaded to cooperate or talk to one another, especially if a third party is involved.
2-3 Rivalry - Although both clans dislike each other intensely, the feud tends toward competition/verbal disputes rather than actual armed conflict - if two dwarves of each clan met in a bar, it’s a given that they would at least argue, fairly likely that they might have a fistfight and fairly unlikely that they would actually draw weapons.
4-7 Feud - The clans involved hate each other and are engaged in a series of reprisals for real or perceived misdeeds by the other clan. Although both clans might be convinced to meet under the auspices of a third party, any chance meeting will likely lead to blood being spill.
8-9 Vicious - Any meeting between representatives of the clans will eventually result in violence unless a third party mediates somehow. Both clans are actively scheming to attacking/weaken the other clan, with multiple dwarves having lost their lives recently.
10 Blood Feud - Dwarves who meet a dwarf from the other clan will attack on sight with intent to kill unless forcibly restrained. Dwarven honor goes out the window, such is the level of enmity.

Reason for Feud
1. Conflicting claims over a rich mining area.
2. Breach of dwarven etiquette/affront, often relating to facial hair.
3. Schism of a single clan resulting in multiple warring clans.
4. Betrayal/cowardice in battle.
5. Argument turned deadly -- i.e. there was a minor altercation between clan members that led to the death of a dwarf, with resulting reprisals.
6. Forbidden love -- a dwarf from one clan married a dwarf who was already betrothed to another. Murders ensue.
7. One of the clans allied with humans and elves in order to fight a common enemy. The other clans view them as sellouts.
8. Differing (and often trivial) interpretations of one section in the extremely lengthy and boring dwarven legal codes, often relating to dwarven brewing laws.
9. One clan is either extremely thrifty or has outright cheated the other clans when engaging in trade.
10. Historical conflict between dwarven heroes from each clan.

Flavor
1. One clan is heavily infiltrated by doppelgangers who have replaced important members of the clan for their own nefarious goals.
2. The local dwarven king (or poobah, or deity) is secretly favoring one of the clans, providing support in an attempt to undermine the other.
3. The disturbance causing the initial rift between the two clans was caused by a third clan; neither of the warring clans are aware of this.
4. One of the clans has a powerful ally in a human trading syndicate.
5. One clan is suspiciously tall for dwarves.
6. There is an upcoming every-other-millennia dwarf-moot that both clans are expected to attend.
7. Both clans engage in kidnapping and then raising the children as members of their own clan. Double-agents feature prominently.
8. Sound-based weaponry is used to collapse rival clan’s mining tunnels.
9. The feud is mainly carried on by vengeful dwarven ghosts. Most of the living dwarves don’t give a fig.
10. The feuding clans both occupy the same ancient dwarven fort, creating an intense tunnel-to-tunnel subterranean urban warfare.

Monday, December 17, 2012

The Pulp Core of Trek


I was musing on Google+ the other day about how all the speculation on the identity of Cumberbatch's character in the upcoming second Abrams Star Trek film had got me thinking about playing a Trek game. There was some enthusiasm for that so I've thought about it a bit more--even though I don't know if anything would ever come of it.

While I've enjoyed all the Trek series (well, maybe not Voyager) to one degree or another, my favorite has always been the original. It's very much of it's era which gives it a cool design sense and adapts a lot of Golden Age and pulp science fiction elements. The "core canon" for my game would be the original series.

(As an aside, I'd say that a lot of later accretations on the Trek universe have served to downplay the old school science fiction feel. Genetic supermen and a interplanetary sleeper ship coming from the 1990s does not suggest the 20th century history of space travel in Trek played out like it did in our history, but rather more like the imaginings of Werner von Braun and Willy Ley.)


I mean, what would Trek be without Rigel II cabaret dancers?


I wouldn't leave it there, though. The now-noncanonical animated series adds the Kzinti (among other stuff) to the mix. Got to have these guys:


James Blish's novelizations of the original episodes give them a subtle sci-fi lit spin: I think Trek is better with a mysterious Vegan Tyranny in it's past than without it. Always early fan documents add a lot of stuff. The Starfleet Officer's Manual and Star Trek Maps are definitely in--as are parts of the totally out there on its on but well illustrated Spaceflight Chronology.


Anyway, that's the idea. We'll see.

Sunday, December 16, 2012

From Bilbo to Conan


There used to be a site Nova Notes run by Al Schroeder that contained his Wold Newton-ish "Schroeder's Speculations." It's gone now, but I managed to dig up some gold from its heyday: a timeline combining the Lord of the Rings and Conan. Here's Schroeder's opening paragraph:
There are two major texts, at least, that deal with civilizations that existed in what today's anthropologists call prehistory: one is the Red Book of Westmarch, on which Professor Tolkien based his Lord of the Rings. The other is the Nemedian Chronicles, which deals both with the "Pre-Cataclysmic" age and the Hyborian Age, on which Robert E. Howard based his Kull and Conan stories. Looking into real prehistory, about the only place you can fit the over seven thousand years of Tolkien's history and eight thousand years of Howard's history, and have Cro-Magnon man functioning in a non-glacial environment, is in the relatively warm period of 50,000 to 25,000 years ago. Besides, as you'll see below, there is good reason, taking Tolkien at his word, to date the "awakening of the elves" as when the Big Dipper/Great Bear formed. Certainly, it is one of the few events that can be dated to our timelines...
 Check out the rest of Schroeder's rationale and his timeline here.



Friday, December 14, 2012

Secret Santicore: Paradoxical Daemons

Dallas M. asks for "an encounter based around a paradox." Through the magic of Secret Santicore, Gus L obliges: 

It's a fact known to devotees of the forbidden arts, cultists of the Church of Starry Wisdom, Psychonauts and others that have congress with entities and powers from beyond the realms of normal space and time; that the mundane world (despite its seeming absurdity) is an ordered realm amongst a vast sea of chaos.   The entities from the other worlds (especially those devoted to chaos and strife) despise the orderly nature of the commonplace universe.  Often when these creatures find their way through the veil of worlds they simply rampage, but others are more subtle and fond of paradox as the paradoxical reveals the universe's ultimate disorder and the futility of logical categorization.  Below are a few potential encounters with these paradoxical daemons and their handiwork:

Bridge - A stupid and malicious fiend by the name of Buri guards a narrow bridge over a torrent and asks the question "Answer me! Will I fling you from this bridge or let you pass? If you tell the truth you will go unmolested and if you lie I will dash you into the torrent below."  Of course Buri has no interest in letting anyone pass unmolested. If the characters answer his question saying he will allow them to pass the fiend will laugh, call them liars and fling them into the water preventing passage again even when they survive the torrent.  When he is in the right Buri is filled with supernatural strength and extremely powerful.  However, should the characters tell the “truth” that Buri will not allow them to pass, his power will be drained, as he can neither fling them into the torrent due to the truth of their statement, or allow them to pass as failure to hurl down the characters will transform their truthful statement into a lie.  Buri may be easily passed while he writhes in confusion, but will eventually figure out that to make the paradox work he can simply fling the characters into the water after they pass, though of course his power will be much lessened and they will have bypassed Buri at this point.

Sometimes a related, and even less intelligent, crocodile headed demon kidnaps children, damsels, youths or party members and offers to return them to someone who tells the truth to the question: “Will I refrain from eating my captive, and return him?”


Box - Some Daemons prefer traps and signs to direct intervention in the mundane world.  A common form that such paradoxical artifacts take is the twenty-two clasp box.  A chest of about 3' square and made of polished, engraved and detailed steel, with twenty-two locks on its front.  Each lock may be picked as a normal lock, but for every second failed picking attempt all previously picked locks will close and a blade, spike razor wire whip or saw will flash outward from the box inflicting minor injury to the thief attempting to pick it.  These traps are so numerous and cunningly laid that it is impossible to detect them all and a new one will be triggered with each failed picking attempt.  The box may also be smashed open, though doing so will require a blacksmith's shop and several days as the walls of the chest are almost a foot thick and lightly magically warded against direct attack.  Opening the box by force will destroy it completely. Beyond picking all the locks or forcing it open the box of twenty-two clasps can be opened only with it's bejeweled, solid gold key (which is valuable but certainly not worth the trouble of the box).  This key is always the only item within the box when it is discovered.  Magical attempts to bypass the locks (such as Knock or Dimension Door spells) will transport the caster and anyone within 20' of the box into a chaotic labyrinth guarded by the daemons who created the box, with the box key (and a portal back to the mundane world) at its center.

Should a character open the box without destroying it they will undoubtedly be frustrated to discover that the box's key is the only thing within; however, the box itself is a valuable extra-planar artifact and extraordinarily secure.


Beast – Taxidermy of Animalia Paradoxa or contradictory animals, are sometimes created by daemons of paradox, or animated from taxidermy chimera created by mortals.  These creatures tend to be found in the back rooms of dingy museums, as part of the wunderkammer of dissolute nobles,  decorating mad kings' treasure hoards or in the dusty laboratories of powerful sorcerers.   Each Animalia Paradoxa is unique (though several similar ones have been reported), but all appear and react generally the same.  An Animalia is a taxidermy, and usually a poor one, a assemblage of several quotidian beast masquerading as a magical one, or more rarely the remains of magical beasts stitched and stuffed into the shape of an unremarkable creature.   In every case the farcically bad taxidermy sits inanimate collecting dust until anyone within its ear shot (50' or so) remarks that the taxidermy is “fake” or was never a real animal.  Doubt of the Animalia's authenticity animates it into a violent frenzy where is rips and maims all life it can find for several hours, even after the original doubter is deceased or fled.  Animalia vary greatly in size and level danger, but all are immune to non-magical weapons, cold, electricity, poison and negative energies.

One of the most famous Animalia Paxadoxia, which has so far escaped destruction and left a wake of death behind it, is the four headed “weasel hydra”.  This monstrosity appears to be made of the stitched together skins and bones of several giant weasels, standing about 5' tall.  When aroused it attacks with its four malformed weasel heads and numerous claws, biting and tearing with all the ferocity the weasel displays during life.  Worse still, the interior of the creature is infected with a mold that produces hallucinogenic spores and the weasel hydra will blast a toxic cloud from its mouths  while it attacks, driving its attackers into madness and confusion.

Thursday, December 13, 2012

'Twas the Fight Before Yule


Last night's Weird Adventures Holiday Special opened with our heroes (Don Diabolico, Cornelius Doyle, and Boris Brovksy) getting a visit from the kid gang known as the Hardluck Hooligans: Knuckles (the tough one), Da Brain (the smart one), Freckles (freckles), Topper (oversized tophat), Juniper (tomboy in an aviator helmet), Sunshine and Smiles (creepy, somber kids), and the Kid in Yellow (weird kid from Little Carcosa) and a couple of others. As Knuckles explains it, the kids want to hire our heroes to capture the anti-Yule spirit, the Grumpf.

It seems the Grumpf beat some of  the Hooligans with switches last year and they want revenge. They want the the creature captured so they can put him on their on trial. From a piggie bank, they offer some gold coins stolen from an adventurers' haul as payment.

After determining that it's genuine, Diabolico confiscates the coin they offer, calling it a retainer. How are they going to find the Grumpf, though? Da Brain has it all figured. His calculations predict that Grumpf will appear for the first time this season in Donander Plaza, around the skating rink.

The guys start planning. They get a big cage from a circus; and a net gun, a grappling gun, and one of the experimental electro-guns they used before from Hew Hazzard (which will cost them a favor later). Their lovely administrative assistant, Lola DeWytt, gets drafted be ice-skating bait. The Hardluck Hooligan Marbles will be another selection on the buffet.

Evening falls on Donander Plaza with the gang in their places. The Grumpf shows up and ignores the bait, but instead starts shredding the Plaza's 80-foot Yule trees (one that's magic and sings). Grappling guns, net guns, and electro-blasts are fired, but the Grumpf is only briefly hobbled. Diabolico is licked in the face. The Grumpf bounds away, cursing.

The chase is on! Diabolico is driving a motorcycle with Boris in a sidecar. Boris finally gets him with a net gun. Then the guys lay into the bound eikone with crowbar and boot. When he's good and dazed, the gang drags him back to the Hooligans.

Turns out the kids have a Yuletide dinner prepared. Our heroes join in. Doyle doesn't want to turn Grumpf because he wants to put him on display, King Kong-style, but he's overruled by the others. Our heroes are presented with their payment: five gold coins total (equating to about $35.00 each).

Thirty-five dollars each. Only Doyle makes any move when the Grumpf breaks free and starts switching the Hooligans. We "iris in" on a disgruntled Boris and Diabolico continuing to eat their dinner.

Wednesday, December 12, 2012

Warlord Wednesday: The Revenge of the Vampire

Let's re-enter the lost world with another installment of my issue by issue examination of DC Comic's Warlord, the earlier installments of which can be found here...

"The Revenge of the Vampire"
Warlord #109 (September 1986)
Written by Michael Fleisher; Pencils by Ron Randall; Inks by Steve Montano

Synopsis: Morgan is right where we left him last issue: about to be thrown off a cliff by one of the lamia Mortalla's mindless thralls. He manages to twist around and stake his opponent. At the end of the fight, our heroes have killed most of the vampires but only Morgan, Shakira, and Kbdarr (leader of the mammoth riders) are left. Worse, Kbdarr is certain Mortalla overheard them talking about the location of her magic amulet and is on her way to get it as they speak.

In fact, with the help of the enthralled Damian, she's done just that:


Kbdarr leads our heroes to the yurt of a shaman. The shaman does a ritual to enchant their weapons to help against the undead Mortalla will call forth.

Meanwhile, Mariah and Machiste are in the middle of the ocean after the bone ship and its animated skeleton crew fell apart. It seems the magic that was animating them only works up to a certain distance from Ummschal. Machiste thinks it's hopeless, but Mariah says they've just got to swim. She's getting really tired of Machiste's negativity, too:


Back in the snowy valley, Mortalla raises some undead from a lake to attack the mammoth rider's village. Morgan and friends ride in and take out a lot of undead, but ultimately Morgan's failed by a blow from behind and their captured.

Mortalla has taken Morgan, Shakira, and Kbdarr to a cave and tied them to stalagmites. She plans to dally with Morgan a bit before killing him. Shakira, though, she's got no use for: She orders Damian to kill her. Shakira appeals to the love they once shared, and Damian hesitates. Infuriated, Mortalla uses the amulet's power to blast him with pain.

While she's distracted, Morgan breaks the stalagmite and gets free. He impales Mortalla with a stake, but it does no good; She's impervious to mortal harm. In their scuffle, Morgan does notice that light reflected from the amulet does seem to hurt her. Using a feint with a thrown dagger, he knocks the amulet from her grasp--and turns it on her:


The undead go back to being just dead. Damian is back to himself but caught painfully between life and death. He begs Shakira to release him, but she can't do it. Morgan heeds his friend's pleas, and after bidding him farewell, drives a stake through his heart.

Things to Notice:
  • Why doesn't Mariah's eye make-up run in the ocean?
Where it Comes From:
I forgot to mention it last time, but the idea of a lamia comes from Greek mythology. It's used here as just a more generically as just a "female vampire."

Monday, December 10, 2012

Moon Goons


Moon Goons get their name from their faintly luminous, over-sized, heads (or masks), reminiscent of the Moon, and their behavior. Beyond the similarities of appearance, the moon goons are not aligned with the Moon; in fact, they only appear on moonless nights--a possible indication of antipathy?

Moon goons are raiders. They arrive in balloons--or what have the general appearance of balloons--but the gondolas are slung from spheres of a dull metal, lead-like in appearance. Investigation of a capture sphere reveals them to be hollow, but does not reveal from whence they derive their buoyancy nor their motion horizontal motion. Each gondola carries 2-3 moon goons. They arrive in groups of 2-4 balloons.

On those nights of the new moon when the moon goons strike. They disembark from their craft, weird things of spindly, bone-white limbs, faintly aglow, and mumbling, unintelligible speech from unmoving lips. They pray on small, isolated villages or farms. The valuables that interest them are often not particularly valuable at all--at least not in the strictest monetary sense. Sentimental value seems the be the primary quality evident in the things they steal.

Moon goons try to put the humans they rob to sleep with the silvery metallic rods they carry. The slumber they produce is plagued by strange nightmares. Humans that prove resistant to their rods or harm one of the moon goons raiders, may find themselves on sharp end of their scalpel-like knives

MOON GOON
#Enc: 1-3 x 4  AC: 3 HD: 4 Attacks: 1 (sleep on failed saving throw, or 1d6).