Wednesday, October 27, 2021
Wednesday Comics: DC, January 1981 (wk 2, pt 2)
Monday, October 25, 2021
Seven Years in Azurth
We played the 7th anniversary game of our 5e campaign last night, having had the inaugural session in the Land of Azurth on October 19, 2014. It hasn't been as many sessions as the time might suggest; we only played once a month over much of that time, though the pandemic and a switch to telegaming led to an increased frequency. Still, it's the longest myself or any of my players have continued a game.
We've lost no characters to misadventure, and only one player has left the game over that time period: the teenage daughter of two of the other players who decided she had been things to do than game with middle-aged folks.
I can't say my eye hasn't wandered to other games over that time. It has probably helped the longevity that we were able to squeeze in Star Trek Adventures in the pandemic, and I'm able to play some other games with another group. Still, I think the inertia of doing this game for so long actually helps carry it forward. It's much easier to quit something you haven't invested as much in.
I don't think we've plumbed the depths of the setting, yet. There's still a lot more the group could get up too.
Sunday, October 24, 2021
Vancian Talislanta
I've again been pondering running Talislanta in Pelgrane Press' Dying Earth rpg. Why this particular ruleset, which just happens to be based on the work of an author who was a big influence on Talislanta (particularly when there's another Dying Earth game on the way, after all)? Well, attempting to emulate its source material, it discourages combat and killing and encourages social interaction and trickery. While this isn't the only way to approach Talislanta, it is certainly a reasonable way to do it, and one supported by the example of the picaresque travels of Tamerlin through the land in The Chronicles of Talislanta.
Also, take a look at the key ingredients of a Dying Earth adventure the GM advice identifies:
- Odd Customs
- Crafty Swindles
- Heated Protests and Presumptuous Claims
- Casual Cruelty
- Weird Magic
- Strange Vistas
- Ruined Wonders
- Exotic Food
- Foppish Apparel
Friday, October 22, 2021
Minaria: Muetar
Muetar is the largest kingdom of Minaria in land area and possessed of the largest army. Its rulers are the descendants of the Mueta horse lords who first harried the city-states of the Land of the Great Rivers, then were its foederates, until a chieftain general Oyaro (Old Meuta: Hoyaru), forced the Princes of Methluma to give him the title of Supreme General or Warlord. The word, as borrowed into the Muetarian tongue, eventually came to mean "emperor." Oyaro's line came to be the de facto rulers of the land in a military dictatorship that developed over generations into the current feudal state.
Thursday, October 21, 2021
Hearing the Owls Hoot in the Day Time
Owls Hoot in the Day Time & Other Omens was the title of the 2003 collection of Manly Wade Wellman's John the Balladeer/Silver John stories from Night Shade Books. I have long been a fine of these Appalachian-centered fantasy stories (they were an influence on Weird Adventures). Recently I bought the audiobook of this collection for a work trip. I probably have read these stories in nearly 20 years so it was fun to revisit them and the narrator is just right for the material.
Wednesday, October 20, 2021
Wednesday Comics: DC, January 1980 (wk 2, pt 1)
Monday, October 18, 2021
Dark Sun: The Bandits of the Crimson Oasis
The last two sessions of our Forbidden Lands Dark Sun campaign saw the party (now having made the acquaintance of the dune peddler Egon the Honest) taking yet another job from the dwarf merchant Urum ath Wo. Urum believes he has reliable information regarding the rumored treasure of the merchant prince Darom Madar said to be hidden in the remote Canyon of Golothlay.
Urum plans to do this deal separate from his work for House Zawir, hoping to strike out on his own. Egon negotiates the party not just decent pay, but a share in future profits.
The arrangements made, the small caravan heads out for the Silver Springs Oasis with the party acting as guards and scouts. At Silver Springs they plan to palaver with Chief Toramundi of the Silver Hands, the elven tribe that holds the Springs. Urum believes he has specific knowledge of the desert that might be helpful.
Along the way, they avoid an erupting swam of baazrag, and notice a halfling spying on them. Eowen the Elf tracks the halfling back to a small oasis, but finds whoever was there has already left. Fearing an attack, she heads back to the caravan, but is waylaid by the halfling. She kills the halfling, but hears that a fight has begun in the arroyo the canyon the caravan was passing through.
The others are set upon by a dwarf ornamented like a sun priest, and three human bandits. After a short battle, the dwarf and one of the humans are dead. The other two surrender. Looting the bodies, they take studded leather armor and find a pouch with two potion fruit.
Putting some distance between themselves and the canyon, they decide to stop for the the night and make camp.