This morning the monster wiki was born.
So right now there are only about four or five monsters in there. I have two dozen more to add just to bring it up to date with the monsters I have converted over so far.
I also need to organise the navigation to make them findable. I need category pages and links to individual monsters. The basic site search will find them but as you can imagine searching for Orc will find a lot of pages not just the monster description.
The last time I posted about my face to face game I was dealing with the issue of how do I make it feel like the characters are fully engaged with the the adventure when they are searching for something that isn’t there. I know they will not find it, or ‘him’ in this case as he is not there to be found.
As it happens the session has been delayed, it was originally intended to be played in June but with real life getting in the way it has been pushed back and we are now looking at late October or early November.
Brian recently touched upon the need for Rolemaster to fully commit to Shadow World as its default setting. I am 100% behind this idea.
It is obvious from Brian’s deconstructions that as soon as you start to look critically as Spell Law that the amount of setting specific magic is far greater than one would have given credit for initially. This will always be most pronounced in the Channelling realm as gods have a big role to play in most fantasy settings. That then throws up the issue of why is a cleric of a fire god just as good at healing as a god of healing?
Tucked away at the back of different versions of Creatures & Treasures are some interesting little add on chapters. In the first C&T that I owned it has the comversion stats for D&D and Runequest. In the RMC Creatures and Treasures it has guidelines for creating your own monsters.
I am a dab hand at D&D monster conversions as I convert from old FR modules to RM all the time but creating new monsters is not something I have ever done.
There are three immediate uses I can think of for new monsters but I only want to discuss one of them here and now.
There is one bit of every version of Rolemaster so far that I absolutely detest. That is the use of cryptic lookup codes. These are the codes that appear on the herbs and poison list and the monster locations/habitats.
It is the monsters habitats I really cannot stand. I know this has come up in the past but I was statting out an adventure the other night and these codes had me flipping back and forth through Creatures and Treasures yet again.
This time is was the Black Stalker. This is the first line of their entry in C&T.
I came across the Kenku last week and I really like them. The basic idea is that these are humanoid avians. They are great mimics, infact they have not language of their own but rather string learned phrases together from what they have heard but all in perfectly mimicked form of the original voice. They are also natural thieves.
I am debating as to whether they should be a monster or a race when converting them over to Rolemaster. As a monster they are rather weak but as a race they require a lot more effort from the GM to prepare them before time.
Sword Coast Encounters
Limitless Adventures have very kindly given me review copies of three of their ‘Encounters’ booklets. What I like about Limitless Adventures is that they sound like a Tuesday night gaming group that every time they have a great idea they publish it, and why the heck not?
The first of these I am going to look at is Sword Coast Encounters. What you actually get is 10 ‘5e’ encounters each confined to a single page for ease of printing. Each contains the opening scene, creature or antagonists stats, a GM only explanation of what is actually happening, advice on scaling the encounter to different challenge levels, the treasure and finally adventure hooks that could spin off of this encounter. When the encounters refer to locations or NPCs these are nicely grounded in the Sword Coast (in this instance). Below is one example.
There is so much I can write about after the last session I don’t really know where to start.
Firstly, the house from Saltwater Marsh worked perfectly so thank you for that suggestion.
Secondly the Spooky effects from Azukail Games were brilliant and even before the players worked out the place was haunted they were beginning to say that the session was getting creepy. That is all you can ask for really when GMing a bunch of 50 year olds!
(I am writing this on my phone and on the train so if there are any predictive textisms I apologise and will edit it down later!)
Following Brian’s suggestion I have taken the haunted house from The Sinister Secret of Saltmarsh as the basis of my haunted house. We are going to play this on the 16th so it is time to finalise my prep.
You can see, but probably not read my hand writing, that I am doing my usual sprinkling of post-it notes.