100 Creepy Things and Events to Find in a Spooky House II – Book review

This is the third and final (at the moment) volume in the horror effects series by Azukail Games. This booklet (100 Creepy Things and Events to Find in a Spooky House II) has far less strange mists and fogs and noises in other rooms than its siblings but more architectural spookiness. You get more doors and windows that don’t go quite where they should, the classic branch suddenly breaking the window at night and other real Hammer Horror icons of the genre.

The production quality is equal to that of the other two ‘spooky’ publications and the content is equal, you get 100 special effects spread over 22 pages. Each is numbered so you could quite easily just roll a D100 or just pick the effect(s) you want.

The way that the events in this book are presented is very flexible, you get a lot of ‘if the players have lights then this happens, if they don’t then this happens…” sort of conditionals. This means that most of the events if not all will work even it things are not set up exactly as described. Afterall these are really just inpirations or as that horrible phrase goes “thought starters”.

Going off at a tangent; ever since I first saw the first of these books I thought that there was a potential adventure(s) in here for a rather twisted illusionist but I have taken that idea a bit further. The perfect villain is not not an illusionist but an Alchemist. A 8th level achemist with the following lists Organic Skills, Lesser Illusion, Rune Mastery, Invisible Ways and Essance Hand could prepare runes of light and sound mirages and telekinesis. These are only 2nd and 3rd level spells so the rune paper, which they could make themselves would only take a matter of weeks to create. If over the space of a year the Alchemist produced 10 sheets of 3rd level rune paper they could effectively ‘haunt’ any location they liked.

Illusions have a nice long 100′ range and using mostly sounds of thumps on the floorboards, screams and the sound of doors opening and closing etc. most of the atmospherics could be cast from rune paper at a safe distance. Telekinesis could be used to open or close doors or windows, again all from rune paper and from a safe distance. Once people are scared and running around looking for the source then a single invisibility spell and retire to safety.

Our alchemist could easily drive away peasants from a farm house and if people get brave or curious and start to come back then just throw more illusions at them. The rune paper is not lost when the spell is cast, it is just blanked ready for reuse. Our alchemist friend just has to recharge the runes the used. I would go so far as to say that because the illusions are not intended to last for ages, blood stains that appear and dissappear, a sudden scream from the attic and so on, attempting to detect essence is likely to fail as those spells detect active magic but the illusion is already over. Those higher level spells that can tell you what happened in a place in the past minutes or hours will not identify our alchemist as he is 100′ away and cast the spell into the attic but was never there himself. It is almost the perfect crime.  Once he is living in his stolen farm house then people seeing lights on in the place are quite likely to ascribe it to the ghost anyway. Should the alchemist be discovered then it is debatable from a peasants point of view which is worse having your house inhabited by ghosts or by an ‘evil’ wizard?

Someone in my games is definitely going to encounter this nasty little achemist.

Melos, A contribution to Aioskoru

Quite a while ago now I produced half a dozen blog posts in support of Ken Wickham’s Aioskoru world setting. Things than kind of went off the boil a bit and I didn’t do much more beyond describe NPCs, three settlements and some adventures based around a ship full of orcs.

So recently Ken emailed me and said that he had bundled up a lot of his Aioskoru material from his blog and posted it on RPGnow. He had kept the format simple so that it was easy for him to update but he was putting it our there. He has had over 200 downloads of the material he has produced which hopefully means that the setting may get more supporters and continue to grow and develop.

I am always willing to lend a hand so I bundled up my old blog posts, re-edited them to turn them into a coherent supplement and submitted them to RPGnow. They have only been up for a few days but they have already had about 50 downloads. You can download them yourself for free at the link below. (click the cover image)

Melos, A contribution to Aioskoru

PPM-Melos_cover

The ship on the cover refers to the sloop full of orcs in the featured adventure material.

If you want to download it and you like anything in it then let me know whar you think!

Azukail Games – 100 Creepy Things and Events to Encounter Outdoors

Azukail Games has given me another new toy to play with in the form of the booklet 100 Creepy Things and Events to Encounter Outdoors a sibling product to http://www.rolemasterblog.com/100-creepy-things-events-find-spooky-house/.

Azukail Games aim to, in their own words, “Publishing RPG Supplements to Help GMs” and their supplements normally comprise lists of really useful things that normally a GM has to come up with off the top of his head. These could be NPC names, tavern names or books on the shelp of a library or in this case 100 Creepy Things.

The elements in this work are not confined to your typical haunted house so you get sinister mists and fogs, my favourite is a stray dog who’s lead ends in a bloody tatter s on. There will inevitably be some cliches in here as any collection that missed them out would be blatantly incomplete but there are enough things listed to keep it fresh for a long time.

If you are not running a horror based campaign then you will not be dipping into this week in week out but the whole point of just about every one of AG’s resources is to have them to hand for when you need them. Right now this supplement costs just $1.59 on RPGnow and it is definitely worth that and more. There is a huge potential here to use each and every one of the 100 events as the jumping off point for an entirely new adventure!

100_creepy_things_and_events_to_encounter_outdoors_cover

Weekend Roundup: July 30th 2016

imgres

Wow, July is almost finished…already. I’m off to my annual motorcycle trip with Matt, our other brother and our father. Back on August 3rd, but Peter is back from his trip today!

Those Vikings had some weapons. Axe or Sword.

What’s new with I.C.E.? Keep up with the Director’s Briefing.

Shadow World “Longheads”. Ancestors of the Worim?

Short a player from your group? Utilizing NPC’s.

Or, down to just 1 player?

Living it up like Bilbo.

Want an inexpensive, compact game mat? Try Noteboard.

Book pick of the week. Love those armored Greatcoats!

Magic and technology…really the same!

Have a great weekend!

 

Rolemaster Weekend Roundup July 23rd 2016

imgres

Welcome to RolemasterBlog’s first “Weekend Roundup”. Here we will feature interesting links, stories or news items that might be of interest to RPG’ers or curious minds!

The price of fashion. Getting around in ARMOR.

What a bunch of NERDS!

Celebrities aren’t the only ones PLAYING D&D.

What every growing boy needs…the CRATE OF DOOM!

Cryptonomicon…I don’t think so. Try the CODEX SERAPHINIANUS.

Interesting article on PROTO LANGUAGES.

The Gods of Death in Shadow World. RESURRECTION discussion.

You call that a KNIFE?

Till next time!

STRANGER THINGS: A tropey love story to the 80’s.

imgres

I thought I would go a bit off normal topics to discuss Netflix’s most recent series: Stranger Things. The series is a nod (actually more of a trope head-butt) to 80’s science fiction and fantasy and written and directed by brothers steeped in early fantasy gaming. The show starts with a group of boys playing D&D in their basement—the game narrative establishing the plot and structure of the rest of the series.

Unlike E.T., which depicted some type of RPG’ing, the boys in ST are clearly playing D&D and the show references the game several times—plus it contains a few D&D product placements as well. These young boys are the protagonists of the story, and while they are characterized as “brainy nerds that get picked on”, the show clearly frames them in a positive light. The values of trust, loyalty, friendship between the boys is clearly contrasted against the shallow friendships of the bullies and popular kids. In a longer story arc, character redemption is not portrayed as the nerd who triumphs and gets their girl but as the popular rich kid who learns the lessons of friendship and learns humility. (Pretty in Pink?)

Without tackling the technical details of filming, it seems that almost every shot is evocative of an 80’s movie. On the most basic level, the show is an homage to Spielberg, Carpenter, Stephen King and Cameron but tropes and references are so dense and wide ranging that they still keep popping in my head.

Just a few that struck me:

  1. The sheriff driving the “Body” blazer in Jaws.
  2. The Underneath evoking both Pan’s Labyrinth and Legend (the drifting debris/petals in the air)
  3. Every time Jonathan pulled up in his car in front of his house I thought of Ash’s Delta 88 in the Evil Dead.
  4. Will’s cocoon and “facehugger” screamed Alien(s).

There is no doubt that early 80’s gamers have become key players in Hollywood/TV myth making and this show is a love story to that era. I think it was a positive depiction of gaming and just maybe it will spur a few 40-somethings to get back into gaming or teach their kids!

What references did you pick up on?

How much fun can one person have with a ship full of orcs?

Just giving someone a ship ful of orcs may not make the best adventure, an interesting fight maybe but not an adventure. So what can you do with them to make it an interesting challenge for the players.

I would suggest just making the characters aware of their existance at first. If the characters are already on one adventure and in a tavern just have some locals arguing about whether there really was an orcish armada that invaded the southern lands. If they are pressed then they say that is what they had heard from a merchant that passed though. Others in the tavern will confirm that is what they have all heard. Now just leave that at that. The locals don’t know any more and cannot confirm or deny anything else.

Some of the things the orcs like to do is sail into harbour, launch fire arrows at every boat they can reach and sail out again. It doesn’t do them much good but they do enjoy the power trip and the thought of the destruction. It isn’t all senseless violence though. If a ship puts to sea in pursuit then the orcs will lead it out until it is isolated and then turn on it. When it comes to hand to hand fighting then the orcs are a savage and effective crew. If they capture a ship in this way but it is too big for them to crew then they will either scuttle it in the mouth of the harbour it came from (towing it along) to serve as a grim trophy or if the wind is blowing right they will set it on a ramming course back into its home harbour to try and wreck another ship. They will hang some of the crew from the spars as a grisly bit of theatre. When the ship collides with another vessel or the harbour wall the bodies will dance and swing on the ends of their rope.

It is after a ‘wrecking’ like this that the orcs have tried to demand a ‘tribute’ from the port to be left alone. Failure to pay will often mean that the orcs will moor their boat in a cove or bay near by and then raid from the landward side burning farms and out lying homesteads. The orcs like this as it provides them with fresh provisions, coin, odds and sods of equipment and a good fight on solid ground. They will often kill and raid in an arc from their hidden ship in land but not burn. They will attack and press on all though the night. At the first sign of pre-dawn they start to torch their victims properties and retrace their path burning each site as they go. This tactic means that men sent out to investigate the first plume of smoke are heading in the wrong direction to find the orcs. The orcs can also stash the booty from each raid rather than carry it with them as they know they are coming back the same way.

If the characters need to take ship at any point in their adventures it is a great time to introduce the orcs by having them come upon a town that has been treated to the orcs attention. From the landward side the characters discover the remains of burned farms and when they do reach the port they discover the wrackage made of the harbour. Everyone will be able to tell the characters that all this happened because the town council refused to pay the orcs their tribute. There will probably be people who blame the authorities and those that support that decision.

The orcs are not above a bit for piracy and in particular they like to take captives for ransom. thse plans often don’t work out too well as they have been known to eat the captives regardless of whether the ransom has been paid or not. They once managed to ransom an entire ship and its cargo back to the owner as it was to big for the orcs to sail and the cargo (grain)  was no use to them at all.

A kidnapping is a great way to have the orcs and characters cross paths. It is simply the heroic thing to do to rescue the victim. You should bear in mind that the orcs have not survived this long because they are stupid. If the characters rock up and are obviously more powerful than the orcs then they will do whatever they can to distract the players long enough to make their get away. Things like dropping the victim over the side with heavy iron manacles in their feet so they disappear under the waves like a stone. Launchig fire arrows at the characters vessel to cause a distraction and positioning their boat so that they have the wind to make their escape whilst at the same time robbing the characters boat of the wind. If the orcs end up in a chase as they flee the characters the sorcerer will attempt a ritual to control the weather (a boat chase can last for many hours) and make good their escape that way.

What the orc will not do is make it obvious that they have a spell caster with them. Nor will thye all fight to the death in the first opportunity for battle. They are all greater orcs and they got that way by surviving many battles and schemes in the past and they want to again. Do not make the mistake of killing them off too soon as there is a lot of potential here either to be an enduring pain in the side of the characters but also as a part of the local culture and as use as a plot device for your characters.

avavk Dovkov avuvk Kukiav – An Adventure

The title of this translates to The Black Pig and is the name of a sloop raiding the northern coastline of the Melos peninsular. It could of course be any coastline in any world. The language is Aioskoru Orcish courtesy of Ken Wickam (check out his blog for all things Aioskorunian).

The nature of these orcs is very much raid and move on. They are not interested in pitch battles but they pick on weak and defenceless coastal vilages where they can run amok. Occaisionally they will hide their sloop in a cove or natural harbour and raid in land. This is where the characters are to first encouter them.

How big an adventure you want to make this is rather up to you. If you want one pitched battle and done then allow the orcs to be caught easily and quickly, if you want to taunt your characters then they can be much more elusive.

The Rolemaster Creatures and Treasures book gives standard stats for a lesser and greater orc but also the rules to easily shift the creatures up and down in level and this is what I have done to create the crew. The orcs of the Kukiav are all greater orcs and one of them is also a spell caster (a 7th level sorcerer).

So first of all lets look at the crew of the Kukiav.

I am not going to name them because they are orcs and orcs exist to be killed not for their conversation.

First up is the sorcerer. There is one major consideration for the GM here. I use the optioal rules for Ritual Magic. If you allow this then This orc can call upon much more powerful weather magic, scrying and illusions at not much risk given enough time and preparation. The ship will have ritualistic markings on the deck where these rituals take place and the sorcerers quarters will be protected using waiting phantasms. the scale and magnatude of these are very much up to the GM. I now use the RMU ritual rules but the original ones were from Companion III. If you allow the use of rituals then this orc will have made his foci (a harpoon) and should be considered to have a +60 skill in ritual magic taking into account he skill, level and stats.

This orc is 7th level and has the following spell lists Fluid Destruction (1-10), Soul Destruction (1-10), Weather Ways (1-10), Essence Perceptions (1-10) and Lesser Illusions (1-10).  He has 40hits, is AT1 and has 21 powerpoints.

The orcish captain is also 7th level is AT18 and has 92hits and an OB of 120 also with a broadsword and an OB of 80 with a Harpoon (thrown). He carries a +5 non magical large shield to give a DB of +45

Subordinates. There are two greater orcs with the standard RM stats (4th level, 70hits, AT17, 40DB) What makes these two stand out is their armour and shields. They killed a pair of soldiers once and both have matching bronze breastplates and large black shields embossed to look like screaming faces.

The crew. This is another five greater orcs armed with broadswords and bucklers and harpoons as back up weapons.

The entre crew are competent sailors now, having raided successfully for a coupleof years. This has often been added by the use of illusions such as a barn fire away from town that draws all the men folk away before the orcs pull in to the harbour. The ship looks well cared for and in good condition, work carried out by captives before tey are eaten. The orcs are also partial to a bit of piracy if the opportunity presents itself and will use any advantage they can get. They will given the choice fight on land as they are all wearing metal armour and are fully aware that they sink!

The Kukiav

Sloop Deck Plan
Key:

  1. The Wheel Deck. The Orcish leader is here when active otherwise one of his subordinates will take the wheel.
  2. The main deck. The ritual circle is bewteen the masts in fron of the hold hatch. These are normally performed looking back down teh length of the ship.
  3. The Sorcerers quarters. These are pretected by a pair of waiting phantasms that will attack once before their ‘touches’ are expended. One phantasm is of a wicked axe swinging down from teh ceiling into the doorway and the other is of a trap door opening in the floor to reveal a trapped crocodile rushing up to attack. Both will attack with a 60OB on the MA Strikes Rank 1 table for x4 concussion hits. These take the sorcerer days prepare so to protect his privacy he has create a neurosis in all the other orcs making them too scared to enter his quarters.
  4. The subordinates quarters. These two orcs share these quarters in an uneasy truce. They are never on duty at the same time and if they are forced be in here and off duty then they normally duel for the right to use the bed with some kind of feat of strength such as all out wrestling or by gambling for it wth dice. The rest of the furniture in here is completely wrecked due to their vioolent life style.
  5. Captains quarters. This cabin is in surprisingly good shape considering the ocupant is an orc. Our orcish leader considers himself a bit of a master and commander or pirate king and consequently likes to live like one. All of the furniture is miss matched as it has been stolen piecemeal from coastal towns or other ships up and down the coast.
  6. Below decks. The rest of the raiding party have their hammocks hung here. The floor is strewn with leavings from meals past and the general detrius of a orc raiding party.
  7. The hold. This is where the raiding parties spoils are kept as well as spare weapons and armour. The hold holds 5000tp, 350bp and 60sp. In addition their are coils of rope, barrels of pitch and bundles of sail cloth.

Playing the Kukiav and its crew.

This could easily be a single one off encounter or a device for giving the characters a boat if the greater plot calls for it. i think it works better if the orcs are allowed to out fox the players. Let the sorcerer use rituals to spy on the characters once they know they exist and maybe over hear plans and then take advantage of that knowledge. If the characters have no way of following the ship out to sea then allow the orcs to escape on their ship and taunt the characters. If the characters try and use magic to attack then the sorcerer will try and use spells like neurosis to create an irrational fear of orcs or of water. If he is able to possess a character and start an in fight that way then that will serve. He will resort to throwing waterbolts as an absolute last resort as he knows he does not have enough power to last in that sort of fight.

If the characters become a major threat to the orcs then they will do their best to be where the characters are not but at the same time will try and taunt the characters by leaving a victim alive and then saying the raid is retaliation for the characters actions. remember the sorcerous orc loves fear and deception and with soul destruction and illusions both are very very real!

All of my Aioskoru content is made available under the Open Gaming License.