Tuesday, May 17, 2011

The Most Dangerous Animal


"Man is the most dangerous animal of all."

Some notes on violence and law on Thule

Quite a few of the "monsters" in the early areas of the Black City ruins are of the human variety - the wandering monsters and hex contents have plenty of opportunities to run into obvious enemies (Bandits and worm-infected Berserkers) and the not-so-obvious ones - Nobles, Traders, Veterans, and NPC parties.

Taking inspiration from the golden age of Pirates, the American Wild West, and the historical Viking period, interactions with other humans in the ruins should be fraught with violence, banditry, and skullduggery.  Once outside the "safety" of Trade Town, the city is a free fire zone.  Dead men tell no tales, there's no honor among thieves, and you can't trust other pirates.  "Take what you can, give nothing back".

Piracy between Vikings during the historical Viking age was common (at least from the historical resources I've perused).  Scandinavia was divided into multiple kingdoms, and even within the kingdoms loyalties were split amongst Jarls and lesser lords.  Personal loyalties mattered more than national loyalties on the high seas.

This is carried over to the crews on the Island of Thule.  Outside of Trade Town, running into a rival group of Vikings could be a dangerous affair - especially if there's some preexisting bad blood.  I'm recommending a new (secret) pre-encounter reaction roll - call it a Disposition Check - each time a mannish group is encountered.  The disposition check is meant to determine if there's any pre-existing history between members of the two sides that could effect the encounter - a hostile result would indicate pre-existing bad blood, and a positive result would mean pre-existing good relations.

Dispositions
2 - Very bad history, -2 to encounter reaction roll
3-5 - Bad history, -1 to encounter reaction
6-8 - no modifier
9-11 Positive history, +1 to encounter reaction
12 - Very positive, +2 to encounter reaction

Hostile dispositions could mean the existence of a feud back home, a heated rivalry at camp, or something similar.  For positive dispositions, perhaps a brother, cousin or relative by marriage is in the other group, or some of the men sailed together previously as comrades-in-arms.  I'm going to put together a list of picaresque reasons for there to be bad or good blood by NPCs towards someone in the player's group - it could be a really funny list.  The world isn't that big, and lots of these groups have a history, sailed together, etc - this seems like an easy way to add some of that verisimilitude.

Once the disposition is known, the DM can proceed like any other monster encounter, with a formal reaction roll with charisma modifiers to help determine encounter friendliness or hostility, modified by the disposition.

Law in Trade Town - Duels, Mediators, and The Thing
In Trade Town, Bergfinn and his guardsmen (the Bashers) keep the peace as much as feasible.  Emotions run hot, and it's common for grievances that started in the ruins to come back to town to be settled.  These can result in duels, mediations, and finally - a Thing.

Dueling is common, and the offended parties can agree to duel with wooden weapons to first hit, to first blood, or to the death.  (For first-blood duels, the duel takes place on a large white sheet - the first one to drip blood onto the sheet is the loser).  Bergfinn's Bashers are glad to oversee duels and watching a duel is a popular entertainment in the camp.  From a rule's perspective, the first person to half hit points is 'blooded".  Historically, there was something called "island-going" - the duelists would row out to a small island, hold the duel there, and the guy that actually comes back was the winner - that type of 'Thunderdome' could be fun in a game setting, if not over done.

Another common approach is to have a mediator.  The aggrieved party picks someone with high status to go to the offender and negotiate a blood money price (weregild).  When I publish the details of Trade Town, I'll include a set of example weregild prices - players being players, there'll be plenty of carnage.

For more serious grievances or resolving blood feuds where even a mediator can't help, one of the groups can request a "Thing".  The Thing is basically a large open air hearing with a jury.  By custom, all the ship captains get a vote on the jury, with Bergfinn acting as the tie-breaker.  The Thing shuts down normal camp life for days at a time, as the two parties campaign and employ politics to get the different captains to vote with their side.  Lots of potential there for a change of pace, different style of play for the heavy role players in the group.

Flame Princess 2.0


I see a rash of bloggers also recently got their Finnish boxes bearing the latest edition of Weird Fantasy Role Playing - mine came in Saturday, so I've had a chance to peruse the books and amaze the players with the new shiny.

At first I was a bit stunned by the size - I didn't have anything digest-sized before.  I thought maybe the books got transmitted from Finland in Wonkavision, miniaturizing the dice along with them.  Where's my Oompah-Loompah to stretch them to normal size?  But now that I've had them a few days, the digest size is growing on me - they're easy to read and carry around, and won't take up much room on the table.

Really nice job on the printing - the paper is a good weight, feels really durable.  I like the practical charts on the back cover of the books.  I find I'm looking for utility in my gaming books more and more - save the artsy fartsy stuff, I want usefulness at the table.  This release has a nod in both directions.  I'll be digesting the actual rules changes from version 1.0 in more detail over the next few weeks as I read over them - I've warned my players there's a good chance the Black City campaign will be adjusted to work with Flame Princess 2.0 (certainly seems like a popular choice in the current poll).  I think the big thing will be pouring over the revised spell lists and figuring out how much they change the default assumptions in a D&D setting around the power of magic - no flying wizards raining down fireballs and lightning bolts, for instance.  Otherwise, the revised XP charts, the new skill progression for demihumans, all those seem like reasonable refinements players will appreciate.

I do have a warning for other purchasers - I'd recommend the 1st class shipping from Finland.  My shipping carton looked like it was used as a soccer ball by the Finnish or US post office and the stuff inside was a little beat up.

Monday, May 16, 2011

Viking Names and More Random Tables


Following up yesterday's post, here are some more tables for generating names on the fly.  The wandering monster tables (especially Zone 1, and dungeon level 1) will have a fair number of encounters with other humans.  Instead of encountering Veterans, Traders, Nobles, etc, it'll be much more interesting adding some details using the tables.

Everyone on the island came over on a longship in the spring, and the ships leave by summer's end; the ships are beached up and down the strand near Trade Town, and simple camps are set further up the beach away from the water.  As such, it's possible for adventurers to loosely dentify other groups they might have seen in the camps.  These tables include a list of ship names, adventuring companies, and sample reputations to help provide some color.  (None of these are historical, but should work fine for a fantasy game).  The last one is a list of period female names.

Here's how I see it working:
The party comes across an armed camp in the wilderness (Veterans).  The DM quickly determines the leader is (series of quick rolls) Hamand Thorvardson, whose group goes by the name of "The Jarls-Men".  If the characters have spent much time at Trade Town's drinking hall or otherwise picking up rumors, perhaps they know the Jarls-Men have a reputation for bravery.  Hamand's band of warriors came across on a ship called the Frost Giant's Head.  Perhaps a hostile encounter reaction roll is partially because back home, there's bad blood between one of the player character's family members and someone in Hamand's crew.  Out here, might makes right.

Much more interesting than saying, "You come across another group of Veterans."

NAMES OF SHIPS
1. Bride of Hel
2. The Broadsword
3. Fury of the Jarl
4. Ostland King
5. Blitzer
6. Hammer of Thor
7. Sea wolf
8. Kraken
9. Wolf of the Sea
10. Butcher
11. Vestlander
12. The Grief
13. Sea Eagle
14. Frost Giant's Head
15. Lorelei
16. Spear of Odin
17. Runemaster
18. Pride of Zealand
19. Sigurd's Vengeance
20. Goldhound
21. Terror of the North
22. Sword of Asgard
23. Tooth of Fenrir
24. Stoneheart
25. The Gruesome
26. Plague of the North
27. The Urd
28. Wyrmsblood
29. Sea Axe
30. Freya's Favor

NAMES OF ADVENTURING COMPANIES
1. Bears of Ostland
2. Guides to Valhalla
3. The Black Cloaks
4. Beach Crashers
5. Troll-Slayers
6. Heroes of Legend
7. Looters of Lars
8. Sword Kings
9. The Blood-letters
10. Runolf's Raiders
11. Lords of the Midnight Sun
12. Men of the North
13. Old Wolves
14. Jarl's-Men
15. Shield-Breakers
16. The Sea Eagles
17. The Brave Axes
18. Fists of the North Star
19. Harald's Red Men
20. Fighters of Asgard

20 SAMPLE REPUTATIONS
1. Honorable
2. Arrogant
3. Hostile
4. Friendly
5. Rude
6. Cheerful
7. Skilled
8. Proud
9. Cunning
10. Greedy
11. Deceitful
12. Brave
13. Cowardly
14. Lazy
15. Bloodthirsty
16. Tough
17. Amoral
18. Pious
19. Violent
20. Angry

FEMALE NAMES
1. Arnthrud Fornadottir
2. Astrid
3. Astrid Olafsdatter
4. Bergthora
5. Bodvild Nidudsdatter
6. Borghild of Bralund
7. Brynhildr
8. Dylla
9. Fenja
10. Grimhildr
11. Gudrun Gjukisdatter
12. Gudrun Onundsdatter
13. Halldora Brandsdotter
14. Hallgerda (the vile)
15. Helga Thorsteinsdater
16. Herdis Ketilsdottir
17. Hervor All-wise
18. Hildigunna
19. Hildr
20. Hjordisa Eylimsdatter
21. Ingbjorg
22. Ingibjorg Gudmundsdatter
23. Ingun
24. Jofridr Gunnarsdatter
25. Kormlad
26. Menja
27. Mjoll
28. Olrun Kjarsdatter
29. Ragnheid Thorhallsdottir
30. Rannveig
31. Sigridr (the proud)
32. Sigrun Hognisdatter
33. Svanhildr Sigurdsdatter
34. Swanwhite Hladgud
35. Thora
36. Thordis Ingimundsdatter
37. Thorgerdr Egilsdatter
38. Thorhalla
39. Thuridr
40. Vigdis

Sunday, May 15, 2011

The Black City: Viking Names on the Fly


Keeping up the toolkit spirit of the past few posts, here's a list of Viking styled names for generating NPC's on the fly.  For names without a surname, you can either add a quick moniker (Alfgeir would be Alfgeir the Proud, for instance); roll again to find a father's name - Alfgeir would become Alfgeir Amundson if Amund was the second roll; or pick a suitable location - Alfgeir of Zealand.  Voila - instant Viking name.

I have some ship names, adventuring party names, and female names in the queue.

200 VIKING-STYLED NAMES
1. Alfgeir
2. Amund Arnason
3. Anir Bowswayer
4. Annund
5. Arnljot Gellini
6. Arnthor
7. Asbrand Thorleikson
8. Athelstan
9. Atli
10. Atli Budison
11. Atli the Priest
12. Audun
13. Aunund
14. Bergfinn
15. Bjarni Bergthorsson
16. Bjorn Gilsson
17. Bragi Hognison
18. Brand
19. Dag Hognison
20. Egil
21. Egil Skallagrimsson
22. Einar Jonsson
23. Eric
24. Eric Haconson
25. Eric the Victorious
26. Erlend of Myrka
27. Erlend Paunch
28. Ethan the Farseeker
29. Eylif Aunundson
30. Eystein
31. Eystein Magnusson
32. Fafnir Hreidmarson
33. Falki Dalksson
34. Flosi Solmundson
35. Fridleif Shieldson
36. Frodi
37. Galm Grimsson
38. Gauka Thorir
39. Gaut (of Mel)
40. Geir
41. Gelli Thorkelson
42. Gilli-Christ Magnusson
43. Gisl
44. Gisli Finnsson
45. Gizur the White
46. Gjafvald
47. Gjuki
48. Gotthorm Gjukisson
49. Grim
50. Grim the Savage
51. Gudmund Arason
52. Gudmund the Excellent
53. Gudrek
54. Gunnar Gjukisson
55. Gunnar Hamondson
56. Gunnar Hlifson
57. Gunnlaug
58. Gunnlaug Illugison
59. Gunnlaug Snake-tongue
60. Hakon the Old
61. Hakon Thordsson
62. Halkell Huk
63. Halldor Jonsson
64. Halldor Snorrason
65. Halli Nikulasson
66. Hamdir Jonakrson
67. Hamund Onundson
68. Harald Maddadarson
69. Harald Sigurdarson
70. Harold Gilli
71. Hauk
72. Hedin Hjarrandson
73. Helgi
74. Helgi Hjorvardson
75. Helgi Sigmundson
76. Hjalnek
77. Hjarrand
78. Hodbrodd
79. Hogni
80. Hogni Gjukisson
81. Horse-Bjorn Raumson
82. Hrafn
83. Hrafn Oddsson
84. Hrafn the Skald
85. Hrapp
86. Hreidmar
87. Hrein Styrmisson
88. Hring
89. Illugi
90. Illugi Hallkelson
91. Isleif Grimsson
92. Isleif Hallsson
93. Jokull Ingimundson
94. Jon the Black
95. Jon the Blessed
96. Jonakr
97. Jormunrek
98. Kari
99. Ketil Thorsteinsson
100. Ketill Ormson
101. Kettle
102. Kjar
103. Klaeng
104. Klaeng Thorsteinsson
105. Kogla-tosti
106. Kol
107. Kol Thorsteinson
108. Kolbein Tumason
109. Kolskegg
110. Lambi
111. Lars Valgard
112. Leif Nikulasson
113. Magnus Bareleg
114. Magnus Hakonson
115. Magnus the Good
116. Mord
117. Nidud
118. Nikulas Bjarnarson
119. Nikulas Runolfsson
120. Njal
121. Olaf
122. Olaf Eiriksson
123. Olaf Ericson
124. Olaf Hauskuldson
125. Olaf Kvaran
126. Olaf Peacock
127. Olaf Tarry-cheek
128. Olaf the Quiet
129. Onund (of Mossfell)
130. Onund Thorkelsson
131. Orm Jonsson
132. Orm Shell-sherd
133. Ottar
134. Ottar Brighting
135. Pal Jonsson
136. Randver
137. Raum
138. Regin Hreidmarson
139. Runolf Nikulasson
140. Runolf Turncoat
141. Saemund Jonsson
142. Saemund Sigfusson
143. Saemund the Learned
144. Shield
145. Sigfus
146. Sighvat Soxolfson
147. Sighvat Thardarson
148. Sigmund
149. Sigmund Sigurdson
150. Sigtrygg Silkbeard
151. Sigurd
152. Sigurd Anderson
153. Sigurd Magnusson
154. Sigurd Sigmundson
155. Sigurd Woolstring
156. Skarphedinn Njalson
157. Skuld Blood-Axe
158. Skuli Thorsteinson
159. Slagfid
160. Snorri
161. Sorli Jonakrson
162. Soxolf Fornason
163. Starkad
164. Sturla Thordarson
165. Svein
166. Svein Jonsson
167. Teit Isleifson
168. Thakkrad
169. Tharand (the White)
170. Thorar
171. Thorbrand Thorleikson
172. Thord
173. Thord of Laufas
174. Thord Onundson
175. Thorfinn
176. Thorgrim of Modruvellir
177. Thorir
178. Thorir Mout
179. Thorkell
180. Thorkell Hallkellson
181. Thorkell Swarthy
182. Thorlak Thorhallsson
183. Thorleik
184. Thorodd Longnose
185. Thorodd Snorrison
186. Thorolf
187. Thororm
188. Thorstein
189. Thorstein Egilson
190. Thorstein Ketillson
191. Thorvald
192. Thorvald of Baegisa
193. Thorvard
194. Thrain Sigfusson
195. Tjolnir
196. Tjorvi
197. Urda-Stein
198. Vigfus Onundson
199. Vilmund Thorolfsson
200. Volund

SOME MONIKERS
1. Giant-Killer (or other X-Killer)
2. the Wealthy
3. the Tall
4. the Short
5. the Big
6. the Little
7. Snake-Tongue
8. Keen-Eyed
9. Swordbreaker
10. Long-legs
11. the Crow
12. the Brave
13. the Odd
14. the Old
15. the Red
16. the Proud
17. Blue-Nose
18. of the East/West/North/South
19. the White (or other color)
20. Bold-heart

SOME PLACE NAMES
1. Waldvik
2. Saltgard
3. Rotvag
4. Strandfell
5. Grundal
6. Marby
7. Bergeset
8. Garksey
9. Zealand
10. Meginland
11. Hundvik
12. Felsborg

Saturday, May 14, 2011

The Black City: Hex Contents and Stocking


Note:  here's another foundational, toolbox type post as I build out Trade Town, the island of Thule, and the Black City for sandbox type play before posting any of the dungeons.

The city is full of rubble, ice and snow, and every hex is difficult terrain, except for the colonnaded processional boulevard that provides a clear road through the city.  Most groups follow the dirt track from Trade Town and begin exploring the city near the Well of Woe, hex A.  All results assume this is summer exploration, when the median temperature is a balmy 38° F or so (3-4° Celsius).

For each hex the group enters, there's a chance to discover a major feature - roll on the table below.  Major features can be encountered just by traversing the hex; if a group performs a detailed search, make a roll on the minor feature table to see if something unusual has been discovered.  It takes 8 hours to search a hex.

As mentioned in the wandering monster post, the city is loosely divided into 4 zones - zone 1 is the southern end of the city near the Well of Woe - those areas closest to Trade Town and most picked over by previous explorers are Zone 1.  Zone 2 is below the Great Glacier.  Zone 3 is everything north of the Glacier.  (I still may put together a simple map color coding the zones for easy visual reference).  When rolling for both major or minor hex features, add 0 for Zone 1, +1 for Zone 2, and add +2 for Zone 3 on the tables.  Crossing the Great Glacier will have it's own post.

The focus of exploring the Black City will be the set locations (the areas with letters on the map) and the extensive dungeons beneath the city; that being said, I wanted an approach to generating hex contents on the fly for groups that choose to wander the ruins.  I reviewed the excellent Lesserton and Mor a few months ago and loved the ideas presented in it for generating detailed random city hexes - this is a heavily simplified approach but should work fine for groups moving from point A to B through the city.  I'd also reward groups 100-200 bonus xp per each hex searched.

Major Features (roll d10 with modifiers)
1-3 Excavation
4-6 None
7-9 Building
10-12 Lair

Minor Features (roll d10 with modifiers)
1 Stash
2 Campsite
3 Battle Site
4 Ambush
5 Artifact
6 Artifact
7 None
8 Hazard
9 Hazard
10 Special
11 Special
12 Predator

Modifiers to Major and Minor Features rolls:
0 for zone 1, +1 for zone 2, +2 for zone 3

Descriptions
A quick note on monsters:
Many of the monsters were discussed in the notes on the wandering monster post; berserkers have their own bestiary article; a few other monster will have their own bestiary articles.

Excavation
An excavation is a site where a previous group started clearing rubble, ice and snow, or digging into a collapsed building, looking for artifacts.  There's a 25% it's an active site (use Traders for the encounter stats).

Building
The party has found a building with one or more accessible floors.  There are 6 basic building geomorphs (on the way).  Roll another 1d6 for number of floors (1-2, ground floor only; 3-4, 1st and 2nd floor; 5-6, ground floor and basement).  A building is a lair 25% of the time, otherwise roll once on the Minor Features table.

Lair
The hex contains a monster lair.  Recommended choices (d8):  Giant Shrew, Giant Furry Snake, Ape-Men, Ghouls, Berserker Stage 2, Berserker Stage 3, Wight, Bandits (zone 1 or 2 only) or Star Demon (zone 3).

Stash
A previous group has stashed some gear here; it's either buried or hidden (50% each) and will contain rations, equipment/ weapons, or an unguarded treasure.

Campsite
The group finds a location used as a campsite by someone else.  There's a 50% it's defensible (surrounded by walls, on a hill or high ground, or similar set up) and a 25% chance of a water source nearby (and a further 25% chance the water is tainted with roid worms).  There's a 1-in-6 chance some Veterans will be returning to claim their site.

Battle Site
A group of dead raiders; they've been killed by weapons or monsters (50% of each).

Ambush
Some humans have set up an ambush site - equal chances it's berserkers, bandits or an NPC party.

Artifacts
(A random table of artifacts is coming soon…)

Hazards
Common hazards include collapsing rubble, ground, or a pit.  Hazards can be detected by dwarves and thieves.  Collapsing rubble is triggered on a 1-2 unless detected; 2d6 damage to a random party member as they tumble down a slope or get caught in a rock fall.  Collapsing rubble drops an unfortunate down 10-30' (treat like any other covered pit trap).  An open pit is also 10-30' deep.  There is a 25% chance any 30' drop connects to a narrow sewer tunnel that leads to a Transit Tunnel.

Predators
The group stumbles into a monster's ambush site or hunting ground; something is hiding in wait 50% of the time, and if so, the monsters surprise on a 1-3. Recommended choices:  Giant Shrew, Giant Furry Snake, Ape-Men, Ghouls, Berserker Stage 2, Berserker Stage 3.

Specials
The ancient Greys died in a mass extinction event that left permanent scars across the city; roll on the table below.  If a zone is indicated, it will be 120' in diameter.

Sub table
1 Haunted zone
2 Empowered magic zone
3 Psychic trauma
4 Dispel magic zone
5 Supernatural
6 Radiation hazard zone

Haunted Zone
Nighttime encounter with disturbing images of spectral aliens or poltergeists; sense of uneasiness during the day.

Empowered Magic
Zone randomly fluctuates between doubling range, duration, or effect of a spell.

Psychic Trauma
"As if thousands of voices suddenly cried out in terror and were suddenly silenced".  All die rolls in the area are -2 due to distractions from the lingering psychic screams tainting this area.

Anti Magic Zone
This powerful field suppresses magic; it turns off magic items and has a 25% chance of permanently destroying potions.  Items return to normal after they leave the zone (ruined potions stay ruined).

Supernatural and Weird Science
A zone with an unusual supernatural effect - examples include low gravity, heavily magnetized stones that attract weapons, unquenchable fires that burn cold, a zone that anyone who enters falls asleep, levitating rubble, a zone that negates all sound, a portal in mid-air that leads into the ethereal plane, a zone where a disembodied astral spirit possesses a character, and so on.

Radiation Hazard
A scarred crater where characters take 1hp /turn in the zone (save vs poison to negate).

Friday, May 13, 2011

Wandering Monsters in the Black City


Wandering monsters are infrequent in the sparse city ruins; check hourly (1 on a 1d6) and once overnight if the group camps in a hex.  Note that some of the set locations have rules that override the normal wandering monster results (example:  Wind Walkers are common near the Blue Obelisk, a Mi-Go patrol might be encountered in the hexes surrounding the Tower of Pain, a Star Demon hunts near the Palladium).

The city is loosely divided into 4 zones - zone 1 is the southern end of the city near the Well of Woe, the areas closest to Trade Town and most picked over by previous explorers.  Zone 2 is below the Great Glacier that cuts the city in half.  Zone 3 is everything north of the Glacier.  (I may put together a simple map color coding the zones for easy visual reference).

Coming soon - populating hex contents!

Zone 1
1 Bandit
2 Noble
3 Trader
4 Zombie or Skeleton
5 Ghoul
6 Giant Rat

Zone 2
1 NPC Party
2 Veteran
3 Berserker
4 Berserker Stage 2
5 Wight
6 Giant Shrew

Zone 3
1 NPC Party
2 Berserker Stage 3
3 Ape-Men
4 Undead (wraith or spectre)
5 Owlbear
6 Giant Furry Snake

Glacier
1 Polar Bear
2 Giant Furry Snake
3 Wind Walker
4 Yeti

Notes on Monsters:
Ape-Men of the Black City
These ferocious hominids will have their own bestiary article.

Bandits
Northmen raiders that have chosen to kill and loot other explorers.  These vicious robbers will hide their identities and ensure that no survivors return to Trade Town.

Berserker, Berserker Stage 2, Berserker Stage 3
Berserkers have their own bestiary article describing the different stages of Worm Madness.

Ghouls
The baleful influence of the Dark Goddess ensures that sentient beings that die in the dungeons (level 2 and below) rise as hungry ghouls unless  properly buried.  The Neanderthals cremate their dead, whereas the Morlocks eat their dead.  Most extant ghouls will be dead Vikings that clamber out of the dungeons looking for food.  Ghouls that don't consistently eat flesh degrade over time into zombies and ultimately skeletons; their bodies and intelligence withers but their undead spark lingers.

Giant Furry Snake
The Thule Snake is a giant poisonous snake covered with white fur.  They are amphibious monsters that live near the coasts and typically feed on marine mammals; occasionally they slither into the city seeking giant rodents that have escaped the dungeons.

Giant Rats / Giant Shrews
These oversized rodents have escaped from the fecund level 2, the Warrens of Decay, a vast cavern full of oversized vermin.

Noble
In Viking terms, the noble is a Hersir with a group of loyal house guards (huskarlar).  While Hersar often sponsor crews that come to Thule, it's unusual to find one performing his own adventuring, and this figure will be well known.  (In BX terms, the Hersir will be level 3+, he'll have a level 2 guardsman and 1-10 level 1 huskarlar).

NPC Party
Generated per the standard rules, flavored as Vikings.

Owlbear
These unusual monsters are colored white for the arctic terrain (like a mix of snow owl and polar bear).

Polar Bear
Polar bears are a constant threat across the Thule archipelago, and are the most dangerous natural predator.

Skeletons and Zombies
These are degraded ghouls that waste away into unintelligent lower forms of undead from ghouls (as opposed to being created via the animate dead spell).  They're still compelled to kill and eat the living when encountered, it just doesn't restore or sustain them any longer.

Traders
Traders consist of 3-18 level 1 fighters, with 1-4 mules, engaged primarily in excavation and recovery of artifacts - they'll be armed, and will also have shovels, picks, and digging equipment.  Like everyone else, they've arrived in Trade Town via longship and will be dressed appropriately.

Veterans
A group of veterans is a mix of 2-12 fighters of levels 1-3, per the BX rules.  Unlike traders, these Vikings explore the ruins seeking monster lairs and creatures to fight and loot.

Wight, Wraith and Specter
These undead may be the ancient remnants of one of the city's earlier races.  Roll a 10 sided die:
1  An ancient Grey (will have maximum hit points for hit die)
2  Hyperborean
3  Roman
4-10 Northman

Wind Walker
These invisible demons of the northern wind blow along the icy glaciers, scouring flesh off the bone.

Yeti
The Yeti live in the northern mountains but occasionally follow the glaciers down into the lowlands looking for food.

Tuesday, May 10, 2011

The Black City: Grey Technology, Treasure and Artifacts

Any sufficiently advanced technology is indistinguishable from magic.
-Arthur C. Clarke

Before I start putting up some of the hex content charts or dungeon levels, it makes sense to publish some notes on the magic and technology used by the ancient builders of the Black City (at least, the types of things that might have survived thousands of years amidst the rocks, ice and snow).  The builders of the city were an alien race (modeled after the Greys of UFO folkore) that came to the earth tens of thousands of years ago during an interglacial period of the last Ice Age.  During their stay, they experimented on primitive hominids and terrestrial life, and then vanished overnight in a cataclysm of their own making, leaving the city empty.  The technology they brought with them was built on sorcery and arcane science, and became the foundation for the mortal magic used by the prehistoric Hyperboreans when it was rediscovered in later times.

Doors in the City
Most doors are hatches that slide on grooves into the wall.  A few areas in the city are still connected to the ancient power generators (located deep under the mountains north of the city) and the doors will open and close with the proper color-coded pass key gem stone.  These locked doors will be noted in the room text.  Everything else will need to be forced.

Doors will slide into the wall if forced with a standard open doors check (it's expected the group is using a crow bar or similar pry bar, otherwise the check is at -1).  Like standard dungeon doors, hatches will slide shut behind the party unless blocked.  Knock spells will pop open a stuck door.

Gemstone Pass Keys
Small, inexpensive gemstones are the ubiquitous currency of the raiders, because they are very common in the ruins.  The reason is simple; each citizen of the city had a gemstone embedded in the palm of the left hand, and these gems controlled access to the city doors.  (The Greys were a cloned race, grown in vats, so their "caste" and associated gemstone color was determined at birth).  When they died in place, these minor gems were left behind everywhere.

I like the whole "visible light spectrum" for grading the security pass codes, so the lowest security level doors will be opened with the most common embedded gemstones, the red ones.  Areas that still have power are likely the most secure and will require the rarer blue or purple gemstones.

The party will be happy that much of the treasure is so portable, and would hopefully be disturbed when they realize that each of the gems they're scavenging were once embedded in a living alien.

Crystals
Machined and cut crystals are another common treasure type.  Crystals were used as fuses, holographic storage, and memory chips.  (Miniaturization need not apply to arcane computers).  Trial and error may yield some results if groups experiment with the various crystals they've picked up when they encounter appropriate work stations and crystal readers.

Crystals bring that 'Fortress of Solitude, I am your father, Jor-El' vibe to the alien technology, along with reminding me of the Sleestaks and their pylons and matrix tables.

Magic Items
As decadent sorcerers, the Greys used various wands, rods, and rings - I see the wand of magic missiles or the wand of paralysis as a staple item.  However, to give them a 'tech' feel, Grey magical artifacts will use arcane batteries instead of embedded charges.  Players will be able to find these simple battery cylinders from time to time, and make interesting resource choices about which items to power up or unplug.  More powerful items will drain batteries faster.

As a nod to classic Trek, one magic item pair will be the slave collar and emotion ring (a kind of mind control / suggestion / inflict pain device).  There are also levitation discs that can be attached to items to reduce gravity, making it easy to move large objects around the city or float up and down open shafts.

Automatons
The ancient Greys despised physical work - they enslaved primitive races or built servants using magic.  There are three classes of servitors in the city - living statues, plasticals, and golems.  These three groups will get a more detailed write-up in a bestiary article, but here's a quick overview.

Living Statues
Living statues are typically crystal, iron and stone; most of them are shaped like 8-legged spiders or giant scorpions.  Crystal spiders are the most common, especially in the warrens of decay, still performing mundane repair tasks.  Packs of them click along the cavern ceilings scurrying from place to place.

Plasticals
Plasticals were skilled laborers made by the Greys in their own image - they are rubbery, with bulbous heads and large, almond shaped eyes, naked and sexless.  I'm thinking of modeling them after the "Magen" from X2, Castle Amber.

Golems
Iron and stone golems are the heavy duty guards and defenders of the most important locations within the city - they'll have oversized heads, elongated arms, and bulbous eyes (like their creators) and many of them will have four arms instead of two.

Note:  much like the Greys themselves, all of their servitors were embedded with gemstones to allow door access; these minor treasures can be recovered when the servitor is smashed.

Precious Metals
My thoughts here are still evolving - silver was plentiful to the Greys, and many common implements that could be made of metal were done from silver and can still be found in the ruins.  I'm considering that gold and platinum squares might have been used for machine management like old computer punch cards and can modify how some of the still-working machines operate.

Standard Treasure
Other cultures have explored parts of the city - the ancient Hyperboreans found the city across an ice and land bridge at the end of the Ice Age, and a lost Roman fleet discovered the city only a few hundred years ago (and perished in the ruins).  So there are opportunities to find treasures and cultural artifacts of these earlier human cultures (including the traditional gold coins and more common magic items you'd expect in an old hoard).  And the many Viking raider groups that have entered the city over the past few years, and died in the ruins or become worm-infected Berserkers, have left "modern" weapons, armor and loot behind, as well.