dorchadas: (Warlords of the Mushroom Kingdom)
Dramatis Personae:
  • Shining Star, mandragora sorcerer-priestess of Nyahré.
  • The Green Knight, mandragora briarwitch.
  • Bonnie, kong Auspicious Orator.
  • Amos Burnham, a human from Earth.
  • Elaphe, a chuzan junior member of the Black Rose.
Elaphe went back to sleep and Bonnie was out in the square by the pipe, but Shining Star, the Green Knight, and Amos were in the common room when one of the amanita from the group last night came downstairs, picked up a bowl of mushroom gruel from the bartender, and started to eat it. After a brief debate about how to deal with the other group, Shining Star took the initiative, stood up, and walked over to the amanita and sat at his table.

The amanita was closemouthed, but he was willing to engage Shining Star in conversation. She tried to subtly hint to them that she was in town for the same reason, but the amanita either didn't pick up on it or wasn't interested in revealing their own motivations.
Shining Star: "You come from the Kingdom of Flowers?"
Amanita: "There are many wanderers from the Kingdom on the road in these days."
She was thinking about what to do next when the mandragora companion of the anamita came downstairs and sat next to him. Shining Star tried talking to her using the Royal Speech, the mandragora ability to speak into others' minds, and had much more success.

The mandragora introduced herself as Dim Ember of the House of Hollyhock, Knight-Lieutenant of the Knights of the Rose, a Floral knightly order responsible for dealing with dangerous spirits. She told Shining Star that she had been tracking Kurome for weeks since they had heard rumors in tower town that he was in Greenwall, and introduced her companions--Ringo, a raptok sorcerer; Meohan, a hedge wizard; and Cheerless Sword, her yojimbo, the amanita sitting next to her.

As if summoned, Meohan and Ringo came down the stairs and joined them at the table, and Amos and the Green Knight--who had been engaging in a staring contest with both Cheerless Sword and then Dim Ember--also came and sat down when Shining Star used the Royal Speech to tell them what had transpired. Bonnie, who had been sidling from chair to chair to get a bit closer, sat as well, and even Elaphe woke up and came downstairs, though he affected to be unrelated and sat at the bar instead, keeping an ear out.

Most of the session was taken up with the discussion that ensued as the two groups tried to feel each other out. Now that she knew she was dealing with a fellow exile of the Kingdom of Flowers, Dim Ember was much more forthcoming, and while she didn't explain her past or how she met her companions, she did mention what she knew about Kurome--that he had fled from the wrath of the Dragon Emperor (she uses the term "usurper") to a village in the north of the Kingdom of Flowers, but a group of wandering heroes had defeated his attempt to conquer that and use it as a base to expand his power. He fled through the Forest of Shadows, somehow surviving the journey, and had come to Greenwall, and she meant to kill him.

Bonnie asked if Dim Ember is a sorcerer, and she replied that she is not but that Ringo is, and then Bonnie tried to find out if Dim Ember and her group really is responsible for killing Summer Rain. She rolls and...botches the roll, so instead of asking in a round-about fashion if the Knights of the Rose have a way of dealing with ghosts, Bonnie blurted out something about whether Dim Ember created any ghosts on the way south. That put something of a damper on the conversation, and moreso when Shining Star casts Scent of Corruption and learned that the bartender in the inn they're staying in has the touch of demonic magic on her. The spell wasn't specific enough to tell if the bartender was possessed, cursed, or under a compulsion, and Shining Star weighed the chance of exorcising the taint with the fact that she'd be revealing herself to Kurome if she did. She decided against it, and Dim Ember and her group left to do more scouting of the town.

Shining Star and the party, minus Elaphe, did the same, and they found a half-dozen individuals who were tainted in the same way. No one is sure where Kurome is, but the smell of rot was strongest in the town square and faded as they walked near the outlying houses and fields, so even if Kurome isn't physically present in the town, that was obviously where his influence was the strongest. While wandering around, they were confronted by a group of local mycon and amanita youths who were spoiling for a fight. One of them, who had the smoky haze of demonic influence around him, even went so far as to throw a clod of dirt at Shining Star, but when the Green Knight used hedge magic to disappear and reappear right in front of them, the youths all broke and ran. Back at the inn, the party conferred. Elaphe agreed to continue watching the bartender and the others went to bed.

That night, after the inn was closed and the bartender had gone to sleep, Elaphe slipped out the front and around the back and found a door leading out to an alleyway, so he chanted a quick bit of hedge magic to aid stealth and settled in to wait. After about an hour in the alley, the bartender left through the back door and began to purposefully walk north. Elaphe followed, noticing a few other people walking at night as well, and eventually climbed up to a roof to get a better viewpoint. The people all walked north into the grain fields and disappeared into the tall stalks, though he could see ruffling among the sheaves that told him they were converging on one point. He made his way back to the inn, encountering nothing other than a few drunks, and when he returned he saw steady light coming from the room that Dim Ember and her group were staying in. He decided to wake Shining Star, however, and explained what he saw and then lay down to sleep.

Shining Star knocked on Dim Ember's door and it opened onto a mouth full of razor-sharp teeth as long as her hand. But when Ringo noticed who it was, she stepped aside, revealing Meohan sitting over a bowl of water and moving his hands in languid motions. Shining Star explained to Dim Ember what Elaphe had found, and Meohan changed the focus of his scrying pool. From above, it showed ten people standing in a circle in a small clearing in the fields. The only sound was the wind, but Shining Star could see the glow of their eyes--not the verdant green of the Green Knight's eyes, but the sickly green-yellow of something poisonous. After a few moments, the group dispersed, and Shining Star returned to her room and went to sleep.


Like I mentioned, this session was almost entirely dialogue other than the spying at the end. The whole thing really turned on Bonnie's Charisma + Presence botch--without that, the party might have been able to figure out what really happened with Summer Rain and maybe resolve that. As it is, the shield was left in their room all day, so barring some kind of ghost power, Summer Rain doesn't know what happened. At least, they hope not!

Now the party has tentative allies, but the real question comes in for whether they'll be able to fight Kurome and what happens after they win. Elaphe's player does a lot of asking about the location of things so he can figure blast radii...
dorchadas: (Warlords of the Mushroom Kingdom)
Dramatis Personae:
  • Shining Star, mandragora sorcerer-priestess of Nyahré.
  • The Green Knight, mandragora briarwitch.
  • Bonnie, kong Auspicious Orator.
  • Amos Burnham, a human from Earth.
  • Elaphe, a chuzan junior member of the Black Rose.
Through a driving rain, though shielded by a faerie enchantment, the group continued down the road away from the faerie pond, seeing no one and nothing for hours on the road. It wasn't until nearly dinnertime when the Green Knight, tired from hours of riding, failed to see the dionaea that had taken root on a mushroom tree until it descended from above and snatched him off his horse.

Amos drew his bow and Shining Star dismounted as the dionaea lifted the Green Knight into the air. Elaphe leapt and struck it with his dagger, wounding it, as Amos also shot a flaming arrow that failed to kindle in the rain but wounded the carnivorous plant. As Shining Star drew her bow and Bonnie sent her iron jaws familiar to attack, Elaphe leapt again, severing the dionaea's stalk and sending its body crashing to the ground. The Green Knight stood up uninjured, his armor having protected him from the dionaea's grinding jaws, and after Bonnie took some samples of dionaea sap for her alchemy, they continued on the road.

They rode for two days. At sundown on the first day the serpent of shadow and flame finally winked out for the last time, but they were positive now that their quarry was in the village of Greenwall. They passed some bedraggled-looking amanita heading west on the road who gave them a wide berth, and after sundown on the second day, tired, saddle-sore, and sick of riding, they entered the gates of Greenwall.

The village was surrounded by a thornwall to keep out the walking trees and other animated plants, with a patch of bare earth a dozen yards wide on the inside so that any dangerous plants that took root would be easily spotted. Inside that were fields, again with patches of bare earth between them so that a contaminated field could be purged and with bakeccha tending the ripened grain visible only to Amos's eyes, and inside all that was the actual village of Greenwall. The streets were a little empty, and most villagers scurried on without looking more than once at the party as they rode. There was a subdued note in the air, but nothing obviously strange or wrong. They thought about asking the villagers for some news, but decided against it:
Me: "What are your Socialize skills?"
"One." "One." "I don't have it." "Me either." "One."
Amos's player: "Wow, we're just a bunch of wandering psychopaths!"
As they entered the square at the center of town and spotted a tea house with the sign of the green wall, Amos saw a giant spider, almost half-again as wide as he was tall, with twisted limbs and mottled yellow and black coloring, perched on the roof of a building. As soon as it realized that Amos could see it, it scurried back out of sight...and Amos, who was used to seeing things no one else could see, didn't think it was worth mentioning.

The tea house was filled with mycon, amanita, and mandragora drinking and talking. A female mandragora with hair the bright orange of autumn leaves worked behind the bar, and in the corner were four people that immediately stood out. A raptok, a mandragora, and two amanita, quietly talking amongst themselves.

The party arranged for a room and once they did, the Green Knight and Shining Star, tired from the road, went up and went to sleep after prayers to their perspective deities. The others went down the common room and drank mushroom beer. Bonnie chatted to the bartender, who answered halfheartedly and without actually saying much, and then goes back to Elaphe, who's listening in to the murderers' conversation.

After only a few moments, he learns that they're here in the city to kill Kurome.

They also mention that they want to head out that evening and look for "evidence of corruption," and so once they leave to do that, Amos and Elaphe follow them, Elaphe using a bit of hedge magic to make him harder to spot. The others do not spot them, and they follow for about an hour as the others search through the town square, stopping every few moment as one of the amanita looks around, and eventually make their way back to the tea house. They also notice a pipe in the town square, with a scaffolding built around it leading up to the top.

As they're watching, Amos describes the spider he saw to Elaphe, and Elaphe recognizes it as an anuhles, a demonic assassin that delights in poison.

Back in the tea house Elaphe heads upstairs when the others do, marking which room they enter, and weighs sending his bob-omb after them in their sleep. He eventually decides against it because he's not sure how protected they would be in their own room and because he'd have to retrieve the bob-omb's parts from the wreckage, and goes to sleep. In the common room, a mycon comes up to Amos as he's drinking mushroom beer and asks him where he's from in accented Muskalan. Bonnie translates and answers, telling the mycon that he's a "hyoo-man" from "The Kingdom of Tennaysee." The mycon asks where that is, and when Bonnie tells him it's from beyond the pipes, they make a sign with their left hand and quickly exit the conversation. Bonnie follows to their table and makes some conversation with the people there, but doesn't get much further than asking names--Cloud, Early Rain, White Axe, and Winter Frost--before she realizes that maybe it's not a good idea to be more conspicuous than she already has been and then she goes to bed. In the room, she asks Summer Rain if she knows exactly who murdered her, but the ghost doesn't reply. Bonnie only receives a sense of rage and helplessness from the shield the ghost is possessing, and she eventually gives up and goes to sleep.

In the morning at breakfast, Elaphe and Amos fill the Green Knight and Shining Star in on what they've heard. The murderers are not there, and so the party discusses what to do. Them killing Kurome and Summer Rain's lack of answers throw a bit of a wrench into their plans, but after some discussion, they decide to stay in the town for a few days and see if the murderers are actually murderers and how their attempt to kill Kurome goes.

Also, Bonnie asks around about the pipe in the town square and learns that it leads to just outside the Scarlet City.


And that's where we ended! Combat took up a bit of time and there was a lot of discussion over what exactly to do now that the party finally found the people they've been tracking for half the game. Especially since these people have a mission that over half the party (Shining Star, Amos, and the Green Knight) would be happy to see succeed and Summer Rain isn't being entirely clear about how she was killed. Are these the murderers? The ghost certainly thinks so.
"I haven't come this far to not kill somebody."
-Amos's player
Now I have to come up with a map of Greenwall and some key personalities in the town, since they might be here for a while. It'll be like the old test game I ran all in that one village!
dorchadas: (Warlords of the Mushroom Kingdom)
Dramatis Personae:
  • Shining Star, mandragora sorcerer-priestess of Nyahré.
  • The Green Knight, mandragora briarwitch.
  • Bonnie, kong Auspicious Orator.
  • Amos Burnham, a human from Earth.
  • Elaphe, a chuzan junior member of the Black Rose.
Woken up early by the river dragon and under a cloudy sky with a steady rain, the group decided to set out early rather than try to get more sleep, so they saddled their mounts, ate a quick breakfast, and set out on the road. They spent hours on the road with sparse mushroom trees on either side, seeing no one, though Amos did see a few camome dancing among the rainclouds. The Green Knight does pause and use his sorcery to contact a tree and ask it if it saw their quarry pass by, and it confirms that it saw them "recently," but is unable to provide further details and the party moved on. It wasn't until almost lunch that they saw two amanita on horses heavily laden with baggage, riding slowly through the rain.

Bonnie hailed them as they drew near and asked them where they were going. With much glancing at each other, the amanita explained that they came from Greenwall, the village in the middle of the mushroom forest that the hollow one's serpent of smoke and fire seems to be directing the party toward, and left because a kappa warlock arrived and corrupted the town council to his will. Shining Star perked up at that and asked if the warlock has any distinguishing marks, and the amanita said that he was missing an eye--as is Kurome, one of the Dragon Emperor's former generals, since disgraced and fled into exile. They added that they hadn't seen him up close, since they had avoided him as much as they could and got out of town as quickly as possible.

This starts a brief argument among the group over way to do. Shining Star has heard of Kurome and pointed out that he's a former general of the Dragon Empire, not some two-bit hedge cultist. Bonnie was a bit star-struck by the knowledge she could gain from a master warlock, but kept it under wraps in the face of Shining Star's vehemence. Shining Star wavered, but Nyahré's dictates to destroy the unholy win out over her caution against facing a warlock, and the group decided to continue on to the village.

The amanita also confirmed that they saw Summer Rain's murderers staying at a tea house near the western gate, but didn't speak to them. With no further information, the party bids the amanita fairwell and Elaphe spurs his claw strider to a trot.

As they rode down the road and the mushroom forest gets less and less sparse, Amos noticed that there were many more forest spirits watching them silently, and when he mentioned this, Bonnie stopped and brewed up a dose of spirit-flower tea for her and Shining Star. Both of them drank the hallucinogenic tea and their vision swirled with colors, but also revealed the shapes of fushigibana perched on the caps of mushroom trees, watching with them brilliant green eyes. The Green Knight consulted the voices of the forest and received a strong sense that the spirits wanted him in Greenwall to confront the warlock.

Just around a bend in the road were several vines hanging from the caps of the mushroom trees that Elaphe managed to see in time and rear his claw strider to avoid. The rest of the group followed his example, and the Green Knight grabbed a stick and threw it at one of the vines, which wrapped around it and whipped up into the forest canopy. When it didn't immediately come back down, the party started throwing more things, including Elaphe hurling his bob-omb, which sadly went wide and exploded harmlessly in the road. Eventually they were able to trigger enough of the stranglevines that they cleared a path for them to take that won't pass too close to any of them, and Elaphe led them through in single file.

Close to dinnertime they found a path leading north off the road that had been deliberately obscured, but merely marked it on their map and continued going. They settled in for the night at a somewhat secluded campsite under a cluster of mushroom trees, the rain having not let up for the entire day, and went to sleep.

That night, Shining Star prayed for guidance, but felt no answer from Nyahré.

Close to morning on Shining Star's watch, she heard the distant crashing sound that every child in Agarica has drilled into them from childhood--a walking tree. She woke the Green Knight and asked his opinion. The Green Knight said that walking trees do not hunt by sight or sound, and as long as they remain in their camp and do not bleed they should be safe, but he opened himself to the voices of the forest to be sure. He received a strong message to stay where they were, and conveyed it to Shining Star before he went back to sleep.

The next morning it was raining even harder than it previous day, something the party hadn't thought possible, but without any option than to go forward they saddled their mounts, ate some cold rations, and set out on the road. They were soaked almost the instant they left the cover of the mushroom trees.

Around mid-morning, Amos's attention was caught by a small pond on the side of the road that sparkled alluringly. Bonnie took a sample of the water and drank it, and it was some of the most refreshing water she had ever tasted. As she drank, she heard the faint sound of musical laughter. A few winged motes of light appeared, dancing over the water, and they whirled round and round until they coalesced into a woman in diaphanous garments with flowing hair and great wings beating in the air behind her. A great faerie!

Shining Star took the lead her as the faerie asked them if they were willing to stay a while and listen. The faerie waved a hand and the rain stopped a few inches above their heads, as a sign of her good will, but Shining Star said that they were on a quest that could not be delayed, but when it was finished they would come back to her. The faerie asked if she promised, and Shining Star did not do so, but she did offer up a ring with the seal of Nyahré as sureity. The faerie took it and spun it around her fingers, and it vanished in a flash of light. And moments later the faerie did as well, falling apart into winged motes and leaving soft laughter ringing in the party's ears.

As they moved back onto the road, the party noticed that the rain was still stopping above their heads, and gratefully they continued eastward.


Somewhat shorter session this time, but we still managed to fit some stuff in! This is all from random tables and provided a bunch of hooks that they'll get to...later. Elaphe's player pointed out that there's a good half-dozen things the party can investigate when they've finished their current goal, though who knows in what condition some of them will be in by the time they get back there.

This is the first session where I really started to keep track of time with the aid of an in-game calendar. I consulted the players about how esoteric they wanted the calendar to be and the answer was "not," so it has the standard seven-day weeks and twelve months. I changed the names with some inspiration from Japanese naming, though, so in-game we ended on Fireday, the ninth day of the Month of Falling Leaves. The 15th and 30th of each month (Silverday and Spiritday) aren't part of a week, but otherwise it's easily trackable. I even populated it with weather and celestial events like moon phases and comets, so I don't have to roll for any of that and can plan for it in-game! It allows some events that I couldn't otherwise track or would have to leave up to randomness, like other groups' plans being based around certain days or certain astronomical events. I did that in my WFRP game where there's a detailed calendar as well, and I like how it worked out.
dorchadas: (Warlords of the Mushroom Kingdom)
Dramatis Personae:
  • Shining Star, mandragora sorcerer-priestess of Nyahré.
  • The Green Knight, mandragora briarwitch.
  • Bonnie, kong Auspicious Orator.
  • Amos Burnham, a human from Earth.
  • Elaphe, a chuzan junior member of the Black Rose.
Elaphe listened carefully to the rumbling, feeling the earth, but while it did grow closer, it then faded away and didn't seem to be deliberately coming toward the party's campsite.

When dawn finally came, the party awoke, ate a hurried breakfast, and then continued following the fiery serpent, only stopping when Elaphe and his mount nearly fell into a hole as the ground crumbled out from under them. It wasn't a gravecup--the inside of the hole looked like dirt, and though the light didn't reach down that far it seemed like it was part of a larger tunnel complex dug out by some creature. After some brief consideration, they decided to skirt around the tunnels, and carefully picked their way overland to avoid the unstable ground.

The next couple days were almost entirely uneventful other than the steadily more wet weather and Bonnie's miserable experience riding--at the end of each day, she'd fling herself off her mount to the ground with a sizeable Fatigue penalty. All they saw were birds and a few signs of animal life until after noon on the second day, when they entered the mushroom forest.

All forests in Agarica have a few mushroom trees mixed in, but they were now in a true mushroom forest. Vast mushroom trees rising to the sky, their trunks occasionally splitting into multiple caps. A carpet of moss and lichen on the forest floor in red and green and violet. Faintly bioluminescent sporebats floating through the trunks on their own path. The fiery serpent pointed straight through the forest, so that's where they went. And it went well for a couple of hours until Elaphe nearly rode straight into an enormous web strung between the trunks.

He pulled at the reins of his claw strider just in time and looked up to see half-a-dozen enormous spiders rushing down the web toward him. He pulled out his bob-omb and hurled it, and while it blew a giant hole in the web and knocked one of the spiders to the ground, the others escaped and continued their advance.

Elaphe's claw strider snapped at the spider on the ground, who managed to pick itself up and scuttle out of the way, while another one leapt down from above and bit Elaphe in the shoulder. He felt a burning and a brief feeling of nausea wash over him, but it quickly passed as the whole group turned their mounts about and ran. The horses were faster than the spiders, but they could match the claw strider until Amos turned in the saddle with his bow and shot a flaming arrow at the spider in the lead. It was a solid hit, and the spider peeled off and ran, with the others soon following it.

With a moment to breathe, the group dismounted and Shining Star took a look at Elaphe's wound. The poison hadn't taken, but it was bleeding freely and looking red and swollen with signs of infection, so she chanted a few words of hedge magic over it to stop the bleeding and help fight disease. When the swelling didn't seem to go down, Elaphe pulled out a poultice smelling of herbs and sandalwood and rubbed it all over the wound, and then for good measure, took out a vial, uncorked it, and drank it as an enormously spicy scent filled the air. Elaphe coughed, pounded his chest a few time, and then shook his head and waited for the hero's recovery potion to take effect.

The made camp that night and in the morning, they consulted their treasure map. It showed a road leading through the mushroom forest and a town in the depths of the forest along the road. Following the fiery serpent would lead them through the deepest part of the forest where the spirits and wild animals were thickest, but it was pointing almost directly at the town. Its fire was also starting to dim a bit and the smoke was venting slightly from its sides, so they needed to make a decision.

They decided to take the road. They went back west, out of the forest, and turned north, reaching the road in midafternoon. After a brief trip east, they saw between the road and the lake a wooden tower, four stories high, with blue-and-white cloud banners flapping in the breeze. It wasn't any heraldry that Shining Star or the Green Knight had ever heard of. They decided not to check it out, but marked it on their map since they'd be passing back that way, and continued on.

They made camp that night near the lake, trusting the road and the lake at their back to keep away predators, and went to bed. On the third watch, when the Green Knight was awaken, he went to a tree near the water and called on the power of the forest spirits to cast Whisper of the Grasses and asked the tree whether it had seen a raptok, a mandragora, and two amanita passing by on the road. The tree replied that many people passed on the road, but that it had not seen the ones the Greek Knight described. When he asked about the walking dead, the tree had seen those, heading west. The party hadn't seen any in the wilderness, though.

As the Green Knight thanked the tree and turned away, a river dragon lunged out of the water, its teeth snapping on the air and just missing the Green Knight by inches!

Elaphe awoke and scrabbled to his feet as the Green Knight moved away, bowing to honor the predator who had almost got him. As the Green Knight grabbed his lance and made to mount his horse, Elaphe hurled a bob-omb, which exploded on the river dragon without doing much apparent damage. The bob-omb's explosion woke the rest of the group, and when Shining Star chanted the words of the Chains of Searing Light and the river dragon barely even slowed down, they decided to just get on the move early. They quickly broke camp, mounted up, and left while the river dragon turned and went back into the water.


PCs ran from not one, but two fights?! Stop the presses!

It was probably a good tactical call. The giant spiders were pretty fragile but had higher dodge and accuracy, which also describes a large chunk of the party, and a couple members of the party were suffering from fatigue penalties from riding in armor. A fight would have been very risky, with the possibility to swing either way on one or two bad rolls, and with no obvious reward from winning. Unless the spiders had a stash of treasure from others they had eaten, but who knows now? The river dragon would have been bragging rights, like the time that the PCs fought an ox-dragon and won in the last Warlords game I ran. Of course, I learned from that experience and modified thunder lizard stats accordingly. I don't think the PCs could have beaten the river dragon except by pulling back and shooting arrows at it from range, and it probably would have ran back into the water before they killed it.

I'm actually really happy. I see a ton of threads online about GMs running hexcrawls who want to let their players know that the encounters aren't scaled anymore and there will be fights they probably can't win, so don't always fight to the death, but can't figure out how to convey the knowledge because of ingrained player habits. I don't have to worry about that. And that's good, because my random encounter tables are not scaled to level.
dorchadas: (Warlords of the Mushroom Kingdom)
Dramatis Personae:
  • Shining Star, mandragora sorcerer-priestess of Nyahré.
  • The Green Knight, mandragora briarwitch.
  • Bonnie, kong Auspicious Orator.
  • Amos Burnham, a human from Earth.
  • Elaphe, a chuzan junior member of the Black Rose.
While Onyx the "Void Witch" (as the players called her) bonded Elaphe's claw strider to him, Bonnie haggled over the formulae for two new recipes for the Lesser Path of Alchemy, and the Green Knight communed with the spirits of the forest and learns the remaining first circle spells of the Briarwitches, Amos Burnham wandered the streets of Blueash. The alleyways were packed with refugees, children in tow, chuzan and mycon and amanita all walking around aimlessly or sitting wherever they could find a free space. An occasional patrol of guards with the cow's head of the Kingdom of Fontina on it moved through the crowds.

Amos bumped into someone as walked and apologized in Floral, and when he looked he realized it was a Silent One. The Silent One's body wasstrangely rubbery, and for a moment it felt almost like Amos sunk into it before rebounding back. The Silent One apologized as well, and Amos was drawn into conversation, asking it about the plague of walking dead and how things were in the surrounding villages. The Silent One told him it was down from tower town on business, but that it hadn't realized things were getting this bad, and that it had heard that the king had sent for a group of witchhunters from the Temple of the Holy Flame to deal with the problem. And with all the refugees in the cities and abandoned farms, the crops are rotting in the fields without hands to harvest them and winter will not be kind. Amos listened to all of this and agreed, and then bid farewell to the Silent One and continued on his way. He took the few coins he had on him out of his pocket and gave them to a family of mycon he saw by the side of the road--not much, but enough to pay for a couple days of food--and the mycon profusely thanked him. At least, he assumed that's what they did since Amos doesn't speak Muskalan, but when he walked away, he saw one of the mycon head toward the market and smiled that at least one good deed was done here.

When the rest of the group arrived at the south gate looking for Snow, they found Amos sitting there watching people come in and out of the gate. Elaphe learned that Snow's shift started in an hour (he rolled a 10 on zero dice, bumped up to 1 die with a 10 required. Don't ask a murderhobo assassin to gather information for you...), most of the group waited, Shining Star and Amos discussing moral philosophy, while Bonnie headed back to a plaza they passed with a pipe in the center of it and a scaffolding of stairs leading up to it as well as a sign saying that the pipe has stable transit to B'rabt but there's a toll collected at the other end. Bonnie sees a few people going in and out, and when a chuzan with sandy-brown fur and longer legs than the Muskalan chuzen, she runs over and interrogates her. Through gestures she manages to convince the chuzan, named White Lotus, to tell her about B'rabt in accented Muskalan and talk with her in B'rabti long enough that Bonnie was able to surreptitiously cast the Language-Learning Ritual and imprint the knowledge of B'rabti in her mind. Currently, she has 20 motes of Essence out of 24 committed to maintaining language knowledge. She also revealed her full name when introducing herself--"Bonnibel."

Also, this is the point where we learned that Bonnie's player had written down Muskalan on her sheet as "Ratspeak." Rude. Emoji shaking fist

Speaking to Snow, they learned that the bandits had gone through the south gate, a little over a week ago, and they decided that it wouldn't be prudent to pursue them at night. They rented floor space in the common room of a tea house at grossly inflated prices and settled down for the night, Elaphe considering and then rejecting robbing the other patrons while the Green Knight meditated on the rooftop, and in the morning they set out for Rockfort, the capital of Fontina.

They made good time on the road, passing a lot of refugees and a few farms here and there. At one point they passed a group of amanita merchants bringing bread and food to Rockfort, but decided not to buy anything and kept going. Just after lunchtime, they arrived in Rockfort. True to its name, it's built on a small mesa overlooking a large lake, with dirt ramps leading up to the walls. Unlike Blueash, here the gates were open and the party went in without much incident, though they were unable to ask the guards more than if they're seen the bandits because of the line of refugees waiting. The guards had seen them--they arrived four days ago. But Blueash was only half a day's ride away. What were they doing in that time? Hmm...

Bonnie immediately scoured the streets looking for any sorcerers in residence, and after a relatively short search, she found a familiar shingle that says "Onyx, Disciple of the Abyss." When she looked inside, it was the exact same room, with the exact same tea table in the center, and the exact same curtains on the windows. Bonnie talked with the hollow one for a moment and Onyx seemed surprised until she realized that oh, they came from Rockfort this time. Bonnie asked if the hollow one can track down anyone who is lost, and she replied that she could if she had something more than just "A mandragora, a raptok, and two amanita," so Bonnie went off to find her companions and get the shield that Summer Rain is currently possessing.
Me: "You step across the threshold-"
Elaphe's player: "Deliberate word choice there."
Everyone except Elaphe refused to enter the witch-haunted house, but Bonnie and Elaphe went in with the shield and Bonnie relayed the information from Summer Rain. When it is done, Onyx spins her arms behind her, opening a hole into a void darker than that which lies between the stars. She turns around--Elaphe's player was surprised she turned her back on them--and pulls something out, and a twenty-foot-long serpent of heatless flame and roiling shadows explodes out of the hole in realities and exits through the front door. "Follow it!" Onyx shouts, and Elaphe and Bonnie hasten to do so.

The group all mounts off and gallops through the streets of Rockfort, not encountering much difficulty as the people all scatter out of the way of a party of galloping murderhobos pursuing a flying, sorcerous thing. They ride hard for several hours until Bonnie is nearly falling off her horse and the horses themselves, and Elaphe's claw strider, are panting and obviously exhausted, and then they make camp. As they sleep, the serpent of fire and shadow circles over them in endless loops and spirals, casting the camp into alternate light and dark.

When it's almost morning, on Elaphe's watch, he hears something faint with his keen chuzan hearing and feels the ground rumbling slightly. Something is coming nearer.


Yes, everything in the petty kingdom they're in is named after cheese. One of the players suggested Fontina and I ran with it. This is Emoji Axe Rageserious sword and sorceryEmoji Axe Rage, but it's also based on Mario, which has places like "Vanilla Dome" and "Donut Plains" and "Beanbean Kingdom." A small kingdom with names like cheese is nothing.

I'm a bit surprised that everyone really wants to track down these murderers, but if that's what they're going to do, then that's what the game is about. Elaphe's player mentioned wanting to go through the pipe to B'rabt and change the whole plot, and I replied that the plot is whatever the characters do, so I'd have to scrap some of my notes and work on desert-based random encounters, but it wouldn't derail anything.

I would drop some rumors about the plague of walking dead happening out east, though. And if they treat that as background danger, that'll still be what happens.
dorchadas: (Warlords of the Mushroom Kingdom)
Dramatis Personae:
  • Shining Star, mandragora sorcerer-priestess of Nyahré.
  • The Green Knight, mandragora briarwitch.
  • Bonnie, kong Auspicious Orator.
  • Amos Burnham, a human from Earth.
  • Elaphe, a chuzan junior member of the Black Rose.
Healed and rested after their battle against the animated dead, the group loaded up their horses and wagon and headed back toward the road under a cloudy sky. Elaphe "scouted ahead," meaning that he went straight to the road and to the nearest farming village, asking if the people there had seen a raptok traveling with a mandragora and two amanita. He didn't get much of an answer other than that they had seen them, but he did notice that a bunch of debris and wagons had been piled up on the southern end of the town across the road and two farmers were standing on top of the wall with bows. After looking around a bit, he headed back to the rest of the group, who were much slower since they were traveling with a wagon.

When the group arrived at the village at dusk just as the rain started, they immediately went to a tea house and paid for rooms on the floor and stabling for their mounts. The common room was filled with villagers, all of which were armed with bows, pitchforks, scythes, and other farming implements, who glanced nervously at them as they entered but soon went back to their talking. After a short meal of travel rations and watching the villagers leave and come back in groups, the group collapsed on the floor and went to sleep, though the Green Knight used a quick incantation to reduce his need for sleep, and so woke up in the middle of the night fully rested.

He left the inn and headed out into the rain, checking the wall at the south of town. Three villagers were lying inside the wall on blankets, dead or nearly-so, and when the Green Knight checked out the other side of the wall he saw almost a score of animated dead, mostly feathered with arrows. Looking over the villagers, he spotted a chuzan who seemed to be in charge, and questioned him. He used the Royal Speech, the mandragora ability to speak directly into others' minds, transcending language, and the chuzan spoke a little Floral, so they were able to communicate. The chuzan told him that the dead come every night, from the south, and that the villagers hadn't disturbed any graves or anything else and had no idea what the source of the problem was. He didn't know much else, and the Green Knight went back to the tea house.

In the morning, the group ate and left the town (having lent no aid whatsoever to the villagers--amoral sword and sorcery protagonists go! Emoji Cute shrug), stopping briefly south of town on the road to look at the pile where the villagers had placed the bodies of the zombies on a pyre in preparation for burning them once the rain let up. Bonnie and Shining Star inspected them from a safe distance, both in case any of them were still moving and because they smelled truly disgusting, and were able to determine that the bodies were relatively recent and probably local. They were mostly wearing peasant homespun, so if a necromancer was raising them, they were doing it nearby. Then they set off to the south.

The party spent the whole day on the road, slowed down by the cart and the road which was little more than a mass of mud with only the faintest effort made at keeping the foliage away from it, occasionally seeing groups of travelers from the south. One group of six farmers, the group stopped to talk to, asking about the raptok, the mandragora, and the two amanita. The farmers told him that people of that description had passed through their village and they had warned them about the walking dead, but the murderers had laughed it off and kept going. The farmers also said they were going to tower town, because it had to be safer than their village.

Bonnie took out the haunted shield and asked Summer Rain, the ghost of the murdered chuzan, if she could tell her anything more about her murderers or about the animated dead, but she didn't have much to say other than being extremely vengeance-focused.

The group saw a kong messenger riding south as fast as he can with the armband of tower town officialdom on his arm. Bonnie called after him first in Chaian, then in Floral, but he didn't show any reaction to either language. Then she tried to ride after him, but lacking any dots in Ride, she lost control of her horse and utterly failed to catch up. The group found her later, her horse eating grass by the side of the road, and later camped on a hill in a copse of trees since the rain had slowed their travel and they didn't make it to a resting house before nightfall.

The night passed uneventfully, and the next day they traveled until around lunch time, when they reached a crossroads and a fortified village with the gates closed. The walls were just a wooden palisade, but they still stood and there were guards above the gates who opened them after a bit of bantering--the exact line was, "If they were walking dead they wouldn't talk back." The group went in, found a tea house under the sign of the drunken bear, and asked around about the murderers they were pursuing. They heard that an older guard named Snow had seen them, and there were some other strange things the townspeople had seen as well. A group of grey-robed monks, possibly members of the August Order of the Threshold, a group who makes a study of death and its boundary with life. Several Veiled Ones from Sarasa, guardians of the peace between the nomadic Sarasan clans, far from their grassland home and also heading south. Something was happening.

Then they set out for the bazaar to sell off their cart, which was only slowing them down, and buy some armor for Bonnie.

Newly outfitted in a thick leather coat, Bonnie, as well as Elaphe, Shining Star, and the Green Knight looked for a hedge witch to perform the bonding rite to link Elaphe's claw strider as a familiar, and they found more than that--a house with a shingle outside that had a black tower in a forest or jungle and below that, Muskalan writing that said, "Onyx, Disciple of the Abyss." They entered and saw a sitting room with a low tea table, a pot of tea on a brazier, and three cups already poured as a mandragora woman beckoned them to sit.

Shining Star looked back to her schooling and remembered hearing about a secretive group of sorcerers in a crater in the far north, in a windowless fortress built around a well said to have no bottom, who made their study of the pipes, the Warp, and other worlds. When asked, Onyx said she could perform the binding ritual, and Elaphe and his raptor settled down on opposite ends of a ritual circle, Onyx lit the incense, and it began. Shining Star, Bonnie, and the Green Knight waited the hours of the ritual--though the Green Knight developed an inconvenient leg cramp from looming too hard--and when it was done and Elaphe felt a new sense of connection to his claw strider, Bonnie immediately asked Onyx about her knowledge of necromancy and the walking dead, but Onyx said that it wasn't her area of study. Undeterred, Bonnie followed up by asking about alchemy and what she could teach, and the two settled down to bargaining, though with Elaphe wondering how long this would take and how much further they were falling behind their quarry.

Meanwhile, during all this, Amos Burham wandered the streets of the city, but since we were coming on time I ended it before we were able to deal with what we found there. Next session will start with that.


Bonnie's player wanted to learn the recipe for ghost rum, but I said that Onyx didn't know it. She does know the recipe for spirit flower tea, which lets those who drink it see immaterial spirits, which is probably something that will come in handy in the future.

This is part of me seeding events in the world that the PCs can react to if they choose. The first one, the election, was less interesting, but here's something in the group's way that's bringing back the unquiet dead. Will they stop it? Will they just try to avoid the zombies? We'll find out!
dorchadas: (Warlords of the Mushroom Kingdom)
Dramatis Personae:
  • Shining Star, mandragora sorcerer-priestess of Nyahré.
  • The Green Knight, mandragora briarwitch.
  • Bonnie, kong Auspicious Orator.
  • Amos Burnham, a human from Earth.
  • Elaphe, a chuzan junior member of the Black Rose.

I'm combining these two sessions because each of them had a single main event that dominated the session, though it was a different event for each session.

In the tower town around Etemenanki, the group slept at the inn, again spending the money for a private room (something like 20x as expensive as sleeping in the common room, though they don't have to pay per head for a private room) and in the morning they headed out check the markets. This ended up taking most of the session, and ended up with Elaphe selling the automaton to a Silent One and raptok pair of artificia dealers for a staggering sum of money--three ryō, roughly enough money for a peasant to retire on as long as they're willing to live in a hut and eat gruel for the rest of their life--and then turned around and spent a bunch of it. After some initial contemplation, he turned down the serpentine automaton assassin the dealer was offering, but he did buy an enchanted lockpick which reconfigured its shape based on the lock it was used with.

As soon as he had the money in hand, he headed out to a mount dealer and bought a claw strider with saddle and tack. He plans to bond it as a familiar once he finds a hedge wizard to perform the ritual for him.

Shining Star spent some time studying the materials she had managed to salvage when she fled the Kingdom of Flowers and finally mastered the incantations for the Cloak of Night, which is extra worthwhile because Amos has a crystal that lets him see in the dark.

Bonnie spent some time in a private library in tower town. After paying the entrance fee, she found a few books about Etemenanki--with a fortunately lucky roll, because she had no dots in Investigation--and spent much of the afternoon reading about the tower. She learned that, in megadungeon tradition, it offers great risk and great reward, with barely a fraction of it even explored, much less cleared and made safe. She found a reference to the pidgit-folk and looked up another book, Fading Mist's The Peoples of Agarica, which had a very brief section about the pidgit-folk. Mostly, she learned that there was a cleared route in Etemenanki that led to a balcony where the pidgit-folk would occasionally trade with ground-dwellers, that they lived on the Cloud Kingdoms, that they refused to touch the base earth, and that their sorcerers had command of the winds and storms.

That evening, everyone regathered at the Three Fishes inn and discussed their course of action. They decided not to go into Etemenanki, since it's enormous and not going anywhere, and they do have a treasure map. So they slept and at dawn, they headed out of tower town on the south road. The day's travel was uneventful and they made camp in a small copse of trees. The next day they set out, and around midafternoon Amos saw a sad-looking female chuzan standing over a hastily-patted down mound of earth off the side of the road. No one else saw her.

Unfortunately, Amos doesn't speak Musakalan, and the ghost didn't speak anything else. The group managed to arrange an a system of yes or no questions, where Bonnie would ask the questions in Muskalan and the ghost would nod or shake her head, which Amos would relay. After a while, they learned that in life, the ghost was the daughter of a merchant who had her marriage arranged, but she ran away to become an adventurer. She was on her way to tower town when she was killed by bandits, who included two amanita, a mandragora, and a raptok. She didn't know their names. She did confirm that her two guards also died but had not become wraiths, and the group debated what to do. Swayed by Shining Star, they offered up one of their number for possession, in the passenger rather than overshadow sense, and the ghost instead possessed one of the trow-crafted shields they had taken from the city. Bonnie idly wondered what would satisfy the ghost, and right next to her ear, she heard a hollow voice vehemently whisper, Their blood.

The next day, the group continued south on the road, meeting a few travelers here and there but mostly just making time. They made camp off the road behind a hill, picking Concealment and Sustenance on their Survival roll. During the third watch, near dawn, Amos smelled something rotten on the south wind. The moon was out and the sky was clear, and he could see a group of people moving ("Would you say they are...shambling?" was asked of me) vaguely toward their campsite, though he couldn't tell if the shapes were moving with purpose in their direction. He woke the Green Knight, and the two of them quickly woke the others.

The party debated whether to attack preemptively or not, and finally decided to do so when the Green Knight could handle the vile presence of the walking dead no longer, leaped on his horse, and spurred it toward them, though he did come around in an arc so that the others could approach from another angle. Elaphe grabbed his bob-omb and charged in, following by Shining Star, while Amos picked up his bow and started firing flaming arrows into the group of walking dead. The Green Knight crashed through the horde, somehow missing all of them with his lance and also picking up a passenger as one of the undead grabbed his leg, so he spent several actions trying to get it off. When he rode out of range, Elaphe threw his bob-omb, which did serious damage to many of the walking dead but didn't destroy any of them.

Amos continued to fire as the leading walking corpse got close, then it suddenly lunged for Shining Star, grabbing her arms and making her choke and gasp with the stench (-1 to non-reflexive actions due to nausea from a failed Stamina + Resistance roll). Bonnie sent her iron jaws familiar to save Shining Star while Elaphe got out his knife and the Green Knight finally dislodged his unwelcome passenger and wheeled his horse around, charging back toward the group. As the zombie snapped at Shining Star and she barely got her face out of range, he rode in, leaped off his horse, and tore it to shreds with his wooden claws, knocking Shining Star to the ground and covering her with gore, but leading her uninjured.

Elaphe disemboweled a zombie and another one lunged at Bonnie, grabbing her. Amos picked up his musket and fired it, snapping one of the walking dead nearly in half as Shining Star rose to her feet. The animated corpse holding Bonnie bit her, crunching through the flesh of her shoulder as Bonnie let out a scream. Her iron jaws familiar immediately flew to her defense, though not to much avail.

Shining Star chanted the words to the Chains of Searing Light and bound the zombie attacking Bonnie in solid starlight and flame, rolling four 10s, completely immobilizing it, and dropped it to the ground. Bonnie scuttled away from the battle as Elaphe cut the spinal cord of another of the walking dead and Amos shot one in the head, dropping it to the ground on fire. One of them grabbed the Green Knight, but he tore it apart with his claws before it could bite him, and the group made short work of the remaining walking dead, switching to bow fire to take out the last few who had followed the Green Knight away during his initial charge and only now were staggering back to the battle.

After the battle, Shining Star looked at Bonnie's wounds and was surprised to see that they didn't seem as bad as she thought, though they were bleeding heavily (she lost an additional Health Level from blood loss but managed to score 4 successes on three dice and thus passed the Difficulty 4 Stamina + Resistance roll to avoid wound infection). Her hedge magic wasn't effective, but she used bandages and bound Bonnie's wounds, but not before applying the Malfean Balm (here not powered by demonic energy) into the wound, which made it look a lot better, though turning her fur around it to a shining bronze color.

The group found a new campsite closer to the lake, and this time picked Comfort and Concealment. Elaphe took his claw strider hunting, and they rested for two days while Bonnie's wounds healed.


The combat between a dozen animated corpses, five PCs and one iron jaws took just over an hour, or two run-throughs of this compilation of all versions of Castlevania's "Bloody Tears". That's not bad at all for Exalted combat! Though it did drag a bit at times, but I'm not sure that's even possible to avoid in turn-based combat. At least tick-based timing makes it more unpredictable.

The battle could have gone a lot worse than it did. Bonnie has a Lethal soak of zero, but the zombie did two damage on nine dice. Another zombie missed Shining Star even with her lower Dodge DV and being clinched. No one ever hit Elaphe. Both zombies that grabbed the Green Knight failed to do anything. The Green Knight's horse passed its Valor roll when the walking dead seized it. Bonnie passed her roll to avoid infected wounds in an incredibly statistically-unlikely way (it's usually Difficulty 3, raised for 4 for animated corpses through their Plaguebearer power). Not something the party can always rely on, but I think it helped drive home that combat can be very dangerous. Especially when I mentioned that it would take Bonnie over two weeks to heal before they used the Malfean Balm to turn some of her Lethal damage to Bashing.

I need to add a way for the walking dead to do reflexively Coordinated Attacks if they surround a target. Right now, they're great at clinching but bad at biting (Clinch Accuracy 8, Bite Accuracy 4), so they rely on grabbing people and then biting them, which is thematic. But a group of them isn't dangerous enough, since they would have to take three actions--Coordinate Attack, Clinch, then Bite--to hurt someone. Letting them do it reflexively if there are more of them surrounding a character than that character's Dexterity helps drive home how dangerous it is to get surrounded.

I originally rolled up bandits, but it was 1 point off of the walking dead and I have some plans for things happening in the area the PCs are traveling in. One of the most important parts of a sandbox is that other groups also have plans that they carry on with that the PCs can interact with, or not, so it's not just a game of MOVE TO HEX -> SEARCH -> TREASURE Y/N. The Fairhaven election was one of those--and the election is over now, and one of the candidates won, but the PCs haven't asked in anywhere about it and didn't even check the rumor mill in tower town--and the random animated corpses are another. I've got a couple more schemes up my sleeve, too.
dorchadas: (Warlords of the Mushroom Kingdom)
Dramatis Personae:
  • Shining Star, mandragora sorcerer-priestess of Nyahré.
  • The Green Knight, mandragora briarwitch.
  • Bonnie, kong Auspicious Orator.
  • Amos Burnham, a human from Earth.
  • Elaphe, a chuzan junior member of the Black Rose.
This session was mainly Dungeons & Dollars, with much of the first part taken up by economic dickering.

The band of murderhobos came into town and set themselves up in a private room at an inn, where Bonnie and Shining Star analyzed the shields using their knowledge of sorcery. They found that the shields weren't enchanted, but that they had been made using sorcery, binding the steel and whatever other material the trow had used to make the reddish-gold metal. They couldn't quite understand its function, but it gave Bonnie an uneasy feeling, like the tingling when a limb has been asleep and is just waking up. Thus confused, they went to sleep.

In the morning, Elaphe took all but one of the swords, one of the spearheads, and two of the shields to sell, after first taking a trow spearhead to a blacksmith and asking them if they knew anything about it. The blacksmith examined the spearhead, tapped it a bit with their claws (they were a mycon), and said that it was trow work, pretty valuable, and seemed very excited that there were more. Elaphe came back with Bonnie and the rest of the loot and got down to haggling, coming out of it with a tidy sum of money that they immediately spent on a riding horse and cart.

Unfortunately, Bonnie rolled very well to sell the trow weapons (6 successes on the Bureaucracy roll, where each success shifts the price 5%), but failed on the horse roll and got swindled. Not to the point of getting passed shoddy goods, but they paid about 10% more than they had to. Still, it let them move the broken automaton onto the cart and head out of town, though not before Bonnie wrote a letter and sent it back west with a runner for the caravan to see if they would be interested in buying a trow automaton, mostly-intact.

The trip down the road toward Etemenanki was mostly uneventful, though Bonnie ran into a group of Chaian kappa from one of the tribes that crossed the Turtleback Mountains into Chai generations ago coming from the tower and, when she heard them speaking in her native tongue, excitedly stopped to talk. She learned that they had left their tribe to see the world as is traditional among their youths, and signed on with a Silent One who had determined he knew a secret route into the tower. He died, crushed by a falling block along with the crystalline cube treasure he found, and several other chuzan mercenaries he brought with him fell victim to pit traps, whirling flame whips, shadow monster, or terrible protean abominations that slithered along channels and absorbed their prey. Two of the kappa had died as well, and the three survivors were making their way back to their tribe. They snapped to attention when Bonnie revealed her rank--as an Auspicious Orator, she's a member of the mandarinate, albeit a low-ranking one--but she waved it off and they parted after a brief time.

That night the forest drew close to the road, and following the Green Knight's urging, they went off the road and made camp in the shadow of the trees. They all went to sleep--even Amos, who could see the fushigibana sitting on the branches and staring down at them--but were awakened by the Green Knight during his watch when he heard a crashing in the distance, a sign that all of them recognized as the tell-tale sound of the walking trees. The Green Knight told them to flee for the road and went off into the woods to find a wild animal to wound, since walking trees are drawn to the scent of blood. He found a deer, but it noticed him just as he snuck up on it and evaded his attack, so with no other recourse he wounded himself and ran. Fortunately, while walking trees are enormously powerful and their tenacity rivals the Terminator, they are not fast and will rarely leave the forests, so he managed to outrun them and make his way back to the group when Amos launched an arrow from his bow which burst into flames and worked as a flare.

The next day was mostly uneventful. There's a mandragora and her entourage that the band of murderhobos ignored, and they camped near the road, which was edged with stone to help keep the forest away. The next day they exited the forest and saw Etemenanki filling the horizon to the southwest and a group of people with armbands with towers on them who asked them if they're going to the tower town and if they know the rules. Elaphe said yes and Bonnie said no, and after a suspicious look the guard told them don't kill, don't steal, don't fight, and it costs one monme to enter the tower paid to the excise office, then they were waved on.

They spent half the day walking down the road, with the tower getting larger and larger, until around sunset, with the whole landscape in shadow because the tower blocked out the sun and several cloud kingdoms visibly orbiting the massive structure, they entered the tower town.

While there's nowhere in Agarica that's racially homogeneous other than the Scarlet City, the tower town was the most eclectic place any of the group had ever seen. There were amanita and mandragora and kong and mycon and kappa and chuzan all rubbing shoulders, a group of raptok goes by chatting in their hissing language, and there was even a kremling in a green robe and his two bodyguards. Amos thought he sees another human, but when he got closer he could see that they had wings. Truly, tower town is an amazing place.

Moving through the streets, Elaphe found the group an inn with the sign of the three fishes and decided they would stay there, and as they entered, I told them there were a few people inside, it was dimly lit in the back but there were larger windows in the front, and then I hit play on Shadow's Theme and mentioned a kong and a raptok drinking tea together in the corner. And we ended there.

This session was mostly dice-driven, with the guards, the walking trees in the forest, and the mandragora and her entourage all spawned from random encounter tables. I will need to come up with something for next game, though, since the murderhobos have a hot tip for a secret portion of Etemenanki. I could probably run the whole rest of the game as a megadungeon set around the tower--an idea I've had before--but that will depend on the party's decisions.
dorchadas: (Pile of Dice)
Around this time last year (thank you On This Day), I had the idea to take the Final Fantasy summons and recast them as a fantasy setting pantheon, the way that GURPS Fantasy II has the cast of Winnie the Pooh reinterpreted as capricious deities. I ran through a few and let the idea sit, and honestly I forgot about it. Then when it popped up again in my memories, I thought, "You know...I've detailed the gods of the Kingdom of Flowers and B'rabt in Warlords of the Mushroom Kingdom, but nowhere else. Maybe I should use these?"

So here are the gods of Chai:
  • Bahamut: King of the gods, god of the sky, rulership, and government.
  • Leviathan: Queen of the gods, goddess of the sea, knowledge, and secrets.
  • Ramuh: God of storms, rain, and magic.
  • Alexander: Deity of the sun and of justice.
  • Phoenix: Goddess of healing, inspiration, birth, and renewal.
  • Shiva: Goddess of winter and of commerce.
  • Ifrit: God of destruction, ruin, and failure.
  • Siren: Goddess of beauty, love, jealousy, and song.
  • Maduin: God of boundaries, time, and transitions.
  • Carbuncle: Goddess of the home, construction, and defensive warfare.
  • Fenrir: Deity of the moon, transformation, and the spirit world.
  • Phantom: Goddess of death, dreams, and the afterlife.
  • Diabolos: God of night, murder, and offensive warfare.
  • Titan: God of earth, the fields, and the harvest.
I'm sure there are some aspects of the world that I'm forgetting here, but I'm hitting the limit of my ability to turn entities summoned in battle that have one power and maybe a few spells into deities. "God of the Sky" could plausible belong to Bahamut, Valefor, Quetzalli, Garuda, and one or two others I'm missing.

I'm a little tempted to cut one of them to make a numerically significant 13, but I'm not sure who I would cut without losing something worthwhile--maybe Maduin, though I want to keep him. I also just realized it's perfectly balanced--six gods, six goddesses, and two without gender. I didn't set out intending to do that, but I like the symmetry.
dorchadas: (Warlords of the Mushroom Kingdom)
Dramatis Personae:
  • Shining Star, mandragora sorcerer-priestess of Nyahré.
  • The Green Knight, mandragora briarwitch.
  • Bonnie, kong Auspicious Orator.
  • Amos Burnham, a human from Earth.
  • Elaphe, a chuzan junior member of the Black Rose.

Skipped last session, which was mostly traveling on the road and wandering through the hills, meeting a large cloth and spices caravan that runs between the Scarlet City and Chai and Bonnie getting an address to write to for more information about their travels or if she found anything worth selling, finding shelter from the rain, and Elaphe hurling a bob-omb into a group of bandits(?), and then ended with finding a ruined trow city, prying one of the doors open, and going inside.

Amos can see in the dark due to a permanent crystal he has and Bonnie had a lantern, so the group went in to the first chamber. There were some murals on the back wall with writing that no one could read, though Bonnie copied the text down. While she was writing, Elaphe felt the ground vibrate slightly (though no one else noticed it) and then they went into another room. This room had four waist-high statues of meguroko and a broken stone table, as well as a corridor ending in a solid wall and another door outside the room. Elaphe inspected the statues, but found that they were banded in bronze and not gold, and then the ground vibrated again. This time Amos felt it too.

Elaphe went to inspect the closed-off passage and found that it wasn't a solid wall--there was a small gap between the wall and the ends of the passage. Wondering what this mean, they didn't have to wait very long. The ground rumbled again and the wall began moving, rotating open to reveal a passage further into the ruins, which the group took. The next room was mostly empty, though Shining Star heard a voice whispering I see you. No one else heard it and Amos couldn't see any spirits around, so after a moment they continued on.

The next room was an armory, with shields fallen on the floor and a few sword and mace heads as well as two suits of armor in excellent condition in two of the room's corners. As the Green Knight positioned himself near the armor, Shining Star and Elaphe examined the shields and found that, while the straps had long since rotted off, the metal was some sort of alloy neither of them were familiar with, causing Shining Star to wonder if this is what the stories meant when they said the trow "poisoned the soul of iron." They looked valuable, though, and Elaphe scooped up a few spearheads, causing the "armor" to animate and attack, as the players knew they would.

The battle was short and didn't go well for the automata. None of their attacks did any damage to the Green Knight, and while they had strong armor, they were outnumbered and faced with opponents who had enchanted weaponry. The real end of the battle came when Shining Star's player rolled five 10s while casting Chains of Searing Light and the undamaged automaton only rolled one success to resist, slapping it with 9 CP and instantly immobilizing it. The other automaton fell pretty quickly after that, and the group beheaded the immobilized automaton hoping that it would deactivated it. It did, and they figured they had enough loot, so they rigged up a sled using the shields and a bunch of rope to haul the almost-intact automaton out of the dungeon. As they were doing this, the ground vibrated, and this time, they could tell that they were moving.

There were no enemies waiting for them, though, so they waited for the rings to rotate back into position and left the trow ruins, slowly hauling the automaton through the hills all the way back to the nearest city. They arrived as dusk fell and we ended there.


Well. One of my goals for this was to reduce the legendary rocket tag lethality of Exalted and I certainly seem to have managed it. Five people all attacking one automaton and they took something like 25 ticks to kill it, and they beat the other automaton because of an extremely lucky spell from Shining Star. Heavy armor is now a good defense! That's progress! And heavy armor can be beaten by grappling, which, if nothing else, is historically accurate.

Amos's musket would have been the perfect weapon to do a bunch of damage to an automaton, but he missed his attack. That's partially my fault because I forgot to apply the defense penalty due to being surrounded to the automaton, with which he probably would have hit.

Now the party is planning to take the automaton and shields to the villages around Etemenanki and sell them there. Will they make it slowly dragging an automaton along the road through the forest? Will someone try to steal it? Will they get annoyed and disassemble it for scrap? Stay tuned!
dorchadas: (Warlords of the Mushroom Kingdom)
I realized that the an important part of sword and sorcery is the rise and fall of civilizations, and while the Predecessor ruins all around the landscape do provide an evidence of society's fragility, and also means there's a hole in history between the time of the Predecessors and the time the game takes place. Exalted taught us the problem with having the ancient past, modern times, and basically nothing in between, so I want to fill that in a bit with some other groups. Here are three:

Arremer

The Kurokyura have not always been the rulers of Makai. Long ago, the people of Makai suffered from the tyranny of the arremer, who ruled the lands near the Cloudtop Mountains from their aeries. All rebellions against them failed because their strongholds were nearly inaccessible. Only a trained group of assassins could get in, and the peasants of Makai did not have that training.

Until the Kurokyura came. A group of vampires saw their opportunity and offered their assistance to the disparate rebel groups and martial monastic orders that had been attempting to resist the arremer's rule, and they were accepted. Their powers allowed them to scale the mountains, to penetrate the fortresses in the form of mist or rat or by bewitching the guards, and to kill the arremer rulers in their beds. The arremer were never numerous, and as the rebellion killed more and more of the overlords and the peasants openly rose up, most of them fled across the Cloudtop Mountains to the unknown western lands. The Kurokyura then settled into the abandoned aeries, rebuilding them to suit their image and creating modern Makai.

What became of the arremer beyond the mountains is unknown, but small communities of arremer sometimes live on the Cloud Kingdoms in western Agarica, surviving by raiding isolated villages or war with the pidget-folk. Their ability to breathe fire and wings make them superbly suited to this sort of raiding, and many people in the west look at any larger Cloud Kingdoms nervously and breathe a sigh of relief when they pass without incident.

Kani

In the south of the Kingdom of Flowers and west along the shores of the Narrow Sea toward the Great Bridge are occasional ruins, battered by wind and wave. The ruins look almost like they were grown out of the ground, with fantastic curves and whorls dominating their lines and opalescent colors shining through the grime of ages from the strangely-unbroken masonwork.

These were the cities of the kani, who lived in Agarica before there was a Kingdom of Flowers. They were amphibious, and their cities were always built partially on land and partially underwater to serve their dual natures. They kept mostly to themselves, having little contact with any of the surface peoples, thought there are stories that they maintained embassies with some of the civilizations of the ocean depths, like the half-mythical zora. They would sometimes raid nearby communities for food, though alternating it with trading fish from the sea and the works of their mysterious sorcerers, without any rhyme or reason.

The legends of the Kingdom tell that when the House of Wisteria first raised its banner and declared itself the royal house of the Kingdom of Flowers, their armies marched south to the sea and engaged the kani. The war was short but brutal, and though the Kingdom's legends speak only of the kani's atrocities, the scars left in the ruins and the trinkets made of kani-shell kept by some local communities tell all of the stories that the Kingdom's official history does not. The kani were not all killed, but their cities were destroyed and they were driven into the sea. The Kingdom suffered from kani raids for decades after the initial war, but the retaliation gradually petered out and now few shore-bound communities keep more than a token defense force.

Trow

In central Agarica, there are many round hills with entrances leading into underground structures, often ringed with partial pillars that stand unsupported and open to the sky. Beneath the earth, these hills expand into larger underground dwellings, carved out of living stone and supported with more pillars. These are the abandoned domains of the trow.

The trow flourished in their underground cities, farming on the surface and trading metalwork and precious gems for the crafts they could not make themselves. Their fame in blacksmithing was reknowned throughout Agarica, and many adventurers on their way to Etemenanki bought trow-forged weapons before heading into the tower, hoping to better their odds against the dangers they could find there. The trow carved fabulous murals on the entrances of their cities and the pillars that ringed them to demonstrate their wealth.

Then, one day, they vanished. Caravans found the doors of their cities closed and no trow answered their call. When explorers penetrated their cities, they found empty caverns, half-forged blades, tables set as though for a meal, and no sign of bodies or of battle. Questioning the spirits of the underground revealed little--the spirits were strangely reluctant to talk about it, with the most memorable statement spoken by an ancient and powerful meguroko: "They poisoned the soul of iron."

The ancient powers that keep Predecessor ruins mostly intact are absent among the trow ruins, and many of their caverns have collapsed on themselves. But occasionally an explorer will find an enchanted weapon or artificia among them, when they haven't become the home of dangerous creatures.
dorchadas: (Warlords of the Mushroom Kingdom)
Dramatis Personae:
  • Shining Star, mandragora sorcerer-priestess of Nyahré.
  • The Green Knight, mandragora briarwitch.
  • Bonnie, kong Auspicious Orator.
  • Amos Burnham, a human from Earth.
  • Elaphe, a chuzan junior member of the Black Rose.
We started off west of the town of Tannin after the heroesprotagonists left to avoid the election-related violence occurring, possibly just ahead of a riot. They spent most of the day riding west toward the Etemenenki, the enormous Predecessor tower visible on the horizon, passing peasants on their way too and from their fields, a few traveling merchants, and watching the villages grow smaller and further apart until there was some grass growing in the burned patches on either side of the road and the only signs of civilization were some scattered homesteads. Around dinner time, they went off the road to find a camp site, rolling adequately on their Survival roll and choosing Concealment and Sustenance.

Brief aside on the survival rules: I'm borrowing Dungeon Fantastic's camping rules, though I use Comfort, Concealment, and Sustenance instead. Comfort means that they heal wounds and recover Essence normally, Concealment provides a benefit on nighttime random encounter rolls, and Sustenance means they get free food and can save some money on rations. Five+ successes on the Survival roll gets all three, 2-4 gets two, 1-0 gets one, and a botch means all campsites are terrible.

As they settled down for camp in a hollow out of sight of the road with a small, fish-filled pool, Elaphe spotted a partially ruined house to the south, further away from the road, and determined to go after it. Shining Star decided to follow him, and the Green Knight went as well. Leaving their mounts behind, they snuck through the prairie grass to the house, hearing a few noises but not encountering any wildlife on the way, and when they reached the house Elaphe immediately started casing the joint and looting everything he could, grabbing a good pair of shoes sized for an amanita, some loose change, and some mostly unburned candles.

While he was filling his sack with loot, Shining Star tried to figure out why the house was abandoned. She conducted her own search and found lines of salt across the doorway and the windows, but noticed that the line on one of the windows had been broken. Salt is used to ward off wraiths, and as she glanced out the window at the setting sun, she realized that they needed to leave. Now.

Howls pursued them back across the grassland as they ran to the campsite and warned Bonnie and Amos about the wraiths, which led to a standoff where Shining Star demanded to know what Elaphe took from the house and Amos sticking his musket in Elaphe's face (roll Manipulation + Firearms!). The second trick worked, and Elaphe gave Amos the money as the first wraith crested the hill, a horrible parody of an amanita running on all fours with a too-wide mouth filled with jagged teeth. Two more quickly followed it. Elaphe hurled a bob-omb at the wraiths, and while one managed to dodge out of the explosion, the other two were caught in it and seriously hurt.

One wraith charged after Amos, who started running as Bonnie ordered her iron jaws familiar to attack it. One of them charged the Green Knight, who set his spear in the earth and awaited it, and then other ran toward Shining Star, who began chanting and chains of light appeared around the wraith, but to no effect. In its frenzy to get to the Green Knight, the wraith leaped on the spear, skewering itself but getting close enough to slash through the Green Knight's armor, leaving him bleeding.

Realizing that he wouldn't be able to pick up his bow before the wraith reached him, Amos turned and blasted it with his musket, causing its attack to miss him as he dropped the musket and reached for his bow. The Green Knight tore into the wraith on his spear as Shining Star called up another set of chains around the wraith attacking Amos, binding its arms tightly to its sides and searing its flesh. Bonnie ran toward it to add to her own attacks, but was woefully ineffective.

Here Elaphe sprung into action, drawing his starmetal dagger and attacking the wraith that Shining Star had just bound in chains, ripping open its back and causes it to fall apart into ectoplasm and black ichor. At the same moment, the Green Knight reached out with his wooden claws and tore another wraith's head from its shoulders. The wraith near Shining Star swiped at her, but she dodged backward out of the way as Amos grabbed his bow and shot the wraith, which burned a hole straight through it. Soon after, the chains that were still wrapped around it burned it entirely away, and it fell to pieces which decayed into nothingness.

Shining Star looked at the Green Knight's wounds, using hedge magic to slow his bleeding--the players were especially happy at the delta-like hand gesture her player made--and Elaphe looked for the money that Amos had thrown away. The next morning, everyone rode south to the house and looked around, finding a root cellar and, in that cellar, three patched of turned earth. Buried underground were three desiccated amanita bodies, and the group took them upstairs, Shining Star conducted a brief eulogy over them, asking Nyahré to guide their souls to the Star Road, and then Amos muttered a few words and called up flames. They then rode away, the house burning behind them.


We had a bit of a late start this time, but it still went well! This session was almost entirely driven by random rolls and players asking what was out there, which is exactly what I was hoping for. I've been thinking that low-power Exalted would be a perfect system for a sword and sorcery hexcrawl, and this is my chance to prove it. So far, it's working well.

This session was primarily an introduction to combat, since one of the players in this game is new to the system. Since it was three vs. five (six counting Bonnie's iron jaws), I'm not sure I gave a proper introduction to how lethal it can be. But I'm really happy that the PCs ran from the house! I keep hearing stories about PCs that won't run even in the face of utter annihilation, so running in the face of a threat is a good sign. If random rolls determine your opposition, not all battles will be winnable.
dorchadas: (Warlords of the Mushroom Kingdom)
Yesterday was the first real session of the new Warlords of the Mushroom Kingdom game I'm running. We've technically met twice before this, but they were mostly character creation sessions. The pitch for this game is a hexcrawl in the old tradition wandering murderhobos investigating locations, discovering perils, and then killing and stealing everything that's not nailed down or setting everything on fire.

This time, there are five characters:
  • Shining Star, mandragora sorcerer-priestess of Nyahré, currently hiding her identity due to the bounty the Dragon Empire puts on most Floral nobility.
  • The Green Knight, a mandragora briarwitch, one of the spirit-driven fanatics who serve the Forest of Shadows. He's traveling with Shining Star because he believes the forest spirits have told him they seek an alliance with Nyarhé in order to fight the Dragon Empire.
  • Bonnie, a kong Auspicious Orator, the combination scribes, emissaries, and propagandists from Chai. Bonnie's family is quite rich, but all her money, and her government salary, are inaccessible at the moment. She's traveling with the group to study...
  • Amos Burnham, a human from Earth. After the Battle of 1812, he grew sick of civilization and went west, spending years by himself and occasionally trading with nearby tribes. Eventually, he fell into a sinkhole that led to a pipe and found himself in Agarica. Shining Star found him, taught him to speak Floral, and showed him a bit of magic, and they've traveled together since then.
  • Elaphe, a chuzan junior member of the Black Rose, the Muskalan Guild of Assassins. He went to Fairhaven when he heard Prince Greyfur was dead and an election was to be held, but after weeks with not a single contract being sent his way, he attached himself to a group that seemed likely to have trouble follow them. A group of murderhobos, for example.
Since this is a hexcrawl, I have a map (I'll put it in another post when I clean it up a bit) that in-game is a treasure map that Bonnie found in the diary of a famous adventurer from a century ago. That's the setup, and the players have the freedom to go about it however they wanted.

And how they wanted was mostly to dodge all the hooks I set up for them! Elaphe did take a moment to pickpocket his way through the crowd when they stopped in a small village where public executions were being held, letting me use the WFRP random treasure tables again to determine what he found, though with some modification--I figured that the bag of excrement was pretty unlikely--but they rode on by the ruins in the distance, let the other party of adventurers pass by without much incident other than questioning them about the source of their treasure, and left the town of Tannin and its election-related violence behind as soon as they could, other than Shining Star seeing if her healing skills were needed at the town's barber and being rebuffed and Elaphe riffling through the pockets of a mugging victim in an alleyway and then cutting their throat.

I used this set of random encounter tables to determine most of what happened, since they were the least low-level-D&D-centric ones I could find. I really need to make up some custom tables with categories like "fungal forest" or "Predecessor ruins" and more malicious spirits, thunder lizard migrations, and carnivorous plants, in addition to the standard bandits, travelers, and so on. It'll let me add more color events too, like the executions.

The party went out of Tannin's west game at the end of game, down the less-traveled road to Etemenanki, which the party is currently heading toward. There's a thriving town around there whose economy is based on adventurers going into the megadungeon and hauling loot out of it. We'll see what happens there!
dorchadas: (Warlords of the Mushroom Kingdom)
One of the most popular parts of Warlords of the Mushroom Kingdom when I talk about it to people is how I'm using pokemon as the inspiration for nature spirits. Originally, I was planning on just classifying them as generic spirits of particularly types, like air spirits, storm spirits, and so on, but since in my current game (about which more later) has a human in it and since humans area always aware of the spirit world, I thought it would be better to add some extra diversity to the unseen world by having specific spirits of specific places and phenomena instead. So, here's some of the results of my efforts!

Fushigibana

Fushigibana are the spirits of the deep woods, where few animal feet ever tread. They are extremely territorial and dislike any intruders into their domains, and are very common in the Forest of Shadows. They rarely resort to direct combat, but frequently use their powers to cause wanderers in the forest to become hopelessly lost.

Golonya

Golonya are the spirits of the mountains, standing eternal and unchanging against the sky. They have very little contact with mortals as there is almost nothing that can be done to hurt their demesnes, but they have been known to manifest themselves and strike with overwhelming force against those who try to build mountain fortresses or rulers who carve their likenesses into stone. Golonya are nearly indestructable, so the best method of avoiding their wrath is to hire a sorcerer to ward them off or to purchase their complascence with valuable sacrifices, especially gems, of which they are exceedingly fond.

Hayashigame

Hayashigame are the spirits of farmland and cultivated orchards, of all places where hands deliberately plant crops and harvest the products thereby. They swim around the roots of trees and through the furrows of turned earth, bringing health and life to plants as they pass. Nearly every farming village has a festival in the spring and the fall to thank the hayashigame for their bounty and ask for their aid in the coming planting or to hope that the harvest will provide enough food for the winter.

Hellgar

Born among wild, crackling flames, hellgar are the spirits of wildfires, forest fires, and burning buildings, raging free and uncontained. Whether they innately hate other forms of life or whether their existence simply requires that they burn all in their paths, they are almost always violent and encounters with them never end well.

Hitodeman

Hitodeman are the spirits of the deep ocean, in the black depths where light barely reaches. Very little is known about them because the oceans are too dangerous to allow for casual exploration even for powerful sorcerers, but occasionally some eddie of waters or signal will draw them closer to the surface. They have never been known to communicate and the strange flashings of their gem-like core have not been interpreted, but some savants note similarities with the movements of the Star Road and wonder if hitodeman lurk on the seafloor not because of all the water, but to avoid the light of the sun.

Kamonegi

Kamonegi are the spirits of warm spring breezes that bring rain and make plants and flowers grow. Like bakeccha, they are dormant for much of the year, only awakening when the frost melts and snows stop falling. There is little that can keep their interest but the next destination as they fly, but it is possible for the knowledgeable to convince them to circle in one area for a short time, which can cause their wind to drop its cargo of rain. Because of this, kamonegi are viewed as lucky, and the signs of their passing—the faint beating of wings in the air, the breezes that seem to linger around growing things—are treated as good omens.

Monjara

The spirits of wild fields and grasslands, monjara can be found even near cultivated areas as long as there is a large-enough patch of wild grass. They are peaceful and curious, and those who can see spirits will often find monjara simply watching them if they are near an open field. Even if their homes are threatened, they are more likely to hide than to fight unless they have to defend themselves directly.
dorchadas: (Warlords of the Mushroom Kingdom)
Last night was the final session of the short Warlords of the Mushroom King game I ran, and almost the entire session was a battle with the Super Mario Galaxy 2 Bowser Music playing in the background. That sounds like a nightmare, but we run relatively short sessions and got a bit of a later start, to a combat with nine major characters--the protagonists and the Blossom Guard that Miyamoto had sent for against the warlock Kurome; his lieutenants, a kappa Brother of the Hammer and a mycon Cultist of the Broodmother; Kurome's summoned demons, and the surviving bandits.

The protagonists opened up the battle by sending Chi's familiar, a self-reassembling bob-omb, walking up to the group and exploding. It rolled 8 successes on seven dice, none of the bandits saw it, and so the protagonists had a huge advantage as they attacked from stealth while the bandits were in disarray. Daiju charged straight at the Brother of the Hammer while Kabocha and Miyamoto attacked the Cultist and Kaeru started carving his way through the bandits. No one got near Kurome, especially not after the demon materialized to guard him.

The Cultist went down quickly, but the Brother of the Hammer took a bit more time due to his thick armor and his Charm-enhanced toughness, but once he started hurting a bit, Miyamoto managed to wrestle his hammer away from him and hurl it into the forest. Deprived of his martial prowess--hard to be a Brother of the Hammer with no hammer--he died quickly after that. Kurome and his demon vanished before the protagonists could turn their attention to them (I'm sure they won't show up again next game!) and the remaining bandits, confronted with the death or disappearance of their leaders and the fact that a single warrior had killed a quarter of them, threw down their weapons and ran. The protagonists let them, figuring the flora would take care of them. They then returned to a heroes' welcome in the village and walked off into the sunset.

I realized there was a third demon that Kurome had under his control--a decanthrope, if you're curious--that I should have had launch itself from bandit to bandit the way it's described in that entry. I genuinely forgot about it, though.

Kurome didn't do much in the battle. He conjured an aura of fear around himself, called on the demon to defend him, and then stepped through the shadows to get away as soon as the battle turned against him. That's a bit by design, though. One of my goals was the sorcery is more broadly applicable than martial arts, but in direct combat, sorcerers have very limited options because spellcasting takes time and blasting spells are highly limited. That's why Kurome had demons to defend him, and why he left early. Maybe he could have turned the tide if he had gone on full offense and sent the demon to attack the protagonists...but that would have been a risk, and he didn't become a powerful warlock by taking risks.

Also the game was almost over, so that did influence my decision making. But only a bit. I didn't conceive of Kurome as the adventurous type.

I learned from this game that Exalted is a great gritty system where Charms and Exalted ruin everything! It worked really well, especially when I introduced the glass beads for players tracking their timing. I called out tick, everyone tosses one into the center, anyone with no beads gets to take an action. It worked really well, and the limited selection of powers meant that combat never really got bogged down. No dice pools with 30+. I think the highest number anyone rolled was 14, and that was Miyamoto disarming people. No one got hurt, so I still didn't get to test my new Medicine mechanics. But next game!

I've mentioned I always learn something from the games I finish. Here, I think I can sum what I learned down to two bullet points: 1) The Seven Samurai is a great plot and I can see why it's been ripped off so many times and 2) Exalted, at its core, is not as terrible as the internet makes it out to be, but it's a bad system for actual Exalted. At the mortal level, with dice pools from 4-12 or so, it works great.

Next Warlords of the Mushroom Kingdom game starts next week!
dorchadas: (Warlords of the Mushroom Kingdom)
Zol

In the depths of the earth, there are bubbling pools that crawl along channels and slither between cracks in the rock, always hungering. They flow over their prey, engulfing it in their protean mass and dissolving it, eating through armor, flesh, and bone with equal ferocity. They have no eyes or ears, but are able to discover their prey even in the pitch-black night of the underground. Zol rarely come to the surface as they fear extremes of both cold and heat, but occasionally one will climb into a pipe and end up there. They can be discovered by the trails they leave—cracked and seared ground, scarred to bare earth by the substance of their form.

Zol are very difficult to kill. Their gelatinous bodies make them nearly immune to mundane weapons and armor, and even enchanted weaponry passes through their bodies without inflicting much damage. The most reliable means of killing a zol is fire, which they cannot withstand.

Dry bones

The Kappa Wastes are no place for mercy. The kappa tribes do not have the resources to keep prisoners and exile is usually equivalent to a death sentence, but the shamans allow a way out for those whose crimes are grievous enough. In lieu of death or exile, they can undergo the Ritual of the Eternal Champion and be transformed into dry bones, the unceasing guardians of the kappa tribes.

Dry bones have all flesh stripped from their bodies as part of the process, with a flickering flame burning in their eyes and zeal guiding their movements. Dry bones are intelligent, but all of their intelligence is devoted toward protecting the kappa and the honor of the ancestors. To that end, the magic that empowers them is well-named--dry bones cannot be destroyed by anything short of separating their bones and burning them in far-distant pyres. Any other damage heals before the eyes of their would-be slayers. They can even rebuild themselves from broken fragments.

Axe-beak

The axe-beak is a vicious flightless bird, named after its incredibly sharp beak and its tendency to attack nearly everything smaller than itself that it comes across. Adults are two and a half yards high and powerful enough to kill a claw strider, with dull yellow or brown feathers and wings far too small to even slow their fall. They hunt by running down their prey and leaping on them, which is easy because the axe-beak is one of the fastest animals on the face of Agarica. Fortunately, they are restricted to savannah and plains areas and do not live in forests, otherwise they would be much more dangerous than they already are.

In B'rabt, there are tame axe-beaks used as riding animals, but even after long generations of breeding the taming only goes skin-deep and many riders die at the claws of their mounts.

The Pidgit-Folk

Not sure on the original source for this...

High in the air are the Cloud Kingdoms, floating islands placed in their courses by the science and sorcery of the Predecessors. Few live there other than hermits and mystics, but many of the islands which are not the nests of rocs are the abodes of the pidgit-folk, a proud people who hold themselves apart from the “dirt-walkers.” They have little dealing with the other nations of Agarica, as they hold anyone unable to fly as unworthy, and the largest group of those who can fly, the Navigators of the Empyrean, are despised as liars and thieves.

The pidgit-folk rarely descend to earth, and when they do they spend as little time on the ground as possible, eating and sleeping in the treetops and avoiding all contact with the dirt. Those few who have earned their respect enough to ask them about this behavior allude to some ancient cataclysm that afflicted the pidgit-folk so severely that they fled to the skies and remain there to this day, but even they know only fragments.

Spawn of the Devourer

The Silent Ones are not the only inhabitants of the Dreamlands who come to the waking world. Zathoka'ah's corruption has given rise to other beings. Creatures out of nightmare, who are always hungry and use the nightmares of dreamers to bridge the gap to the waking world in pursuit of feeding that hunger.

The spawn's worst capability is their mimicry. They are able to adopt the shape of those they devour, including behavior, memories, and sorcery or martial prowess. They use this to get closer to further victims, and there are cases of spawn devouring entire extended families before being discovered and destroyed. Even that can be difficult if the spawn manages to devour a particularly potent target. The tale of the spawn that assumed the form of a High Inquisitor of the Temple of the Holy Flame and the horrors that followed thereafter is still told in the tea-houses of Agarica.
dorchadas: (Warlords of the Mushroom Kingdom)
A while ago, when I was converting WotMK over to Exalted's system, I decided to use Terrestrial Circle Sorcery for the various groups of creepy sorcerers because that way I didn't have to write a ton of spells. However, I gave every group of sorcerers ten spells, I've written up fifteen groups so far, I didn't want any overlap between the groups, and there's only so many Terrestrial Circle spells that people have written, even with weeks of scouring the internet for them a while back. When I was writing up the latest sorcerous order, I could only find five spells that fit the concept and weren't already taken by other groups. When I found myself writing up several new spells, I realized that I had hit the limits of the parameters I'd set for myself, and if I wanted to be able to write more sorcerous groups--and I do, since there are several countries in the gazetteers that don't have any at all--I needed a full custom spell list for each group.

So I'm going back to my previous approach. You can see an earlier version of that here, from when I was still using Novus, and a modern version below the cut:
The Pyromancers of the Kappa Wastes )

So far, I've done that to thirteen of the fifteen original sorcerous orders I had--sixteen now, counting the one that triggered this whole thing in the first place--and it hasn't been nearly as difficult as I thought it would be. I did all that in about three weeks, and it leaves plenty of space for expanding into places that the list of Terrestrial Circle spells I have doesn't go.

For example, originally the Servants of Yarikh from B'rabt were just a place for all the Biblically-themed spells in Exalted to go, like Plague of Bronze Snakes, River of Blood, Water from Stone, Food from the Aerial Table, and so on to go, drawing on B'rabt's combo Egypt/Israel thematics (it's based on Birabuto, but I wanted something different than WotMK!Egypt), but now that I'm writing my own spells I can go back to the association of Yarikh as a moon god and write moon-themed spells for them. And keep the serpent imagery as well, because what is sword and sorcery if you don't have sinister priests with serpent-topped staves walking around?
dorchadas: (Warlords of the Mushroom Kingdom)
The Burrowers
 photo cthonian_by_brainwronged.jpg

Deep beneath the Northern Crater lives...something.

No one is entirely clear what the burrowers look like, because they never seem to come to the surface, but their presence touches the dreams of all who travel near the Northern Crater. Those who are affected dream of strange tentacled horrors, of fire raining from the skies, of a fetid riot of new life, and of the end of all things. When the Hollow Ones are asked about the burrowers, they say that they dream of the Warp and of the Outside, and their dreams are untroubled, and few others stay in the Northern Crater for long. Explorers who know of the burrowers wonder if they are the reason why the crater's climate is so different from the surrounding terrain, but until someone manages to uncover a burrower or decipher the dreams that their presence brings, the mystery is likely to remain unsolved.

Demons
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The cold of the darkness beyond the Star Road is not empty. There are many things there, cold intelligences that gaze down at the light and life of the world below with hunger and wait for an opportunity to take that light. The Star Road and its denizens prevent them from descending below on their own, but there are always those in Agarica and Pithek who seek power at any cost who are willing to open the door and allow demons a way in.

Demons come in all shapes and sizes, from things that resemble natural animals with a few startling changes to hideous monstrosities with no terrestrial counterpart. Their desires are varied as well--some of them engage in rampages of destruction, some of them seek build lairs far from civilization and claim territory, and some of them desire to live the lives of mortals. Some of them even take over mortals, possessing their bodies and living their lives, until some unknown condition is met and they vanish, leaving a trail of bodies behind.

Because of this, demons are anathema. The Temple of Holy Flame works tirelessly to hunt them and even the blood-drinkers of Makai ban demonology under pain of death. No civilized nation has any tolerance for demons or those who summon them. Not until recently, when the Dragon Emperor overthrew the Kingdom of Flowers with the aid of the Circle of Xhamekh. Now demon summoners walk openly in one of the most powerful nations on Agarica, and what will happen now, no one can say.

Invaders
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The Warp is unpredictable. Some of the Pipes have stable two-way connections, but some only work one way, some lead to a different destination depending on the time of day or the positions of the moons or the Star Road, and others lead to an unpredictable destination, to another world entirely, or to nowhere at all. Using any of the Pipes that's not part of a mapped stable connection is always a risk, and even the Hollow Ones of the Northern Crater, who make the study of the Warp their life's work, are cautious when they use the Pipes

There is one group that does not show that caution, however. Sages have dubbed them the invaders, because they seem focused entirely on conquest, and because they do not come from any known part of Agarica or Pithek. They come out of the Pipes in groups, kill or capture everyone they can, and drag them back to the Pipes, where they are never seen again. Their artificia is more complex than anything the Scarlet City or the Muscalan Confederation has been able to produce and does not seem to use Crystals as a power source. Its principles remain a mystery, and until someone manages to communicate with one of the invaders, it is likely to remain so.

There is one curious aspect of their culture that is known. A Somnambulant Calculator once managed to get inside the dreams of an invader, and while much of their dreams were incomprehensible or even maddening, she did learn that the invaders are looking for someone they think of as "The Hunter" who may be on Agarica. In its dream, the Hunter was a dozen feet tall and fought with a spear made of fire, but whether this reflects the Hunter's true appearance or simply the invaders' fear of it is unknown.

Walking Trees
Walking Tree

The plant life of Agarica shows a bewildering variety of forms. Much of it is carnivorous and some of it is mobile, and the most dangerous plant that is both is the walking tree. They travel in herds through the forests of Agarica, attracted to movement and sound, and while they are slow enough that anyone paying attention can easily avoid them, walking trees are relentless. They do not stop to rest except in the small hours of the night, they can crash over or through nearly any obstacle, and their mobile roots are powerful enough to shatter stone or wooden shelters.

When they catch prey, walking trees grab on to them with their roots and squeeze until it stops moving, and then drive their roots through the bodies, mixing the fluids with the sunlight and water from soil to derive their energy. They are extremely vulnerable to fire and are intelligent enough to know not to approach those who use it, but there is little else that can drive them away. Walking trees are one of the primary reasons that many communities in Agarica are surrounded by high walls of thorn plants woven together into defensive structures, and that those walls are surrounded by land burned down to bare earth and ash.

One of the most distubing habits of walking trees is their penchant for using the bodies of the dead as armor. They will often take bones from those they have slain and plaster them to their bark, where the sap keeps them stuck fast. Some walking trees do this with entire corpses, and a herd of walking trees is often an incredibly macabre sight.

(Partially inspired by these enemies from Mario & Luigi: Bowser's Inside Story)

Water Spirits
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The spirits of the waters prefer the deep places and frequently have little contact with mortals. They are thick in the depths of the Narrow Sea and the Great Salt Ocean, and the Lake of Dreams has its own share of them as well, but lesser bodies of water are less hospitable. Because of this, they often have violent reactions to any intrusions into their domains, and water spirits tend to be incredibly hostile. Those spirits which live in smaller bodies of water are more amenable to interactions, but even they are unpredictable, as likely to bring devastating floods as they are to keep a river in its banks.
dorchadas: (Exalted: One True RPG)
Last night was another session of the Warlords of the Mushroom Kingdom short-run game I'm doing. There was another session in between this one and the first one I wrote about, but I didn't have anything insightful to say about it and I'm not going to do a blow-by-blow recounting of this game, so I skipped it.

I'm writing here because this was the first session where we had actual combat. Part of the reason I wanted to use the Exalted system, even with all the ill-will it has on the internet, is that I'm convinced the base of the system is an interesting, crunchy timing-based (as opposed to round-based) engine and all the problems come when dozens of Charms have to interact with it. Also flurries. And the combat we had would seem to support that conclusion. It had seven participants, ran about half an hour--almost no one had played in an Exalted 2e combat before, so a lot of that time was explaining things--and went pretty smoothly.

Rather than use a battle wheel to keep track of timing, I used some glass counters I bought specifically for the purpose a while ago. Every time anyone took an action, they took counters equal to its Speed, and then I'd say "tick" and everyone would throw a counter in the pile. It made it obvious when people got to go again and kept things moving pretty well. I just wish that Daiju had gotten to participate, but he failed a Temperance roll, went off to investigate some pretty lights, and got beguiled by a faerie.

I did love my players' expressions when I said, "Faerie blood heals wounds. Just sayin'."

Since each player only had five or six Charms to pick from, all of which were from a single martial art and so focused on a particular combat style, there wasn't a lot of dithering and pouring over long lists. Chi used sorcery to link the group closer together so they could make group Stealth rolls, and then opened the battle against two kappa and two mycon bandits with Binding Filament Strands to take a prisoner. After that, he mostly just hid. Miyamoto leapt into the middle of the remaining three and laid about him with fists and feet, knocking one of the mycon out and getting a few hits on the kappa, though most failed to do much damage against its thick shell. Kabocha used her sticky tongue to snag the other mycon and chewed on it, eventually biting it in half. The final kappa ran after the other three bandits were incapacitated and Miyamoto and Kabocha chased it down, tackled it, and killed it.

Things I realized I forgot to do
  • DV Tracking: Uh. Oops. I forgot to penalize people's defenses for the actions they took. It was mostly just attacking without anything complicated, but DV is an important part of the rules and if I really want to see how well the combat system works we need to track it.
  • Combat Tactics: This is mostly because our printer is broken and I couldn't print out the reference sheet for actions, but I really should have had the sheet in front of everyone with the actions and DV costs on it. It would have helped people decide what to do.
  • Knockdown: I forgot that checking for knockdown is based on the raw damage of the attack, not the post-armor and -soak damage. There were at least two attacks Miyamoto made that were reduced to a one or two damage dice that should still have checked for knockdown (kappa have 8L/8B armor just from their shells).
I did remember to track most everything else, including movement. I found a blank sheet of paper was fine for tracking all the of the enemies they were fighting. No extras, either--everyone had full stats. And I didn't have worry about bleeding, chance of infection, or disease, because none of the PCs even got hurt. The only one who got attacked was Miyamoto, and he handily dodged every attack directed at him.

The PCs also followed a trail the bandits hadn't done enough to disguise and found out their their camp is apparently within the boundaries of the Forest of Shadows. How are they surviving in there without drawing the wrath of the forest spirits or the carnivorous flora? Mysterious!

Things I need to do for next time--get that combat actions sheet printed out, stat up walking trees and forest spirits, and come up with a set of rules for Shaping combat (Chi is planning to use dream sorcery to interrogate/brainwash their captive) that aren't 1) overcomplicated and 2) terrible.
dorchadas: (Pile of Dice)
One short session, but still!

A week and a half ago was the first session of the short-run Warlords of the Mushroom Kingdom game I'm running to see if all that work I poured into the system ends up with something functional or with an unworkable mess. It being based on Exalted, character creation took a while (though not as long as if the players had to pick Charms, fortunately), but in I ended up with four misfits thrown together by the vagaries of fate and the fact that I demanded reasons why the PCs all knew each other:

  • Daiju: A kappa of great strength, great size, and the corresponding intelligence that point-buy system balance forces for those advantages. He doesn't have many interests beyond eating, sleeping, fighting, and a dream to challenge the Dragon Emperor to single combat, but he's currently working as a yojimbo for:
  • Chi: A silent one from the Scarlet City, Chi is also a member of the Somnambulant Calculators, the Scarlet City's order of oneiromantic engineers. He's wandering through the Dragon Empire searching for Predecessor artifacts, after his abrasive personality and lack of concern for his fellows resulted in him being "promoted" to field agent.
  • Miyamoto: A kong from the Kong Jungles who's spent decades wandering through Agarica, Miyamoto has built up quite a reputation for himself as a sage, warrior, and tea-brewer. According to family legend, he is a direct descendant of the last Princeps of the Kong Imperium and is seeking some way to restore his people to their long-vanished glory. He's traveling with:
  • Kabocha: A raptok princess who met Miyamoto years ago when he passed through the Raptok Isles on his travels and eventually sought him out with the goal of making a name for herself. With the Kingdom of Flowers in turmoil, she figures it's a great place to look.

I started with the PCs all fleeing down a well-travelled road away from a Dragon Empire checkpoint, after a "misunderstanding" with the guards and a group of chuzan mercenaries resulting in a brawl, because starting in media res during a travel scene is an important part of sword and sorcery. They could tell the road was well-travelled because I took some inspiration from The Mirror Empire (link to my review) and its jungle full of carnivorous flora and imported that into Warlords of the Mushroom Kingdom, so the road was burned down to bare earth for ten yards on each side to keep the dionaea and stranglevines and walking trees and gravecups from eating travellers.

After seeing a small path leading through the forest and knowing the Dragon Empire patrols were after them, they ran off into the woods, fought past a few lashvines, and made it to a small village miles into the forest, where they introduced themselves, overcame the initial misunderstandings due to their appearance--isolated Floral peasants not being used to kappa and raptok in their towns--saw a mysterious shrouded figure peering at them from one of the huts, and were told about the bandits plaguing the village, because I told the players when we started that I was basing this on Seven Samurai.

That's about all we had time for. The system went pretty well, though I admit that the basic Attribute + Ability part of Exalted isn't what people complain about and that's most of the mechanics that were invoked. The real sticking parts are usually combat and Charm usage, neither of which we got to, and I'm not going to be doing that much with the social mechanics for a short game like this. So the real test is yet to come, but so far it's going well!
dorchadas: (Warlords of the Mushroom Kingdom)
First real work I've done on Warlords of the Mushroom Kingdom in a while! Now that the Dragon-Blooded Charm document is mostly done, it's time to turn my attention back to this. Part megafauna, part bits stolen from non-Mario sources.

Burrow Lok

Burrow loks are predators that look similar to giant guinea pigs, though far more vicious. They are horse-sized mammals, with squat snouts, sharp teeth, thick necks, stout bodies, and short muscular limbs ending in dangerous claws. They are covered in dark brown fur, males displaying lighter stripes above and below the eyes. Burrow loks have poor eyesight, but excellent senses of smell and hearing. They dig extensive tunnel networks below ground, which include living chambers, latrines, and chambers near the surface that function as traps. When a large-enough creature steps over the trap chamber, the roof collapses, dumping them into the trap chamber and the fangs of the waiting burrow lok. After their prey is disposed of and any trinkets they find to line their nests are taken away, the burrow lok will shovel earth into the collapsed chamber and build a new one elsewhere. They sometimes move into partially-collapsed buildings or damaged Predecessor ruins if there's a way to move enough dirt in that they can make their characteristic tunnels.

Fire Spirit

Fire spirits have a mixed reputation in Agarica. On the one hand, they are the spirits of brushfires and burned flesh, but on the other hand, they are the spirits of cooking fires and the hearth, and they receive praise and propitiation in nearly equal proportion. They are most common in the Kappa Wastes, but are also found in great numbers in the Berha Desert. Saying they are found in any one place is somewhat misleading, however, as fire spirits are fond of basking in the sunlight and can be found abroad at any time during the day. Their mindset is somewhat simplistic, and it is generally easy to tell where one stands with a fire spirit--if they are angry, they simply try to burn the target of their anger to death, and otherwise they generally ignore mortals. Some of them are much wiser than the average, however, and the knowledge to gain from them can be considerable, as the Pyromancers or the Paragons of Incandescence can attest to.

Lynel

The liontaurs of the savannah, the lynels mostly live in small groups scattered across Agarica's mountains, though some of them have crossed the Great Bridge seeking new territory or food in Pithek. These groups are rarely more than a dozen individuals, but lynels are so individually powerful they can fight off thunder lizards, dossun families, or kappa warbands. It is fortunate for the nations of Agarica that the lynels do not seek conquest, as every one of them is naturally attuned to the Essence of the world. Even lynel children can call fire, and adults can hurl lightning or flames on their enemies or set their own bodies alight without harming themselves.

There are two main varieties of lynel, the blue and the red, who live in the Cloudtop and the Turtleback mountains respectively. The only difference discernable to outsiders other than the color is that the blue lynel manipulate air Essence and the red lynel manipulate fire Essence. Red lynels occasionally descend from the mountains into the lowlands of the Kingdom of Flowers seeking food during harsh winters, but the Barrier mostly kept them away. Now that it has been destroyed and the Dragon Emperor rules, the farms near the mountains mostly lie fallow and the lynels may have to travel further afield to find the same plunder they are used to.

Souldrinker Spider

These creatures are related to souldrinkers in some way, as they are always found in the same ruins together but the source of the relationship is unclear. While souldrinker spiders cannot drain life or fly as souldrinkers do, they are just as aggressive and dangerous due to their ability to control lightning. Their horns constantly spark in battle, and they can use the lightning to stun their enemies before devouring them. The creature is even capable of deflecting arrows or thrown weapons with its lightning bolts. Their legs are unsuitable in battle and too weak to grapple anything larger than a mycon child, but they are strong enough to hold on to walls and ceilings and allow the souldrinker spider to make prodigious leaps. This is their favorite method of attacking prey, and the last thing many explorers of Precursor ruins have felt is the searing crackle of a souldrinker spider's lightning.

Souldrinker Titan

Like the souldrinker spider, the souldrinker titan is only ever found in ruins containing souldrinkers, but it seems even further removed from them. Nearly six yards tall and twenty from their lamprey-like mouth to the tip of their tail, the souldrinker titan is a monstrosity that seems almost out of place in the smaller tunnels of the Predecessor ruins where it makes its home. They are sometimes called the "dragons of the deep" for two reasons. The first is that, like dragons, they collect treasure, though it is unclear if it's simply due to the objects' appearance or due to some other properties. The second is that their breath is deadly. While they do not breathe fire as dragons do, they can spit streams of acid powerful enough to score stone or melt through kappa shells in seconds. Much else beyond that is unknown, and it's unclear how they find enough food to support their enormous bulk or if they ever need to eat.
dorchadas: (Pile of Dice)
I haven't posted about RPG stuff in a bit. I think it's because I've been consumed by making a unified Dragon-Blooded Charm index for Exalted, with all the errata and fan-Charms I like in one place, in anticipation of that Ollantijaya game I mentioned a while back. But of course that's not the only thing on my mind, and it's time to write about Warlords of the Mushroom Kingdom again!

One of the main game premises I thought of when I started designing the setting was a megadungeon game. I know that most megadungeon games are OSR ones, or at least d20-based, but reading the GURPS blog Dungeon Fantastic and the Felltower game the author is running (first session here) has given me a lot of inspiration for how a completely different game can do a proper dungeon. The main aspects that are needed are:
  • An interesting megadungeon. I already have Etemenanki, the miles-high tower based on the Tower in Sky Land from SMB3, written into the setting, and a bunch of underground ruins filled with treasure and traps everywhere. With the dimensions I'm imagining, it's several hundred billion cubic feet of space within, and even a long tradition of exploration and actual communities around and in Etemenanki, there's still plenty of room for a series of adventures in there.

  • A wide variety of loot. Exalted has this covered, with all the artifacts in various books and the hearthstones that I've repurposed as crystals. No problems here at all.

  • A reward system to encourage exploration and looting. Basing XP on value of goods recovered--the old XP-for-gold rule--is the venerable and probably best rule, but it does run into the problem that unlike D20 games or GURPS, most of the magical items in Exalted don't have monetary value except in the abstract, so I'd have to assign everthing. Unless I just did "XP equal to Artifact or half Manse Background value" and then made sure that mundane treasure and goods had a reasonable scale. This would require some tweaking.

  • Competing factions. If everything is unendingly hostile and the only interaction the PCs can take with it is to sword it in the hit pointsHealth Levels, then they might as well leave and go play Ancient Domains of Mystery or Angband or something, which will do dungeon exploring and loot-gathering to a far greater degree of nit-picking detail than a tabletop game ever could. But if the PCs can work together with a party of kappa sent by their tribal shaman to retrieve a relic, or hear a rumor that a group of pidgit-folk have descended from their Cloud Kingdom citadel to clear out the same abandoned shrine that they were planning to go to, or find a group of dossun blocking off a passage and manage to parley with them into letting them pass, or pay a group of Disciples of the Empyrean to transport them to a balcony on a higher level of Etemenanki that they know is unexplored, that all leads to much more interesting stories than just murdering everything does. A megadungeon has to feel like a place where different groups live and interact, not just a collection of rooms where orcs are 30 feet from gnolls but they never acknowledge each other's existence.

    Unlike the ones above, there's nothing specific in Warlords of the Mushroom Kingdom to facilitate or hinder this. It's just a very important part of design to keep in mind.

  • Dungeon as location for adventures. "Explore the next level" can be a motivation, but it doesn't have to and shouldn't be the only one. Let others evolve out of faction interactions. Maybe there's a plague in town and there's a pool inside that has healing waters, and now the PCs not only need to get there, they need to transport a barrel of water safely back. Maybe someone wants a particular room or section cleared out because they want to build a community there. Maybe the pidgit-folk take over that section after exploring and they won't let the PCs through unless they bring them a Disciple of the Empyrean, who they claim stole mystical secrets from them and is using them profanely. Make sure there are plenty of opportunities for more goals to arise.
Part of me wants to include rules mechanics as a necessary part of the experience, but it's clearly not, since the first megadungeons were run with OD&D which barely has any rules at all, much less the kind of attempting-to-be-comprehensive system that d20 or Exalted have. It does require players who are onboard with the core concepts, though. Once I finish that Dragon-Blooded Charm collection and go back to finishing the WotMK bestiary, maybe I'll start looking in to that.
dorchadas: (Exalted: One True RPG)
I had a few thoughts I didn't mention in yesterday's post where I ran through Warlords of the Mushroom Kingdom combat, so I figured I'd write about them here.

  • It Really Is That Lethal - My Exalted 1e game never really had much problem with lethality, but stacked persistants in 1e meant that the complaint was more often about combat dragging on and on with no resolution, whereas 2e it was whiff whiff SPLAT. The lack of Charms here prevented combat from degenerating into Perfect spam, but it was still obvious that combat was "realistic" in the sense that wearing heavier armor is a really good strategy. The bandits were relying on their tough skin (3L/3B soak), and that meant that when they did get hit it was really painful--all of them died in only one or two hits from Goji, who had 12L base damage. Amiyumi, with 7L base damage, got a couple good hits in, but also a couple that plinked off their soak.

    On the other hand, most attacks that did hit, hit with very small margins--usually only 1 or two successes. That also implies that making a dodgy ninja would be possible, since no character here was optimized for avoidance. They'd be a glass cannon and quite possibly get taken out in a single hit, but hits would be rare.

    My characterization of "Runequest with dice pools" seems pretty accurate. Wear armor, don't just wade into battle, use positioning and strategy, and don't get hurt if you can because healing takes forever. There's a section on running RQ6 combat when healing times are so long, and I should probably read that. Thaumaturgy can help with that in Exalted, but it's still no Cure Light Wounds.

  • Raptok Are Murder Machines - Some of that is because [personal profile] schoolpsychnerd knew this was going to be a combat test, so she optimised Goji for fighting. It also meant that a lot of the disadvantages of raptok, like lacking dextrous hands or being unable to speak most languages, didn't come into play. Their bite does +7L, which is much as a post-Scroll of Errata two-handed great axe, and they've got that ranged clinch.

    Also, I just realized that Goji had orichalcum hearthstone bracers. We remembered the +3 to Dodge pool, but forgot the +2 to raw damage. That would have made her even more killy.

  • Knockdown and Stunning Aren't Super Dangerous - I can see why a lot of people ignore these rules, especially playing the Exalted. There was some chance here that the bandits would have suffered from the effects, since they had 3 dice to resist Stunning and 6 dice to resist Knockback, but they made all their rolls. Goji and Amiyumi never took more than one Health Level of damage at a time, so they were never subject to these effects.

  • Coordinating Attacks Would Have Helped - Coordinating attacks requires a Charisma + War roll and then reduces the target's DV by the number of successes on that roll. If I had remembered about that rule, that might have been a lifesaver for the bandits, who mostly fought as an individual disorganized mob and paid the price for it. They don't have the War skill (as befits a disorganized mob), but since most attacks hit or missed by one or two successes, even reducing the DV by one would have helped the bandits land more hits. As it was, Goji had all her -0 Health Levels full by the end, so a few more hits would have started wound penalties.

  • I Need Morale Rules - I didn't appreciate how great OSR D&D games' morale rules were for a long time, but nowadays I think they do a lot to make combat less grinding. And especially in a system where getting injured, with the attendant bleeding, long healing times, and wound infection, is so terrible, beating the enemy without having to fight them would be great. I just used Valor rolls, but I should have some system for when the Valor rolls are required and how they get more difficult. For example, the very first attack made in the battle was Goji grappling a bandit with her tongue and then biting them in half. That should have required morale rolls for the other bandits. AD&D 2e calls for rolls in situations like "when surprised," "25% of their group has fallen, "ally slain by magic," "50% of the group fallen," "offered surrender or a bribe," and so on. Those seem like good guidelines. There's a chart on page 156 of Exalted, but it's pretty vague--what does "Enemy of slightly superior combat strength" mean, exactly?

    And as in D&D, morale helps provide a niche for the walking dead, who automatically succeed at all Valor rolls and thus will never run away barring some kind of magic. Though in Exalted, zombies have a much higher chance of wound infection, so there's two reasons not to fight them.

  • My -0 Health Level Rule is Great - I gave everyone, including all the NPCs and monsters, -0 Health Levels equal to their Stamina. That helps make Stamina more valuable--though even without it, avoiding wound infections, knockdown, and so on makes Stamina better than with a game with Exalts--and reduces healing times, since healing is based on the category of Health Level: -0s take one day, but -1s take one week. Quite the jump. Again, magic exists to make that faster, but it's still no Cure Light Wounds.

  • Temporary Resources Are Very Influential - Since the margin of success was usually pretty small, spending a point of Willpower for an automatic success or channeling a Virtue for extra dice made the difference between success and failure several times. Amiyumi turned a near-miss into a hit at least twice, and Goji used all her Valor channels on attacks, I think. In a long-term game, they'd be more careful with them, but on the other hand they were outnumbered three to one here.

    While I used full Health Levels and 10s count double with the bandits, I didn't have them spend any Willpower. That's probably the way I'd do Extras for a grittier feel--they can't channel Virtues or spend Willpower. Lieutenants and up can.
It felt pretty sword and sorcery, which was exactly my goal. All in all, I'm pleased with how it worked out!

Edit: I just realized that the bandits were all armed with spears, so they could have used Thrust to make their attacks Piercing and get through some of that soak. Oops.
dorchadas: (Enter the Samurai)
I've been wanting to do this for a bit, and we had a day today without much of anything to do, so I asked [personal profile] schoolpsychnerd to roll up a couple characters and I'd put her against some generic bandits. So she made a raptok named Goji and an amanita archer named Amiyumi (Exalted stats here), statted them up in about half an hour while I filled out my mook sheet with the stats for a mycon bandit, noted that there were six of them (there were going to be three until I saw how powerful she was), and we set up the battlemap and went to town:

Warlords combat testing beginning

Using hexes, as G-d and wargaming grognards intended.

I went with the "move on every tick" interpretation of Exalted combat, which is also the way that Hackmaster works (count up and ticks are pretty similar, from what little I know), so I set up the battle wheel and let everyone move. Two bandits immediately started dashing toward Goji, and [personal profile] schoolpsychnerd waited until one got close, then she used the raptok's tongue grapple to pull one bandit in and bite him in half. It was overkill because I'm so used to our nWoD house rule where it's rolled attack vs. rolled defense that I forgot it was rolled attack + rolled damage here, leading to doing 14 levels of damage rather than 14 dice, but on future bandits I remembered. After killing him, one other bandit had closed and [personal profile] schoolpsychnerd didn't want to get caught in melee with all of them, so she wanted to escape. I don't think Exalted actually has any rules for Attacks of Opportunity and disengaging from melee, so I just called for her to roll Dexterity + Dodge vs. the bandit's Wits + Melee. She won, and led them on a merry chase around the edge of the map while Amiyumi fired occasionally with her bow.

Most of her arrows missed, though, and eventually she got tired of running around and just closed to melee, biting another bandit in half (rules-legal this time) and then things settled down into the usual close-range skirmish. There were four mycon on her, but I forgot to have them Coordinate Attacks--though admittedly, they were a disorganized group of bandits, so maybe that makes sense--so they mostly plinked away for ping damage and never took either of [personal profile] schoolpsychnerd's characters out of -0 Health Levels. When half of the bandits were dead, I had the remainder roll Valor. Two passed, but one didn't, and then when he turned to flee Goji bit him in half. I probably should have required some kind of roll to make the attack since there were two other bandits, there, but Goji bit a giant chunk out of the bandit's side and he slowly crawled away to bleed to death elsewhere.

After that, it was just mop up.

Warlords of the Mushroom Kingdom combat testing end

The only ones left are bandit 5, who's crawling away bleeding to death, and bandit 1, who's uninjured. Raptok bites are serious business. Emoji Axe Rage

What I learned is that if you're used to Initiative-based systems, Timing-based systems require a shift in thinking. I forgot to explain to [personal profile] schoolpsychnerd that Speed represents how long your action takes and so higher Speed is worse, so both Goji and Amiyumi had Speed 6 attacks (bite and bow, respectively). She mentioned afterwards that she might have given Amiyumi a faster weapon if she had known that was how the system worked. I also had a hard time keeping track of who was who at the beginning, though once everyone stopped moving and I didn't have to track per-tick movement anymore it was a lot easier. And really, even with a tick system using a battlemap isn't always useful. In a very enclosed space, or in a duel, or if no one has ranged weapons, then all that space isn't necessary.

I did demonstrate the way that ticks can be used, when one of the last two bandits' action came up three ticks before Goji's action, so he spent two ticks Aiming for a +2 bonus. He still missed his attack, but it was definitely a much better trade off than the usual "spend a turn aiming while everyone else does something" way of doing it. Ticks require a bit more mental space for me, but I used dice to keep track of who was who, matching the number next to the minifig to the numbers on the battlewheel I printed out. I think with the right mental shift, it would be a neat way of working on battles. The combat system with mortals is such that huge numbers of enemies is almost certain death, so there wouldn't be too many combatants in combat at the same time. And even if there are, as long as they aren't moving every tick, it should be fine. The whole combat with eight participants took about 45 minutes, which isn't so bad. Most of that was weighted towards the beginning when people were moving a lot, too. The last fifteen minutes are where four of the bandits got killed.

Speaking of lethality, I had [personal profile] schoolpsychnerd roll Medicine to stop Goji and Amiyumi's bleeding at the end of battle, and also checked for Wound Infection. Emoji Trollface

They both passed.
dorchadas: (Warlords of the Mushroom Kingdom)
Also occasionally called hearthstones or magicite, Crystals are natural distillations of elemental Essence into a solid form. They appear in lonely places where Essence flows strongest and the spirits are most active--in the depths of the woods, on the tops of mountains, on the bottoms of lakes, and so on. The Kappa Waste and the Shifting Sands in Pithek are known for their Fire Crystals, the leaves of the Forest of Shadows provide shade to glittering Wood Crystals, and divers descend the Lake of Dreams searching for the Water Crystals that form closer to shore.

Crystals require certain geomantic characteristics to form at all, and these characteristics are rarely, if ever, found close to civilization, despite the best efforts of practitioners of the Art of Geomancy to manipulate the Essence of more accessible locations. As such, Crystals require travel to remote locations and are very expensive because of the hazard, expense, and dependence on conditions of the local dragon lines.

There are three main uses that Crystals are put to in Agarica. The first is that each Crystal's particular Essence is slightly different, and someone who holds the Crystal in hand and crushes it can draw on that Essence for a particular effect. Such effects are incredibly varied and nearly anything is possible, from an Air Crystal that allows the bearer to hold their breath for hours to an Earth Crystal that makes all blows bounce from the bearer's skin, from a Fire Crystal that can turn an enemy's blood to living flame to a Water Crystal that allows the bearer to slip easily into a dreamless sleep or a Wood Crystal that can change the bearer's coloration to match the surrounding terrain. The Essence is temporary, however, and always fades. Some effects last for a week, some for a month, some only for a moment, but none are permanent.

The second is that a sorcerer can draw on the Essence to replenish their reserves directly after evoking a spell. To do so, they must forgo any other beneficial effects the Crystal would normally have, but as sorcery is so energy-intensive, the results are often worth it and rare is the sorcerer of any power who does not have a few Crystals with them for emergencies.

The third is as a power source for artificia. The artifex of the Scarlet City are a nearly-inexhaustible market for fresh Crystals for their experiments, and even the simple bob-ombs used by Muskalan grenadiers function far more efficiently if powered by a Fire Crystal rather than a crude fuse. The Essence within doesn't last forever, though, and the weaker Crystals are used up almost immediately. Artifex across Agarica have searched for a means to extend Crystals' usefulness for lifetimes, but so far with no results for their efforts.

While most Crystals are influenced by the elements, not all of them are. There are some Crystals that form in unhallowed places with unsavory powers, from speaking with corpses to imbuing weapons with the icy touch of the grave, and some Crystals that draw on aspects of the sun, moon, or Star Road. While it is possible to deliberate manipulate the geomancy of an area to create the former--and some of the Circle of Xhamekh have started creating such areas within the Dragon Empire--the latter are far more random, making them much more valuable.

System
For the first and second uses, it works as stated. Crushing the Crystal is a diceless Miscellaneous Action with Speed 2 if it's already in hand and Speed 5 if it has to be dug out of a pouch, and provides either the stated effect or five times its rating in motes. For the third use, a Crystal powers an artifact for one hour (•), one day (••), one week (•••), one month (••••), or six months (•••••).


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There. That works out as a homage to Final Fantasy I, a way to make some of the more problematic hearthstones like the Gem of Adamant Skin usable without breaking the game in half, and a reason for adventurers to head out into wild places far from civilization in search of loot to sell other than endless dungeon-delving. It also means I can get a lot more use out of the published hearthstones, since there are dozens and dozens of them, but in canon Exalted the average character is unlikely to have more than one or two, and be tied to their manses to defend them.

I'm pretty proud how much of Exalted I've been able to pull in and reuse for WotMK. It's saved me an enormous amount of prep time, even with how much work I've put into this.

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