Tuesday, 23 September 2014

The city braces itself to die

War is in the air, and the urban population breathe deep – a heady scent, which clouds the minds of many…

D6

1
Though the street urchins don't know it, they can feel the impending devastation. Pickpockets stand around despondent, and gangs attempt to make amends rather than continue their rivalries.
2
An in-the-know merchant is selling dodgy goods he picked up basically free, but is selling for extorted prices in the rush for supplies.
3
Many are turning to a new fad-religion which celebrates raucous partying, especially before important events. This is probably not a ploy by the invading force, but simply poor luck for the defenders.
4
The animals know, and are streaming out. Dog rubs shoulder with cat, cat with mouse.
5
High profile, street-court in progress. The accused will hang if found guilty, but if the prosecution cannot convict he will hang instead. People love the show either way.
6
Someone is stealing cobblestones, but only from main streets. This causes havoc from all the outgoing traffic.

Drinks and Drinking

You take a refreshing swig, a drink well earned. Something's not right - the taste? Smell? You look in your vessel, and see…

D10
What do you see?
1
A pair of long, thin, white worms. They writhe in your drink, and - damn does your throat itch - you can see tiny teeth at either end of the things.
2
The surface of your drink is acting like a perfect mirror, until you start to speak. The reflection just watches.
3
Dozens of tiny white spheres. The word ‘egg’ occurs to you. Breathing is becoming difficult.
4
Something like a weasel in lurid colours leaps out of your vessel and quickly flees the scene. You feel your pulse quicken significantly.
5
A twig of some unknown herb of tree sits at the bottom of the drink. You’ve never seen the like before. You’re sweating.
6
A small, unstopped glass vial rests at the bottom. Some oily liquid is seeping out the neck. You feel that the floor would be a great place to rest.
7
Your drink is frozen solid, but it is not cold. There is not a drop of moisture in your vessel. You feel warm.
8
Your drink is black as ink, and you feel the residue of it all over your lips, tongue, teeth, mouth, throat, stomach. It stings.
9
A fresh razor-blade is suspended in your drink. A droplet of blood is diffusing in your drink. Your tongue is bleeding.
0
The drink smells of rot – no, worse than rot. A thousand years of renewed decay bottled and distilled and infused and enchanted and cursed and hexed and spoiled and sullied. You feel the bile rising faster than is (demi)humanely possible.

Saturday, 20 September 2014

Impact of Golems

Continuing on from previous thoughts on golems-in-war. Probably worth noting a thing that could dispatch a golem is another, better one. Or two golems. Yeah, that'd do it.


Of course, the military applications of golems is only one use. When used in industry, the widespread effect will be far more pronounced, as can be seen by the development of similar systems in actual history - the inventions of the Industrial Revolution are a good roadmap, as is the modern computerisation of many processes. A long-term investment which enables more work, faster with greater efficiency all round - no upkeep, no requirement for sleep or indeed living quarters. A well-constructed golem, though probably wildly expensive, can indeed pay for itself. 

Of course, many of the negative impacts of both the industrial revolution and the modernisation of industry are inherent in golem-labour too - widespread loss of jobs for the working classes, who have been replaced. Societies using golem-labour could not simply train some of these people as operators or repairmen - as inherently magical creations, the average folk would be unable to interact with the golems in any meaningful way. This leads to widespread unemployment and dissatisfaction, a dangerous thing in a more primitive, feudal society.

Potential coping mechanisms could include the development or expansion of a permanent military force, probably equipped with arms and armour made of golem-mined ores. A well-equipped permanent army will compound the economic advantage this society has over its neighbours, and would allow significant military success -  not only are the armies larger and better equipped, the men are soldiers by profession and are not needed back home to till the fields and work the mines. This is in addition to the use of golems in war, nearly assured in a society which utilizes them to the degree that a significant number of people are out of work.

In addition to this, the use of golems within industry allows for new forms of product to be created and sold - golems cannot drown, and could well be capable of extended underwater operations. Furthermore, although slow, the inherent ability to bear incredible weight and move tirelessly throughout the night makes them effective pack animals for all manner of journeys, in addition to doubling as intimidating guards.


Tuesday, 16 September 2014

Idea-Sketch for Golems



In a setting with limited magical fire-power, most monsters and creatures get ramped up significantly in terms of fear and power. A mixed blessing is the nature of many of these things - by definition, many of them are uncontrollable and therefore make for poor tools. This does not apply to a golem. Being made of construction materials, your standard weapons won't do much. Combine this with the fact they're mobile meaning scoring a hit with some form of siege weapon is pretty unlikely. As we specified at the beginning, your traditional magical artillery battery is out too. So how do you deal with such a thing?

Obviously, this depends massively on the construction materials and creation methodology, but the most common types would likely be stone and clay, with the rare iron golem appearing. Of course, there will always be more exotic and outlandish materials used for specialist application. Methods of creating golems include

  • Creation via rituals, either divine or arcane
  • A scroll with the name of (a) God written upon it inserted into the inert form
  • Use of limited quantities of incredibly rare minerals
  • Imbuing the form with a 'spark of the divine' or similar phenomena
Assuming the use of a common, workable material for the majority of the body, individuals without magical support would be forced to fight a golem using unconventional tactics. A possible strategy which could be used would revolve around three main elements - bait, trippers and sappers. A pair of horsemen would hide, a rope or chain strung between them. The bait would attract the attention of the golem, who would then approach. At this point, the riders would attempt to bind the legs of the golem using the chain/rope, causing it to trip. Thus disabled, the sapper team would then move quickly, damaging the material of the golem with appropriate tools - mining picks for stone for example. Ideally, the golem would be disabled sufficiently in a single operation, but it is not impossible that multiple trips would have to be made before the golem was rendered ineffective. Aiming for a 'mobility kill' via the legs would increase the likelihood of a single strike being effective, although a golem would have the ability to drag itself around unlike modern military vehicles which are targeted for mobility kills.

Golems created with the name of a God or with a 'brain' of rare materials could be dealt with by targeting this control element - though practically this would require an incredibly brave individual to mount to golem, survive the attempts to dislodge them whilst also removing, damaging or otherwise disabling this control element which is most likely armoured, hidden or otherwise protected. This work is far better suited to adventurers rather than the common soldier.

Given enough time, golem-traps could be constructed utilizing either deep pits or soft sand areas, in which the naturally heavy golems would become trapped and therefore unable to continue the assault. 

Of course, none of this is needed with the application of either magical firepower/items or more accurate siege weapons. Fighting a golem without these things toe-to-toe is suicide, which is why the secrets of golem-crafting are not common knowledge.


Wednesday, 10 September 2014

Doppelgangers

"You does not understand the concept of an individual, but this is not to say You is not one - You simply does not empathise enough with others to understand how they are also individuals with their own helping of thoughts, fears and dreams. You does taste them however. An essential element of You's mimicry, the ability to deform and shape You's mind into an effective emulation of the target. A wolf in sheep's clothing, You will then assimilate into the life of the target, replacing them entirely to remove any suspicion before the task is carried out. You would then stay hidden until You could disappear without risking capture."

Every doppelgänger is a unique creature, more of a broad family than a member of a species. It is not known where they come from. Many struggle with issues of identity, with the most common response being to not have one - they became perfect blank slates upon which they pin their deception. Others  instead fail to understand that anything else is really alive and sentient, seeing those it slips between as a great herd. Beyond these two broad archetypes, there is an infinite variety of possible outlooks and attitudes.

The 'blank slate' archetypes are owned by a handler who they are suicidally loyal to, or else aimlessly wander, replacing random individuals seemingly erratically. They often pass entirely undetected, until some unknown trigger causes a brutal slaughter, commonly met with death by the authorities.

They are known to gather in groups, most commonly when operating as mercenaries. It is not known what they do with their pay. Those who do group together are usually of the more eccentric kind, sporting more outlandish habits and preferences. They are considerably more talented, motivated and intelligent than the others of their kind, despite having no real goal. This makes them a formidable force and a great boon to those who can afford their hefty fees. Incredibly unusual is the tendency for these groups to take on names, something which exists entirely within these groups.

All members of this species have what is known as the 'rest form' - their appearance when not impersonating another. There is a great deal of variation between these, with the features approaching common usually being present on those of the 'blank slate' type ;

- Overall body is standard human configuration
- Translucent skin, not quite transparent enough for organs/bones without bright light behind them.
- No sensory organs
- No sexual organs
- Emaciated appearance
- Average height 5'5

D6
Specialisation
1
Theft of items with great sentimental value – this one delights in stealing such items, and will store them in its personal stash. This stash will be defended to the death.
2
Murder of the dependent – this one savours the killing of the elderly, the children and the sickly.
3
Savage Brutality – it revels in pure carnage, brutally slaughtering targets and those near – usually to have it blamed on the one being impersonated.
4
Being caught – this one allows itself to be caught in the act, before slipping away once blame is solidly levelled at the one being impersonated.
5
Destroying relationships – this dynamic individual will rapidly shift to destroy all friendships and relationships the target has, leaving them utterly alone.
6
Specific Impersonations – this one has a knack for impersonating a specific variety of target, feeling incredibly comfortable in that form – to the point that their rest form reflects this preference. Roll on table below for the specific variety.

D6
Preferred Impersonation
1
The holy, the pious, members of clergy or of known upstanding character.
2
A specific gender.
3
Children of a certain age – (D12 +4)
4
Nobility, those possessed of great wealth or titles, guild leaders.
5
A specific race, often from somewhere distant than their current locale.
6
Those known for a specific strong temperament.









Friday, 29 August 2014

Burrows of the Dwarves

If one was (un)lucky enough to find an abandoned Stone Dwarf burrow, or else had conquered one by incredible military prowess, what would they find?

Entrance

A great airlock, sealed by huge reinforced discs of the hardest local stone. If there is not a suitable material available locally, huge expenditure will be made to import the very best. The tight walls of the tunnel connecting to the airlock are riddles with holes - these being placed for the militia of the poor to pelt invading Nightmares with missiles. These holes are barely enough for the weapon of choice, discouraging individuals attempting to look upon the Nightmares - this is the sole burden of the Dream Wardens. This central passage will be a veritable death-trap with several false passages. These traps are activated as the Dream Wardens advance to defend the entrance - there is no retreat for this line of defence. The militia tunnels lead directly to the slums where the Dwarven poor rub shoulders with the proud Dream Wardens. This layer is collectively known as the 'Qhywt.'

Eventually, an explorer or soldier would run into a second airlock. This would be defended by the commanders and veterans of the Dream Wardens, as a last ditch defence against invaders.

The Qhywt Proper (The Up)

The Up is an approximation of an urban sprawl in negative space - streets are wide tunnels connecting places worth going. Often lesser-used areas will only be connected by one-way passages, forcing the unfortunates to clamber atop each other. Dream Wardens, on the off chance they are in these tunnels, are always allowed to climb atop others, out of reverence for their sacrifices above and beyond the common Dwarf. Dwarves share space freely - there are simply communal dorms where those who need sleep do so. Personal wealth - what little those living in the Qhywt have - is carried about the person. Stone Dwarves do not steal from each other.

Rot Farms

The staple crops of Stone Dwarves are fungi, which are intensively farmed in the Rot Farms, huge expanses of decaying organic matter. A significant portion of this material is the Rock Dwarven dead - Stone Dwarves feel no guilt about this use of their cousins, simply viewing it as the way of things. The variety of fungi are huge, and they are simply allowed to grow where-ever they please, leading to a strange chaos of otherworldly structures nestled in the decaying mass of the dead. Rot Farm workers are incredibly respected.

Water Catchment

Burrows in porous areas filter the water trapped and filtered by the surrounding stone into huge clay bowls which are then piped around the burrow. This water is seen as a gift of the mountain. Non-porous rock areas general pump water from underground sources, though some tap into mountain streams unknowingly, thinking instead they have tapped into hidden, stony veins.

Dream Warden Barracks

Dream Wardens are completely convinced of their duties to the Stone Dwarven society, even more than the average member of the culture. When not on active duty they train near relentlessly, attempting to achieve martial perfection. The Dream Wardens are also responsible for training the crossbow militia made up of the populace of the Qhywt, and significant time is spent doing this.

The Tak (The Fall)

Behind the second airlock is a huge vertical shaft, which runs down the the Darln, the central district of the burrow. Movement between the levels is achieved via a huge cargo elevator, which moves excruciatingly slowly. Most Tak journies will take 6 hours, though this speed will vary depending on how the elevator is powered - most are muscle powered, with teams of dwarves working at the mechanism, though some advanced burrows utilize water or even steam (generated via geothermal heating) The mechanism is located nearby, in the Qhywt.

The Darln Proper (The Seat)

The Tak leads to the centre of the Darln, meaning any given area contained within this immense space is equidistant from the Tak. The entire Darln is mined out, buildings being pre-planned long ahead of time. Endless bridges and walkways connect the various stone buildings of the Darln, and ornamentation derived from the wealth of the earth is spread liberally throughout. All Dwarven industry beyond basic farming occurs here, meaning the fumes from various processes congeals and roils around at the top of the Darln, slowly bleeding out through the stone. In a significant number of older burrows, these clouds react with the condensation of living creatures to create rain showers, giving these burrows a distinctive weathered look despite being entirely sheltered from conventional weather.

At the bottom of the Darln is yet another airlock, the Kyrl (The Divide). This one puts the defences of the Qhywt to shame, with multiple metal layers and mechanisms to ensure there is no accidental opening. This is done to keep out those that lurk in the deeper dark below the burrow, oft disturbed by the miners. This area is collectively known as the Knurl.

The Knurl (The Deep)

Only the hardiest of Dwarfkind live in the Knurl - exclusively the territory of the military, who also function as miners when not performing military actions. The Sapper-Spearmen continuously dig out from the main base in the Knurl, establishing outposts and important spots. If a natural or foreign tunnel is broken into, the Delvers immediately set up a mobile head-quarters at the breech and begin scouting heavily, the base defended by a considerable cadre of Sapper-Spearmen.

The tunnels of the Dwarves are incredibly precise and uniform, marked in simple Dwarven script to make navigation easier. Their underground fortifications are truly formidable, bristling with steel and a collective memory of stubborn defiance against attackers.

Supplies and raw materials are exchanged every two weeks, utilizing the Kyrl. These exchanges are completed as rapidly as possible minimizing the risk of enemy forces getting into the Darln.


Tuesday, 26 August 2014

LotFP Writeup 4.3

We left off with the party riding hard out of the now-diseased town, laden with loot from the late enchanter. Tesco's maniacal laughter cuts through the air as we start once again.

--

The first order of business, of course, was to check the loot. Items of note included no less than 2 spell books in addition to a ring which detected as magical to Tesco's assisted sight. He quickly donned the ring and scanned through the books, hungry for the knowledge within. To his surprise, the biggest find was a variation on his beloved Summon which claimed to have a superior method of empowering the spell via sacrifice - as long as the victim was human. Milk was entirely unaware of this as he continued with his scrolls.

Meanwhile, the rest of the party decided that striking out north was the best plan - leaving the Red Duchy entirely and seeking adventure in the Republic of Seled, about a weeks travel at their current speeds. This journey, however, would involve 2 days in the dangerous wilds between the two states, wherein roam peoples and other things outside the writ of law.

With the initial rush of flight behind them, the party had an eventful days travel, choosing to rest the night rather than exhaust themselves. This un-eventfulness continued for the next couple of days until they awoke to notice something unusual near the clearing - a squat, square stone building, lacking windows with a collapsed doorway. Seeing no obvious signs of habitation, Tesco and Gutch proceeded on to the puzzling, isolated structure whilst Milk, Pepper and James stood guard over the horses. Doing a circuit around the building, our brave pair found a large crack in the rear wall. Peering in, they could see debris and think, undisturbed dust. Lighting the lantern, they began searching the ruin. After a good twenty minutes searching, they had only discovered three things - a trapdoor leading down, a wide set of stone steps and an unceasing scratching above them. Weapons ready, they decided to check above them.

The were met with a grim scene - the entire floor was covered in the corpses of the long-dead in what appeared to be some sort of church hall. The bodies were little more than withered husks wrapped in near-entirely gone rags. Searching through the bodies, Tesco was unable to find any trauma or obvious causes of death. Meanwhile, Gutch set about checking the walls for any obvious discrepancies. He first realised that the room was slightly smaller than the entire building - meaning the walls have extra thickness, or a hollow space behind them. The latter was quickly shown to be true, as well as seemingly being the source of the scratching. A glance was shared, and the pair began battering the wall to try and make some sort of opening. After a considerable degree of effort, a single stone was pried lost, but was immediately replaced by a bony hand gripping the stone below it, attempting to tear it away.

Milk and Pepper looked up idly from their guard, hearing their companions charging back towards the clearing, yelling about skeletons. Milk sighed, and continued working on his scroll whilst Pepper girded himself for a fight. It was not long before their bony foe was upon them. Whilst individually weak, Pepper was seriously wounded by one of the creatures before the fight was through. Taking a moments rest, Tesco, Pepper and Gutch returned to the room from whence their foes had emerged. Once there, they discovered that the hollow space was filled with ancient bones and a choking dust. After recovering from said dust, they decided to venture into the basement levels.

Pepper elected to stay above the trapdoor whilst the other two plumbed the depths. Once they had descended, they were met with a strange corridor - three pairs of wattle-and-daub discs set into the walls. These discs were incredibly obvious against the stonework of the corridor. Brandishing his 10' pole, Gutch jabbed the nearest disk, punching a hole clean through it. A femur protruded from the hole. Gripping it, he then pulled the femur loose, unintentionally enlarging the hole to the point where a considerable portion of the contents spilled out - a great pile of bones was now in the corridor, in addition to the choking dust from before.

Once the dust had settled, Gutch and Tesco pushed on to the end of the corridor - a flight of stairs, turning to the right. They advanced to the bottom of the stairs, and were met with a similar corridor. Once again, they pushed through, but the room at the end of the corridor was very different - a simple stone room, with an altar set in the centre. Topping the centre was a fore-arm sized golden idol. Tesco decided this was an obvious trap, and left Gutch to his fate. Gutch saw the idol. He wanted the idol. He wanted it bad. He ran his palms over the entire room, and could not find either mechanism nor switch. He couldn't see a pressure plate on the altar. Bracing himself, he snatched the idol and began sprinting as hard as he could towards the exit. He heard a smashing, whirling, crushing sound behind him. He kept going. As he passed the second pair of discs, the same sound and feeling. Tesco, however, could see the the scene play out - the bones contained behind the discs burst forth, meeting with their counterpart on the other wall, forming terrible pillars of writhing bone and debris. Gutch cleared the third, seconds before the bones flew forth. He glanced over his shoulder, and saw the terror he had narrowly avoided, idol still clutched to his chest.

Tesco had already moved to the trapdoor, and was yelling for Pepper to lower a rope to pull them up. Gutch meanwhile was nearly caught in the second pillar, narrowly avoiding it thanks to Tesco yanking him into the inert pile of bones by the first pillar. The both grabbed onto the rope whereupon Pepper pulled them up to ground level. They fled, golden idol clutched tight.

The rest of the day was spent nervously glancing at roadsides for skeletal pursuers, which consistently failed to materialise. Similarly, the night was spent unmolested by gleaming bone figures. The next days travel saw them break out of the denser forest into grassland, a river running far away to their left. Ahead of them sprawled a larger village, which they moved into.

In the small, rough alehouse our party spied a similar group - a large man with a ponderously massive hammer, upon which he rested his chin. He was accompanied by twins, equipped in lighter leather armour and more reasonably sized weapons. The entire trio seemed incredibly glum, and so our oh-so-kind group decided to cheer them up by interrogating them on the cause of their sour mood. Upon being questioned, the huge man (later identified as Rolf) left for his room. The twins explained that up until very recently they were Rolf and the Triplets - their brother having been lost in a dungeon about 3 hours travel to west, by the river. They went on to describe how their over-cautious brother had taken out a wall which stopped the river flooding the structure with his 10' pole. They gladly gave our group directions to the place, happy that someone might profit from their misadventure.

Tesco felt it best to seek out hired help for this escapade, preferably someone with experience regarding working with water. What he found was Vim, professional hireling and die-hard survivor. A short, wide commoner who most notably carried ten one foot poles which could be assembled into a single pole - a useful tool in any dungeon. Whilst not a combatant, he could combine the roles of several potential retainers into a general dogsbody. Tesco warmed to him immediately and hired him at a fifth-share of all loot.

The now-enlarged party assembled, they set forth for the entrance to the semi-flooded dungeon, ensuring they were not followed. The entrance was as described - a raised stone square, easily clambered atop with stairs set directly into the middle, leading down into damp darkness. Vim was given the lantern in addition to his poles, and so the intrepid adventurers plunged once more into darkness.