Showing posts with label rivercrawl. Show all posts
Showing posts with label rivercrawl. Show all posts

Friday, April 3, 2015

Play Report: Amazonian Rivercrawl

My first session of my more-or-less open table Amazon exploration LotFP game was this weekend. Seven friends from college came from out of town to play. We had a blast, spending about 4 hours on Friday night playing and another 12 hours on Saturday. When we game, we game seriously.

Dungeon: The First Foray
For Friday's session, I had them generate completely random characters using +Ramanan S's Random LotFP Character Generator, and then sent them through a version of +Dyson Logos's Ruins of the Gorgon that was reskinned for the Amazon Rainforest setting. They ended up forcing one of the hostile native men that they encountered in the ruins outside to poke around the first few rooms of the dungeon with them. He had the wherewithal to escape the moment they turned their backs, but the party didn't get out of the dungeon until a giant capybara felled one of them. The surviving characters soon packed up and left, but not before digging through the capybaras' disgusting nests to pick up some silver trinkets, and then hauling out one of the beautiful ceramic statues in the entry room while under the watch of a ceramic fresco of a harpy eagle with a woman's head tearing apart a man's body under her talons.

The next day, all my players were available and we began running through the actual rivercrawl. I took a hint from +Zzarchov Kowolski's Thulian Echos and placed the dungeon from the night before on the map of the river, and gave the players vague directions on how to get there. They'd encountered one of the last party back in town, who gave them their map and some warnings about hostile natives, giant rodents, and valuable statues. The players then got to start the exploration of the tributary they've been assigned to map and conquer for the Spanish crown by the Viceroy of the Maranon, the one-eyed conquistador Francisco de Orellana.


The players choose to go back to the dungeon from the night before to try to loot more of it. Being as this was the main adventure and for them was going to be a one shot, they were playing 2nd level characters and each had a 1st level NPC retainer (whose gear was chosen by running through +Jeff Russell's Gears and Careers Secret Santicore entry). They had a riverboat they'd pooled up to buy, as well as a number of oarsmen, dogs, horses, and personal retainers. This was as I'd hoped, and the amount of loot they had mimicked the conquistador expeditions of the early 16th century—as did the losses they would later suffer.


Crawling the River: Social Encounters
The first day on their way to the probable location of the dungeon, they had to scare off an otter that was trying to gather food from their stores. The next day they saw a pink river dolphin shapeshift into a native and join what looked to be a festival at a particularly large river village. They made landfall and contact with the natives in order to discover more about the shapeshifting dolphin, but were distracted by the excitement of their first native contact going so well that they were invited to join in with the festivities. Since this was a festival, I gave them the chance to give away their possessions as gifts in return for gaining their worth in SP back as XP, then had them save verses Poison or roll on +Jeff RientsCarousing Table.

The next morning they woke up hung over, closer to level 3, and with a Magic User beaten up and naked, and a Native Guide madly in love with a local Indian girl. A few of their oarsmen had gone native (failed morale checks), but four of the natives, young cocky men, wanted to come explore and adventure with these crazy white people (successful morale checks).

It was only then that they remembered about the dolphin that had brought them there in the first place, just in time to hear the commotion caused when one of the women in the village found out that she was unexpectedly about to give birth even though she had only had a one night stand with a stranger the night before. Turns out those dolphins don't necessarily have the best intentions. (This outcome I DnDified from an actual Amazonian myth about the river dolphins.) The party made the mistake of admitting that they'd known about the dolphin's presence without telling anyone, and were asked to leave under less pleasant terms than expected.

The Bobs
They then continued up the river with their new native hirelings (who they called "the Bobs"). They did some exploring, and came across another small hostile native village who drove them off, then to a final friendly native village near the dungeon. This village was cold but not hostile, and gave them reports of strange black magic that had happened up the river, and promised to convert to Christianity if the party could resolve it.

The Jungle and the Dungeon, Again
So into the forest they trudged, dogs, retainers, and Bobs in tow. On the way, a jaguar and a poorly-aimed crossbow shot managed to take down one of the party's henchmen. Once they got to the dungeon, they left the Bobs, a retainer, and one of the dogs up top, fought off the dungeon's guardian tree which had regrown since the last party's foray under ground, and descended below the forest's floor.

Below, they found the remaining ceramic statues re-arranged, and the entrance to part of the dungeon they'd cleared before now blocked off. An Open Doors check catastrophically failed thanks to my helping houserules and one of the fighters sprained a wrist, so they went the other direction to explore new parts.

They found a storeroom with more smaller ceramic statues, and then came across a party of warrior women with feathered bodies and taloned feet who tried to drive out the invading party. While the carnivorous Harpy Eagle Women had won a surprise round, some earlier smart thinking on the part of the Magic User—blocking off a door with an unseen servant that was not being used—managed to prevent too much damage from happening.

In the resulting combat (which, quite frankly, took much too long because of my own poor handling of combat with such a large party—lessons learned for future sessions), another henchman died and some of the PCs were taken out of combat with spells or taken down in HP, but they eventually got the upper hand of the five harpy eagle women due to good tactics and overwhelming numbers. At one point an expended Magic User brought a set of hand puppets into play, and it actually did the party good.

The party was supremely disappointed to find out that the dreadful black magic harpy eagle women were defending nothing more than the dungeon's fresh water supply, so went back to loot the dungeon they'd explored so far. They set up guards on all the doors and had the remaining party (+ the Bobs) ferry the statues out. They made easy work of all the wandering monsters the commotion brought to them.

Back to Civilization: Dealing with Consequences
On their way back to the boat with all their loot (statues made of glazed ceramic which were more beautiful than any ceramic work they knew of in Europe), they encountered a golden lion tamarind. Another of the party's Magic Users cast darkness on its eyes—a spell he hadn't used in the big fight for some reason—and the party managed to capture the creature. The spectacle of the characters running around chasing a monkey was one of the funniest things the Bobs had ever seen.

They made it back to the last village that afternoon, and after some negotiating and giving a gift of one of the statues, the village agreed to be converted. They spent the night there after erecting a large cross in the middle of the village (an actual tactic of the Spanish missionaries when converting native populations).

They traveled downriver quickly, making it to the Bobs' village before nightfall. They gave each of the Bobs a small looted statue as a parting gift. The Bobs' tale of adventure was the talk of the town, and their favorite part was recounting the party running around in circles trying to capture a blinded monkey.

The next day, the village made a gift of one of the finest bows that the party had ever seen, and they left having established excellent diplomatic ties with one of the larger villages on the lower reaches of the river. On the way back down the river, one of the specialists (a gnarled old Greek sailor who doesn't speak any Spanish, the only non-Spaniard European in the party) spent the whole time trying to teach the monkey pickpocketing skills.

The party made it back to town quickly, and sold off their loot for a pretty penny. They declined to sell the monkey, hoping instead of fetch a better price by finding a female of the species and selling them together as a mating pair. The Greek sailor specialist, who had stolen some extra loot when others weren't looking and had made full use of the carousing rules, managed to just level up to level 3, and after that succeeded in teaching the monkey just enough pickpocketing skills for it to be dangerous.

Conclusion: What Does it all Mean?
We left our adventure there, as it was nearly 10pm and time to meet some other friends for drinks. Overall, the adventure had been a lot of fun. The players all told me they enjoyed the exploration and social encounters more than the dungeon, and in the future they will likely seek out more exploration. Part of that was probably my own fault for letting the combat drag as much as I did, and in the future I'm going to be more limiting of who can go into dungeons and who can participate in combats, while still allowing the players to have a large party that is necessary for jungle-based overland scenarios to work out.

One thing that I was quite pleased with was the way that the game mechanics came together. Gaining silver and gold through adventuring is the only way to level up in +James Raggi's Lamentations of the Flame Princess, and it encourages the players to be greedy in a way that puts them in the conquistador mindset much better than any storygame rules could, I believe. Multiple times out of game they discussed wanting to play the game in a way that was not exploitative or overtly colonialist. They wanted to do first contact right. Even so, they were willing to exploit the natives the characters encountered both directly and indirectly, even as the players discussed openly the discomfort they felt with those actions. It was interesting to me to see the players' moral guilt at the actions of their characters, even while they enacted Raggi's principles of Heavy Metal DnD. It was exactly the kind of game I wanted to run.

The average Spanish explorer of the new world was someone out for dangerous work in order to gain lands, a name of themselves, and most importantly a fortune. Gonzalo Pizarro and Francisco de Orellana's quest into the Andes that led to them discovering the Amazon river started as a search for cinnamon trees, whose spice would have made Pizarro a rich man. His older brother Francisco Pizarro's conquest of the Inca was predicated on extracting as much of the gold form the civilization as he could, and in return for those riches the Spanish crown granted him governorship over the Peruvian province that conquest created. The conquistadors were truly the original murderhobos: they went to people's homes, killed and enslaved their men, and took their things.

In some ways, this makes it the ideal setting for an open-world DnD game. It is the age of exploration and adventure, and some of the stories of the Spanish conquest of the new world are more DnD than DnD is. (For instance: A group of four Spaniards lead by Cabeza de Vaca were shipwrecked in Florida in 1527 and trudged their way across N. America to the Pacific over the next eight years, the first Europeans to do so. They started out occasionally enslaved by and escaping various tribes, but by the end of their journey were known as shamans and messiahs amongst the native populations.)

It also makes running a game of DnD in this setting problematic, but in a way that is hopefully useful and good. In DnD, every player is accountable to only themselves. Their choices are completely their own and are not constrained by the rules. No player has to try to level up, and even further no player has to try to harm others, enslave natives, take what isn't theirs, etc., even if they are trying to level up. While the characters did bad things, and did so at only the conscious urging of their players, it's useful and good to be able to ask why they did.

When a group whose players are variously Christian, atheist, Buddhist, and Jewish; are male and female; are progressive, conservative, and libertarian; are white, black, and even Native American; when that group still opts in-game to exploit native characters, all because its in their best interest in-game due to the structures of that game, it hints at the importance of structure and ideology in our day to day lives.

This is why a work of art's being problematic can be a good thing, and should not be a reason for us to shun that art. It gives us a somewhat safe space to actually examine what makes it problematic, how it got to be that way. It can fully be enjoyed as art, analyzed as a piece of ideology, and used to better understand the world, all at the same time. That said, I do think that one can have badwrong reactions to art. The moral discomfort my players felt was good—an enjoyment of those same character actions, an unwillingness to admit that they were wrong or to further analyze the inputs that went into making those decisions, would all be terrible reactions to the problematic work we created together.

Anyway, this is all a longwinded way of saying that the game went very well, and I'm very much looking forward to running more in this setting, with these and other players. Anyone who wants to play in person or on G+ should get in touch—I hope to get to the point where the rivercrawl is a living open table, a sort of New World West Marches.

Tuesday, March 17, 2015

What's up with that random Amazonian village?

Village size (1d20):
1d20 x 5 dwellings, except on rolls of a 1. Then, 2d20 x 10 dwellings.

Dwellings are (2d4):
2. Treehouses
3. Floating on the river
4. Grass huts on stilts
5. Wooden, set back from the water on a high bank
6. Wooden, abandoned during floods
7. Buoyant grass huts, so they float during floods
8. Watertight with rooftop entrances

Wealth (2d4):

2. Great 3-5. Healthy 6. Hard 7. Sickly 8. Starving
Food d6 rations / dwelling d4 rations / dwelling d2 rations / dwelling d4 rations / dwelling d2-1 rations / dwelling
Warriors +5% +0 -5% -10% -15%
Decoration Silver, rare woods Animal pelts Grass, wood Grass, wood Decrepit

Population:
Average 4 people per dwelling.
15% 1-lvl fighters
1% 3-lvl fighters
1% 2-lvl magic users
0.1% 5-lvl magic user
75% women/children/elderly
The rest are 0-lvl fighters.

Contacted before (1d8):
1. Yes
2-8. No

Weapon types (1d8, 1d4):

Warriors wield:
1. Spears (d6, thrown or melee)
2. Atlatl and dart (d8 thrown)
3. Bow + arrow (d6 distance, 1 in 12 poisoned)
4. Clubs (d4 melee, d6 if sharktooth)
5. Poison blowdarts (-2 to hit, save vs. poison or fall ill)
6. Net + spear (save vs. paralyze or get trapped and stabbed)
7. Trickery
8. Roll 2d6.

Made of:
1. Wood
2. Sharktooth
3. Bone
4. Stone

Reaction Roll (1d4):
Word of the party travels more quickly than they do. For each of the last two encountered villages, apply a modifier of -1, 0, or +1 to this roll based on whether the encounter ended as hostile, neutral, or friendly.

-1. Hostile (active)
0. Hostile (active)
1. Hostile (passive)
2. Standoffish
3. Cautious
4. Curious
5. Friendly
6. Friendly

Encounters (d12):
Roll on this table if the party is able to land. Whether they land in peace or in the fray will determine how it plays out. Once an encounter is rolled, cross it out and add the next down on the list in its place. Or just roll d20 and accept that you'll get repeats.

1. Young girl wants to be taken away.
2. "Christians? Oh yeah, we got some of them, funny looking guys who live about 50 miles inland."
3. Giant turtle farms.
4. Giant tree trunk with map of the area carved on it. At least one point of major interest. Vassal village of the "amazons".
5. Shaman warriors. Every two turns the shaman go uninjured, everyone in the party must save vs. magic or suffer -2 to hit for d6 rounds.
6. The leaders wear gold jewelry. Total 2d100 GP worth of gold jewelry and decorations in the village.
7. Temple with prayer idols made from brilliantly colored sewn feathers. The temple itself is made from two kinds of wood, one perfectly white and one perfectly black.
8. Weapons storeroom. Sharktooth clubs, atlatls, manatee skin shields, etc..
9. Chief owns a diary from a fallen conquistador from Pizarro's trip.
10. As a protest against colonial rule, a monkey has been appointed chief.
11. Someone stole their writing, and they want it back.
12. They're in the middle of a potlatch, players can join if they bring gifts. Treat as per carousing rules.
13. Ambush! 2d8 1-lvl fighters lead by 1 3-lvl fighter.
14. Beautiful pottery with lifelike figures painted on it.
15. Everyone wears silver jewelry. 10 SP worth of silver jewelry per person in the village.
16. A freshly killed tapir rests in the town square. ~100 rations worth of meat, ~50 of offal.
17. Players are offered a gourd of yajé.
18. The indians plan on capturing and enslaving the characters in order to harvest their knowledge of metallurgy.
19. The village is having major skirmishes with some villages further inland.
20. The villages need some sacred item buried with Esur the Red but it's taboo for any of them to set foot in the burial mound.
21. The village is in shock as one of its lost children just returned telling tales of the Pale Lady.


Sunday, March 8, 2015

Secret Santicore Reference: "Things"

And so is finished the table of contents for the "Things" Secret Santicore 2014 PDF.

There were a tonne of great rules and systems in here. "Diseases and Cures" is definitely finding its way into my Rivercrawl game, and "Gear and Careers" is just going to be my new normal for "defining player gear at chargen".

When the Monster is the Treasure2-3Rules for harvesting parts from monsters/animals. Tables for what you get, what they do, what it's worth, etc..
Things Found in an Abandoned Hospital or Asylum4-5A d66 (or 11d6?) list of things found in a modern abandoned medical facility. Each item comes with a modifier to make it work for a horror or medieval game.
An Arsenal and Armoury Pertaining to the Shed and Stolen Nails of Giants, Giantesses, and Giant Brood6-7A listing of items created from the use of the finger and toe nails of Giants. Arrayed in several tables depending on if found wild or as spoils of war. All pretty nasty in a body-horror type way, but also useful if you're OK with the nasty. Includes rules for several weird diseases you can catch from using the objects.
What is That up There, My Lord?8-9Four d10 tables that can be used to generate a "Buck Rogers-type" spaceship, including the craft, the pilots, the weaponry, and its mission.
Deep Dungeon Transports10-14Discussion of the viability of various types of non-magical transport options in the deep underdark. Breaks the general problem into more specific instances, describes ways of solving each instance. Includes putting something in the belly of a Purple Worm, getting transport across the deep underground sea, and using Beholders to carve out large tunnels.
Black Magic Alphabet15-16d26 alphabet tables for generating tomes of black magic, including their name and what's contained inside them.
The Alchemist Store17-18Eight d6 tables for generating an alchemist's store, including items in the shop, other customers, the owner, etc.
Games of Irradiated Wastelands19Five short descriptions of games played by peoples in a post-apocalyptic setting. Gonzo/silly in the best way.
Dangerous Technology for Stupid People20-28100(?) dangerous technology items, such as the Fez of Protection, the Soup Bowl of Death, and a Spinning Bow Tie that knocks down missile attacks. Great fun list.
The Seven Vestments of Sutoyar the Mad29-32Seven magical clothing items enchanted by a mad historical figure. Each has advantages and disadvantages when worn, as well as a magical and mundane history.
Amulet of Flawed Majesty33-35A magic item which gives the character a permanent +1 to Charisma and the occasional +6 to charisma and random super power, but at the cost of the characters' soul.
12 Wizard Hats36-38Twelve wizard hats, each with an image and a description, each of which offers certain advantages and disadvantages in play.
Alien Bionics39-43A d20 list of alien bionics with descriptions on how to use each. These are fairly serious scifi technomagic items, and rules are provided for using each one in play including advantages and disadvantages.
Thirteen Tomes44-45A list of 13 magical books, each with a paragraph description detailing what they do. Any would make great loot in a D&D campaign.
Random Effects for Eating Mushrooms or Other Bizarre Foods46-49d100 table of effects from eating weird, dangerous, rotten, unknown, etc foodstuffs. Most are short and fun in play, offering more flavor than mechanical (dis)advantage, although mechanics are there.
Magic Cutlery50-51Backstory and a list of 15 magical eating implements. Can be left in a wizard's tower, a magical school, etc.. The effects tend to be small but useful in a dining setting. I'm sure players can find a way to make them useful for killing things and taking their loot.
The Five Blades of the Dead Titan52-54Five magical, sentient swords, each with different magical abilities that they grant their users, but also each has its own goals and will attempt to take over the character to achieve those goals.
Clerical Spells55-57A number of clerical spells for three different deities: The Builder (Structure and Self), the Lady (Blessing and Light), and the Shipbuilder (Sails and Storms). Excellent list to help add flavor to different types of clerics.
Organizational Events for a Fantasy City58-61A d100 table of events that might happen in a fantasy city that pertain to its management and government. Often will affect a party of PCs, lead to adventure hooks, etc.. Great way to make the city feel alive and bureaucratic.
Gear and Careers62-64A method for determining starting gear of a newly rolled character that doesn't involve buying it. The character will get different gear depending on their ability scores and their class. Low scores don't get bad gear, just different gear. Really neat, versatile, and fast system.
Accessories of Exacerbating Transformation65Three magical clothing items that in some way transform their wearer. Switch mental/physical attributes, mutate them, etc..
Plastic Model Spaceships66-67Tables for quickly rolling up Gonzo Hitchhiker's Guide to the Galaxy style spaceships of varying size and functionality. Comes with illustrations, is both hilarious and functional.
Magical Medical Marvels68-72Various items, spells, NPCs, and adventure hooks, all of questionable healing power. Oh, they'll heal you all right, but they'll also grow you weird limbs you didn't know you wanted (and probably didn't).
Uncommon Skills of the Second Age of Adventuring73-74A list of narrow skills / non-weapon proficiencies for your Old School game. All are helpful, most are a little funny too. Great way to round out a skill or feat list.
Random Potion Effects75d20 effects a random potion might have. Some are gross and deadly, some are useful, and some are window dressing. Given the context of "Wizard creates these, force feeds them to prisoners to see what's up", that's a pretty good mix.
Quick and Dirty B/X Vehicle Rules for Science Fantasy or Sci-Fi76-77Really quick and easy to use rules for deteriming the speed, handling, cargo load, etc of random vehicles in play.
Strange and Terrible Artifacts from the Bleak78-79d19 magical scifi artifacts. The short descriptions leave a lot to the GM to decide, but give some great flavor text.
Diseases and Cures80-83Two d20 tables. The first is long descriptions and rules for various diseases that a character might catch. Some might even appear to be helpful on the surface. The second is a d20 list of "rumors of cures", which do a good job of suggesting adventures for the player to go on to get cured.
Galdr Rune Magic84-87A totally new magic system + class for DnD-type games. Uses runes, which can be either invoked by speaking them or inscribed on something. Different effects come about depending on how they're used.
Tapestries, Murals, and Mosaics88-89Various wall decorations. Mostly flavor, no real mechanical effects. Really great flavor.
Mundane Magic90-9430 items whose magic focuses on day to day life, rather than adventuring or combat. Magic as daily technology, if you will. Great list.
Wizard Treasure95-97Tables detailing wizard loot! This is what Seclusium of Orphone should have been. Great system that emergently allows for having more, and more rare, loot for higher level wizards.
Yuletide Playbook for Dungeon World98-100Moves, monsters, and more for your Christmas-themed Dungeon World game.
Items that Grow with the Characters101-102Six whimsical magic items that grow more powerful as the character who is wielding them levels up.
The whole table of contents can be found in our handy-dandy Google Spreadsheet link: https://docs.google.com/spreadsheets/d/11nXs4Tv-XkKC2RD8Y3f5g4MQnnTclm7bzXZ2s7hPiGo/edit?usp=sharing

Wednesday, February 25, 2015

Summon Ants

This is a first-level MU spell for my Amazon Rivercrawl game.


Caster summons a swarm of ants whose HD is equal to the MU’s level. Nearby ants gather through the forest to come to the Caster’s magical pheromones. The swarm lasts as long as the caster is concentrating, and the caster can direct them to various foes. The swarm has one attack, the largest on this table for its HD.

Once the caster’s concentration is broken (by attacking, being successfully attacked, casting another spell, or pretty much doing anything that isn’t walking slowly), the swarm will lose one HD per round until it has dissipated, and it will fully dissipate if its current foe falls. To attack the swarm, the foe must make a grapple attack vs. the swarm’s HD. If it succeeds, the ant swarm loses 1HD regardless of the caster’s concentration.

While swarmed, a foe is at -2 to hit anything that is not the swarm itself.

When casting, the player roles 1d4 on the following chart to see what kind of ants respond.
  1. Fire ant. On successful attack, the foe saves vs. poison. On success, half damage is done. On failure, full damage is taken. If an attack does 6pts or more of damage, then save vs. paralyze or be paralyzed for d6 rounds in pain.
  2. Leafcutter ant. On successful attack, no damage is taken. Instead, leafcutters attack the skin and clothes of the foe. -1AC for each successful attack.
  3. Weaver ant. On successful attack, no damage is taken. Instead, the foe must save vs. paralyze or be stuck (-4 to attacks, AC, and can't move) for d4 rounds (cumulative) in the ants’ sticky gauze. 
  4. Army ant. On successful attack, ants do full damage.