Showing posts with label Averoigne. Show all posts
Showing posts with label Averoigne. Show all posts

Tuesday, May 16, 2017

Reconsidering a Holmesian Dungeon

As someone who regularly suffers from Gamer ADD, I am occasionally reminded about how many projects I have left fallow over the years. One such reminder came  yesterday when Rob Conley of Bat in the Attic Games posted a set of S&W compatible rules  as a prelude for a project he is working on. In contemplating all the various things I have not managed to finish, the one I am most disappointed with is my version of Averoigne and its megadungeon, the Chateau des Faussesflammes. One of the reasons for this was that I ran into a problem of how to stock and handle what I envisioned as a dynamic and constantly changing dungeon.

As I have mentioned many times before, historically, I am actually more of a war gamer than a role-player. Recently, I have spent more time at the gaming table playing board games than RPGs. As a consequence, I was inspired to look at my version of the Chateau as if it were a board game rather than an RPG dungeon. What I came up with is a rather intriguing idea and I wanted to see if it was scalable.

Here is my thinking: the mega-dungeon in Holmes strongly suggests the Mythic Underground that many bloggers over the years have described when re-reading older versions of D&D; however, as I mentioned in this post on Holmes on Traps, the biggest danger in this Holmesian Mythic Underground is wandering monsters. My conundrum for years has been how to marry the best ideas of classic dungeons that have factions with the Mythic Underground with the dynamism of a dungeon whose main threat is wandering monsters. My answer was to make all the monsters a kind of wandering monster by turning the dungeon into a kind of board game for the Referee.

Let's begin with a really big dungeon. This is from Dyson Logos and he calls it The Deep Halls:

I haven't counted carefully, but I estimate that this beauty has about 150 rooms. According to older iterations of the game, approximately one third of these rooms will have monster encounters or 50.

In order to make this work like a board game I need to have it look like a board game, so I added a hex-grid:

This grid provides almost 200 spaces. The idea here is to place tokens on this board that represent monster encounters. They exist on a grid so that they can move during the adventure from one hex to the next, with each hex being about 30 feet per side and thus easily moved through by just about every monster that might inhabit a dungeon. In order to give myself enough room to maneuver these tokens, I arbitrarily decided to place one token in about every four hexes:

This provides 45 monster encounters. This is close enough to the traditional 50 to leave it at that, or one could have five set-piece encounters that exist in specific rooms that never move. Now, here is where things get interesting. Forty-five divides nicely by 3 giving us the ability to divide the monster encounters into three different factions:

When stocking a dungeon this way, one really doesn't have to stock the dungeon at all. Sure, you have to make notes about room characteristics and various kinds of traps, but there really is no need to place any monsters at all (again, unless you are married to the idea of set-piece encounters and then you only have to do up to five). What you do need is three lists of 15 monster encounters representing the three factions and a wandering monster list.

So here is how it works:

Every time a wandering monster check is triggered (either by a loud noise like combat or simply time spent in the dungeon), roll your favorite type of die to check if a wander monster shows up. For the purposes of this example, let us use a d6:

  • On a '1' move one blue token one hex.
  • On a '2' move one red toke one hex.
  • On a '3' move one green token one hex.
  • On a '6' a wandering monster rolled up on the WMT appears in the hex the players are currently in.

Alternatively, a 1-3 indicates how many tokens to move one hex. Regardless, which token to move and where is entirely up to the whim of the Referee. For example, in the middle of the second row there are a blue and green token in the same room. I would most likely move those closer to each other at the first opportunity.

This leads us to one of the more interesting facets of this idea: when two tokens of different factions end up in the same hex, they get to fight. This leads to a noise encounter that the PCs get to investigate or ignore at their leisure. In the meantime, one your tokens comes off the board and you make a note about bodies being strewn about the floor.

Here is the part I personally like best: when the PCs enter a hex with a token or tokens, they get to have a monster encounter. At this point one of the 15 monster encounters can be randomly assigned to that token. In other words, every monster encounter is as much a surprise for you as it is for your players. If the players prevail, that encounter is marked off the list and the token is removed.

Once the players have wrecked havoc,  you have a very tangible and tactile way to restock the dungeon: place new tokens according to the way the dungeon currently looks. New factions can suddenly make their move to gain territory or one faction can bolster their territory as they have been left unscathed by the activity of your PCs. Or whatever.

While this may seem to be a bit of a headache at the table, I don't believe it to be overly complicated and it incentivizes wandering monster checks, something I know I am guilty of not doing enough (partly because nothing happens most of the time). Using this idea, something happens most of the time, even if the PCs are unawares.

What really attracts me to this idea, however, is the level of danger that gets placed on every wandering monster check. Not only could a monster get spawned from the WMT, but one of the regular monster encounters of the dungeon could come investigating the noise being made by the fighter trying to open that locked door.

Thursday, June 6, 2013

What Should a Blue Mage be for ACKS?

I have to admit, I am still struggling with the concept of the Blue Mage for the ACKS conversion of my Averoigne campaign. My Preference would be to do a kind of elemental mage that specializes in water magic (thus the moniker blue); however, there aren’t a lot of elemental/water-type of Custom Powers. There are, however, several options for creating an Illusionist-type mage, which could be a stand-in for the blue moniker (referring to the type of aura their magics give off when detected?).

Thus, I have three concepts that I would like to float and get a general reaction to (with an emphasis on which of the following would you prefer to play):

Option One: Water Elemental Specialist


Blue Mages focus on the self discipline of water elemental magic. As a result, they only cast arcane magic at 2/3 of their level (slower spell progression); however, spells using the water element do an extra +1 to each Hit Die. Blue mages can also do minor magic research on water elemental spells at 5th (all others at 7th) and major magic research at 11th (all others at 13th). Their study with water elemental magic begins with a mastery of the movement of water within their own body. This control has two effects:

  • A blue mage is better at fighting than other mages, fighting with the same progression as a cleric. Though, like other mages, they cannot use armor, they are able to use daggers, pole arms, short bows, spears and staffs.
  • The blue mage has a natural +2 to AC and may reduce non-magical damage by 1 point per die. This increases to +4 AC and 2 points per die at 7th level and +6 AC and 3 points per die at 13th level. These bonuses stack with rings of protection and similar effects. Attacks from monsters of 5HD or more are considered magical. [This is the same as the Flesh Runes custom power.]

XP necessary for 2nd level would be 2375.

Option Two: Illusionist via Custom Powers


This concept follows the template of the brown and white mages. They cast at 2/3 of their level (slower spell progression); however, they are Masters of Illusion.Targets of their illusion spells are at a -2 to the save. Blue mages can also do minor magic research on illusion spells at 5th (all others at 7th) and major magic research at 11th (all others at 13th). In addition, they gain several Custom Powers:

  • At 1st level, a blue mage can blend into any environment. They always receive at least a 12+ proficiency roll to hide. [Same as wearing an elven cloak.]
  • At 3rd level, a blue mage can cast Ventriliquism at will.
  • At 5th level, a blue mage never quite appears exactly where they actually are. Therefore, they gain +2 to all saves. [Same as Divine Blessing custom power.]
  • At 7th level, a blue mage can cast the Alter Self spell once per 8 hours. [Alter Shape custom power.]

XP necessary for 2nd level would be 2075.

Option Three: Borrow Spells from the AEC


This option uses the same basic rules as a regular mage with the following alterations:

  • The arcane spell list is switched out with the Illusionist spell list from the AEC for Labrynith Lord.
  • By giving up the Two-handed fighting style, they gain the custom power Innate Illusion Mastery. Thus, targets of illusions are at -2 to save and illusion spell research happens as if 2 levels higher (which, could be interpreted to mean that minor magic research can start at 3rd level). 

As with grey mages, this version of blue mage would be required by law to belong to the Mages Guild and would be closely monitored.

So, which option would you rather play?

Tuesday, May 21, 2013

The Green Monk and Green Sword Classes for ACKS

I find myself in an interesting situation with the ACKS custom class system. I am struggling to find a way to differentiate the Blue Mage (see the comments) from what I came up with for the White Mage in ACKS; however, ACKS gives me I the means to actually bring to life some flavor text about the Green Monks that I posted almost two years ago — something that I have never really been able to flesh out otherwise.

Thus, until such time that I find inspiration for doing something for the Blue Mage, I give you the Green Monk and the Green Sword:

The Green Monk and Green Sword Classes for ACKS


Prime Requisite: STR and WIS
Requirements: Must be Lawful
Hit Dice: 1d6
Maximum Level: 14
Green Monks are an eremitic monastic order who primarily live in the wilderness as hermits. They are known for their green robes, which are dyed with the same plants that they use to make green elixirs, for which they are well known. They shave their heads and take various vows of silence.

Green Swords are the military arm of the order. These soldiers are famous for their unarmed fighting techniques.

A player must choose at character creation whether or not their character is a Green Monk or a Green Sword. This choice cannot be changed.

Both classes fight and save as Fighters, can wear Leather armor or lighter and use any swords, daggers, spears, pole arms and all missile weapons. They can fight with either weapon and shield or two-handed fighting styles. Both build Sanctums using the Castle rules for a stronghold at 9th level.

Both Green Monks and Green Swords have the following Custom Powers:
  • Attunement to Nature: Since they spend most of their life living alone in the wilderness, Green Monks and Green Swords have a +1 to surprise rolls when in the wilderness.
  • Nose for Potions: Both Green Monks and Green Swords can make a proficiency throw of 11+ to determine the magical properties of potions or oils. At 5th level, they master the skill of brewing potions (all with their trade-mark green hue) as if a mage of their class level.
  • Combat Awareness: Both Green Monks and Green Swords gain a +1 bonus to AC if wearing leather armor or less and able to move freely. This bonus increases to +2 at 7th level and +3 at 13th. This power stacks with Swashbuckling. [This is the same as the Blade Dancing custom power].
Green Monks can cast Divine Spells as a Cleric of half their level. Though they cannot Turn Undead they do have the following additional Custom Powers:
  • Lay on Hands: At 2nd level, the Green Monk can restore 2 hit points per experience level once per day by laying on hands. Proficiency slots can be used to gain additional uses of this power per day.
  • Longevity: At 12th level, the Green Monk learns to completely rely upon God for sustenance. They have a lifespan 3 times longer than normal and become immune to ghoul paralysis.
Green Swords have the following additional Custom Power:
  • Unarmed Fighting Routine: Green Swords are trained to fight unarmed. In melee combat they may attack with this routine, attacking three times for 1d3-1/1d3-1/1d6-1 damage. [This is the same as the Fangs and Claws custom power].
Proficiency List: Alchemy, Alertness, Beast Friendship, Blind Fighting, Combat Reflexes, Combat Trickery (force back, incapacitate, overrun, sunder), Command, Diplomacy, Divine Blessing, Endurance, Fighting Style, Healing, Illusion Resistance, Knowledge (history), Laying on Hands, Leadership, Manual of Arms, Martial Training, Military Strategy, Mystic Aura, Naturalism, Riding, Running, Theology, Weapon Focus

XP Progression looks like this [Green Swords are in brackets]:
  • Level 2: 2,350 [2,300]
  • Level 3: 4,700 [4,600]
  • Level 4: 9,400 [9,200]
  • Level 5: 18,800 [18,400]
  • Level 6: 37,600 [36,800]
  • Level 7: 75,200 [73,600]
  • Level 8: 150,400 [147,200]
  • Level 9: 270,400 [267,200]
  • Level 10: 390,400 [387,200]
  • Level 11: 510,400 [507,200]
  • Level 12: 630,400 [627,200]
  • Level 13: 750,400 [747,200]
  • Level 14: 870,400 [867,200]

Monday, May 20, 2013

The Brown Mage Class for ACKS

The next type of Tolkienesque Mages from my Averoigne campaign that I am going to convert to ACKS is the Brown Mage. Originally, these were supposed to be the mages free to operate outside the Guild and who could add some of the Druid spells to their repertoire. I have therefore tried to give the Brown Mage nature/animal friendly-type Custom Powers:

The Brown Mage for ACKS


Prime Requisite: INT
Requirements: Must be Lawful or Neutral
Hit Dice: 1d4
Maximum Level: 14
Brown Mages are arcane spell casters who study the way in which the patterns of nature parallel those in the arcane. Some see this as God speaking through nature, others simply see it as an intellectual curiosity. Many are allowed operate outside the Mage Guild because their studies normally are benign. In addition, this path of study tends to garner less arcane power than that of the normal (Grey) Mage.

Brown Mages gain and cast spells like normal Mages, however, at 2/3 of their character level (with anything .5 or higher rounded up). Thus, they don’t get to do Magic Research (minor) until 7th level and major Magical Research until 13th level. In addition, they only have one fighting style — two weapons.

They do, however, have the following Custom Powers:

  • Find the Patterns of Nature At 2nd level, the Brown Mage may study the minutia of an aspect of nature (such as the pattern of veins on a leaf) for 1 hour (6 turns) to regain one spell that they have already cast. A Brown Mage may not regain the same level of spell more than once per day through contemplation. [This is the same as the Contemplation proficiency]
  • Speak with Animals At 3rd level the Brown Mage may Speak with Animals as per the spell at will.
  • Friend of Birds and Beasts At 4th level a Brown Mage has become well-versed in the natural world and can identify plants and fauna with a proficiency throw of 11+. In addition, the Brown Mage understands the subtle body language and moods of birds and beasts and therefore gains +2 to all reaction rolls when encountering normal animals, and can take animals as henchmen.
  • Muster Animal Help At 5th level, a Brown Mage can use the Summon Animal spell as a spell-like ability once per day.
  • Rally Fantastic Beast At 8th level, a Brown Mage can use the Summon Fantastic Beast spell as a spell-like ability once per day.
  • Summon Elemental 11th level, a Brown Mage can use the Conjure Elemental spell as a spell-like ability once per day.

Brown Mages fight and save as Mages and build a Conservatory using the Hideout rules at 9th level.

Brown Mage Proficiency List: Alchemy, Animal Husbandry, Animal Training, Battle Magic, Collegiate Wizardry, Craft, Diplomacy, Elementalism, Elven Bloodline, Engineering, Familiar, Healing, Illusion Resistance, Knowledge, Language, Loremastery, Magical Engineering, Mapping, Mystic Aura, Naturalism, Quiet Magic, Passing Without Trace, Performance, Prestidigitation, Profession, Sensing Power, Tracking, Unflappable Casting

XP Progression looks like this:
  • Level 2: 2,075
  • Level 3: 4,150
  • Level 4: 8,300
  • Level 5: 16,600
  • Level 6: 33,200
  • Level 7: 65,000
  • Level 8: 130,000
  • Level 9: 280,000
  • Level 10: 430,00
  • Level 11: 580,000
  • Level 12: 730,000
  • Level 13: 880,000
  • Level 14: 1,030,000

Friday, May 17, 2013

White Mage Class for ACKS

The next classes I will tackle for my conversion of Averoigne to ACKS are some of the alternate magic-users suggested by Tolkien’s rainbow of wizards (white, grey, brown and blue). You can see my original post on the subject here. I will begin with the color white.

This is the first major conceptual bump on my journey to converting Averoigne to ACKS. It is possible to interpret Holmes so that only magic-users can use cleric scrolls. This, in turn, suggests that the cleric spells can be both divine and arcane. I took full advantage of this with my Tolkien homage.

ACKS, however, makes a much clearer distinction between the two types of magic. Indeed, should a custom class wish to cast magic from the other spell list, the proficiency that accomplishes this (4 spells at a time) is called Apostasy and the custom power is called Forbidden Spells.

If I were to follow this internal logic, it is possible to create a mage class that can expand their spell list by 12-16 spells, but can cast fewer spells than a normal mage and gains the ability to do magical research later than a normal mage. Personally, I don’t think the trade-off is worth it.

Alternatively, I can provide a number of interesting powers, including 4-8 spells from the cleric spell list. Among these is the ability to Turn undead as a cleric half the current level of the character. Again, however, this class would cast fewer spells than a normal mage and wouldn’t get to do magical research until higher levels. I am much more intrigued by this possibility than the first; however, I still don’t know if it is worth it.

Finally, it is possible to have the mage be able to Turn undead (which could be traded in for 1 or 2 custom powers) and cast cleric spells at half the character’s current level. This would allow not only for a wider spell selection, but the ability to cast more spells and do magical research in the same way a normal mage would.

From a mechanical point of view, this last option is the most optimal and the one that most closely emulates my original Holmesian class. From a conceptual point of view, however, the water is rather muddy. The divine spells are actually divine in nature, not arcane. The spell lists and spell progressions are two different entities. This does not accomplish what I set out to do.

There is one caveat, here, and therefore hope. If I take the ACKS credo every campaign is a law unto itself at its word, I can ignore the differentiation, marry the two spell lists and spell progressions together and call it good. I just wish that the rules themselves weren’t so clear about the differentiation so that my hand-waving it away didn’t feel like I was making such a big exception. Indeed, in the description below, I can’t bring myself to completely hand wave it away:

The White Mage Class for ACKS


Prime Requisite: INT
Requirements: Must be Lawful and a member of both the Church and the Mage’s Guild
Hit Dice: 1d4
Maximum Level: 14
White Mages are men and women of faith who wish to use arcane magics in concert with their faith and the Church, sometimes even within the Church structure. Like normal mages (aka Grey Mages), White Mages begin the game with a repertoire of arcane spells modified by their INT; however, once they have proven themselves faithful to both the Church and the Mage’s Guild, the White Mage gains access to a second repertoire of spells.

At 3rd level, the character receives a second spell book filled with spells that duplicate the effects of various divine spells. These are prepared in the same way as normal arcane spells; however, due to the different way in which White Mages study magic, their spell progression and spell choice differ from normal mage progression:

What follows is a list of numbers representing the numbers of spells a White Mage can prepare each day per level. The numbers outside of brackets represent the amount of normal arcane spells that can be prepared. Numbers inside brackets represent the amount of divine-like arcane spells that can be prepared. The numbers are read left to right in terms of spell level with the furthest left being first level.

  1. 1
  2. 1
  3. 2[1]
  4. 2[1] 1
  5. 2[2] 2
  6. 2[2] 2
  7. 2[2] 2[1] 1
  8. 2[2] 2[1] 1
  9. 2[2] 2[2] 2
  10. 3[2] 2[2] 2 1
  11. 3[2] 2[2] 2[1] 1[1]
  12. 3[2] 3[2] 2[1] 2[1]
  13. 3[2] 3[2] 3[2] 2[1] 1[1]
  14. 3[2] 3[2] 3[2] 2[1] 1[1]

As do normal (Grey) Mages, at 5th level White Mages can begin doing arcane research, scribe scrolls and brew potions. At 9th level they can create greater magical items. In addition, they have the following Custom Powers:

  • Aura of Protection: Due to their chosen path of faith coupled with the arcane, beginning at 2nd level, White Mages have a +1 bonus to AC and saving throws against chaotic (evil) creatures and effects. This appears as a golden aura when viewed with Detect Good, Detect Magic or Trueseeing.
  • Divine Aura: At 12th level, the White Mage begins to project an aura of light that awes, bedazzles and persuades. The White Mage receives a +2 bonus to reaction rolls to people encountered. If this total is 12 or more, the subject acts as if charmed while in the presence of the White Mage. [This is the same as the Glamourous Aura custom power.]

White Mage Proficiency List: Alchemy, Battle Magic, Beast Friendship, Collegiate Wizardry, Craft, Diplomacy, Divine Blessing, Divine Health, Elementalism, Elven Bloodline, Engineering, Familiar, Healing, Illusion Resistance, Knowledge, Language, Loremastery, Magical Engineering, Mapping, Naturalism, Quiet Magic, Performance, Prestidigitation, Profession, Prophecy, Sensing Power, Theology, Unflappable Casting

White Mages fight and save as Mages and use the Sanctum rules to build a Stronghold at 9th level.

XP progression looks like this:

  • Level 2: 2,125
  • Level 3: 4,250
  • Level 4: 8,500
  • Level 5: 17,000
  • Level 6: 34,000
  • Level 7: 68,000
  • Level 8: 136,000
  • Level 9: 272,000
  • Level 10: 422,000
  • Level 11: 572,000
  • Level 12: 722,000
  • Level 13: 872,000
  • Level 14: 1,022,000

Wednesday, May 15, 2013

The Salian Scion Class for ACKS

The next class to tackle in my conversion process to ACKS for my Averoigne campaign is my Holmesian Paladin. This class really came about as an opportunity to offer an HTH-only fighter type in the way the Holmesian Ranger is missile/thrown-only. I also took advantage of the DEX-based initiative system of Holmes by allowing the Holmesian Paladin to trade places with people on the initiative order.

Since initiative is dynamic in ACKS and a mere +1 to an individual’s initiative is considered a custom power, I am not going to try and go the initiative route. Rather, I am going to play up the original meaning of paladin which refers to a trusted military leader or imperial officer.

Since I have heavily used the history of the Merovingian Kings as a source of inspiration, I thought it apropos to allow the Salians to have a flavored version of the fighter type in the same way that I made my ACKS ranger Averni for flavor purposes. Thus, I will use the name Salian Scion to describe this conversion of the Holmesian Paladin:

The Salian Scion Class for ACKS


Prime Requisite: STR and CHA
Requirements: Must be Salian or have an approved backstory for a non-Salian
Hit Dice: 1d8
Maximum Level: 14
Although the Salians are recent interlopers in Averoigne, theirs is a Kingdom that has lasted nearly a thousand years. Thus, the noble families of the Salians are both well-established and steeped in tradition. There is also a need for those who are not first born to go out on their own and make a name for themselves, since they are not to inherent the family title or lands. Salian Scions represent these title-less noble born who seek to carve out lands of their own.

Salian Scions may wear any type of armor but their sense of honor and military tradition frowns upon any weapons other than swords, daggers, morning stars, maces, or lances. Likewise, they eschew one fighting style according to their Family Military Tradition (see below). When the player chooses a weapon, the primary way that weapon is used will determine the fighting style the character will not have available:

  • If the weapon uses the two weapon fighting style than no two handed fighting style.
  • If the weapon uses the two handed fighting style than no weapon and shield fighting style.
  • If the weapon uses the weapon and shield fighting style than no two weapon fighting style.

In addition, Salian Scions have the following Custom Powers:

  • Blood of Kings: Due to their noble lineage, Salian Scions are allowed to take one more henchmen than their CHA allows and all henchmen have their morale raised by 1.
  • Family Military Tradition: Salian families are closely associated with certain weapons. For example, those who are descended from the Merovingians are known for their prowess with the Two-Handed Sword. A Salian Scion is trained starting at birth using this family weapon. Therefore, the player may select one weapon as a family weapon at character creation which cannot be changed later. The Salian Scion receives a +1 to attack rolls with this weapon. In addition, readying or sheathing this weapon counts as a free action.
  • Inspire Courage: At 2nd level, Salian Scions have perfected the art of improving morale of troops. Prior to battle, the Salian Scion may spend one round encouraging those around the character (50’ r.) and these allies gain a +1 to attack throws, damage rolls, morale rolls and saving throws against fear. This bonus lasts 1 turn. This can be done to any given character once per day per class level. This does not work on characters already engaged in combat.
  • Command of Voice: At 4th level, Salian Scions have earned enough of a reputation that their very words hold power. They receive a +2 bonus to reaction rolls to creatures spoken to. If the result is 12 or more, the subject acts as if charmed. Creatures with a higher WIS than the character’s CHA are immune.
  • Heroic Resilience: At 9th level, the Salian Scion has established himself as a hero and a leader. As a result, when the character is required to consult the Mortal Wounds table, the player may roll twice and choose the preferred results. The character may also subtract class level from the number of days of bed rest required to recover. [This is the same as the Savage Resilience custom power.]

Salian Scions fight and save as fighters, have the same proficiencies as fighters and use the Castle rules to build a Stronghold at 9th level.

XP progression looks like this:

  • Level 2: 2,600
  • Level 3: 5,200
  • Level 4: 10,400
  • Level 5: 20,800
  • Level 6: 41,600
  • Level 7: 83,200
  • Level 8: 164,400
  • Level 9: 328,800
  • Level 10: 448,800
  • Level 11: 568,800
  • Level 12: 688,800
  • Level 13: 808,800
  • Level 14: 928,800

Thursday, May 9, 2013

The Averni Ranger Class for ACKS

The second class that I am attempting to convert to ACKS for my Averoigne campaign is the Holmesian Ranger. Although, the impetus for the original was my own interpretation of the missile combat rules in Holmes (which implied random targets), ACKS still has one hold-over from the Holmes rules. No one can fire into melee without a special proficiency. Therefore, that is where I began constructing what I call the Averni Ranger (thus named to add a bit of color and to differentiate it from the plethora of other rangers that exist):

The Averni Ranger for ACKS


Prime Requisite: STR and DEX
Requirements: Must be Averni or have an approved backstory for a non-Averni
Hit Dice: 1d6
Maximum Level: 14
Averoigne has large swaths of land that are wilderness creeping into the lands of civilization. Therefore, there is a long warrior tradition within Averni culture that learns the ways of the wilderness in order to protect civilization from the wilderness.

Averni Rangers may wear chain-type armor or lighter, use all missile weapons and one-handed weapons and have the fighting styles weapon and shield as well as two weapons. They also have three Thieving Skills: Hide in Shadow, Move Silently and Backstab. HS and MS require leather or lighter armor to use.

In addition they have the following Custom Powers:

  • Accuracy: Averni Rangers are trained marksmen. That are at a +1 to attack rolls with all missile weapons.
  • Precise Shot: as trained marksmen, Averni Rangers can fire into melee at a -4 to the roll. This stacks with the Proficiency Precise Shooting to reduce the penalty to hit.
  • Sniper: if an Averni Ranger can attack from ambush or is eligible to use backstab, they can do so using a ranged weapon at up to short range. [This is the Proficiency Sniping used as a Custom Power].

Averni Rangers fight and save as Fighters and use the Hideout rules to build a Stronghold at 9th level.

Averni Ranger Proficiency List: Alertness, Animal Husbandry, Blind Fighting, Climbing, Combat Trickery (disarm, incapacitate, knock down), Eavesdropping, Endurance, Fighting Style, Land Surveying, Mapping, Mountaineering, Naturalism, Navigation, Passing Without Trace, Precise Shooting, Riding, Running, Skirmishing, Survival, Swashbuckling, Tracking, Trapping, Wakefulness, Weapon Finesse, Weapon Focus

XP progression looks like this:
  • Level 2: 2,150
  • Level 3: 4,300
  • Level 4: 8,600
  • Level 5: 17,200
  • Level 6: 34,400
  • Level 7: 68,800
  • Level 8: 137,600
  • Level 9: 275,200
  • Level 10: 279,200
  • Level 11: 399,200
  • Level 12: 519,200
  • Level 13: 639,200
  • Level 14: 759,200

Wednesday, May 8, 2013

The Burglar Class for ACKS

My first step in converting some of my ideas about a Homes/Cook Averoigne campaign to ACKS is the idea that the primary purpose of the Thief is that of door opener. As such, I have re-cast the Thief as Burglar and have replaced the Thieves Guild with the Adventurer’s Guild.

Mechanically and philosophically, it is important for the feel of the game I want to play that PCs will encounter a semi-intelligent and hostile environment whenever they enter a dungeon. One way to emulate this is that all doors are locked. As such, the primary way of opening doors is to muscle through them. If the attempt fails, however, all chance at surprise is gone. Therefore, PCs have two alternative ways of attempting to open a door without giving up that chance of surprise should that attempt fail. One is magical (Knock) and the other is the Burglar.

Enter the ACKS Player Companion. Ostensibly, it is filled with extra classes, races, spells and equipment for use in Autarch’s house campaign world. However, they live by the credo that Every campaign is a law unto itself. Therefore, they provide a section wherein they brake down all of the mechanics that they used to create every class in ACKS (including the core classes) making it possible for Judges (the ACKS version of the DM) and players alike to create custom classes for their own campaigns.

This is, by far, my favorite aspect of ACKS. It is mechanically sound, balanced and backward compatible. The first part of my attempts to convert Averoigne to ACKS will heavily involve these custom class rules. First up is the aforementioned Burglar:

Burglar Class for ACKS


Prime Requisite: DEX
Requirements: None
Hit Dice: 1d6
Maximum Level: 14
Burglars are adventurers who specialize in the opening of doors (thus the title burglar). They may wear chain-type armor or lighter and are able to use axes, bows and crossbows. They can use the fighting styles weapon + shield or two-handed weapons.

Burglars have three Thieving skills: Open Locks, Find Traps and Climb Walls.

In addition they have the following Custom Powers:

  • Difficult to Spot: Burglars are very good at seemingly disappearing into shadow, nooks and crannies found within dungeons. If they are quiet and hold still while in cover, they can escape detection on a roll of 3+ on a d20. They can put this skill to use in wilderness conditions as well; however, the roll required is 14+ on a d20. [Note: the original Custom Power reverses these two rolls for Explorers and Elven Rangers]
  • Keen Eyes: Burglars can detect hidden and secret doors with a roll of 8+ on a d20 if they are actively searching and a 14+ on a d20 if only casually inspecting.
  • Loremastery: The burglar can decipher runes, remember ancient history, identify artifacts, etc. with a roll of 18+. This improves by 1 per level of experience.

Burglars fight and save as Thieves and can build an Adventurer’s Guild at 9th level (same rules as a Hideout). They also have the same Proficiency list as Thieves with the exception of Skulking and Sniping which are replaced with Blind Fighting and Eavesdropping. XP progression looks like this:

  • Level 2: 1,400
  • Level 3: 2,800
  • Level 4: 5,600
  • Level 5: 11,200
  • Level 6: 22,400
  • Level 7: 44,800
  • Level 8: 89,600
  • Level 9: 179,200
  • Level 10:279,200
  • Level 11: 379,200
  • Level 12: 479,200
  • Level 13: 579,200
  • Level 14: 679,200
Please Note: I deliberately chose not to give the Burglar the ability to Remove Traps specifically because I do not like having the process of disarming traps reduced to a die roll. I much prefer coming up with the traps and seeing how players figure ways to overcome them. I also chose axes over sword/dagger for allowable weapons because an axe can also be used to open a door. Additionally, in Averoigne swords are something primarily reserved for fighters.

***

This was the first big test for the Custom Class system of ACKS: could it emulate what I was looking for in the Bilbo Baggins inspired thief/burglar archetype? I think it has done so better than my own earlier attempts at  making the Thief class something that I would not only allow in my games, but would actually like to play.

Tuesday, May 7, 2013

Meditating on ACKS and Averoigne

One who has read this blog over the years may have noticed that I haven’t posted a Lost Colonies Session report in a long time. This is not because the campaign has ended, but rather that the sessions are few and far between and nothing has really happened that I was inspired enough to write about. This is due to the fact that I am not inspired enough by the campaign in its current state to do much more and none of the guys I play with have championed more sessions than the few that we have done.

In the meantime, my group has been primarily playing AD&D with a few forays into Pathfinder. At the moment, the guys I play with are enamored by AD&D’s fiddliness — to them it represent more “choice” than other older editions of the game. I could argue that I could accomplish much of the same feel and choices with a much cleaner and simpler ruleset such as S&W or LL + AEC, but I would be missing the point.

One has to understand that the group I play with were virtually all introduced to the game with 3rd edition. As such, character builds are very important to them — it is a part of the gaming experience that they really enjoy. I have meditated on this before. I have, in contrast, scratched that itch with various war games which these guys never had as part of their gaming experience.

Every couple of months, someone at the table suggests that we play Pathfinder for a while (it being the 3ed emulation of choice). We play awhile until everyone remembers why we don’t like playing 3ed/Pathfinder. I don’t mind terribly much because I have learned to enjoy the game at lower levels and I know we will sooner rather than later go back to an older ruleset or its emulation.

What this all means, in the long run, is that I am not ever going to be able to run an Averoigne campaign with the guys I play with the way I want to — with a Holmes/Cook mash-up using either LL or S&W as a jumping off point. While it is incredibly interesting to me and something I would really like to play-test one day, it isn’t something that is going to interest my group. Thus, I am having to re-think about my approach so that I can start play-testing Averoigne and the Chateau des Faussesflammes as concepts.

Enter, of all things, Dwimmermount. My faith in that project and my patience have born fruit. One of the things that has come out of all the complications of the project is the generosity of the guys at Autarch. Via a promise made to backers, I have gotten my hands on .pdfs of ACKS and the ACKS Player Companion and done some serious reading and fiddling.

I have to say that both are excellent products, if lacking in a few tables & examples here and there which would have made my understanding and use of the products easier. I really like the fact that at its root, ACKS is B/X. I also really appreciate their interpretation of its mechanics extrapolated into the concept of proficiencies/feats, world building and the end-game.

In the end, however, I find it too fiddly. I prefer a far more organic/random interaction with world creation than these rules imply and I have never much cared for proficiencies, especially when they really emulate skills and feats that imply more roll playing than role playing. There are aspects that I think will prove very useful in the long run, but won’t really know until I actually use them at the table.

This is where I insert the however of this blog post. Even though I don’t care for the fiddliness of ACKS, I do think the guys who I play with will. It scratches the character build itch in a way that AD&D can’t but without all the stuff we don’t like about Pathfinder (I hope). For my own taste, I prefer the fiddliness of ACKS over the fiddliness of AD&D because it represents true player choice and is mechanically cleaner (and did I mention that it is basically B/X — my favorite edition of the game — with a bunch of stuff added on?).

Thus, the best chance I have of playing in my version of Averoigne with the guys I play with may very well be ACKS. As such, in the coming days I will be converting some of the work I have done on Averoigne to the ACKS system to see if what emerges is something I am still interested in playing.

Friday, March 8, 2013

On Demi-Humans in Averoigne

My passing comment that demi-humans are born of human parents in Averoigne generated this question:

Ooh, fascinating. This born of human parents notion is the first I have heard of it. So what do two elves produce? An elf? Or a human? Do you have this written up somewhere?

My initial thoughts on the matter can be found here; however, that doesn’t address the specific question.

I want my Averoigne campaign to be human-centric. D&D, as originally conceived was supposed to be that; however, according to my own experience, players seem to gravitate towards demi-humans anyway. Part of that is the various cultures and civilizations that these creatures have as part of their background.

Part of my thinking on demi-humans in Averoigne is to come up with an explanation why there aren’t any elven, dwarven or halfling civilizations or cultures — mom and dad are human. In addition, it also helps explain demi-human level limits — they have turned their back on their humanity in order to embrace the powers they get from being fey-touched. As a result, they can never reach their full potential.

Another reason that there is no demi-human civilizations or cultures is that any children they have are not guaranteed to be demi-human. The majority are human, and any fey-touched children may very will end-up being another type of demi-human.

A final reason for this lack of a culture or civilization is that a fair number of fey-touched abandon their humanity, not just embrace their demi-humanity. Once that happens, they become twisted (orcs, goblins, etc.) and often never turn back. At this point they cease to be human and become monsters. Any offspring at this point are not human, but more monsters.

A parting note: in an attempt to re-habilitate the idea of the half-elf, they are not half-human, half-elf offspring. Rather, they are fey-touched who are struggling to hold on to their humanity. They still have demi-human powers, but suffer penalties when using them.

Thursday, March 7, 2013

Averoigne Name Generator

I have to admit, this post is mostly for me. The most difficult thing that I do as both a player and a referee is names. Regardless of the game, the most difficult part of character creation for me is naming the character. A majority of the NPCs in my campaigns are actually named by players, not me.

Thus, one of my favorite resources when it comes to campaign worlds is a list of names. What follows is a list of names found in Averoigne; however, I have endeavored to make this list even more useful than it already is for me.

There are two lists, one for male names and the other for female names. Each list has 100 names, therefore I can simply roll a d100 to come up with the name of an NPC. In addition, the first 50 names in each list are Averni names and the second 50 are Salian names.

Thus, with one roll I not only have a name for an NPC, but a general background and a general disposition towards the PCs depending upon their background and the organizations they belong to.

Of course, if I specifically need an Averni name, I can simply subtract 50 from the roll if it is 51+ and do the opposite if I need a Salian name. Also note that since all Dwarves, Elves, Half-elves and Halflings are born of human parents, these tables cover names for them as well.

Male Names


  1. Ailin
  2. Ascon
  3. Braddon
  4. Brian
  5. Callan
  6. Colum
  7. Donal
  8. Doolish
  9. Edern
  10. Eoin
  11. Ferghus
  12. Finlo
  13. Garmon
  14. Gilbrid
  15. Herve
  16. Hugh
  17. Illiam
  18. Ionhar
  19. Jago
  20. Jowan
  21. Kerron
  22. Kitto
  23. Lonan
  24. Lucan
  25. Manus
  26. Mudach
  27. Nele
  28. Nevan
  29. Ogma
  30. Oran
  31. Patric
  32. Peddyr
  33. Quillon
  34. Quin
  35. Rigard
  36. Robart
  37. Sedric
  38. Sorely
  39. Thaddy
  40. Torin
  41. Ullick
  42. Urmen
  43. Vaddon
  44. Vaughn
  45. Wilmot
  46. Withell
  47. Yann
  48. Yestin
  49. Zephan
  50. Zethar
  51. Alberic
  52. Anskar
  53. Arnulf
  54. Berno
  55. Brice
  56. Cheldric
  57. Clodomir
  58. Clovis
  59. Cyr
  60. Dalfin
  61. Dreux
  62. Drogo
  63. Ebbo
  64. Emmeran
  65. Fardulf
  66. Folmar
  67. Gerold
  68. Giso
  69. Grimbald
  70. Gunthar
  71. Hilduin
  72. Hincmar
  73. Hunald
  74. Imbert
  75. Leodegar
  76. Lothar
  77. Mauger
  78. Merovech
  79. Nithard
  80. Notker
  81. Odo
  82. Odulf
  83. Orderic
  84. Panteleon
  85. Pepin
  86. Radigis
  87. Rothad
  88. Sergius
  89. Sigebert
  90. Suidger
  91. Taurin
  92. Thankmar
  93. Theodulf
  94. Theodoric
  95. Vigor
  96. Vulmar
  97. Walaric
  98. Wibert
  99. Wulfram
  100. Zwentibold

Female Names


  1. Aine
  2. Alma
  3. Binne
  4. Blair
  5. Breena
  6. Cahan
  7. Creidne
  8. Davan
  9. Dymphna
  10. Eilis
  11. Ena
  12. Finola
  13. Flidais
  14. Gemma
  15. Gweneth
  16. Hilda
  17. Honorah
  18. Ina
  19. Isleen
  20. Jileen
  21. Juliane
  22. Keelie
  23. Kinnat
  24. Mabh
  25. Morgan
  26. Myrna
  27. Nia
  28. Nola
  29. Oona
  30. Ornice
  31. Payton
  32. Philomena
  33. Renny
  34. Rowena
  35. Sine
  36. Sorcha
  37. Sybil
  38. Tara
  39. Troya
  40. Tuiren
  41. Uli
  42. Ursula
  43. Vevina
  44. Vivienne
  45. Whiltiera
  46. Withypol
  47. Yseult
  48. Yvon
  49. Zaira
  50. Zinna
  51. Adallinda
  52. Adaltrude
  53. Adelheid
  54. Alpaida
  55. Alpais
  56. Ansgard
  57. Aubirge
  58. Audofleda
  59. Basina
  60. Berenga
  61. Bertha
  62. Bertrada
  63. Clothild
  64. Eadgithu
  65. Emma
  66. Engelberga
  67. Ermengard
  68. Ermentrudis
  69. Fara
  70. Fastrada
  71. Foy
  72. Genofeva
  73. Gersvinda
  74. Gisela
  75. Gudula
  76. Gudule
  77. Gundrada
  78. Herleva
  79. Hildegard
  80. Hildegund
  81. Hiltrude
  82. Hodierna
  83. Ingeltrude
  84. Joveta
  85. Liutgarde
  86. Madelgarde
  87. Mechtild
  88. Moschia
  89. Oda
  90. Ogiva
  91. Radogund
  92. Rosamund
  93. Rothaide
  94. Rotrude
  95. Rotrudis
  96. Ruothilde
  97. Theodelinda
  98. Theoderada
  99. Theutberga
  100. Waldrada

Wednesday, March 6, 2013

A Player's Map for Averoigne

Here is a map I've been working on. It is a four hex Player's Map for an Averoigne campaign centered on the village of Pergament and The Chateau des Faussesflammes (which lies only a few miles to the west of the map). Enjoy:

  • The Ancient Stones: These flat stones once formed a pattern of some kind, though no one is really sure what that pattern is. It is rumored that strange things happen in the area on various days of the year or phases of the moon, depending upon the source.
  • The Singing Trees: Travelers through this part of the Westwood have reported hearing strange songs that seem to come from the trees themselves. Some have reported being able to discern voices. Others even claim to have heard prophecies that have proven true over time.
  • St. Ursas: This is the name of the local monastery. It is run by White Monks.
  • Farms: There are about sixty farms that service Pergament. They are generally referred to in two groups: The North Farms and The South Farms. There is a rivalry between the two, due mostly to the fact that most of the farmers to the north are Salians and most to the south are Averni.
  • Westwood: Pergament and its environs sit at the eastern edge of Westwood, a large forest that dominates western Averoigne. The most common tree is the Sassafras. Wild raspberries are common and various melons are not unheard of. Hunters come to Westwood for its elk.
  • The Stone Tree: At the center of a field of solid stone is a large petrified tree. No one knows how or why this happened, but there are rumors that the whole field radiates of magic.
  • The Stone Guardians: This series of rune-encrusted stones serve to keep unwanted guests away from the Tower of the Blue Wizard. Anyone who approaches without an invitation gets a kind of motion sickness. For the stubborn, this usually ends up with uncontrollable vomiting. Both disappear when unwanted guests retreat from the area.
  • The Tower of the Blue Wizard: This is the home of the head of the local Wizard’s Guild. Not much is known about him, because he is rather reclusive; however, it is widely known that he is good friends with the abbot of St. Ursas.
  • The Phasing Gardens: No one knows who planted these gardens, which are full of strange and exotic plants. Most locals avoid them completely, however, due to the strange way they appear and disappear. These correspond with sunrise, sunset and the phases of the moon. The only time all three gardens appear at the same time is during the full moon.
  • The Bearded Trees: The trees in this part of the Westwood are covered in moss. Rumors say that many of these trees might actually be dormant treants. Local hunters avoid this area when hunting.
  • The Izole Ferry: This is the main route of trade with Ximera, the major city in southern Averoigne.

Sunday, February 24, 2013

Wizards of Averoigne: A Rainbow of Spell-Casters

Since yesterday, my brain has been chewing on some of the ideas that I came up with on the subject of anti-clerics, arcane cleric spells and cleric spell books. Since my ideas found fertile soul in a Holmsian-inspired vision of D&D, I figured the best place to implement them was in my standard Holmsian-esque campaign world: Averoigne. I also figured that since Holmes was influenced by Tolkien, so should I.

Although I have never read the Lord of the Rings more than once in my life, I do remember that there is a suggestion of an order of wizards whose status is determined by color. As I recall, three colors are explicitly mentioned: white, grey and brown. Thus, in a world where there is a strong guild-structure, it makes sense that Averoigne would pay homage to Tolkien by differentiating different types of arcane spell casters by color:
White Magic-Users: So-called because they practice white magic — arcane cleric spells. They must be Lawful* and they cannot cast any spells above 3rd level.

Black Magic-Users: So-called because they practice black magic — arcane magic-user spells. They are usually Chaotic and exist outside of the guild-structure and society itself. As a result, they are considered dangerous criminals to be hunted down and (usually) killed.

Grey Magic-Users: So-called because they practice black magic in context of the Church — a mixture of black and white. They can be Lawful or Neutral and must belong to the Wizard’s Guild.

Brown Magic-Users: So-called because they are seen as close to the earth — operating mostly in villages, towns or as hermits. They use arcane cleric spells and have no formal guild. Since they practice white magic, they are generally left alone (which opens the possibility that individual brown magic-users may have a spell or two from the druid spell list). They tend to be neutral and can gain a maximum of 6th level in experience.

Red Magic-Users: So-called because the casting of reverse cleric spells normally involves some kind of blood sacrifice. These are anti-clerics. They are Chaotic and exist outside of the guild-structure and society itself. As a result, they are considered dangerous criminals to be hunted down and (usually) killed.

*Assuming one is using the three-tier alignment system.
The Prime Requisite in all cases is Intelligence which also determines the chance of knowing a particular spell as well as the minimum and maximum number of spells known per spell level (as per Holmes). Practitioners of white magic use the cleric spell progression and XP table and may use armor, shields and blunt weapons but cannot Turn Undead. If they are Lawful and have a Wisdom of at least 9 they can choose to become full-fledged clerics at any time after 3rd level (they gain access to all spells through faith instead of study and can Turn undead).

There is also a third type of arcane magic — sword magic. It interferes with both white and black magic. The latter is the most susceptible and therefore practitioners cannot wear any armor and can only use simple weapons. White magic is less susceptible, but practitioners cannot use bladed or piercing weapons.

Technically, this means that clerics could use any type of weapon they choose (since they cast divine magic, not arcane magic); however, by tradition they limit themselves to blunt weapons to prevent any use of sword magic lest they misplace their faith in God with a faith in sword magic. Thus, any cleric that uses a magic sword cannot cast any spells, because they lack the faith to do so (or believe that they are called to use sword magic instead of divine magic). This opens up the possibility of a paladin-like cleric who can Turn undead, use magic swords (like a holy avenger) but can’t cast spells.

I don’t know how attractive any of these options are to players, but they open up a tremendous amount of opportunities for cool NPCs, cool villains and cool patrons for yours truly.

Friday, December 28, 2012

Fighter Titles for Averoigne Part 5

This last installment of this series is for those who do not hear the high calling implied by the other organizations that fighters can be a part of.

Mercenary Guild


Averoigne is sparsely populated and the ability of a noble to raise a decent sized army or maintain any kind of standing army is nigh-impossible. Mercenaries are a necessity for the protection of realm. The Mercenary Guild is officially recognized as an attempt to bring order to the process of hiring mercenaries and making sure that not only are the contracts fair, but that they are not broken. Unless a mercenary has earned the right to break a contract with good cause, all contracts must be carried out to the full before a mercenary may seek other work; however, all members are protected by the guild and if abuse is reported a noble loses the right to negotiate with guild members.

All mercenaries wear the symbol of a chain. This chain comes in two forms: broken and unbroken. The first is an indication that the mercenary is not currently under contract. The latter indicates that they are.
    4. Bond Sword — A Bond Sword has the right to enter into a contract at the guild’s minimum wage. As a sign of their status, they may wear the symbol of a black chain.
    5. Oath Sword — An Oath Sword has the right to enter into a contract and may negotiate the wage. As a sign of their status, they may wear the symbol of a silver chain.
    6. Free Sword — A Free Sword has the right to break a contract for good cause (as is determined by the guild). As a sign of their status, they may wear the symbol of a gold chain.
    7. Mercenary Sergeant — A Mercenary Sergeant chooses an animal as their personal symbol and has the right to wear a heraldic head of the animal. In addition, the Mercenary Sergeant has the right to represent a small group of men (5-10) who are non-guild members to enter into a contract at minimum wage. They must wear the Mercenary Sergeant’s symbol as a sign of that contract.
    8. Mercenary Captain — A Mercenary Captain has the right to wear their heraldic animal passant (“striding" to the viewer’s left). In addition, the Mercenary Captain has the right to represent a large group of men (10-50) who are non-guild members to enter into a contract at minimum wage. They must wear the Mercenary Captain’s symbol as a sign of that contract.
    9. Mercenary Commander — A Mercenary Commander attracts a group of mercenary followers and has the right to found a Mercenary Company which bears his personal symbol. He has the right to negotiate the price of contracting the company and may also break this contract under good cause (determined by the guild). Their personal symbol is normally worn rampant (rearing up).
For those interested, here is an example of what the heraldry of a mercenary might look like:


Like the Adventurer's Guild, these Level Titles are not exclusively for fighters; however (besides assassins) the majority of member are fighters.

Wednesday, December 26, 2012

Heraldry for the Fighters of Averoigne

When writing the Level Titles for the Black Swords, I was forced to use language to detail their heraldry that is both difficult to describe and most likely unfamiliar to those who do not have heraldry as one of their hobbies. I had also used some of that language in other entries of the series, but was unsatisfied by my descriptions. Thus, rather then rely on the written word, I quickly drew up the various heraldic symbols of all the various Level Titles that I have described over the last several posts. Enjoy:



Fighter Titles for Averoigne Part 4

I continue with my series of posts on Level Titles for fighters in my version of Averoigne. Please note that the Level Titles of the first three levels are generic for all fighters and include (in order): Veteran, Man-at-Arms and Swordsman.

Black Swords


The Black Swords are the military arm of the Black Monks, one of three main monastic orders in Averoigne. The Black Monks are curiously more politically active than the White Monks, but less politically powerful. After the fall of Rome, it was the Church that symbolized Civilization and protected the people. Since the Black Monks often have monasteries in or near urban areas, it was these monasteries that became centers for the survival of civilization. To this day, most villages and towns see the local abbot as the unofficial town leader and the Black Swords as unofficial militia and protectors. In contrast with the White Monks and Swords, however, the Black Monks and Swords largely operate independently of the Archbishop. While they have his blessing to run their monasteries, their origin and main influence is in the Eastern Empire. Thus, the White Monks are more politically powerful.
    4. Squire — A Squire is tonsured as a monk and takes on the name of a patron saint. As a sign of their office, they are allowed to wear a black cross on a gold field. They are always welcome at their home monastery where they they do not pay for room or board.
    5. Sergeant — Having developed a closer relationship with their patron saint, a Sergeant carries with them an icon of the Saint. While carrying this icon, the Sergeant has a floating +1 bonus that they may apply to any one die roll during a session. This bonus must be declared before the die roll. As a sign of their office, they may wear a gold cross on a black field.
    6. Knight — Knights are automatically granted refuge at any Black Monk monastery, but are expected to pay their own way after three days. As a sign of their office, they are allowed to wear a gold cross on a black and blue party per bend field.
    7. Turcopolier — As long as they are carrying an icon of their patron saint, Trucopoliers have a floating bonus of +2 which they may split up into two +1 bonuses or use all at once. As a sign of their office, they are allowed to wear a gold cross on a black and blue per saltire field.
    8. Seneschal — Seneschals are automatically granted refuge at any Black Monk monastery without charge. As a sign of their office, they are allowed to wear a gold cross on a black and blue gyrony of eight field.
    9. Grand Commander — Grand Commanders may build a stronghold/monastery. As long as they are carrying an icon of their patron saint, Grand Commaders have a floating bonus of +3 which they split up as they choose over the course of a session. As a badge of their office, As a sign of their office, they are allowed to wear a gold cross on a black and blue gyrony of twelve field.

Monday, December 24, 2012

Fighter Level Titles for Averoigne Part 3

I continue with my series of posts on Level Titles for fighters in my version of Averoigne. Please note that the Level Titles of the first three levels are generic for all fighters and include (in order): Veteran, Man-at-Arms and Swordsman.

Green Swords


The Green Swords are the military arm of the Green Monks, one of three main monastic orders in Averoigne; however, since the Green Monks are an eremitic order the Green Swords are a lot less of formalized military force than either the White or Black Swords. Rather, they are a loosely organized, but very close group of wandering warriors who seek to right wrongs wherever they find them. Only in times of great crisis do they actually gather to form an actual military unit. This has only happened once in the living memory of most people in Avroigne. Though Green Swords take a vow of silence like any other Green Monk, due to their military role, their vow can be broken for the purposes of preparing for and fighting in a battle. There are some (especially those who actively seek out to right wrongs) who have permission to speak (briefly) when investigating such cases.
    4. Squire — A Squire is tonsured as a monk and is allowed to wear a green Cross on a white field as a sign of their office. When fighting unarmed in combat, the Squire is considered to be armed with a Penetrating Weapon (1d6 at a +1 to hit).
    5. Sergeant — Sergeants have greater access to the healing elixirs of the Green Monks than the average adventurer.* They may divide their white field with a green party per chevron (a diamond shape at the bottom of a shield) as a sign of their office.
    6. Knight — Knights are allowed to wear a white cross on a green field as a sign of their office. In unarmed combat they may also attack as if wielding a Small Weapon (2 attacks per round for 1d4 damage).
    7. Turcopolier — Trucopoliers have regular access to healing elixirs at a slight discount. As a sign of their office, they may wear the symbol of a holly leaf.
    8. Seneschal — When unarmed, Seneschals may fight as if armed with a Heavy Weapon (1d10 damage, but automatically lose initiative). As a badge of their office, they may wear an estoile (a star with wavy points).
    9. Grand Commander — Grand Commanders may build a stronghold/monastery. They also may request elixirs at any time for a discounted price. As a badge of their office, they may wear the symbol of a sun.
*The famous green elixirs of the Green Monks are a rare commodity that are not normally available to the average adventurer. Green Swords, due to their vocation, are given priority over all other potential customers. Even so, the Green Swords are expected to pay (give a generous donation) for this access.

Sunday, December 23, 2012

Fighter Level Titles for Averoigne Part 2

I continue with my series of posts on Level Titles for fighters in my version of Averoigne. Please note that the Level Titles of the first three levels are generic for all fighters and include (in order): Veteran, Man-at-Arms and Swordsman.

White Swords


The White Swords are the military arm of the White Monks, one of three main monastic orders in Averoigne. They are independent of any government or noble and are answerable only to the Archbishop. The order is led by a Grand Commander assigned for life by the Archbishop and is granted the title Grand Master.
    4. Squire — A Squire is tonsured as a monk and is allowed to wear a white Cross on a black field as a sign of their office. They have free access to the horses of the White Monks (as long as they are well cared for and eventually returned). Squires may request a Light Warhorse.
    5. Sergeant — Sergeants may request a Medium Warhorse. They may add a white chief ordinary (a white stripe across the top) to the black field and white cross as a sign of their office.
    6. Knight — Knights are allowed to wear a black cross on a white field as a sign of their office and may request a Heavy Warhorse.
    7. Turcopolier — Trucopoliers may hear cases in the ecclesiastical court and may request multiple Light Warhorses. As a badge of their office, they may wear a great helm colored white on one side and black on the other.
    8. Seneschal — Seneschals may request multiple Medium Warhorses. As a badge of their office, they may wear a great helm colored white on one side and black on the other and crested with a cross.
    9. Grand Commander — Grand Commanders may build a stronghold/monastery. They may also request multiple Heavy Warhorses. As a badge of their office, they may wear a white great helm crested with a cross.

Thursday, December 20, 2012

Fighter Level Titles for Averoigne Part 1

A little over a year ago, I did a series of posts about utilizing Level Titles in a way that was more integrated into a campaign world. I produced one set for each of the four core classes, mostly reflecting how I would use them in context of my version of Averoigne; however, when it came to fighters, I opted to be more generic than I had been with the other three classes. The results were not very satisfying, but I never went back and wrote any campaign specific level titles — until now.

As I noted in my series of posts on Level Titles,  making them campaign specific can really make them sing. This poses a problem in the case of fighters because they really require more than one set of Level Titles. Though the other three classes are fairly generic, it is easy to justify a single guild structure for each class. Fighters, however, are the most generic of the four classes — they can be anything from a soldier to a barbarian to a gladiator to any number of iterations. Thus, only one set of Level Titles doesn’t do the class justice. This, therefore, is the first post in an attempt to create several options for fighters in Averoigne.

All fighters in Averoigne begin with the same Level Titles for the first three levels (the apprentice stage), after which they may align themselves with one of the various groups which grant Level Titles for higher levels:
    1. Veteran — The term veteran reflects the fact that fighters have already been involved in some kind of fighting or military action.
    2. Man-at-Arms — A man-at-arms is someone who has chosen to live the life of a fighter. In demonstrating this commitment and the amount of skill (and luck) to become a man-at-arms, they are granted the right to publicly bear arms, with the exception of a sword. In most places, however, even man-at-arms are discouraged from wearing armor or carrying more than one weapon in public.
    3. Swordsman* — Swordsmen have earned enough respect that they are allowed to openly carry a sword. They may even wear armor in public without raising too much suspicion.
    *If a character declines to join any of the following groups, they remain a Swordsman regardless of level.

Chevaliers


The Chevaliers, also known as The King’s Men, are one of the ways that the King of Salia exerts his influence upon the region. Since there are few Salian nobles in Averoigne and the Averni nobles only give lip service to their loyalty to the crown, the King created a organization that bypasses the authority of the nobility by being answerable directly to him. The Chevaliers are almost exclusively Salian and must swear absolute fealty to the King.
    4. Under-Sheriff — Is given jurisdiction over a village to administer the King’s Law. Has the right to wear a red rose as a sign of office.
    5. Sheriff — Is given jurisdiction over a several villages, a few towns or a small city to administer the King’s Law. Has the right to wear a red rose as a sign of office.
    6. High Sheriff —  Is given jurisdiction over a county to administer the King’s Law. Has the right to wear a white rose as a sign of office.
    7. Marshall — Is given the right to convene a civil court and act as judge. May conscript Under-Sheriffs in order to conduct an investigation. Has the right to wear a fleur-de-lis as a badge of office.
    8. Constable — May conscript Sheriffs on order to conduct an investigation. Has the right to wear two fleur-de-lis as a badge of office.
    9. High Constable — Oversees all legal activity within a region (and attracts/is assigned followers to carry out this duty). Has the right to wear three fleur-de-lis as a badge of office.

Thema Calabria


This is the remnant of a military unit from the Eastern Christian Empire that is now largely autonomous due to being cut off from their original home. The term Thema refers to a military jurisdiction of the Empire. For a brief period, the Eastern Empire had a foothold in the West, headquartered in Syracuse and the Thema was called Calabria. This foothold was overrun, and part of the retreating force found refuge in Averoigne. Today, it is tolerated by the King of Salia due to past service against barbarian incursion and the unit pays lip service to the King; however, its ranks have recently been bolstered by a growing number of Averni dissatisfied with the Salian King and who yearn for a return to the Rome represented by the Eastern Empire.
    4. Dekarchos — While in Averoigne, a Dekarchos can muster 10 men in times of crisis. In addition, they have access to the unit’s armory.* They have the right to wear the unit’s insignia (a stylized golden cross on a red background).
    5. Kentarchos — While in Averoigne, a Kentarchos can muster 50 men in times of crisis. They may wear the Greek Numberal ‘ν’ as part of their badge of office.
    6. Komes — While in Averoigne, a Komes can muster 100 men in times of crisis. They may wear the Greek Numberal ‘ρ’ as part of their badge of office.
    7. Droungarios — Has two Komes and any men they muster under their command. Will be recognized by the Averni people and Averni nobles as a judge in civil disputes. They may wear the Greek Numberal ‘σ’ as part of their badge of office.
    8. Tourmarches — Has six Drouganarios and any men they muster under their command. They may wear the Greek Numberal ‘ισ’ as part of their badge of office.
    9. Strategos — This is the highest rank within the unit. The Strategos will have a personal retinue (attracted followers) and will have four Tourmaches and any men they muster under their command. They may wear a two-headed eagle as part of their badge of office.
* Items like swords and mailed armor are not readily available in Averoigne. While there are armorers, what swords and mails they produce are normally already paid for by nobles who are far more important to the business survival of the armorer than an adventurer. Having access to the unit’s armorer, therefore, makes getting such equipment increasingly easier as the fighter increases in level.

Wednesday, December 19, 2012

Racial Table for Averoigne

I only was able to play Stormbringer a couple of times in my life (our group always saw it as a challenge to see who could survive rather than as legitimate bait for an ongoing campaign due to the brutality of the system). One of things about it, though, that I remember with great fondness is character creation. Players roll on a race table to determine which of the plethora of backgrounds their character can come from and what possibilities this background provides.

While certainly not as diverse as Elric’s stomping grounds, my version of Averoigne does have a number of different possibilities for character background. Therefore, I thought it would be fun to provide a table for players to roll on to provide some of their character’s background.

Included with each entry is a list of starting equipment (which should help speed character creation). There are also a couple of incentives:
  • The only way to be able to have a character with a noble, scion or half-elf background is to roll on this table.
  • Depending upon the outcome of the roll, a player can outright switch one characteristic for another (where characteristics are rolled in order).
Hopefully, that will be enough encouragement for players to roll:
01-05 Romani — Scimitar + Throwing Daggers + Leather + Shield
06-15 Wolfshead (S): Flail + Sling + Leather + Shield
16-25 Wolfshead (A): Spear + Short Bow + Leather + Shield
26-45 Peasant (S): Polearm + Sling + Leather
46-65 Peasant (A): Polearm + Short bow + Leather
66-71 Burgher (S): Short Sword + Crossbow + Chain + Shield
72-75 Burgher (MS): Long Sword + Crossbow + Chain + Shield
76-81 Burgher (A): Handaxe + Longbow + Chain + Shield
82-85 Burgher (LS): Javelin + Longbow + Chain + Shield
86-88 Noble (S): Bastard Sword + Crossbow + Plate + Shield
89-90 Noble (MS): TH Sword + Crossbow + Plate + Shield
91-93 Noble (A): Battle Axe + Longbow + Plate + Shield
94-95 Noble (LS): Throwing Axe + Longbow + Plate + Shield
96-97 Half-Elf*
98-98 Elf*
99-99 Dwarf*
00-00 Halfling*

*roll again for background & equipment, ignoring 96-00
(A)=Averni (S)=Salian (MS)=Merovingian Scion (LS)=Luernian Scion
  • Romani can swap CON with one other characteristic of the player’s choice.
  • Wolfshead can swap DEX with one other characteristic of the player’s choice.
  • Peasant can swap STR with one other characteristic of the player’s choice.
  • Burgher can swap INT with one other characteristic of the player’s choice.
  • Noble can swap CHA with one other characteristic of the player’s choice.
All characters also get 10gp, a quiver/pouch with 20 arrows/bolts/stones as well as one of the following kits:
  • Kit 1 (10 oil flasks, lantern, spade, 12 iron spikes, 10ft. chain)
  • Kit 2 (10 torches, ink & pen, blank scroll, mirror, crowbar)
  • Kit 3 (five torches, 3 cloves of garlic, fist of wolfsbane, 50 ft. rope, grappling hook, wooden pole)
In addition:
  • Clerics begin with a cross (silver for Nobles and Scions, otherwise wooden) and swap out any non-class melee weapon with a Mace (Averni, Luernian Scion or Romani) or a Warhammer (Salian or Merovingian Scion) and any non-class missile weapon with a sling.
  • Fighters begin with one extra weapon.
  • Magic Users begin with a spell book and can trade out any non-usable weapons and armor for cash.
  • Burglars begin with lock picks and may trade out any armor and shield for leather and extra cash.
Obviously there are a couple of things that need some clarification:
  • Romani are gypsy-like wanderers who call no place home. They may choose to speak one extra language of their choice besides Common.
  • Averni are the native people of Averoigne. They may choose to speak Elvish (Occitan) in addition to Common.
  • Salians are outsiders whose homeland is trying to unite the entire region into a new Holy Roman Empire.
  • Wolfsheads are bandits, outlaws and those who live outside the protection of the feudal system. They are tied to no land and have few loyalties.
  • Peasants are either serfs or freemen who work the land of a local noble.
  • Burghers are middle class merchants.
  • Nobles who adventure are usually younger siblings who have no right to the lands of their father.
  • A Merovingian Scion is someone who either through illegitimate (in the case of Burghers) or legitimate lines can trace their lineage back to the Merovigian kings of the Salians (who are no longer in power).
  • A Luernian Scion is someone who either through illegitimate (in the case of Burghers) or legitimate lines can trace their lineage back to the Luernian kings of the Averni (who are no longer in power).
  • This is meant to be a human-centric campaign world, which is why the chances of being a demi-human are so small. Demi-humans roll twice because they come from a human background, but are fey-touched and have embraced their demi-human status. They can speak their racial tongue (Elvish in the case of halflings) in addition to Common
  • Half-elves are fey-touched who have rejected their demi-human status. They still have some of the demi-human abilities, but suffer penalties when using them. They get to function like the elves of 0e — adventure as either a fighter or a magic user — without the level limits. When they choose to use their demi-human abilities, they suffer an XP penalty and can operate at a maximum of 8th level, regardless of XP.