Saturday, January 31, 2015

Saintly Saturday: St. Brigid of Kildare

While today is the feast of Sts. Cyrus and John the Unmercenary Healers, I am not really going to blog much about them. I do love them and have a great affinity towards Alexandria, where they were martyred; however, in terms of RPGs the only thing that I can think of to write about is the fact that one of the reasons the original cleric, which was in part modeled after Christianity, has spells like Cure Lights Wounds, Neutralize Poison and Cure Disease is likely because of these saints and those like them.

While potentially interesting, I have found myself drawn to St. Brigid of Kildare this week. Though her feast isn’t until tomorrow, her life has me itching to start drawing maps.

St. Brigid was born around A.D. 450, the daughter of a slave and her master. She was baptized by St. Patrick, Enlightener of Ireland and they were life-long friends. Due to her generosity to the poor, her father found her to be too expensive to keep as a slave and was set free. Afterwards, she was the founder of women’s cenobitic monasticism in Ireland and is considered to be one of the patron saints of Ireland along with St. Patrick.

The monastery that she established was on a piece of land given to her by the King of Leinster and called Cill Dara (now known as Kildare). Translated, the name means “church of the oak.” It was in the midst of an oak forest and was built from oaken timber.

There are a lot of stories from the various hagiographies of St. Brigid, but one of my favorites is of the blind nun Dara. One evening, the two sat and talked. Losing track of time, they found that their conversation had lasted the whole night and it was dawn. St. Brigid was astonished at the beauty of the morning light on the dew of the flowers in the field in front of her and longed for Dara to be able to see it all. Praying to God, she made the sign of the cross and Dara could see. Although she did find the morning scene to be quite beautiful, she asked St. Brigid to pray for her blindness to return, explaining, “for when the world is visible to the eyes, then God is seen less clearly by the soul.” St. Brigid prayed, and Dara was blind once again.

Interestingly, St. Brigid herself had only one eye because she plucked the one out in defiance of a suitor who was enamored with her beauty. She died in A.D. 523.



The RPG part of my brain has been gleefully chewing on the name “Cill Dara” and the story of Dara the blind nun all week. The fruit of that endeavor is an adventure locale akin to the Monastery of the Unsleeping Ones.

The Monastery of the Oak is literally a giant oak tree with a door in it. At one time, it was inhabited and cared for by an entire community of blind nuns. What is not generally known is that the oak actually sits atop a rift in time/space which allows all kinds of nasty things to come crawling into the world. It is also not widely known that the nuns actually lived inside the oak.

When a normal adventuring party opens the door of the giant oak tree, they will see a set of stairs going down. These lead to a section of your favorite megadungeon teeming with all kinds of monster badness. If, however, any member of the party is blind, blindfolded or otherwise cannot use their eyes to see, there are no stairs down, but rather a gate leading into the main grounds of a monastery which can only be “seen” by those who cannot use their eyes.

If the monastery is successfully entered and those who enter it begin to pray, the tear in time/space is closed. Thus, anyone entering the oak sans blindness or a blindfold would simply see the empty shell of an oak trunk. How and why the blind nuns no longer pray 24/7 to keep the tear closed is part of the mystery a party might stumble upon while exploring the dungeon and the monastery.

Wednesday, January 28, 2015

Meditating on 5e (Basic Rules) Part 2

PLEASE NOTE:Currently, all of my meditations on 5e are going be about the Basic Rules as a stand-alone product outside the context of the rest of 5e. I am doing this for a couple reasons:

  1. My only access to 5e is the Basic Rules, because I cannot afford to invest anything other than free in my gaming for the foreseeable future.
  2. As this community has demonstrated from its outset, there is value in examining a rule-set on its own. We have examined 0e, Holmes, B/X, 1e etc. and found a number of wonderful, unexpected treasures buried inside those rule sets. We’ve also found a number of things we’d rather not use.


Yesterday, I got several comments that deserve a response. Due to the wide breadth of these comments, I am going to do an entire blog post.

Firstly, my biggest beef with 5eBR is that as a stand-alone product, it is unusable. There is no treasure table. There is no advice in the DMs section on awarding XP, except a table in the Building Combat Encounters section. That means, as is, combat is the only way to earn XP. Certainly, I can hack away and use treasure and XP tables from another edition, but I really didn’t want to have to do that in order to play. Even though limited to 1st-3rd levels, both Holmes’ and Moldvay’s Basic Editions are playable without using any other outside material.

Secondly, there is enough in 5eBR that I do want to play it in some incarnation. There are two things, specifically, I will definitely be trying out regardless of edition I play in the future:

  • Advantage/Disadvantage — this is such an elegant mechanic that so simply deals with a huge swath of situations where a ±1 to ±4 just never felt right.
  • Backgrounds — anything that can enrich the story of a 1st level character with randomized goodness, a couple of non-combat areas of expertise, NPC contacts and some equipment that one might not otherwise bother buying is right up my alley.


Thirdly, while I do understand and accept that there are other useful models for granting XP, reading 5eBR reminded me how awesome Arneson’s 1 XP = 1 gp spent really is. As anyone who has read this blog long enough knows, one of the things I value most in my RPGs is freedom. While combat-only is a legitimate choice for awarding XP, it does so at the cost of player freedom and, at least in context of how much a goblin is worth and how fast the XP progression is in 5eBR, my own ability to suspend my disbelief.

Player freedom goes out the window, because the only way a mage can become second level is to go out and fight things. IF Arneson’s XP model is used, that very same mage has a huge variety of choices as to how to get to second level. The mage could go and find a goblin army to kill, but a more interesting choice is to make off with the army’s supply caravan or to run off with the treasure hoard of the evil mage paying the goblin army.

To boot, the 1 XP = 1 gp formula puts the development of the character directly in the hands of players. How a player spends that money in order to become second level defines who that character is even more than class mechanics. That same mage could spend money by bar hopping across your favorite FRPG city or by buying access to a private collection of scrolls. Each choice says far more about the character than his/her spell book does.

I have also found that when players are having to find ways to dump thousands of gold pieces, the easiest way to do so is to invest in and build stuff. Players suddenly have far more of a vested interest in the health and safety of a community/locale when this kind of spending happens. Thus, external threats become much more personal and adventures have higher stakes.

Fourthly, while professional armies were a new thing during the Hundred Years War, the largest expense of the Crown was equipment not wages. And if, as is the tradition in FRPGs like D&D, one relies on literary source material, according to Shakespeare, Henry V had a close personal friend hung for stealing from the conquered French. Thus, the actual amount of cash an average commoner would get from a 6-month contract wouldn’t likely be enough to be able to advance to second level. Which goes to show that this scenario is a lot easier to justify using older editions than trying to justify how anyone, let alone an officer, in an army could only be 1st level using 5eBR.

Finally, when it comes to game mechanics, I don’t buy into systems that treat PCs differently than the rest of the world. Suspension of disbelief plays a large part in this, because such a mechanic is antithetical to the world view of my faith. Christ gave eternal life to all of humanity when He went to the cross and rose from the dead. The crux of our life is what we do with that gift. Practically, it means that anyone can do great things. If a game does not allow Joe Nobody to defeat Mr. Big Bad Guy with a good plan and good luck, then my suspension of disbelief is out the window, because I know the stories of thousands of Joe Nobodies who did do great and wondrous things.

Tuesday, January 27, 2015

Meditating on 5e (Basic Rules)

PLEASE NOTE: As of now, all my musings on 5e are going to be about the Basic Rules (which I will refer to as 5eBR from now on). When one has a child in the hospital for the better part of a year, one’s gaming budget is Free. I have no ability anytime in the near future to actually purchase any of the core rulebooks. I may never do so.

I really want to like 5eBR. I really do. It is a really good hack of D&D and there are several interesting ideas that I will be hacking into my own hacked version of D&D. Unfortunately, I cannot bring myself to like 5eBR as is. It all comes down to a theatrical concept called suspension of disbelief.

When putting on a theatrical production, it is critical that the world presented have some kind of internal logic so that when presented with things such as the Battle of Agincourt from Shakespeare’s Henry V— something that could never happen within the confines of a theatre stage — the audience can easily immerse themselves in that world. They suspend their disbelief that the battle can’t occur on stage.

RPGs operate in a similar fashion. Everyone who plays D&D, for example, should know that the world presented defies all kinds of economic, physical and social logic. However, the rules do such a good job of representing a fantasy world in the abstract that we have successfully suspended our disbelief for decades.

Upon reflection, the moment I knew I didn’t like 3.5 was the moment my suspension of disbelief was shattered. Our party stumbled upon a machine that was built/controlled by the bad guys. It was a giant clock work of gears. We wanted to literally throw a wrench into the works; however, we did not have a rogue and the gear system was the equivalent of a DC25 trap. No matter what our party did, no matter how logical, no matter that it would work in the real world no one in our party could stop those gears from turning. I could no longer immerse myself in the world and I found, rather, that I was just seeing how illogical and silly it all was.

When the DM section of 5eBR was released, I decided to “play” the game the only way I could: stock a dungeon and see how it compared to the editions I like to play. I quickly realized that I couldn’t. There are no treasure tables. I then realized why WotC would be so lazy as to not include any: all XP comes from combat. Treasure is largely irrelevant.

This seriously challenges my ability to suspend disbelief: in order to become a better mage, cleric or thief you have to go kill stuff. The world presented isn’t a world where adventurers explore ruins from lost civilizations. Rather, it is a murder world where prowess in combat is everything. I suppose if you wanted to run a campaign inspired by Glen Cook’s The Black Company this would be okay, but this certainly isn’t the game I played as a kid.

What really threw my suspension of disbelief out the window was the combination of XP progression and the amount of XP given per kill. I have no real issue with fast XP progressions, especially in context of not having the kind of time necessary to take a character from 1st to 9th level (something I never did using older rule sets). Personally, this really never bothered me because my favorite “tier” of play is 1st-3rd; however, I could see how shortening the XP progression could be a very good thing.

Having said that, the world 5eBR presents completely breaks down when considering the amount of XP given per combat kill. A measly little goblin is worth 50 XP, a bandit 25 XP and a commoner 10 XP. At 300 XP to get to 2nd level, it would take 6 goblins, 12 bandits or 30 commoners to advance. This defies logic, because those kinds of numbers should be achievable through basic training — especially in a murder world where even scholarly mages need to kill things to be a better mage.

This is rendered even less logical when one realizes that Soldier is one of the backgrounds available to 1st level characters. A professional soldier in a world where combat is a constant should be plowing through the equivalent of 6 goblins almost every day during training, let alone if one actually participated in some kind of military campaign. Add to that the idea a 1st level character could be an officer and the 5eBR world just spirals off into the ridiculous.

I suppose that if the average age of a 5eBR 1st level character were, say, eight I might be able to accept all of the above, but I don’t really get off on imaging a character as an eight year old kid who is forced to murder things in order to get by.

For me, this all highlights the genius of Arneson’s 1 XP = 1 gp spent. Regardless of the world in which such a scheme exists, the main impetus for characters to advance from 1st to 2nd level is getting enough cash to invest in themselves — whether through better equipment, better henchman, tithing to a church, a down payment on a house, etc. Thus, each character can become a renaissance man (woman) in their own unique way and believably face down tougher and tougher monsters and win.

It also becomes believable that an army of commoners will still be commoners after a series of battles. When treasure spent is the main way one gets to 2nd level (because otherwise someone would have to kill 100+ goblins), war is no longer the main way a bunch of normal joes can become high-powered adventurers. Only folks willing to explore ruins, lost civilizations and dungeons to bring back treasure get to do that.

Saturday, January 24, 2015

Saintly Saturday: St. Gerasimus of Perm

Today is the Feast of St. Gerasimus the Bishop of Perm, which is both a city and an area in central Russia at the base of the Urals, where Asia and Europe meet. It is the traditional home of the Zyryani or Zyrian people (today, they are called Komi). St. Gerasimus was elected sometime after 1416 and was the third bishop of this newly Christianized people.

During his bishopric, he took part in local councils. One dealt with the structure of the Russian Church and one rejected union with Rome as advocated by Isidore, Metropolitan of Kiev. The villages of the Zyrian people were also frequently raided by Novgorodians (who had their own Republic at the time). These raids were primarily carried out by a pagan tribe known as the Voguls. St. Gerasimus was extremely diligent in caring for his flock, going so far as to condemn the raids and travel in Vogul territory urging them to cease their violence. He was murdered by a Vogul in 1441. Tradition holds that he was strangled with his own omophorion (part of the bishop’s vestments which go around his shoulders).

There is a meme among those of us who play fantasy RPGs which champions campaign worlds that don’t feel like traditional high fantasy and/or medieval Western Europe. Personally, I like my campaigns to be a healthy mixture of the familiar with the alien. The familiar elements help players immerse themselves in the world, while the alien elements help bring a sense of wonder and a need for exploration. The See of Greater Perm at the time of St. Gerasimus is an excellent example as source material for this kind of campaign.

While still ostensibly European in character, its proximity to Asia (especially a fantasy analog) justifies PC classes like monks and any others that one might port over from your favorite Asian-flavored rule set (mine would be Ruins & Ronin) as well as all kinds of cool monsters.

Politically, Perm is a keep on the borderland between the Far Eastern reaches of European Civilization and the Asian Wilderness. The Europeans have an ongoing political conflict between the power hungry Novgorod Republic, the more traditional power of Kiev and the upstarts of Moscow. (Given the raids by Novgorod and St. Gerasimus' rejection of the Kiev move to ally with Rome, it would seem that Perm-as-Keep on the Borderland would be a Muscovite endeavor).

The Republic is comfortable with assimilating (pagan) nomadic tribes from Asia in order to expand their territory. This could be interpreted as having a number of non-human and non-Lawful allies, which could very well complicate matters for PCs as they come into conflict with non-human adversaries.

The modern name for the Zyrian peoples is Komi, which can be translated as River People. This justifies re-skinning magic to be more water/river based. Cure Light Wounds, for example, could be understood to be the application of Holy Water to a wound.

Given that Perm is around the same Latitude as Juneau Alaska, the theme of Heat vs. Cold or Fire vs. Ice could also color the traditional Law (Civilization) vs. Chaos (Wilderness) dichotomy.

The coat of arms of Perm includes a bear, which suggests that (polar) were-bears play a large role in the campaign.

Finally, a branch of the modern Komi peoples are reindeer herders, which invites me to do the following:

Frost Elf


Prime Requisite: STR and DEX
Requirements: INT 9
Hit Dice: d6
Maximum Level: 11

Frost elves are found in arctic and subarctic forests and are often seen riding reindeer. While not as innately magical as normal elves (they cast arcane magic as a magic user of half their level), they do have the following abilities:

  • Beast Friendship: frost elves gain a +2 reaction with wild animals, may take them as henchmen and can identify flora and fauna with a roll of 1-3 on a d6.
  • Creatures of the Forest: +1 to surprise rolls when in the wilderness
  • Elf Tongues: frost elves can speak elf, gnoll, hobgoblin and orc
  • Elven Senses: frost elves can detect hidden and secret doors with a 1-2 on a d6 when actively searching and with a 1 with only a casual inspection
  • Frost Familiarity: +1 saving throw bonus versus Petrification/Paralysis; immunity to the touch of ghouls
  • Frost Missiles: frost elves can imbue any missile weapon with frost, giving them a +1 on damage. This increases by an additional +1 at 3rd, 6th and 9th level
  • Frosty Mist: frost elves can cast Obscuring Mist once every eight hours
  • Icy Grasp: at 3rd level, frost elves can cast the equivalent of Shocking Grasp once per hour
  • Ice Web: at 5th level, frost elves can cast the equivalent of Web once per 8 hours
  • Numbing Cold: at 7th level, frost elves can cast the equivalent of Slow once per day
  • Stonghold: upon reaching 9th level, all animals within 5 miles of a frost elven stronghold will be kind and helpful

Frost elves fight as fighters, may use any weapon and can wear chain or lighter armor plus shields.

XP Progression:
Level 2: 3,350
Level 3: 7,700
Level 4: 15,400
Level 5: 30,800
Level 6: 61,600
Level 7: 125,000
Level 8: 250,000
Level 9: 420,000
Level 10:590,000
Level 11: 760,000

Tuesday, January 20, 2015

Giving Thanks

Several months ago, I tried to start posting to this blog again. Shortly thereafter, my daughter’s health took a dramatic turn for the worse. She is still in the hospital, having had almost a dozen major surgeries and been a razor’s edge away from being declared brain dead. Only by the grace of God is she still with us and there is actually an end in sight to this whole chapter of our life. Thus, gaming and thinking about gaming haven’t been on my radar, let alone blogging about gaming.

I do plan, however, to get back to some sort of routine here in this little corner of the internet, because I miss it, and (most importantly) I miss the people who inhabit this little corner. Therefore, I’d like to take a moment to thank everyone who has sent prayers, warm thoughts or just generally missed my musings. All have helped me get through this past year.

I hope that those who know this blog and know me are neither surprised nor offended that I must also give great thanks to God for all that He has done for me and my family this past year.

I am looking forward to being here more often in the near future. Godspeed.

Wednesday, September 17, 2014

I Like Things Black & White

It is ironic, really, that under normal circumstances “life” would be intruding upon my “RPG time” but now that my circumstances are anything but normal, “RPG time” seems to want to intrude upon “life.” That I am writing this at all is an indication that my less than normal circumstances are less dire, but I certainly do not have the time to make this a habit, yet.

There are several things that have wormed their way into my attention: Dwimmermount, Basic 5e, various controversies and a survey by Frog God games asking me for my opinion on whether or not they should go full color or not. All of these have made me feel nostalgic and I have occasionally pursued the blogverse. Therefore, I found a nice little piece at Hack & Slash On the Visual History of Illithid that allows me to, somewhat, easily address the last of these issues.

You will find an interesting comparison of Githyanki art by Russ Nicholson:



and Wayne Reynolds:


Whereas one can lose yourself in the Nicholson piece, the Reynolds piece is a bit, well, boring. This, despite all its cool color, detail and action.

Given Frog God Games’ interest in going Full Color, I got to thinking. I found myself wondering why I find that the static pose and details are better in Reynolds than in Nicholson, but I want to look at the Nicholson art, not Reynolds. So I decided to see if it was the color that got in the way (BTW, for a more philosophic take on my opinion about F/C vs BW art look here). So I did a little Photoshop on Reynolds and found this:


Yes, the color did get in the way. Suddenly, here is an illustration that seems to move. It draws me in and I am trying to fill in details of why, where, what and how. I am sold.

Black & White is what dreams and fantasy are made of.

Tuesday, July 8, 2014

The Feast of St. Prokopius and an Update

Today is the Feast of Prokopius the Great Martyr, for whom this blog was originally named and as I did my morning prayers early today I was reminded that I have left this particular area of my life fallow for quite some time. For that I apologize (especially to those who have encouraged me or tried to get a hold of me and fell victim to my shortcomings despite my best intentions).

The reality is that I haven’t been playing or much thinking about playing for the past year. Medical issues have plagued my family. I had to go through some physical therapy (nothing serious) but my daughter is currently in a hospital two hours from home and will be there for the foreseeable future. Thus, when my schedule is dictated by driving to and from the hospital to be at my daughter’s bedside all the while supporting the rest of my family, playing any kind of RPG let alone maintaining a blog about it really doesn’t even show up on life’s radar.

I pray one day I will have the time and freedom to return to this part of my life, and will be especially interested in how the landscape has changed in the meantime.

Saturday, September 21, 2013

Saintly Saturday: The 26 Monk-Martyrs of Zographou Monastery on Mt. Athos

Today is an interesting feast: the 26 Monk-Martyrs of Zographou Monastery on Mt. Athos. My interest is in the fact that it is part of the larger story of the Great Schism.

The popular date for the schism between East and West Christendom is 1054. This is due to a very dramatic event: the papal legate assigned to Constantinople angrily placed a papal bull of excommunication upon the altar table of the Patriarch of Constantinople during a liturgy. This event, however, only signified one argument among many between Rome and Constantinople during which time other Eastern jurisdictions remained in communion with Rome.

The truth is that the Great Schism was a process more than a single event. The seeds were planted as early as the 8th century when the Franks began to distinguish themselves from Constantinople and eventually claimed to be the true heirs of the Roman Empire.

The single most important event in the whole process (at least in the minds of Eastern Christians) is the sacking of Constantinople by the Crusaders in 1204. The City had been unconquerable for almost one thousand years and it falls, not to pagan barbarians, not to the great Roman enemy the Persians or to the Ottoman Turks, but to fellow Christians from the West. It was a deep and bitter betrayal.

Constantinople became vulnerable. It is in this context that the story of the 26 Monk-Martyrs of Zographou Monastery is told. In 1274, Emperor Michael VIII accepted union with the Roman Church in the face of threats from both East and West. The Union of Lyons stipulated a recognition of Papal authority, the use of the Filioque in the Creed and the use of unleavened bread for communion.

With the sacking of Constantinople fresh in their minds, most of the Orthodox East rejected the Union of Lyons, including Patriarch Joseph, who was deposed. It is even reported that the emperor’s own sister remarked, “It is better that my brother’s empire should perish, rather than the purity of the Orthodox Faith.”



The 26 Monk-Martyrs of Zographou Monastery were among those who were persecuted for refusing to submit to an imperial edict that demanded acceptance of the Union. When imperial forces were sent to Mt. Athos to enforce the imperial policy, the martyrs locked themselves inside the monastery and reproached the imperial forces from inside. The attackers set fire to the building and all twenty-six monks were burned alive.

In truth, the Great Schism didn’t fully come to be until East and West stopped talking to each other after Constantinople finally fell to the Ottomans in 1453.

***

Flaming Ghoul


Let fiery wrath swallow up the survivor, and destruction overtake those who oppress your people. — Sirach 36:8

Number Appearing: 1d6
% in Lair: 80%
Alignment: Chaotic
Armor Class: 6
Move: 9
Hit Dice: 2 (turn as 3 HD)
Attacks: 1d3/1d3 + flame
Special: see below
Save: F2
Morale: 12
Hoard Class: XXI
XP: 47

These restless dead are normally the angry victims of persecution — especially those who were burned to death. They resemble normal ghouls, save for the fact that their flesh is charred instead of desiccated. While in combat, they burst into a magical flame. Those in melee with them must make a Save vs. Breath or take 1d3 heat damage every round. Anyone who is hit by the claw of a flaming ghoul must make an additional Save vs. Breath or catch fire. Those on fire will automatically take 1d3 points of damage per round that the flame is not put out. It takes one full round to put a flame out. Anyone who dies from the flame will rise as a flaming ghoul. Those under the effects of a Bless spell are immune to the flames.

Saturday, July 6, 2013

Saintly Saturday: St. Sisoës the Great

Today is the feast of Sisoës the Great, a monastic saint of the fourth century. He began his ascetic trials at the monastery Nitria, just outside of Alexandria, Egypt. After the death of St. Antony the Great, St. Sisoës went out into the desert to live in the same cave that Antony died in. He lived a life emphasizing humility, as is evidenced by the story of his death.

As his brother monks gathered around his death bed, the face of St. Sisoës began to shine as if the sun. When prompted, he began to describe the coming of St. Antony, then the Prophets and then the Apostles. He then began to speak. When his brothers asked who he was speaking to, the saint explained that the angels had come for his soul and he was begging for more time to repent.

The monks tried to argue that he had no need of repentance, but the saint replied, “I do not think that I have even begun to repent.”

The light of his countenance then became unbearable as he explained the the Lord was coming. Then there was a great flash of light, the air was filled with a sweet fragrance and then (as the Orthodox Church likes to say) St. Sisoës fell asleep in the Lord.

As inspiring as this story is, I want to talk about this icon:


It is called The Astonishment of Sisoës the Great and depicts the saint at the tomb of Alexander the Great.

During the fourth century, Emperor Theodosius began to issue a series of decrees outlawing the worship of pagan gods. At this time, Bishop Theophilus of Alexandria obtained the legal authority over a pagan temple (some accounts have Dionysus, others Mithraeum), which he intended to renovate into a Church. When secret caverns beneath the temple were discovered, this caused a major conflict between the pagans and Christians. The pagans were forced to retreat into the Serapeum, the main pagan temple, taking Christians as hostages. Though many Christians were tortured and thrown into pits used for blood sacrifice, Theophilus asked for leniency from the Emperor; however, he did ask that all pagan images be destroyed. As a result, the Serapeum was demolished by a combination of Roman soldiers and monks. It is at this time that the remains of Alexander the Great disappeared from the historical record.

St. Sisoës was a contemporary of these events, thus, despite a lack of any written record, what is depicted in the icon is probably an actual occurrence.

The inscription on the icon reads thusly:
Sisoës, the great ascetic, before the tomb of Alexander, King of the Greeks, who was once covered in glory. Astonished, he mourns for the vicissitudes of time and the transience of glory, and tearfully declaims thus:

“The mere sight of you, tomb, dismays me and causes my heart to shed tears, as I contemplate the debt we, all men, owe. How can I possibly stand it? Oh, death! Who can evade you?”
In other words, it doesn’t matter if you are one of the greatest kings in the history of the world, or if you have conquered all the world, or gathered riches from all the world: in the end death makes us all a pile of bones.

An interesting note about the Serapeum: it is named for the Ptolemaic pagan god Serapis. He was named the protector of Alexandria and was a syncretic combination of Osiris and Apis. This was done so that these local gods could be accepted by the Greeks, who ruled Egypt after Alexander until Egypt fell to Rome. I find it fascinating how politics helped create a pagan cult which became the center of pagan worship in Alexandria.

Besides exposing me as a history geek, this story has an interesting twist on factions within a dungeon — faction can be outside the dungeon fighting each other for the right to explore/protect/go in. Thus, the PCs have to negotiate with various parties to get into the dungeon, and may find that the control of the dungeon entrance has changed when they return to the surface (giving the DM/Ref/LL/Judge plenty of opportunity to have fun with the players).

Saturday, June 29, 2013

Saintly Saturday: Sts. Peter and Paul

Today is the feast of Sts. Peter and Paul, paramount of the Apostles. Normally, I would write a brief summary of the life of these two great men; however, we know so much about them from the Gospels and from the letters that they have written to us, I find it difficult to write any kind of summary other than to invite everyone to re-read (or read for the first time) those very same letters that each man has left us.

Of all of these letters, the Orthodox Church reads a pericope from St. Paul’s Second Letter to the Corinthians. In it, he highlights the various ways that he has suffered for Christ:
Five times I have received at the hands of the Jews the forty lashes less one. Three times I have been beaten with rods; once I was stoned. Three times I have been shipwrecked; a night and a day I have been adrift at sea; on frequent journeys, in danger from rivers, danger from robbers, danger from my own people, danger from Gentiles, danger in the city, danger in the wilderness, danger at sea, danger from false brethren; in toil and hardship, through many a sleepless night, in hunger and thirst, often without food, in cold and exposure.
Though I do not even pretend to see these things in the same ballpark, I am reminded of the various and sundry ways that RPG players have shared our stories of the trials, tribulations and even deaths of our characters from all of the campaigns we have played through the years. I and others have often mused about the lethality of older editions of D&D (as well as a number of games that the OSR has spawned).

One might be tempted to ask, therefore, why would one even want to play a game in which character death seems almost inevitable? To answer that question, let me share with you the musings of St. John Chrysostom on the very pericope the Orthodox Church reads today:
For this is the brilliant victory, this is the Church’s trophy, thus is the Devil overthrown when we suffer injury. For when we suffer, he is taken captive; and himself suffers harm, when he would fain inflict it on us. And this happened in Paul’s case also; and the more he plied him with perils, the more was he defeated.
While most spectacularly understood in context of the lives of the apostles (who all, with the exception of St. John the Evangalist, were martyred), this quote of St. John Chrysostom does speak to one of the reasons why RPGs are so appealing — especially to me and especially the older editions of D&D and their clones.

Whether a metaphor for (Christian) Civilization vs. the (Demonic) Wilderness or humanity vs. death, RPGs allow us to stand in defiance of our own inevitable death. We get to die a thousand deaths, struggling to survive against all odds and have fun doing it.

To my mind, the reason that it is so much fun, despite the ever-present possibility that my character will come to some grisly end deep in the darkest part of the Wilderness or Underworld, is that the criteria of victory has nothing to do with anyone but we who play the game.

In the same way that Christ’s victory (His crucifixion) seems like foolishness to the world, what constitutes victory in an RPG is not written into any game mechanic, rule or even expectation. Victory is simply defined by how I, or anyone one who plays the game, wants to define victory. And sometimes, that even means a gloriously brutal death somewhere deep in the Wilderness or Underground.

Tuesday, June 18, 2013

Inquisitor Class for ACKS

Over the years, I have converted various campaign worlds to different systems. Every time, whether I like it or not, the mechanical assumptions of the system affect the world in question. For example, in converting Averoigne to ACKS and its system of Custom Classes and Proficiencies, it virtually eliminates the need for all of my musings on level titles.

There is also a much clearer distinction between divine and arcane magic than in Holmes. Given a world where the arcane magic is more naturally aligned with Chaos, where magic can affect large populations and where sin can manifest physically, there is an institutional need for some kind of check on everything arcane. Historically, France did participate in the Inquisition. While this institution (rightly) is held up as a blemish on the history of Christendom, there is a (potentially positive) place for it in Averoigne, where all of the above are true. Thus, my conversion of Averoigne to ACKS now includes the Inquisitor Class:

Inquisitor Class for ACKS


Prime Requisite: STR and WIS
Requirements: Must be Lawful
Hit Dice: 1d6
Maximum Level: 14
Inquisitors are monster hunters. Some are officials of the Salien Empire that hunt down and root out the Chaotic use of arcane magic, others are simply the faithful dedicated to ridding the world of evil magic and the creatures it spawns. In this quest they are able to use bows and flails/maces/hammers, wear chain mail or lighter armor and shield and use two fighting styles: weapon + shield and two-handed weapon. They also are able to cast divine magic and Turn as clerics of half their character level. In addition, they have the following Custom Powers:

  • Arcane Hunter Inquisitors are filled with zeal to destroy Chaotic magic creatures (which includes mages). They gain a +1 to attack rolls against these creatures. This increases to +2 at 7th level and +3 at 13th level.
  • Detect Power Inquisitors can detect spellcasters within 60' and estimate their level of power relative to their own. They can also tell when arcane magic has been used within the last 24 hours within the same vicinity. (The only way they sense whether an item is magic is if it has been used in the last 24 hours.) Each use takes a turn.
  • Perceive Intentions Inquisitors have spent a lifetime reading reactions of creatures they interact with, even if the creatures attempt to lie or conceal their reactions. Inquisitors always know the reaction roll (Hostile, Unfriendly, etc.) of creatures encountered as long as the creature’s CHA is not greater than the character’s WIS (the character will know these creatures are immune).
  • Detect Evil At 2nd level, an Inquisitor can detect evil (as the spell) up to 60' away simply by concentrating. Each use takes a turn.
  • Judgement At 4th level, the Inquisitor can pronounce judgement against another creature once per day. [This is the same as the Hex custom power].
  • Resistent At 9th level, an Inquisitor has been hunting monsters for so long, that they become resistant to various kinds of tribulations. They gain a +2 to all saves.[This is the same as the Divine Blessings custom power].

Inquisitor Proficiency List: Alertness, Battle Magic, Blind Fighting, Combat Trickery (force back, overrun, sunder), Command, Contemplation, Diplomacy, Eavesdropping, Endurance, Divine Health, Fighting Style, Goblin-slaying, Healing, Knowledge (history), Laying on Hands, Leadership, Loremastery, Martial Training, Precise Shooting, Profession (judge), Skirmishing, Quiet Magic, Righteous Turning, Tracking, Theology, Unflappable Casting, Weapon Focus, Wakefulness

Inquisitors fight and save as fighters and use the Castle rules to build a Stronghold at 9th level.

XP Progression looks like this:
  • Level 2: 2,350
  • Level 3: 4,700
  • Level 4: 9,400
  • Level 5: 18,800
  • Level 6: 37,600
  • Level 7: 75,200
  • Level 8: 150,400
  • Level 9: 270,400
  • Level 10: 390,400
  • Level 11: 510,400
  • Level 12: 630,400
  • Level 13: 750,400
  • Level 14: 870,400

Saturday, June 15, 2013

Saintly Saturday: The Prophet Amos

Today is the Feast of the Prophet Amos. According to the witness of the Book of Prophecy named after him, he was a shepherd, herdsman and a dresser of fig trees from the village of Thekoue, which was about 12 miles south of Jerusalem. Though an unlearned man, his were the first of the prophecies to be written down. This is likely due to the fact that he was the first to warn Israel that God was going to lift up His protective hand due to their stubborn unrepentance.

The opening lines of the Book of Amos refer to the reigns of Uzziah and Jeroboam, kings of Judah as well as an earthquake. Josephus recorded that there was a great earthquake that took place when Uzziah was king and afflicted with leprosy. The earthquake was so significant that Zechariah wrote about it 200 years later.

All of these historical references place the time when Amos was proclaiming his prophecies from about 795 B.C. to about 754 B.C. It is probable, therefore, that he was a contemporary of Jonah, Elisha, Isaiah and Micah. At the end of his career, he went to Bethel in the Northern Kingdom (Israel split into two kingdoms after the death of King Solomon, with Judah being the Southern Kingdom). There, the priests, led by Amasias, clubbed him to death because they tired of his warnings. Less than thirty years later, the Northern Kingdom was destroyed by the Assyrians.



For those interested in setting up a sandbox campaign, there is a lot of really interesting information that can be mined from the nine chapters found in the Book of Amos:

  • Damascus (also referred to as Bikath-Aven, which means Valley of Wickedness) is ruled by the House of Hazael. It is guarded by a great gate. The current ruler is Ben-Hadad who holds some kind of scepter as the sign of his office (is it some kind of powerful magic item or relic?). The palace is referred to as Beth-Eden (which means House of Pleasure). The people are called the Aram who originally are from Kir. They have recently conquered the city of Gilead.
  • Philistia has four major cities: Gaza, Ashdod, Ashkelon and Ekron. There was a fifth, but it was destroyed by the House of Hazael. There is another scepter in Ashkelon. They engage in a slave trade with Edom.
  • Tyre also engages in the slave trade, specifically those captured from Judah and the Northern Kingdom. This is a betrayal of an alliance made with Israel in the days of Solomon.
  • Edom (also called Teman) is a slavers kingdom. There are a number of palaces in the city of Bozrah (which suggests that there are several families which engage in the trade and have some kind of alliance or agreement on various slaving practices and trade routes).
  • Ammon is an ally of Damascus and took part in the sacking of Gilead where Ammonite troops took part in atrocities (it is recorded that they disemboweled pregnant women). They were paid for their part in the battle with more territory. The capital city is called Rabbah.
  • Moab is an enemy of Edom. They recently captured the king of Edom and burnt his bones (which, in the belief of the people of the region, would deny him happiness in the afterlife and, thus, is considered an act of extreme desecration). The major city is called Kerioth.
  • Israel (also called the Northern Kingdom) has a very wealthy and powerful aristocracy (there is reference to entire walls being carved from ivory). This wealth comes on the back of a desperately poor and oppressed peasantry. The major city is Bethel. They have abandoned the worship of God in favor of Sakkuth (who might be associated with Saturn) and Kaiwan who is associated with stars. This suggests that the priests of Bethel are astrologers. Bersheeba, a renowned shrine used by the patriarchs, can be found in the southern part of the kingdom.
  • Judah (also called the Southern Kingdom) is ruled over by the leper king Uzziah. Though more faithful to God than Israel, the worship of idols is widespread.

For the purposes of utilizing all of this for a typical FRPG campaign, one can say that the massive earthquake mentioned in the Books of Amos and Zechariah as well as by Josephus created a massive chasm in the earth within spitting distance of the PCs base of operations (whether that be in the Northern or Southern Kingdom). Vile creatures have been pouring forth from this chasm, raiding and pillaging.

Thus, there is a source for monstrous creatures, a dungeon complex in which can be found treasure close to the PCs base of operations  and a rich political tapestry that forms a bunch of background noise that PCs can take advantage of at higher levels.

For myself, I would be tempted to dip my toe into re-imaging the Slave Pits again, especially with the new release of Against the Slave Lords due out this week with the new introductory adventure Danger at Darkshelf Quarry. A quarry can easily be re-imagined as a chasm and Edom would fill the role of the Slave Lords very nicely, especially if one of the families was delving into a market that it wanted kept secret from the other families.

For other ideas to fill out an Amos-inspired sandbox, check out some of my other posts on OT prophets here, here and here.

Saturday, June 8, 2013

Saintly Saturday: Icon of the Mother of God of White Lake

Today is the Feast of the Icon of the Mother of God of White Lake. This particular icon belonged to St. Cyril of White Lake, a hermit who began his monastic career at the Siminov Monastery in Moscow at the end of the 14th century. While doing an Akathist in his cell in front of the Icon he heard a voice: Go to White Lake, where I have prepared a place for you. He then received a vision of the place he was to go.

He left the monastery and went to White Lake, to the place he saw in his vision. There he set up a cross and dug a cell in the ground near Mount Myaura in the Vologda region of Russia.


This sounds like a great location-based encounter area:

Near White Lake (or another appropriate body of water) there is a large wooden cross. Next to it is a man-made cave. Inside are the remains of a long-dead man laying in front of an icon carved into the rock. When someone prays in front of the icon seeking the location of an object, person or place, the supplicant will receive a vision of the immediate area where that object, person or place can be found.

If the PCs show the proper respect to the body, the hermit saint that carved the icon and lived in the cave will grant them a boon (like re-roll one saving throw and take the better of the two rolls).

Alternatively, the hermit could still be alive and well. I would personally play him as a curmudgeonly fool-for-Christ, quite able to tell the PCs all kinds of interesting things if they are willing to get past the scathing criticism that flies from his mouth.

Friday, June 7, 2013

Turning Reskinned

Let me start by saying that this post will fly in the face of today’s perceived dichotomy between Christianity and science; however, as I have stated many times, this is a false dichotomy. Not only have Church Fathers throughout the ages supported scientific study and a cultivation of the mind, but modern science and the scientific method are children of the Christian world view — one needs the orderly universe created by the Trinitarian God that is not full of divine beings in order to believe that it can be predictable and reliable enough to observe and test.

It is only when one tries to answer such questions as Who is God? and What is the meaning of life? with science that one runs into a conflict. Such questions are rightly left to theology because science cannot answer them without abandoning the scientific method and becoming a faith unto itself.

With that preamble, let me call your attention to this video, which is rare footage of an oarfish in the wild (fast forward to about the 3:30 mark to get a good look):




Although this deep water fish looks tiny in the video, the reality is that these fish can be anywhere from 15-56 feet long. Therefore, it has been hypothesized that the oarfish is the source of various sea serpent stories from times of yore. As can be seen from the video, the reality is much less frightening than humanity’s ability to imagine the monstrous.

This got me thinking about a way to re-skin the concept of Turning. While the origin of the mechanic is the image of Van Helsing keeping Dracula at bay with a cross, another way of understanding the mechanic is akin to the video above — stripping away the monstrous imagining of humanity to reveal the mundane reality.

I come to this from the perspective of both the classic D&D trope of the (Chaotic) Wilderness vs. (Lawful) Civilization as well as the idea that monsters are sin personified. In a world where sin becomes manifest as all the dark imaginings of humanity from myth and story, the Christian (as the champion of Lawful Civilization) becomes the mechanism by which the Chaotic Wilderness is tamed by revealing the mundane by stripping away the demonic.

Thus, when a party encounters a group of zombies which are successfully Turned by the party’s cleric, the supposed undead (rather than running away) are revealed to merely be dead bodies, carvings on a wall or an unusual shadow cast by torch light; however, lower level clerics are unable to completely convince or control the dark and fallen imagination of either themselves or their party members. Thus, the zombies will eventually return until such time that the cleric can “destroy” them by having faith in the God who declared His creation very good.

The cleric, in other words, becomes the video camera that reveals that ancient seas serpents are actually oarfish.

One interesting consequence of this re-skinning is the possibility with such a set-up that the Mythic Underground and the Dungeon-as-semi-intelligent-NPC are actually creations of our own making — manifestations of our own sins and fears.

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?

Saturday, June 1, 2013

Saintly Saturday: St. Justin the Philosopher

Today is the feast day of a saint with whom I feel a very deep connection, because we both came to faith in Christ from a similar place. St. Justin the Philosopher and Martyr was born in Palestine to Greek parents. He travelled the world learning the great philosophies of his age, seeking the philosophy of philosophies. After witnessing the martyrdom of some Christians, he was moved to find out about what would fill someone with so much faith, strength and resolve.

When he encountered the teaching of the Church, he found what he was looking for. He donned (or continued to don) the philosopher’s robe and became a teacher of what he understood to be the philosophy of philosophies. He would go on to write several very important works, the most famous of which are his First and Second Apologies as well as the Dialogue with Trypho. All three were written in the middle of the second century A.D. and are therefore witnesses to how the ancient Church interpreted Scripture and what the liturgy of the ancient Church looked like.

Ironically, his martyrdom came at the hands of two philosophers. He had a professional rivalry with Crescens the Cynic, who the martyr predicted would use Christianity as an excuse to have the saint killed. When this prediction came to fruition, St. Justin was turned over to the forces of Emperor Marcus Aurelius (A.D. 161-180) — a Stoic philosopher who argued that the ideal society should be lead by philosopher kings such as himself.

St. Justin was martyred in Rome.


One of the arguments that St. Justin makes in his First Apology is relevant to a way of marrying the Christian world view with the Sword & Sorcery pulp roots of D&D:
For the truth shall be spoken; since of old these evil demons, effecting apparitions of themselves, both defiled women and corrupted boys, and showed such fearful sights to men, that those who did not use their reason in judging of the actions that were done, were struck with terror; and being carried away by fear, and not knowing that these were demons, they called them gods, and gave to each the name which each of the demons chose for himself.
St. Justin is playing with the Greek word δαίμων which, to the pagan mind, means god and to the Christian mind refers to fallen angels, aka demons. St. Justin later demonstrates the irony of seeing it a good thing to be an imitator of a δαίμων:
But far be such a thought concerning the gods from every well-conditioned soul, as to believe that Jupiter himself, the governor and creator of all things, was both a parricide and the son of a parricide, and that being overcome by the love of base and shameful pleasures, he came in to Ganymede and those many women whom he had violated and that his sons did like actions. But, as we said above, wicked demons perpetrated these things.
Thus, all the pagan gods one might find in a typical S&S-inspired D&D campaign are, from the view-point of St. Justin, demons. Ironically, given the history of the game and the Satanist-scare of the eighties, Supplement IV: Gods, Demi-Gods & Heroes and Deities and Demigods (especially in its original edition with the Cthuhu Mythos) actually support St. Justin’s view.

Demons and Devils have stats — Hit Dice, Armor Class, etc. This makes them monsters that PCs can hunt down and defeat. Both Supplement IV: Gods, Demi-Gods & Heroes and Deities and Demigods give various pantheons of pagan gods stats — Hit Dice, Armor Class, etc. equating them with demons and devils — monsters that PCs can hunt down and destroy.

In terms of arcane vs. divine magic and clerics of various pagan cults, ACKS actually gives a very potent answer. In the ACKS Players Companion, it is possible to trade out Turning for other custom powers. Thus, it is possible to create a plethora of different classes to reflect various pagan cults with their own spell lists. For those who take issue with the idea of these various classes having effective spells, remember that the Egyptian priests from Exodus were able to duplicate some of the miracles performed through Moses. This suggests that while there is some cross-over, there are powers that should belong to Christians (or Pseudo-Christians) alone.

The easiest is the aforementioned Turning. Thus, the original cleric class gets to be what it originally was: Christian or Pseudo-Christian. It also gives homage to Holmes who stated:
All vampires, regardless of religious background, are affected by the cross which is sovereign against them.
The cool part (at least for those of us who play older rulesets) is that since ACKS is based upon B/X, any class created with ACKS Players Companion can be easily ported to any other older ruleset with little to no conversion.

Thus, one can maintain the S&S pulp feel that inspired D&D with all of its mysterious cults, magic and (to pay homage to St. Justin) δαίμων worship, while still leaving room for a Christian (or anyone else who wants to come along) to hunt down and defeat all those demons and devils.

Saturday, May 25, 2013

Saintly Saturday: The Third Finding of the Head of St. John the Baptist

Today the Orthodox Church celebrates the Third Finding of the Head of St. John the Baptist (the first two findings are celebrated on February 24). The relic had been in Emesa (in modern day Syria), but was moved to Komana (in modern day Turkey) during Saracen raids in the early 9th century. It was subsequently hidden and buried during the second wave of iconoclasm.

When the icons were restored to the Churches, Patriarch Ignatius of Constantinople (A.D. 847-857) received a vision which told him where the head of St. John was hidden. He communicated this to the Emperor, who sent an expedition to bring the relic to Constantinople. The head was found today in A.D. 850.


One meme that keeps popping up in this corner of the internet is the complaint that the ubiquitous Sword +1 is boring and that magic items should inspire more awe and wonder. I myself have played with systems to try to alleviate this particular issue by imagining the process by which a sword is made. The story of St. John’s Head, however, suggests that giving even a boring old Sword +1 a simple history can transform it from a mere mechanic into a real magical treasure.

What follows is a series of d6 rolls which will provide an outline for the provenance of a magic sword:
Roll a d6. The result will be the number of previous owners. For each owner, roll on these two tables:

Who was the owner?


  1. Thief
  2. Fighter
  3. Knight
  4. Noble
  5. Demi-human (1-3 = Elf; 4-5 = Dwarf; 6 = Halfling)
  6. King

How was it lost?


  1. Stolen
  2. Lost in a game of chance
  3. Owner died in battle*
  4. Owner killed while adventuring*
  5. Owner killed by a magical beast (like a dragon)*
  6. Owner mysteriously disappeared

*On a 1-2 the sword was buried with the owner on a 3-6 it was taken by those who killed the owner, or the sword's fate can be determined by fiat.

As an option, one can also roll on the following table:

How did the next owner receive the sword?


  1. Stole it
  2. Won in a game of chance
  3. Awarded for services rendered
  4. Found it in a lair
  5. Found it in a tomb
  6. Found it in a dungeon

Once each owner is determined, all one has to to do is decide what order they owned the sword and fill in any details that are desired.
For example:

I rolled a ‘3’ to determine how many owners a Sword +1 has had. I rolled on all three tables and here are the results:

  • 3-2-5 Knight died in battle. The sword was buried with him and was in his tomb when found
  • 4-1-4 Noble died adventuring (sword was taken) and was found in a monster’s lair
  • 6-4-3 King had it stolen and was found in a dungeon.

Looking at this, I can fill out the details: A king had the magical sword forged, but before he was able to wield it in battle, the sword was smuggled away into a dungeon. A descendent of the king (2nd son?) went searching for the weapon and found it in the dungeon; however, he was killed on the journey home. A knight seeking fame and glory hunted down a beast in the wilderness, in the lair he discovered the sword. He went on to become famous, but died in a battle defending the realm. His sword was buried with him.

Obviously, further details can be added (such as the names of each owner and what lands they ruled and defended). Should this Sword +1 be found in a treasure hoard other than a tomb, one need only add one more layer to the story: monsters looted the tomb and, depending upon which monsters guard the hoard, either don’t know its value, don’t use swords or use it to defend the rest of the treasure.

Regardless, this lowly Sword +1 is no longer boring. It has a story. It was forged for a king. Men died trying to get it back. It took part in a great battle to try and save the realm. It is an item worthy of wonder, despite the fact in it is “only” a Sword +1.

Thursday, May 23, 2013

Meditating on Golems and Superheroes

I got to see Ironman 3 last night and given Tony Stark’s use of all the various versions of the Ironman suits with a kind of remote control as well as the trailer for the new Superman movie (which preceded this latest Ironman movie) got me thinking about golems.

Anyone who has played D&D is familiar with the concept of the golem — a figure made out of various materials and brought to life as an automaton. One of the original source materials for the concept is Jewish in origin. There are a variety of stories that involve man trying to duplicate God’s creation of humanity. An anthropomorphic earthen vessel is created and given life; however, the end-result is always imperfect and often dangerous. Thus, the core of the legend is a cautionary tale about hubris.

The most famous golem-tale is that of the Golem of Prague. The 16th century rabbi Judah Loew ben Bezalel is supposed to have built a golem out of clay from the banks of the Vltava river in order to protect the Jews of the Prague ghetto from the pogroms of Rudolf II. In the classic tale, the golem was eventually destroyed by the rabbi when he forgot to let it rest on the Sabbath; however, there are versions where it becomes a monster that goes on a murderous rampage.

In this sense, Superman can be seen as a type of golem — at least as a concept in the context of his creation. The father of Jerry Siegel, one of the creators of Superman, died during a robbery attempt of his Cleveland, OH clothing store in 1932. In addition, the creative irony of the use of Nietzsche’s Übermensch by the Nazi party when compared to Superman, who was portrayed by the Jewish Siegel and Schuster as an alien defender of the downtrodden, poor and defenseless, cannot be ignored (image from here):


However, something interesting happened with the golem Superman — despite his superior abilities and alien physiology and origin, he deeply identified with humanity. His upbringing as Clark Kent formed the foundation upon which he became a hero rather than a monster.

Indeed, I have often argued that the superhero of the Superman stories isn’t the Superman persona, but, rather, Clark Kent — precisely because he strives so hard to be a human being. I also believe that it is one of the keys to his long-term success as a literary character and one of the reasons that, despite my preference for normal human comic book characters like Batman and Green Arrow, Superman is one of my favorite superheroes. I can’t help but respect him, not because he is so irritatingly powerful, but because he tries so hard to be human despite all that power.

In a way, all superheroes are golems and the best ones are those who struggle with their own humanity (or, as Superman, to be human). One of the reasons that I collected DC rather than Marvel at the height of the popularity of the X-Men and Wolverine during the 1980s & 90s was due to the glorified golem qualities of Marvel’s Mutant Universe.

As is often acknowledged, the mutant story lines serve as a commentary on whatever shade of bigotry one wants to explore; however, other than the Us vs. Them bigotry, the concept of Homo sapiens superior is rarely, if ever, compared to what it means to be human. As a result, the debate is often stuck at: Should we make war against humanity or Should we be magnanimous and protect humanity? It always bothered me that both cases infer the inherent inferiority of humanity. The question of what it meant to be human never became a foundational principle like it did for the Superman character.

Therefore, all of Marvel’s mutants all end up being merely golems.

As with the original stories about golems, the concept is most powerful when it is an expression of hubris and its destructive consequences. Ironically, there are a plethora of monsters in D&D that are better at being golems than golems on this score. My two favorites are orcs (especially if understood in Tolkienesque terms as the result of twisted experiments on elves) and owlbears (which are described as the result of a twisted experiment by a magic-user).

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