Thursday, 5 June 2014

ASSUMPTIONS AND HOUSE-RULES II

ASE Labyrinth Lord House Rules

The game has come a long way since I put up something like this, and with new players set to join the group what better time to refresh the house-rules.  Somewhat inspired by Jack Shear's house rules.

Making a Character

Ah player characters.  Furry barbarian guy, check.   Mage type with silly staff, check.  Dodgy guy in black, check.  Moody wilderness type, check.  Hey dodgy guy in black, Cleric or Thief?*

ABILITY SCORES – OPTIONS – YOU ARE EITHER:

·       Hardcore, Know the Score:  3d6 in order, OR

·       Softco..**  “ahem”   ...Bet Hedger:  Roll 4d6/drop lowest.  Two ability scores may be swapped.

Quit complaining already, that is choice right there, and anyway at least we’re not using the OD&D ability scores.  And don’t go all ‘Bet Hedger’ and swap out Charisma for a quick bonus because charisma (HENCHMEN) is really important in this game.

CLASS ABILITY SCORE REQUIREMENTS

You bet that these are in force.  Class ability score requirements are as per Labyrinth Lord and Advanced Edition Companion (AEC)

LEVEL LIMITS

As per LL and AEC, however the most powerful characters and NPCs in the setting are in the 7-9 level range.

EXPERIENCE POINTS: EARNING XP

XP is mostly earned for treasure.  Some game-time and achievement awards will also be given.  XP for monsters is as per the book.  If DM is feeling lazy, XP will be value of treasure, 50xp per hd, and a fudge factor.

EXPERIENCE POINTS:  NEW CHARACTERS

If you are new to the game, your character begins at level 1 and has 0 XP.  You may opt to start with two characters and have one as a primary and one as a secondary/henchman.  One of them (at least) will probably die.

If you are replacing a fallen character, you get half of the XP your previous character had.  If your new character dies in the first session then you do not have to divide in two again. 

HIT POINTS

Thieves and Assassins get 1d6 per level.

All classes receive a minimum of ½ Hit Die at first and second level.  Reroll 1s at 3rd and 4th.

CHANGES TO CLASSES

Magic Users: Magic Users can use light-crossbows and pistols.

Thieves and Assassins: All thief skill tests use the ‘Hear Noise’ chance for the appropriate level. Obviously racial and ability bonuses will no longer apply.

Fighters:  Straight class fighters use the Monster attack tables (+1 hit per level).  Sub-class fighters use the fighter table.  A straight class fighter also gets 3/2 attacks at 4th level.  2/1 attacks at 8th level.  A sub-class fighter gets these abilities at 6th and 10th level respectively.

SNEAKING AND THIEFY STUFF

Every class can do the things that a thief can.  Non-thieves get a flat 1 in 6 chance.
Thieves and Assassins must be wearing light or no armour to use their abilities.  Light armour is defined as that which gives AC8, or AC7 (mostly because I think studded leather is the most metal of all).

ALIGNMENT

3 way alignment will be used as a guide to character/NPC behaviour and does not represent some sort of spiritual commitment.  Alignment based abilities or spells will still be useful but not as black and white.  E.g.  Protection from Evil will hold the trans-dimensional wraith at bay.


Gear and Stuff


ENCUMBRANCE

We will be using the Lamentations Of The Flame Princess (LOTFP) encumbrance rules.  Strength adjustments apply.  E.g.  If your STR is 7 (-1) then your encumbrance/movement is calculated as if you were carrying one extra item.  If your STR is 16 (+2) then your encumbrance/movement is calculated as if you are carrying two less items.

EQUIPMENT

If you are bringing in a new character at ½ XP of the old one just pick your gear.  It’s quicker.  Roll starting money x ‘X’ to determine how much cash you have where X= (D6) 1=x150%, 2=100%, 3=50%, 4=10%, 5=0%, and 6=you owe 50%.

If you have a new 1st level PC then roll for cash (3d8x10) and buy equipment.

FIREARMS

As per the Anomalous Subsurface Environment (ASE) for now.


Combat etc


ZERO HIT POINTS

At zero hp you make a saving throw verses death.  If you succeed you live, but are helpless and at 0hp until you get medical attention.  If you fail, then start reaching for the D6s.

If you go to -6 or lower, you get a permanent reminder of your brush with death.  Effect to be negotiated based on the nature of the damage.

At -10 your PC is dead, no saving throw.

INITIATIVE - FORMAL RULE

·         Go round the table and get statements of intent.

·         Roll group initiative on 1d6

·         Go around the table in the same order for actions.

INITIATIVE - INFORMAL RULE

Individual initiative bonuses will be applied on a ad-hoc basis, e.g. one on one, and situational contingencies will also be applied.  E.g.  Moving to attack a guy with a loaded crossbow, the guy with the crossbow goes first (unless surprised).  E.g. Guy with dagger needs to close the gap on a guy with a two handed sword, guy with two handed sword attacks first (unless surprised).

CRITICAL HITS

A natural 20 will result in maximum damage

SPELL CASTING

If you take damage in the round prior to casting, you are not able to cast that round.  (Currently we are not playing that you lose the spell, but that is mostly me going soft because of the low level)

COUNTER-SPELLS

We use the Dungeon of Signs counter-spell rules.  To employ ‘counter-spell’ you may use it as a reaction, but it takes your action for the round, you cannot have acted yet, and you must know the spell to be countered. 

Roll D20 plus level and INT bonus against AC10 less caster’s level and INT bonus. This saved the party's ass in session 8 (which is where we introduced it).


 *   Image found here:  http://thewertzone.blogspot.com.au/2013_05_01_archive.html

**  That was going to say ‘Softcore’, not what you pervs were thinking, honest.

Monday, 2 June 2014

THE PCs DID WHAT? A HOUSERULE FOR (BAD) THINGS HAPPENING TO NPC GROUPS

I was faced with the unexpected situation last game where the characters gave one of the  yellow cylinders they found in the ASE Gatehouse to the Cult of Scientists in Denethix for them to determine the contents.

A Scientist does a Diagnostogram in the Laboramentarium.  A picture which does a fine job, but is also someone else's property*.

I know what is in the cylinders, and there is the potential for bad things to happen when they extract some of the contents for an exam.  Highlight blank section below to find out what it is.  My players, just don't.

These cylinders contain samples of The Black.  This has been referred to in the game by a travelling veterinarian the characters met who told them of animals which were becoming blighted by the black, and what they have here is something similar to the black oil from the X-Files, though they don't know it.  After the events which occurred in the Scientists'  main temple, 
the PCs have decided it is something akin to the stuff in Prometheus (which is close).

End highlight.

So the potential exists for some sort of outbreak and I came up with this on the spot.  


WHEN BAD THINGS HAPPEN TO NPC ORGANISATIONS - HOUSERULE



Have the organisation make four saving throws of the appropriate type, and see what happens. For this I chose save verses polymorph as a first level Scientist.  Results can be interpreted as follows:

No failed saves:       Event completely contained at no cost to organisation.
One failed save:       Event contained at some cost to organisation.
Two failed saves:     Event contained at significant cost to organisation
Three failed saves:  Event contained, just, organisation almost completely destroyed.
Four failed saves:    Organisation completely destroyed, event not contained.


Stand by to read all about this in session twenty when I get that far. I must say, I was getting very nervous for the fate of Denethix with those saving throws having the potential to mean there would be no one left to input the sacred code into the sacred hydrogen bomb, I think we know what happens.



*if you own this and want me to, I will take it down. (But that isn't as much fun a leaving it up.)

Friday, 23 May 2014

SESSION 12 PART 1. #Murder Hobos @ #Festival of Fangs OMG!

SESSION 12 PART ONE 


The Festival of Festival of Fangs begins (...and the PCs reveal themselves as black-hearted murder-hobos).

CAST
Nick:  Magic User 2 - Cybella the weapon collector; Jon-O-Tan - Troubleshooter2  
Syam:  Fighter1 - Tankred the Northern Barbarian. “I work for Gold”.
Michael: Cleric2 - Pelegost (Calina of the Twelve Annihilations).  War Dogs Alpha and Omega (since before the beginning of the Obelisk)
Telfer:  Fighter1 - Dudamer – High Plains Drifter in Banded armour.  F1.

To begin the session we calculated XP and treasure, paid everyone and set about levelling up.  Both Pelegost and Cybella have reached level 2, and gain an extra spell points.

Recapping, the PCs have returned to Lugosi to reequip and hire henchmen at the Festival of Fangs in order to return to The Obelisk and finish the pack of ghouls there.  

This session and the events drew more heavily than usual on the tables, and many results occurred that have had significant campaigns implications further down the road. The encounters and rumours tables for the Festival of Fangs were posted here.

More information about One Tooth Mary and her companions can be found here.

LUGOSI, THE FESTIVAL, AND BLACK DEEDS.

The characters set about town on the second day of the festival and having a range of minor personal things to attend to so they split up for the morning.

While in the main street, a random encounter is rolled for Pelegost, who meets a group of three men, two Denethix Functionary types, and their guard.  They introduce themselves as agents for the Council of Proper apportionment, and by the end of the conversation Pelegost has been booked to appear the next morning at their recently rented office next to the town Sherriff’s.  Pelegost agrees to appear at the appointed time to have his tax assessed.

Meanwhile, having looked around town, Tankred ends up meeting a Gypsy woman.  A very favourable reaction roll, good charisma and the intent these two spend the rest of the day together taking the Barbarian out for the day.  She agrees to put the word around that Tankred and co. are looking to hire help.


A new contact with a gypsy clan
Walking through Lugosi in the Afternoon, the characters pass a group hanging out outside the The Sinking Fang who appear to be another adventuring group.  A reaction roll is made and the PCs are jeered and given the finger.  Being just the two of them (the war dogs are stabled) they keep on moving.

They carry on to the town center, and the All domain where the caravans are drawn up. They talk to some (human) gypsies about how they are looking to hire help and they gypsies agree to spread the word.

Before leaving the caravan park they see Dawn, their current patron (who they have decided is a witch) entering one of the gypsy caravans.

Returning to Bella’s for the evening a new face arrives, and after talking to Pistole Vernon, the heavily armed and armoured gaucho drifter type (Clint Eastwood in banded mail), introduces himself to the Party as Dudamer and tells that he is looking for his cousin, Maredud (did you see the clever thing the player did with the names there).



Science Fantasy Clint Eastwood in Banded Mail at the rush.

The players describe how he died fighting the giant fleas, repulsive servants of the Orbital God Bonechewer and tell that his body is interred in the mausoleum at the Obelisk of Forgotten Memories.  The characters (Nick) gives the newcomer the usual hard time, saying interviews are on Monday*, before Dudemer’s “ I’m a hard bastard” routine convinces them he deserves an equal share.

Presently One Tooth Mary and two companions walk in.  They seem a little out of breath, and ahve been fighting:  Mary is bleeding from a slash on her arm, and the air smells of blood.

The tables have resulted in rivals trying to move in on Mary’s turf.  To determine who, I rolled again and got the tax collectors from Denethix.  I quicly determined that they are in cahoots with the Adventuring party in town, and that they also have ties to a Denethix Thieves Guild and that they were here under an official guise, but that is a ruse and they are actually working for the guild.

Mary describes this to the PCs and says that although she and her assassin henchmen won this night, something needs to be done to discourage them.  I admit, the dungeon master’s jaw dropped, as Pelegost, Cleric of Calina The Twelve Annihilations says straight out “If you can give us some poison we’ll kill them for you”.  

Smile, you're a murder hobo!

Although this was not what Mary was getting at, being a bit of an old cut-throat at heart she jumped at the chance, and they quickly hatched a plan involving sleep spells and contact poison dropped into ears of Tax Collectors when Pelegost arrived for his appointment the next day.

The next day at the appointed time, the whole party turns up to these offices, which are right next door o the Baliff’s rooms.  As soon as they can see everyone in the office, a sleep and command spell put them all down, and very nasty poison, one drop each in the ear finishes the work silently.

The players make sure they have stopped breathing, and then leave, taking the ledger on the bosses desk at the same time.  (They note that this is where their appointment is recorded).  The DM rolled D6 to see if they were seen leaving, with 1 being totally not spotted, and 6 being totally busted:

Highlight to read. If you are one of my players then don’t.

and on the 1 in 6 chance they totally weren’t seen I roll a 1, meaning they are free and clear.

The poor sods never had a chance, but hey, three out of the five tax collectors were part of a thief’s guild so they probably deserved it right).  The PCs then laid low at Bella’s for the rest of the day, before venturing out that evening.

A random encounter is rolled, getting a street performer.  The DM rolled ‘Player’s Choice’ and they chose Puppet Show, and this now appears in the table.




The spookily lit punch and judy style puppet show tells a story of a dapper man descending on the region and feeding on the locals.  The noble ruler who’s lineage is of the stars does battle with the dapper man but they are unable to best each other and fall into a stalemate until an agreement is reached that the beast will only feed when certain phases of the moon coincide with a festival in it’s honour.

Further up the street another 1 is rolled on random encounters, and they come across three tall figures in fine cloaks and masks coming their way.  One is Dracula, one a stereotypical witch, and the other is the Wolfman.  They wish the PCs greetings in voices which while light, carry much gravitas.  The PCs are a little freaked out, and bi them Good Evening in return and keep on walking.  Highlight if you want to know who these are:

These are the aliens from Gene Wolfe’s excellent Book of the New Sun who travel backwards in time.  Underneath their masks are terrifying alien faces with leech like mouths lined with needle sharp teeth.  These are in turn masks too, and underneath is a beautiful man and woman and the other is a machine.  Although they meet Severian, the main character several times, for them it is all backward.  An idea I really like and am keen to have in the game.  I hope they come up again.

Session 12...   ...to be continued.



* Okay, I thought that if this is so super in the future (like millions) that the names of the days would have changed.  


LOSSES: None.


GAINS: A bond of some sort has been forged with Mary.

THE (DIS)HONOUR ROLL 
Here we list those brave adventurers who have been tested and found wanting (more hit points).

NAME                         CLASS/LEVEL   PLAYER   SESSION                   HOW
Dode Enemy-Breaker    D1                     Nick          2           Fell into a pit trap.
Fighter guy                    F1        `            Telfer        3          Throat torn out by Pretender.
Mike’s Wizard               MU1                 Mike            4                              
Shot through the back by ‘High Programmer’ with a high intensity laser while carrying 8 flasks of oil in backpack - whoosh!

Syam’s Elf                    E1                   Syam            4          Face burned off by energy bolt 
Brychan                        F1                    Syam           9          Fell down a shaft.
Guitar Guy                    Kensai1            Syam        10                            
Critted - head impaled through eye by giant flea proboscis.
Maredud                       T1                    Tf              10          Overrun by giant fleas

Sunday, 20 April 2014

SESSION 11: TIME TO REEQUIP AND REINFORCE

A chance opportunity to hurt the ghouls, return to Lugosi for reinforcements and supplies, a northern barbarian warrior joins the party, and the Festival of Fangs begins.


CAST

Nick:  Cybella - Magic User 1; Jon-O-Tan - Troubleshooter2  
Syam:  Tankred from the Worthless  North  F1  “I work for Gold”.
Michael: Pelegost - Cleric 1  (Calina of the Twelve Annihilations), War dogs Alpha and Omega

RECAP

The session begins with the player characters in the grounds of the Obelisk of Forgotten Memory (adventure here) where they have forged an alliance with the Cult of Furter in order to achieve their goals.  They have been charged with the retrieval of items from a crypt in the mausoleum and in return for what is essentially grave robbing the PCs will assist the Cultists with their violent takeover of the grounds and estate of an ancient monument which has traditionally been cared for by the followers of three other orbital gods (Bonechewer, Benzonaught and Delphina). 

Having sided with the Furter Cultists and their rememberated dead (mechanico-galvanic animated corpse servants) against the giant fleas of Bonechewer and a pack of ghouls in the service of Bezonaught we begin.

The PCs have just finished a battle where they destroyed the nest of giant fleas that served Bonechewer and the two surviving PCs found their first major treaure, but at the price of two player characters dead.  The followers of Furter have retired to the Mausoleum they are using as a base to allow the PCs to loot the battle site.  The PCs had just found their first large treasure when the session ended.

A RANDOM ENCOUNTER ROLL PROVES A LUCKY CHANCE TO NARROW THE OPPOSITION


As they are returning to the mausoleum through the daytime mists, a pair of ghouls appear almost next to them, the ghouls who were out to see what all the fighting was are equally surprised.  With both parties catching their wits the ghouls get initiative and run.  A quick crossbow bolt wounds one, and a light spell from the cleric blinds it, but it keeps running, trying to follow the sound of it's companion. 

The players decide not to charge into the mist, and I give the ghoul 1-3 on d6 to run into something each roiund.  It does on the third round, and the characters seize the opportunity to knock one of them off.  The PCs run up, and swinging his bastard sword two handed Jon-O-Tan rolls 20 and cleaves the wretched beast. 

Pleased with their luck at turning six ghoul enemies into five at little risk they return to the mausoleum where the Cultists inter their dead friends. There a stranger has arrived.  Tankred, a hard looking man from the worthless north.  He wears heavy armour and carries a sword.  Some time is spent getting to know each other, an often tense conversation (a certain ‘character’ claims to be difficult to represent the PCs 8 charisma). 


Tankred, the platemail clad meat axe warrior from the Worthless North. Claims to work for treasure.  Mostly awesome, just don't ask him to read too much.

An offer is made to join the party which is sorely in need of some meat-axes right about now and this guy is all meat-axe.  As a sign of good faith from the two spellcasters Cybella and Pelegost, they make a gift of the argonium sabre* found last session to the new full member of the party. They retire to the crypt being used as quarters where they stay and eat, clean, heal and retire.

AN ORBITAL GODS FOUL DESECRATION OF A DEAD FRIEND


When they are the only ones in the room, a half familiar voice hisses from the corner.
“thought you could cheat me  did you, you all had a deal, do you dare to break it?”  A tense stand off is had with the cloaked figure of familiar stature.  The hood is thrown back revealing Brychan, their recently deceased party member and party to the deal with the ghouls, blackened around the mouth as the other ghouls have been and obviously now a ghoul himself.

The players chase it and it is brought down and destroyed.  They realise now the implications of double crossing the ghouls, and Benzonaught, which will worry them when they leave for town.

The next morning they talk with Vicar Malokai, and it is agreed that they will return to Lugosi for supplies, such as oil for use in their plan, and to use the opportunity of the Festival of Fangs to recruit reinforcements.  The players plan to trek to Southdeep, spend the night, and make Lugosi the next day, which is the first day of the festival, and just hope that Vernon can fit them in.

A COSMIC WIERDO & HAPPY/ANGRY HALFLING BIKER/MINERS (again).


An uneventful journey is had to Southdeep where they set up camp in one of the caves at the bottom, where it is free to stay the night, but you must move on in the morning. A random encounter is rolled, and I choose a big d140 table I mashed up of scifi and science fantasy tables from Swords and Stitchery to get an ancient metamorph looking for it’s lost lover. 

We were listening to Hawkwind so I decided to go a bit psychedelic.  On the other side of the fire standing in the breeze at the cavemouth was an androgynous figure in a toga waiting to be invited to the fire.  This turned out to be Quintarros, who was pleasant but vague, and had a strange otherworldly allure, and the PCs thought better of it when it asked if they would be interested in helping find it’s lost lover.

It is so ancient that it can only remember that it’s lover was “the one with the touch like a stampeding stallion and the lightest brush of a lilly at the end of summer, and because it left such a strong disturbance through the time hole in which it fell, it’s lover's life might now be in danger"**.

Quintarros asked if the PCs would join it to walk to Denethix, suggesting that “those who walk 10000 steps together are admitted to the third unicorn of the omnicron”  whereupon the players all suggested that the DM had had enough to drink. The PCs thinking that 'it' was a total space cadet declined to assist in the search, 'helpfully' suggesting that it might want to head to Denethix,

The next day the players left for Lugosi, and were approaching a wayside stop when they spied a large group of Halfling biker/miners the PCs previously met at the Subterraininn in Southdeep.  The halflings are headed to the festival on a rare few days off work, but have gotten drink on the way and are now fighting because half want to go back to Southdeep and half want to go to the festival.  


Drunk angry and dysfunctional Halfling Biker/Miners.  

Their mood only worsens when a reaction roll with the PCs goes badly, and one halfling, drunk, stroppy, and fancying his odds because they have a number advantage tries to provoke the PCs, and is promptly put on his ass by a punch from the new barbarian PC, demoralising the halflings who leave.  A random roll has the dysfunctional little buggers head back to Southdeep.


BACK TO BELLA'S FOR A FEED AND A REST


The PCs arrived at Lugosi and headed to Bella’s where Vernon was able to arrange a room for “eees good frien’s”, though due to demand the room available is a bit more cramped than their usual room.

Pistole Vernon after hours, barkeep and part owner of Bella's Bar and
Grill, and friend of the PCs
Seeing they are flush he joins them for a drink to celebrate and remember those not coming back.  The PCs ask about hiring henchmen and he suggests talking to Mary who can arrange for posters and a crier to advertise, and there is a catered meeting room out back that they can use for interviews, strictly 'mates rates' of course. He also tells them a little more about the festival.  It goes for three days. Activities take place all over the area for the first two days but the third is always centered around the crypt-topped hillock which dominates the roundabout and wagon stop at the all-domain in the centre of town.

*This player has only been able to return once so the front line has no weapon capable of hitting magic only.  I probably should put some new goodies in there.

**a quick look at the random encounters will tell you what this is, or you can highlight this.  Players, just don’t, those tables are still in use:
Space Phantom, trait as wraith with colour effects from the Festival of Fangs encounter table.
-end highlight.

Festival of Fangs Tables are here. Players don't.

LOSSES: None.

GAINS: Tankred F1.

THE (DIS)HONOUR ROLL 
Here we list those brave adventurers who have been tested and found wanting (more hit points).
NAME                         CLASS/LEVEL   PLAYER   SESSION                   HOW
Dode Enemy-Breaker    D1                     Nick          2                              Fell into a pit trap.
Fighter guy                   F1        `            Telfer         3                              Throat torn out by Pretender.
Mike’s Wizard               MU1                 Mike          4                              
  • Shot through the back by ‘High Programmer’ with a high intensity laser while carrying 8 flasks of oil in backpack - whoosh!

Syam’s Elf                    E1                   Syam         4                              Face burned off by energy bolt 
Brychan                        F1                    Syam        9                              Fell down a shaft.
Guitar Guy                    Kensai1            Syam        10                            
  • Critted - head impaled through eye by giant flea proboscis.

Maredud                       T1                    Tf              10                             Overrun by giant fleas

Saturday, 19 April 2014

LAZERHAWK AND HEAVY METAL. OH YEAH. (Not safe for work)

I recently played this for my players during an break.  Heavy Metal movie and Lazerhawk, by the Orbital Gods it's good!

I found this on Vimeo (http://vimeo.com/52944225).  Too good not to share, just google Lazerhawk Heavy Metal.  A found resource shared as a fan.

DENEZINS OF DENETHIX: TWO FINGER TEDDY AND HIS TWO TONE BOYZ.

Two Finger Teddy and his Two Tone Boyz work the markets on the outskirts of the Bazzar Incomparable.  They do a good job of 'protecting' their area, are quite popular with the less well off locals, and are on the lookout for many residents that would normally be off the radar of the administratum of Denethix.

Two Finger Teddy (T5) aka "That Two Faced Mother Fu....r!"

They are relatively well known around their home neighborhood for their charasmatic demeanors, don't-fuck-with-us spunk, sense of honour and their 'word', and also in no small part for the well known street parties they hold where they employ musicians from the swamps of the deep south, who are known for a hypnotic rhythm-driven music called 'Skar'; parties which are known to attract a significant number of activists from the student quarter in addition to locals.



THE TWO TONE BOYZ
Left to rightBack Row: Baby Face A1, Sweet Eddy T3, Pelvis Easley T1, Buck Norrick F2, Mac Boy T3, Kicks Stewart T2
Front Row: Dopey T1, Pretty Boy T2 and Joe Ninety% T1


Baby face is known to be twisted and is kept on a short leash by his older brother Sweet Eddy, who is the treasurer.  The day to day protection is run by Pelvis, Buck Norrick, and Mac Boy.  It is said that Buck Norrick is so tough he doesn't need to carry weapons, and that Kicks Stewart once killed a man with a jumping turning hook kick to the head* Those looking for a quick buzz usually visit Dopey, who has a line on some legal but dodgy hafnium and pipe-weed.  Pretty Boy usually accompanies Teddy for both his diplomatic tact and willingness to smash someone's face in, and lastly, seemingly the odd one out, Joe 90% is a student at the Academy and also has a friend in the Scientists.

They run low level protection rackets, hook up deals, sell semi-licit materials, and sometimes come by stuff which has fallen off the back of a cart. They are all locals, and are focused on their 'hood and not expansionistic.

Normally they wear leather backed coats and stylish sturdy expensive shoes, and carry daggers, switchblades, or billy clubs (which they lovingly refer to as 'enforcers'). They have also been spotted with crowbars, crossbows and Teddy carries a revolver.

Teddy is reputed to have been burned while setting fire to an adversary as punishment, although the more perceptive will wonder how that explains the strange eye he now has.  It is a lessor known rumour that he is responsible for the death of at least one agent of the Council of Proper Apportionment.


*The dude in the photo totally reminds me of an old d&d friend and martial arts buddy, B. Stewart, who to this day has very sneaky hard-to-see-coming devastating head kicks.

Saturday, 5 April 2014

PLUG N PLAY CAMPAIGN FACTION: The SisterHive.

THE SISTERHIVE 

STEPHEN BAXTER INSPIRED DROP-IN-YOUR-CAMPAIGN FACTION FOR YOU FANTASY, SCIFANTASY OR SCIFI OLD SCHOOL CAMPAIGN.

This supplement concerns an evolutionary branch of humanity that has evolved since ancient times when it began as an all female religious order which retreated underground to survive a time of strife.

As thousands of years passed, a sisterhood cult and isolation led to rapid evolution of a society of all females of different castes.  There are the drones, the breeders and the organisers.

All sisters in a hive are bound by the strict code of sisterhood, which has had such strong effects on the population over the aeons as to promote rapid physical and social evolution. 

ASE:  Three 'Sisters', age 20.  Like this...
...Not like this, you perv!  These girls are real by the way, pin-up triplets all in the IAF from what I could tell in the brief time it took me to copy this image.  

Back to D&D now.

The drones are somewhat androgynous, with slight builds and large pretty eyes.  The do most of the work and live by the rules of sisterhood, and the mantra, “Sisters are better than daughters”[1].

The breeders are selected at late puberty and have obviously accentuated child bearing features.  They will give birth to one daughter approximately every four months.  The child will be born in a sack of gel, from which it draws sustenance additional to that which it receives from its mother.

All of them exhibit hive like behaviour.  This is influenced by cues such as body language, culture, smell and habit.  Although there is no greater hive mind as suc, the culture and behaviour has developed to the point where the emergent properties mimics such a state of affairs.

The organisers are of two subtypes.  The Matrons, who run the hive, and the Flowers. The Flowers spend time in the outside world to gather information and necessities, and importantly to find mates for the sisterhood.  Once the mate is ‘committed’ it’s time for a trip underneath to ‘meet’ the family. 

These mates must save vs pheromones or become emotionally attached to the survival of the hive as well as willing impregnators of the breeders.  A failure does not necessarily mean the mate has a bad experience; if he’s not obviously smitten, then the belief is that he will be next time.  These mates do not however live underneath amongst the sisters and their access to the hive is strictly controlled by the matrons and the flowers.

All of the sisters have a faint off-milk smell, somewhat more so for the breeders

For The Land of One Thousand Towers campaign these underhives can be located underneath any of the ruins that appear on the map, or heck, just put it right underneath Denethix if you want, who knows what Feretha built on top of.

For a Scifi setting, the sisters left earth thousands of years ago and have set up hives all over.  They are not really a 'threat', nor are they organised between hives.  Sometimes these hives are in planetoids or asteroids, riddled with the hive warren.  Unscrupulous merchants and ship owners often go into business with slavers to assault these and capture a large and ready slave resource.  The sisters will of course defend the hive.


For running the game:  Random Table additions, cut and paste these to the appropriate random tables for your campaign.

ENCOUNTERS
  • 2-4 Drones.  If they know characters are in vicinity of their hive this will be 2d20.  0hd.  1-4 hp.  They have been sent above to do/retrieve/communicate and will be keen to avoid unnecessary contact beyond what they need to do. They believe 'Sisters are better than daughters' and have a morale of 7 in isolation, and 10 against threats to the SisterHive, and 11 in the hive.  Reason for being outside the hive: D6  1-2 Retrieve a sister who as run away. 3-4 Purchase writing materials,  5-6 pass a message.
  • Flower1d2-1   (0=1) Flowers.  These women are attractive and good with conversations.  They are likely professionals of some variety.  They have subtle but effective pheromones which provide a one-step positive reaction adjustment.
  • Add Drone Sisters or a Flower to the type of slaves that a Slaver could have for sale.

RUMORS
  • “There are these people see, and they’re all like girls and they all look just about the same.  They’re seen every now or again, maybe they visit a merchant of something.  No no-one knows where they’re from but they don’t seem to do anyone no harm”.
  • “What?!  You want to go to the ruins of Crystal Palace?  Underneath those ruins there is a city, a hive of insect woman, you know.  Probably best left alone!”.
  • “Yess, a most ancient manuscript this.  A book of history from some lost and ancient civilisation.  It makes reference to a religious sisterhood who created an underground habitat and community underneath their home city during a period of great strife”. 
  • Mercs and Slavers have discovered a hive and are going to raid it for slaves. They are looking for additional muscle.






[1] I have totally converted the Sisterhood from Stephen Baxter’s Coalescent to use in my d&d game.  If you like the idea above I very much recommend that you buy it or get it from the library and read it  Coalescent Wiki.